5.2: Source Code to Slide Puzzle
- Page ID
- 13584
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# Slide Puzzle # By Al Sweigart al@inventwithpython.com # http://inventwithpython.com/pygame # Released under a "Simplified BSD" license import pygame, sys, random from pygame.locals import * # Create the constants (go ahead and experiment with different values) BOARDWIDTH = 4 # number of columns in the board BOARDHEIGHT = 4 # number of rows in the board TILESIZE = 80 WINDOWWIDTH = 640 WINDOWHEIGHT = 480 FPS = 30 BLANK = None # R G B BLACK = ( 0, 0, 0) WHITE = (255, 255, 255) BRIGHTBLUE = ( 0, 50, 255) DARKTURQUOISE = ( 3, 54, 73) GREEN = ( 0, 204, 0) BGCOLOR = DARKTURQUOISE TILECOLOR = GREEN TEXTCOLOR = WHITE BORDERCOLOR = BRIGHTBLUE BASICFONTSIZE = 20 BUTTONCOLOR = WHITE BUTTONTEXTCOLOR = BLACK MESSAGECOLOR = WHITE XMARGIN = int((WINDOWWIDTH - (TILESIZE * BOARDWIDTH + (BOARDWIDTH - 1))) / 2) YMARGIN = int((WINDOWHEIGHT - (TILESIZE * BOARDHEIGHT + (BOARDHEIGHT - 1))) / 2) UP = 'up' DOWN = 'down' LEFT = 'left' RIGHT = 'right' def main(): global FPSCLOCK, DISPLAYSURF, BASICFONT, RESET_SURF, RESET_RECT, NEW_SURF, NEW_RECT, SOLVE_SURF, SOLVE_RECT pygame.init() FPSCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) pygame.display.set_caption('Slide Puzzle') BASICFONT = pygame.font.Font('freesansbold.ttf', BASICFONTSIZE) # Store the option buttons and their rectangles in OPTIONS. RESET_SURF, RESET_RECT = makeText('Reset', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 90) NEW_SURF, NEW_RECT = makeText('New Game', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 60) SOLVE_SURF, SOLVE_RECT = makeText('Solve', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 30) mainBoard, solutionSeq = generateNewPuzzle(80) SOLVEDBOARD = getStartingBoard() # a solved board is the same as the board in a start state. allMoves = [] # list of moves made from the solved configuration while True: # main game loop slideTo = None # the direction, if any, a tile should slide msg = 'Click tile or press arrow keys to slide.' # contains the message to show in the upper left corner. if mainBoard == SOLVEDBOARD: msg = 'Solved!' drawBoard(mainBoard, msg) checkForQuit() for event in pygame.event.get(): # event handling loop if event.type == MOUSEBUTTONUP: spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1]) if (spotx, spoty) == (None, None): # check if the user clicked on an option button if RESET_RECT.collidepoint(event.pos): resetAnimation(mainBoard, allMoves) # clicked on Reset button allMoves = [] elif NEW_RECT.collidepoint(event.pos): mainBoard, solutionSeq = generateNewPuzzle(80) # clicked on New Game button allMoves = [] elif SOLVE_RECT.collidepoint(event.pos): resetAnimation(mainBoard, solutionSeq + allMoves) # clicked on Solve button allMoves = [] else: # check if the clicked tile was next to the blank spot blankx, blanky = getBlankPosition(mainBoard) if spotx == blankx + 1 and spoty == blanky: slideTo = LEFT elif spotx == blankx - 1 and spoty == blanky: slideTo = RIGHT elif spotx == blankx and spoty == blanky + 1: slideTo = UP elif spotx == blankx and spoty == blanky - 1: slideTo = DOWN elif event.type == KEYUP: # check if the user pressed a key to slide a tile if event.key in (K_LEFT, K_a) and isValidMove(mainBoard, LEFT): slideTo = LEFT elif event.key in (K_RIGHT, K_d) and isValidMove(mainBoard, RIGHT): slideTo = RIGHT elif event.key in (K_UP, K_w) and