Picture_Puzzle/main.py

991 lines
37 KiB
Python

import win32api
import win32con
import win32gui
import pygame
import ctypes
import json
from tkinter import Tk, filedialog
import numpy as np
# INITIALIZATION
pygame.init()
FPS = 60
MAIN_PATH = "C:/Users/User/Documents/Coding/Picture Puzzle/"
#School: MAIN_PATH = "C:/Users/RVKG/Documents/My Palettes/Picture Puzzle/"
IMAGES_PATH = "/images/albums/"
DATA_FILE = "main_data.json"
PUZZLE_FILE = "main_puzzle.json"
SETTINGS_FILE = "main_settings.json"
STATS_FILE = "main_stats.json"
SIZE_PATH = "images/assets/"
# Data loading and saving
def load_data(data):
try:
with open(data, "r") as file:
current_data = json.load(file)
except (FileNotFoundError, json.JSONDecodeError):
print("Something went wrong with file loading")
return current_data
storage = load_data(DATA_FILE)
puzzle_data = load_data(PUZZLE_FILE)
settings_data = load_data(SETTINGS_FILE)
stats_data = load_data(STATS_FILE)
# Configuration
SIZE_CHOICES = ["small", "medium", "big"]
STYLE_CHOICES = ["classic", "original", "dark"]
GRID_CHOICES = ["4x4", "3x3"]
MUSIC_CHOICES = ["funky-leap", "serenity", "sunny-day"]
SOUND_CHOICES = ["puzzle", "wood", "metal_pipe", "lego_breaking"]
DISPLAY_CHOICES = ["time", "moves"]
LANGUAGE_CHOICES = ["english", "russian", "latvian"]
FONTS = ["msreferencesansserif", "arial", "bahnschrift"]
if settings_data["style"] == STYLE_CHOICES[0]:
FONT = FONTS[0]
STYLE_PATH = "1_"
text_color = (1, 35, 61)
timer_color = (255, 255, 255)
elif settings_data["style"] == STYLE_CHOICES[1]:
FONT = FONTS[1]
STYLE_PATH = "2_"
text_color = (255, 255, 255)
timer_color = (70, 35, 0)
else:
FONT = FONTS[2]
STYLE_PATH = "3_"
text_color = (255, 255, 255)
timer_color = text_color
if settings_data["size"] == SIZE_CHOICES[0]:
WIDTH, HEIGHT = 144, 154
INT = 0
if FONT == FONTS[0]:
FONT_SIZE = 11
elif FONT == FONTS[1]:
FONT_SIZE = 12
elif FONT == FONTS[2]:
FONT_SIZE = 11
puzzle_size = (128, 128)
non_movable_area = pygame.Rect(8, 19, 128, 128)
timer_area = pygame.Rect(22, 1, 55, 12)
win_area = pygame.Rect(55, 70, 55, 12)
size = [20, 25, 100, 15]
cons = [15, 195, 12, 3, 9]
scaled_size = (18, 21, 108, 108)
elif settings_data["size"] == SIZE_CHOICES[1]:
WIDTH, HEIGHT = 202, 216
INT = 1
if FONT == FONTS[0]:
FONT_SIZE = 15
elif FONT == FONTS[1]:
FONT_SIZE = 17
elif FONT == FONTS[2]:
FONT_SIZE = 16
puzzle_size = (180, 180)
non_movable_area = pygame.Rect(11, 26, 180, 180)
timer_area = pygame.Rect(27, 2, 86, 16)
win_area = pygame.Rect(71, 98, 55, 12)
size = [30, 35, 110, 25]
cons = [25, 247, 18, 3, 13]
scaled_size = (22, 26, 158, 158)
else:
WIDTH, HEIGHT = 396, 425
INT = 2
if FONT == FONTS[0]:
FONT_SIZE = 27
elif FONT == FONTS[1]:
FONT_SIZE = 22
elif FONT == FONTS[2]:
FONT_SIZE = 21
puzzle_size = (360, 360)
non_movable_area = pygame.Rect(18, 48, 360, 360)
timer_area = pygame.Rect(49, 5, 86, 32)
win_area = pygame.Rect(71, 98, 55, 12)
size = [50, 55, 120, 35]
cons = [35, 455, 25, 13, 26]
scaled_size = (43, 48, 310, 310)
puzzle_version = settings_data["grid"]
# Seting screen and other stuff
programIcon = pygame.image.load('icon.png')
pygame.display.set_icon(programIcon)
pygame.display.set_caption('Picture Puzzle')
screen_info = pygame.display.Info()
window_coords = [(screen_info.current_w - WIDTH) // 2, (screen_info.current_h - HEIGHT) // 2]
screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.NOFRAME)
clock = pygame.time.Clock()
hwnd = pygame.display.get_wm_info()["window"]
# Sprites generation
class SpriteSheet:
def __init__(self, sheet_path):
self.sheet = pygame.image.load(sheet_path).convert_alpha()
def get_sprite(self, position, width, height, color_key=None):
image = pygame.Surface((width, height), pygame.SRCALPHA).convert_alpha()
image.blit(self.sheet, (0, 0), (position[0], position[1], width, height))
