TETRIS2000/Tetris2000.py
2018-08-09 00:33:20 +02:00

1532 lines
55 KiB
Python

#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Another TETRIS® clone
Tetris Game Design by Alexey Pajitnov.
Parts of comments issued from 2009 Tetris Design Guideline
"""
import ctypes
import collections
import itertools
import locale
import os
import time
import sys
import consts
from consts import L, R, CLOCKWISE, COUNTERCLOCKWISE
from qt5 import QtWidgets, QtCore, QtGui, QtMultimedia
from __version__ import __title__, __author__, __version__
from block import Block
from point import Point
from tetromino import Tetromino, GhostPiece
class Grid(QtWidgets.QWidget):
"""
Mother class of Hold queue, Matrix, Next piece, and Next queue
"""
ROWS = consts.GRID_DEFAULT_ROWS + consts.GRID_INVISIBLE_ROWS
COLUMNS = consts.GRID_DEFAULT_COLUMNS
STARTING_POSITION = Point(
consts.GRID_DEFAULT_COLUMNS // 2,
consts.GRID_DEFAULT_ROWS // 2 + consts.GRID_INVISIBLE_ROWS,
)
GRIDLINE_COLOR = consts.GRID_GRIDLINE_COLOR
HARD_DROP_MOVEMENT = consts.GRID_HARD_DROP_MOVEMENT
SPOTLIGHT = Point(*consts.GRID_SPOTLIGHT)
def __init__(self, frames):
super().__init__(frames)
self.setStyleSheet("background-color: transparent")
self.frames = frames
self.spotlight = self.SPOTLIGHT
self.piece = None
def insert(self, piece, position=None):
"""
Add a Tetromino to self
Update its coordinates
"""
piece.insert_into(self, position or self.STARTING_POSITION)
self.piece = piece
self.update()
def resizeEvent(self, event):
self.bottom = Block.side * self.ROWS
self.grid_top = consts.GRID_INVISIBLE_ROWS * Block.side
width = Block.side * self.COLUMNS
self.left = (self.width() - width) // 2
self.right = width + self.left
self.top_left_corner = Point(self.left, 0)
def paintEvent(self, event=None):
painter = QtGui.QPainter(self)
painter.setRenderHint(QtGui.QPainter.Antialiasing)
self.paint_grid(painter)
if (not self.frames.paused or not self.frames.playing) and self.piece:
self.paint_piece(painter, self.piece)
def paint_grid(self, painter):
painter.setPen(self.GRIDLINE_COLOR)
for x in (self.left + i * Block.side for i in range(self.COLUMNS + 1)):
painter.drawLine(x, self.grid_top, x, self.bottom)
for y in (
j * Block.side for j in range(consts.GRID_INVISIBLE_ROWS, self.ROWS + 1)
):
painter.drawLine(self.left, y, self.right, y)
def paint_piece(self, painter, piece):
for mino in piece.minoes:
mino.paint(painter, self.top_left_corner, self.spotlight)
class Matrix(Grid):
"""
The rectangular arrangement of cells creating the active game area.
Tetriminos fall from the top-middle just above the Skyline (off-screen) to the bottom.
"""
ROWS = consts.MATRIX_ROWS + consts.GRID_INVISIBLE_ROWS
COLUMNS = consts.MATRIX_COLUMNS
STARTING_POSITION = Point(COLUMNS // 2, consts.GRID_INVISIBLE_ROWS - 1)
TEXT_COLOR = consts.MATRIX_TEXT_COLOR
drop_signal = QtCore.Signal(int)
lock_signal = QtCore.Signal(int, str)
def __init__(self, frames):
super().__init__(frames)
self.load_sfx()
self.game_over = False
self.text = ""
self.temporary_texts = []
self.setFocusPolicy(QtCore.Qt.StrongFocus)
self.auto_repeat_delay = 0
self.auto_repeat_timer = QtCore.QTimer()
self.auto_repeat_timer.timeout.connect(self.auto_repeat)
self.fall_timer = QtCore.QTimer()
self.fall_timer.timeout.connect(self.fall)
self.cells = []
def load_sfx(self):
self.wall_sfx = QtMultimedia.QSoundEffect(self)
url = QtCore.QUrl.fromLocalFile(consts.WALL_SFX_PATH)
self.wall_sfx.setSource(url)
self.rotate_sfx = QtMultimedia.QSoundEffect(self)
url = QtCore.QUrl.fromLocalFile(consts.ROTATE_SFX_PATH)
self.rotate_sfx.setSource(url)
self.hard_drop_sfx = QtMultimedia.QSoundEffect(self)
url = QtCore.QUrl.fromLocalFile(consts.HARD_DROP_SFX_PATH)
self.hard_drop_sfx.setSource(url)
def new_game(self):
self.game_over = False
self.lock_delay = consts.LOCK_DELAY
self.cells = [self.empty_row() for y in range(self.ROWS)]
self.setFocus()
self.actions_to_repeat = []
self.wall_hit = False
def new_level(self, level):
self.show_temporary_text(self.tr("Level\n") + str(level))
self.speed = consts.INITIAL_SPEED * (0.8 - ((level - 1) * 0.007)) ** (level - 1)
self.fall_timer.start(self.speed)
if level > 15:
self.lock_delay *= 0.9
def empty_row(self):
return [None for x in range(self.COLUMNS)]
def is_empty_cell(self, coord):
x, y = coord.x(), coord.y()
return (
0 <= x < self.COLUMNS
and y < self.ROWS
and not (0 <= y and self.cells[y][x])
)
def keyPressEvent(self, event):
if event.isAutoRepeat():
return
if not self.frames.playing:
return
try:
action = self.keys[event.key()]
except KeyError:
return
self.do(action)
if action in (s.MOVE_LEFT, s.MOVE_RIGHT, s.SOFT_DROP):
if action not in self.actions_to_repeat:
self.actions_to_repeat.append(action)
self.auto_repeat_wait()
def keyReleaseEvent(self, event):
if event.isAutoRepeat():
return
if not self.frames.playing:
return
try:
self.actions_to_repeat.remove(self.keys[event.key()])
except (KeyError, ValueError):
pass
else:
self.auto_repeat_wait()
if not self.actions_to_repeat:
for mino in self.piece.minoes:
mino.fade()
self.update()
def auto_repeat_wait(self):
self.auto_repeat_delay = (
time.time() + settings[s.DELAYS][s.AUTO_SHIFT_DELAY] / 1000
)
def auto_repeat(self):
"""
Tapping the move button allows a single cell movement of the Tetrimino
in the direction pressed.
