Gemgem
Attribution
From Making Games with Python & Pygame chapter 10.
Original Python code released under a Simplified BSD license.
Images and sounds licensed under Creative Commons BY-NC-SA.
Original Python code
# Gemgem (a Bejeweled clone)
# By Al Sweigart al@inventwithpython.com
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license
"""
This program has "gem data structures", which are basically dictionaries
with the following keys:
'x' and 'y' - The location of the gem on the board. 0,0 is the top left.
There is also a ROWABOVEBOARD row that 'y' can be set to,
to indicate that it is above the board.
'direction' - one of the four constant variables UP, DOWN, LEFT, RIGHT.
This is the direction the gem is moving.
'imageNum' - The integer index into GEMIMAGES to denote which image
this gem uses.
"""
import random, time, pygame, sys, copy
from pygame.locals import *
FPS = 30 # frames per second to update the screen
WINDOWWIDTH = 600 # width of the program's window, in pixels
WINDOWHEIGHT = 600 # height in pixels
BOARDWIDTH = 8 # how many columns in the board
BOARDHEIGHT = 8 # how many rows in the board
GEMIMAGESIZE = 64 # width & height of each space in pixels
# NUMGEMIMAGES is the number of gem types. You will need .png image
# files named gem0.png, gem1.png, etc. up to gem(N-1).png.
NUMGEMIMAGES = 7
assert NUMGEMIMAGES >= 5 # game needs at least 5 types of gems to work
# NUMMATCHSOUNDS is the number of different sounds to choose from when
# a match is made. The .wav files are named match0.wav, match1.wav, etc.
NUMMATCHSOUNDS = 6
MOVERATE = 25 # 1 to 100, larger num means faster animations
DEDUCTSPEED = 0.8 # reduces score by 1 point every DEDUCTSPEED seconds.
# R G B
PURPLE = (255, 0, 255)
LIGHTBLUE = (170, 190, 255)
BLUE = ( 0, 0, 255)
RED = (255, 100, 100)
BLACK = ( 0, 0, 0)
BROWN = ( 85, 65, 0)
HIGHLIGHTCOLOR = PURPLE # color of the selected gem's border
BGCOLOR = LIGHTBLUE # background color on the screen
GRIDCOLOR = BLUE # color of the game board
GAMEOVERCOLOR = RED # color of the "Game over" text.
GAMEOVERBGCOLOR = BLACK # background color of the "Game over" text.
SCORECOLOR = BROWN # color of the text for the player's score
# The amount of space to the sides of the board to the edge of the window
# is used several times, so calculate it once here and store in variables.
XMARGIN = int((WINDOWWIDTH - GEMIMAGESIZE * BOARDWIDTH) / 2)
YMARGIN = int((WINDOWHEIGHT - GEMIMAGESIZE * BOARDHEIGHT) / 2)
# constants for direction values
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
EMPTY_SPACE = -1 # an arbitrary, nonpositive value
ROWABOVEBOARD = 'row above board' # an arbitrary, noninteger value
def main():
global FPSCLOCK, DISPLAYSURF, GEMIMAGES, GAMESOUNDS, BASICFONT, BOARDRECTS
# Initial set up.
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Gemgem')
BASICFONT = pygame.font.Font('freesansbold.ttf', 36)
# Load the images
GEMIMAGES = []
for i in range(1, NUMGEMIMAGES+1):
gemImage = pygame.image.load('gem%s.png' % i)
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
GEMIMAGES.append(gemImage)
# Load the sounds.
GAMESOUNDS = {}
GAMESOUNDS['bad swap'] = pygame.mixer.Sound('badswap.wav')
GAMESOUNDS['match'] = []
for i in range(NUMMATCHSOUNDS):
GAMESOUNDS['match'].append(pygame.mixer.Sound('match%s.wav' % i))
# Create pygame.Rect objects for each board space to
# do board-coordinate-to-pixel-coordinate conversions.
BOARDRECTS = []
for x in range(BOARDWIDTH):
BOARDRECTS.append([])
for y in range(BOARDHEIGHT):
r = pygame.Rect((XMARGIN + (x * GEMIMAGESIZE),
YMARGIN + (y * GEMIMAGESIZE),
GEMIMAGESIZE,
GEMIMAGESIZE))
BOARDRECTS[x].append(r)
while True:
runGame()
def runGame():
# Plays through a single game. When the game is over, this function returns.
# initalize the board
gameBoard = getBlankBoard()
score = 0
fillBoardAndAnimate(gameBoard, [], score) # Drop the initial gems.