if color_key:
for x in range(width):
for y in range(height):
if image.get_at((x, y))[:3] == color_key:
image.set_at((x, y), (0, 0, 0, 0))
return image
def set_hue(self, hue):
for x in range(self.sheet.get_width()):
for y in range(self.sheet.get_height()):
color = self.sheet.get_at((x, y))
h, s, v, a = pygame.Color(color)
h = (h + hue) % 360
new_color = pygame.Color(0, 0, 0, 0)
new_color.hsva = (h, s, v, a)
self.sheet.set_at((x, y), new_color)
sprite_sheet = SpriteSheet(SIZE_PATH + str(INT) + STYLE_PATH + "sprites.png")
class Image:
def __init__(self, sprite_position, window_position, size):
self.sprite_sheet = sprite_sheet
self.sprite_position = sprite_position
self.window_position = window_position
self.size = size
self.update_image()
def update_image(self):
self.img = self.sprite_sheet.get_sprite(self.sprite_position, *self.size)
self.rect = self.img.get_rect(topleft=self.window_position)
def draw(self, screen):
screen.blit(self.img, self.rect)
class Slider:
def __init__(self, line_size, button_size, position):
self.line_size = line_size
self.button_size = button_size
self.position = position
self.value = 0
self.button_rect = pygame.Rect(self.position[0], self.position[1] - (self.button_size[1] - self.line_size[1]) // 2,
self.button_size[0], self.button_size[1])
self.slider_rect = pygame.Rect(self.position[0], self.position[1], self.line_size[0], self.line_size[1])
def update(self):
button_x = self.position[0] + (self.value / 360) * (self.line_size[0] - self.button_size[0])
self.button_rect.topleft = (button_x, self.button_rect.y)
def draw(self, screen):
pygame.draw.rect(screen, (200, 200, 200), self.slider_rect)
pygame.draw.rect(screen, (0, 0, 255), self.button_rect)
def handle_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if self.button_rect.collidepoint(event.pos):
self.dragging = True
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
self.dragging = False
elif event.type == pygame.MOUSEMOTION and self.dragging:
mouse_x = max(self.position[0], min(event.pos[0], self.position[0] + self.line_size[0]))
self.value = int(((mouse_x - self.position[0]) / (self.line_size[0] - self.button_size[0])) * 360)
self.update()
class Button:
def __init__(self, sprite_position, window_position, size):
self.sprite_sheet = sprite_sheet
self.sprite_position = sprite_position
self.window_position = window_position
self.size = size
self.hovered = False
self.disabled = False
self.update_images()
def update_images(self):
self.img = self.sprite_sheet.get_sprite(self.sprite_position, *self.size)
hover_position = (
self.sprite_position[0],
self.sprite_position[1] + 3 + self.size[1]
)
self.hover_image = self.sprite_sheet.get_sprite(hover_position, *self.size)
self.rect = self.img.get_rect(topleft=self.window_position)
self.mask = pygame.mask.from_surface(self.img)
def is_hovered(self, mouse_pos):
return self.rect.collidepoint(mouse_pos) and self.mask.get_at(
(mouse_pos[0] - self.rect.x, mouse_pos[1] - self.rect.y)
)
def disable(self):
self.disabled = True
def enable(self):
self.disabled = False
def update(self, mouse_pos):
self.hovered = self.is_hovered(mouse_pos)
def draw(self, screen):
if not self.disabled:
screen.blit(self.hover_image if self.hovered else self.img, self.rect)
else:
screen.blit(self.img, self.rect)
# Ability to move window
def move_win(coordinates):
hwnd = pygame.display.get_wm_info()["window"]
w, h = pygame.display.get_surface().get_size()
win32gui.MoveWindow(hwnd, coordinates[0], coordinates[1], w, h, True)
set_shadow_style(hwnd)
# Generating shadow
def set_shadow_style(hwnd):
try:
DWMWA_NCRENDERING_POLICY = 2
DWMNCRP_ENABLED = 2
ctypes.windll.dwmapi.DwmSetWindowAttribute(
hwnd,
DWMWA_NCRENDERING_POLICY,
ctypes.byref(ctypes.c_uint(DWMNCRP_ENABLED)),