Holding down the move button triggers an Auto-Repeat movement
that allows the player to move a Tetrimino from one side of the Matrix
to the other in about 0.5 seconds.
This is essential on higher levels when the Fall Speed of a Tetrimino is very fast.
There is a slight delay between the time the move button is pressed
and the time when Auto-Repeat kicks in : s.AUTO_SHIFT_DELAY.
This delay prevents unwanted extra movement of a Tetrimino.
Auto-Repeat only affects Left/Right movement.
Auto-Repeat continues to the Next Tetrimino (after Lock Down)
as long as the move button remains pressed.
In addition, when Auto-Repeat begins,
and the player then holds the opposite direction button,
the Tetrimino then begins moving the opposite direction with the initial delay.
When any single button is then released,
the Tetrimino should again move in the direction still held,
with the Auto-Shift delay applied once more.
"""
if (
not self.frames.playing
or self.frames.paused
or time.time() < self.auto_repeat_delay
):
return
if self.actions_to_repeat:
self.do(self.actions_to_repeat[-1])
def do(self, action):
"""The player can move, rotate, Soft Drop, Hard Drop,
and Hold the falling Tetrimino (i.e., the Tetrimino in play).
"""
if action == s.PAUSE:
self.frames.pause(not self.frames.paused)
if not self.frames.playing or self.frames.paused or not self.piece:
return
for mino in self.piece.minoes:
mino.shine(0)
if action == s.MOVE_LEFT:
if self.piece.move(L, 0):
self.lock_wait()
self.wall_hit = False
elif not self.wall_hit:
self.wall_hit = True
self.wall_sfx.play()
elif action == s.MOVE_RIGHT:
if self.piece.move(R, 0):
self.rotate_sfx.play()
self.lock_wait()
self.wall_hit = False
elif not self.wall_hit:
self.wall_hit = True
self.wall_sfx.play()
elif action == s.ROTATE_CLOCKWISE:
if self.piece.rotate(direction=CLOCKWISE):
self.rotate_sfx.play()
self.lock_wait()
self.wall_hit = False
elif not self.wall_hit:
self.wall_hit = True
self.wall_sfx.play()
elif action == s.ROTATE_COUNTERCLOCKWISE:
if self.piece.rotate(direction=COUNTERCLOCKWISE):
self.lock_wait()
self.wall_hit = False
elif not self.wall_hit:
self.wall_hit = True
self.wall_sfx.play()
elif action == s.SOFT_DROP:
if self.piece.soft_drop():
self.drop_signal.emit(1)
self.wall_hit = False
elif not self.wall_hit:
self.wall_hit = True
self.wall_sfx.play()
elif action == s.HARD_DROP:
trail = self.piece.hard_drop()
self.top_left_corner += Point(0, self.HARD_DROP_MOVEMENT * Block.side)
self.drop_signal.emit(2 * trail)
QtCore.QTimer.singleShot(consts.ANIMATION_DELAY, self.after_hard_drop)
self.hard_drop_sfx.play()
self.lock_phase()
elif action == s.HOLD:
self.frames.hold()
def after_hard_drop(self):
""" Reset the animation movement of the Matrix on a hard drop """
self.top_left_corner -= Point(0, self.HARD_DROP_MOVEMENT * Block.side)
def lock_wait(self):
self.fall_delay = time.time() + (self.speed + self.lock_delay) / 1000
def fall(self):
"""
Once a Tetrimino is generated,
it immediately drops one row (if no existing Block is in its path).
From here, it begins its descent to the bottom of the Matrix.
The Tetrimino will fall at its normal Fall Speed
whether or not it is being manipulated by the player.
"""
if self.piece:
if self.piece.move(0, 1):
self.lock_wait()
else:
if time.time() >= self.fall_delay:
self.lock_phase()
def lock_phase(self):
"""
The player can perform the same actions on a Tetrimino in this phase
as he/she can in the Falling Phase,
as long as the Tetrimino is not yet Locked Down.
A Tetrimino that is Hard Dropped Locks Down immediately.
However, if a Tetrimino naturally falls or Soft Drops onto a landing Surface,
it is given a delay (self.fall_delay) on a Lock Down Timer
before it actually Locks Down.
"""
self.wall_sfx.play()
# Enter minoes into the matrix
for mino in self.piece.minoes:
if mino.coord.y() >= 0:
self.cells[mino.coord.y()][mino.coord.x()] = mino
mino.shine(glowing=2, delay=consts.ANIMATION_DELAY)
self.update()
if all(
mino.coord.y() < consts.GRID_INVISIBLE_ROWS for mino in self.piece.minoes
):
self.frames.game_over()
return
"""
In this phase,
the engine looks for patterns made from Locked Down Blocks in the Matrix.
Once a pattern has been matched,
it can trigger any number of Tetris variant-related effects.
The classic pattern is the Line Clear pattern.
This pattern is matched when one or more rows of 10 horizontally aligned
Matrix cells are occupied by Blocks.
The matching Blocks are then marked for removal on a hit list.
Blocks on the hit list are cleared from the Matrix at a later time
in the Eliminate Phase.
"""
# Dectect complete lines
self.complete_lines = []
for y, row in enumerate(self.cells):
if all(cell for cell in row):
self.complete_lines.append(y)
for block in row:
block.shine()
self.spotlight = row[self.COLUMNS // 2].coord
self.auto_repeat_timer.stop()
self.lock_signal.emit(len(self.complete_lines), self.piece.t_spin)
if self.complete_lines:
self.fall_timer.stop()
QtCore.QTimer.singleShot(consts.LINE_CLEAR_DELAY, self.eliminate_phase)
else:
self.frames.new_piece()
def eliminate_phase(self):
"""
Any Minos marked for removal, i.e., on the hit list,
are cleared from the Matrix in this phase.
