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gui.py
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gui.py
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# GUI.py
import pygame
import time
from random import sample
pygame.font.init()
base = 3
side = base*base
def pattern(r,c):
return (base*(r%base)+r//base+c)%side
# randomize rows, columns and numbers (of valid base pattern)
def shuffle(s):
return sample(s,len(s))
rBase = range(base)
rows1 = [ g*base + r for g in shuffle(rBase) for r in shuffle(rBase) ]
cols2 = [ g*base + c for g in shuffle(rBase) for c in shuffle(rBase) ]
nums = shuffle(range(1,base*base+1))
class Grid:
from random import sample
# pattern for a baseline valid solution
board = [ [nums[pattern(r,c)] for c in cols2] for r in rows1 ]
squares = side*side
empties = squares * 2//4
for p in sample(range(squares),empties):
board[p//side][p%side] = 0
# produce board using randomized baseline pattern
def __init__(self, rows, cols, width, height, win):
self.rows = rows
self.cols = cols
self.cubes = [[Cube(self.board[i][j], i, j, width, height) for j in range(cols)] for i in range(rows)]
self.width = width
self.height = height
self.model = None
self.update_model()
self.selected = None
self.win = win
def update_model(self):
self.model = [[self.cubes[i][j].value for j in range(self.cols)] for i in range(self.rows)]
def place(self, val):
row, col = self.selected
if self.cubes[row][col].value == 0:
self.cubes[row][col].set(val)
self.update_model()
if valid(self.model, val, (row,col)) and self.solve():
return True
else:
self.cubes[row][col].set(0)
self.cubes[row][col].set_temp(0)
self.update_model()
return False
def sketch(self, val):
row, col = self.selected
self.cubes[row][col].set_temp(val)
def draw(self):
# Draw Grid Lines
gap = self.width / 9
for i in range(self.rows+1):
if i % 3 == 0 and i != 0:
thick = 4
else:
thick = 1
pygame.draw.line(self.win, (0,0,0), (0, i*gap), (self.width, i*gap), thick)
pygame.draw.line(self.win, (0, 0, 0), (i * gap, 0), (i * gap, self.height), thick)
# Draw Cubes
for i in range(self.rows):
for j in range(self.cols):
self.cubes[i][j].draw(self.win)
def select(self, row, col):
# Reset all other
for i in range(self.rows):
for j in range(self.cols):
self.cubes[i][j].selected = False
self.cubes[row][col].selected = True
self.selected = (row, col)
def clear(self):
row, col = self.selected
if self.cubes[row][col].value == 0:
self.cubes[row][col].set_temp(0)
def click(self, pos):
"""
:param: pos
:return: (row, col)
"""
if pos[0] < self.width and pos[1] < self.height:
gap = self.width / 9
x = pos[0] // gap
y = pos[1] // gap
return (int(y),int(x))
else:
return None
def is_finished(self):
for i in range(self.rows):
for j in range(self.cols):
if self.cubes[i][j].value == 0:
return False
return True
def solve(self):
find = find_empty(self.model)
if not find:
return True
else:
row, col = find
for i in range(1, 10):
if valid(self.model, i, (row, col)):
self.model[row][col] = i
if self.solve():
return True
self.model[row][col] = 0
return False
def solve_gui(self):
self.update_model()
find = find_empty(self.model)
if not find:
return True
else:
row, col = find
for i in range(1, 10):
if valid(self.model, i, (row, col)):
self.model[row][col] = i
self.cubes[row][col].set(i)
self.cubes[row][col].draw_change(self.win, True)
self.update_model()
pygame.display.update()
pygame.time.delay(100)
if self.solve_gui():
return True
self.model[row][col] = 0
self.cubes[row][col].set(0)
self.update_model()
self.cubes[row][col].draw_change(self.win, False)
pygame.display.update()
pygame.time.delay(100)
return False
class Cube:
rows = 9
cols = 9
def __init__(self, value, row, col, width, height):