ctypes.sizeof(ctypes.c_uint),
)
MARGINS = (ctypes.c_int * 4)(-1, -1, -1, -1)
ctypes.windll.dwmapi.DwmExtendFrameIntoClientArea(hwnd, ctypes.byref(MARGINS))
except Exception as e:
print(e)
# Text render
def render_text(text, position, screen, color=text_color):
font = pygame.font.SysFont(FONT, FONT_SIZE)
text_render = font.render(text, True, color)
screen.blit(text_render, position)
# MENU MODE
def browse():
root = Tk()
root.withdraw()
file_path = filedialog.askopenfilename(filetypes=[("Image files", "*.png;*.jpg;*.jpeg;*.gif")])
root.destroy()
return file_path
quick_game_activated = False
selected_file = None
def quick_game():
global selected_file, puzzle_image, puzzle_pieces, shuffled_pieces, empty_position, quick_game_activated, original_image
quick_game_activated = True
try:
selected_file = browse()
if selected_file is not None:
puzzle_image = pygame.image.load(selected_file)
original_image = pygame.transform.scale(puzzle_image, puzzle_size)
puzzle_pieces = cut_image(original_image)
shuffled_pieces = shuffle_pieces(puzzle_pieces)
empty_position = (len(puzzle_matrix) - 1, len(puzzle_matrix[0]) - 1)
quick_game_activated = False
except FileNotFoundError:
print("No file selected")
def render_albums():
global current_mode, album_name
current_hovered_index = -1
size_to_y = {"small": 25, "medium": 35, "big": 65}
y = size_to_y[settings_data["size"]]
for hover_index, album in enumerate(storage["albums"]):
album_rect = pygame.Rect(size[0], y, size[2], size[3])
album_hover = album_rect.collidepoint(pygame.mouse.get_pos())
if album_hover:
current_hovered_index = hover_index
render_text(album, (size[1], y), screen)
y += cons[0]
if album_hover and pygame.mouse.get_pressed()[0]:
album_name = album
if album_name != album:
album_name = None
if album_name is not None:
current_mode = "select"
return album
if current_hovered_index == -1:
current_hovered_index = 0
arrow_image = Image((cons[1], 0), (cons[2], size[1] + cons[0] * current_hovered_index + cons[3]), (cons[4], cons[4]))
arrow_image.draw(screen)
def album_deletion():
# Not finished yet
pass
def album_creation():
# Not finished yet
pass
# SELECT MODE
class ImageRender:
def __init__(self, album_name, initial_index=0):
self.album_name = album_name
self.index = initial_index
self.image_load()
def image_load(self):
global current_img, current_album
self.scaled_size = scaled_size
image_list = storage["albums"][self.album_name]
image_names = list(image_list.keys())
if not image_names:
return
self.current = image_names[self.index]
selected_image = pygame.image.load(MAIN_PATH + IMAGES_PATH + self.album_name + "/" + self.current)
self.scaled_image = pygame.transform.scale(selected_image, (self.scaled_size[2], self.scaled_size[3]))
current_img = self.current
current_album = self.album_name
def render(self, screen):
screen.blit(self.scaled_image, (self.scaled_size[0], self.scaled_size[1]))
pygame.display.flip()
def update_index(self, increment):
self.index += increment
num_images = len(storage["albums"][self.album_name])
if self.index >= num_images:
self.index = 0
elif self.index < 0:
self.index = num_images - 1
self.image_load()
@staticmethod
def image_save(selected_album, current_img):
for album in storage["albums"].values():
for image in album.values():
image[0] = 0
chosen = storage["albums"][selected_album][current_img]
chosen[0] = 1
with open(DATA_FILE, 'w') as data_file:
data_file.write(json.dumps(storage, indent=3))
image_rect = pygame.Rect(scaled_size)
hover = image_rect.collidepoint(pygame.mouse.get_pos())
if hover and pygame.mouse.get_pressed()[0]:
puzzle_data[f'current {puzzle_version}']["selected_image"] = IMAGES_PATH + selected_album + "/" + current_img
with open(PUZZLE_FILE, 'w') as puzzle_file:
puzzle_file.write(json.dumps(puzzle_data))
