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4.3: Source Code of Memory Puzzle

  • Page ID
    13578
    \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}} } \) \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash {#1}}} \)\(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\) \(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\)\(\newcommand{\AA}{\unicode[.8,0]{x212B}}\)

    This source code can be downloaded from http://invpy.com/memorypuzzle.py.

    Go ahead and first type in the entire program into IDLE’s file editor, save it as memorypuzzle.py, and run it. If you get any error messages, look at the line number that is mentioned in the error message and check your code for any typos. You can also copy and paste your code into the web form at http://invpy.com/diff/memorypuzzle to see if the differences between your code and the code in the book.

    You’ll probably pick up a few ideas about how the program works just by typing it in once. And when you’re done typing it in, you can then play the game for yourself.

    # Memory Puzzle
    # By Al Sweigart al@inventwithpython.com
    # http://inventwithpython.com/pygame
    # Released under a "Simplified BSD" license
    
    import random, pygame, sys
    from pygame.locals import *
    
    FPS = 30 # frames per second, the general speed of the program
    WINDOWWIDTH = 640 # size of window's width in pixels
    WINDOWHEIGHT = 480 # size of windows' height in pixels
    REVEALSPEED = 8 # speed boxes' sliding reveals and covers
    BOXSIZE = 40 # size of box height & width in pixels
    GAPSIZE = 10 # size of gap between boxes in pixels
    BOARDWIDTH = 10 # number of columns of icons
    BOARDHEIGHT = 7 # number of rows of icons
    assert (BOARDWIDTH * BOARDHEIGHT) % 2 == 0, 'Board needs to have an even number of boxes for pairs of matches.'
    XMARGIN = int((WINDOWWIDTH - (BOARDWIDTH * (BOXSIZE + GAPSIZE))) / 2)
    YMARGIN = int((WINDOWHEIGHT - (BOARDHEIGHT * (BOXSIZE + GAPSIZE))) / 2)
    
    #            R    G    B
    GRAY     = (100, 100, 100)
    NAVYBLUE = ( 60,  60, 100)
    WHITE    = (255, 255, 255)
    RED      = (255,   0,   0)
    GREEN    = (  0, 255,   0)
    BLUE     = (  0,   0, 255)
    YELLOW   = (255, 255,   0)
    ORANGE   = (255, 128,   0)
    PURPLE   = (255,   0, 255)
    CYAN     = (  0, 255, 255)
    
    BGCOLOR = NAVYBLUE
    LIGHTBGCOLOR = GRAY
    BOXCOLOR = WHITE
    HIGHLIGHTCOLOR = BLUE
    
    DONUT = 'donut'
    SQUARE = 'square'
    DIAMOND = 'diamond'
    LINES = 'lines'
    OVAL = 'oval'
    
    ALLCOLORS = (RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN)
    ALLSHAPES = (DONUT, SQUARE, DIAMOND, LINES, OVAL)
    assert len(ALLCOLORS) * len(ALLSHAPES) * 2 >= BOARDWIDTH * BOARDHEIGHT, "Board is too big for the number of shapes/colors defined."
    
    def main():
        global FPSCLOCK, DISPLAYSURF
        pygame.init()
        FPSCLOCK = pygame.time.Clock()
        DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    
        mousex = 0 # used to store x coordinate of mouse event
        mousey = 0 # used to store y coordinate of mouse event
        pygame.display.set_caption('Memory Game')
    
        mainBoard = getRandomizedBoard()
        revealedBoxes = generateRevealedBoxesData(False)
    
        firstSelection = None # stores the (x, y) of the first box clicked.
    
        DISPLAYSURF.fill(BGCOLOR)
        startGameAnimation(mainBoard)
    
        while True: # main game loop
            mouseClicked = False
    
            DISPLAYSURF.fill(BGCOLOR) # drawing the window
            drawBoard(mainBoard, revealedBoxes)
    
            for event in pygame.event.get(): # event handling loop
                if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
                    pygame.quit()
                    sys.exit()
                elif event.type == MOUSEMOTION:
                    mousex, mousey = event.pos
                elif event.type == MOUSEBUTTONUP:
                    mousex, mousey = event.pos
                    mouseClicked = True
    
            boxx, boxy = getBoxAtPixel(mousex, mousey)
            if boxx != None and boxy != None:
                # The mouse is currently over a box.
                if not revealedBoxes[boxx][boxy]:
                    drawHighlightBox(boxx, boxy)
                if not revealedBoxes[boxx][boxy] and mouseClicked:
                    revealBoxesAnimation(mainBoard, [(boxx, boxy)])
                    revealedBoxes[boxx][boxy] = True # set the box as "revealed"
                    if firstSelection == None: # the current box was the first box clicked
                        firstSelection = (boxx, boxy)
                    else: # the current box was the second box clicked
                        # Check if there is a match between the two icons.
                        icon1shape, icon1color = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1])
                        icon2shape, icon2color = getShapeAndColor(mainBoard, boxx, boxy)
    
