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killer_sudoku_backjumping.py
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killer_sudoku_backjumping.py
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# Project by: Tupas, Ramwell P.
import numpy as np
import pygame
import sys
from button import Button
cages = []
BG = pygame.Color("#203972")
BLUE = pygame.Color("#3E5AAA")
H_BLUE = pygame.Color("#6477AF")
BLACK = pygame.Color("#101B3B")
RED = pygame.Color("#FF7276")
H_RED = pygame.Color("#FFAAAC")
YELLOW = pygame.Color("#FFF36D")
H_YELLOW = pygame.Color("#EBE6B6")
WHITE = pygame.Color("#FFFFFF")
ROW_COUNT = 4
COLUMN_COUNT = 4
SQUARESIZE = 125
board_width = COLUMN_COUNT * SQUARESIZE
board_height = (ROW_COUNT+1) * SQUARESIZE
cell = board_width // 2
size = (board_width, board_height)
screen_width = 1280
screen_height = 720
screen = pygame.display.set_mode((screen_width, screen_height))
button_width = 110
button_height = 30
pygame.init()
background_image = pygame.image.load("resources/MENU.png")
pygame.display.set_caption("KILLER SUDOKU AI")
# Backjumping algorithm functions
def solve_backjumping(board, cages):
# If the algorithm is in dead end, it will return to the first square of the board, thus backjumping
if solve_backjumping_helper(board, cages, 0, 0):
return 1, board # Return the solved board if a solution is found
else:
return 2, board
def solve_backjumping_helper(board, cages, row, col):
if is_board_full(board): # Check if the board is completely filled
return True
empty_cell = find_empty_cell(board)
row, col = empty_cell
for num in range(1, 5): # Board values range from 1 to 4
if is_safe(board, cages, row, col, num): # Check if placing 'num' at (row, col) is valid
board[row][col] = num # Place the number on the board
if solve_backjumping_helper(board, cages, row, col): # Recursively solve the next empty cell
return True
board[row][col] = 0 # If no solution found, backtrack by resetting the cell
return False # If no number can be placed at (row, col), backtrack further
def is_board_full(board):
for row in board:
if 0 in row: # If any cell is empty, the board is not full
return False
return True
def find_empty_cell(board):
for i in range(ROW_COUNT):
for j in range(COLUMN_COUNT):
if board[i][j] == 0: # Return the first empty cell
return i, j
return None
def is_safe(board, cages, row, col, num):
# Check row, column, and cage constraints
return (
is_unique_in_row(board, row, num) and
is_unique_in_column(board, col, num) and
is_unique_in_cage(board, cages, row, col, num)
)
def is_unique_in_row(board, row, num):
return num not in board[row]
def is_unique_in_column(board, col, num):
return num not in [board[i][col] for i in range(ROW_COUNT)]
def is_unique_in_cage(board, cages, row, col, num):
for sum_value, group in cages:
if (row, col) in group:
cage_sum = sum_value
cage_nums = [board[r][c] for r, c in group if board[r][c] != 0]
if num in cage_nums or sum(cage_nums) + num > cage_sum:
return False
return True
def solution_found(final_board, result):
draw_final_board(final_board)
font = pygame.font.SysFont("Arial Narrow", 40)
if result == 1:
result_text = font.render("SOLUTION FOUND", True, YELLOW)
screen.blit(result_text, ((screen_width//2)-126,SQUARESIZE-28))
else:
