コード例 #1
0
    def newThreat(self):
        """ add a new threat in panel """

        self.isFull()
        if self.Full:
            # prevent deadlock while if panel full
            print("WARNING: Attempt New Threat While Panel Full")
            return

        #vRandScore = random.randrange(1, 3)
        vRandScore = random.randrange(VG.ParBrickNewMin, VG.ParBrickNewMax)

        vRandi = random.randrange(0, self.x)
        vRandj = random.randrange(0, self.y)
        while self.Tab2Play[vRandi][vRandj] != 0:
            #while Tab2Play[vRandi][vRandj].getScore() != 0:
            vRandScore = random.randrange(VG.ParBrickNewMin, VG.ParBrickNewMax)
            vRandi = random.randrange(0, self.x)
            vRandj = random.randrange(0, self.y)
        self.Tab2Play[vRandi][vRandj] = vRandScore

        threat1 = threat(image=self.Tab2Play[vRandi][vRandj],
                         x=vRandi,
                         y=vRandj,
                         score=self.Tab2Play[vRandi][vRandj])
        self.Tab2PlayThreat[vRandi][vRandj] = threat1
コード例 #2
0
    def update(self, fenetre):  # used for (sprite.Group).update
        """ display all Tab2Play panel within fenetre """

        self.maxTile = self.checkMaxTile()
        #print ("maxTile: %s" %(self.maxTile) )
        if self.maxTile < 10:  #1024:
            VG.bckGnd = VG.bckGnd0000
        elif self.maxTile < 11:  #2048:
            VG.bckGnd = VG.bckGnd1024
        elif self.maxTile < 12:  #4096:
            VG.bckGnd = VG.bckGnd2048
        elif self.maxTile < 13:  #8192:
            VG.bckGnd = VG.bckGnd4096
        else:
            VG.bckGnd = VG.bckGnd8192

        fenetre.blit(VG.bckGnd, (0, 0))

        for i in range(0, self.x):
            for j in range(0, self.y):
                threat1 = threat(image=self.Tab2Play[i][j],
                                 x=i,
                                 y=j,
                                 score=self.Tab2Play[i][j])
                self.Tab2PlayThreat[i][j] = threat1

                fenetre.blit(threat1.getImage(),
                             (threat1.getRectX(), threat1.getRectY()))
                #fenetre.blit( threat1.getImage(), (i*90, j*90) )

        self.updateTexts(fenetre)
コード例 #3
0
	def update(self, fenetre): # used for (sprite.Group).update
		""" display all Tab2Play panel within fenetre """

		self.maxTile = self.checkMaxTile()
		#print ("maxTile: %s" %(self.maxTile) )
		if self.maxTile <10: #1024:
			VG.bckGnd = VG.bckGnd0000
		elif self.maxTile <11: #2048:
			VG.bckGnd = VG.bckGnd1024
		elif self.maxTile <12: #4096:
			VG.bckGnd = VG.bckGnd2048
		elif self.maxTile <13: #8192:
			VG.bckGnd = VG.bckGnd4096
		else:
			VG.bckGnd = VG.bckGnd8192

		fenetre.blit(VG.bckGnd,(0,0))

		for i in range(0,self.x):
			for j in range(0,self.y):
				threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
				self.Tab2PlayThreat[i][j] = threat1

				fenetre.blit( threat1.getImage(), (threat1.getRectX(), threat1.getRectY()) )
				#fenetre.blit( threat1.getImage(), (i*90, j*90) )

		self.updateTexts(fenetre)
コード例 #4
0
    def __init__(self, x=VG.ParColumns, y=VG.ParRaws):

        if x < 3:
            x = 3
        if y < 3:
            y = 3

        self.x = x  # ParColumns
        self.y = y  # ParRaws

        #self.Tab2Play = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0] ]
        self.Tab2Play = []
        self.Tab2PlayThreat = []
        self.Tab2PlayCanAdd = []
        self.Tab2PlayIsMoving = []
        self.Tab2PlayDisplayMoving = []

        for i in range(0, self.x):
            self.Tab2Play.append([])
            self.Tab2PlayThreat.append([])
            self.Tab2PlayCanAdd.append([])
            self.Tab2PlayIsMoving.append([])
            for j in range(0, self.y):
                self.Tab2Play[i].append(0)
                self.Tab2PlayThreat[i].append(
                    threat(image=0, x=i, y=j, score=0))
                self.Tab2PlayCanAdd.append(True)
                self.Tab2PlayIsMoving.append(0)

        #test
        #self.Tab2Play = [[2, 4, 6, 8], [0, 12, 11, 13], [1, 3, 9, 5], [9, 1, 2, 9] ]

        self.howFree = 0
        self.Full = False
        self.hasMoved = False
        self.score = 0
        self.maxTile = 0
        self.nbMove = 0

        self.scoreP2 = 0
        self.whoP1P2 = 1
        self.howPlayer = 1
        self.player2Human = True
コード例 #5
0
	def __init__(self, x=VG.ParColumns, y=VG.ParRaws):

		if x<3:
			x=3
		if y<3:
			y=3

		self.x = x # ParColumns
		self.y = y # ParRaws

		#self.Tab2Play = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0] ]
		self.Tab2Play = []
		self.Tab2PlayThreat = []
		self.Tab2PlayCanAdd = []
		self.Tab2PlayIsMoving = []
		self.Tab2PlayDisplayMoving = []

		for i in range(0, self.x):
			self.Tab2Play.append([])
			self.Tab2PlayThreat.append([])
			self.Tab2PlayCanAdd.append([])
			self.Tab2PlayIsMoving.append([])
			for j in range(0, self.y):
				self.Tab2Play[i].append(0)
				self.Tab2PlayThreat[i].append( threat( image=0, x=i, y=j, score=0 ) )
				self.Tab2PlayCanAdd.append(True)
				self.Tab2PlayIsMoving.append(0)
			