# initialize variables for the start of a new game
firstSelectedGem = None
lastMouseDownX = None
lastMouseDownY = None
gameIsOver = False
lastScoreDeduction = time.time()
clickContinueTextSurf = None
while True: # main game loop
clickedSpace = None
for event in pygame.event.get(): # event handling loop
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
elif event.type == KEYUP and event.key == K_BACKSPACE:
return # start a new game
elif event.type == MOUSEBUTTONUP:
if gameIsOver:
return # after games ends, click to start a new game
if event.pos == (lastMouseDownX, lastMouseDownY):
# This event is a mouse click, not the end of a mouse drag.
clickedSpace = checkForGemClick(event.pos)
else:
# this is the end of a mouse drag
firstSelectedGem = checkForGemClick((lastMouseDownX, lastMouseDownY))
clickedSpace = checkForGemClick(event.pos)
if not firstSelectedGem or not clickedSpace:
# if not part of a valid drag, deselect both
firstSelectedGem = None
clickedSpace = None
elif event.type == MOUSEBUTTONDOWN:
# this is the start of a mouse click or mouse drag
lastMouseDownX, lastMouseDownY = event.pos
if clickedSpace and not firstSelectedGem:
# This was the first gem clicked on.
firstSelectedGem = clickedSpace
elif clickedSpace and firstSelectedGem:
# Two gems have been clicked on and selected. Swap the gems.
firstSwappingGem, secondSwappingGem = getSwappingGems(gameBoard, firstSelectedGem, clickedSpace)
if firstSwappingGem == None and secondSwappingGem == None:
# If both are None, then the gems were not adjacent
firstSelectedGem = None # deselect the first gem
continue
# Show the swap animation on the screen.
boardCopy = getBoardCopyMinusGems(gameBoard, (firstSwappingGem, secondSwappingGem))
animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)
# Swap the gems in the board data structure.
gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = secondSwappingGem['imageNum']
gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = firstSwappingGem['imageNum']
# See if this is a matching move.
matchedGems = findMatchingGems(gameBoard)
if matchedGems == []:
# Was not a matching move; swap the gems back
GAMESOUNDS['bad swap'].play()
animateMovingGems(boardCopy, [firstSwappingGem, secondSwappingGem], [], score)
gameBoard[firstSwappingGem['x']][firstSwappingGem['y']] = firstSwappingGem['imageNum']
gameBoard[secondSwappingGem['x']][secondSwappingGem['y']] = secondSwappingGem['imageNum']
else:
# This was a matching move.
scoreAdd = 0
while matchedGems != []:
# Remove matched gems, then pull down the board.
# points is a list of dicts that tells fillBoardAndAnimate()
# where on the screen to display text to show how many
# points the player got. points is a list because if
# the playergets multiple matches, then multiple points text should appear.
points = []
for gemSet in matchedGems:
scoreAdd += (10 + (len(gemSet) - 3) * 10)
for gem in gemSet:
gameBoard[gem[0]][gem[1]] = EMPTY_SPACE
points.append({'points': scoreAdd,
'x': gem[0] * GEMIMAGESIZE + XMARGIN,
'y': gem[1] * GEMIMAGESIZE + YMARGIN})
random.choice(GAMESOUNDS['match']).play()
score += scoreAdd
# Drop the new gems.
fillBoardAndAnimate(gameBoard, points, score)
# Check if there are any new matches.
matchedGems = findMatchingGems(gameBoard)
firstSelectedGem = None
if not canMakeMove(gameBoard):