load_puzzle()
return image_rect
def image_deletion(self):
# Not finished yet
pass
def image_creation(self):
# Not finished yet
pass
def reload_chosen():
for album in storage["albums"].values():
for image in album.values():
image[0] = 0
with open(DATA_FILE, 'w') as data_file:
data_file.write(json.dumps(storage, indent=3))
# GAME MODE
def timer(elapsed_time):
hours = elapsed_time // 3600
minutes = (elapsed_time % 3600) // 60
seconds = elapsed_time % 60
timer_text = f"{hours:02d}:{minutes:02d}:{seconds:02d}"
return timer_text
# Puzzle loading and running logic
def cut_image(image):
piece_width = puzzle_size[0] // len(puzzle_matrix[0])
piece_height = puzzle_size[1] // len(puzzle_matrix)
pieces = []
for row in range(len(puzzle_matrix)):
for col in range(len(puzzle_matrix[0])):
left, top = col * piece_width, row * piece_height
piece_rect = pygame.Rect(left, top, piece_width, piece_height)
piece_image = image.subsurface(piece_rect)
piece_layer = pygame.Surface((piece_width, piece_height), pygame.SRCALPHA)
if puzzle_version == GRID_CHOICES[0]:
layer_path = pygame.image.load("images/assets/piece32.png").convert_alpha()
else:
layer_path = pygame.image.load("images/assets/piece45.png" if settings_data["size"] == SIZE_CHOICES[0] else "images/assets/piece60.png").convert_alpha()
layer_path = pygame.transform.scale(layer_path, (piece_width, piece_height))
layer_path.set_colorkey((0, 0, 0))
piece_layer.blit(piece_image, (0, 0))
piece_layer.blit(layer_path, (0, 0))
pieces.append((piece_layer, (left, top)))
return pieces
def load_puzzle():
global puzzle_matrix, original_matrix, empty_position, puzzle_pieces, shuffled_pieces, puzzle_size, directions, cell_size, number_of_rows, original_image
puzzle_version = settings_data["grid"]
image_path = puzzle_data[f'current {puzzle_version}']['selected_image']
puzzle_image = pygame.image.load(MAIN_PATH + image_path)
directions = {"up": [4, 8, 12],
"down": [],
"left": [13, 14, 15],
"right": []}
puzzle_matrix = np.array(puzzle_data[f'current {puzzle_version}']['matrix'])
original_matrix = np.array(puzzle_data[f'puzzle {puzzle_version}'])
empty_position = np.nonzero(puzzle_matrix == 0)
number_of_rows = int(puzzle_version[0])
cell_size = puzzle_size[0] // number_of_rows
original_image = pygame.transform.scale(puzzle_image, puzzle_size)
puzzle_pieces = cut_image(original_image)
if np.max(puzzle_matrix) == 0:
shuffled_pieces = shuffle_pieces(puzzle_pieces)
empty_position = (len(puzzle_matrix) - 1, len(puzzle_matrix[0]) - 1)
load_puzzle()
def shuffle_pieces(puzzle_pieces):
global puzzle_matrix
numbers = list(range(len(puzzle_pieces)))
np.random.shuffle(numbers)
puzzle_matrix = np.array(numbers).reshape(puzzle_matrix.shape)
save_puzzle_state()
update_directions()
for i, (_, (left, top)) in enumerate(puzzle_pieces):
row, col = divmod(numbers[i], len(puzzle_matrix[0]))
puzzle_pieces[i] = (puzzle_pieces[i][0], (col * cell_size, row * cell_size))
return puzzle_pieces
def move_pieces(clicked_row, clicked_col):
global puzzle_matrix
zero_positions = np.nonzero(puzzle_matrix == 0)
zero_row, zero_col = zero_positions[0][0], zero_positions[1][0]
if clicked_row == zero_row:
if clicked_col < zero_col:
direction = "right"
else:
direction = "left"
elif clicked_col == zero_col:
if clicked_row < zero_row:
direction = "down"
else:
direction = "up"
else:
return
if direction in ["up", "down"]:
pieces_to_move = puzzle_matrix[min(clicked_row, zero_row):max(clicked_row, zero_row) + 1, clicked_col]
else:
pieces_to_move = puzzle_matrix[clicked_row, min(clicked_col, zero_col):max(clicked_col, zero_col) + 1]
if direction == "right":
puzzle_matrix[clicked_row, clicked_col:zero_col + 1] = np.roll(puzzle_matrix[clicked_row, clicked_col:zero_col + 1], 1)
elif direction == "left":