		#test
		#self.Tab2Play = [[2, 4, 6, 8], [0, 12, 11, 13], [1, 3, 9, 5], [9, 1, 2, 9] ]
		
		self.howFree = 0
		self.Full = False
		self.hasMoved = False
		self.score = 0
		self.maxTile = 0
		self.nbMove = 0
		
		self.scoreP2 = 0
		self.whoP1P2 = 1
		self.howPlayer = 1
		self.player2Human = True
コード例 #6
0
	def newThreat(self):
		""" add a new threat in panel """

		self.isFull()
		if self.Full:
			# prevent deadlock while if panel full
			print ("WARNING: Attempt New Threat While Panel Full")
			return
			
		#vRandScore = random.randrange(1, 3)
		vRandScore = random.randrange(VG.ParBrickNewMin, VG.ParBrickNewMax)
		
		vRandi = random.randrange(0, self.x)
		vRandj = random.randrange(0, self.y)
		while self.Tab2Play[vRandi][vRandj] != 0:
		#while Tab2Play[vRandi][vRandj].getScore() != 0:
			vRandScore = random.randrange(VG.ParBrickNewMin, VG.ParBrickNewMax)
			vRandi = random.randrange(0, self.x)
			vRandj = random.randrange(0, self.y)
		self.Tab2Play[vRandi][vRandj] = vRandScore

		threat1 = threat(image=self.Tab2Play[vRandi][vRandj], x=vRandi, y=vRandj, score=self.Tab2Play[vRandi][vRandj])
		self.Tab2PlayThreat[vRandi][vRandj] = threat1
コード例 #7
0
    def newGame(self, x=VG.ParColumns, y=VG.ParRaws):

        if x < 3:
            x = 3
        if y < 3:
            y = 3

        self.x = x  # ParColumns
        self.y = y  # ParRaws

        self.Tab2Play = []
        self.Tab2PlayThreat = []
        self.Tab2PlayCanAdd = []
        self.Tab2PlayIsMoving = []
        self.Tab2PlayDisplayMoving = []

        for i in range(0, self.x):
            self.Tab2Play.append([])
            self.Tab2PlayThreat.append([])
            self.Tab2PlayCanAdd.append([])
            self.Tab2PlayIsMoving.append([])
            for j in range(0, self.y):
                self.Tab2Play[i].append(0)
                self.Tab2PlayThreat[i].append(
                    threat(image=0, x=i, y=j, score=0))
                self.Tab2PlayCanAdd.append(True)
                self.Tab2PlayIsMoving.append(0)

        self.howFree = 0
        self.Full = False
        self.hasMoved = False
        self.score = 0
        self.maxTile = 0
        self.nbMove = 0

        self.scoreP2 = 0
        self.whoP1P2 = 1
コード例 #8
0
	def newGame(self, x=VG.ParColumns, y=VG.ParRaws):

		if x<3:
			x=3
		if y<3:
			y=3

		self.x = x # ParColumns
		self.y = y # ParRaws

		self.Tab2Play = []
		self.Tab2PlayThreat = []
		self.Tab2PlayCanAdd = []
		self.Tab2PlayIsMoving = []
		self.Tab2PlayDisplayMoving = []

		for i in range(0, self.x):
			self.Tab2Play.append([])
			self.Tab2PlayThreat.append([])
			self.Tab2PlayCanAdd.append([])
			self.Tab2PlayIsMoving.append([])
			for j in range(0, self.y):
				self.Tab2Play[i].append(0)
				self.Tab2PlayThreat[i].append( threat( image=0, x=i, y=j, score=0 ) )
				self.Tab2PlayCanAdd.append(True)
				self.Tab2PlayIsMoving.append(0)

		self.howFree = 0
		self.Full = False
		self.hasMoved = False
		self.score = 0
		self.maxTile = 0
		self.nbMove = 0

		self.scoreP2 = 0
		self.whoP1P2 = 1
コード例 #9
0
    def loadGame(self):
        """ Load Game Panel At StartUp """
        print("AutoLoad SavedGame.json ...")
        try:
            with open("SavedGame.json", "rt") as infile:
                print("AutoLoad temp ...")
                temp = json.load(infile)

                self.Tab2Play = temp[0]
                print("AutoLoad Tab2Play=%s ..." % (self.Tab2Play))
                #self.Tab2PlayThreat = json.load(infile)
                self.Tab2PlayCanAdd = temp[1]
                print("AutoLoad Tab2PlayCanAdd=%s ..." % (self.Tab2PlayCanAdd))
                self.Tab2PlayIsMoving = temp[2]
                print("AutoLoad Tab2PlayIsMoving=%s ..." %
                      (self.Tab2PlayIsMoving))
                self.Tab2PlayDisplayMoving = temp[3]
                print("AutoLoad Tab2PlayDisplayMoving=%s ..." %
                      (self.Tab2PlayDisplayMoving))