gameIsOver = True
# Draw the board.
DISPLAYSURF.fill(BGCOLOR)
drawBoard(gameBoard)
if firstSelectedGem != None:
highlightSpace(firstSelectedGem['x'], firstSelectedGem['y'])
if gameIsOver:
if clickContinueTextSurf == None:
# Only render the text once. In future iterations, just
# use the Surface object already in clickContinueTextSurf
clickContinueTextSurf = BASICFONT.render('Final Score: %s (Click to continue)' % (score), 1, GAMEOVERCOLOR, GAMEOVERBGCOLOR)
clickContinueTextRect = clickContinueTextSurf.get_rect()
clickContinueTextRect.center = int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)
DISPLAYSURF.blit(clickContinueTextSurf, clickContinueTextRect)
elif score > 0 and time.time() - lastScoreDeduction > DEDUCTSPEED:
# score drops over time
score -= 1
lastScoreDeduction = time.time()
drawScore(score)
pygame.display.update()
FPSCLOCK.tick(FPS)
def getSwappingGems(board, firstXY, secondXY):
# If the gems at the (X, Y) coordinates of the two gems are adjacent,
# then their 'direction' keys are set to the appropriate direction
# value to be swapped with each other.
# Otherwise, (None, None) is returned.
firstGem = {'imageNum': board[firstXY['x']][firstXY['y']],
'x': firstXY['x'],
'y': firstXY['y']}
secondGem = {'imageNum': board[secondXY['x']][secondXY['y']],
'x': secondXY['x'],
'y': secondXY['y']}
highlightedGem = None
if firstGem['x'] == secondGem['x'] + 1 and firstGem['y'] == secondGem['y']:
firstGem['direction'] = LEFT
secondGem['direction'] = RIGHT
elif firstGem['x'] == secondGem['x'] - 1 and firstGem['y'] == secondGem['y']:
firstGem['direction'] = RIGHT
secondGem['direction'] = LEFT
elif firstGem['y'] == secondGem['y'] + 1 and firstGem['x'] == secondGem['x']:
firstGem['direction'] = UP
secondGem['direction'] = DOWN
elif firstGem['y'] == secondGem['y'] - 1 and firstGem['x'] == secondGem['x']:
firstGem['direction'] = DOWN
secondGem['direction'] = UP
else:
# These gems are not adjacent and can't be swapped.
return None, None
return firstGem, secondGem
def getBlankBoard():
# Create and return a blank board data structure.
board = []
for x in range(BOARDWIDTH):
board.append([EMPTY_SPACE] * BOARDHEIGHT)
return board
def canMakeMove(board):
# Return True if the board is in a state where a matching
# move can be made on it. Otherwise return False.
# The patterns in oneOffPatterns represent gems that are configured
# in a way where it only takes one move to make a triplet.
oneOffPatterns = (((0,1), (1,0), (2,0)),
((0,1), (1,1), (2,0)),
((0,0), (1,1), (2,0)),
((0,1), (1,0), (2,1)),
((0,0), (1,0), (2,1)),
((0,0), (1,1), (2,1)),
((0,0), (0,2), (0,3)),
((0,0), (0,1), (0,3)))
# The x and y variables iterate over each space on the board.
# If we use + to represent the currently iterated space on the
# board, then this pattern: ((0,1), (1,0), (2,0))refers to identical
# gems being set up like this:
#
# +A
# B
# C
#
# That is, gem A is offset from the + by (0,1), gem B is offset
# by (1,0), and gem C is offset by (2,0). In this case, gem A can
# be swapped to the left to form a vertical three-in-a-row triplet.
#
# There are eight possible ways for the gems to be one move
# away from forming a triple, hence oneOffPattern has 8 patterns.
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
for pat in oneOffPatterns:
# check each possible pattern of "match in next move" to
# see if a possible move can be made.
if (getGemAt(board, x+pat[0][0], y+pat[0][1]) == \
getGemAt(board, x+pat[1][0], y+pat[1][1]) == \
getGemAt(board, x+pat[2][0], y+pat[2][1]) != None) or \
(getGemAt(board, x+pat[0][1], y+pat[0][0]) == \
getGemAt(board, x+pat[1][1], y+pat[1][0]) == \
getGemAt(board, x+pat[2][1], y+pat[2][0]) != None):
return True # return True the first time you find a pattern
return False
def drawMovingGem(gem, progress):