self.value = value
self.temp = 0
self.row = row
self.col = col
self.width = width
self.height = height
self.selected = False
def draw(self, win):
fnt = pygame.font.SysFont("comicsans", 40)
gap = self.width / 9
x = self.col * gap
y = self.row * gap
if self.temp != 0 and self.value == 0:
text = fnt.render(str(self.temp), 1, (128,128,128))
win.blit(text, (x+5, y+5))
elif not(self.value == 0):
text = fnt.render(str(self.value), 1, (0, 0, 0))
win.blit(text, (x + (gap/2 - text.get_width()/2), y + (gap/2 - text.get_height()/2)))
if self.selected:
pygame.draw.rect(win, (255,0,0), (x,y, gap ,gap), 3)
def draw_change(self, win, g=True):
fnt = pygame.font.SysFont("comicsans", 40)
gap = self.width / 9
x = self.col * gap
y = self.row * gap
pygame.draw.rect(win, (255, 255, 255), (x, y, gap, gap), 0)
text = fnt.render(str(self.value), 1, (128,128,128))
win.blit(text, (x + (gap / 2 - text.get_width() / 2), y + (gap / 2 - text.get_height() / 2)))
if g:
pygame.draw.rect(win, (0, 255, 0), (x, y, gap, gap), 3)
else:
pygame.draw.rect(win, (255, 0, 0), (x, y, gap, gap), 3)
def set(self, val):
self.value = val
def set_temp(self, val):
self.temp = val
def find_empty(bo):
for i in range(len(bo)):
for j in range(len(bo[0])):
if bo[i][j] == 0:
return (i, j) # row, col
return None
def valid(bo, num, pos):
# Check row
for i in range(len(bo[0])):
if bo[pos[0]][i] == num and pos[1] != i:
return False
# Check column
for i in range(len(bo)):
if bo[i][pos[1]] == num and pos[0] != i:
return False
# Check box
box_x = pos[1] // 3
box_y = pos[0] // 3
for i in range(box_y*3, box_y*3 + 3):
for j in range(box_x * 3, box_x*3 + 3):
if bo[i][j] == num and (i,j) != pos:
return False
return True
def redraw_window(win, board, time, strikes):
win.fill((255,255,255))
# Draw time
fnt = pygame.font.SysFont("comicsans", 40)
text = fnt.render("Time: " + format_time(time), 1, (0,0,0))
win.blit(text, (540 - 160, 560))
# Draw Strikes
text = fnt.render("X " * strikes, 1, (255, 0, 0))
win.blit(text, (20, 560))
# Draw grid and board
board.draw()
def format_time(secs):
sec = secs%60
minute = secs//60
hour = minute//60
mat = " " + str(minute) + ":" + str(sec)
return mat
def main():
win = pygame.display.set_mode((540,600))
pygame.display.set_caption("Sudoku")
board = Grid(9, 9, 540, 540, win)
key = None
run = True
start = time.time()
strikes = 0
while run:
play_time = round(time.time() - start)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
key = 1
if event.key == pygame.K_2:
key = 2
if event.key == pygame.K_3:
key = 3
if event.key == pygame.K_4:
key = 4
if event.key == pygame.K_5:
key = 5
if event.key == pygame.K_6:
key = 6
if event.key == pygame.K_7:
key = 7
if event.key == pygame.K_8:
key = 8
if event.key == pygame.K_9:
key = 9
if event.key == pygame.K_KP1:
key = 1
if event.key == pygame.K_KP2:
key = 2
if event.key == pygame.K_KP3:
key = 3
if event.key == pygame.K_KP4:
key = 4
if event.key == pygame.K_KP5:
key = 5
if event.key == pygame.K_KP6:
key = 6
if event.key == pygame.K_KP7:
key = 7
if event.key == pygame.K_KP8:
key = 8
if event.key == pygame.K_KP9:
key = 9
if event.key == pygame.K_DELETE:
board.clear()
key = None
if event.key == pygame.K_SPACE:
board.solve_gui()
if event.key == pygame.K_RETURN:
i, j = board.selected
if board.cubes[i][j].temp != 0:
if board.place(board.cubes[i][j].temp):
print("Success")
else:
print("Wrong")
strikes += 1
key = None
if board.is_finished():
print("Game over")
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
clicked = board.click(pos)
if clicked:
board.select(clicked[0], clicked[1])
key = None
if board.selected and key != None:
board.sketch(key)
redraw_window(win, board, play_time, strikes)
pygame.display.update()
main()
pygame.quit()