975 lines
36 KiB
Python
975 lines
36 KiB
Python
import win32api
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import win32con
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import win32gui
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import pygame
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import ctypes
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import json
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from tkinter import Tk, filedialog
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import numpy as np
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# INITIALIZATION
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pygame.init()
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FPS = 60
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MAIN_PATH = "C:/Users/User/Documents/Coding/Picture Puzzle/"
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#School: MAIN_PATH = "C:/Users/RVKG/Documents/My Palettes/Picture Puzzle/"
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IMAGES_PATH = "/images/albums/"
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DATA_FILE = "main_data.json"
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PUZZLE_FILE = "main_puzzle.json"
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SETTINGS_FILE = "main_settings.json"
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STATS_FILE = "main_stats.json"
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SIZE_PATH = "images/assets/"
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# Data loading and saving
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def load_data(data):
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try:
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with open(data, "r") as file:
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current_data = json.load(file)
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except (FileNotFoundError, json.JSONDecodeError):
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print("Something went wrong with file loading")
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return current_data
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storage = load_data(DATA_FILE)
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puzzle_data = load_data(PUZZLE_FILE)
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settings_data = load_data(SETTINGS_FILE)
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stats_data = load_data(STATS_FILE)
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# Configuration
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SIZE_CHOICES = ["small", "medium", "big"]
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STYLE_CHOICES = ["classic", "original", "dark"]
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GRID_CHOICES = ["4x4", "3x3"]
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MUSIC_CHOICES = ["funky-leap", "serenity", "sunny-day"]
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SOUND_CHOICES = ["puzzle", "wood", "metal_pipe", "lego_breaking"]
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DISPLAY_CHOICES = ["time", "moves"]
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LANGUAGE_CHOICES = ["english", "russian", "latvian"]
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FONTS = ["msreferencesansserif", "arial", "bahnschrift"]
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if settings_data["style"] == STYLE_CHOICES[0]:
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FONT = FONTS[0]
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STYLE_PATH = "1_"
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text_color = (1, 35, 61)
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timer_color = (255, 255, 255)
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elif settings_data["style"] == STYLE_CHOICES[1]:
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FONT = FONTS[1]
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STYLE_PATH = "2_"
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text_color = (255, 255, 255)
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timer_color = (70, 35, 0)
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else:
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FONT = FONTS[2]
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STYLE_PATH = "3_"
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text_color = (255, 255, 255)
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timer_color = text_color
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if settings_data["size"] == SIZE_CHOICES[0]:
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WIDTH, HEIGHT = 144, 154
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INT = 0
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if FONT == FONTS[0]:
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FONT_SIZE = 11
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elif FONT == FONTS[1]:
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FONT_SIZE = 12
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elif FONT == FONTS[2]:
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FONT_SIZE = 11
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non_movable_area = pygame.Rect(8, 19, 128, 128)
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timer_area = pygame.Rect(22, 1, 55, 12)
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puzzle_size = (128, 128)
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win_area = pygame.Rect(55, 70, 55, 12)
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y = 25
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size = [20, 25, 100, 15]
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cons = [15, 195, 12, 3, 9]
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scaled_size = (18, 21, 108, 108)
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elif settings_data["size"] == SIZE_CHOICES[1]:
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WIDTH, HEIGHT = 202, 216
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INT = 1
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if FONT == FONTS[0]:
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FONT_SIZE = 15
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elif FONT == FONTS[1]:
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FONT_SIZE = 17
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elif FONT == FONTS[2]:
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FONT_SIZE = 16
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puzzle_size = (180, 180)
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win_area = pygame.Rect(71, 98, 55, 12)
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non_movable_area = pygame.Rect(11, 26, 180, 180)
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timer_area = pygame.Rect(27, 2, 86, 16)
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y = 35
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size = [30, 35, 110, 25]
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cons = [25, 247, 18, 3, 13]
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scaled_size = (22, 26, 158, 158)
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else:
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WIDTH, HEIGHT = 202, 216
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INT = 2
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if FONT == FONTS[0]:
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FONT_SIZE = 15
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elif FONT == FONTS[1]:
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FONT_SIZE = 17
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elif FONT == FONTS[2]:
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FONT_SIZE = 16
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puzzle_size = (180, 180)
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win_area = pygame.Rect(71, 98, 55, 12)
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non_movable_area = pygame.Rect(11, 26, 180, 180)
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timer_area = pygame.Rect(27, 2, 86, 16)
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y = 45
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size = [40, 45, 120, 35]
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cons = [35, 270, 18, 3, 15]
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scaled_size = (22, 26, 158, 158)
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puzzle_version = settings_data["grid"]
