-
Notifications
You must be signed in to change notification settings - Fork 0
/
sudoku.py
324 lines (276 loc) · 10.7 KB
/
sudoku.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
import os
import pygame
import time
from pprint import pprint
from pygame.constants import WINDOWHITTEST
import solver
import copy
from math import floor
TILE_SIZE = 30
TILES = 9
PINK_COLORKEY = (255,0,255)
WINDOW_WIDTH = TILE_SIZE * 9
WINDOW_HEIGHT = TILE_SIZE * 10
DEBUG = True
"""
LOADED TEXTURES (as seen in main):
textures["numSprites"] = SpriteSheet(os.path.join(TEXTURE_PATH, "numbers_keyed.png"))
textures["xmark"] = SpriteSheet(os.path.join(TEXTURE_PATH, "xmark.png"))
textures["clock"] = SpriteSheet(os.path.join(TEXTURE_PATH, "clock.png"))
textures["colon"] = SpriteSheet(os.path.join(TEXTURE_PATH, "colon.png"))
textures["win"] = pygame.image.load(os.path.join(TEXTURE_PATH, "win.png"))
"""
textures = {}
class SpriteSheet:
def __init__(self, path):
self.sheet = pygame.image.load(path).convert()
rect = self.sheet.get_rect()
self.cols = rect.width // TILE_SIZE
self.rows = rect.height // TILE_SIZE
def getSprite(self, i, j) -> pygame.Surface:
"""
Returns a sprite surface obj
draw at location x,y
index into sprite sheet with i,j
"""
sprite = pygame.Surface((TILE_SIZE, TILE_SIZE))
sprite.set_colorkey( PINK_COLORKEY ) #FF00FF COLOR KEY
#sprite.fill((255,255,255))
#blit (spritesheet in mem, location to draw, portion of image(xi*TILE_SIZE, yi*TILESIZE, TILE_SIZE, TILE_SIZE))
sprite.blit(self.sheet, (0, 0), (i*TILE_SIZE,j*TILE_SIZE, TILE_SIZE,TILE_SIZE))
return sprite
class Game:
def __init__(self, reset=False):
self.mousePos = None
self.clicked = False
if reset:
self.board = copy.deepcopy(self.boardInit)
else:
self.board = self.__generate()
self.board = [
[0,8,5,3,0,0,0,0,0],
[7,0,0,0,0,0,0,2,0],
[2,0,9,0,4,0,0,8,3],
[0,0,0,1,0,0,0,0,8],
[0,0,0,0,0,4,9,3,0],
[1,0,0,0,3,0,0,4,0],
[9,0,0,7,0,0,0,0,0],
[0,0,3,5,0,0,0,0,9],
[0,0,1,0,0,0,7,0,0]
]
# self.board = [
# [6,8,5,3,2,1,4,9,7],
# [7,3,4,9,8,5,1,2,6],
# [2,1,9,6,4,7,5,8,3],
# [3,4,2,1,5,9,6,7,8],
# [5,6,8,2,7,4,9,3,1],
# [1,9,7,8,3,6,2,4,5],
# [9,2,6,7,1,8,3,5,4],
# [4,7,3,5,6,2,8,1,9],
# [8,5,1,4,9,3,7,6,0]
# ]
self.solved = copy.deepcopy(self.board)
solver.solve(self.solved)
self.boardInit = copy.deepcopy(self.board)
self.slotTypes = self.__getSlotTypes(self.board)
self.rows = len(self.board[0])
self.cols = len(self.board)
self.startTime = time.time()
self.timer = 0
self.mins = 0
self.sec = 0
self.wrongCount = 0
self.hover = [-1,-1]
self.selection = [-1,-1]
self.selNum = -1
self.win = False
self.selLock = False
self.w, self.h = pygame.display.get_surface().get_size()
def __generate(self):
pass
def __validateEntry(self, num):
#row check
valid = True
x = self.selection[0]
y = self.selection[1]
if num in self.board[y]:
valid = False
#col check
for j in range(len(self.board)):
if num == self.board[j][x]:
valid = False
#box check, find box to check
big_y = (y // 3) * 3 #big y
big_x = (x // 3) * 3 #big x
for y in range(big_y, big_y + 3):
for x in range(big_x, big_x + 3):
if num == self.board[y][x]:
valid = False
return valid
def __getSlotTypes(self, board):
out = [[False for i in range(TILES)] for j in range(TILES)]
for i in range(TILES):
for j in range(TILES):
if board[i][j] != 0:
out[i][j] = 1
else:
out[i][j] = 0
pass
return out
def checkDone(self):
if self.board == self.solved:
self.win = True
def updateBoard(self, num):
if self.slotTypes[self.selection[1]][self.selection[0]] != 1:
if self.__validateEntry(num) or num == 0:
self.selNum = num
self.board[self.selection[1]][self.selection[0]] = num
else:
if self.wrongCount < 999:
self.wrongCount += 1
def updateTimer(self):
self.timer = time.time() - self.startTime
self.mins = int(self.timer / 60)
self.sec = int(self.timer % 60)
if self.sec >= 60:
self.mins += 1
def isSelected(self):
if self.selection[0] != -1:
return True
return False
def highlight(self, pos, click):
self.hover[0], self.hover[1] = pos[0] // TILE_SIZE, pos[1] // TILE_SIZE
if self.hover[0] > 8:
self.hover[0] = 8
if self.hover[1] > 8:
self.hover[1] = 8
if click:
self.selection[0], self.selection[1] = self.hover
def render(self, screen):
