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Puzzle.py
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#URL:http://www.jb51.net/article/66166.htm
import pygame, sys, random
from pygame.locals import *
from time import sleep
# 一些常量
WINDOWWIDTH = 500
WINDOWHEIGHT = 500
BACKGROUNDCOLOR = (255, 255, 255)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
FPS = 40
VHNUMS = 3
CELLNUMS = VHNUMS * VHNUMS
MAXRANDTIME = 100
# 退出
def terminate():
pygame.quit()
sys.exit()
# 随机生成游戏盘面
def newGameBoard():
board = []
for i in range(CELLNUMS):
board.append(i)
blackCell = CELLNUMS - 1
board[blackCell] = -1
for i in range(MAXRANDTIME):
direction = random.randint(0, 3)
if (direction == 0):
blackCell = moveLeft(board, blackCell)
elif (direction == 1):
blackCell = moveRight(board, blackCell)
elif (direction == 2):
blackCell = moveUp(board, blackCell)
elif (direction == 3):
blackCell = moveDown(board, blackCell)
return board, blackCell
# 若空白图像块不在最左边,则将空白块左边的块移动到空白块位置
def moveRight(board, blackCell):
if blackCell % VHNUMS == 0:
return blackCell
board[blackCell - 1], board[blackCell] = board[blackCell], board[blackCell - 1]
return blackCell - 1
# 若空白图像块不在最右边,则将空白块右边的块移动到空白块位置
def moveLeft(board, blackCell):
if blackCell % VHNUMS == VHNUMS - 1:
return blackCell
board[blackCell + 1], board[blackCell] = board[blackCell], board[blackCell + 1]
return blackCell + 1
# 若空白图像块不在最上边,则将空白块上边的块移动到空白块位置
def moveDown(board, blackCell):
if blackCell < VHNUMS:
return blackCell
board[blackCell - VHNUMS], board[blackCell] = board[blackCell], board[blackCell - VHNUMS]
return blackCell - VHNUMS
# 若空白图像块不在最下边,则将空白块下边的块移动到空白块位置
def moveUp(board, blackCell):
if blackCell >= CELLNUMS - VHNUMS:
return blackCell
board[blackCell + VHNUMS], board[blackCell] = board[blackCell], board[blackCell + VHNUMS]
return blackCell + VHNUMS
# 是否完成
def isFinished(board, blackCell):
for i in range(CELLNUMS - 1):
if board[i] != i:
return False
return True
# 初始化
pygame.init()
mainClock = pygame.time.Clock()
# 加载图片
gameImage = pygame.image.load(r'C:\Users\chengxueming\Pictures\InBox\hello.jpg')
gameRect = gameImage.get_rect()
# 设置窗口
windowSurface = pygame.display.set_mode((gameRect.width, gameRect.height))
pygame.display.set_caption('拼图')
cellWidth = int(gameRect.width / VHNUMS)
cellHeight = int(gameRect.height / VHNUMS)
finish = False
gameBoard, blackCell = newGameBoard()
def drawMe():
windowSurface.fill(BACKGROUNDCOLOR)
for i in range(CELLNUMS):
rowDst = int(i / VHNUMS)
colDst = int(i % VHNUMS)
rectDst = pygame.Rect(colDst * cellWidth, rowDst * cellHeight, cellWidth, cellHeight)
if gameBoard[i] == -1:
continue
rowArea = int(gameBoard[i] / VHNUMS)
colArea = int(gameBoard[i] % VHNUMS)
rectArea = pygame.Rect(colArea * cellWidth, rowArea * cellHeight, cellWidth, cellHeight)
windowSurface.blit(gameImage, rectDst, rectArea)
for i in range(VHNUMS + 1):
pygame.draw.line(windowSurface, BLACK, (i * cellWidth, 0), (i * cellWidth, gameRect.height))
for i in range(VHNUMS + 1):
pygame.draw.line(windowSurface, BLACK, (0, i * cellHeight), (gameRect.width, i * cellHeight))
pygame.display.update()
mainClock.tick(FPS)
def calculate(gB,end):
def moveRight(board, blackCell):
if blackCell % VHNUMS == 0:
return board
board[blackCell - 1], board[blackCell] = board[blackCell], board[blackCell - 1]
