sobokan.py

Created by escartem

Created on March 03, 2021

7.3 KB


from math import *
from kandinsky import *
from ion import *
from time import *
from random import *

global level
level = 1

def game(map):
  if map == 0:
    map_seed0 = [randint(5,11),randint(5,8),]
    map_seed = [map_seed0[0],map_seed0[1],randint(1,map_seed0[0]),randint(1,map_seed0[1]),[randint(2,map_seed0[0]-1),randint(2,map_seed0[1]-1)],[randint(2,map_seed0[0]-1),randint(2,map_seed0[1]-1)],[randint(2,map_seed0[0]-1),randint(2,map_seed0[1]-1)],[randint(1,map_seed0[0]),randint(1,map_seed0[1])],[randint(1,map_seed0[0]),randint(1,map_seed0[1])],[randint(1,map_seed0[0]),randint(1,map_seed0[1])]]
  else:
    map_seed = map
  
  #t = map_seed
  #print("map = " + str(map_seed))
  #print("type = " + str(type(map_seed)))
  map = [map_seed[0], map_seed[1]]
  player = [map_seed[2], map_seed[3]]
  boxes = [map_seed[4], map_seed[5], map_seed[6]]
  objectives = [map_seed[7], map_seed[8], map_seed[9]]
  size = 23
  start = monotonic()

  fill_rect(0,0,320,222,(200,240,240))
  draw_string("Loading...",0,0,(0,0,0),(200,240,240))
  fill_rect(size-2,size-2,map[0]*size+4,map[1]*size+4,(200,200,200))

  # le script massif de render sans aucun saut de ligne
  def render():
    for x in range(map[0]):
      for y in range(map[1]):    
        if [x+1, y+1] == player:
          fill_rect((x+1)*size,(y+1)*size,size,size,(0,200,200))
          fill_rect((x+1)*size+2,(y+1)*size+2,size-4,size-4,(0,255,255))
        elif ([x+1, y+1] in objectives) and not ([x+1, y+1] in boxes):
          fill_rect((x+1)*size,(y+1)*size,size,size,(200,0,200))
          fill_rect((x+1)*size+2,(y+1)*size+2,size-4,size-4,(255,0,255))
          draw_string(str((objectives.index([x+1, y+1]))+1),(x+1)*size+6,(y+1)*size+3,(200,0,200),(255,0,255))      
        elif [x+1, y+1] in boxes:
          if [x+1, y+1] in objectives and (boxes.index([x+1, y+1]) == objectives.index([x+1, y+1])):
            fill_rect((x+1)*size,(y+1)*size,size,size,(0,200,0))
            fill_rect((x+1)*size+2,(y+1)*size+2,size-4,size-4,(0,255,0))
            draw_string(str((boxes.index([x+1, y+1]))+1),(x+1)*size+6,(y+1)*size+3,(0,200,0),(0,255,0))
          elif [x+1, y+1] in objectives and not (boxes.index([x+1, y+1]) == objectives.index([x+1, y+1])):
            fill_rect((x+1)*size,(y+1)*size,size,size,(200,100,0))
            fill_rect((x+1)*size+2,(y+1)*size+2,size-4,size-4,(255,100,0))
            draw_string(str((boxes.index([x+1, y+1]))+1),(x+1)*size+6,(y+1)*size+3,(200,100,0),(255,100,0))
          else:
            fill_rect((x+1)*size,(y+1)*size,size,size,(200,0,0))
            fill_rect((x+1)*size+2,(y+1)*size+2,size-4,size-4,(255,0,0))
            draw_string(str((boxes.index([x+1, y+1]))+1),(x+1)*size+6,(y+1)*size+3,(200,0,0),(255,0,0))            
        else:
          fill_rect((x+1)*size,(y+1)*size,size,size,(220,220,220))        