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# Seting screen and other stuff
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programIcon = pygame.image.load('icon.png')
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pygame.display.set_icon(programIcon)
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pygame.display.set_caption('Picture Puzzle')
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screen_info = pygame.display.Info()
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window_coords = [(screen_info.current_w - WIDTH) // 2, (screen_info.current_h - HEIGHT) // 2]
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screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.NOFRAME)
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clock = pygame.time.Clock()
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hwnd = pygame.display.get_wm_info()["window"]
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# Sprites generation
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class SpriteSheet:
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def __init__(self, sheet_path):
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self.sheet = pygame.image.load(sheet_path).convert_alpha()
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def get_sprite(self, position, width, height, color_key=None):
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image = pygame.Surface((width, height), pygame.SRCALPHA).convert_alpha()
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image.blit(self.sheet, (0, 0), (position[0], position[1], width, height))
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if color_key:
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for x in range(width):
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for y in range(height):
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if image.get_at((x, y))[:3] == color_key:
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image.set_at((x, y), (0, 0, 0, 0))
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return image
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def set_hue(self, hue):
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for x in range(self.sheet.get_width()):
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for y in range(self.sheet.get_height()):
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color = self.sheet.get_at((x, y))
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h, s, v, a = pygame.Color(color)
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h = (h + hue) % 360
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new_color = pygame.Color(0, 0, 0, 0)
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new_color.hsva = (h, s, v, a)
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self.sheet.set_at((x, y), new_color)
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sprite_sheet = SpriteSheet(SIZE_PATH + str(INT) + STYLE_PATH + "sprites.png")
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class Image:
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def __init__(self, sprite_position, window_position, size):
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self.sprite_sheet = sprite_sheet
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self.sprite_position = sprite_position
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self.window_position = window_position
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self.size = size
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self.update_image()
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def update_image(self):
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self.img = self.sprite_sheet.get_sprite(self.sprite_position, *self.size)
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self.rect = self.img.get_rect(topleft=self.window_position)
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def draw(self, screen):
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screen.blit(self.img, self.rect)
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class Slider:
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def __init__(self, line_size, button_size, position):
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self.line_size = line_size
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self.button_size = button_size
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self.position = position
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self.value = 0
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self.button_rect = pygame.Rect(self.position[0], self.position[1] - (self.button_size[1] - self.line_size[1]) // 2,
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self.button_size[0], self.button_size[1])
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self.slider_rect = pygame.Rect(self.position[0], self.position[1], self.line_size[0], self.line_size[1])
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def update(self):
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button_x = self.position[0] + (self.value / 360) * (self.line_size[0] - self.button_size[0])
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self.button_rect.topleft = (button_x, self.button_rect.y)
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def draw(self, screen):
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pygame.draw.rect(screen, (200, 200, 200), self.slider_rect)
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pygame.draw.rect(screen, (0, 0, 255), self.button_rect)
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def handle_event(self, event):
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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if self.button_rect.collidepoint(event.pos):
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self.dragging = True
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elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
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self.dragging = False
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elif event.type == pygame.MOUSEMOTION and self.dragging:
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mouse_x = max(self.position[0], min(event.pos[0], self.position[0] + self.line_size[0]))
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self.value = int(((mouse_x - self.position[0]) / (self.line_size[0] - self.button_size[0])) * 360)
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self.update()
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class Button:
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def __init__(self, sprite_position, window_position, size):
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self.sprite_sheet = sprite_sheet
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self.sprite_position = sprite_position
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self.window_position = window_position
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self.size = size
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self.hovered = False
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self.disabled = False
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self.update_images()
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def update_images(self):
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self.img = self.sprite_sheet.get_sprite(self.sprite_position, *self.size)
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hover_position = (
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self.sprite_position[0],
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self.sprite_position[1] + 3 + self.size[1]
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)
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self.hover_image = self.sprite_sheet.get_sprite(hover_position, *self.size)
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self.rect = self.img.get_rect(topleft=self.window_position)
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self.mask = pygame.mask.from_surface(self.img)
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def is_hovered(self, mouse_pos):
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return self.rect.collidepoint(mouse_pos) and self.mask.get_at(
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(mouse_pos[0] - self.rect.x, mouse_pos[1] - self.rect.y)
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)
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def disable(self):