If this results in one or more complete 10-cell rows in the Matrix
becoming unoccupied by Minos,
then all Minos above that row(s) collapse,
or fall by the number of complete rows cleared from the Matrix.
"""
for y in self.complete_lines:
del self.cells[y]
self.cells.insert(0, self.empty_row())
for y, row in enumerate(self.cells):
for x, block in enumerate(row):
if block:
block.coord.setX(x)
block.coord.setY(y)
self.update()
self.auto_repeat_wait()
self.auto_repeat_timer.start(settings[s.DELAYS][s.AUTO_REPEAT_RATE])
self.frames.new_piece()
def paintEvent(self, event):
"""
Draws grid, actual piece, blocks in the Matrix and show texts
"""
painter = QtGui.QPainter(self)
painter.setRenderHint(QtGui.QPainter.Antialiasing)
self.paint_grid(painter)
if not self.frames.paused or self.game_over:
if self.piece:
if settings[s.OTHER][s.GHOST]:
self.ghost = GhostPiece(self.piece)
self.spotlight = self.ghost.minoes[0].coord
self.paint_piece(painter, self.ghost)
self.paint_piece(painter, self.piece)
# Blocks in matrix
for row in self.cells:
for block in row:
if block:
block.paint(painter, self.top_left_corner, self.spotlight)
if self.frames.playing and self.frames.paused:
painter.setFont(QtGui.QFont("Maassslicer", 0.75 * Block.side))
painter.setPen(self.TEXT_COLOR)
painter.drawText(
self.rect(),
QtCore.Qt.AlignCenter | QtCore.Qt.TextWordWrap,
self.tr("PAUSE\n\nPress %s\nto resume") % settings[s.KEYBOARD][s.PAUSE],
)
if self.game_over:
painter.setFont(QtGui.QFont("Maassslicer", Block.side))
painter.setPen(self.TEXT_COLOR)
painter.drawText(
self.rect(),
QtCore.Qt.AlignCenter | QtCore.Qt.TextWordWrap,
self.tr("GAME\nOVER"),
)
if self.temporary_texts:
painter.setFont(self.temporary_text_font)
painter.setPen(self.TEXT_COLOR)
painter.drawText(
self.rect(),
QtCore.Qt.AlignHCenter | QtCore.Qt.TextWordWrap,
"\n\n\n" + "\n\n".join(self.temporary_texts),
)
def resizeEvent(self, event):
super().resizeEvent(event)
self.temporary_text_font = QtGui.QFont(consts.MATRIX_FONT_NAME, Block.side)
def show_temporary_text(self, text):
self.temporary_texts.append(text.upper())
self.font = self.temporary_text_font
self.update()
QtCore.QTimer.singleShot(consts.TEMPORARY_TEXT_DURATION, self.delete_text)
def delete_text(self):
del self.temporary_texts[0]
self.update()
def focusOutEvent(self, event):
if self.frames.playing:
self.frames.pause(True)
class HoldQueue(Grid):
"""
The Hold Queue allows the player to “hold” a falling Tetrimino for as long as they wish.
Holding a Tetrimino releases the Tetrimino already in the Hold Queue (if one exists).
"""
def paintEvent(self, event):
if not settings[s.OTHER][s.HOLD_ENABLED]:
return
super().paintEvent(event)
class NextQueue(Grid):
"""
The Next Queue allows the player to see the Next Tetrimino that will be generated
and put into play.
"""
ROWS = consts.NEXT_QUEUE_ROWS
COLUMNS = consts.NEXT_QUEUE_COLUMNS
def __init__(self, parent):
super().__init__(parent)
self.pieces = []
def new_piece(self):
self.pieces = self.pieces[1:] + [Tetromino()]
self.insert_pieces()
def insert_pieces(self):
for y, piece in enumerate(self.pieces):
piece.insert_into(self, Point(3, 3 * y + 1))
def paintEvent(self, event=None):
if not settings[s.OTHER][s.SHOW_NEXT_QUEUE]:
return
painter = QtGui.QPainter(self)
painter.setRenderHint(QtGui.QPainter.Antialiasing)
if not self.frames.paused:
for piece in self.pieces:
self.paint_piece(painter, piece)
class AspectRatioWidget(QtWidgets.QWidget):
"""
Keeps aspect ratio of child widget on resize
https://stackoverflow.com/questions/48043469/how-to-lock-aspect-ratio-while-resizing-the-window
"""
def __init__(self, widget, parent):
super().__init__(parent)
self.aspect_ratio = widget.size().width() / widget.size().height()
self.setLayout(QtWidgets.QBoxLayout(QtWidgets.QBoxLayout.LeftToRight, self))
# add spacer, then widget, then spacer
self.layout().addItem(QtWidgets.QSpacerItem(0, 0))
self.layout().addWidget(widget)
self.layout().addItem(QtWidgets.QSpacerItem(0, 0))
def resizeEvent(self, e):
w = e.size().width()
h = e.size().height()
if w / h > self.aspect_ratio: # too wide
self.layout().setDirection(QtWidgets.QBoxLayout.LeftToRight)
widget_stretch = h * self.aspect_ratio
outer_stretch = (w - widget_stretch) / 2 + 0.5
else: # too tall
self.layout().setDirection(QtWidgets.QBoxLayout.TopToBottom)
widget_stretch = w / self.aspect_ratio
outer_stretch = (h - widget_stretch) / 2 + 0.5
self.layout().setStretch(0, outer_stretch)
self.layout().setStretch(1, widget_stretch)
self.layout().setStretch(2, outer_stretch)
class Stats(QtWidgets.QWidget):
"""
Show informations relevant to the game being played is displayed on-screen.
Looks for patterns made from Locked Down Blocks in the Matrix and calculate score.
