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)
我想允许它,我的瓷砖可以跳到棋盘的另一边,如果它是可用的。如果一个贴图在左边,而一个空槽在右边;我想让它在使用模运算的情况下跳过贴图
我已经尝试合并模算术循环,但我不确定在哪里完全把它放在。我已经在makeMove函数上尝试过了,但是出现了一个错误。
其实并不需要模来检查是否有&;wrap around&;空白时段。
根据函数getStartingBoard()
:
# returns [[1, 4, 7], [2, 5, 8], [3, 6, BLANK]]
它似乎是一个二维列表,其中(x,y)
的单元格将是board[y][x]
。
假设我们有一个BOARD_WIDTH
× BOARD_HEIGHT
的板,给定一个单元格的坐标(x
, y
),我们需要找到一个相邻单元格的列表,它是"BLANK"-我们假设它是数字0。
首先我们建立一个所有相邻单元的列表。在这个阶段,我们不关心他们是否走出董事会。它只是添加单元格,左上角,中上角…,右下角。显然,我们没有在这里包含实际引用的单元格。
然后我们遍历单元格列表,修正任何超出板边界的单元格。修复方法是简单地将维度添加到值中。因此,如果我们的x
变成了-1
,我们可以添加BOARD_WIDTH,所以它变成了BOARD_WIDTH-1
,这是右边的列号。类似地,如果x
等于BOARD_WIDTH,则减法将其包装回零。我们对y值做同样的处理
作为最后一步,我们遍历单元格列表,找到BLANK单元格,并将它们添加到列表中以供返回。
def getBlankCellsAround( board, x, y, BOARD_WIDTH, BOARD_HEIGHT ):
""" Return a list of BLANK cells around the board position (x,y) """
# Default cells around x,y
cell_list = [ (x-1, y-1), (x, y-1), (x+1, y-1),
(x-1, y), (x+1, y),
(x-1, y+1), (x, y+1), (x+1, y+1) ]
# Correct any cells that are off the edge so they wrap-around
blanks_list = []
for cell in cell_list:
cx, cy = cell
if ( cx < 0 ):
cx += BOARD_WIDTH
elif ( cx >= BOARD_WIDTH ):
cx -= BOARD_WIDTH
if ( cy < 0 ):
cy += BOARD_HEIGHT
elif ( cy >= BOARD_HEIGHT ):
cy -= BOARD_HEIGHT
if ( board[cy][cx] == 0 ): # if it's blank, copy it to output
blanks_list.append( ( cx, cy ) )
# return the list of blank cells (which might be zero-length)
return blanks_list