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self.disabled = True
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def enable(self):
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self.disabled = False
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def update(self, mouse_pos):
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self.hovered = self.is_hovered(mouse_pos)
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def draw(self, screen):
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if not self.disabled:
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screen.blit(self.hover_image if self.hovered else self.img, self.rect)
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else:
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screen.blit(self.img, self.rect)
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# Ability to move window
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def move_win(coordinates):
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hwnd = pygame.display.get_wm_info()["window"]
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w, h = pygame.display.get_surface().get_size()
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win32gui.MoveWindow(hwnd, coordinates[0], coordinates[1], w, h, True)
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set_shadow_style(hwnd)
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# Generating shadow
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def set_shadow_style(hwnd):
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try:
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DWMWA_NCRENDERING_POLICY = 2
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DWMNCRP_ENABLED = 2
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ctypes.windll.dwmapi.DwmSetWindowAttribute(
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hwnd,
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DWMWA_NCRENDERING_POLICY,
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ctypes.byref(ctypes.c_uint(DWMNCRP_ENABLED)),
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ctypes.sizeof(ctypes.c_uint),
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)
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MARGINS = (ctypes.c_int * 4)(-1, -1, -1, -1)
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ctypes.windll.dwmapi.DwmExtendFrameIntoClientArea(hwnd, ctypes.byref(MARGINS))
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except Exception as e:
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print(e)
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# Text render
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def render_text(text, position, screen, color=text_color):
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font = pygame.font.SysFont(FONT, FONT_SIZE)
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text_render = font.render(text, True, color)
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screen.blit(text_render, position)
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# MENU MODE
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def browse():
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root = Tk()
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root.withdraw()
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file_path = filedialog.askopenfilename(filetypes=[("Image files", "*.png;*.jpg;*.jpeg;*.gif")])
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root.destroy()
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return file_path
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quick_game_activated = False
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selected_file = None
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def quick_game():
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global selected_file, puzzle_image, puzzle_pieces, shuffled_pieces, empty_position, quick_game_activated, original_image
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quick_game_activated = True
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try:
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selected_file = browse()
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if selected_file is not None:
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puzzle_image = pygame.image.load(selected_file)
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original_image = pygame.transform.scale(puzzle_image, puzzle_size)
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puzzle_pieces = cut_image(original_image)
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shuffled_pieces = shuffle_pieces(puzzle_pieces)
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empty_position = (len(puzzle_matrix) - 1, len(puzzle_matrix[0]) - 1)
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quick_game_activated = False
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except FileNotFoundError:
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print("No file selected")
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def render_albums():
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global current_mode, album_name
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current_hovered_index = -1
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for hover_index, album in enumerate(storage["albums"]):
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album_rect = pygame.Rect(size[0], y, size[2], size[3])
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album_hover = album_rect.collidepoint(pygame.mouse.get_pos())
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if album_hover:
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current_hovered_index = hover_index
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render_text(album, (size[1], y), screen)
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y += cons[0]
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if album_hover and event.type == pygame.MOUSEBUTTONDOWN:
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album_name = album
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if album_name != album:
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album_name = None
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if album_name is not None:
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current_mode = "select"
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return album
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if current_hovered_index == -1:
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current_hovered_index = 0
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arrow_image = Image((cons[1], 0), (cons[2], size[1] + cons[0] * current_hovered_index + cons[3]), (cons[4], cons[4]))
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arrow_image.draw(screen)
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def album_deletion():
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# Not finished yet
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pass
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def album_creation():
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# Not finished yet
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pass
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# SELECT MODE
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class ImageRender:
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def __init__(self, album_name, initial_index=0):
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self.album_name = album_name
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self.index = initial_index
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self.image_load()
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def image_load(self):
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global current_img, current_album
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if settings_data["size"] == SIZE_CHOICES[0]:
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self.scaled_size = (18, 21, 108, 108)
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else:
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self.scaled_size = (22, 26, 158, 158)
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image_list = storage["albums"][self.album_name]
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image_names = list(image_list.keys())
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if not image_names:
