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11.8: Source Code for Gemgem

  • Page ID
    14690
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    This source code can be downloaded from http://invpy.com/gemgem.py.

    The image files that Gemgem uses can be downloaded from http://invpy.com/gemgemimages.zip.

    # Gemgem (a Bejeweled clone)
    # By Al Sweigart al@inventwithpython.com
    # http://inventwithpython.com/pygame
    # Released under a "Simplified BSD" license
    
    """
    This program has "gem data structures", which are basically dictionaries
    with the following keys:
      'x' and 'y' - The location of the gem on the board. 0,0 is the top left.
                    There is also a ROWABOVEBOARD row that 'y' can be set to,
                    to indicate that it is above the board.
      'direction' - one of the four constant variables UP, DOWN, LEFT, RIGHT.
                    This is the direction the gem is moving.
      'imageNum'  - The integer index into GEMIMAGES to denote which image
                    this gem uses.
    """
    
    import random, time, pygame, sys, copy
    from pygame.locals import *
    
    FPS = 30 # frames per second to update the screen
    WINDOWWIDTH = 600  # width of the program's window, in pixels
    WINDOWHEIGHT = 600 # height in pixels
    
    BOARDWIDTH = 8 # how many columns in the board
    BOARDHEIGHT = 8 # how many rows in the board
    GEMIMAGESIZE = 64 # width & height of each space in pixels
    
    # NUMGEMIMAGES is the number of gem types. You will need .png image
    # files named gem0.png, gem1.png, etc. up to gem(N-1).png.
    NUMGEMIMAGES = 7
    assert NUMGEMIMAGES >= 5 # game needs at least 5 types of gems to work
    
    # NUMMATCHSOUNDS is the number of different sounds to choose from when
    # a match is made. The .wav files are named match0.wav, match1.wav, etc.
    NUMMATCHSOUNDS = 6
    
    MOVERATE = 25 # 1 to 100, larger num means faster animations
    DEDUCTSPEED = 0.8 # reduces score by 1 point every DEDUCTSPEED seconds.
    
    #             R    G    B
    PURPLE    = (255,   0, 255)
    LIGHTBLUE = (170, 190, 255)
    BLUE      = (  0,   0, 255)
    RED       = (255, 100, 100)
    BLACK     = (  0,   0,   0)
    BROWN     = ( 85,  65,   0)
    HIGHLIGHTCOLOR = PURPLE # color of the selected gem's border
    BGCOLOR = LIGHTBLUE # background color on the screen
    GRIDCOLOR = BLUE # color of the game board
    GAMEOVERCOLOR = RED # color of the "Game over" text.
    GAMEOVERBGCOLOR = BLACK # background color of the "Game over" text.
    SCORECOLOR = BROWN # color of the text for the player's score
    
    # The amount of space to the sides of the board to the edge of the window
    # is used several times, so calculate it once here and store in variables.
    XMARGIN = int((WINDOWWIDTH - GEMIMAGESIZE * BOARDWIDTH) / 2)
    YMARGIN = int((WINDOWHEIGHT - GEMIMAGESIZE * BOARDHEIGHT) / 2)
    
    # constants for direction values
    UP = 'up'
    DOWN = 'down'
    LEFT = 'left'
    RIGHT = 'right'
    
    EMPTY_SPACE = -1 # an arbitrary, nonpositive value
    ROWABOVEBOARD = 'row above board' # an arbitrary, noninteger value
    
    def main():
        global FPSCLOCK, DISPLAYSURF, GEMIMAGES, GAMESOUNDS, BASICFONT, BOARDRECTS
    
        # Initial set up.
        pygame.init()
        FPSCLOCK = pygame.time.Clock()
        DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
        pygame.display.set_caption('Gemgem')
        BASICFONT = pygame.font.Font('freesansbold.ttf', 36)
    
        # Load the images
        GEMIMAGES = []
        for i in range(1, NUMGEMIMAGES+1):
            gemImage = pygame.image.load('gem%s.png' % i)
            if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
                gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
            GEMIMAGES.append(gemImage)
    
        # Load the sounds.
        GAMESOUNDS = {}
        GAMESOUNDS['bad swap'] = pygame.mixer.Sound('badswap.wav')
        GAMESOUNDS['match'] = []
        for i in range(NUMMATCHSOUNDS):
            GAMESOUNDS['match'].append(pygame.mixer.Sound('match%s.wav' % i))
    
        # Create pygame.Rect objects for each board space to
        # do board-coordinate-to-pixel-coordinate conversions.
        BOARDRECTS = []
        for x in range(BOARDWIDTH):
            BOARDRECTS.append([])
            for y in range(BOARDHEIGHT):
                r = pygame.Rect((XMARGIN + (x * GEMIMAGESIZE),
                                 YMARGIN + (y * GEMIMAGESIZE),
                                 GEMIMAGESIZE,
                                 GEMIMAGESIZE))
                BOARDRECTS[x].append(r)
    
        while True:
            runGame()
    
    
    def runGame():
        # Plays through a single game. When the game is over, this function returns.
    