# Draw a gem sliding in the direction that its 'direction' key
# indicates. The progress parameter is a number from 0 (just
# starting) to 100 (slide complete).
movex = 0
movey = 0
progress *= 0.01
if gem['direction'] == UP:
movey = -int(progress * GEMIMAGESIZE)
elif gem['direction'] == DOWN:
movey = int(progress * GEMIMAGESIZE)
elif gem['direction'] == RIGHT:
movex = int(progress * GEMIMAGESIZE)
elif gem['direction'] == LEFT:
movex = -int(progress * GEMIMAGESIZE)
basex = gem['x']
basey = gem['y']
if basey == ROWABOVEBOARD:
basey = -1
pixelx = XMARGIN + (basex * GEMIMAGESIZE)
pixely = YMARGIN + (basey * GEMIMAGESIZE)
r = pygame.Rect( (pixelx + movex, pixely + movey, GEMIMAGESIZE, GEMIMAGESIZE) )
DISPLAYSURF.blit(GEMIMAGES[gem['imageNum']], r)
def pullDownAllGems(board):
# pulls down gems on the board to the bottom to fill in any gaps
for x in range(BOARDWIDTH):
gemsInColumn = []
for y in range(BOARDHEIGHT):
if board[x][y] != EMPTY_SPACE:
gemsInColumn.append(board[x][y])
board[x] = ([EMPTY_SPACE] * (BOARDHEIGHT - len(gemsInColumn))) + gemsInColumn
def getGemAt(board, x, y):
if x < 0 or y < 0 or x >= BOARDWIDTH or y >= BOARDHEIGHT:
return None
else:
return board[x][y]
def getDropSlots(board):
# Creates a "drop slot" for each column and fills the slot with a
# number of gems that that column is lacking. This function assumes
# that the gems have been gravity dropped already.
boardCopy = copy.deepcopy(board)
pullDownAllGems(boardCopy)
dropSlots = []
for i in range(BOARDWIDTH):
dropSlots.append([])
# count the number of empty spaces in each column on the board
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT-1, -1, -1): # start from bottom, going up
if boardCopy[x][y] == EMPTY_SPACE:
possibleGems = list(range(len(GEMIMAGES)))
for offsetX, offsetY in ((0, -1), (1, 0), (0, 1), (-1, 0)):
# Narrow down the possible gems we should put in the
# blank space so we don't end up putting an two of
# the same gems next to each other when they drop.
neighborGem = getGemAt(boardCopy, x + offsetX, y + offsetY)
if neighborGem != None and neighborGem in possibleGems:
possibleGems.remove(neighborGem)
newGem = random.choice(possibleGems)
boardCopy[x][y] = newGem
dropSlots[x].append(newGem)
return dropSlots
def findMatchingGems(board):
gemsToRemove = [] # a list of lists of gems in matching triplets that should be removed
boardCopy = copy.deepcopy(board)
# loop through each space, checking for 3 adjacent identical gems
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
# look for horizontal matches
if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x + 1, y) == getGemAt(boardCopy, x + 2, y) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
targetGem = boardCopy[x][y]
offset = 0
removeSet = []
while getGemAt(boardCopy, x + offset, y) == targetGem:
# keep checking if there's more than 3 gems in a row
removeSet.append((x + offset, y))
boardCopy[x + offset][y] = EMPTY_SPACE
offset += 1
gemsToRemove.append(removeSet)
# look for vertical matches
if getGemAt(boardCopy, x, y) == getGemAt(boardCopy, x, y + 1) == getGemAt(boardCopy, x, y + 2) and getGemAt(boardCopy, x, y) != EMPTY_SPACE:
targetGem = boardCopy[x][y]
offset = 0
removeSet = []
while getGemAt(boardCopy, x, y + offset) == targetGem:
# keep checking, in case there's more than 3 gems in a row
removeSet.append((x, y + offset))
boardCopy[x][y + offset] = EMPTY_SPACE
offset += 1
gemsToRemove.append(removeSet)
return gemsToRemove
def highlightSpace(x, y):
pygame.draw.rect(DISPLAYSURF, HIGHLIGHTCOLOR, BOARDRECTS[x][y], 4)
def getDroppingGems(board):
# Find all the gems that have an empty space below them
boardCopy = copy.deepcopy(board)
droppingGems = []
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT - 2, -1, -1):
if boardCopy[x][y + 1] == EMPTY_SPACE and boardCopy[x][y] != EMPTY_SPACE:
# This space drops if not empty but the space below it is
droppingGems.append( {'imageNum': boardCopy[x][y], 'x': x, 'y': y, 'direction': DOWN} )
boardCopy[x][y] = EMPTY_SPACE
return droppingGems
def animateMovingGems(board, gems, pointsText, score):
# pointsText is a dictionary with keys 'x', 'y', and 'points'
progress = 0 # progress at 0 represents beginning, 100 means finished.
