python games using pygame.
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Python has become more and more used by web and software programmers.
Work without play makes Jack a ----Blah! Blah! Blah!!
Really you're not Jack, so?
New on python and you just want to get your hands on some cool python games for free!
well, here are few you can try yourself!, modify them if you want!
Already, i believe you have installed python and the necessary modules for kick start if not check you should start from there.For now pygame if you need help check here.
Use pip on your command prompt(pip install pygame)
Hoping you're all set. Then let's get it!
For wormy game
here is the code
import random, pygame, sys
from pygame.locals import *
FPS = 15
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
CELLSIZE = 20
assert WINDOWWIDTH % CELLSIZE == 0, "Window width must be a multiple of cell size."
assert WINDOWHEIGHT % CELLSIZE == 0, "Window height must be a multiple of cell size."
CELLWIDTH = int(WINDOWWIDTH / CELLSIZE)
CELLHEIGHT = int(WINDOWHEIGHT / CELLSIZE)
# R G B
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
DARKGREEN = ( 0, 155, 0)
DARKGRAY = ( 40, 40, 40)
BGCOLOR = BLACK
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
HEAD = 0 # syntactic sugar: index of the worm's head
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
pygame.display.set_caption('Wormy')
showStartScreen()
while True:
runGame()
showGameOverScreen()
def runGame():
# Set a random start point.
startx = random.randint(5, CELLWIDTH - 6)
starty = random.randint(5, CELLHEIGHT - 6)
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
direction = RIGHT
# Start the apple in a random place.
apple = getRandomLocation()
while True: # main game loop
for event in pygame.event.get(): # event handling loop
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if (event.key == K_LEFT or event.key == K_a) and direction != RIGHT:
direction = LEFT
elif (event.key == K_RIGHT or event.key == K_d) and direction != LEFT:
direction = RIGHT
elif (event.key == K_UP or event.key == K_w) and direction != DOWN:
direction = UP
elif (event.key == K_DOWN or event.key == K_s) and direction != UP:
direction = DOWN
elif event.key == K_ESCAPE:
terminate()
# check if the worm has hit itself or the edge
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == CELLWIDTH or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == CELLHEIGHT:
return # game over
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return # game over
# check if worm has eaten an apply
if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
# don't remove worm's tail segment
apple = getRandomLocation() # set a new apple somewhere
else:
del wormCoords[-1] # remove worm's tail segment
# move the worm by adding a segment in the direction it is moving
if direction == UP:
newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1}
elif direction == DOWN:
newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1}
elif direction == LEFT:
newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']}
elif direction == RIGHT:
newHead = {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']}
wormCoords.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
drawGrid()
drawWorm(wormCoords)
drawApple(apple)
drawScore(len(wormCoords) - 1)
pygame.display.update()
FPSCLOCK.tick(FPS)
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topright = (WINDOWWIDTH - 200, WINDOWHEIGHT - 30)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
def checkForKeyPress():
if len(pygame.event.get(QUIT)) > 0:
terminate()
