Python/making games with python & pygame
3. Memorize Puzzle
청원뿔세포
2022. 9. 2. 15:01
3. Memory Puzzle
모듈
- 랜덤, 파이게임, 시스템, 파이게임로컬( * )
변수선언
- FPS
- 창크기 너비, 높이
- 보여지는 속도
- 박스크기, 간격 크기
- 박스 개수 행 열
- assert 검사 ( 박스 개수는 짝수)
- 가로세로 마진 값 계산
- 색깔 선언
- 배경색
- 박스색
- 모양 선언
- 색깔 튜플화
- 모양 튜플화
- assert 가능한 모든 도형의 가짓수의 2배가 박스의 개수보다 많아야 한다.
main()함수
보여진 박스 데이터 기록
- generateReavealedBoxesData( )
- 보여진 박스의 정보를 기록하는 하뭇
보드판 랜덤화
- getRandomizedBoard( )
- icon 리스트 변수를 통해 랜덤 셔플
- 보드에 배치하고 리스트에서 삭제
splitIntoGroupsOf
- 2중 배열을 한 배열로 만드는 함수?
보드의 좌표를 픽셀 좌표로 변환해주는 함수
- leftTopCoordsOfBox( )
- 좌상단 값을 리턴
박스 위치를 픽셀로 받아주는 함수
- getBoxAtPixel( )
- 위 함수를 이용해 박스의 위치를 반환
아이콘 그려주는 함수
- drawIcon( )
- 미리 셔플된 도형과 색을 받아와 보드에 그려준다.
모양과 색을 받아오는 함수
- getShapeAndColor( )
- 위 함수에서 사용하기 위한 함수
- 보드에서 박스의 위치를 이용해 모양과 색을 반환해준다.
박스 테두리 만들어주는 함수
- drawBoxCovers( )
- 박스에 마우스를 오렸을 때 생기는 테두리를 만들어줌
박스 보여지는 애니메이션 만들어주는 함수
- revealBoxesAnimation( )
박스 닫히는 애니메이션 만들어주는 함수
- coverBoxesAnimation( )
보드 그려주는 함수
- drawBoard( )
- 박스와 도형을 동시에 그려줌
박스 강조해주는 함수
- drawHighlightBox( )
- 박스에 마우스를 오렸을 때 생기는 테두리를 만들어줌
게임 시작 애니메이션 담당 함수
- startGameAnimation( )
- 시작 시 무작위의 박스들을 잠깐 들췄다가 닫아줌
게임 승리 애니메이션 함수
- gameWonAnimation( )
- 게임 승리 시 애니메이션
게임에서 이겼는지 판단하는 함수
- hasWon( )
- 모든 박스다 다 뒤집어졌는지 판단
# 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 = 4 # number of columns of icons
BOARDHEIGHT = 4 # 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()