        # initalize the board
        gameBoard = getBlankBoard()
        score = 0
        fillBoardAndAnimate(gameBoard, [], score) # Drop the initial gems.
    
        # initialize variables for the start of a new game
        firstSelectedGem = None
        lastMouseDownX = None
        lastMouseDownY = None
        gameIsOver = False
        lastScoreDeduction = time.time()
        clickContinueTextSurf = None
    
        while True: # main game loop
            clickedSpace = None
            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 == KEYUP and event.key == K_BACKSPACE:
                    return # start a new game
    
                elif event.type == MOUSEBUTTONUP:
                    if gameIsOver:
                        return # after games ends, click to start a new game
    
                    if event.pos == (lastMouseDownX, lastMouseDownY):
                        # This event is a mouse click, not the end of a mouse drag.
                        clickedSpace = checkForGemClick(event.pos)
                    else:
                        # this is the end of a mouse drag
                        firstSelectedGem = checkForGemClick((lastMouseDownX, lastMouseDownY))
                        clickedSpace = checkForGemClick(event.pos)
                        if not firstSelectedGem or not clickedSpace:
                            # if not part of a valid drag, deselect both
                            firstSelectedGem = None
                            clickedSpace = None
                elif event.type == MOUSEBUTTONDOWN:
                    # this is the start of a mouse click or mouse drag
                    lastMouseDownX, lastMouseDownY = event.pos
    
            if clickedSpace and not firstSelectedGem:
                # This was the first gem clicked on.
                firstSelectedGem = clickedSpace
            elif clickedSpace and firstSelectedGem:
                # Two gems have been clicked on and selected. Swap the gems.
                firstSwappingGem, secondSwappingGem = getSwappingGems(gameBoard, firstSelectedGem, clickedSpace)
                if firstSwappingGem == None and secondSwappingGem == None:
                    # If both are None, then the gems were not adjacent
                    firstSelectedGem = None # deselect the first gem
                    continue
    
                # Show the swap animation on the screen.
                boardCopy = getBoardCopyMinusGems(gameBoard, (firstSwappingGem, secondSwappingGem))
                animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)
    
                # Swap the gems in the board data structure.
                gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = secondSwappingGem['imageNum']
                gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = firstSwappingGem['imageNum']
    
                # See if this is a matching move.
                matchedGems = findMatchingGems(gameBoard)
                if matchedGems == []:
                    # Was not a matching move; swap the gems back
                    GAMESOUNDS['bad swap'].play()
                    animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)
                    gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = firstSwappingGem['imageNum']
                    gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = secondSwappingGem['imageNum']
                else:
                    # This was a matching move.
                    scoreAdd = 0
                    while matchedGems != []:
                        # Remove matched gems, then pull down the board.
    
                        # points is a list of dicts that tells fillBoardAndAnimate()
                        # where on the screen to display text to show how many
                        # points the player got. points is a list because if
                        # the playergets multiple matches, then multiple points text should appear.
                        points = []
                        for gemSet in matchedGems:
                            scoreAdd += (10 + (len(gemSet) - 3) * 10)
                            for gem in gemSet:
                                gameBoard[gem[0]][gem[1]] = EMPTY_SPACE
                            points.append({'points': scoreAdd,
                                           'x': gem[0] * GEMIMAGESIZE + XMARGIN,
                                           'y': gem[1] * GEMIMAGESIZE + YMARGIN})
                        random.choice(GAMESOUNDS['match']).play()
                        score += scoreAdd
    