                self.x = temp[4]
                self.y = temp[5]
                print("AutoLoad x=%s, y=%s ..." % (self.x, self.y))

                self.howFree = temp[6]
                self.Full = temp[7]
                self.hasMoved = temp[8]
                self.score = temp[9]
                self.nbMove = temp[10]

                self.scoreP2 = temp[11]
                self.whoP1P2 = temp[12]
                self.howPlayer = temp[13]
                self.player2Human = temp[14]

                print(
                    "AutoLoad  howFree=%s, Full=%s, hasMoved=%s, score=%s ..."
                    % (self.howFree, self.Full, self.hasMoved, self.score))

            print("rebuild Tab2PlayThreat ...")
            self.Tab2PlayThreat = []
            for i in range(0, self.x):
                self.Tab2PlayThreat.append([])
                for j in range(0, self.y):
                    self.Tab2PlayThreat[i].append(
                        threat(image=self.Tab2Play[i][j],
                               x=i,
                               y=j,
                               score=self.Tab2Play[i][j]))

        except:
            print("WARNING: unable to load SavedGame.json")
            # reinit panel
            self.x = VG.ParColumns  # ParColumns
            self.y = VG.ParRaws  # ParRaws

            self.Tab2Play = []
            self.Tab2PlayThreat = []
            self.Tab2PlayCanAdd = []
            self.Tab2PlayIsMoving = []
            self.Tab2PlayDisplayMoving = []

            for i in range(0, self.x):
                self.Tab2Play.append([])
                self.Tab2PlayThreat.append([])
                self.Tab2PlayCanAdd.append([])
                self.Tab2PlayIsMoving.append([])
                for j in range(0, self.y):
                    self.Tab2Play[i].append(0)
                    self.Tab2PlayThreat[i].append(
                        threat(image=0, x=i, y=j, score=0))
                    self.Tab2PlayCanAdd.append(True)
                    self.Tab2PlayIsMoving.append(0)

            #test
            #self.Tab2Play = [[2, 4, 6, 8], [0, 12, 11, 13], [1, 3, 9, 5], [9, 1, 2, 9] ]

            self.howFree = 0
            self.Full = False
            self.hasMoved = False
            self.score = 0

            self.scoreP2 = 0
            self.whoP1P2 = 1
            self.howPlayer = 1
            self.player2Human = True

            self.newThreat()
            self.newThreat()
コード例 #10
0
    def updateMoving(self, fenetre):  # used for (sprite.Group).update
        """ display Tab2Play panel within fenetre """

        # increase speed moving to avoid anoying when large panel
        speedMove = 10  # speedMove sould be 90 multiple
        if VG.ParSizeActu == 2:
            speedMove = 15

        clock = pygame.time.Clock()

        threat0 = threat(image=0, x=0, y=0, score=0)

        #TODO: movement sould be one complete movement (otherwise too long)
        #self.Tab2PlayDisplayMoving = []
        hasMoved2Left = False
        hasMoved2Right = False
        hasMoved2Up = False
        hasMoved2Down = False

        for i in range(0, self.x):
            for j in range(0, self.y):
                if self.Tab2PlayIsMoving[i][j] == 1:
                    hasMoved2Left = True
                    self.hasMoved = True
                    self.Tab2PlayIsMoving[i][j] = 0

                if self.Tab2PlayIsMoving[i][j] == 2:
                    hasMoved2Right = True
                    self.hasMoved = True
                    self.Tab2PlayIsMoving[i][j] = 0

                if self.Tab2PlayIsMoving[i][j] == 3:
                    hasMoved2Up = True
                    self.hasMoved = True
                    self.Tab2PlayIsMoving[i][j] = 0

                if self.Tab2PlayIsMoving[i][j] == 4:
                    hasMoved2Down = True
                    self.hasMoved = True
                    self.Tab2PlayIsMoving[i][j] = 0

        if hasMoved2Left:  #Left
            #for f in range (0, 90 + 10, 10):
            for f in range(0, 90 + speedMove, speedMove):
                for it in self.Tab2PlayDisplayMoving:
                    #threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
                    fenetre.blit(VG.bckGnd, (it.getRectX(), it.getRectY()),
                                 it.getRect())
                    fenetre.blit(threat0.getImage(),
                                 (it.getRectX(), it.getRectY()))
                    fenetre.blit(it.getImage(),
                                 (it.getRectX() - f, it.getRectY()))

                clock.tick(VG.ParFPS)
                pygame.display.flip()

        if hasMoved2Right:  #Right
            #for f in range (0, 90 + 10, 10):
            for f in range(0, 90 + speedMove, speedMove):
                for it in self.Tab2PlayDisplayMoving:
                    #threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
                    fenetre.blit(VG.bckGnd, (it.getRectX(), it.getRectY()),
                                 it.getRect())
                    fenetre.blit(threat0.getImage(),
                                 (it.getRectX(), it.getRectY()))
                    fenetre.blit(it.getImage(),
                                 (it.getRectX() + f, it.getRectY()))

                clock.tick(VG.ParFPS)
                pygame.display.flip()

