refactorize using inheritance
This commit is contained in:
parent
dcac72251f
commit
30e5bf30c3
207
tetrarcade.py
207
tetrarcade.py
@ -13,7 +13,7 @@ python -m pip install --user arcade
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"""
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"""
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)
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)
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from gamelogic import GameLogic, Status, Movement, Rotation
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from tetris import Tetris, Status
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# Constants
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# Constants
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@ -89,11 +89,12 @@ GHOST_ALPHA = 50
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MATRIX_SRITE_ALPHA = 100
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MATRIX_SRITE_ALPHA = 100
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class TetrArcade(arcade.Window):
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class TetrArcade(Tetris, arcade.Window):
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def __init__(self):
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def __init__(self):
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super().__init__()
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locale.setlocale(locale.LC_ALL, '')
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locale.setlocale(locale.LC_ALL, '')
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self.game = GameLogic(self)
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self.actions = {
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self.actions = {
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Status.PLAYING: {
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Status.PLAYING: {
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@ -129,7 +130,11 @@ class TetrArcade(arcade.Window):
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}
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}
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self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
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self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
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super().__init__(
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self.highlight_texts = []
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self.pressed_actions = []
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arcade.Window.__init__(
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self,
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width = WINDOW_WIDTH,
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width = WINDOW_WIDTH,
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height = WINDOW_HEIGHT,
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height = WINDOW_HEIGHT,
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title = WINDOW_TITLE,
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title = WINDOW_TITLE,
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@ -153,112 +158,45 @@ class TetrArcade(arcade.Window):
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anchor_x = 'right'
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anchor_x = 'right'
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)
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)
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self.new_game()
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def on_resize(self, width, height):
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center_x = self.width / 2
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center_y = self.height / 2
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self.bg_sprite.center_x = center_x
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self.bg_sprite.center_y = center_y
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self.matrix_sprite.center_x = center_x
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self.matrix_sprite.center_y = center_y
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self.matrix_sprite.left = int(self.matrix_sprite.left)
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self.matrix_sprite.top = int(self.matrix_sprite.top)
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self.load_matrix()
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def new_game(self):
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def new_game(self):
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self.pressed_actions = []
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self.highlight_texts = []
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self.highlight_texts = []
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self.pressed_actions = []
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self.auto_repeat = False
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self.auto_repeat = False
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arcade.schedule(self.clock, 1)
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super().new_game()
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self.game.new_game()
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self.new_current_piece()
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def new_current_piece(self):
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def new_current_piece(self):
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self.load_next_pieces()
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super().new_current_piece()
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self.load_current_piece()
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self.reload_next_pieces()
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self.load_matrix()
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self.reload_current_piece()
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self.reload_matrix()
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if self.pressed_actions:
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if self.pressed_actions:
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self.stop_autorepeat()
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self.stop_autorepeat()
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arcade.schedule(self.repeat_action, AUTOREPEAT_DELAY)
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arcade.schedule(self.repeat_action, AUTOREPEAT_DELAY)
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def move_left(self, delta_time=0):
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def lock(self, _=0):
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self.game.move(Movement.LEFT)
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super().lock()
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self.reload_matrix()
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self.reload_next_pieces()
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self.reload_current_piece()
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def move_right(self, delta_time=0):
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def swap(self, _=0):
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self.game.move(Movement.RIGHT)
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super().swap()
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self.reload_held_piece()
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self.reload_current_piece()
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def soft_drop(self, delta_time=0):
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def pause(self, _=0):
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self.game.soft_drop()
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super().pause()
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def hard_drop(self, delta_time=0):
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self.game.hard_drop()
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self.lock()
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def rotate_counterclockwise(self, delta_time=0):
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self.game.rotate(Rotation.COUNTERCLOCKWISE)
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def rotate_clockwise(self, delta_time=0):
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self.game.rotate(Rotation.CLOCKWISE)
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def fall(self, delta_time=0):
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self.game.move(Movement.DOWN)
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def start_fall(self):
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arcade.schedule(self.fall, self.game.fall_delay)
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def stop_fall(self):
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arcade.unschedule(self.fall)
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def prelock(self, restart=False):
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if restart:
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self.cancel_prelock()
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arcade.schedule(self.lock, self.game.lock_delay)
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def cancel_prelock(self):
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arcade.unschedule(self.lock)
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def lock(self, delta_time=0):
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self.game.lock()
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self.load_matrix()
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self.load_next_pieces()
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self.load_current_piece()
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if self.game.status == Status.PLAYING:
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self.new_current_piece()
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elif self.game.status == Status.OVER:
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self.game_over()
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def swap(self, delta_time=0):
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self.game.swap()
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self.load_held_piece()
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self.load_current_piece()
