Maquette du jeu que doit coder ilyas https://my.numworks.com/python/ikario198/factors
from kandinsky import * from random import randint from ion import * # Factors 1.2 NumWorks, 21/04/2022 # par Ilyas RAHMOUN & Vincent ROBERT # https://nsi.xyz/factors <3 l_c,l_m,cursor,avg = 1,1,0,1.0 last_key,retry,in_level = None,False,False rec = fill_rect txt = draw_string grid,pos = [1+i for i in range(16)],[] sco = {0:0} try: get_keys() os_c = (192,53,53) except NameError: os_c = (255,183,52) grey_c = (196,196,196) dark_c = (42,42,42) game_c = (148,113,222) white_c = (255,255,255) # tuple numbers et fonction draw_number() par Eric Schrafstetter numbers = (31599,18724,29671,31207,18925,31183,31695,18727,31727,31215) letters = (37583,188271,234063,74903,252783,186351,248271) def fill(n,s): return "0"*(s-len(str(n)))+str(n) def boot(key=420010100620): global l_c,l_m,avg,sco,last_key,retry,in_level if (key//1000)%sum(white_c)==key%1000 : l_m = int(str(key)[2:5]) l_c = l_m avg = int(str(key)[5:7])+int(str(key)[7:10])/1000 sco = {0:0,1:1} for level in range(1,l_m): sco[level] = 1 for i in range(int((avg-1)*l_m)): sco[randint(max(l_m-10,1),max(l_m-1,1))] += 1 last_key,retry,in_level = None,False,False factors() else: print("Invalid Key! Try again XD") def generate_key(): global l_m,avg if avg>99 or l_m>999: return "No backup possible" else: code_str = "42"+fill(l_m,3)+fill(int(avg),2)+fill(int((avg%1)*1000),2) hash_code = int(code_str)%sum(white_c) return code_str+fill(hash_code,3) def save(): print("[Ans] Save progress feature ^^") print(generate_key()) print("To load data, run") print("boot("+generate_key()+")") input() def gui(): for k in range(7): for i in range(19): if letters[k]>>i&1==1: rec(7+12*k+(i%3)*3,10+(i//3)*3,3,3,os_c) txt("Lvl",55,69,dark_c) txt("Avg",55,157,dark_c) rec(139,200,174,22,os_c) txt("Designed by",22,202,grey_c) txt("nsi.xyz/factors",152,202,white_c,os_c) def menu(in_menu=0): global l_c,avg,last_key,in_level rec(7,145,42,42,grey_c) avg_aff = str(round(avg)) if avg>=10 else str(round(avg,1))[:3] txt(str(avg_aff),13+5*(10<= avg<100),158,dark_c,grey_c) if in_menu==1: rec(7,57,42,42,game_c) refresh_scoreboard() txt("Play",8,37,dark_c) txt("Best",55,113,dark_c) rec(d_p(pos[0]+1)[0],d_p(0,pos[1])[1],42,42,white_c) arrow(90,71,3,os_c) for i in range(4): for j in range(4): rec(139+44*j,13+44*i,42,42,grey_c) while not keydown(51) and not keydown(3): if keydown(1) and last_key!=1 and l_c!=l_m: l_c += 1 last_key = 1 refresh_scoreboard() if keydown(2) and last_key!=2 and l_c!=1: l_c -= 1 last_key = 2 refresh_scoreboard() if not (keydown(0) or keydown(1) or keydown(2) or keydown(3)): last_key = None in_level = False last_key = 3 else: rec(7,57,42,42,grey_c) draw_number(l_c,7+44//2+center(l_c),13+58,dark_c) txt("Play",8,37,white_c) txt("Best",55,113,white_c) rec(0,101,60,42,white_c) if l_c==42: txt("^_^",55,113,game_c) def refresh_scoreboard(): rec(7,57,42,42,game_c) draw_number(l_c,7+44//2+center(l_c),13+58,dark_c) rec(0,101,42,42,white_c) if l_c!=l_m or (sco.get(l_c) is not None): txt(str(sco[l_c]),18+4*(sco[l_c]<10),113,dark_c) arrow(62,57,1,os_c if l_c!