  render()
  #print(boxes)
  while True:
    #print(map_seed)
    if keydown(KEY_ZERO):
      draw_string("Prochain niveau...",160-(18*5),150,(0,0,0),(200,230,230))
      sleep(1)
      #level += 1
      #print(boxes)
      # commentaires anglais / francais, c'est pas propre ici
      # TODO try to understand why map_seed changes itself
      game(0)
      #game(map_seed)
      #print(boxes)
      #print(map_seed[4])
      #print(map_seed)
      break
    t = round(monotonic() - start)
    #global level
    #print(level)
    level = 1
    draw_string("Sokoban - Temps:" + str(t) + "s",0,0,(0,0,0),(200,240,240))
    if keydown(KEY_DOWN):
      if not player[1] == map[1]:
        if [player[0], player[1]+1] in boxes:
          if (not player[1]+1 == map[1]) and (not [player[0], player[1]+2] in boxes):
            boxes[boxes.index([player[0], player[1]+1])][1] += 1
            player[1] += 1
        else:
          player[1] += 1
        render()
    if keydown(KEY_UP):
      if not player[1] == 1:
        if [player[0], player[1]-1] in boxes:
          if (not player[1]-1 == 1) and (not [player[0], player[1]-2] in boxes):
            boxes[boxes.index([player[0], player[1]-1])][1] -= 1
            player[1] -= 1
        else:
          player[1] -= 1
        render()
    if keydown(KEY_LEFT):
      if not player[0] == 1:
        if [player[0]-1, player[1]] in boxes:
          if (not player[0]-1 == 1) and (not [player[0]-2, player[1]] in boxes):
            boxes[boxes.index([player[0]-1, player[1]])][0] -= 1
            player[0] -= 1
        else:
          player[0] -= 1
        render()
    if keydown(KEY_RIGHT):
      if not player[0] == map[0]:
        if [player[0]+1, player[1]] in boxes:
          if (not player[0]+1 == map[0]) and (not [player[0]+2, player[1]] in boxes):
            boxes[boxes.index([player[0]+1, player[1]])][0] += 1
            player[0] += 1
        else:
          player[0] += 1
        render()
    if boxes == objectives:
      fill_rect(25,40,270,142,(2150,180,180))
      fill_rect(27,42,266,138,(200,230,230))
      # tentative de niveaux mais ca marche pas
      if level == 10:
        draw_string("Game done",160-(9*5),50,(0,0,0),(200,230,230))
        draw_string("Time : " + str(t) + "s",160-((8+len(str(t)))*5),100,(0,0,0),(200,230,230))
        for i in range(7):
          draw_string("Menu in " + str(8-i),160-(15*5),150,(0,0,0),(200,230,230))
          sleep(1)
        menu()
      else:
        draw_string("Niveau terminé",160-(14*5),50,(0,0,0),(200,230,230))
        draw_string("Temps : " + str(t) + "s",160-((9+len(str(t)))*5),100,(0,0,0),(200,230,230))
        for i in range(3):
          draw_string("Prochain niveau dans " + str(3-i),160-(21*5),150,(0,0,0),(200,230,230))
          sleep(1)
        level += 1
        game(0)
    sleep((map_seed[0]*map_seed[1])/500)

def menu():
  # bg
  fill_rect(0,0,320,222,(2150,180,180))
  fill_rect(4,4,312,214,(200,230,230))
  # bt1
  fill_rect(130,95,60,24,(2150,180,180))
  fill_rect(132,97,56,20,(2150,180,180))
  draw_string("Jouer",160-(5*5),98,(0,0,0),(2150,180,180))
  # bt2
  fill_rect(94,134,135,24,(2150,180,180))
  fill_rect(96,136,131,20,(200,230,230))
  draw_string("Comment jouer",160-(13*5),137,(0,0,0),(200,230,230))
  #
  # j'avait envie de mettre ca puis non en fait
  #draw_string("by Escartem",200,195,(0,0,0),(200,230,230))
  draw_string("Sobokan",160-(7*5),40,(0,0,0),(200,230,230))
  selected = 1
  sleep(0.5)
  while True:
    if keydown(KEY_DOWN):
      selected = 2
      fill_rect(132,97,56,20,(200,230,230))
      draw_string("Jouer",160-(5*5),98,(0,0,0),(200,230,230))
      # bt2
      fill_rect(96,136,131,20,(2150,200,200))
      draw_string("Comment jouer",160-(13*5),137,(0,0,0),(2150,200,200))
    if keydown(KEY_UP):
      selected = 1
      fill_rect(132,97,56,20,(2150,180,180))
      draw_string("Jouer",160-(5*5),98,(0,0,0),(2150,180,180))
      # bt2
      fill_rect(96,136,131,20,(200,230,230))
      draw_string("Comment jouer",160-(13*5),137,(0,0,0),(200,230,230))
    if keydown(KEY_OK):
      if selected == 1:
        #global level
        #level = 1
        game(0)
      else:
        #pass
        htp()
    sleep(0.1)
#game(0)

def htp():
  fill_rect(0,0,320,222,(2150,180,180))
  fill_rect(4,4,312,214,(200,230,230))
  draw_string("\n\t- vous serez dans un\n\t monde, avec des boites \n\t(en rouge) et des objectifs\n\t(en violet)\n\n\t- Chaque boite et objectif \n\t a un nombre, les boites \n\t doivent etres placees\n\t sur l'objectif \n\t correspondant",0,0,(0,0,0),(200,230,230))
  sleep(0.5)
  while True:
    if keydown(KEY_OK):
      menu()
menu()

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