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gemgem.py
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gemgem.py
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# Gemgem (a Bejeweled clone)
# By Al Sweigart [email protected]
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license
# Game Modifications and solving algorithms
# by Daniel Hadar & Oren Samuel
# Written for 2014-2015 Intro to AI course
# Hebrew University of Jerusalem
"""
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 *
from optparse import OptionParser
import math
import datetime
FPS = 20000 # 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 = 4
assert NUMGEMIMAGES >= 4 # 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)
GREEN = (0, 255, 50)
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
MOVESCOLOR = RED # color of the text for the number of moves
# 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
SMART_GREEDY = 'smart_greedy'
STUPID_GREEDY = 'stupid_greedy'
LBFS = 'lbfs'
ALGOS = {1:STUPID_GREEDY, 2:SMART_GREEDY, 3:LBFS}
GOAL_SCORE = 100
SEND_MULTIPLE = False
J = False
class BoardMove(object):
def __init__(self, source_board, x, y, direction, random_fall, cascade):
self.first = self.second = self.dest_board = None
self.score = 0
self.random_fall = random_fall
self.cascade = cascade
self.source_board = copy.deepcopy(source_board)
self.create_dicts(x, y, direction)
if self.second is not None:
self.perform_move()
def create_dicts(self, x, y, direction):
gem = getGemAt(self.source_board, x, y)
gem_right = getGemAt(self.source_board, x + 1, y)
gem_down = getGemAt(self.source_board, x, y + 1)
self.first = {'x':x, 'y':y, 'imageNum': gem, 'direction':direction}
if direction == RIGHT and gem_right is not None:
self.second = {'x':x+1, 'y':y, 'imageNum': gem_right, 'direction':LEFT}
elif direction == DOWN and gem_down is not None:
self.second = {'x':x, 'y':y+1, 'imageNum': gem_down, 'direction':UP}
def perform_move(self):
if self.cascade:
self.dest_board, self.score = perform_move(copy.deepcopy(self.source_board), self.first, self.second,
score=0, simulation=True, random_fall=self.random_fall)
else:
self.dest_board, self.score = perform_single_move(copy.deepcopy(self.source_board), self.first, self.second,
score=0, simulation=True, random_fall=self.random_fall)
def __str__(self):
return "MOVE: (x, y): (%d, %d); Direction %s; Score: %d" %(self.first['x'], self.first['y'],
self.first['direction'], self.score)
def __cmp__(self, other):
if self.score < other.score:
return -1
if self.score > other.score:
return 1
return 0
class FringeState(object):
def __init__(self, board, moves=[], total_move_num=0, total_score=0):
self.board = board
self.moves = moves[:]
self.total_move_num = total_move_num
self.total_score = total_score
def getMovesScore(self):
return sum([m.score for m in self.moves])
def getMovesFactor(self):
if not self.moves:
return 0
return self.getMovesScore() / len(self.moves)
def getCompareValue(self):
return self.getMovesFactor()
def __cmp__(self, other):
my_score = self.getCompareValue()
other_score = other.getCompareValue()
if my_score < other_score:
return -1
if my_score > other_score:
return 1
return 0
class Solver(object):
def __init__(self, random_fall, solver_type, weights):
self.random_fall = random_fall
self.type = solver_type
self.uncertainty_thres = 0.15
self.expanded_nodes = 0
# Heuristics Weights
self.w_score = weights[0]
self.w_pairs = weights[1]
self.w_nmoves = weights[2]
self.w_depth = weights[3]
self.w_touching = weights[4]
self.h_score_list = []
self.h_pairs_list = []
self.h_nmoves_list = []
self.h_depth_list = []
self.h_touching_list = []
def getSwaps(self, board, cur_score=0):
if self.type == STUPID_GREEDY:
return self.getSwapStupidGreedy(board)
elif self.type == SMART_GREEDY:
return self.getSwapSmartGreedy(board)
elif self.type == LBFS:
return self.getSwapsLBFS(board, cur_score)
def getSwapsLBFS(self, start_board, cur_score):
fringe = [] # In practice - a queue.