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def pause(self, delta_time=0):
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self.game.status = Status.PAUSED
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self.stop_fall()
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self.cancel_prelock()
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arcade.unschedule(self.clock)
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self.pressed_actions = []
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self.pressed_actions = []
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self.stop_autorepeat()
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self.stop_autorepeat()
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def resume(self, delta_time=0):
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self.highlight_texts = []
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self.game.status = Status.PLAYING
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self.start_fall()
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if self.game.current_piece.prelocked:
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arcade.schedule(self.lock, self.game.lock_delay)
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arcade.schedule(self.clock, 1)
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def game_over(self):
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def game_over(self):
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arcade.unschedule(self.repeat_action)
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super().game_over()
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self.cancel_prelock()
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self.unschedule(self.repeat_action)
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self.stop_fall()
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arcade.unschedule(self.clock)
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def on_key_press(self, key, modifiers):
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def on_key_press(self, key, modifiers):
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for key_or_modifier in (key, modifiers):
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for key_or_modifier in (key, modifiers):
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try:
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try:
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action = self.actions[self.game.status][key_or_modifier]
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action = self.actions[self.status][key_or_modifier]
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except KeyError:
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except KeyError:
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pass
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pass
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else:
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else:
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@ -270,7 +208,7 @@ class TetrArcade(arcade.Window):
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def on_key_release(self, key, modifiers):
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def on_key_release(self, key, modifiers):
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try:
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try:
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action = self.actions[self.game.status][key]
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action = self.actions[self.status][key]
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except KeyError:
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except KeyError:
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pass
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pass
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else:
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else:
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@ -297,21 +235,18 @@ class TetrArcade(arcade.Window):
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def stop_autorepeat(self):
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def stop_autorepeat(self):
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self.auto_repeat = False
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self.auto_repeat = False
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arcade.unschedule(self.repeat_action)
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self.unschedule(self.repeat_action)
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def add_highlight_text(self, string):
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def show_text(self, text):
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self.highlight_texts.append(string)
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self.highlight_texts.append(text)
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arcade.schedule(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY)
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self.schedule(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY)
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def del_highlight_text(self, delta_time=0):
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def del_highlight_text(self, _=0):
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self.highlight_texts.pop(0)
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self.highlight_texts.pop(0)
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if not self.highlight_texts:
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if not self.highlight_texts:
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arcade.unschedule(self.del_highlight_text)
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self.unschedule(self.del_highlight_text)
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def clock(self, delta_time=0):
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def reload_piece(self, piece):
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self.game.time += delta_time
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def load_piece(self, piece):
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piece_sprites = arcade.SpriteList()
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piece_sprites = arcade.SpriteList()
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for mino_position in piece.minoes_positions:
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for mino_position in piece.minoes_positions:
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mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
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mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
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@ -320,26 +255,26 @@ class TetrArcade(arcade.Window):
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piece_sprites.append(mino_sprite)
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piece_sprites.append(mino_sprite)
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return piece_sprites
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return piece_sprites
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def load_held_piece(self):
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def reload_held_piece(self):
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self.held_piece_sprites = self.load_piece(self.game.held_piece)
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self.held_piece_sprites = self.reload_piece(self.held_piece)
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def load_next_pieces(self):
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def reload_next_pieces(self):
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self.next_pieces_sprites = arcade.SpriteList()
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self.next_pieces_sprites = arcade.SpriteList()
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for piece in self.game.next_pieces:
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for piece in self.next_pieces:
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for mino_position in piece.minoes_positions:
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for mino_position in piece.minoes_positions:
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mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
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mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
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mino_sprite = arcade.Sprite(mino_sprite_path)
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mino_sprite = arcade.Sprite(mino_sprite_path)
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mino_sprite.alpha = NORMAL_ALPHA
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mino_sprite.alpha = NORMAL_ALPHA
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self.next_pieces_sprites.append(mino_sprite)
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self.next_pieces_sprites.append(mino_sprite)
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def load_current_piece(self):
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def reload_current_piece(self):
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self.current_piece_sprites = self.load_piece(self.game.current_piece)
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self.current_piece_sprites = self.reload_piece(self.current_piece)
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self.ghost_piece_sprites = self.load_piece(self.game.ghost_piece)
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self.ghost_piece_sprites = self.reload_piece(self.ghost_piece)
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def load_matrix(self):
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def reload_matrix(self):
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if self.game.matrix:
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if self.matrix:
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self.matrix_minoes_sprites = arcade.SpriteList()
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self.matrix_minoes_sprites = arcade.SpriteList()
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for y, line in enumerate(self.game.matrix):
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for y, line in enumerate(self.matrix):
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for x, mino_color in enumerate(line):
