Created
August 27, 2012 13:42
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Match 3 game for Pythonista app. Yes, typed all on iPad. Copy/Paste it to app
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from scene import * | |
from random import choice, randrange | |
import sound | |
TILE_SIZE=64 #size of tile | |
SDX=4 #selection frame size | |
M=3 #match 3(?) game | |
NOS = (-1, -1) #constant to indicate clear selection | |
FALL_S=0.2 #speed of fall per each tile | |
FALL_T=0 #constant fall tile | |
IMAGES = ['Cherries', 'Grapes', 'Red_Apple', | |
'Strawberry', 'Melon', 'Peach', 'Chestnut'] | |
SEL_IMAGE = 'White_Square' | |
class Match (Layer): | |
def setup(self, gridX, gridY, tileNumber): | |
self.GRIDX, self.GRIDY = gridX, gridY | |
# This will be called before the first frame is drawn. | |
self.images = IMAGES[:tileNumber] | |
self.scoreLayers=[] | |
self.selLayer = Layer(Rect(0, 0, TILE_SIZE+2*SDX, TILE_SIZE+2*SDX)) | |
self.selLayer.alpha = 0 | |
self.selLayer.image = SEL_IMAGE | |
self.add_layer(self.selLayer) | |
self.score = 0 | |
self.selection = (-1, -1) | |
self.tint = (-1, -1) | |
self.animationCount = 0 | |
self.toCheck = set() | |
self.inverse = None | |
self.grid = [None for _ in xrange(self.GRIDX*self.GRIDY)] | |
self.gameOver = True | |
while self.gameOver: | |
for y in xrange(self.GRIDY): | |
for x in xrange(self.GRIDX): | |
bad=True | |
tile = Layer(Rect(x*TILE_SIZE, y*TILE_SIZE, | |
TILE_SIZE, TILE_SIZE)) | |
while bad: | |
bad=False | |
tile.image = choice(self.images) | |
if x>=M-1 and all([self[x-i-1, y].image == | |
tile.image for i in xrange(M-1)]): | |
bad=True | |
if y>=M-1 and all([self[x, y-i-1].image == | |
tile.image for i in xrange(M-1)]): | |
bad=True | |
self[x,y]=tile | |
self.gameOver = not self.moveAvailiable() | |
for tile in self.grid: | |
self.add_layer(tile) | |
def __getitem__(self, (x, y)): | |
return self.grid[x+y*self.GRIDX] | |
def __setitem__(self, (x, y), img): | |
self.grid[x+y*self.GRIDX] = img | |
def clampTile(self, x, lim): | |
ret = int(x/TILE_SIZE) | |
return ret if 0 <= ret < lim else -1 | |
def touchTile(self, touch): | |
return (self.clampTile(touch.location.x-self.frame.x, self.GRIDX), | |
self.clampTile(touch.location.y-self.frame.y, self.GRIDY)) | |
def touch_began(self, touch): | |
self.tint = self.touchTile(touch) | |
def touch_moved(self, touch): | |
self.tint = self.touchTile(touch) | |
def touch_ended(self, touch): | |
self.tint = NOS | |
if self.animationCount: | |
return | |
pt = self.touchTile(touch) | |
if pt==NOS: | |
pass | |
elif pt==self.selection: | |
sound.play_effect('Click_1') | |
pt=NOS | |
elif sum([abs(a-b) for a,b in zip(pt, self.selection)])==1: | |
if self[pt].image!=self[self.selection].image: | |
self.beginSwap(self.selection, pt) | |
pt=NOS | |
else: | |
sound.play_effect('Click_1') | |
else: | |
sound.play_effect('Click_1') | |
self.selection=pt | |
if pt!=NOS: | |
self.selLayer.frame.x = pt[0]*TILE_SIZE-SDX | |
self.selLayer.frame.y = pt[1]*TILE_SIZE-SDX | |
self.selLayer.animate('alpha', 0.3, 0.2) | |