result_text = font.render("NO SOLUTION FOUND", True, YELLOW)
screen.blit(result_text, ((screen_width//2)-148,SQUARESIZE-28))
while True:
OVER_MOUSE_POS = pygame.mouse.get_pos()
MENU_BUTTON = Button(image=None, pos=((screen_width//2)-(button_width//2)+55,(screen_height//2)+300),
text_input="MAIN MENU", font=get_font(40,2), base_color="#D32735", hovering_color=H_RED)
for button in [MENU_BUTTON]:
button.changeColor(OVER_MOUSE_POS)
button.update(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if MENU_BUTTON.checkForInput(OVER_MOUSE_POS):
main()
pygame.display.flip()
def draw_final_board(final_board):
game_bg = pygame.image.load("resources/GAME BG.png")
screen.blit(game_bg, (0,0))
font = pygame.font.SysFont("Arial Narrow", 25)
width_center = (screen_width/2) - (board_width/2)
# Board
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
pygame.draw.rect(screen, WHITE, ((c*SQUARESIZE)+width_center, r*SQUARESIZE+SQUARESIZE, SQUARESIZE, SQUARESIZE))
# Cell lines
for i in range(0, board_width, cell): # vertical
if i != 0:
pygame.draw.line(screen, RED, (width_center+i,SQUARESIZE),(width_center+i,board_height), 4)
for j in range(0, (board_height-SQUARESIZE), cell): # horizontal
if j != 0:
pygame.draw.line(screen, RED, (width_center, SQUARESIZE + j), (width_center + board_width, SQUARESIZE + j), 4)
# Square Lines
for i in range(0, board_width, SQUARESIZE): # vertical
if i % cell != 0:
pygame.draw.line(screen, RED, (width_center+i,SQUARESIZE),(width_center+i,board_height), 1)
for j in range(0, board_height, SQUARESIZE): # horizontal
if j % cell != 0:
pygame.draw.line(screen, RED, (width_center, SQUARESIZE + j), (width_center + board_width, SQUARESIZE + j), 1)
for r in range(ROW_COUNT):
for c in range(COLUMN_COUNT):
value = final_board[r][c]
text = font.render(str(int(value)), True, pygame.Color("#D32735"))
text_rect = text.get_rect(center=((c * SQUARESIZE) + width_center + SQUARESIZE // 2, r * SQUARESIZE + SQUARESIZE + SQUARESIZE // 2))
screen.blit(text, text_rect)
# Main game functions
def create_board():
board = np.zeros((ROW_COUNT, COLUMN_COUNT))
return board
def print_board(board):
print(board)
def is_valid_location(board, row, col):
return board[row][col] == 0
def is_clicked(board, row, col):
return board[row][col] == 41
def square_selected(board, row, col, square):
board[row][col] = square
def is_board_filled(board):
for row in board:
for value in row:
if not (0 < value < 41):
return False
return True
def set_sum(board, sum):
group = []
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
if board[r][c] == 41:
board[r][c] = sum
group.append((r, c))
cages.append((sum, group))
def input_sum(sum):
font = pygame.font.SysFont("Arial Narrow", 25)
small_font = pygame.font.SysFont("Arial Narrow", 20)
shadow_offset = 2
shadow_box = pygame.Rect((screen_width//2)-150 + shadow_offset, (screen_height//2)-40 + shadow_offset, 300, 100)
shadow_color = (0, 0, 0, 128)
pygame.draw.rect(screen, shadow_color, shadow_box)
main_box = pygame.Rect((screen_width//2)-150, (screen_height//2)-40, 300, 100)
pygame.draw.rect(screen, pygame.Color("#D32735"), main_box)
input_text = font.render(f"ENTER SUM: {sum}", True, WHITE)
text_rect = input_text.get_rect(center=main_box.center)
screen.blit(input_text, text_rect)