isValidMove(mainBoard, UP): slideTo = UP elif event.key in (K_DOWN, K_s) and isValidMove(mainBoard, DOWN): slideTo = DOWN if slideTo: slideAnimation(mainBoard, slideTo, 'Click tile or press arrow keys to slide.', 8) # show slide on screen makeMove(mainBoard, slideTo) allMoves.append(slideTo) # record the slide pygame.display.update() FPSCLOCK.tick(FPS) def terminate(): pygame.quit() sys.exit() def checkForQuit(): for event in pygame.event.get(QUIT): # get all the QUIT events terminate() # terminate if any QUIT events are present for event in pygame.event.get(KEYUP): # get all the KEYUP events if event.key == K_ESCAPE: terminate() # terminate if the KEYUP event was for the Esc key pygame.event.post(event) # put the other KEYUP event objects back def getStartingBoard(): # Return a board data structure with tiles in the solved state. # For example, if BOARDWIDTH and BOARDHEIGHT are both 3, this function # returns [[1, 4, 7], [2, 5, 8], [3, 6, BLANK]] counter = 1 board = [] for x in range(BOARDWIDTH): column = [] for y in range(BOARDHEIGHT): column.append(counter) counter += BOARDWIDTH board.append(column) counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1 board[BOARDWIDTH-1][BOARDHEIGHT-1] = BLANK return board def getBlankPosition(board): # Return the x and y of board coordinates of the blank space. for x in range(BOARDWIDTH): for y in range(BOARDHEIGHT): if board[x][y] == BLANK: return (x, y) def makeMove(board, move): # This function does not check if the move is valid. blankx, blanky = getBlankPosition(board) if move == UP: board[blankx][blanky], board[blankx][blanky + 1] = board[blankx][blanky + 1], board[blankx][blanky] elif move == DOWN: board[blankx][blanky], board[blankx][blanky - 1] = board[blankx][blanky - 1], board[blankx][blanky] elif move == LEFT: board[blankx][blanky], board[blankx + 1][blanky] = board[blankx + 1][blanky], board[blankx][blanky] elif move == RIGHT: board[blankx][blanky], board[blankx - 1][blanky] = board[blankx - 1][blanky], board[blankx][blanky] def isValidMove(board, move): blankx, blanky = getBlankPosition(board) return (move == UP and blanky != len(board[0]) - 1) or \ (move == DOWN and blanky != 0) or \ (move == LEFT and blankx != len(board) - 1) or \ (move == RIGHT and blankx != 0) def getRandomMove(board, lastMove=None): # start with a full list of all four moves validMoves = [UP, DOWN, LEFT, RIGHT] # remove moves from the list as they are disqualified if lastMove == UP or not isValidMove(board, DOWN): validMoves.remove(DOWN) if lastMove == DOWN or not isValidMove(board, UP): validMoves.remove(UP) if lastMove == LEFT or not isValidMove(board, RIGHT): validMoves.remove(RIGHT) if lastMove == RIGHT or not isValidMove(board, LEFT): validMoves.remove(LEFT) # return a random move from the list of remaining moves return random.choice(validMoves) def getLeftTopOfTile(tileX, tileY): left = XMARGIN + (tileX * TILESIZE) + (tileX - 1) top = YMARGIN + (tileY * TILESIZE) + (tileY - 1) return (left, top) def getSpotClicked(board, x, y): # from the x & y pixel coordinates, get the x & y board coordinates for tileX in range(len(board)): for tileY in range(len(board[0])): left, top = getLeftTopOfTile(tileX, tileY) tileRect = pygame.Rect(left, top, TILESIZE, TILESIZE) if tileRect.collidepoint(x, y): return (tileX, tileY) return (None, None) def drawTile(tilex, tiley, number, adjx=0, adjy=0): # draw a tile at board coordinates tilex