        if hasMoved2Up:  #Up
            #for f in range (0, 90 + 10, 10 + speedMove):
            for f in range(0, 90 + speedMove, speedMove):
                for it in self.Tab2PlayDisplayMoving:
                    #threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
                    fenetre.blit(VG.bckGnd, (it.getRectX(), it.getRectY()),
                                 it.getRect())
                    fenetre.blit(threat0.getImage(),
                                 (it.getRectX(), it.getRectY()))
                    fenetre.blit(it.getImage(),
                                 (it.getRectX(), it.getRectY() - f))

                clock.tick(VG.ParFPS)
                pygame.display.flip()

        if hasMoved2Down:  #Down
            #for f in range (0, 90 + 10, 10):
            for f in range(0, 90 + speedMove, speedMove):
                for it in self.Tab2PlayDisplayMoving:
                    #threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
                    fenetre.blit(VG.bckGnd, (it.getRectX(), it.getRectY()),
                                 it.getRect())
                    fenetre.blit(threat0.getImage(),
                                 (it.getRectX(), it.getRectY()))
                    fenetre.blit(it.getImage(),
                                 (it.getRectX(), it.getRectY() + f))

                clock.tick(VG.ParFPS)
                pygame.display.flip()
コード例 #11
0
    def move(self, fenetre, sens="left"):
        """ shift panel from point to new position point left, right, up, down """

        #self.Tab2Play = [x0[y0, y1, y2, y3], x1[y0, y1, y2, y3], x2[y0, y1, y2, y3], x3[y0, y1, y2, y3] ]
        self.Tab2PlayDisplayMoving = []

        isMoving = False
        #stopMoving = [False, False, False, False] #prevent if other raw/column need to continu move
        if sens == "left":
            for i in range(1, self.x):
                for j in range(0, self.y):
                    if (self.Tab2Play[i][j] != 0):  #something
                        #print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
                        if (self.Tab2Play[i - 1][j] == 0
                            ):  #empty => switch to left
                            print("switch to left x=%s, y=%s, sc=%s" %
                                  (i, j, self.Tab2Play[i][j]))
                            self.Tab2PlayIsMoving[i][j] = 1
                            self.Tab2PlayDisplayMoving.append(
                                threat(image=self.Tab2Play[i][j],
                                       x=i,
                                       y=j,
                                       score=self.Tab2Play[i][j]))
                            #self.updateMoving(fenetre)
                            self.Tab2Play[i - 1][j] = self.Tab2Play[i][j]
                            self.Tab2Play[i][j] = 0
                            self.Tab2PlayCanAdd[
                                i - 1][j] = self.Tab2PlayCanAdd[i][j]
                            self.Tab2PlayCanAdd[i][j] = True
                            isMoving = True
                        elif (self.Tab2Play[i - 1][j] == self.Tab2Play[i][j]
                              ):  #same value => add onto one threat
                            if (self.Tab2PlayCanAdd[i][j]) and (
                                    self.Tab2PlayCanAdd[i - 1][j]):
                                print("ADD2LEFT x=%s, y=%s, sc=%s" %
                                      (i, j, self.Tab2Play[i][j]))
                                self.Tab2PlayIsMoving[i][j] = 1
                                self.Tab2PlayDisplayMoving.append(
                                    threat(image=self.Tab2Play[i][j],
                                           x=i,
                                           y=j,
                                           score=self.Tab2Play[i][j]))
                                #self.updateMoving(fenetre)
                                self.Tab2Play[i - 1][j] += 1
                                if self.Tab2Play[i -
                                                 1][j] > VG.ParBrickMaxValue:
                                    self.Tab2Play[i -
                                                  1][j] = VG.ParBrickMaxValue
                                if self.whoP1P2 == 1:
                                    self.score += 2**self.Tab2Play[i - 1][j]
                                else:
                                    self.scoreP2 += 2**self.Tab2Play[i - 1][j]
                                self.Tab2Play[i][j] = 0
                                self.Tab2PlayCanAdd[i - 1][j] = False
                                self.Tab2PlayCanAdd[i][j] = True
                                isMoving = True
                                if VG.ParMusicYN:
                                    S_Bomb1.play()

        if sens == "right":
            for i in range(self.x - 2, -1, -1):
                for j in range(0, self.y):
                    if (self.Tab2Play[i][j] != 0):  #something
                        #print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
                        if (self.Tab2Play[i + 1][j] == 0
                            ):  #empty => switch to left
                            print("switch to right x=%s, y=%s, sc=%s" %
                                  (i, j, self.Tab2Play[i][j]))
                            self.Tab2PlayIsMoving[i][j] = 2
                            self.Tab2PlayDisplayMoving.append(
                                threat(image=self.Tab2Play[i][j],
                                       x=i,
                                       y=j,
                                       score=self.Tab2Play[i][j]))
                            #self.updateMoving(fenetre)
                            self.Tab2Play[i + 1][j] = self.Tab2Play[i][j]
                            self.Tab2Play[i][j] = 0
                            self.Tab2PlayCanAdd[
                                i + 1][j] = self.Tab2PlayCanAdd[i][j]
                            self.Tab2PlayCanAdd[i][j] = True
                            isMoving = True
                        elif (self.Tab2Play[i + 1][j] == self.Tab2Play[i][j]
                              ):  #same value => add onto one threat
                            if (self.Tab2PlayCanAdd[i][j]) and (
                                    self.Tab2PlayCanAdd[i + 1][j]):
                                print("ADD2RIGHT x=%s, y=%s, sc=%s" %
                                      (i, j, self.Tab2Play[i][j]))
                                self.Tab2PlayIsMoving[i][j] = 2
                                self.Tab2PlayDisplayMoving.append(
                                    threat(image=self.Tab2Play[i][j],
                                           x=i,
                                           y=j,
                                           score=self.Tab2Play[i][j]))
                                #self.updateMoving(fenetre)
                                self.Tab2Play[i + 1][j] += 1
                                if self.Tab2Play[i +
                                                 1][j] > VG.ParBrickMaxValue:
                                    self.Tab2Play[i +
                                                  1][j] = VG.ParBrickMaxValue
                                #self.score += 2**self.Tab2Play[i+1][j]
                                if self.whoP1P2 == 1:
                                    self.score += 2**self.Tab2Play[i + 1][j]
                                else:
                                    self.scoreP2 += 2**self.Tab2Play[i + 1][j]
                                self.Tab2Play[i][j] = 0
                                self.Tab2PlayCanAdd[i + 1][j] = False
                                self.Tab2PlayCanAdd[i][j] = True
                                isMoving = True
                                if VG.ParMusicYN:
                                    S_Bomb1.play()