"""
ROWS = consts.STATS_ROWS
COLUMNS = consts.STATS_COLUMNS
TEXT_COLOR = consts.STATS_TEXT_COLOR
temporary_text = QtCore.Signal(str)
def __init__(self, frames):
super().__init__(frames)
self.frames = frames
self.setStyleSheet("background-color: transparent")
self.load_sfx()
self.setSizePolicy(
QtWidgets.QSizePolicy.Expanding, QtWidgets.QSizePolicy.Expanding
)
self.text_options = QtGui.QTextOption(QtCore.Qt.AlignRight)
self.text_options.setWrapMode(QtGui.QTextOption.WrapAtWordBoundaryOrAnywhere)
self.clock = QtCore.QTimer()
self.clock.timeout.connect(self.tick)
self.high_score = int(qsettings.value(self.tr("High score"), 0))
def load_sfx(self):
self.line_clear_sfx = QtMultimedia.QSoundEffect(self)
url = QtCore.QUrl.fromLocalFile(consts.LINE_CLEAR_SFX_PATH)
self.line_clear_sfx.setSource(url)
self.tetris_sfx = QtMultimedia.QSoundEffect(self)
url = QtCore.QUrl.fromLocalFile(consts.TETRIS_SFX_PATH)
self.tetris_sfx.setSource(url)
def new_game(self):
self.level -= 1
self.goal = 0
self.complete_lines_total = 0
self.score_total = 1
self.t_spin_total = 0
self.mini_t_spin_total = 0
self.nb_back_to_back = 0
self.back_to_back_scores = None
self.combo = -1
self.combos_total = 0
self.max_combo = 0
self.chronometer = 0
self.nb_tetro = 0
self.clock.start(1000)
self.lines_stats = [0, 0, 0, 0, 0]
def new_level(self):
self.level += 1
self.goal += 5 * self.level
return self.level
def update_score(self, nb_complete_lines, t_spin):
"""
The player scores points by performing Single, Double, Triple,
and Tetris Line Clears, as well as T-Spins and Mini T-Spins.
Soft and Hard Drops also award points.
There is a special bonus for Back-to-Backs,
which is when two actions such as a Tetris and T-Spin Double take place
without a Single, Double, or Triple Line Clear occurring between them.
Scoring for Line Clears, T-Spins, and Mini T-Spins are level dependent,
while Hard and Soft Drop point values remain constant.
"""
self.nb_tetro += 1
if nb_complete_lines:
self.complete_lines_total += nb_complete_lines
self.lines_stats[nb_complete_lines] += 1
if t_spin == "T-Spin":
self.t_spin_total += 1
elif t_spin == "Mini T-Spin":
self.mini_t_spin_total += 1
score = consts.SCORES[nb_complete_lines][t_spin]
if score:
text = " ".join((t_spin, consts.SCORES[nb_complete_lines]["name"]))
if (t_spin and nb_complete_lines) or nb_complete_lines == 4:
self.tetris_sfx.play()
elif t_spin or nb_complete_lines:
self.line_clear_sfx.play()
self.goal -= score
score = 100 * self.level * score
self.score_total += score
self.temporary_text.emit(text + "\n{:n}".format(score))
# ==============================================================================
# Combo
# Bonus for complete lines on each consecutive lock downs
# if nb_complete_lines:
# ==============================================================================
if nb_complete_lines:
self.combo += 1
if self.combo > 0:
if nb_complete_lines == 1:
combo_score = 20 * self.combo * self.level
else:
combo_score = 50 * self.combo * self.level
self.score_total += combo_score
self.max_combo = max(self.max_combo, self.combo)
self.combos_total += 1
self.temporary_text.emit(
self.tr("COMBO x{:n}\n{:n}").format(self.combo, combo_score)
)
else:
self.combo = -1
# ==============================================================================
# Back-to_back sequence
# Two major bonus actions, such as two Tetrises, performed without
# a Single, Double, or Triple Line Clear occurring between them.
# Bonus for Tetrises, T-Spin Line Clears, and Mini T-Spin Line Clears
# performed consecutively in a B2B sequence.
# ==============================================================================
if (t_spin and nb_complete_lines) or nb_complete_lines == 4:
if self.back_to_back_scores is not None:
self.back_to_back_scores.append(score // 2)
else:
# The first Line Clear in the Back-to-Back sequence
# does not receive the Back-to-Back Bonus.
self.back_to_back_scores = []
elif nb_complete_lines and not t_spin:
# A Back-to-Back sequence is only broken by a Single, Double, or Triple Line Clear.
# Locking down a Tetrimino without clearing a line
# or holding a Tetrimino does not break the Back-to-Back sequence.
# T-Spins and Mini T-Spins that do not clear any lines
# do not receive the Back-to-Back Bonus; instead they are scored as normal.
# They also cannot start a Back-to-Back sequence, however,
# they do not break an existing Back-to-Back sequence.
if self.back_to_back_scores:
b2b_score = sum(self.back_to_back_scores)
self.score_total += b2b_score
self.nb_back_to_back += 1
self.temporary_text.emit(
self.tr("BACK TO BACK\n{:n}").format(b2b_score)
)
self.back_to_back_scores = None
self.high_score = max(self.score_total, self.high_score)
self.update()
def update_drop_score(self, n):
""" Tetrimino is Soft Dropped for n lines or Hard Dropped for (n/2) lines"""
self.score_total += n
self.high_score = max(self.score_total, self.high_score)
self.update()
def tick(self):
self.chronometer += 1
self.update()
def paintEvent(self, event):
if not self.frames.playing and not self.frames.matrix.game_over:
return
painter = QtGui.QPainter(self)
painter.setFont(self.font)
painter.setPen(self.TEXT_COLOR)
painter.drawText(
QtCore.QRectF(self.rect()), self.text(sep="\n\n"), self.text_options
)
def text(self, full_stats=False, sep="\n"):
text = (
self.tr("Score: ")
+ locale.format("%i", self.score_total, grouping=True, monetary=True)
+ sep
+ self.tr("High score: ")
+ locale.format("%i", self.high_score, grouping=True, monetary=True)
+ sep
+ self.tr("Time: {}\n").format(
time.strftime("%H:%M:%S", time.gmtime(self.chronometer))
)
+ sep
+ self.tr("Level: ")
+ locale.format("%i", self.level, grouping=True, monetary=True)
+ sep
+ self.tr("Goal: ")
+ locale.format("%i", self.goal, grouping=True, monetary=True)
+ sep
+ self.tr("Lines: ")
+ locale.format(
"%i", self.complete_lines_total, grouping=True, monetary=True
)
+ sep
+ self.tr("Mini T-Spins: ")
+ locale.format("%i", self.mini_t_spin_total, grouping=True, monetary=True)
+ sep
+ self.tr("T-Spins: ")
+ locale.format("%i", self.t_spin_total, grouping=True, monetary=True)
+ sep
+ self.tr("Back-to-back: ")
+ locale.format("%i", self.nb_back_to_back, grouping=True, monetary=True)
+ sep
+ self.tr("Max combo: ")
+ locale.format("%i", self.max_combo, grouping=True, monetary=True)
+ sep
+ self.tr("Combos: ")
+ locale.format("%i", self.combos_total, grouping=True, monetary=True)
)
if full_stats:
minutes = self.chronometer / 60
text += (
"\n"
+ sep
+ self.tr("Lines per minute: {:.1f}").format(
self.complete_lines_total / minutes
)
+ sep
+ self.tr("Tetrominos locked down: ")
+ locale.format("%i", self.nb_tetro, grouping=True, monetary=True)
+ sep
+ self.tr("Tetrominos per minute: {:.1f}").format(
self.nb_tetro / minutes
)
+ sep
)
text += sep.join(
score_type["name"]
+ self.tr(": ")
+ locale.format("%i", nb, grouping=True, monetary=True)
for score_type, nb in tuple(zip(consts.SCORES, self.lines_stats))[1:]
)
return text
def resizeEvent(self, event):
self.font = QtGui.QFont(consts.STATS_FONT_NAME, Block.side / 3.5)
class Frames(QtWidgets.QWidget):
"""
Display Hold queue, Matrix, Next piece, Next queue and Stats.