puzzle_matrix[clicked_row, zero_col:clicked_col + 1] = np.roll(puzzle_matrix[clicked_row, zero_col:clicked_col + 1], -1)
elif direction == "down":
puzzle_matrix[min(clicked_row, zero_row):max(clicked_row, zero_row) + 1, clicked_col] = np.roll(pieces_to_move, 1)
elif direction == "up":
puzzle_matrix[min(clicked_row, zero_row):max(clicked_row, zero_row) + 1, clicked_col] = np.roll(pieces_to_move, -1)[:pieces_to_move.shape[0]]
save_puzzle_state()
update_directions()
def update_directions():
global directions, puzzle_matrix
zero_positions = np.nonzero(puzzle_matrix == 0)
zero_row, zero_col = zero_positions[0][0], zero_positions[1][0]
directions = {
"up": puzzle_matrix[zero_row + 1:, zero_col].flatten().tolist() if zero_row < number_of_rows - 1 else [],
"down": puzzle_matrix[:zero_row, zero_col].flatten().tolist() if zero_row > 0 else [],
"left": puzzle_matrix[zero_row, zero_col + 1:].flatten().tolist() if zero_col < number_of_rows - 1 else [],
"right": puzzle_matrix[zero_row, :zero_col].flatten().tolist() if zero_col > 0 else [],
}
update_directions()
def save_puzzle_state():
puzzle_matrix_list = puzzle_matrix.tolist()
puzzle_data[f'current {puzzle_version}']['matrix'] = puzzle_matrix_list
with open(PUZZLE_FILE, 'w') as puzzle_file:
json.dump(puzzle_data, puzzle_file)
def update_puzzle_data(completed, sorted, current_time, current_moves, real_time):
path_components = puzzle_data[f'current {puzzle_version}']['selected_image'].split('/')[2:]
current_data = storage[path_components[0]]
for component in path_components[1:]:
if component in current_data:
current_data = current_data[component]
else:
print("Something went wrong while updating puzzle data")
return
print(current_data)
initial_chosen, initial_completed, initial_sorted, initial_moves, initial_time, _, _ = current_data
initial_completed = int(completed)
initial_sorted = int(sorted)
initial_moves += current_moves
initial_time_seconds = sum(int(x) * 60**i for i, x in enumerate(reversed(initial_time.split(":"))))
total_time_seconds = initial_time_seconds + real_time
hours, remainder = divmod(total_time_seconds, 3600)
minutes, seconds = divmod(remainder, 60)
formatted_time = f"{hours:02d}:{minutes:02d}:{seconds:02d}"
current_data = [initial_chosen, initial_completed, initial_sorted, initial_moves, formatted_time, current_time, current_moves]
print(current_data)
storage[path_components[0]][path_components[1]][path_components[2]] = current_data
with open(DATA_FILE, 'w') as data_file:
data_file.write(json.dumps(storage, indent=3))
# SETTINGS MODE
def play_music():
music_file = settings_data["music"]["version"]
volume = settings_data["music"]["volume"]
pygame.mixer.music.load("misc/" + music_file + ".mp3")
pygame.mixer.music.set_volume(volume)
pygame.mixer.music.play(-1)
if settings_data["music"]["on"] is True:
play_music()
def play_sound():
sound_file = settings_data["sound"]["version"]
volume = settings_data["sound"]["volume"]
sound = pygame.mixer.Sound("misc/" + sound_file + ".ogg")
sound.set_volume(volume)
pygame.mixer.Sound.play(sound)
def set_hue():
global hue_value
if settings_data["style"] == STYLE_CHOICES[0]:
x = 0
elif settings_data["style"] == STYLE_CHOICES[2]:
x = 1
hue_value = settings_data["gui color"][x]
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
hue_value = (hue_value - 1) % 360
if keys[pygame.K_RIGHT]:
hue_value = (hue_value + 1) % 360
sprite_sheet.set_hue(hue_value)
pygame.image.save(sprite_sheet.sheet, MAIN_PATH + SIZE_PATH + str(INT) + STYLE_PATH + "spritesheet.png")
settings_data["gui color"][x] = hue_value
with open(SETTINGS_FILE, "w") as settings_file:
json.dump(settings_data, settings_file)
def change_hue(image, hue):
new_image = image.copy()
for x in range(new_image.get_width()):
for y in range(new_image.get_height()):