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return None
if keyUpEvents[0].key == K_ESCAPE:
terminate()
return keyUpEvents[0].key
def showStartScreen():
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleSurf1 = titleFont.render('Wormy!', True, WHITE, DARKGREEN)
titleSurf2 = titleFont.render('Wormy!', True, GREEN)
degrees1 = 0
degrees2 = 0
while True:
DISPLAYSURF.fill(BGCOLOR)
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
rotatedSurf2 = pygame.transform.rotate(titleSurf2, degrees2)
rotatedRect2 = rotatedSurf2.get_rect()
rotatedRect2.center = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2)
DISPLAYSURF.blit(rotatedSurf2, rotatedRect2)
drawPressKeyMsg()
if checkForKeyPress():
pygame.event.get() # clear event queue
return
pygame.display.update()
FPSCLOCK.tick(FPS)
degrees1 += 3 # rotate by 3 degrees each frame
degrees2 += 7 # rotate by 7 degrees each frame
def terminate():
pygame.quit()
sys.exit()
def getRandomLocation():
return {'x': random.randint(0, CELLWIDTH - 1), 'y': random.randint(0, CELLHEIGHT - 1)}
def showGameOverScreen():
gameOverFont = pygame.font.Font('freesansbold.ttf', 100)
gameSurf = gameOverFont.render('Try', True, WHITE)
overSurf = gameOverFont.render('again.', True, WHITE)
gameRect = gameSurf.get_rect()
overRect = overSurf.get_rect()
gameRect.midtop = (WINDOWWIDTH / 2, 10)
overRect.midtop = (WINDOWWIDTH / 2, gameRect.height + 10 + 25)
DISPLAYSURF.blit(gameSurf, gameRect)
DISPLAYSURF.blit(overSurf, overRect)
drawPressKeyMsg()
pygame.display.update()
pygame.time.wait(300)
checkForKeyPress() # clear out any key presses in the event queue
while True:
if checkForKeyPress():
pygame.event.get() # clear event queue
break
def pauseKey():
pauseKeyFont = pygame.font.Font("freesansbold.ttf", 90)
pauseSurf = pauseKeyFont.render("PAUSE", True, RED)
keysurf = pauseKeyFont.render("KEY", True, RED)
pauseRect = pauseSurf.get_rect()
keyRect = keysurf.get_rect()
pauseRect.topright = (WINDOWWIDTH / 2, 10)
keyRect.topright = (WINDOWWIDTH / 2, pauseRect.height + 5 +15)
DISPLAYSURF.blit(gameSurf, gameRect)
DISPLAYSURF.blit(overSurf, overRect)
drawPressKeyMsg()
pygame.display.update()
checkForKeyPress()
while True:
if checkForKeyPress():
pygame.event.get()
def drawScore(score):
scoreSurf = BASICFONT.render('Score: %s' % (score), True, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 120, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
wormSegmentRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, DARKGREEN, wormSegmentRect)
wormInnerSegmentRect = pygame.Rect(x + 4, y + 4, CELLSIZE - 8, CELLSIZE - 8)
pygame.draw.rect(DISPLAYSURF, GREEN, wormInnerSegmentRect)
def drawApple(coord):
x = coord['x'] * CELLSIZE
y = coord['y'] * CELLSIZE
appleRect = pygame.Rect(x, y, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, RED, appleRect)
def drawGrid():
for x in range(0, WINDOWWIDTH, CELLSIZE): # draw vertical lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, WINDOWHEIGHT))
for y in range(0, WINDOWHEIGHT, CELLSIZE): # draw horizontal lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (WINDOWWIDTH, y))
if __name__ == '__main__':
main()
NOTE: Wormy (a Nibbles clone).
By Al Sweigart al@inventwithpython.com.
http://inventwithpython.com/pygame.
Creative Commons BY-NC-SA 3.0 US
For simulate game
import random, sys, time, pygame
from pygame.locals import *
FPS = 30
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
FLASHSPEED = 500 # in milliseconds
FLASHDELAY = 200 # in milliseconds
BUTTONSIZE = 200
BUTTONGAPSIZE = 20
TIMEOUT = 4 # seconds before game over if no button is pushed.