while progress < 100: # animation loop
DISPLAYSURF.fill(BGCOLOR)
drawBoard(board)
for gem in gems: # Draw each gem.
drawMovingGem(gem, progress)
drawScore(score)
for pointText in pointsText:
pointsSurf = BASICFONT.render(str(pointText['points']), 1, SCORECOLOR)
pointsRect = pointsSurf.get_rect()
pointsRect.center = (pointText['x'], pointText['y'])
DISPLAYSURF.blit(pointsSurf, pointsRect)
pygame.display.update()
FPSCLOCK.tick(FPS)
progress += MOVERATE # progress the animation a little bit more for the next frame
def moveGems(board, movingGems):
# movingGems is a list of dicts with keys x, y, direction, imageNum
for gem in movingGems:
if gem['y'] != ROWABOVEBOARD:
board[gem['x']][gem['y']] = EMPTY_SPACE
movex = 0
movey = 0
if gem['direction'] == LEFT:
movex = -1
elif gem['direction'] == RIGHT:
movex = 1
elif gem['direction'] == DOWN:
movey = 1
elif gem['direction'] == UP:
movey = -1
board[gem['x'] + movex][gem['y'] + movey] = gem['imageNum']
else:
# gem is located above the board (where new gems come from)
board[gem['x']][0] = gem['imageNum'] # move to top row
def fillBoardAndAnimate(board, points, score):
dropSlots = getDropSlots(board)
while dropSlots != [[]] * BOARDWIDTH:
# do the dropping animation as long as there are more gems to drop
movingGems = getDroppingGems(board)
for x in range(len(dropSlots)):
if len(dropSlots[x]) != 0:
# cause the lowest gem in each slot to begin moving in the DOWN direction
movingGems.append({'imageNum': dropSlots[x][0], 'x': x, 'y': ROWABOVEBOARD, 'direction': DOWN})
boardCopy = getBoardCopyMinusGems(board, movingGems)
animateMovingGems(boardCopy, movingGems, points, score)
moveGems(board, movingGems)
# Make the next row of gems from the drop slots
# the lowest by deleting the previous lowest gems.
for x in range(len(dropSlots)):
if len(dropSlots[x]) == 0:
continue
board[x][0] = dropSlots[x][0]
del dropSlots[x][0]
def checkForGemClick(pos):
# See if the mouse click was on the board
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
if BOARDRECTS[x][y].collidepoint(pos[0], pos[1]):
return {'x': x, 'y': y}
return None # Click was not on the board.
def drawBoard(board):
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
pygame.draw.rect(DISPLAYSURF, GRIDCOLOR, BOARDRECTS[x][y], 1)
gemToDraw = board[x][y]
if gemToDraw != EMPTY_SPACE:
DISPLAYSURF.blit(GEMIMAGES[gemToDraw], BOARDRECTS[x][y])
def getBoardCopyMinusGems(board, gems):
# Creates and returns a copy of the passed board data structure,
# with the gems in the "gems" list removed from it.
#
# Gems is a list of dicts, with keys x, y, direction, imageNum
boardCopy = copy.deepcopy(board)
# Remove some of the gems from this board data structure copy.
for gem in gems:
if gem['y'] != ROWABOVEBOARD:
boardCopy[gem['x']][gem['y']] = EMPTY_SPACE
return boardCopy
def drawScore(score):
scoreImg = BASICFONT.render(str(score), 1, SCORECOLOR)
scoreRect = scoreImg.get_rect()
scoreRect.bottomleft = (10, WINDOWHEIGHT - 6)
DISPLAYSURF.blit(scoreImg, scoreRect)
if __name__ == '__main__':
main()