else: | |
self.selLayer.animate('alpha', 0, 0.2) | |
def beginSwap(self, p1, p2, check=True): | |
sound.play_effect('Woosh_1' if check else 'Woosh_2') | |
self[p1], self[p2] = self[p2], self[p1] | |
self.animationCount += 2 | |
if check: | |
self.inverse = (p1, p2) | |
self.toCheck.add(p1) | |
self.toCheck.add(p2) | |
self[p1].animate('frame', self[p2].frame, completion=self.animMoveDone) | |
self[p2].animate('frame', self[p1].frame, completion=self.animMoveDone) | |
def animMoveDone(self): | |
self.animationCount -= 1 | |
if self.animationCount == 0: | |
if self.toCheck and not self.check(): | |
if self.inverse: | |
self.beginSwap(*(self.inverse), check=False ) | |
self.inverse = None | |
def checkTiles(self, toCheck): | |
toKill = set() | |
killGroups=set() | |
directions = [((-1,0), (1,0)), ((0,1), (0,-1))] | |
for tile in toCheck: | |
for line in directions: | |
cur = set() | |
for d in line: | |
t = tile | |
while t and self[tile].image==self[t].image: | |
cur.add(t) | |
t= tuple( (a+b) for a,b in zip(t, d) ) | |
t= t if all([0<=a<m for a,m in zip(t,(self.GRIDX,self.GRIDY))]) else None | |
if len(cur)>=M: | |
toKill.update(cur) | |
killGroups.add(tuple(sorted(cur))) | |
return toKill, killGroups | |
def check(self): | |
self.toKill, killGroups = self.checkTiles(self.toCheck) | |
self.toCheck.clear() | |
for tile in self.toKill: | |
self[tile].animate('alpha', 0, completion=self.animKillDone) | |
self.animationCount += 1 | |
if self.toKill: | |
self.inverse=None | |
sound.play_effect('Coin_4') | |
print killGroups | |
for sg in killGroups: | |
a = map(self.__getitem__, sg) | |
a = map(lambda l: getattr(l, 'frame'), a) | |
a = map(lambda r: (r.center().x,r.center().y), a) | |
l = len(a) | |
a = map(sum, zip(*a)) | |
a = map(lambda p: p/l+randrange(-TILE_SIZE/3,TILE_SIZE/3), a) | |
score = TextLayer(str(l), 'ChalkboardSE-Bold', 40) | |
score.frame.center(*a) | |
self.add_layer(score) | |
score.animate('alpha', 0, completion=self.killScores) | |
score.animate('frame', Rect(score.frame.x, score.frame.y+50, | |
score.frame.w, score.frame.h)) | |
self.scoreLayers.append(score) | |
self.score += l | |
print('Score: ' + str(self.score)) | |
return bool(self.toKill) | |
def killScores(self): | |
s = self.scoreLayers.pop(0) | |
self.remove_layer(s) | |
def animKillDone(self): | |
self.animationCount -= 1 | |
if self.animationCount==0: | |
for x in xrange(self.GRIDX): | |
toTop = [] | |
ys = sorted([y for xx,y in self.toKill if xx==x]) | |
if ys: | |
for y in xrange(ys[0], self.GRIDY): | |
self.toCheck.add((x,y)) | |
for y in ys: | |
toTop.append(self[x,y]) | |
drop = 0 | |
for y in xrange(ys[0], self.GRIDY): | |
if y in ys: | |
drop += 1 | |
else: | |
self[x, y-drop], self[x,y]= self[x,y], self[x, y-drop] | |
t=drop*FALL_S+FALL_T | |
self[x,y-drop].animate('frame', self[x, y].frame, t, | |
completion=self.animMoveDone) | |
self.animationCount += 1 | |
self[x, y].frame = Rect(*(self[x,y-drop].frame.as_tuple())) | |
for y in xrange(drop): | |
c = toTop.pop() | |