Manage interactions between them.
"""
def __init__(self, parent):
super().__init__(parent)
self.setSizePolicy(
QtWidgets.QSizePolicy.Expanding, QtWidgets.QSizePolicy.Expanding
)
self.playing = False
self.paused = False
self.load_music()
self.hold_queue = HoldQueue(self)
self.matrix = Matrix(self)
self.next_piece = Grid(self)
self.stats = Stats(self)
self.next_queue = NextQueue(self)
self.matrices = (self.hold_queue, self.matrix, self.next_piece)
self.columns = sum(matrix.COLUMNS + 2 for matrix in self.matrices)
self.rows = self.matrix.ROWS + consts.GRID_INVISIBLE_ROWS
w = QtWidgets.QWidget(self)
w.setStyleSheet("background-color: transparent")
grid = QtWidgets.QGridLayout()
for x in range(self.rows):
grid.setRowStretch(x, 1)
for y in range(self.columns):
grid.setColumnStretch(y, 1)
grid.setSpacing(0)
x, y = 0, 0
grid.addWidget(
self.hold_queue, y, x, self.hold_queue.ROWS + 1, self.hold_queue.COLUMNS + 2
)
x += self.hold_queue.COLUMNS + 2
grid.addWidget(
self.matrix,
y,
x,
self.matrix.ROWS + consts.GRID_INVISIBLE_ROWS,
self.matrix.COLUMNS + 2,
)
x += self.matrix.COLUMNS + 3
grid.addWidget(
self.next_piece, y, x, self.next_piece.ROWS + 1, self.next_piece.COLUMNS + 2
)
x, y = 0, self.hold_queue.ROWS + 1
grid.addWidget(self.stats, y + 1, x, self.stats.ROWS, self.stats.COLUMNS + 1)
x += self.stats.COLUMNS + self.matrix.COLUMNS + 5
grid.addWidget(
self.next_queue, y, x, self.next_queue.ROWS, self.next_queue.COLUMNS + 2
)
w.setLayout(grid)
w.resize(self.columns, self.rows)
asw = AspectRatioWidget(w, self)
layout = QtWidgets.QGridLayout()
layout.addWidget(asw)
self.setLayout(layout)
self.stats.temporary_text.connect(self.matrix.show_temporary_text)
self.matrix.drop_signal.connect(self.stats.update_drop_score)
self.matrix.lock_signal.connect(self.stats.update_score)
self.set_background(
os.path.join(consts.BG_IMAGE_DIR, consts.START_BG_IMAGE_NAME)
)
self.apply_settings()
def load_music(self):
playlist = QtMultimedia.QMediaPlaylist(self)
for entry in os.scandir(consts.MUSICS_DIR):
path = os.path.join(consts.MUSICS_DIR, entry.name)
url = QtCore.QUrl.fromLocalFile(path)
music = QtMultimedia.QMediaContent(url)
playlist.addMedia(music)
playlist.setPlaybackMode(QtMultimedia.QMediaPlaylist.Loop)
self.music = QtMultimedia.QMediaPlayer(self)
self.music.setAudioRole(QtMultimedia.QAudio.GameRole)
self.music.setPlaylist(playlist)
self.music.setVolume(settings[s.SOUND][s.MUSIC_VOLUME])
def apply_settings(self):
if self.music.volume() > 5 and self.playing:
self.music.play()
else:
self.music.pause()
if self.playing:
self.hold_enabled = settings[s.OTHER][s.HOLD_ENABLED]
self.pause(False)
self.matrix.keys = {
getattr(QtCore.Qt, "Key_" + name): action
for action, name in settings[s.KEYBOARD].items()
}
self.matrix.auto_repeat_timer.start(settings[s.DELAYS][s.AUTO_REPEAT_RATE])
self.matrix.spotlight = Matrix.SPOTLIGHT
for sfx in (
self.matrix.rotate_sfx,
self.matrix.wall_sfx,
self.stats.line_clear_sfx,
self.stats.tetris_sfx,
):
sfx.setVolume(settings[s.SOUND][s.SFX_VOLUME])
def resizeEvent(self, event):
Block.side = 0.9 * min(self.width() // self.columns, self.height() // self.rows)
self.resize_bg_image()
def reset_backgrounds(self):
backgrounds_paths = (
os.path.join(consts.BG_IMAGE_DIR, entry.name)
for entry in os.scandir(consts.BG_IMAGE_DIR)
)
self.backgrounds_cycle = itertools.cycle(backgrounds_paths)
def set_background(self, path):
self.bg_image = QtGui.QImage(path)
self.resize_bg_image()
def resize_bg_image(self):
self.resized_bg_image = QtGui.QPixmap.fromImage(self.bg_image)
self.resized_bg_image = self.resized_bg_image.scaled(
self.size(),
QtCore.Qt.KeepAspectRatioByExpanding,
QtCore.Qt.SmoothTransformation,
)
self.resized_bg_image = self.resized_bg_image.copy(
(self.resized_bg_image.width() - self.width()) // 2,
(self.resized_bg_image.height() - self.height()) // 2,
self.width(),
self.height(),
)
self.update()
def paintEvent(self, event):
painter = QtGui.QPainter(self)
painter.drawPixmap(self.rect(), self.resized_bg_image)
def new_game(self):
if self.playing:
answer = QtWidgets.QMessageBox.question(
self,
self.tr("New game"),
self.tr("A game is in progress.\n" "Do you want to abord it?"),
QtWidgets.QMessageBox.Ok | QtWidgets.QMessageBox.Cancel,
QtWidgets.QMessageBox.Cancel,
)
if answer == QtWidgets.QMessageBox.Cancel:
self.pause(False)
return
self.music.stop()
self.reset_backgrounds()
self.stats.level, ok = QtWidgets.QInputDialog.getInt(