color = new_image.get_at((x, y))
h, s, v, a = pygame.Color(color)
h = (h + hue) % 360
new_color = pygame.Color(0, 0, 0, 0)
new_color.hsva = (h, s, v, a)
new_image.set_at((x, y), new_color)
return new_image
def export():
# Export data function, not finished yet
pass
def reset():
# Reset all data function, not finished yet
pass
def info():
# Not finished yet
pass
# Stats
def stats():
# Not finished yet
pass
# Buttons
if settings_data["size"] == SIZE_CHOICES[0]:
px12 = (12, 12)
px14 = (14, 14)
timer_button = Button((0, 0), (7, 3), px12)
menu_button = Button((15, 0), (80, 3), px12)
hint_button = Button((30, 0), (95, 3), px12)
shuffle_button = Button((45, 0), (110, 3), px12)
close_button = Button((60, 0), (125, 3), px12)
finished_button = Button((75, 0), (7, 3), px12)
not_finished_button = Button((90, 0), (7, 3), px12)
delete_button = Button((105, 0), (95, 3), px12)
continue_button = Button((120, 0), (110, 3), px12)
settings_button = Button((135, 0), (7, 3), px12)
quick_add_button = Button((34, 30), (22, 3), (55, 12))
new_button = Button((150, 0), (80, 3), px12)
info_button = Button((165, 0), (7, 3), px12)
stats_button = Button((180, 0), (95, 3), px12)
to_left_button = Button((0, 30), (44, 136), px14)
to_right_button = Button((17, 30), (86, 136), px14)
BACKGROUND_IMAGE = Image((0, 64), (0, 0), (WIDTH, HEIGHT))
ver1_layer = sprite_sheet.get_sprite((147, 64), WIDTH, HEIGHT, color_key=(255, 0, 128))
ver2_layer = sprite_sheet.get_sprite((294, 64), WIDTH, HEIGHT, color_key=(255, 0, 128))
elif settings_data["size"] == SIZE_CHOICES[1]:
px16 = (16, 16)
px20 = (20, 20)
timer_button = Button((0, 0), (8, 4), px16)
menu_button = Button((19, 0), (118, 4), px16)
hint_button = Button((38, 0), (138, 4), px16)
shuffle_button = Button((57, 0), (158, 4), px16)
close_button = Button((76, 0), (178, 4), px16)
finished_button = Button((95, 0), (8, 4), px16)
not_finished_button = Button((114, 0), (8, 4), px16)
delete_button = Button((133, 0), (138, 4), px16)
continue_button = Button((152, 0), (158, 4), px16)
settings_button = Button((171, 0), (8, 4), px16)
quick_add_button = Button((46, 38), (28, 4), (86, 16))
new_button = Button((190, 0), (118, 4), px16)
info_button = Button((209, 0), (8, 4), px16)
stats_button = Button((228, 0), (138, 4), px16)
to_left_button = Button((0, 38), (66, 191), px20)
to_right_button = Button((23, 38), (116, 191), px20)
BACKGROUND_IMAGE = Image((0, 84), (0, 0), (WIDTH, HEIGHT))
ver1_layer = sprite_sheet.get_sprite((205, 84), WIDTH, HEIGHT, color_key=(255, 0, 128))
ver2_layer = sprite_sheet.get_sprite((410, 84), WIDTH, HEIGHT, color_key=(255, 0, 128))
else:
px32 = (32, 32)
px40 = (40, 40)
timer_button = Button((0, 0), (12, 6), px32)
menu_button = Button((35, 0), (241, 6), px32)
hint_button = Button((72, 0), (278, 6), px32)
shuffle_button = Button((105, 0), (315, 6), px32)
close_button = Button((140, 0), (352, 6), px32)
finished_button = Button((175, 0), (12, 6), px32)
not_finished_button = Button((210, 0), (8, 6), px32)
delete_button = Button((245, 0), (278, 6), px32)
continue_button = Button((280, 0), (315, 6), px32)
settings_button = Button((315, 0), (12, 6), px32)
quick_add_button = Button((86, 70), (49, 6), (187, 32))
new_button = Button((350, 0), (241, 6), px32)
info_button = Button((385, 0), (12, 6), px32)
stats_button = Button((420, 0), (278, 6), px32)
to_left_button = Button((0, 70), (130, 372), px40)
to_right_button = Button((43, 70), (226, 372), px40)
BACKGROUND_IMAGE = Image((0, 156), (0, 0), (WIDTH, HEIGHT))
ver1_layer = sprite_sheet.get_sprite((399, 156), WIDTH, HEIGHT, color_key=(255, 0, 128))
ver2_layer = sprite_sheet.get_sprite((798, 156), WIDTH, HEIGHT, color_key=(255, 0, 128))
path_components = puzzle_data[f'current {puzzle_version}']['selected_image'].split('/')[2:]
