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General Information

This is a project to take an old game that I converted from C to python, pyglet and gtk3 and change it into a more general framework for a variable sized grid. I've removed the previously licensed artwork and gtk so that this is entirely now under just the Apache license. I've also been simplifying the code and removing extra things that aren't really needed.

As usual this is mainly something I'm doing to improve my python programming and to learn more about pyglet.

You may wonder exactly what this is. I'm not entirely sure yet. Right now it is a way to generate different sized tiles and grids and to save and load them. The size of tiles can range from 1x1 pixel to 1024x1024 pixels and of course if you use the larger sizes you might hit limits on your computer's memory and hardware and the speed of some things may not be optimized yet.

It looks like my next versions will explore how to create an interesting border for the autogenerated tiles and then I would not need to have fixed size tile image files to load, but that option will still remain since it does work for the basics. Eventually I may also change the code to work with tiles that are not square, but I'm not sure how important that is to me at this point.

Version 1.0.0 Help Text:

'ESC' or 'Q'        : Quit
                         Quitting DOES NOT save the Game

'F1', 'H', or '?'   : Help (this screen)

'F2'                : Show or Hide Boards

'F4'                : Toggle Mouse Drag Resizing
                          Pressing and holding a mouse key will either 
                          increase or decrease the size as long as you 
                          hold the key down, but remember to release the 
                          key if you want to go back the other direction 

'Arrow Keys'        : Increase or Decrease Columns and Rows

NumPad '+' '-' Keys : Increase or Decrease Tile Size

'F6'                : Load Game From File
'F7'                : Save Game To File

'F8'                : New Random Game

'F9'                : 1 Column x 1 Row Maximum Size Tile
                         With 8x Magnified Corners

'F10'               : Check Game
                         To see if we've won

'F11'               : Delete Saved Game and Directory

'P'                 : Print the Image Numbers of the Board

'B'                 : Toggle Through the Button Styles If the
                         Tile Was Not Loaded from a File

Versions Along the Way (in reverse order)

Version 0.9.0 allows resizing the board by using the arrow keys. Version 0.9.1 allows resizing tile sizes by using the number pad + or - keys. The smallest size you can go down to is a single pixel and for the smaller sizes you can't see the tile very well anyways so there is no border used. Also when you select the maximum of 1024 pixels per tile there is no border for that size tile either. The tile sizes that I use the most I created bordered tiles for and they will be loaded when the tile size changes. Version 0.9.2 includes some minor bug fixes and code clean ups. Version 0.9.3 is the start of being able to resize the board by resizing the window, but there are still some bugs in it. Version 0.9.4 is closer to working. Version 0.9.5 allows resizing based upon mouse dragging within the window as the resize based upon the on_resize method would not work reliably - the 'F4' key toggles the mouse resizing by dragging on and off. Version 0.9.6 uses textures and includes the new tiles generated on the fly (using a new button class) if the tile image doesn't already exist in the graphics/misc directory. Version 0.9.7 small bug fixes for loading a saved game and to let the background colors come through if you have transparent images on the foreground. Version 0.9.8 has a different button tile border, but you can toggle through examples (including the first version) by using the 'B' key as long as the tile wasn't loaded from an image. The 'P' key prints out the current board image numbers. The 'F9' key brings up a magnified version of the corners of the largest tile (I was tired of using a different magnifier to see them). Note this does shrink the boards down to 1 col x 1 row when you press 'F9'. 'F9' also acts as a toggle so press it more than once to bring it back up or to refresh it if you change the button style. Version 0.9.9 is bug fixes and a few code improvements.

Version 0.8.0 makes mouse clicks useful, but since this has to be determined by each game as to what it means I've only included a simple example. On show_board 0 pressing the 0th square is the active square, on show_board 1 pressing the 1st square is the active square - all the rest are inactive. This version also changed how boards were set up so that they are in a list instead of fixed names (making it possible later for even more than two boards). Version 0.8.1 notices mouse movement over an active square. Again the meaning of this kind of detection is dependent upon what the game or board is for so again this is just a basic example.

Version 0.7.0 is a lot more simplified. I've combined files, made some classes and methods, gotten rid of borders and the config file. Many things still don't work yet (like the save and load game functions). Version 0.7.1 removes the complication of having another layer of defaults. Version 0.7.2 Save and Load work along with the initial load of a saved game. Version 0.7.3 New Random Game and Check Game work.

Version 0.6.0 is one step further of simplification. There is no big need for a configuration file for the game. Save the board sizes and border flag with the board itself. If there isn't a board saved to start with when the game starts use the built in defaults.

Version 0.5.0 makes the border and the white active border squares optional. F12 toggles between views with and without borders. Saving and Loading boards now include the borders flag as also does the configuration file when it is saved. Version 0.5.1 continues working on fixing bugs. This is not complete yet, so some bugs remain and I've decided I'm not going to completely debug this version because I plan on redoing more of the board drawing and parameters and such in a more object oriented fashion. This is a lot more complicated than it needs to be. Version 0.4.0 is still not playable as a game. I started to remove the previous images which are used to play the game this framework is taken from. Version 0.4.1 updates this README. Version 0.4.2 removes the old images and code that aren't used by anything (only cube and gcube are left). Version 0.4.3 replaces cube and gcube so now all previous images are gone so everything now can go under the Apache License.

Version 0.3.0 is still not a playable game. Added arrow keys being able to resize the window between the configured max and min sizes for columns and rows. This is not yet working quite right for centering and it should instead be based upon the maximum size of the window dimensions instead of fixed numbers in the config. Version 0.3.1 is just a minor update to this README and the dialog for the help adding the arrow keys. Version 0.3.2 is a minor bug fix version plus I bumped the config max limits to 50 for some testing. Version 0.3.3 prints out window location and size. Version 0.3.4 fixes my mistake. Version 0.3.5 a few code cleanups.

Version 0.2.0 is still not a playable game. It runs and the dialogs have been replaced by function keys. So to see the whole list press 'F1', 'H' or '?'.

Version 0.1.0 is not a playable game. It runs and doesn't crash but is merely being used to get ready for the more general framework. Removing the control and widget menus to the right. Displaying the random board and guess board will still work.

Version 0.0.1 tests how low the minimum row and column sizes work and as it turns out the game still works at 0 rows and columns even if it doesn't do anything interesting. A 1 row by 1 column game is playable but silly and some of the menus on the right are chopped off. The minimum playable simple game with fully visible menus is 6 rows and 1 column. This is only temporary as the menu and widget piles are coming out.

The next versions will be aiming towards

The logic of the game is changed to turn it into something else. It for now it looks like I am using it to figure out some tile border functions and more python programming. Which is what a framework allows someone to do, plug in what they want to explore. So it is certainly suitable for my own purposes. I hope it is useful to you too for whatever you might want to do with it.


A framework to play with.







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