self,
self.tr("New game"),
self.tr("Start level:"),
1,
1,
15,
flags=QtCore.Qt.WindowSystemMenuHint | QtCore.Qt.WindowTitleHint,
)
if not ok:
return
self.playing = True
self.load_music()
self.music.play()
self.hold_queue.piece = None
self.stats.new_game()
self.matrix.new_game()
self.next_queue.pieces = [Tetromino() for _ in range(5)]
self.next_queue.insert_pieces()
self.next_piece.insert(Tetromino())
self.pause(False)
self.new_level()
self.new_piece()
def new_level(self):
self.set_background(next(self.backgrounds_cycle))
level = self.stats.new_level()
self.matrix.new_level(level)
def new_piece(self):
if self.stats.goal <= 0:
self.new_level()
self.matrix.insert(self.next_piece.piece)
self.matrix.lock_wait()
self.next_piece.insert(self.next_queue.pieces[0])
self.next_queue.new_piece()
self.hold_enabled = settings[s.OTHER][s.HOLD_ENABLED]
self.update()
if not self.matrix.piece.move(0, 0):
self.game_over()
return
self.matrix.fall_timer.start(self.matrix.speed)
def pause(self, paused):
if not self.playing:
return
if paused:
self.paused = True
self.update()
self.matrix.fall_timer.stop()
self.stats.clock.stop()
self.matrix.auto_repeat_timer.stop()
self.music.pause()
else:
self.matrix.text = ""
self.update()
QtCore.QTimer.singleShot(1000, self.resume)
def resume(self):
self.paused = False
self.update()
self.matrix.fall_timer.start(self.matrix.speed)
self.stats.clock.start(1000)
self.matrix.auto_repeat_timer.start(settings[s.DELAYS][s.AUTO_REPEAT_RATE])
self.music.play()
def hold(self):
"""
Using the Hold command places the Tetrimino in play into the Hold Queue.
The previously held Tetrimino (if one exists) will then start falling
from the top of the Matrix,
beginning from its generation position and North Facing orientation.
Only one Tetrimino may be held at a time.
A Lock Down must take place between Holds.
For example, at the beginning, the first Tetrimino is generated and begins to fall.
The player decides to hold this Tetrimino.
Immediately the Next Tetrimino is generated from the Next Queue and begins to fall.
The player must first Lock Down this Tetrimino before holding another Tetrimino.
In other words, you may not Hold the same Tetrimino more than once.
"""
if not self.hold_enabled:
return
piece = self.hold_queue.piece
if piece:
self.hold_queue.insert(self.matrix.piece)
self.matrix.insert(piece)
self.update()
else:
self.hold_queue.insert(self.matrix.piece)
self.new_piece()
self.hold_enabled = False
def game_over(self):
self.matrix.fall_timer.stop()
self.stats.clock.stop()
self.matrix.auto_repeat_timer.stop()
self.music.stop()
self.playing = False
self.matrix.game_over = True
msgbox = QtWidgets.QMessageBox(self)
msgbox.setWindowTitle(self.tr("Game over"))
msgbox.setIcon(QtWidgets.QMessageBox.Information)
if self.stats.score_total == self.stats.high_score:
msgbox.setText(
self.tr("Congratulations!\nYou have the high score: {}").format(
locale.format(
"%i", self.stats.high_score, grouping=True, monetary=True
)
)
)
qsettings.setValue(self.tr("High score"), self.stats.high_score)
else:
msgbox.setText(
self.tr("Score: {}\nHigh score: {}").format(
locale.format(
"%i", self.stats.score_total, grouping=True, monetary=True
),
locale.format(
"%i", self.stats.high_score, grouping=True, monetary=True
),
)
)
msgbox.setDetailedText(self.stats.text(full_stats=True))
msgbox.exec_()
class SettingStrings(QtCore.QObject):
"""
Setting string for translation
"""
def __init__(self):
super().__init__()
self.KEYBOARD = self.tr("Keyboard settings")
self.MOVE_LEFT = self.tr("Move left")
self.MOVE_RIGHT = self.tr("Move right")
self.ROTATE_CLOCKWISE = self.tr("Rotate clockwise")
self.ROTATE_COUNTERCLOCKWISE = self.tr("Rotate counterclockwise")
self.SOFT_DROP = self.tr("Soft drop")
self.HARD_DROP = self.tr("Hard drop")
self.HOLD = self.tr("Hold")
self.PAUSE = self.tr("Pause")
self.OTHER = self.tr("Other settings")
self.DELAYS = self.tr("Delays")
self.AUTO_SHIFT_DELAY = self.tr("Auto-shift delay")
self.AUTO_REPEAT_RATE = self.tr("Auto-repeat rate")
self.SOUND = self.tr("Sound")
self.MUSIC_VOLUME = self.tr("Music volume")
self.SFX_VOLUME = self.tr("Effects volume")
self.GHOST = self.tr("Show ghost piece")
self.SHOW_NEXT_QUEUE = self.tr("Show next queue")
self.HOLD_ENABLED = self.tr("Hold enabled")
class KeyButton(QtWidgets.QPushButton):
""" Button widget capturing key name on focus """
names = {
value: name.replace("Key_", "")