return board
# 若空白图像块不在最右边,则将空白块右边的块移动到空白块位置
def moveLeft(board, blackCell):
if blackCell % VHNUMS == VHNUMS - 1:
return board
board[blackCell + 1], board[blackCell] = board[blackCell], board[blackCell + 1]
return board
# 若空白图像块不在最上边,则将空白块上边的块移动到空白块位置
def moveDown(board, blackCell):
if blackCell < VHNUMS:
return board
board[blackCell - VHNUMS], board[blackCell] = board[blackCell], board[blackCell - VHNUMS]
return board
# 若空白图像块不在最下边,则将空白块下边的块移动到空白块位置
def moveUp(board, blackCell):
if blackCell >= CELLNUMS - VHNUMS:
return board
board[blackCell + VHNUMS], board[blackCell] = board[blackCell], board[blackCell + VHNUMS]
return board
def result(key_middle, hash_map, hash_map1):
reverseDirct = lambda dirct: {"UP": "DOWN", "LEFT": "RIGHT", "RIGHT": "LEFT", "DOWN": "UP"}[dirct]
key = key_middle
st = []
while key.__len__() > 0 and hash_map[key][1].__len__() > 0:
st.insert(0, hash_map[key][1])
key = hash_map[key][0]
key = key_middle
while key.__len__() > 0 and hash_map1[key][1].__len__() > 0:
st.append(reverseDirct(hash_map1[key][1]))
key = hash_map1[key][0]
return st
def hash(gB):
return "".join([str(x) for x in gB])
dirct_map = {moveLeft: "LEFT", moveRight: "RIGHT", moveUp: "UP", moveDown: "DOWN"}
if gB == end:
return
q_n = []
q_r = []
hash_map_n = {hash(gB):("","")}
hash_map_r = {hash(end):("","")}
q_n.append(gB)
q_r.append(end)
key_common = ""
count = 0
flag = True;
while flag :
cur = list(q_n[-1])
q_n.pop()
for func in dirct_map:
board = func(list(cur),cur.index(-1))
if hash(board) not in hash_map_n:
q_n.insert(0,board)
hash_map_n[hash(board)] = (hash(cur),dirct_map[func])
if hash(board) in hash_map_r:
key_common = hash(board)
flag = False
if flag == False:
break
cur = list(q_r[-1])
q_r.pop()
for func in dirct_map:
board = func(list(cur), cur.index(-1))
if hash(board) not in hash_map_r:
q_r.insert(0, board)
hash_map_r[hash(board)] = (hash(cur), dirct_map[func])
if hash(board) in hash_map_n:
key_common = hash(board)
flag = False
if flag == False:
break
count = count + 1
return result(key_common,hash_map_n,hash_map_r)
DIRCT_MAP = {"UP":moveUp,"DOWN":moveDown,"RIGHT":moveRight,"LEFT":moveLeft}
# 游戏主循环
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if finish:
continue
if event.type == KEYDOWN:
if event.key == K_LEFT or event.key == ord('a'):
blackCell = moveLeft(gameBoard, blackCell)
if event.key == K_RIGHT or event.key == ord('d'):
blackCell = moveRight(gameBoard, blackCell)
if event.key == K_UP or event.key == ord('w'):
blackCell = moveUp(gameBoard, blackCell)
# if event.key == K_DOWN or event.key == ord('s'):
# blackCell = moveDown(gameBoard, blackCell)
if event.key == K_DOWN or event.key == ord('s'):
end = [x for x in range(0, 8)]
end.append(-1)
res = calculate(gameBoard,end)
for x in res:
blackCell = DIRCT_MAP[x](gameBoard, blackCell)
drawMe()
sleep(0.5)
if event.type == MOUSEBUTTONDOWN and event.button == 1:
x, y = pygame.mouse.get_pos()
col = int(x / cellWidth)
row = int(y / cellHeight)
index = col + row * VHNUMS
if (
index == blackCell - 1 or index == blackCell + 1 or index == blackCell - VHNUMS or index == blackCell + VHNUMS):
gameBoard[blackCell], gameBoard[index] = gameBoard[index], gameBoard[blackCell]
blackCell = index
if (isFinished(gameBoard, blackCell)):
gameBoard[blackCell] = CELLNUMS - 1
finish = True
drawMe()