small_text = small_font.render("Press ENTER to confirm", True, pygame.Color("#D32735"))
small_text_rect = small_text.get_rect(midtop=(main_box.centerx, main_box.bottom + 5))
screen.blit(small_text, small_text_rect)
def get_sum(board):
current_sum = 0
sum_input = True
# input_sum(current_sum)
while sum_input:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if pygame.K_0 <= event.key <= pygame.K_9:
num_pressed = event.key - pygame.K_0
current_sum = current_sum * 10 + num_pressed
if event.key == pygame.K_RETURN:
set_sum(board, current_sum)
current_sum = 0
sum_input = False
elif event.key == pygame.K_BACKSPACE:
current_sum = current_sum // 10
input_sum(current_sum)
pygame.display.update()
def draw_cages(cages):
font = pygame.font.SysFont("Arial Narrow", 25)
list_font = pygame.font.SysFont("Arial Narrow", 22)
width_center = (screen_width/2) - (board_width/2)
for sum_value, group in cages:
for r, c in group:
pygame.draw.rect(screen, BG, ((c * SQUARESIZE) + width_center, r * SQUARESIZE + SQUARESIZE, SQUARESIZE, SQUARESIZE))
text = font.render(str(sum_value), True, WHITE)
text_rect = text.get_rect(center=((c * SQUARESIZE) + width_center + SQUARESIZE // 2, r * SQUARESIZE + SQUARESIZE + SQUARESIZE // 2))
screen.blit(text, text_rect)
# If cages exist
if cages:
margin = 10 # Margin between each line of text
i = 0
x = 30
y = SQUARESIZE
for sum_value, groups in cages:
i += 1
text = list_font.render(f"{i}. {sum_value}, {groups}", True, WHITE)
text_rect = text.get_rect(topleft=(x, y))
screen.blit(text, text_rect)
y += text_rect.height + margin # Update y position for the next line of text
def draw_board(board):
width_center = (screen_width/2) - (board_width/2)
# Board
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
pygame.draw.rect(screen, WHITE, ((c*SQUARESIZE)+width_center, r*SQUARESIZE+SQUARESIZE, SQUARESIZE, SQUARESIZE))
# Highlights
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
if board[r][c] == 41:
pygame.draw.rect(screen, BLUE, ((c*SQUARESIZE)+width_center, r*SQUARESIZE+SQUARESIZE, SQUARESIZE, SQUARESIZE))
# Cell lines
for i in range(0, board_width, cell): # vertical
if i != 0:
pygame.draw.line(screen, RED, (width_center+i,SQUARESIZE),(width_center+i,board_height), 4)
for j in range(0, (board_height-SQUARESIZE), cell): # horizontal
if j != 0:
pygame.draw.line(screen, RED, (width_center, SQUARESIZE + j), (width_center + board_width, SQUARESIZE + j), 4)
# Square Lines
for i in range(0, board_width, SQUARESIZE): # vertical
if i % cell != 0:
pygame.draw.line(screen, RED, (width_center+i,SQUARESIZE),(width_center+i,board_height), 1)
for j in range(0, board_height, SQUARESIZE): # horizontal
if j % cell != 0:
pygame.draw.line(screen, RED, (width_center, SQUARESIZE + j), (width_center + board_width, SQUARESIZE + j), 1)
# Groups
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT):
if 0 < board[r][c] < 41:
pygame.draw.rect(screen, BG, ((c*SQUARESIZE)+width_center, r*SQUARESIZE+SQUARESIZE, SQUARESIZE, SQUARESIZE))
pygame.display.update()
def killer_sudoku():
game_bg = pygame.image.load("resources/GAME BG.png")
screen.blit(game_bg, (0,0))
board = create_board()
print_board(board)
draw_board(board)
# draw_buttons()
solving = True
square = 41 # Since the highest possible cage is 40, we'll use 41 as a placeholder for each square clicked.