#order: background fill, tile selections, number sprites
screen.fill((255,255,255))
#column line draw
for i in range(TILES + 1):
width = 1
if i % 3 == 0:
width = 3
pygame.draw.line(screen, (0,0,0,0), (i*TILE_SIZE, 0), (i*TILE_SIZE, TILES*TILE_SIZE), width= width)
#row line draw
for j in range(0, TILES + 1):
width = 1
if j % 3 == 0:
width = 3
pygame.draw.line(screen, (0,0,0,0), (0, j*TILE_SIZE), (TILES*TILE_SIZE, j*TILE_SIZE), width=width)
#numbers, #grey out starting numbers
for i in range(TILES):
for j in range(TILES):
num = self.board[i][j]
alpha = 255
#if true, make semi transparent
if self.slotTypes[i][j]:
alpha = 128
numSprite = textures["numSprites"].getSprite(num, 0)
if num == 0:
numSprite.fill((255,0,255))
numSprite.set_alpha(alpha)
screen.blit(numSprite, (j*TILE_SIZE, i*TILE_SIZE))
#wrong count
xmark = textures["xmark"].getSprite(0,0)
screen.blit(xmark, (0, self.h - TILE_SIZE))
wrongString = str(self.wrongCount)
for i in range(len(wrongString)):
numSprite = textures["numSprites"].getSprite(int(wrongString[i]), 0)
screen.blit(numSprite, ((i+1) * TILE_SIZE, 9*TILE_SIZE))
#timer
clock = textures["clock"].getSprite(0,0)
screen.blit(clock, (self.w - TILE_SIZE*5, (self.h - TILE_SIZE)))
clockString = f"{self.mins}{self.sec:02}"
for i in range(len(clockString)):
numSprite = textures["numSprites"].getSprite(int(clockString[i]), 0)
screen.blit(numSprite, ((i+5) * TILE_SIZE, 9*TILE_SIZE))
if i == len(clockString) - 2:
screen.blit(textures["colon"].getSprite(0,0), ((i+5) * TILE_SIZE - TILE_SIZE // 2, 9*TILE_SIZE))
if not self.win:
# tile hover
hover = pygame.Surface((TILE_SIZE, TILE_SIZE))
hover.set_alpha(128)
sqColor = self.slotTypes[self.hover[1]][self.hover[0]]
if sqColor == 1:
hover.fill((255,0,0))
elif sqColor == 0:
hover.fill((0,0,255))
screen.blit(hover, (self.hover[0]*TILE_SIZE, self.hover[1]*TILE_SIZE))
# tile select
if self.selection[0] != -1:
select = pygame.Surface((TILE_SIZE, TILE_SIZE))
select.set_alpha(128)
select.fill((0,255,0))
screen.blit(select, (self.selection[0]*TILE_SIZE, self.selection[1]*TILE_SIZE))
else:
dim = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT))
dim.set_alpha(128)
dim.fill((0,0,0))
screen.blit(dim, (0,0))
screen.blit(textures["win"], (TILE_SIZE*2 + floor(TILE_SIZE/2), TILE_SIZE*3 + floor(TILE_SIZE/2)))
if DEBUG:
pass
pygame.display.flip()
# define a main function
def main():
########## SETUP ###########
# initialize the pygame module
pygame.init()
TEXTURE_PATH = os.path.join(os.getcwd(), 'textures')
#window
pygame.display.set_caption("Sudoku")
pygame.display.set_icon(pygame.image.load(os.path.join(TEXTURE_PATH, "square.png")))
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
screen.set_colorkey( PINK_COLORKEY )
#textures
textures["numSprites"] = SpriteSheet(os.path.join(TEXTURE_PATH, "numbers_keyed.png"))
textures["xmark"] = SpriteSheet(os.path.join(TEXTURE_PATH, "xmark.png"))
textures["clock"] = SpriteSheet(os.path.join(TEXTURE_PATH, "clock.png"))
textures["colon"] = SpriteSheet(os.path.join(TEXTURE_PATH, "colon.png"))
textures["win"] = pygame.image.load(os.path.join(TEXTURE_PATH, "win.png"))
#loading texture
load = pygame.Surface((120, 60))
load.set_colorkey( PINK_COLORKEY )
load.blit(pygame.image.load(os.path.join(TEXTURE_PATH, "loading.png")), (0,0))
screen.blit(load, (0, TILE_SIZE*8))
pygame.display.flip()
keyIn = {pygame.K_0: 0,pygame.K_1: 1,pygame.K_2: 2,pygame.K_3: 3,pygame.K_4: 4,pygame.K_5: 5,pygame.K_6: 6,pygame.K_7: 7,
pygame.K_8: 8,pygame.K_9: 9}
#game init
game = Game()
running = True
while running:
#STEPS: input -> logic -> render
####### INPUT & LOGIC #########
click = False
numIn = -1
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
click = event.button == 1
elif event.type == pygame.KEYDOWN:
try:
if game.isSelected():
game.updateBoard(keyIn[event.key])
except:
pass
if event.key == pygame.K_ESCAPE:
game.selection = [-1,-1]
game.selNum = -1
elif event.key == pygame.K_r:
game.__init__(reset=True)
####### RECURRING LOGIC ##########
#check hover over square
game.highlight(pygame.mouse.get_pos(), click)
game.checkDone()
if not game.win:
game.updateTimer()
####### RENDER #########
game.render(screen)
if __name__=="__main__":
main()