for name, value in QtCore.Qt.__dict__.items()
if "Key_" in name
}
def __init__(self, *args):
super().__init__(*args)
def keyPressEvent(self, event):
key = event.key()
self.setText(self.names[key])
class SettingsGroup(QtWidgets.QGroupBox):
""" Group box of a type of settings """
def __init__(self, group, parent, cls):
super().__init__(group, parent)
layout = QtWidgets.QFormLayout(self)
self.widgets = {}
for setting, value in settings[group].items():
if cls == KeyButton:
widget = KeyButton(value)
elif cls == QtWidgets.QCheckBox:
widget = QtWidgets.QCheckBox(setting)
widget.setChecked(value)
elif cls == QtWidgets.QSpinBox:
widget = QtWidgets.QSpinBox()
widget.setRange(0, 1000)
widget.setValue(value)
widget.setSuffix(" ms")
elif cls == QtWidgets.QSlider:
widget = QtWidgets.QSlider(QtCore.Qt.Horizontal)
widget.setValue(value)
if cls == QtWidgets.QCheckBox:
layout.addRow(widget)
else:
layout.addRow(setting, widget)
self.widgets[setting] = widget
self.setLayout(layout)
class SettingsDialog(QtWidgets.QDialog):
""" Show settings dialog """
def __init__(self, parent):
super().__init__(parent)
self.setWindowTitle(self.tr("Settings"))
self.setModal(True)
layout = QtWidgets.QGridLayout()
self.groups = {}
self.groups[s.KEYBOARD] = SettingsGroup(s.KEYBOARD, self, KeyButton)
self.groups[s.DELAYS] = SettingsGroup(s.DELAYS, self, QtWidgets.QSpinBox)
self.groups[s.SOUND] = SettingsGroup(s.SOUND, self, QtWidgets.QSlider)
self.groups[s.OTHER] = SettingsGroup(s.OTHER, self, QtWidgets.QCheckBox)
layout.addWidget(self.groups[s.KEYBOARD], 0, 0, 3, 1)
layout.addWidget(self.groups[s.DELAYS], 0, 1)
layout.addWidget(self.groups[s.SOUND], 1, 1)
layout.addWidget(self.groups[s.OTHER], 2, 1)
buttons = QtWidgets.QDialogButtonBox(
QtWidgets.QDialogButtonBox.Ok | QtWidgets.QDialogButtonBox.Cancel
)
buttons.accepted.connect(self.ok)
buttons.rejected.connect(self.close)
layout.addWidget(buttons, 3, 0, 1, 2)
self.setLayout(layout)
self.groups[s.SOUND].widgets[s.MUSIC_VOLUME].valueChanged.connect(
parent.frames.music.setVolume
)
self.groups[s.SOUND].widgets[s.MUSIC_VOLUME].sliderPressed.connect(
parent.frames.music.play
)
self.groups[s.SOUND].widgets[s.MUSIC_VOLUME].sliderReleased.connect(
parent.frames.music.pause
)
self.groups[s.SOUND].widgets[s.SFX_VOLUME].sliderReleased.connect(
parent.frames.stats.line_clear_sfx.play
)
self.show()
def ok(self):
""" Save settings """
for group, elements in self.groups.items():
for setting, widget in elements.widgets.items():
if isinstance(widget, KeyButton):
value = widget.text()
elif isinstance(widget, QtWidgets.QCheckBox):
value = widget.isChecked()
elif isinstance(widget, QtWidgets.QSpinBox):
value = widget.value()
elif isinstance(widget, QtWidgets.QSlider):
value = widget.value()
settings[group][setting] = value
qsettings.setValue(group + "/" + setting, value)
self.close()
class Window(QtWidgets.QMainWindow):
""" Main window """
def __init__(self):
splash_screen = QtWidgets.QSplashScreen(
QtGui.QPixmap(consts.SPLASH_SCREEN_PATH)
)
splash_screen.show()
self.set_locale()
self.load_settings()
super().__init__()
self.setWindowTitle(__title__.upper())
self.setAttribute(QtCore.Qt.WA_DeleteOnClose)
self.setWindowIcon(QtGui.QIcon(consts.ICON_PATH))
# Windows' taskbar icon
try:
ctypes.windll.shell32.SetCurrentProcessExplicitAppUserModelID(
".".join((__author__, __title__, __version__))
)
except AttributeError:
pass
# Stylesheet
try:
import qdarkstyle
except ImportError:
pass
else:
self.setStyleSheet(qdarkstyle.load_stylesheet_from_environment())
for font_path in consts.STATS_FONT_PATH, consts.MATRIX_FONT_PATH:
QtGui.QFontDatabase.addApplicationFont(font_path)
self.frames = Frames(self)
self.setCentralWidget(self.frames)
self.hold_queue = self.frames.hold_queue
self.matrix = self.frames.matrix
self.stats = self.frames.stats
self.menu = self.menuBar()
geometry = qsettings.value("WindowGeometry")
if geometry:
self.restoreGeometry(geometry)
else:
self.resize(*consts.DEFAULT_WINDOW_SIZE)
self.setWindowState(
QtCore.Qt.WindowStates(
int(qsettings.value("WindowState", QtCore.Qt.WindowActive))
)
)
splash_screen.finish(self)
def set_locale(self):
app = QtWidgets.QApplication.instance()
# Set appropriate thounsand separator characters
locale.setlocale(locale.LC_ALL, "")
# Qt
language = QtCore.QLocale.system().name()[:2]
qt_translator = QtCore.QTranslator(app)
qt_translation_path = QtCore.QLibraryInfo.location(