                        # Drop the new gems.
                        fillBoardAndAnimate(gameBoard, points, score)
    
                        # Check if there are any new matches.
                        matchedGems = findMatchingGems(gameBoard)
                firstSelectedGem = None
    
                if not canMakeMove(gameBoard):
                    gameIsOver = True
    
            # Draw the board.
            DISPLAYSURF.fill(BGCOLOR)
            drawBoard(gameBoard)
            if firstSelectedGem != None:
                highlightSpace(firstSelectedGem['x'], firstSelectedGem['y'])
            if gameIsOver:
                if clickContinueTextSurf == None:
                    # Only render the text once. In future iterations, just
                    # use the Surface object already in clickContinueTextSurf
                    clickContinueTextSurf = BASICFONT.render('Final Score: %s (Click to continue)' % (score), 1, GAMEOVERCOLOR, GAMEOVERBGCOLOR)
                    clickContinueTextRect = clickContinueTextSurf.get_rect()
                    clickContinueTextRect.center = int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)
                DISPLAYSURF.blit(clickContinueTextSurf, clickContinueTextRect)
            elif score > 0 and time.time() - lastScoreDeduction > DEDUCTSPEED:
                # score drops over time
                score -= 1
                lastScoreDeduction = time.time()
            drawScore(score)
            pygame.display.update()
            FPSCLOCK.tick(FPS)
    
    
    def getSwappingGems(board, firstXY, secondXY):
        # If the gems at the (X, Y) coordinates of the two gems are adjacent,
        # then their 'direction' keys are set to the appropriate direction
        # value to be swapped with each other.
        # Otherwise, (None, None) is returned.
        firstGem = {'imageNum': board[firstXY['x']][firstXY['y']],
                    'x': firstXY['x'],
                    'y': firstXY['y']}
        secondGem = {'imageNum': board[secondXY['x']][secondXY['y']],
                     'x': secondXY['x'],
                     'y': secondXY['y']}
        highlightedGem = None
        if firstGem['x'] == secondGem['x'] + 1 and firstGem['y'] == secondGem['y']:
            firstGem['direction'] = LEFT
            secondGem['direction'] = RIGHT
        elif firstGem['x'] == secondGem['x'] - 1 and firstGem['y'] == secondGem['y']:
            firstGem['direction'] = RIGHT
            secondGem['direction'] = LEFT
        elif firstGem['y'] == secondGem['y'] + 1 and firstGem['x'] == secondGem['x']:
            firstGem['direction'] = UP
            secondGem['direction'] = DOWN
        elif firstGem['y'] == secondGem['y'] - 1 and firstGem['x'] == secondGem['x']:
            firstGem['direction'] = DOWN
            secondGem['direction'] = UP
        else:
            # These gems are not adjacent and can't be swapped.
            return None, None
        return firstGem, secondGem
    
    
    def getBlankBoard():
        # Create and return a blank board data structure.
        board = []
        for x in range(BOARDWIDTH):
            board.append([EMPTY_SPACE] * BOARDHEIGHT)
        return board
    
    
    def canMakeMove(board):
        # Return True if the board is in a state where a matching
        # move can be made on it. Otherwise return False.
    
        # The patterns in oneOffPatterns represent gems that are configured
        # in a way where it only takes one move to make a triplet.
        oneOffPatterns = (((0,1), (1,0), (2,0)),
                          ((0,1), (1,1), (2,0)),
                          ((0,0), (1,1), (2,0)),
                          ((0,1), (1,0), (2,1)),
                          ((0,0), (1,0), (2,1)),
                          ((0,0), (1,1), (2,1)),
                          ((0,0), (0,2), (0,3)),
                          ((0,0), (0,1), (0,3)))
    
        # The x and y variables iterate over each space on the board.
        # If we use + to represent the currently iterated space on the
        # board, then this pattern: ((0,1), (1,0), (2,0))refers to identical
        # gems being set up like this:
        #
        #     +A
        #     B
        #     C
        #
        # That is, gem A is offset from the + by (0,1), gem B is offset
        # by (1,0), and gem C is offset by (2,0). In this case, gem A can
        # be swapped to the left to form a vertical three-in-a-row triplet.
        #
        # There are eight possible ways for the gems to be one move
        # away from forming a triple, hence oneOffPattern has 8 patterns.
    
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                for pat in oneOffPatterns:
                    # check each possible pattern of "match in next move" to
                    # see if a possible move can be made.
                    if (getGemAt(board, x+pat[0][0], y+pat[0][1]) == \
                        getGemAt(board, x+pat[1][0], y+pat[1][1]) == \
                        getGemAt(board, x+pat[2][0], y+pat[2][1]) != None) or \
                       (getGemAt(board, x+pat[0][1], y+pat[0][0]) == \
                        getGemAt(board, x+pat[1][1], y+pat[1][0]) == \
                        getGemAt(board, x+pat[2][1], y+pat[2][0]) != None):
                        return True # return True the first time you find a pattern
        return False
    
    
    def drawMovingGem(gem, progress):
        # Draw a gem sliding in the direction that its 'direction' key
        # indicates. The progress parameter is a number from 0 (just
        # starting) to 100 (slide complete).
        movex = 0
        movey = 0
        progress *= 0.01
    