current_data = storage[path_components[0]]
for component in path_components[1:]:
current_data = current_data[component]
completed = current_data[1]
not_shuffled = current_data[2]
timer_text = current_data[5]
current_timer_text = timer_text
current_moves = current_data[6]
if completed:
state_button = finished_button
else:
state_button = not_finished_button
game_buttons = [timer_button, menu_button, hint_button, shuffle_button, close_button]
menu_buttons = [settings_button, quick_add_button, new_button, delete_button, continue_button, close_button]
select_buttons = [state_button, menu_button, delete_button, continue_button, close_button, to_left_button, to_right_button]
settings_buttons = [info_button, menu_button, stats_button, continue_button, close_button]
do_not_save = False
def button_check(pressed_button, run, current_mode, timer_running):
global completed, not_shuffled, current_timer_text, current_moves, real_time
do_not_save = False
if pressed_button == close_button:
run = False
save_puzzle_state()
update_puzzle_data(completed, not_shuffled, current_timer_text, current_moves, real_time)
reload_chosen()
elif pressed_button == settings_button:
current_mode = "settings"
elif pressed_button == menu_button:
current_mode = "menu"
timer_running = False
elif pressed_button == continue_button:
current_mode = "game"
elif pressed_button == delete_button:
if current_mode == "menu":
album_deletion()
else:
# Not finished yet
pass
elif pressed_button == new_button:
album_creation()
elif pressed_button == quick_add_button:
quick_game()
current_mode = "game"
not_shuffled = 1
current_timer_text = "00:00:00"
current_moves = 0
do_not_save = True
elif pressed_button in [not_finished_button, finished_button]:
# Not finished yet
pass
elif pressed_button == info_button:
info()
elif pressed_button == stats_button:
stats()
return run, current_mode, timer_running, do_not_save
win32gui.SetWindowLong(hwnd, win32con.GWL_EXSTYLE,
win32gui.GetWindowLong(hwnd, win32con.GWL_EXSTYLE) | win32con.WS_EX_LAYERED)
win32gui.SetLayeredWindowAttributes(hwnd, win32api.RGB(*(255, 0, 128)), 0, win32con.LWA_COLORKEY)
set_shadow_style(hwnd)
def data_check(current_mode):
if current_mode == "select":
background_image = ver2_layer
current_buttons = select_buttons
elif current_mode == "game":
current_buttons = game_buttons
background_image = ver1_layer
elif current_mode == "menu":
current_buttons = menu_buttons
background_image = ver1_layer
elif current_mode == "settings":
current_buttons = settings_buttons
background_image = ver1_layer
return background_image, current_buttons
# Game state
run = True
current_mode = "menu"
# Dragging and mouse interaction
dragging = False
can_move = False
start_pos = (0, 0)
pressed_button = None
clicked_piece = None
# Select mode
clicked_image = False
image_display = None
# Puzzle-related stuff
last_shuffle_time = 0
user_win = False
# Timer-related stuff
timer_running = False
timer_start_time = 0
elapsed_time = 0
real_time = elapsed_time
total_paused_time = 0
timer_button.disable()
while run:
background_image, current_buttons = data_check(current_mode)
current_time = pygame.time.get_ticks()
screen.fill((255,0,128))
screen.blit(BACKGROUND_IMAGE.img, (0, 0))
screen.blit(background_image, (0, 0))
mouse_pos = pygame.mouse.get_pos()
for button in current_buttons:
button.update(mouse_pos)
for button in current_buttons:
button.draw(screen)
clock.tick(FPS)
if current_mode == "menu":
selected_album = render_albums()
if current_mode == "select":
if image_display is None or current_album != selected_album:
selected_image = ImageRender(selected_album)
image_display = True
selected_image.render(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
if current_mode == "game": #is this needed?
