135 lines
4 KiB
Python
135 lines
4 KiB
Python
from raylibpy import *
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import math
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# ---------- Constants ----------
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ROWS = 3
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COLS = 3
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TILE_SIZE = 120
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MARGIN = 20
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# Animation settings
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ANIM_SPEED = 0.3 # interpolation speed
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FPS = 60
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# ---------- Tile Class ----------
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class Tile:
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def __init__(self, value, row, col):
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self.value = value
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self.row = row
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self.col = col
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self.x = MARGIN + col * TILE_SIZE
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self.y = MARGIN + row * TILE_SIZE
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self.target_row = row
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self.target_col = col
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def update(self):
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target_x = MARGIN + self.target_col * TILE_SIZE
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target_y = MARGIN + self.target_row * TILE_SIZE
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# Smooth interpolation
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self.x += (target_x - self.x) * ANIM_SPEED * FPS / 60
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self.y += (target_y - self.y) * ANIM_SPEED * FPS / 60
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def draw(self):
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color = LIGHTGRAY if self.value != 0 else GRAY
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draw_rectangle(int(self.x), int(self.y), TILE_SIZE - 4, TILE_SIZE - 4, color)
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if self.value != 0:
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text = str(self.value).encode('utf-8')
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tw = measure_text(text, 30)
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draw_text(text, int(self.x + TILE_SIZE / 2 - tw / 2),
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int(self.y + TILE_SIZE / 2 - 15), 30, BLACK)
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# ---------- Board ----------
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tiles = []
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def init_board():
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global tiles
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tiles = []
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n = ROWS * COLS
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values = [i + 1 for i in range(n - 1)] + [0]
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for idx, val in enumerate(values):
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r = idx // COLS
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c = idx % COLS
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tiles.append(Tile(val, r, c))
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def find_empty():
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for idx, t in enumerate(tiles):
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if t.value == 0:
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return idx
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return -1
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def swap_tiles(tile1, tile2):
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tile1.target_row, tile1.target_col, tile2.target_row, tile2.target_col = tile2.target_row, tile2.target_col, tile1.target_row, tile1.target_col
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tile1.row, tile1.col, tile2.row, tile2.col = tile2.row, tile2.col, tile1.row, tile1.col
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def move_empty(direction):
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empty_idx = find_empty()
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er = tiles[empty_idx].row
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ec = tiles[empty_idx].col
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tr, tc = er, ec
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if direction == 0: tr -= 1 # Up
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elif direction == 1: tr += 1 # Down
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elif direction == 2: tc -= 1 # Left
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elif direction == 3: tc += 1 # Right
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if tr < 0 or tr >= ROWS or tc < 0 or tc >= COLS:
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return
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# Find target tile
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for t in tiles:
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if t.row == tr and t.col == tc:
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swap_tiles(t, tiles[empty_idx])
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break
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# ---------- Main Loop ----------
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def main():
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screenW = MARGIN * 2 + COLS * TILE_SIZE
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screenH = MARGIN * 2 + ROWS * TILE_SIZE
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init_window(screenW, screenH, b"Ultra Smooth Puzzle with Gestures")
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set_target_fps(FPS)
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init_board()
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swipe_start = None
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while not window_should_close():
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pos = get_mouse_position()
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# ---------- Mouse swipe detection ----------
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if is_mouse_button_pressed(MOUSE_LEFT_BUTTON):
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swipe_start = pos
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if is_mouse_button_released(MOUSE_LEFT_BUTTON) and swipe_start:
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swipe_end = pos
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dx = swipe_end.x - swipe_start.x
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dy = swipe_end.y - swipe_start.y
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dist = math.sqrt(dx * dx + dy * dy)
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if dist >= 8.0:
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if abs(dx) > abs(dy):
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move_empty(3 if dx > 0 else 2)
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else:
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move_empty(1 if dy > 0 else 0)
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swipe_start = None
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# ---------- Gesture detection ----------
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if is_gesture_detected(GESTURE_SWIPE_RIGHT):
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move_empty(3)
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elif is_gesture_detected(GESTURE_SWIPE_LEFT):
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move_empty(2)
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elif is_gesture_detected(GESTURE_SWIPE_UP):
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move_empty(0)
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elif is_gesture_detected(GESTURE_SWIPE_DOWN):
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move_empty(1)
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# ---------- Update tiles ----------
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for t in tiles:
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t.update()
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# ---------- Draw ----------
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begin_drawing()
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clear_background(RAYWHITE)
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draw_text(b"Swipe tiles! (Mouse or Gesture)", 10, 10, 18, DARKGRAY)
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for t in tiles:
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t.draw()
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end_drawing()
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close_window()
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if __name__ == "__main__":
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main()
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