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work2.py
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work2.py
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def isValidMove(board, move):
blankx, blanky = getBlankPosition(board)
return (move == UP and blanky != len(board[0]) - 1) or \
(move == DOWN and blanky != 0) or \
(move == LEFT and blankx != len(board) - 1) or \
(move == RIGHT and blankx != 0)
def getRandomMove(board, lastMove=None):
#start with a full list of all 4 moves
validMoves = [UP, DOWN, LEFT, RIGHT]
#remove moves from the list as they are disqualified
if lastMove == UP or not isValidMove(board, DOWN):
validMoves.remove(DOWN)
if lastMove == DOWN or not isValidMove(board, UP):
validMoves.remove(UP)
if lastMove == LEFT or not isValidMove(board, RIGHT):
validMoves.remove(RIGHT)
if lastMove == RIGHT or not isValidMove(board, LEFT):
validMoves.remove(LEFT)
#return a random move from the list of remaining moves
return random.choice(validMoves)
def getLeftTopOfTile(tileX, tileY):
#converts board coordinates to pixel coordinates
left = XMARGIN + (tileX * TILESIZE) + (tileX - 1)
top = YMARGIN + (tileY * TILESIZE) + (tileY - 1)
return (left, top)
def getSpotClicked(board, x, y):
# from the x & y pixel coordinates, get the x & y board coordinates
for tileX in range(len(board)):
for tileY in range(len(board[0])):
left, top = getLeftTopOfTile(tileX, tileY)
tileRect = pygame.Rect(left, top, TILESIZE, TILESIZE)
if tileRect.collidepoint(x, y):
return (tileX, tileY)
return (None, None)
def drawTile(tilex, tiley, number, adjx=0, adjy=0):
# draw a tile at board coordinates tilex and tiley
left, top = getLeftTopOfTile(tilex, tiley)
pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx, top + adjy, TILESIZE, TILESIZE))
textSurf = BASICFONT.render(str(number), True, TEXTCOLOR)
textRect = textSurf.get_rect()
textRect.center = left + int(TILESIZE / 2) + adjx, top + int(TILESIZE / 2) + adjy
DISPLAYSURF.blit(textSurf, textRect)