c.image=choice(self.images) | |
t=drop*FALL_S+FALL_T | |
c.frame=Rect(x*TILE_SIZE, (y+self.GRIDY)*TILE_SIZE, | |
TILE_SIZE, TILE_SIZE) | |
c.animate('frame', Rect(x*TILE_SIZE, | |
(self.GRIDY-drop+y)*TILE_SIZE, | |
TILE_SIZE, TILE_SIZE), t, | |
completion=self.animMoveDone) | |
self.animationCount += 1 | |
c.alpha=1 | |
self[x,y-drop]=c | |
self.toKill.clear() | |
if not self.moveAvailiable(): | |
self.gameOver=True | |
def doesTileHasMoves(self, x, y): | |
toKill, _ = self.checkTiles([(x,y)]) | |
return len(toKill) | |
def moveAvailiable(self): | |
ret = False | |
for y in xrange(self.GRIDY-1): | |
for x in xrange(self.GRIDX-1): | |
self[x,y], self[x,y+1]=self[x,y+1], self[x,y] | |
if self.doesTileHasMoves(x,y): | |
ret = True | |
if self.doesTileHasMoves(x,y+1): | |
ret = True | |
self[x,y], self[x,y+1]=self[x,y+1], self[x,y] | |
self[x,y], self[x+1,y]=self[x+1,y], self[x,y] | |
if self.doesTileHasMoves(x,y): | |
ret = True | |
if self.doesTileHasMoves(x+1,y): | |
ret = True | |
self[x,y], self[x+1,y]=self[x+1,y], self[x,y] | |
if ret: | |
return True | |
return False | |
class GameScene(Scene): | |
MENU, GAME, GAME_OVER = 1, 2, 3 | |
def setup(self): | |
for effect in ('Click_1', 'Woosh_1', 'Woosh_2', 'Coin_4'): | |
sound.load_effect(effect) | |
for i in IMAGES: | |
load_image(i) | |
load_image(SEL_IMAGE) | |
self.root_layer = Layer(self.bounds) | |
self.effectsLayer = Layer(self.bounds) | |
self.newGame(4, 4, 5) | |
def newGame(self, xx, yy, nl): | |
self.gameLayer = Match(Rect(self.bounds.x, self.bounds.y+100, | |
xx*TILE_SIZE, yy*TILE_SIZE)) | |
self.gameLayer.setup(xx, yy, nl) | |
self.root_layer.remove_layer(self.effectsLayer) | |
self.root_layer.add_layer(self.gameLayer) | |
self.root_layer.add_layer(self.effectsLayer) | |
self.state = GameScene.GAME | |
def draw(self): | |
background(0, 0.1, 0.2) | |
self.root_layer.update(self.dt) | |
self.root_layer.draw() | |
if self.state==GameScene.GAME: | |
if self.gameLayer.gameOver: | |
self.gameLayer.animate('alpha', 0, 4.5) | |
o = TextLayer("Game Over", 'Helvetica-Bold', 60) | |
o.frame.center(self.effectsLayer.frame.center()) | |
o.alpha = 0 | |
o.animate('alpha',1,5, completion=self.gameEnd) | |
o.animate('scale_x',1.5,2) | |
o.animate('scale_y',1.5,2) | |
self.effectsLayer.add_layer(o) | |
self.state=GameScene.GAME_OVER | |
def gameEnd(self): | |
self.root_layer.remove_layer(self.gameLayer) | |
self.gameLayer = None | |
def touch_began(self, touch): | |
if self.gameLayer: | |
if touch.location in self.gameLayer.frame: | |
self.gameLayer.touch_began(touch) | |
def touch_moved(self, touch): | |
if self.gameLayer: | |
if touch.location in self.gameLayer.frame: | |
self.gameLayer.touch_moved(touch) | |
def touch_ended(self, touch): | |
if self.gameLayer: | |
if touch.location in self.gameLayer.frame: | |
self.gameLayer.touch_ended(touch) | |
else: | |
for f in list(self.effectsLayer.sublayers): | |
self.effectsLayer.remove_layer(f) | |
self.newGame(5,5,5) | |
run(GameScene(), PORTRAIT) |
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