visited = set()
leaves = []
start_state = FringeState(start_board, total_score=cur_score)
best = start_state
fringe.append(start_state)
while fringe:
cur = fringe.pop(0)
board_tuple = boardTuple(cur.board)
if board_tuple in visited:
continue
visited.add(board_tuple)
possible_moves = self.getPossibleMoves(cur.board, True)
is_uncertain = self.isUncertain(cur)
if not possible_moves or is_uncertain:
leaves.append(cur)
continue
for move in possible_moves:
fringe.append(FringeState(move.dest_board, cur.moves + [move],
cur.total_move_num + 1,
cur.total_score + move.score))
self.expanded_nodes += 1
# Find goal
goal_states = [state for state in leaves if self.isGoal(state)]
if goal_states:
best = min(goal_states, key=lambda g:len(g.moves))
else:
# Find move that brings us closest to goal
best = max(leaves, key=lambda fs: self.getStateHeuristic(fs))
if SEND_MULTIPLE:
return best.moves
else:
return best.moves[0:1]
def isGoal(self, fringe_state):
return fringe_state.total_score >= GOAL_SCORE
def isUncertain(self, fs):
uncertainty = sum([m.score for m in fs.moves]) / float((BOARDHEIGHT * BOARDWIDTH))
if uncertainty > self.uncertainty_thres:
return True
return False
def getPossibleMoves(self, board, cascade):
moves = []
for y in range(BOARDHEIGHT):
for x in range(BOARDWIDTH):
move_right = BoardMove(copy.deepcopy(board), x, y, RIGHT, self.random_fall, cascade)
move_down = BoardMove(copy.deepcopy(board), x, y, DOWN, self.random_fall, cascade)
for move in (move_right, move_down):
if move.score > 0:
moves.append(move)
return moves
def getSwapStupidGreedy(self, board):
moves = self.getPossibleMoves(board, cascade=False)
if moves:
random.shuffle(moves)
best = max(moves)
# print
# print "MOVES:"
# for move in moves:
# print move
# print
# print "BEST:"
# print best
# print
return [best]
else:
return []
def getSwapSmartGreedy(self, board):
moves = self.getPossibleMoves(board, cascade=True)
if moves:
random.shuffle(moves)
best = max(moves, key=lambda m: self.getMoveHeuristic(m))
# print "MOVES:"
# for move in moves:
# print move
# print
# print "BEST:"
# print best
# print
return [best]
else:
return []
def getMoveHeuristic(self, move):
dest_board = move.dest_board
h_score = self.w_score * move.score if self.w_score else 0
h_pairs = self.w_pairs * self.getPairs(dest_board) if self.w_pairs else 0
h_nmoves = self.w_nmoves * self.getMoveNumber(dest_board) if self.w_nmoves else 0
h_depth = self.w_depth * self.getDepthFactor(move) if self.w_depth else 0
h_touching = self.w_touching * self.getTouchingGemsNum(dest_board) if self.w_touching else 0
self.h_score_list.append(h_score)
self.h_pairs_list.append(h_pairs)
self.h_nmoves_list.append(h_nmoves)
self.h_depth_list.append(h_depth)
self.h_touching_list.append(h_touching)
res = h_score + h_pairs + h_nmoves + h_depth + h_touching
return res
def getStateHeuristic(self, fs):
if not fs.moves:
return 0
dest_board = fs.moves[-1].dest_board
h_score = self.w_score * fs.getMovesFactor() if self.w_score else 0
h_pairs = self.w_pairs * self.getPairs(dest_board) if self.w_pairs else 0
h_nmoves = self.w_nmoves * self.getMoveNumber(dest_board) if self.w_nmoves else 0
h_depth = self.w_depth * self.getStateDepthFactor(fs) if self.w_depth else 0
h_touching = self.w_touching * self.getTouchingGemsNum(dest_board) if self.w_touching else 0
self.h_score_list.append(h_score)
self.h_pairs_list.append(h_pairs)
self.h_nmoves_list.append(h_nmoves)
self.h_depth_list.append(h_depth)
self.h_touching_list.append(h_touching)
res = h_score + h_pairs + h_nmoves + h_depth + h_touching
return res
#### Heuristics ####
def getTouchingGemsNum(self, board):
perimeter = set()
for y in range(BOARDHEIGHT):
for x in range(BOARDWIDTH):
if getGemAt(board, x, y) == -1:
p = [(a,b) for (a,b) in [(x+1, y), (x, y+1), (x-1, y), (x, y-1)]]
perimeter |= set([(a,b) for (a,b) in p if getGemAt(board, a, b) not in (-1, None)])
num_of_touching = len(perimeter)
return num_of_touching
def getDepthFactor(self, move):
line = max((move.first['y']+1, move.second['y']+1))
return line
def getStateDepthFactor(self, fs):
avg = mean([self.getDepthFactor(m) for m in fs.moves])
return avg
def getPairs(self, board):
num_of_pairs = 0
for y in range(BOARDHEIGHT):
for x in range(BOARDWIDTH):
gem = getGemAt(board, x, y)
if gem == -1: continue
if gem == getGemAt(board, x + 1, y):
num_of_pairs += 1
if gem == getGemAt(board, x, y + 1):
num_of_pairs += 1
return num_of_pairs
def getEntropy(self, board):
counts = [0] * NUMGEMIMAGES
for col in board:
for gem in col:
counts[gem] += 1
tot = sum(counts)
probs = [float(c)/tot for c in counts]
entropy = -sum([p * math.log(p, 2) for p in probs if p > 0])
# print "Expected entropy: %.3f" %entropy
return entropy