                        if icon1shape != icon2shape or icon1color != icon2color:
                            # Icons don't match. Re-cover up both selections.
                            pygame.time.wait(1000) # 1000 milliseconds = 1 sec
                            coverBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)])
                            revealedBoxes[firstSelection[0]][firstSelection[1]] = False
                            revealedBoxes[boxx][boxy] = False
                        elif hasWon(revealedBoxes): # check if all pairs found
                            gameWonAnimation(mainBoard)
                            pygame.time.wait(2000)
    
                            # Reset the board
                            mainBoard = getRandomizedBoard()
                            revealedBoxes = generateRevealedBoxesData(False)
    
                            # Show the fully unrevealed board for a second.
                            drawBoard(mainBoard, revealedBoxes)
                            pygame.display.update()
                            pygame.time.wait(1000)
    
                            # Replay the start game animation.
                            startGameAnimation(mainBoard)
                        firstSelection = None # reset firstSelection variable
    
            # Redraw the screen and wait a clock tick.
            pygame.display.update()
            FPSCLOCK.tick(FPS)
    
    
    def generateRevealedBoxesData(val):
        revealedBoxes = []
        for i in range(BOARDWIDTH):
            revealedBoxes.append([val] * BOARDHEIGHT)
        return revealedBoxes
    
    
    def getRandomizedBoard():
        # Get a list of every possible shape in every possible color.
        icons = []
        for color in ALLCOLORS:
            for shape in ALLSHAPES:
                icons.append( (shape, color) )
    
        random.shuffle(icons) # randomize the order of the icons list
        numIconsUsed = int(BOARDWIDTH * BOARDHEIGHT / 2) # calculate how many icons are needed
        icons = icons[:numIconsUsed] * 2 # make two of each
        random.shuffle(icons)
    
        # Create the board data structure, with randomly placed icons.
        board = []
        for x in range(BOARDWIDTH):
            column = []
            for y in range(BOARDHEIGHT):
                column.append(icons[0])
                del icons[0] # remove the icons as we assign them
            board.append(column)
        return board
    
    
    def splitIntoGroupsOf(groupSize, theList):
        # splits a list into a list of lists, where the inner lists have at
        # most groupSize number of items.
        result = []
        for i in range(0, len(theList), groupSize):
            result.append(theList[i:i + groupSize])
        return result
    
    
    def leftTopCoordsOfBox(boxx, boxy):
        # Convert board coordinates to pixel coordinates
        left = boxx * (BOXSIZE + GAPSIZE) + XMARGIN
        top = boxy * (BOXSIZE + GAPSIZE) + YMARGIN
        return (left, top)
    
    
    def getBoxAtPixel(x, y):
        for boxx in range(BOARDWIDTH):
            for boxy in range(BOARDHEIGHT):
                left, top = leftTopCoordsOfBox(boxx, boxy)
                boxRect = pygame.Rect(left, top, BOXSIZE, BOXSIZE)
                if boxRect.collidepoint(x, y):
                    return (boxx, boxy)
        return (None, None)
    
    
    def drawIcon(shape, color, boxx, boxy):
        quarter = int(BOXSIZE * 0.25) # syntactic sugar
        half =    int(BOXSIZE * 0.5)  # syntactic sugar
    