# R G B
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
BRIGHTRED = (255, 0, 0)
RED = (155, 0, 0)
BRIGHTGREEN = ( 0, 255, 0)
GREEN = ( 0, 155, 0)
BRIGHTBLUE = ( 0, 0, 255)
BLUE = ( 0, 0, 155)
BRIGHTYELLOW = (255, 255, 0)
YELLOW = (155, 155, 0)
DARKGRAY = ( 40, 40, 40)
bgColor = BLACK
XMARGIN = int((WINDOWWIDTH - (2 * BUTTONSIZE) - BUTTONGAPSIZE) / 2)
YMARGIN = int((WINDOWHEIGHT - (2 * BUTTONSIZE) - BUTTONGAPSIZE) / 2)
# Rect objects for each of the four buttons
YELLOWRECT = pygame.Rect(XMARGIN, YMARGIN, BUTTONSIZE, BUTTONSIZE)
BLUERECT = pygame.Rect(XMARGIN + BUTTONSIZE + BUTTONGAPSIZE, YMARGIN, BUTTONSIZE, BUTTONSIZE)
REDRECT = pygame.Rect(XMARGIN, YMARGIN + BUTTONSIZE + BUTTONGAPSIZE, BUTTONSIZE, BUTTONSIZE)
GREENRECT = pygame.Rect(XMARGIN + BUTTONSIZE + BUTTONGAPSIZE, YMARGIN + BUTTONSIZE + BUTTONGAPSIZE, BUTTONSIZE, BUTTONSIZE)
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, BEEP1, BEEP2, BEEP3, BEEP4
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Simulate')
BASICFONT = pygame.font.Font('freesansbold.ttf', 16)
infoSurf = BASICFONT.render('Match the pattern by clicking on the button or using the Q, W, A, S keys.', 1, DARKGRAY)
infoRect = infoSurf.get_rect()
infoRect.topleft = (10, WINDOWHEIGHT - 25)
# load the sound files
BEEP1 = pygame.mixer.Sound('beep1.ogg')
BEEP2 = pygame.mixer.Sound('beep2.ogg')
BEEP3 = pygame.mixer.Sound('beep3.ogg')
BEEP4 = pygame.mixer.Sound('beep4.ogg')
# Initialize some variables for a new game
pattern = [] # stores the pattern of colors
currentStep = 0 # the color the player must push next
lastClickTime = 0 # timestamp of the player's last button push
score = 0
# when False, the pattern is playing. when True, waiting for the player to click a colored button:
waitingForInput = False
while True: # main game loop
clickedButton = None # button that was clicked (set to YELLOW, RED, GREEN, or BLUE)
DISPLAYSURF.fill(bgColor)
drawButtons()
scoreSurf = BASICFONT.render('Score: ' + str(score), 1, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 100, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
DISPLAYSURF.blit(infoSurf, infoRect)
checkForQuit()
for event in pygame.event.get(): # event handling loop
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
clickedButton = getButtonClicked(mousex, mousey)
elif event.type == KEYDOWN:
if event.key == K_q:
clickedButton = YELLOW
elif event.key == K_w:
clickedButton = BLUE
elif event.key == K_a:
clickedButton = RED
elif event.key == K_s:
clickedButton = GREEN
if not waitingForInput:
# play the pattern
pygame.display.update()
pygame.time.wait(1000)
pattern.append(random.choice((YELLOW, BLUE, RED, GREEN)))
for button in pattern:
flashButtonAnimation(button)
pygame.time.wait(FLASHDELAY)
waitingForInput = True
else:
# wait for the player to enter buttons
if clickedButton and clickedButton == pattern[currentStep]:
# pushed the correct button
flashButtonAnimation(clickedButton)
currentStep += 1
lastClickTime = time.time()
if currentStep == len(pattern):
# pushed the last button in the pattern
changeBackgroundAnimation()
score += 1
waitingForInput = False
currentStep = 0 # reset back to first step
elif (clickedButton and clickedButton != pattern[currentStep]) or (currentStep != 0 and time.time() - TIMEOUT > lastClickTime):
# pushed the incorrect button, or has timed out
gameOverAnimation()
# reset the variables for a new game:
pattern = []
currentStep = 0
waitingForInput = False
score = 0
pygame.time.wait(1000)
changeBackgroundAnimation()