        if sens == "up":
            for i in range(0, self.x):
                for j in range(1, self.y):
                    if (self.Tab2Play[i][j] != 0):  #something
                        #print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
                        if (self.Tab2Play[i][j - 1] == 0
                            ):  #empty => switch to left
                            print("switch to up x=%s, y=%s, sc=%s" %
                                  (i, j, self.Tab2Play[i][j]))
                            self.Tab2PlayIsMoving[i][j] = 3
                            self.Tab2PlayDisplayMoving.append(
                                threat(image=self.Tab2Play[i][j],
                                       x=i,
                                       y=j,
                                       score=self.Tab2Play[i][j]))
                            #self.updateMoving(fenetre)
                            self.Tab2Play[i][j - 1] = self.Tab2Play[i][j]
                            self.Tab2Play[i][j] = 0
                            self.Tab2PlayCanAdd[i][
                                j - 1] = self.Tab2PlayCanAdd[i][j]
                            self.Tab2PlayCanAdd[i][j] = True
                            isMoving = True
                        elif (self.Tab2Play[i][j - 1] == self.Tab2Play[i][j]
                              ):  #same value => add onto one threat
                            if (self.Tab2PlayCanAdd[i][j]) and (
                                    self.Tab2PlayCanAdd[i][j - 1]):
                                print("ADD2UP x=%s, y=%s, sc=%s" %
                                      (i, j, self.Tab2Play[i][j]))
                                self.Tab2PlayIsMoving[i][j] = 3
                                self.Tab2PlayDisplayMoving.append(
                                    threat(image=self.Tab2Play[i][j],
                                           x=i,
                                           y=j,
                                           score=self.Tab2Play[i][j]))
                                #self.updateMoving(fenetre)
                                self.Tab2Play[i][j - 1] += 1
                                if self.Tab2Play[i][j -
                                                    1] > VG.ParBrickMaxValue:
                                    self.Tab2Play[i][j -
                                                     1] = VG.ParBrickMaxValue
                                #self.score += 2**self.Tab2Play[i][j-1]
                                if self.whoP1P2 == 1:
                                    self.score += 2**self.Tab2Play[i][j - 1]
                                else:
                                    self.scoreP2 += 2**self.Tab2Play[i][j - 1]
                                self.Tab2Play[i][j] = 0
                                self.Tab2PlayCanAdd[i][j - 1] = False
                                self.Tab2PlayCanAdd[i][j] = True
                                isMoving = True
                                if VG.ParMusicYN:
                                    S_Bomb1.play()

        if sens == "down":
            for i in range(0, self.x):
                for j in range(self.y - 2, -1, -1):
                    if (self.Tab2Play[i][j] != 0):  #something
                        #print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
                        if (self.Tab2Play[i][j + 1] == 0
                            ):  #empty => switch to left
                            print("switch to right x=%s, y=%s, sc=%s" %
                                  (i, j, self.Tab2Play[i][j]))
                            self.Tab2PlayIsMoving[i][j] = 4
                            self.Tab2PlayDisplayMoving.append(
                                threat(image=self.Tab2Play[i][j],
                                       x=i,
                                       y=j,
                                       score=self.Tab2Play[i][j]))
                            #self.updateMoving(fenetre)
                            self.Tab2Play[i][j + 1] = self.Tab2Play[i][j]
                            self.Tab2Play[i][j] = 0
                            self.Tab2PlayCanAdd[i][
                                j + 1] = self.Tab2PlayCanAdd[i][j]
                            self.Tab2PlayCanAdd[i][j] = True
                            isMoving = True
                        elif (self.Tab2Play[i][j + 1] == self.Tab2Play[i][j]
                              ):  #same value => add onto one threat
                            if (self.Tab2PlayCanAdd[i][j]) and (
                                    self.Tab2PlayCanAdd[i][j + 1]):
                                print("ADD2DOWN x=%s, y=%s, sc=%s" %
                                      (i, j, self.Tab2Play[i][j]))
                                self.Tab2PlayIsMoving[i][j] = 4
                                self.Tab2PlayDisplayMoving.append(
                                    threat(image=self.Tab2Play[i][j],
                                           x=i,
                                           y=j,
                                           score=self.Tab2Play[i][j]))
                                #self.updateMoving(fenetre)
                                self.Tab2Play[i][j + 1] += 1
                                if self.Tab2Play[i][j +
                                                    1] > VG.ParBrickMaxValue:
                                    self.Tab2Play[i][j +
                                                     1] = VG.ParBrickMaxValue
                                #self.score += 2**self.Tab2Play[i][j+1]
                                if self.whoP1P2 == 1:
                                    self.score += 2**self.Tab2Play[i][j + 1]
                                else:
                                    self.scoreP2 += 2**self.Tab2Play[i][j + 1]
                                self.Tab2Play[i][j] = 0
                                self.Tab2PlayCanAdd[i][j + 1] = False
                                self.Tab2PlayCanAdd[i][j] = True
                                isMoving = True
                                if VG.ParMusicYN:
                                    S_Bomb1.play()

