-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.py
177 lines (163 loc) · 6.26 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
import pygame
from classes import Grid, Tile, Button, Clock
import backtrack
import time
pygame.init()
easy = [[5, 4, 3, 9, 2, 6, 8, 7, 1],
[6, 2, 7, 8, 5, 1, 3, 4, 9],
[1, 9, 8, 4, 7, 3, 2, 5, 6],
[3, 1, 9, 5, 6, 8, 4, 2, 7],
[7, 8, 6, 3, 4, 2, 9, 1, 5],
[4, 5, 2, 1, 9, 7, 6, 8, 3],
[8, 3, 5, 2, 1, 9, 7, 6, 4],
[2, 6, 1, 7, 3, 4, 5, 9, 8],
[9, 7, 4, 6, 8, 5, 1, 3, 0]]
# setup window
pygame.display.set_caption("Sudoku")
WIN_DIMENSIONS = (650, 480)
WIN_COLOUR = (255, 255, 255)
win = pygame.display.set_mode(WIN_DIMENSIONS)
win.fill(WIN_COLOUR)
# setup grid
GRID_WIDTH = 425
GRID_POS = (25, 25)
grid = Grid(GRID_POS, GRID_WIDTH, 'easy', win)
grid.draw('default')
# setup button
BUTTON_START_X = 475
BUTTON_START_Y = 120
LARGE_WIDTH = 129
LARGE_HEIGHT = 50
LARGE_FONT = 28
SMALL_WIDTH = 40
SMALL_HEIGHT = 25
SMALL_FONT = 18
GAP = 8
newGameButton = Button((BUTTON_START_X, BUTTON_START_Y),
LARGE_WIDTH, LARGE_HEIGHT, LARGE_FONT, "New Game", GRID_WIDTH, win)
easyButton = Button((BUTTON_START_X, BUTTON_START_Y + LARGE_HEIGHT),
SMALL_WIDTH, SMALL_HEIGHT, SMALL_FONT, "Easy", GRID_WIDTH, win)
easyButton.clicked = True
mediumButton = Button((BUTTON_START_X + SMALL_WIDTH, BUTTON_START_Y + LARGE_HEIGHT),
SMALL_WIDTH + 9, SMALL_HEIGHT, SMALL_FONT, "Medium", GRID_WIDTH, win)
hardButton = Button((BUTTON_START_X + 2*SMALL_WIDTH + 9, BUTTON_START_Y + LARGE_HEIGHT),
SMALL_WIDTH, SMALL_HEIGHT, SMALL_FONT, "Hard", GRID_WIDTH, win)
checkBoardButton = Button((BUTTON_START_X, BUTTON_START_Y + LARGE_HEIGHT + SMALL_HEIGHT + GAP),
LARGE_WIDTH, LARGE_HEIGHT, LARGE_FONT, "Check Board", GRID_WIDTH, win)
checkMoveButton = Button((BUTTON_START_X, BUTTON_START_Y + 2*LARGE_HEIGHT + SMALL_HEIGHT + 2*GAP),
LARGE_WIDTH, LARGE_HEIGHT, LARGE_FONT, "Check Move", GRID_WIDTH, win)
solveButton = Button((BUTTON_START_X, BUTTON_START_Y + 3*LARGE_HEIGHT + SMALL_HEIGHT + 3*GAP),
LARGE_WIDTH, LARGE_HEIGHT, LARGE_FONT, "Solve", GRID_WIDTH, win)
clearButton = Button((BUTTON_START_X, BUTTON_START_Y + 4*LARGE_HEIGHT + SMALL_HEIGHT + 4*GAP),
LARGE_WIDTH, LARGE_HEIGHT, LARGE_FONT, "Clear", GRID_WIDTH, win)
# setup clock
clock = Clock((BUTTON_START_X, BUTTON_START_Y - 75), time.time(), win, WIN_COLOUR,
WIN_DIMENSIONS[0] - BUTTON_START_X, 100)
run = True
currTime = ''
while run:
key = None
event = pygame.event.poll()
if event.type == pygame.QUIT:
run = False
mouse = pygame.mouse.get_pos()
# mouse hovered over button
newGameButton.hover(mouse)
easyButton.hover(mouse)
mediumButton.hover(mouse)
hardButton.hover(mouse)
checkBoardButton.hover(mouse)
checkMoveButton.hover(mouse)
solveButton.hover(mouse)
clearButton.hover(mouse)
newGameButton.draw(newGameButton.clicked)
easyButton.draw(easyButton.clicked)
mediumButton.draw(mediumButton.clicked)
hardButton.draw(hardButton.clicked)
checkBoardButton.draw(checkBoardButton.clicked)
checkMoveButton.draw(checkMoveButton.clicked)
solveButton.draw(solveButton.clicked)
clearButton.draw(clearButton.clicked)
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
tile = grid.clicked(pos)
# tile clicked
if tile:
grid.click(tile[0], tile[1])
else:
grid.tileClicked = False
row = grid.prevClicked[0]
col = grid.prevClicked[1]
grid.updateTile(grid.tiles[row][col].value, row, col, False)
# button clicked
if newGameButton.click(pos):
difficulty = grid.difficulty
grid = Grid(GRID_POS, GRID_WIDTH, grid.difficulty, win)
grid.draw('default')
elif easyButton.click(pos):
grid.difficulty = 'easy'
easyButton.clicked = True
mediumButton.clicked = False
hardButton.clicked = False
elif mediumButton.click(pos):
grid.difficulty = 'medium'
easyButton.clicked = False
mediumButton.clicked = True
hardButton.clicked = False
elif hardButton.click(pos):
grid.difficulty = 'hard'
easyButton.clicked = False
mediumButton.clicked = False
hardButton.clicked = True
elif checkBoardButton.click(pos):
if backtrack.checkWin(grid.grid):
grid.draw('win')
pygame.display.update()
pygame.time.delay(1000)
grid.draw('default')
else:
grid.draw('loss')
pygame.display.update()
pygame.time.delay(1500)
grid.draw('default')
elif checkMoveButton.click(pos):
checkMoveButton.clicked = not checkMoveButton.clicked
if checkMoveButton.clicked:
grid.checkMoveValid()
else:
for i in range(9):
for j in range(9):
grid.tiles[i][j].wrong = False
grid.drawTiles()
grid.checkMove = checkMoveButton.clicked
elif solveButton.click(pos):
grid.solve(clock)
elif clearButton.click(pos):
grid.clear()
# user enters a key
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
key = 1
elif event.key == pygame.K_2:
key = 2
elif event.key == pygame.K_3:
key = 3
elif event.key == pygame.K_4:
key = 4
elif event.key == pygame.K_5:
key = 5
elif event.key == pygame.K_6:
key = 6
elif event.key == pygame.K_7:
key = 7
elif event.key == pygame.K_8:
key = 8
elif event.key == pygame.K_9:
key = 9
elif event.key == pygame.K_DELETE or event.key == pygame.K_BACKSPACE or event.key == pygame.K_0:
key = 0
# only make changes to the grid if key pressed and tile clicked
if grid.tileClicked and key != None:
grid.updateTile(key, tile[0], tile[1], True)
clock.displayTime(time.time())
pygame.display.update()