RosettaCodeData/Task/15-puzzle-game/Processing-Python-mode/15-puzzle-game.processing-py

112 lines
5.2 KiB
Plaintext

# Set the number of cells of the board here 9, 16, 25 etc
num_grid_cells = 16
piece_color = color(255, 175, 0)
background_color = color(235, 231, 178)
piece_shadow_dark = color(206, 141, 0)
piece_shadow_light = color(255, 214, 126)
def setup():
global piece, piece_number, row_length, piece_side_length
size(400, 400) # Window size width and height must be egual
background(200, 50, 0)
row_length = int(sqrt(num_grid_cells))
piece_side_length = width / row_length
textSize(piece_side_length / 2.7)
textAlign(CENTER)
# Setting the x and y values for each cell on grid
xy_val = []
t = 0
for i in range(0, num_grid_cells, row_length):
for j in range(row_length):
xy_val.append((j * piece_side_length,
t * piece_side_length))
t += 1
piece = [] # Puzzle piece objects
placed = [False] * num_grid_cells # to help placing the pieces randomly
piece_number = 0
# Placing pieces randomly in grid
while (piece_number < num_grid_cells):
p = int(random(0, num_grid_cells))
# Once placed will be set to True to avoid adding again at this location
if not placed[p]:
# Creating the piece objects list
piece.append(PuzzlePiece(piece_number, xy_val[p][0], xy_val[p][1]))
placed[p] = True
piece[piece_number].design() # Draw newly create piece object
piece_number += 1
def draw():
# Search all piece object indexes and verify which one is mouse pressed
for i in range(num_grid_cells):
if (mousePressed and
piece[i].x <= mouseX <= piece[i].x + piece_side_length and
piece[i].y <= mouseY <= piece[i].y + piece_side_length and
piece[i].piece_number != 15):
if (pieceMove(piece[num_grid_cells - 1].x, piece[num_grid_cells - 1].y, piece[i].x, piece[i].y)):
# Remember x and y value of final piece index (white piece)
temp_x = int(piece[num_grid_cells - 1].x)
temp_y = int(piece[num_grid_cells - 1].y)
# Store clicked x and y value in final index of piece list
piece[num_grid_cells - 1].set_pos(piece[i].x, piece[i].y)
# Store temp x and y value (the last/previous final index
# values) in current clicked piece
piece[i].set_pos(temp_x, temp_y)
# draw the final index piece index (only final piece index is
# painted white)
piece[num_grid_cells - 1].design()
piece[i].design() # Draw a numbered piece of current index
def pieceMove(final_index_piece_x, final_index_piece_y, current_index_x, current_index_y):
# If both x's from clicked and white piece have same value meaning in same horizontal column
# AND current clicked y value is equal to white piece y value - piece side lenght OR
# current clicked y value + piece side lenght is egual to white piece y
if (current_index_x == final_index_piece_x and (current_index_y == final_index_piece_y - piece_side_length or
(current_index_y == final_index_piece_y + piece_side_length))):
return True
# If both y's from clicked and white piece have same value meaning in same vertical column AND current clicked x value
# is equal to white piece x value - piece side lenght OR current clicked x value + piece side lenght is
# egual to white piece x
elif (current_index_y == final_index_piece_y and (current_index_x == final_index_piece_x - piece_side_length or
(current_index_x == final_index_piece_x + piece_side_length))):
return True
else:
return False
class PuzzlePiece:
def __init__(self, pn, xp, yp):
self.piece_number = pn
self.x = xp
self.y = yp
def set_pos(self, xp, yp):
self.x = xp
self.y = yp
def design(self):
noStroke()
fill(piece_color)
if (self.piece_number == num_grid_cells - 1):
fill(background_color)
rect(self.x + 1, self.y + 1,
piece_side_length - 1, piece_side_length - 1)
if (self.piece_number != num_grid_cells - 1):
fill(0) # Black text shadow
text(self.piece_number + 1, self.x + piece_side_length / 2 + 2,
self.y + piece_side_length / 2 + textAscent() / 2)
fill(255)
text(self.piece_number + 1, self.x + piece_side_length / 2,
self.y + piece_side_length / 2 + textAscent() / 2)
stroke(piece_shadow_dark)
line(self.x + piece_side_length - 1, self.y + 1, self.x +
piece_side_length - 1, self.y + piece_side_length - 1) # Right side shadow
line(self.x + 2, self.y + piece_side_length, self.x +
piece_side_length - 1, self.y + piece_side_length) # Bottom side shadow
stroke(piece_shadow_light)
# Left bright
line(self.x + 2, self.y - 1, self.x + 2,
self.y + piece_side_length)
# Upper bright
line(self.x + 2, self.y + 1, self.x +
piece_side_length - 1, self.y + 1)