        print(self.Tab2PlayCanAdd)
        return isMoving
コード例 #12
0
	def loadGame(self):
		""" Load Game Panel At StartUp """
		print ("AutoLoad SavedGame.json ...")
		try:
			with open("SavedGame.json", "rt") as infile:
				print ("AutoLoad temp ...")
				temp = json.load(infile)

				self.Tab2Play = temp[0]
				print ("AutoLoad Tab2Play=%s ..." %(self.Tab2Play) )
				#self.Tab2PlayThreat = json.load(infile)
				self.Tab2PlayCanAdd = temp[1]
				print ("AutoLoad Tab2PlayCanAdd=%s ..." %(self.Tab2PlayCanAdd) )
				self.Tab2PlayIsMoving = temp[2]
				print ("AutoLoad Tab2PlayIsMoving=%s ..." %(self.Tab2PlayIsMoving) )
				self.Tab2PlayDisplayMoving = temp[3]
				print ("AutoLoad Tab2PlayDisplayMoving=%s ..." %(self.Tab2PlayDisplayMoving) )

				self.x = temp[4]
				self.y = temp[5]
				print ("AutoLoad x=%s, y=%s ..." %(self.x, self.y) )

				self.howFree = temp[6]
				self.Full = temp[7]
				self.hasMoved = temp[8]
				self.score = temp[9]
				self.nbMove = temp[10]
				
				self.scoreP2 = temp[11]
				self.whoP1P2 = temp[12]
				self.howPlayer = temp[13]
				self.player2Human = temp[14]

				print ("AutoLoad  howFree=%s, Full=%s, hasMoved=%s, score=%s ..." %(self.howFree, self.Full, self.hasMoved, self.score) )
				
			print ("rebuild Tab2PlayThreat ...")
			self.Tab2PlayThreat = []
			for i in range(0, self.x):
				self.Tab2PlayThreat.append([])
				for j in range(0, self.y):
					self.Tab2PlayThreat[i].append( threat( image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j] ) )

		except:
			print ("WARNING: unable to load SavedGame.json")
			# reinit panel
			self.x = VG.ParColumns # ParColumns
			self.y = VG.ParRaws # ParRaws

			self.Tab2Play = []
			self.Tab2PlayThreat = []
			self.Tab2PlayCanAdd = []
			self.Tab2PlayIsMoving = []
			self.Tab2PlayDisplayMoving = []

			for i in range(0, self.x):
				self.Tab2Play.append([])
				self.Tab2PlayThreat.append([])
				self.Tab2PlayCanAdd.append([])
				self.Tab2PlayIsMoving.append([])
				for j in range(0, self.y):
					self.Tab2Play[i].append(0)
					self.Tab2PlayThreat[i].append( threat( image=0, x=i, y=j, score=0 ) )
					self.Tab2PlayCanAdd.append(True)
					self.Tab2PlayIsMoving.append(0)
				
			#test
			#self.Tab2Play = [[2, 4, 6, 8], [0, 12, 11, 13], [1, 3, 9, 5], [9, 1, 2, 9] ]
			
			self.howFree = 0
			self.Full = False
			self.hasMoved = False
			self.score = 0

			self.scoreP2 = 0
			self.whoP1P2 = 1
			self.howPlayer = 1
			self.player2Human = True

			self.newThreat()
			self.newThreat()
コード例 #13
0
	def updateMoving(self, fenetre): # used for (sprite.Group).update
		""" display Tab2Play panel within fenetre """

		# increase speed moving to avoid anoying when large panel
		speedMove = 10 # speedMove sould be 90 multiple
		if VG.ParSizeActu == 2:
			speedMove = 15
			
		clock = pygame.time.Clock()

		threat0 = threat(image=0, x=0, y=0, score=0)