width_center = (screen_width/2) - (board_width/2) # Starting point of board width
while solving:
GAME_MOUSE_POS = pygame.mouse.get_pos()
RESET_BUTTON = Button(image=None, pos=((screen_width//6)-130,(screen_height//2)+325),
text_input="RESET", font=get_font(35, 2), base_color=RED, hovering_color=H_RED)
CONFIRM_BUTTON = Button(image=None, pos=((screen_width//2)-(button_width//2)+55,(screen_height//2)+300),
text_input="CONFIRM", font=get_font(35, 2), base_color="#D32735", hovering_color=H_RED)
SOLVE_BUTTON = Button(image=None, pos=(screen_width-80,(screen_height//2)+325),
text_input="SOLVE", font=get_font(35, 2), base_color=RED, hovering_color=H_RED)
MENU_BUTTON = Button(image=None, pos=(100,30),
text_input="BACK TO MENU", font=get_font(30, 2), base_color=BLUE, hovering_color=H_BLUE)
for button in [RESET_BUTTON, CONFIRM_BUTTON, SOLVE_BUTTON, MENU_BUTTON]:
button.changeColor(GAME_MOUSE_POS)
button.update(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
posx = event.pos[0] # X coordinate
posy = event.pos[1] # Y coordinate
# Will only accept x and y coordinates within the board parameters
if width_center <= posx <= (width_center + board_width) and SQUARESIZE <= posy <= (board_height):
col = int((posx - width_center) // SQUARESIZE)
row = int((posy - SQUARESIZE) // SQUARESIZE)
# If the square is clicked it will highlight, else it will erase the highlight
if is_valid_location(board, row, col):
print("(", row, col, ")")
square_selected(board, row, col, square)
elif is_clicked(board, row, col):
print("(", row, col, ")")
square_selected(board, row, col, 0)
if RESET_BUTTON.checkForInput(GAME_MOUSE_POS):
board = create_board()
cages.clear()
screen.blit(game_bg, (0,0))
if MENU_BUTTON.checkForInput(GAME_MOUSE_POS):
solving = False
main()
# Confirm button will only accept when there is a squared selected
if any(41 in row for row in board):
if CONFIRM_BUTTON.checkForInput(GAME_MOUSE_POS):
get_sum(board)
if is_board_filled(board):
if SOLVE_BUTTON.checkForInput(GAME_MOUSE_POS):
board = create_board() # Creating a new board
checker, solved_board = solve_backjumping(board, cages)
if checker == 1:
print(solved_board)
cages.clear()
solution_found(solved_board, 1)
else:
print(solved_board)
cages.clear()
solution_found(solved_board, 2)
print_board(board)
draw_board(board)
draw_cages(cages)
pygame.display.flip()
# Frontend functions
def get_font(size, type):
if type == 1:
return pygame.font.SysFont("berlin sans fb demi", size)
if type == 2:
return pygame.font.SysFont("Arial Narrow", size)
def controls():
controls_bg = pygame.image.load("resources/CONTROLS.png")
screen.blit(controls_bg, (0, 0))
while True:
CONTROLS_MOUSE = pygame.mouse.get_pos()
BACK_BUTTON = Button(image=None, pos=(1160, 650),
text_input="BACK", font=get_font(50, 1), base_color="#D32735", hovering_color=RED)
for button in [BACK_BUTTON]:
button.changeColor(CONTROLS_MOUSE)
button.update(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if BACK_BUTTON.checkForInput(CONTROLS_MOUSE):
main()
pygame.display.flip()
def main():
running = True
while running:
screen.blit(background_image, (0,0))
MENU_MOUSE_POS = pygame.mouse.get_pos()
PLAY_BUTTON = Button(image=None, pos=(960, 350),
text_input="PLAY GAME", font=get_font(68, 1), base_color="#D32735", hovering_color=RED)
CONTROLS_BUTTON = Button(image=None, pos=(960, 450),
text_input="CONTROLS", font=get_font(68, 1), base_color="#D32735", hovering_color=RED)
QUIT_BUTTON = Button(image=None, pos=(960, 550),
text_input="QUIT GAME", font=get_font(68, 1), base_color="#D32735", hovering_color=RED)
for button in [PLAY_BUTTON, CONTROLS_BUTTON, QUIT_BUTTON]:
button.changeColor(MENU_MOUSE_POS)
button.update(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if PLAY_BUTTON.checkForInput(MENU_MOUSE_POS):
killer_sudoku()
if CONTROLS_BUTTON.checkForInput(MENU_MOUSE_POS):
controls()
if QUIT_BUTTON.checkForInput(MENU_MOUSE_POS):
pygame.quit()
sys.exit()
pygame.display.update()
main()