        if gem['direction'] == UP:
            movey = -int(progress * GEMIMAGESIZE)
        elif gem['direction'] == DOWN:
            movey = int(progress * GEMIMAGESIZE)
        elif gem['direction'] == RIGHT:
            movex = int(progress * GEMIMAGESIZE)
        elif gem['direction'] == LEFT:
            movex = -int(progress * GEMIMAGESIZE)
    
        basex = gem['x']
        basey = gem['y']
        if basey == ROWABOVEBOARD:
            basey = -1
    
        pixelx = XMARGIN + (basex * GEMIMAGESIZE)
        pixely = YMARGIN + (basey * GEMIMAGESIZE)
        r = pygame.Rect( (pixelx + movex, pixely + movey, GEMIMAGESIZE, GEMIMAGESIZE) )
        DISPLAYSURF.blit(GEMIMAGES[gem['imageNum']], r)
    
    
    def pullDownAllGems(board):
        # pulls down gems on the board to the bottom to fill in any gaps
        for x in range(BOARDWIDTH):
            gemsInColumn = []
            for y in range(BOARDHEIGHT):
                if board[x][y] != EMPTY_SPACE:
                    gemsInColumn.append(board[x][y])
            board[x] = ([EMPTY_SPACE] * (BOARDHEIGHT - len(gemsInColumn))) + gemsInColumn
    
    
    def getGemAt(board, x, y):
        if x < 0 or y < 0 or x >= BOARDWIDTH or y >= BOARDHEIGHT:
            return None
        else:
            return board[x][y]
    
    
    def getDropSlots(board):
        # Creates a "drop slot" for each column and fills the slot with a
        # number of gems that that column is lacking. This function assumes
        # that the gems have been gravity dropped already.
        boardCopy = copy.deepcopy(board)
        pullDownAllGems(boardCopy)
    
        dropSlots = []
        for i in range(BOARDWIDTH):
            dropSlots.append([])
    
        # count the number of empty spaces in each column on the board
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT-1, -1, -1): # start from bottom, going up
                if boardCopy[x][y] == EMPTY_SPACE:
                    possibleGems = list(range(len(GEMIMAGES)))
                    for offsetX, offsetY in ((0, -1), (1, 0), (0, 1), (-1, 0)):
                        # Narrow down the possible gems we should put in the
                        # blank space so we don't end up putting an two of
                        # the same gems next to each other when they drop.
                        neighborGem = getGemAt(boardCopy, x + offsetX, y + offsetY)
                        if neighborGem != None and neighborGem in possibleGems:
                            possibleGems.remove(neighborGem)
    
                    newGem = random.choice(possibleGems)
                    boardCopy[x][y] = newGem
                    dropSlots[x].append(newGem)
        return dropSlots
    
    
    def findMatchingGems(board):
        gemsToRemove = [] # a list of lists of gems in matching triplets that should be removed
        boardCopy = copy.deepcopy(board)
    
        # loop through each space, checking for 3 adjacent identical gems
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                # look for horizontal matches
                if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x + 1, y) == getGemAt(boardCopy, x + 2, y) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
                    targetGem = boardCopy[x][y]
                    offset = 0
                    removeSet = []
                    while getGemAt(boardCopy, x + offset, y) == targetGem:
                        # keep checking if there's more than 3 gems in a row
                        removeSet.append((x + offset, y))
                        boardCopy[x + offset][y] = EMPTY_SPACE
                        offset += 1
                    gemsToRemove.append(removeSet)
    
                # look for vertical matches
                if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x, y + 1) == getGemAt(boardCopy, x, y + 2) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
                    targetGem = boardCopy[x][y]
                    offset = 0
                    removeSet = []
                    while getGemAt(boardCopy, x, y + offset) == targetGem:
                        # keep checking, in case there's more than 3 gems in a row
                        removeSet.append((x, y + offset))
                        boardCopy[x][y + offset] = EMPTY_SPACE
                        offset += 1
                    gemsToRemove.append(removeSet)
    
        return gemsToRemove
    
    
    def highlightSpace(x, y):
        pygame.draw.rect(DISPLAYSURF, HIGHLIGHTCOLOR, BOARDRECTS[x][y], 4)
    
