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picture matching game using python

In picture matching game check How good is your memory? Check it out for your self a fun game where you have to get in pairs the same symbols. See how fast you can go find all 12 identical pairs.

What happens in picture matching game

While you run this program. It’s going to show a window grid of buttons. Click on them in pairs to reveal the hidden one’s symbols. If the two icons are identical, you have found a match. And icons are visible on the screen. else, both buttons are reset. Try to remember the location of each hidden symbol to quickly find all pairs.

picture matching game

How Picture matching game works

Here we use the Tkinter module to display the Button grid. Dickinter’s mainloop () function listens Pressing the button handles them with a special type Of function, called a lambda function, which reveals A code. If an unmatched symbol already existed Revealed, the program tests whether it is secondary In matches. The program stores buttons in a dictionary And symbols in a list.

1.Create a new file

Open IDLE. Create a new file and save it as “matchmaker.py

2.Add modules 

Now type this code at the top of your file to import the modules you need for this project. You’ll use random to shuffle the symbols, time to pause the program, and Tkinter to create the GUI.

import random
import time
from tkinter import Tk, Button, DISABLED, messagebox

3.Set up the picture matching game GUI

The root.resizable() function prevents the player from resizing the window. 

root = Tk()
root.resizable(width=False, height=False)

4.Make some variables

Add Variables required for the program, and Create a dictionary to store the buttons. For every attempt at a match. You have to note whether it is. First or the second match symbol. You should have too If you press the first button, you can Compare by pressing the second button.

# Make some variables
buttons = {}
first = True
previousX = 0
previousY = 0

The buttons variable is the dictionary. The first variable is used to check if the symbol is the first in the match. The previous x and previous y two variables. They keep track of the last button pressed.

5.Add the symbols in picture matching game gui

The next code below to add the symbols the game will use. the program uses Unicode characters. There are 12 pairs, making 24 pairs in total. Add this code under the variables added in symbols.

# Add the symbols
button_symbols = {}
symbols = [u'u2702', u'u2702', u'u2705', u'u2705', u'u2708', u'u2708',
           u'u2709', u'u2709', u'u270A', u'u270A', u'u270B', u'u270B',
           u'u270C', u'u270C', u'u270F', u'u270F', u'u2712', u'u2712',
           u'u2714', u'u2714', u'u2716', u'u2716', u'u2728', u'u2728',

the button_symbols use for each button is stored in this dictionary.symbols list stores the 12 pairs of symbols that will be used in the game.

6.Shuffle the symbols

You don’t want the symbols to appear in the same place every time. After several games, the player will remember their positions and be able to match everything on their first attempt each time. To prevent this, You must change the symbols. Before each game starts.

# Shuffle the symbols

The shuffle() function from the random module mixes up the shapes.

7.Build the matchmaker grid

The grid consists of 24 buttons in four rows of six. To set the grid, you will use the built-in loops. The outer x loop works from left to right Six columns, the inner y loop will work from above Below each column. Once the loops are available to run. Each button will be given a pair of x and y coordinates. That set its position on the grid. Put this block of code after the shuffle command.

# Build the grid
for x in range(6):
    for y in range(4):
        button = Button(command=lambda x=x, y=y: show_symbol(x, y), width=5, height=3, border=2)
        button.grid(column=x, row=y,padx=15,pady=20)
        buttons[x, y] = button
        button_symbols[x, y] = symbols.pop()

show_symbol function creates each button and sets its size and action when pressed.buttons[x, y] saves each button in the buttons dictionary.

8.Show the symbols

you need to create the function of handling button presses. The function will always display symbols. But it depends on how it works. This is the first or second attempt at matching. For the first time, the Remember which button was pressed. If it is second In return, check if the symbol matches. unmatched symbols are hidden. Match symbols are displayed and their buttons are disabled.

def show_symbol(x, y):
    global first
    global previousX, previousY
    buttons[x, y]['text'] = button_symbols[x, y]
    buttons[x, y].update_idletasks()
    if first:
        previousX = x
        previousY = y
        first = False
    elif previousX != x or previousY != y:
        if buttons[previousX, previousY]['text'] != buttons[x, y]['text']:
            buttons[previousX, previousY]['text'] = ''
            buttons[x, y]['text'] = ''
            buttons[previousX, previousY]['command'] = DISABLED
            buttons[x, y]['command'] = DISABLED
        first = True

show_symbol(x, y) in The x and y values tell the function which button has been pressed.

buttons[x, y]['text'] = button_symbols[x, y]
buttons[x, y].update_idletasks()

These lines show the symbol.

if first:
        previousX = x
        previousY = y

first = False

If it’s the first turn, the code remembers the button press by storing the x and y coordinates.

#Second turn. This line includes a check to stop the player cheating by pressing every button twice!
    elif previousX != x or previousY != y:  
        if buttons[previousX, previousY]['text'] != buttons[x, y]['text']: #If the symbols don’t match...
            # Wait 0.5 seconds to give the player time to see the symbols, then hide them.
            buttons[previousX, previousY]['text'] = ''
            buttons[x, y]['text'] = ''
        else:                               #If the symbols match...
            #Disable the pair of matching buttons so the player can’t press them again.
            buttons[previousX, previousY]['command'] = DISABLED
            buttons[x, y]['command'] = DISABLED
        first = True #This line gets the function ready for the first button press of the next attempt.

Show the number of moves

At the moment, the player has no of knowing how well they’ve done or If they’ve done. Any better than their friends. Here we make the game more competitive. Let’s add a variable to count how many turns a player takes to finish the game. Then players can compare to see who gets the lowest score.

1.Add a new module

You will need to import the Tikinter’s message box widget to display the number of moves at the end of the game.

2.Make new variables

You’ll have to make two extra variables. Tracking a variable number. The moves the player makes another. Remember how many pairs they found. Give Both of these have a starting value of 0.

previousY = 0
moves = 0
pairs = 0

3.Declare them global

In the show_symbol() function  moves and pairs variables are declared global variables

def show_symbol(x, y):
    global first
    global previousX, previousY
    global moves
    global pairs

4.Count the moves.

Add 1 to the moves variable. When the show_symbol() function is called

if first:
        previousX = x
        previousY = y
        first = False
        moves = moves + 1

5.Display a message.

Add 1 to the number of pairs found. If all the pairs have been found, run the code under this line. 

buttons[x, y]['command'] = DISABLED
            pairs = pairs + 1
            if pairs == len(buttons) / 2:
                messagebox.showinfo('Matching', 'Number of moves: ' + str(moves))
        first = True #This line gets the function ready for the first button pres

full source code:




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