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return
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self.current = image_names[self.index]
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selected_image = pygame.image.load(MAIN_PATH + IMAGES_PATH + self.album_name + "/" + self.current)
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self.scaled_image = pygame.transform.scale(selected_image, (self.scaled_size[2], self.scaled_size[3]))
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current_img = self.current
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current_album = self.album_name
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def render(self, screen):
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screen.blit(self.scaled_image, (self.scaled_size[0], self.scaled_size[1]))
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pygame.display.flip()
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def update_index(self, increment):
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self.index += increment
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num_images = len(storage["albums"][self.album_name])
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if self.index >= num_images:
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self.index = 0
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elif self.index < 0:
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self.index = num_images - 1
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self.image_load()
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@staticmethod
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def image_save(selected_album, current_img):
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for album in storage["albums"].values():
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for image in album.values():
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image[0] = 0
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chosen = storage["albums"][selected_album][current_img]
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chosen[0] = 1
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with open(DATA_FILE, 'w') as data_file:
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data_file.write(json.dumps(storage, indent=3))
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image_rect = pygame.Rect(scaled_size)
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hover = image_rect.collidepoint(pygame.mouse.get_pos())
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if hover and pygame.mouse.get_pressed()[0]:
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puzzle_data[f'current {puzzle_version}']["selected_image"] = IMAGES_PATH + selected_album + "/" + current_img
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with open(PUZZLE_FILE, 'w') as puzzle_file:
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puzzle_file.write(json.dumps(puzzle_data))
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load_puzzle()
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return image_rect
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def image_deletion(self):
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# Not finished yet
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pass
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def image_creation(self):
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# Not finished yet
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pass
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def reload_chosen():
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for album in storage["albums"].values():
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for image in album.values():
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image[0] = 0
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with open(DATA_FILE, 'w') as data_file:
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data_file.write(json.dumps(storage, indent=3))
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# GAME MODE
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def timer(elapsed_time):
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hours = elapsed_time // 3600
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minutes = (elapsed_time % 3600) // 60
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seconds = elapsed_time % 60
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timer_text = f"{hours:02d}:{minutes:02d}:{seconds:02d}"
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return timer_text
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# Puzzle loading and running logic
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def cut_image(image):
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piece_width = puzzle_size[0] // len(puzzle_matrix[0])
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piece_height = puzzle_size[1] // len(puzzle_matrix)
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pieces = []
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for row in range(len(puzzle_matrix)):
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for col in range(len(puzzle_matrix[0])):
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left, top = col * piece_width, row * piece_height
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piece_rect = pygame.Rect(left, top, piece_width, piece_height)
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piece_image = image.subsurface(piece_rect)
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piece_layer = pygame.Surface((piece_width, piece_height), pygame.SRCALPHA)
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if puzzle_version == GRID_CHOICES[0]:
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layer_path = pygame.image.load("images/assets/piece32.png").convert_alpha()
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else:
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layer_path = pygame.image.load("images/assets/piece45.png" if settings_data["size"] == SIZE_CHOICES[0] else "images/assets/piece60.png").convert_alpha()
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layer_path = pygame.transform.scale(layer_path, (piece_width, piece_height))
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layer_path.set_colorkey((0, 0, 0))
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piece_layer.blit(piece_image, (0, 0))
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piece_layer.blit(layer_path, (0, 0))
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pieces.append((piece_layer, (left, top)))
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return pieces
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def load_puzzle():
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global puzzle_matrix, original_matrix, empty_position, puzzle_pieces, shuffled_pieces, puzzle_size, directions, cell_size, number_of_rows, original_image
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puzzle_version = settings_data["grid"]
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image_path = puzzle_data[f'current {puzzle_version}']['selected_image']
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puzzle_image = pygame.image.load(MAIN_PATH + image_path)
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directions = {"up": [4, 8, 12],
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"down": [],
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"left": [13, 14, 15],
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"right": []}
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puzzle_matrix = np.array(puzzle_data[f'current {puzzle_version}']['matrix'])
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original_matrix = np.array(puzzle_data[f'puzzle {puzzle_version}'])
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empty_position = np.nonzero(puzzle_matrix == 0)
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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]:
|
|
hue_value = settings_data["gui color"][0]
|
|
x = 0
|
|
elif settings_data["style"] == STYLE_CHOICES[2]:
|
|
hue_value = settings_data["gui color"][1]
|
|
x = 1
|
|
|
|
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:
|
|
settings_file.write(json.dumps(settings_data))
|
|
|
|
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))
|
|
else:
|
|
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))
|
|
|
|
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() |