		#TODO: movement sould be one complete movement (otherwise too long)
		#self.Tab2PlayDisplayMoving = []
		hasMoved2Left = False
		hasMoved2Right = False
		hasMoved2Up = False
		hasMoved2Down = False

		for i in range(0,self.x):
			for j in range(0,self.y):
				if self.Tab2PlayIsMoving[i][j] == 1:
					hasMoved2Left = True
					self.hasMoved = True
					self.Tab2PlayIsMoving[i][j] = 0

				if self.Tab2PlayIsMoving[i][j] == 2:
					hasMoved2Right = True
					self.hasMoved = True
					self.Tab2PlayIsMoving[i][j] = 0

				if self.Tab2PlayIsMoving[i][j] == 3:
					hasMoved2Up = True
					self.hasMoved = True
					self.Tab2PlayIsMoving[i][j] = 0

				if self.Tab2PlayIsMoving[i][j] == 4:
					hasMoved2Down = True
					self.hasMoved = True
					self.Tab2PlayIsMoving[i][j] = 0
					
		if hasMoved2Left: #Left
			#for f in range (0, 90 + 10, 10):
			for f in range (0, 90 + speedMove, speedMove):
				for it in self.Tab2PlayDisplayMoving:
					#threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
					fenetre.blit( VG.bckGnd, (it.getRectX(), it.getRectY()) , it.getRect() )
					fenetre.blit( threat0.getImage(), (it.getRectX(), it.getRectY()) )
					fenetre.blit( it.getImage(), (it.getRectX() - f, it.getRectY()) )

				clock.tick(VG.ParFPS)
				pygame.display.flip()
				
		if hasMoved2Right: #Right
			#for f in range (0, 90 + 10, 10):
			for f in range (0, 90 + speedMove, speedMove):
				for it in self.Tab2PlayDisplayMoving:
					#threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
					fenetre.blit( VG.bckGnd, (it.getRectX(), it.getRectY()) , it.getRect() )
					fenetre.blit( threat0.getImage(), (it.getRectX(), it.getRectY()) )
					fenetre.blit( it.getImage(), (it.getRectX() + f, it.getRectY()) )

				clock.tick(VG.ParFPS)
				pygame.display.flip()

		if hasMoved2Up: #Up
			#for f in range (0, 90 + 10, 10 + speedMove):
			for f in range (0, 90 + speedMove, speedMove):
				for it in self.Tab2PlayDisplayMoving:
					#threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
					fenetre.blit( VG.bckGnd, (it.getRectX(), it.getRectY()) , it.getRect() )
					fenetre.blit( threat0.getImage(), (it.getRectX(), it.getRectY()) )
					fenetre.blit( it.getImage(), (it.getRectX(), it.getRectY() - f) )

				clock.tick(VG.ParFPS)
				pygame.display.flip()

		if hasMoved2Down: #Down
			#for f in range (0, 90 + 10, 10):
			for f in range (0, 90 + speedMove, speedMove):
				for it in self.Tab2PlayDisplayMoving:
					#threat1 = threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j])
					fenetre.blit( VG.bckGnd, (it.getRectX(), it.getRectY()) , it.getRect() )
					fenetre.blit( threat0.getImage(), (it.getRectX(), it.getRectY()) )
					fenetre.blit( it.getImage(), (it.getRectX(), it.getRectY() + f) )

				clock.tick(VG.ParFPS)
				pygame.display.flip()
コード例 #14
0
	def move(self, fenetre, sens="left"):
		""" shift panel from point to new position point left, right, up, down """
		
		#self.Tab2Play = [x0[y0, y1, y2, y3], x1[y0, y1, y2, y3], x2[y0, y1, y2, y3], x3[y0, y1, y2, y3] ]
		self.Tab2PlayDisplayMoving = []

		isMoving = False
		#stopMoving = [False, False, False, False] #prevent if other raw/column need to continu move
		if sens == "left":
			for i in range(1,self.x):
				for j in range(0,self.y):
					if (self.Tab2Play[i][j] != 0):			#something
						#print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
						if (self.Tab2Play[i-1][j] == 0):	#empty => switch to left
							print ("switch to left x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
							self.Tab2PlayIsMoving[i][j] = 1
							self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
							#self.updateMoving(fenetre)
							self.Tab2Play[i-1][j] = self.Tab2Play[i][j]
							self.Tab2Play[i][j] = 0
							self.Tab2PlayCanAdd[i-1][j] = self.Tab2PlayCanAdd[i][j]
							self.Tab2PlayCanAdd[i][j] = True
							isMoving = True
						elif (self.Tab2Play[i-1][j] == self.Tab2Play[i][j]): #same value => add onto one threat
							if (self.Tab2PlayCanAdd[i][j]) and (self.Tab2PlayCanAdd[i-1][j]):
								print ("ADD2LEFT x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
								self.Tab2PlayIsMoving[i][j] = 1
								self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
								#self.updateMoving(fenetre)
								self.Tab2Play[i-1][j] += 1
								if self.Tab2Play[i-1][j] > VG.ParBrickMaxValue:
									self.Tab2Play[i-1][j] = VG.ParBrickMaxValue
								if self.whoP1P2 == 1:
									self.score += 2**self.Tab2Play[i-1][j]
								else:
									self.scoreP2 +=  2**self.Tab2Play[i-1][j]
								self.Tab2Play[i][j] = 0
								self.Tab2PlayCanAdd[i-1][j] = False
								self.Tab2PlayCanAdd[i][j] = True
								isMoving = True
								if VG.ParMusicYN:
									S_Bomb1.play()
		