=l_m else white_c) else: arrow(62,57,1) if l_c != 1: arrow(62,92,2,os_c) else: arrow(62,92,2) def center(nbr): if 0<nbr<10: ecart = -6 elif 10<=nbr<100: ecart = -12 elif 100<=nbr<1000: ecart = -18 else: ecart = -26 return ecart def draw_number(n,x,y,c): if n>0: for k,j in enumerate(str(n)): for i in range(16): if numbers[int(j)]>>i&1==1: rec(x+12*k+(i%3)*3,y+(i//3)*3,3,3,c) def arrow(x,y,d,c=white_c): for i in range(6): if d==0: rec(x+i,y+6-i,1,2+2*i,c) if d==1: rec(x+6-i,y+i,2+2*i,1,c) if d==2: rec(x+i,y+i,12-2*i,1,c) if d==3: rec(x+i,y+i,1,12-2*i,c) def generate_grid(): for i in range(16): j = randint(1,15) grid[i],grid[j] = grid[j],grid[i] def start_level(re=0,new=0): global cursor,pos,retry,l_c,l_m if new == 1: l_c += 1 if l_c == l_m + 1: l_m += 1 cursor = l_c pos = [0,1] arrow(62,57,1) arrow(62,92,2) arrow(90,71,3) arrow(0,71,0) rec(95,57,42,42,game_c) draw_number(l_c,d_p(pos[0])[0]+44//2+center(l_c), d_p(0,pos[1])[1]+44//2-8,dark_c) if not re: generate_grid() rec(d_p(5)[0],d_p(0,4)[1],0-176,0-176,white_c) k = 0 for i in range(4): for j in range(4): rec(139+44*j,13+44*i,42,42,game_c) draw_number(grid[k],(139+44*j)+44//2+center(grid[k]), (13+44*i)+44//2-8,white_c) k += 1 retry = False def move(key=3): global cursor,pos if 0 <=pos[0]<= 4 and 0<=pos[1]<= 3: if key == 3: rec(d_p(pos[0]-1)[0],d_p(pos[0],pos[1])[1],42,42,white_c) rec(d_p(pos[0])[0],13,42,42*4+3*2,white_c) number_interact = get_number(pos[0]-1,pos[1]) if cursor%number_interact==0: cursor = cursor//number_interact else: cursor = cursor+number_interact rec(d_p(pos[0])[0],d_p(0,pos[1])[1],42,42,game_c) draw_number(cursor,d_p(pos[0])[0]+44//2+center(cursor), d_p(0,pos[1])[1]+44//2-8,dark_c) else: rec(d_p(pos[0])[0],d_p(pos[0],pos[1]+(-1 if key==2 else 1))[1],42,42, white_c) rec(d_p(pos[0])[0],d_p(0,pos[1])[1],42,42,game_c) draw_number(cursor,d_p(pos[0])[0]+44//2+center(cursor), d_p(0,pos[1])[1]+44//2-8,dark_c) def get_number(x,y): return grid[y*4+x] def d_p(p_x=0,p_y=0): return [95+44*p_x,13+44*p_y] def level_transition(s): global l_c,l_m,avg,sco,pos k = 0 while d_p(pos[0])[0]+k != d_p(4)[0]: rec(d_p(pos[0])[0]+k,d_p(0,pos[1])[1],42,42,game_c) k += 1 pos = [4,pos[1]] k = 0 while d_p(0,pos[1])[1]+k != d_p(0,3)[1]: rec(d_p(pos[0])[0],d_p(0,pos[1])[1]+k,42,42,game_c) k += 1 pos = [4,3] k = 0 while k != 175: rec(d_p(pos[0]+1)[0]-2,d_p(0,pos[1]+1)[1]-2,0-k,0-k,game_c) k += 1 txt("Perfect" if s==1 else "Well done" if s<=avg else "Can do better!!!",150 if s>avg else 185,50, white_c,game_c) draw_number(s,210,75,dark_c) txt("Retry",156,120,white_c,game_c) txt("Next",256,120,white_c,game_c) arrow(176,142,0,dark_c) arrow(266,143,3,dark_c) if l_c in sco: sco[l_c] = min(sco[l_c],s) else: sco[l_c] = s somme = 0 for value in sco.values(): somme += value avg = somme/(len(sco)-1*(len(sco)!=1)) pos[0] = 42 def factors(): global cursor,pos,last_key,retry,in_level while not keydown(51): if in_level: if keydown(3) and last_key!=3: pos[0] += 1 last_key = 3 move(3) if keydown(0) and last_key!=0 and pos[0]>0: retry = True last_key = 0 elif keydown(0) and last_key!=0 and pos[0]==0: pos[0] -= 1 if keydown(1) and last_key!=1 and pos[1]>0: pos[1] -= 1 last_key = 1 move(1) if keydown(2) and last_key!=2 and pos[1]<3: pos[1] += 1 last_key = 2 move(2) if pos[0] == -1: menu(1) if retry: start_level(1) menu() if pos[0] == 4 or (cursor == 1 and not ((-1<=pos[0]<=0) or 42<=pos[0]<=43)): level_transition(cursor) if pos[0] == 43: start_level(0,1) menu() if not (keydown(0) or keydown(1) or keydown(2) or keydown(3)): last_key = None else: gui() menu() start_level() in_level = True save() factors()