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 flashButtonAnimation(color, animationSpeed=50):
if color == YELLOW:
sound = BEEP1
flashColor = BRIGHTYELLOW
rectangle = YELLOWRECT
elif color == BLUE:
sound = BEEP2
flashColor = BRIGHTBLUE
rectangle = BLUERECT
elif color == RED:
sound = BEEP3
flashColor = BRIGHTRED
rectangle = REDRECT
elif color == GREEN:
sound = BEEP4
flashColor = BRIGHTGREEN
rectangle = GREENRECT
origSurf = DISPLAYSURF.copy()
flashSurf = pygame.Surface((BUTTONSIZE, BUTTONSIZE))
flashSurf = flashSurf.convert_alpha()
r, g, b = flashColor
sound.play()
for start, end, step in ((0, 255, 1), (255, 0, -1)): # animation loop
for alpha in range(start, end, animationSpeed * step):
checkForQuit()
DISPLAYSURF.blit(origSurf, (0, 0))
flashSurf.fill((r, g, b, alpha))
DISPLAYSURF.blit(flashSurf, rectangle.topleft)
pygame.display.update()
FPSCLOCK.tick(FPS)
DISPLAYSURF.blit(origSurf, (0, 0))
def drawButtons():
pygame.draw.rect(DISPLAYSURF, YELLOW, YELLOWRECT)
pygame.draw.rect(DISPLAYSURF, BLUE, BLUERECT)
pygame.draw.rect(DISPLAYSURF, RED, REDRECT)
pygame.draw.rect(DISPLAYSURF, GREEN, GREENRECT)
def changeBackgroundAnimation(animationSpeed=40):
global bgColor
newBgColor = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
newBgSurf = pygame.Surface((WINDOWWIDTH, WINDOWHEIGHT))
newBgSurf = newBgSurf.convert_alpha()
r, g, b = newBgColor
for alpha in range(0, 255, animationSpeed): # animation loop
checkForQuit()
DISPLAYSURF.fill(bgColor)
newBgSurf.fill((r, g, b, alpha))
DISPLAYSURF.blit(newBgSurf, (0, 0))
drawButtons() # redraw the buttons on top of the tint
pygame.display.update()
FPSCLOCK.tick(FPS)
bgColor = newBgColor
def gameOverAnimation(color=WHITE, animationSpeed=50):
# play all beeps at once, then flash the background
origSurf = DISPLAYSURF.copy()
flashSurf = pygame.Surface(DISPLAYSURF.get_size())
flashSurf = flashSurf.convert_alpha()
BEEP1.play() # play all four beeps at the same time, roughly.
BEEP2.play()
BEEP3.play()
BEEP4.play()
r, g, b = color
for i in range(3): # do the flash 3 times
for start, end, step in ((0, 255, 1), (255, 0, -1)):
# The first iteration in this loop sets the following for loop
# to go from 0 to 255, the second from 255 to 0.
for alpha in range(start, end, animationSpeed * step): # animation loop
# alpha means transparency. 255 is opaque, 0 is invisible
checkForQuit()
flashSurf.fill((r, g, b, alpha))
DISPLAYSURF.blit(origSurf, (0, 0))
DISPLAYSURF.blit(flashSurf, (0, 0))
drawButtons()
pygame.display.update()
FPSCLOCK.tick(FPS)
def getButtonClicked(x, y):
if YELLOWRECT.collidepoint( (x, y) ):
return YELLOW
elif BLUERECT.collidepoint( (x, y) ):
return BLUE
elif REDRECT.collidepoint( (x, y) ):
return RED
elif GREENRECT.collidepoint( (x, y) ):
return GREEN
return None
if __name__ == '__main__':
main()
NOTE: Simulate (a Simon clone)
# By Al Sweigart al@inventwithpython.com
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license
for slide Puzzle game
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()
NOTE:# Slide Puzzle
# By Al Sweigart al@inventwithpython.com
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license
Thanks guys!
Hope this would not make Jack a Blah! Blah! Blah!!
Enjoy your game using pygame. And incase you modified them making them look more cool, don't forget to hit me up orjust drop a comment on the coment session.
Want to learn python orprogramming in general? Let me know and i would be of great help and also for references.
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