def getMoveNumber(self, board):
res = len(self.getPossibleMoves(board, False))
return res
def main(is_manual, random_fall, ngames, algo, weights, no_graphics, logfile):
print
games_str = "%d games" %ngames
if ngames == 0:
games_str = "forever"
if ngames == 1:
games_str = "1 game"
print "Running %s in %s mode" %(games_str, 'manual' if is_manual else 'auto')
if not is_manual:
print "Using solver algorithm: %s" %algo
print
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)
# Easter egg
if J and i==1:
gemImage = pygame.image.load('gem8.png')
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)
game_solver = Solver(random_fall, algo, weights)
if ngames == 0:
ngames = float('inf')
game_counter = 1
log_header = ','.join(['board_size', 'gem_number',
'w_score', 'w_pairs',
'w_nmoves', 'w_depth', 'w_touching',
'avg_h_score', 'avg_h_pairs',
'avg_h_nmoves', 'avg_h_depth', 'avg_h_touching',
'goal_score', 'swaps', 'score', 'status', 'algorithm', 'algo_heuristic',
'time_seconds'])
file_obj = open(logfile, 'w')
file_obj.write(log_header + '\n')
file_obj.close()
times = []
while game_counter <= ngames:
try:
print "Game %d started" %game_counter
start = datetime.datetime.now()
score, moves = runGame(is_manual, game_solver, no_graphics)
end = datetime.datetime.now()
diff = end - start
log(logfile, score, moves, game_solver, diff.total_seconds())
print "Game %d ended: %d points in %d moves" %(game_counter, score, moves)
print "Game took %.2f seconds" % diff.total_seconds()
if score >= GOAL_SCORE:
times.append(diff.total_seconds())
print
game_counter += 1
except KeyboardInterrupt:
break
print "Finished %d games." %(game_counter-1)
print "Average time per finished game: %.2f seconds" %mean(times)
file_obj.close()
def mean(lst):
return sum(lst) / float(len(lst)) if lst else 0
def log(logfile, score, moves, solver, seconds):
status = "win" if score >= GOAL_SCORE else "lose"
if solver.type == STUPID_GREEDY:
algo_h = STUPID_GREEDY
else:
algo_h = '%s_s%.2f_p%.2f_n%.2f_d%.2f_t%.2f' %(solver.type, solver.w_score, solver.w_pairs, solver.w_nmoves,
solver.w_depth, solver.w_touching)
line = "%d,%d,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%d,%d,%d,%s,%s,%s,%.2f" \
%(BOARDWIDTH, NUMGEMIMAGES,
solver.w_score, solver.w_pairs,
solver.w_nmoves, solver.w_depth, solver.w_touching,
mean(solver.h_score_list), mean(solver.h_pairs_list),
mean(solver.h_nmoves_list), mean(solver.h_depth_list), mean(solver.h_touching_list),
GOAL_SCORE, moves, score, status, solver.type, algo_h, seconds)
file_obj = open(logfile, 'a')
file_obj.write(line + '\n')
file_obj.close()
def runGame(is_manual=False, game_solver=None, no_graphics=False):
# Plays through a single game. When the game is over, this function returns.
# initalize the board
gameBoard = getBlankBoard()
score = 0
total_moves = 0
fillBoardAndAnimate(gameBoard, [], score, total_moves, simulation=no_graphics, random_fall=True, is_first=True) # Drop the initial gems.
# Draw the board.
draw_window(gameBoard, None, score, total_moves, simulation=no_graphics)
# initialize variables for the start of a new game
firstSelectedGem = None
lastMouseDownX = None
lastMouseDownY = None
gameIsOver = False
clickContinueTextSurf = None
swap_list = []
while True: # main game loop
do_move = True
if score >= GOAL_SCORE:
firstSelectedGem = None
clickedSpace = None
gameIsOver = True
if not is_manual and not gameIsOver:
if not swap_list:
#print "START SOLVER"
swap_list = game_solver.getSwaps(copy.deepcopy(gameBoard), score)
#print "END SOLVER"
# print "Swap list:"
# for move in swap_list: print move
# print
if not swap_list:
firstSelectedGem = None
clickedSpace = None
gameIsOver = True
# print "** Total moves: %d" %total_moves
# print '** Total Number Of Nodes Expanded:' , game_solver.expanded_nodes , ' **'
else:
move = swap_list.pop(0)
firstSelectedGem = move.first
clickedSpace = move.second
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
else:
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 score, total_moves # 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
do_move = False
if clickedSpace and firstSelectedGem and do_move:
# 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
new_board, new_score = perform_move(gameBoard, firstSwappingGem, secondSwappingGem,
score, total_moves, simulation=no_graphics, random_fall=True)
if new_score is not None:
total_moves += 1
score = new_score
firstSelectedGem = None
if not canMakeMove(gameBoard):
gameIsOver = True
if gameIsOver:
if is_manual:
# 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)
pygame.display.update()
FPSCLOCK.tick(FPS)
if not is_manual:
return score, total_moves
else:
# Draw the board.
draw_window(gameBoard, firstSelectedGem, score, total_moves, simulation=no_graphics)
def draw_window(board, firstSelectedGem, score, moves, simulation=True):
if simulation:
return
DISPLAYSURF.fill(BGCOLOR)
drawBoard(board)
if firstSelectedGem != None:
highlightSpace(firstSelectedGem['x'], firstSelectedGem['y'])
drawScore(score)
drawMoves(moves)
pygame.display.update()
FPSCLOCK.tick(FPS)
def perform_single_move(gameBoard, firstSwappingGem, secondSwappingGem, score=0, moves=0, simulation=True, random_fall=False):
boardCopy = getBoardCopyMinusGems(gameBoard, (firstSwappingGem, secondSwappingGem))
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 not matchedGems:
gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = firstSwappingGem['imageNum']
gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = secondSwappingGem['imageNum']
else:
scoreAdd = len(matchedGems)
refGem = list(matchedGems)[0]
for gem in matchedGems:
gameBoard[gem[0]][gem[1]] = EMPTY_SPACE
score += scoreAdd
# Drop the new gems.
fillBoardAndAnimate(gameBoard, [], score, moves, simulation, random_fall)
return gameBoard, score
def perform_move(gameBoard, firstSwappingGem, secondSwappingGem, score=0, moves=0, simulation=True, random_fall=False):
# Show the swap animation on the screen.
# if simulation:
# print "START PERFORM MOVE ON:"
# print firstSwappingGem
# print secondSwappingGem
boardCopy = getBoardCopyMinusGems(gameBoard, (firstSwappingGem, secondSwappingGem))
if not simulation:
animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score, moves)
# 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 not matchedGems:
# Was not a matching move; swap the gems back
# GAMESOUNDS['bad swap'].play()
if not simulation:
animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score, moves)
gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = firstSwappingGem['imageNum']
gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = secondSwappingGem['imageNum']
return gameBoard, None
else:
# This was a matching move.
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.
scoreAdd = len(matchedGems)
refGem = list(matchedGems)[0]
points = []
points.append({'points': scoreAdd,
'x': refGem[0] * GEMIMAGESIZE + XMARGIN,
'y': refGem[1] * GEMIMAGESIZE + YMARGIN})
for gem in matchedGems:
#scoreAdd += (10 + (len(gemSet) - 3) * 10)
#for gem in gemSet:
gameBoard[gem[0]][gem[1]] = EMPTY_SPACE
# Dont play sounds
#random.choice(GAMESOUNDS['match']).play()
score += scoreAdd
# Drop the new gems.
fillBoardAndAnimate(gameBoard, points, score, moves, simulation, random_fall)
# if simulation:
# print
# printBoard(gameBoard)
# Check if there are any new matches.
matchedGems = findMatchingGems(gameBoard)
return gameBoard, score
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, simulation=True, random_fall=False, is_first=False):
# 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.
dropSlots = []
for i in range(BOARDWIDTH):
dropSlots.append([])
if simulation and not random_fall:
return dropSlots
boardCopy = copy.deepcopy(board)
pullDownAllGems(boardCopy)
# 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)))
if is_first:
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 = set() # 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
while getGemAt(boardCopy, x + offset, y) == targetGem:
# keep checking if there's more than 3 gems in a row
gemsToRemove.add((x + offset, y))
offset += 1
# 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
while getGemAt(boardCopy, x, y + offset) == targetGem:
# keep checking, in case there's more than 3 gems in a row
gemsToRemove.add((x, y + offset))
offset += 1
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, moves):
# 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)
drawMoves(moves)
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, moves, simulation=True, random_fall=False, is_first=False):
if simulation and not random_fall:
pullDownAllGems(board)
return
dropSlots = getDropSlots(board, simulation, random_fall, is_first)
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)
if not simulation:
animateMovingGems(boardCopy, movingGems, points, score, moves)
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):