and tiley, optionally a few # pixels over (determined by adjx and adjy) left, top = getLeftTopOfTile(tilex, tiley) pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx, top + adjy, TILESIZE, TILESIZE)) textSurf = BASICFONT.render(str(number), True, TEXTCOLOR) textRect = textSurf.get_rect() textRect.center = left + int(TILESIZE / 2) + adjx, top + int(TILESIZE / 2) + adjy DISPLAYSURF.blit(textSurf, textRect) def makeText(text, color, bgcolor, top, left): # create the Surface and Rect objects for some text. textSurf = BASICFONT.render(text, True, color, bgcolor) textRect = textSurf.get_rect() textRect.topleft = (top, left) return (textSurf, textRect) def drawBoard(board, message): DISPLAYSURF.fill(BGCOLOR) if message: textSurf, textRect = makeText(message, MESSAGECOLOR, BGCOLOR, 5, 5) DISPLAYSURF.blit(textSurf, textRect) for tilex in range(len(board)): for tiley in range(len(board[0])): if board[tilex][tiley]: drawTile(tilex, tiley, board[tilex][tiley]) left, top = getLeftTopOfTile(0, 0) width = BOARDWIDTH * TILESIZE height = BOARDHEIGHT * TILESIZE pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (left - 5, top - 5, width + 11, height + 11), 4) DISPLAYSURF.blit(RESET_SURF, RESET_RECT) DISPLAYSURF.blit(NEW_SURF, NEW_RECT) DISPLAYSURF.blit(SOLVE_SURF, SOLVE_RECT) def slideAnimation(board, direction, message, animationSpeed): # Note: This function does not check if the move is valid. blankx, blanky = getBlankPosition(board) if direction == UP: movex = blankx movey = blanky + 1 elif direction == DOWN: movex = blankx movey = blanky - 1 elif direction == LEFT: movex = blankx + 1 movey = blanky elif direction == RIGHT: movex = blankx - 1 movey = blanky # prepare the base surface drawBoard(board, message) baseSurf = DISPLAYSURF.copy() # draw a blank space over the moving tile on the baseSurf Surface. moveLeft, moveTop = getLeftTopOfTile(movex, movey) pygame.draw.rect(baseSurf, BGCOLOR, (moveLeft, moveTop, TILESIZE, TILESIZE)) for i in range(0, TILESIZE, animationSpeed): # animate the tile sliding over checkForQuit() DISPLAYSURF.blit(baseSurf, (0, 0)) if direction == UP: drawTile(movex, movey, board[movex][movey], 0, -i) if direction == DOWN: drawTile(movex, movey, board[movex][movey], 0, i) if direction == LEFT: drawTile(movex, movey, board[movex][movey], -i, 0) if direction == RIGHT: drawTile(movex, movey, board[movex][movey], i, 0) pygame.display.update() FPSCLOCK.tick(FPS) def generateNewPuzzle(numSlides): # From a starting configuration, make numSlides number of moves (and # animate these moves). sequence = [] board = getStartingBoard() drawBoard(board, '') pygame.display.update() pygame.time.wait(500) # pause 500 milliseconds for effect lastMove = None for i in range(numSlides): move = getRandomMove(board, lastMove) slideAnimation(board, move, 'Generating new puzzle...', animationSpeed=int(TILESIZE / 3)) makeMove(board, move) sequence.append(move) lastMove = move return (board, sequence) def resetAnimation(board, allMoves): # make all of the moves in allMoves in reverse. revAllMoves = allMoves[:] # gets a copy of the list revAllMoves.reverse() for move in revAllMoves: if move == UP: oppositeMove = DOWN elif move == DOWN: oppositeMove = UP elif move == RIGHT: oppositeMove = LEFT elif move == LEFT: oppositeMove = RIGHT slideAnimation(board, oppositeMove, '', animationSpeed=int(TILESIZE / 2)) makeMove(board, oppositeMove) if __name__ == '__main__': main()