		if sens == "right":
			for i in range(self.x - 2, -1, -1):
				for j in range(0,self.y):
					if (self.Tab2Play[i][j] != 0):			#something
						#print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
						if (self.Tab2Play[i+1][j] == 0):	#empty => switch to left
							print ("switch to right x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
							self.Tab2PlayIsMoving[i][j] = 2
							self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
							#self.updateMoving(fenetre)
							self.Tab2Play[i+1][j] = self.Tab2Play[i][j]
							self.Tab2Play[i][j] = 0
							self.Tab2PlayCanAdd[i+1][j] = self.Tab2PlayCanAdd[i][j]
							self.Tab2PlayCanAdd[i][j] = True
							isMoving = True
						elif (self.Tab2Play[i+1][j] == self.Tab2Play[i][j]): #same value => add onto one threat
							if (self.Tab2PlayCanAdd[i][j]) and (self.Tab2PlayCanAdd[i+1][j]):
								print ("ADD2RIGHT x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
								self.Tab2PlayIsMoving[i][j] = 2
								self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
								#self.updateMoving(fenetre)
								self.Tab2Play[i+1][j] += 1
								if self.Tab2Play[i+1][j] > VG.ParBrickMaxValue:
									self.Tab2Play[i+1][j] = VG.ParBrickMaxValue
								#self.score += 2**self.Tab2Play[i+1][j] 
								if self.whoP1P2 == 1:
									self.score += 2**self.Tab2Play[i+1][j]
								else:
									self.scoreP2 +=  2**self.Tab2Play[i+1][j]
								self.Tab2Play[i][j] = 0
								self.Tab2PlayCanAdd[i+1][j] = False
								self.Tab2PlayCanAdd[i][j] = True
								isMoving = True
								if VG.ParMusicYN:
									S_Bomb1.play()
		
		if sens == "up":
			for i in range(0,self.x):
				for j in range(1,self.y):
					if (self.Tab2Play[i][j] != 0):			#something
						#print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
						if (self.Tab2Play[i][j-1] == 0):	#empty => switch to left
							print ("switch to up x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
							self.Tab2PlayIsMoving[i][j] = 3
							self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
							#self.updateMoving(fenetre)
							self.Tab2Play[i][j-1] = self.Tab2Play[i][j]
							self.Tab2Play[i][j] = 0
							self.Tab2PlayCanAdd[i][j-1] = self.Tab2PlayCanAdd[i][j]
							self.Tab2PlayCanAdd[i][j] = True
							isMoving = True
						elif (self.Tab2Play[i][j-1] == self.Tab2Play[i][j]): #same value => add onto one threat
							if (self.Tab2PlayCanAdd[i][j]) and (self.Tab2PlayCanAdd[i][j-1]):
								print ("ADD2UP x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
								self.Tab2PlayIsMoving[i][j] = 3
								self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
								#self.updateMoving(fenetre)
								self.Tab2Play[i][j-1] += 1
								if self.Tab2Play[i][j-1] > VG.ParBrickMaxValue:
									self.Tab2Play[i][j-1] = VG.ParBrickMaxValue
								#self.score += 2**self.Tab2Play[i][j-1]
								if self.whoP1P2 == 1:
									self.score += 2**self.Tab2Play[i][j-1]
								else:
									self.scoreP2 +=  2**self.Tab2Play[i][j-1]
								self.Tab2Play[i][j] = 0
								self.Tab2PlayCanAdd[i][j-1] = False
								self.Tab2PlayCanAdd[i][j] = True
								isMoving = True
								if VG.ParMusicYN:
									S_Bomb1.play()

		if sens == "down":
			for i in range(0,self.x):
				for j in range(self.y - 2, -1, -1):
					if (self.Tab2Play[i][j] != 0):			#something
						#print ("found %s @ x=%s, y=%s)" %(self.Tab2Play[i][j], i, j) )
						if (self.Tab2Play[i][j+1] == 0):	#empty => switch to left
							print ("switch to right x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
							self.Tab2PlayIsMoving[i][j] = 4
							self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
							#self.updateMoving(fenetre)
							self.Tab2Play[i][j+1] = self.Tab2Play[i][j]
							self.Tab2Play[i][j] = 0
							self.Tab2PlayCanAdd[i][j+1] = self.Tab2PlayCanAdd[i][j]
							self.Tab2PlayCanAdd[i][j] = True
							isMoving = True
						elif (self.Tab2Play[i][j+1] == self.Tab2Play[i][j]): #same value => add onto one threat
							if (self.Tab2PlayCanAdd[i][j]) and (self.Tab2PlayCanAdd[i][j+1]):
								print ("ADD2DOWN x=%s, y=%s, sc=%s" %( i, j, self.Tab2Play[i][j]) )
								self.Tab2PlayIsMoving[i][j] = 4
								self.Tab2PlayDisplayMoving.append( threat(image=self.Tab2Play[i][j], x=i, y=j, score=self.Tab2Play[i][j]) )
								#self.updateMoving(fenetre)
								self.Tab2Play[i][j+1] += 1
								if self.Tab2Play[i][j+1] > VG.ParBrickMaxValue:
									self.Tab2Play[i][j+1] = VG.ParBrickMaxValue
								#self.score += 2**self.Tab2Play[i][j+1] 
								if self.whoP1P2 == 1:
									self.score += 2**self.Tab2Play[i][j+1]
								else:
									self.scoreP2 +=  2**self.Tab2Play[i][j+1]
								self.Tab2Play[i][j] = 0
								self.Tab2PlayCanAdd[i][j+1] = False
								self.Tab2PlayCanAdd[i][j] = True
								isMoving = True
								if VG.ParMusicYN:
									S_Bomb1.play()
									
				
		print (self.Tab2PlayCanAdd)
		return isMoving