QtCore.QLibraryInfo.TranslationsPath
)
if qt_translator.load("qt_" + language, qt_translation_path):
app.installTranslator(qt_translator)
tetris2000_translator = QtCore.QTranslator(app)
if tetris2000_translator.load(language, consts.LOCALE_PATH):
app.installTranslator(tetris2000_translator)
def load_settings(self):
global s
s = SettingStrings()
global qsettings
qsettings = QtCore.QSettings(__author__, __title__)
global settings
settings = collections.OrderedDict(
[
(
s.KEYBOARD,
collections.OrderedDict(
[
(
s.MOVE_LEFT,
qsettings.value(
s.KEYBOARD + "/" + s.MOVE_LEFT,
consts.DEFAULT_MOVE_LEFT_KEY,
),
),
(
s.MOVE_RIGHT,
qsettings.value(
s.KEYBOARD + "/" + s.MOVE_RIGHT,
consts.DEFAULT_MOVE_RIGHT_KEY,
),
),
(
s.ROTATE_CLOCKWISE,
qsettings.value(
s.KEYBOARD + "/" + s.ROTATE_CLOCKWISE,
consts.DEFAULT_ROTATE_CLOCKWISE_KEY,
),
),
(
s.ROTATE_COUNTERCLOCKWISE,
qsettings.value(
s.KEYBOARD + "/" + s.ROTATE_COUNTERCLOCKWISE,
consts.DEFAULT_ROTATE_COUNTERCLOCKWISE_KEY,
),
),
(
s.SOFT_DROP,
qsettings.value(
s.KEYBOARD + "/" + s.SOFT_DROP,
consts.DEFAULT_SOFT_DROP_KEY,
),
),
(
s.HARD_DROP,
qsettings.value(
s.KEYBOARD + "/" + s.HARD_DROP,
consts.DEFAULT_HARD_DROP_KEY,
),
),
(
s.HOLD,
qsettings.value(
s.KEYBOARD + "/" + s.HOLD, consts.DEFAULT_HOLD_KEY
),
),
(
s.PAUSE,
qsettings.value(
s.KEYBOARD + "/" + s.PAUSE, consts.DEFAULT_PAUSE_KEY
),
),
]
),
),
(
s.DELAYS,
collections.OrderedDict(
[
(
s.AUTO_SHIFT_DELAY,
int(
qsettings.value(
s.DELAYS + "/" + s.AUTO_SHIFT_DELAY,
consts.DEFAULT_AUTO_SHIFT_DELAY,
)
),
),
(
s.AUTO_REPEAT_RATE,
int(
qsettings.value(
s.DELAYS + "/" + s.AUTO_REPEAT_RATE,
consts.DEFAULT_AUTO_REPEAT_RATE,
)
),
),
]
),
),
(
s.SOUND,
collections.OrderedDict(
[
(
s.MUSIC_VOLUME,
int(
qsettings.value(
s.SOUND + "/" + s.MUSIC_VOLUME,
consts.DEFAUT_MUSIC_VOLUME,
)
),
),
(
s.SFX_VOLUME,
int(
qsettings.value(
s.SOUND + "/" + s.SFX_VOLUME,
consts.DEFAULT_SFX_VOLUME,
)
),
),
]
),
),
(
s.OTHER,
collections.OrderedDict(
[
(
s.GHOST,
bool(
qsettings.value(
s.OTHER + "/" + s.GHOST,
consts.DEFAULT_SHOW_GHOST,
)
),
),
(
s.SHOW_NEXT_QUEUE,
bool(
qsettings.value(
s.OTHER + "/" + s.SHOW_NEXT_QUEUE,
consts.DEFAULT_SHOW_NEXT_QUEUE,
)
),
),
(
s.HOLD_ENABLED,
bool(
qsettings.value(
s.OTHER + "/" + s.HOLD_ENABLED,
consts.DEFAULT_HOLD_ENABLED,
)
),
),
]
),
),
]
)
def menuBar(self):
menu = super().menuBar()
new_game_action = QtWidgets.QAction(self.tr("&New game"), self)
new_game_action.triggered.connect(self.frames.new_game)
menu.addAction(new_game_action)
settings_action = QtWidgets.QAction(self.tr("&Settings"), self)
settings_action.triggered.connect(self.show_settings_dialog)
menu.addAction(settings_action)
about_action = QtWidgets.QAction(self.tr("&About"), self)
about_action.triggered.connect(self.about)
menu.addAction(about_action)
return menu
def show_settings_dialog(self):
SettingsDialog(self).exec_()
self.frames.apply_settings()
def about(self):
QtWidgets.QMessageBox.about(
self,
__title__,
self.tr(
"""Tetris® clone by Adrien Malingrey
Tetris Game Design by Alekseï Pajitnov
Graphism inspired by Tetris Effect
Window style sheet: qdarkstyle by Colin Duquesnoy
Fonts by Markus Koellmann, Peter Wiegel
Images from:
OpenGameArt.org by beren77, Duion
Pexels.com by Min An, Jaymantri, Felix Mittermeier
Pixabay.com by LoganArt
Pixnio.com by Adrian Pelletier
Unsplash.com by Aron, Patrick Fore, Ilnur Kalimullin, Gabriel Garcia Marengo, Adnanta Raharja
StockSnap.io by Nathan Anderson, José Ignacio Pompé
Musics from ocremix.org by:
CheDDer Nardz, djpretzel, MkVaff, Sir_NutS, R3FORGED, Sir_NutS
Sound effects made with voc-one by Simple-Media"""
),
)
if self.frames.playing:
self.frames.pause(False)
def closeEvent(self, event):
if self.frames.playing:
answer = QtWidgets.QMessageBox.question(
self,
self.tr("Quit game?"),
self.tr("A game is in progress.\nDo you want to abord it?"),
QtWidgets.QMessageBox.Ok | QtWidgets.QMessageBox.Cancel,
QtWidgets.QMessageBox.Cancel,
)
if answer == QtWidgets.QMessageBox.Cancel:
event.ignore()
self.frames.pause(False)
return
self.frames.music.stop()
# Save settings
qsettings.setValue(self.tr("High score"), self.stats.high_score)
qsettings.setValue("WindowGeometry", self.saveGeometry())
qsettings.setValue("WindowState", int(self.windowState()))
if __name__ == "__main__":
app = QtWidgets.QApplication.instance() or QtWidgets.QApplication(sys.argv)
win = Window()
win.show()
win.frames.new_game()
sys.exit(app.exec_())