    
    def getDroppingGems(board):
        # Find all the gems that have an empty space below them
        boardCopy = copy.deepcopy(board)
        droppingGems = []
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT - 2, -1, -1):
                if boardCopy[x][y + 1] == EMPTY_SPACE and boardCopy[x][y] != EMPTY_SPACE:
                    # This space drops if not empty but the space below it is
                    droppingGems.append( {'imageNum': boardCopy[x][y], 'x': x, 'y': y, 'direction': DOWN} )
                    boardCopy[x][y] = EMPTY_SPACE
        return droppingGems
    
    
    def animateMovingGems(board, gems, pointsText, score):
        # pointsText is a dictionary with keys 'x', 'y', and 'points'
        progress = 0 # progress at 0 represents beginning, 100 means finished.
        while progress < 100: # animation loop
            DISPLAYSURF.fill(BGCOLOR)
            drawBoard(board)
            for gem in gems: # Draw each gem.
                drawMovingGem(gem, progress)
            drawScore(score)
            for pointText in pointsText:
                pointsSurf = BASICFONT.render(str(pointText['points']), 1, SCORECOLOR)
                pointsRect = pointsSurf.get_rect()
                pointsRect.center = (pointText['x'], pointText['y'])
                DISPLAYSURF.blit(pointsSurf, pointsRect)
    
            pygame.display.update()
            FPSCLOCK.tick(FPS)
            progress += MOVERATE # progress the animation a little bit more for the next frame
    
    
    def moveGems(board, movingGems):
        # movingGems is a list of dicts with keys x, y, direction, imageNum
        for gem in movingGems:
            if gem['y'] != ROWABOVEBOARD:
                board[gem['x']][gem['y']] = EMPTY_SPACE
                movex = 0
                movey = 0
                if gem['direction'] == LEFT:
                    movex = -1
                elif gem['direction'] == RIGHT:
                    movex = 1
                elif gem['direction'] == DOWN:
                    movey = 1
                elif gem['direction'] == UP:
                    movey = -1
                board[gem['x'] + movex][gem['y'] + movey] = gem['imageNum']
            else:
                # gem is located above the board (where new gems come from)
                board[gem['x']][0] = gem['imageNum'] # move to top row
    
    
    def fillBoardAndAnimate(board, points, score):
        dropSlots = getDropSlots(board)
        while dropSlots != [[]] * BOARDWIDTH:
            # do the dropping animation as long as there are more gems to drop
            movingGems = getDroppingGems(board)
            for x in range(len(dropSlots)):
                if len(dropSlots[x]) != 0:
                    # cause the lowest gem in each slot to begin moving in the DOWN direction
                    movingGems.append({'imageNum': dropSlots[x][0], 'x': x, 'y': ROWABOVEBOARD, 'direction': DOWN})
    
            boardCopy = getBoardCopyMinusGems(board, movingGems)
            animateMovingGems(boardCopy, movingGems, points, score)
            moveGems(board, movingGems)
    
            # Make the next row of gems from the drop slots
            # the lowest by deleting the previous lowest gems.
            for x in range(len(dropSlots)):
                if len(dropSlots[x]) == 0:
                    continue
                board[x][0] = dropSlots[x][0]
                del dropSlots[x][0]
    
    
    def checkForGemClick(pos):
        # See if the mouse click was on the board
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                if BOARDRECTS[x][y].collidepoint(pos[0], pos[1]):
                    return {'x': x, 'y': y}
        return None # Click was not on the board.
    
    
    def drawBoard(board):
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                pygame.draw.rect(DISPLAYSURF, GRIDCOLOR, BOARDRECTS[x][y], 1)
                gemToDraw = board[x][y]
                if gemToDraw != EMPTY_SPACE:
                    DISPLAYSURF.blit(GEMIMAGES[gemToDraw], BOARDRECTS[x][y])
    
    
    def getBoardCopyMinusGems(board, gems):
        # Creates and returns a copy of the passed board data structure,
        # with the gems in the "gems" list removed from it.
        #
        # Gems is a list of dicts, with keys x, y, direction, imageNum
    
        boardCopy = copy.deepcopy(board)
    
        # Remove some of the gems from this board data structure copy.
        for gem in gems:
            if gem['y'] != ROWABOVEBOARD:
                boardCopy[gem['x']][gem['y']] = EMPTY_SPACE
        return boardCopy
    
    
    def drawScore(score):
        scoreImg = BASICFONT.render(str(score), 1, SCORECOLOR)
        scoreRect = scoreImg.get_rect()
        scoreRect.bottomleft = (10, WINDOWHEIGHT - 6)
        DISPLAYSURF.blit(scoreImg, scoreRect)
    
    
    if __name__ == '__main__':
        main()
    

    This page titled 11.8: Source Code for Gemgem 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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