        left, top = leftTopCoordsOfBox(boxx, boxy) # get pixel coords from board coords
        # Draw the shapes
        if shape == DONUT:
            pygame.draw.circle(DISPLAYSURF, color, (left + half, top + half), half - 5)
            pygame.draw.circle(DISPLAYSURF, BGCOLOR, (left + half, top + half), quarter - 5)
        elif shape == SQUARE:
            pygame.draw.rect(DISPLAYSURF, color, (left + quarter, top + quarter, BOXSIZE - half, BOXSIZE - half))
        elif shape == DIAMOND:
            pygame.draw.polygon(DISPLAYSURF, color, ((left + half, top), (left + BOXSIZE - 1, top + half), (left + half, top + BOXSIZE - 1), (left, top + half)))
        elif shape == LINES:
            for i in range(0, BOXSIZE, 4):
                pygame.draw.line(DISPLAYSURF, color, (left, top + i), (left + i, top))
                pygame.draw.line(DISPLAYSURF, color, (left + i, top + BOXSIZE - 1), (left + BOXSIZE - 1, top + i))
        elif shape == OVAL:
            pygame.draw.ellipse(DISPLAYSURF, color, (left, top + quarter, BOXSIZE, half))
    
    
    def getShapeAndColor(board, boxx, boxy):
        # shape value for x, y spot is stored in board[x][y][0]
        # color value for x, y spot is stored in board[x][y][1]
        return board[boxx][boxy][0], board[boxx][boxy][1]
    
    
    def drawBoxCovers(board, boxes, coverage):
        # Draws boxes being covered/revealed. "boxes" is a list
        # of two-item lists, which have the x & y spot of the box.
        for box in boxes:
            left, top = leftTopCoordsOfBox(box[0], box[1])
            pygame.draw.rect(DISPLAYSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE))
            shape, color = getShapeAndColor(board, box[0], box[1])
            drawIcon(shape, color, box[0], box[1])
            if coverage > 0: # only draw the cover if there is an coverage
                pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
        pygame.display.update()
        FPSCLOCK.tick(FPS)
    
    
    def revealBoxesAnimation(board, boxesToReveal):
        # Do the "box reveal" animation.
        for coverage in range(BOXSIZE, (-REVEALSPEED) - 1, -REVEALSPEED):
            drawBoxCovers(board, boxesToReveal, coverage)
    
    
    def coverBoxesAnimation(board, boxesToCover):
        # Do the "box cover" animation.
        for coverage in range(0, BOXSIZE + REVEALSPEED, REVEALSPEED):
            drawBoxCovers(board, boxesToCover, coverage)
    
    
    def drawBoard(board, revealed):
        # Draws all of the boxes in their covered or revealed state.
        for boxx in range(BOARDWIDTH):
            for boxy in range(BOARDHEIGHT):
                left, top = leftTopCoordsOfBox(boxx, boxy)
                if not revealed[boxx][boxy]:
                    # Draw a covered box.
                    pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, BOXSIZE, BOXSIZE))
                else:
                    # Draw the (revealed) icon.
                    shape, color = getShapeAndColor(board, boxx, boxy)
                    drawIcon(shape, color, boxx, boxy)
    
    
    def drawHighlightBox(boxx, boxy):
        left, top = leftTopCoordsOfBox(boxx, boxy)
        pygame.draw.rect(DISPLAYSURF, HIGHLIGHTCOLOR, (left - 5, top - 5, BOXSIZE + 10, BOXSIZE + 10), 4)
    
    
    def startGameAnimation(board):
        # Randomly reveal the boxes 8 at a time.
        coveredBoxes = generateRevealedBoxesData(False)
        boxes = []
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                boxes.append( (x, y) )
        random.shuffle(boxes)
        boxGroups = splitIntoGroupsOf(8, boxes)
    
        drawBoard(board, coveredBoxes)
        for boxGroup in boxGroups:
            revealBoxesAnimation(board, boxGroup)
            coverBoxesAnimation(board, boxGroup)
    
    
    def gameWonAnimation(board):
        # flash the background color when the player has won
        coveredBoxes = generateRevealedBoxesData(True)
        color1 = LIGHTBGCOLOR
        color2 = BGCOLOR
    
        for i in range(13):
            color1, color2 = color2, color1 # swap colors
            DISPLAYSURF.fill(color1)
            drawBoard(board, coveredBoxes)
            pygame.display.update()
            pygame.time.wait(300)
    
    
    def hasWon(revealedBoxes):
        # Returns True if all the boxes have been revealed, otherwise False
        for i in revealedBoxes:
            if False in i:
                return False # return False if any boxes are covered.
        return True
    
    
    if __name__ == '__main__':
        main()
    

    This page titled 4.3: Source Code of Memory Puzzle is shared under a CC BY-NC-SA 3.0 license and was authored, remixed, and/or curated by Al Sweigart via source content that was edited to the style and standards of the LibreTexts platform; a detailed edit history is available upon request.

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