save_puzzle_state()
update_puzzle_data(completed, not_shuffled, current_timer_text, current_moves, real_time)
reload_chosen()
run = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if not non_movable_area.collidepoint(pygame.mouse.get_pos()):
can_move = True
if current_mode == "select" and event.button == 1:
clicked_image_rect = ImageRender.image_save(selected_album, current_img)
clicked_image = clicked_image_rect.collidepoint(event.pos)
if clicked_image:
current_mode = "game"
shuffle_pieces(puzzle_pieces)
last_click_time = pygame.time.get_ticks()
if to_left_button.is_hovered(event.pos):
selected_image.update_index(-1)
last_image_switch_time = current_time
if to_right_button.is_hovered(event.pos):
selected_image.update_index(1)
last_image_switch_time = current_time
elif current_mode == "game":
if non_movable_area.collidepoint(event.pos) and not timer_running:
timer_running = True
timer_button.enable()
timer_start_time = pygame.time.get_ticks()
elif timer_button.rect.collidepoint(event.pos) and timer_running:
timer_running = False
timer_button.disable()
total_paused_time += pygame.time.get_ticks() - timer_start_time
if event.button == 1:
dragging = True
start_pos = pygame.mouse.get_pos()
for button in current_buttons:
if button.rect.collidepoint(start_pos):
pressed_button = button
run, current_mode, timer_running, do_not_save = button_check(pressed_button, run, current_mode, timer_running)
if settings_data["sound"]["on"] is True and current_mode == "game" and non_movable_area.collidepoint(event.pos):
play_sound()
elif event.type == pygame.MOUSEMOTION and can_move:
new_pos = pygame.mouse.get_pos()
offset_x = new_pos[0] - start_pos[0]
offset_y = new_pos[1] - start_pos[1]
window_coords[0] += offset_x
window_coords[1] += offset_y
move_win(window_coords)
elif event.type == pygame.MOUSEBUTTONUP:
dragging = False
pressed_button = None
can_move = False
if current_mode == "game":
if timer_running:
current_time = pygame.time.get_ticks() - timer_start_time
elapsed_time = (current_time + total_paused_time) // 1000
real_time = elapsed_time
hours, minutes, seconds = map(int, timer_text.split(':'))
total_seconds = hours * 3600 + minutes * 60 + seconds
elapsed_time += total_seconds
current_timer_text = timer(elapsed_time)
render_text(current_timer_text, (timer_area.x, timer_area.y), screen, timer_color)
# Puzzle
if pressed_button == shuffle_button and current_time - last_shuffle_time > 500:
if not_shuffled:
np.copyto(puzzle_matrix, original_matrix)
user_win = False
not_shuffled = 0
else:
shuffle_pieces(puzzle_pieces)
not_shuffled = 1
save_puzzle_state()
update_directions()
last_shuffle_time = current_time
for row in range(len(puzzle_matrix)):
for col in range(len(puzzle_matrix[0])):
if puzzle_matrix[row][col] != 0:
piece_x = col * puzzle_size[0] // len(puzzle_matrix[0]) + non_movable_area.x
piece_y = row * puzzle_size[1] // len(puzzle_matrix) + non_movable_area.y
screen.blit(puzzle_pieces[puzzle_matrix[row][col] - 1][0], (piece_x, piece_y))
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
mouse_x, mouse_y = pygame.mouse.get_pos()
clicked_row, clicked_col = (mouse_y - non_movable_area.y) // cell_size, (mouse_x - non_movable_area.x) // cell_size
if 0 <= clicked_row < len(puzzle_matrix) and 0 <= clicked_col < len(puzzle_matrix[0]):
if puzzle_matrix[clicked_row, clicked_col] != 0:
user_win = True
current_moves += 1
move_pieces(clicked_row, clicked_col)
if pressed_button == hint_button:
screen.blit(original_image, non_movable_area)
if number_of_rows == 4 and puzzle_data[f'current {puzzle_version}']['matrix'] == puzzle_data[f'puzzle {puzzle_version}'] and user_win is True:
completed = 1
not_shuffled = 1
user_win = False
timer_running = False
start_time = pygame.time.get_ticks()
fade_in_end_time = start_time + 2 * 1000
fade_out_start_time = start_time + 4 * 1000
end_time = start_time + 6 * 1000
alpha = 0
text_alpha = 0
fade_in_speed = 100 / (fade_in_end_time - start_time)
fade_out_speed = 100 / (fade_out_start_time - fade_in_end_time)
while pygame.time.get_ticks() < end_time:
surface = pygame.Surface((non_movable_area.width, non_movable_area.height), pygame.SRCALPHA)
surface.fill((0, 0, 0, alpha))
print(alpha)
screen.blit(surface, (non_movable_area.x, non_movable_area.y))
render_text("You win !!", (win_area.x, win_area.y), screen, (255, 255, 255, text_alpha))
if pygame.time.get_ticks() < fade_in_end_time:
alpha += fade_in_speed
text_alpha += fade_in_speed
elif fade_in_end_time <= pygame.time.get_ticks() < fade_out_start_time:
alpha = max(0, alpha)
text_alpha = max(0, text_alpha)
elif pygame.time.get_ticks() >= fade_out_start_time:
alpha -= fade_out_speed
text_alpha -= fade_out_speed
alpha = max(0, alpha)
text_alpha = max(0, text_alpha)
pygame.display.flip()
pygame.time.delay(16)
pygame.display.flip()
pygame.quit()