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for x, mino_color in enumerate(line):
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if mino_color:
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if mino_color:
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mino_sprite_path = MINOES_SPRITES_PATHS[mino_color]
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mino_sprite_path = MINOES_SPRITES_PATHS[mino_color]
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@ -362,25 +297,25 @@ class TetrArcade(arcade.Window):
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arcade.start_render()
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arcade.start_render()
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self.bg_sprite.draw()
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self.bg_sprite.draw()
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self.matrix_sprite.draw()
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self.matrix_sprite.draw()
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if not self.game.status == Status.PAUSED:
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if not self.status == Status.PAUSED:
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self.matrix_minoes_sprites.draw()
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self.matrix_minoes_sprites.draw()
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self.update_piece(self.game.held_piece, self.held_piece_sprites)
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self.update_piece(self.held_piece, self.held_piece_sprites)
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self.held_piece_sprites.draw()
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self.held_piece_sprites.draw()
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self.update_piece(self.game.current_piece, self.current_piece_sprites)
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self.update_piece(self.current_piece, self.current_piece_sprites)
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if self.game.current_piece.prelocked:
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if self.current_piece.prelocked:
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alpha = PRELOCKED_ALPHA if self.game.current_piece.prelocked else NORMAL_ALPHA
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alpha = PRELOCKED_ALPHA if self.current_piece.prelocked else NORMAL_ALPHA
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for mino_sprite in self.current_piece_sprites:
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for mino_sprite in self.current_piece_sprites:
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mino_sprite.alpha = alpha
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mino_sprite.alpha = alpha
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self.current_piece_sprites.draw()
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self.current_piece_sprites.draw()
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self.update_piece(self.game.ghost_piece, self.ghost_piece_sprites)
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self.update_piece(self.ghost_piece, self.ghost_piece_sprites)
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for mino_sprite in self.ghost_piece_sprites:
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for mino_sprite in self.ghost_piece_sprites:
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mino_sprite.alpha = GHOST_ALPHA
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mino_sprite.alpha = GHOST_ALPHA
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self.ghost_piece_sprites.draw()
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self.ghost_piece_sprites.draw()
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for n, piece in enumerate(self.game.next_pieces):
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for n, piece in enumerate(self.next_pieces):
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for mino_sprite, mino_position in zip(
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for mino_sprite, mino_position in zip(
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self.next_pieces_sprites[4*n:4*(n+1)], piece.minoes_positions
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self.next_pieces_sprites[4*n:4*(n+1)], piece.minoes_positions
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):
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):
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@ -394,15 +329,15 @@ class TetrArcade(arcade.Window):
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self.matrix_sprite.left - TEXT_MARGIN,
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self.matrix_sprite.left - TEXT_MARGIN,
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self.matrix_sprite.bottom
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self.matrix_sprite.bottom
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)
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)
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t = time.localtime(self.game.time)
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t = time.localtime(self.time)
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for y, text in enumerate(
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for y, text in enumerate(
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(
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(
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"{:n}".format(self.game.nb_lines),
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"{:n}".format(self.nb_lines),
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"{:n}".format(self.game.goal),
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"{:n}".format(self.goal),
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"{:n}".format(self.game.level),
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"{:n}".format(self.level),
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"{:02d}:{:02d}:{:02d}".format(t.tm_hour-1, t.tm_min, t.tm_sec),
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"{:02d}:{:02d}:{:02d}".format(t.tm_hour-1, t.tm_min, t.tm_sec),
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"{:n}".format(self.game.high_score),
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"{:n}".format(self.high_score),
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"{:n}".format(self.game.score)
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"{:n}".format(self.score)
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),
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),
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start=14
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start=14
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):
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):
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@ -420,7 +355,7 @@ class TetrArcade(arcade.Window):
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Status.PLAYING: self.highlight_texts[0] if self.highlight_texts else "",
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Status.PLAYING: self.highlight_texts[0] if self.highlight_texts else "",
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Status.PAUSED: PAUSE_TEXT,
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Status.PAUSED: PAUSE_TEXT,
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Status.OVER: GAME_OVER_TEXT
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Status.OVER: GAME_OVER_TEXT
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}.get(self.game.status, "")
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}.get(self.status, "")
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if highlight_text:
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if highlight_text:
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arcade.draw_text(
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arcade.draw_text(
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text = highlight_text,
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text = highlight_text,
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@ -434,9 +369,27 @@ class TetrArcade(arcade.Window):
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anchor_y = 'center'
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anchor_y = 'center'
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)
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)
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def on_resize(self, width, height):
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center_x = self.width / 2
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center_y = self.height / 2
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self.bg_sprite.center_x = center_x
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self.bg_sprite.center_y = center_y
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self.matrix_sprite.center_x = center_x
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self.matrix_sprite.center_y = center_y
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self.matrix_sprite.left = int(self.matrix_sprite.left)
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self.matrix_sprite.top = int(self.matrix_sprite.top)
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self.reload_matrix()
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def schedule(self, task, period):
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arcade.schedule(task, period)
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def unschedule(self, task):
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arcade.unschedule(task)
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def main():
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def main():
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TetrArcade()
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tetrarcade = TetrArcade()
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tetrarcade.new_game()
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arcade.run()
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arcade.run()
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if __name__ == "__main__":
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if __name__ == "__main__":
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@ -167,7 +167,7 @@ class Tetromino:
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return cls.random_bag.pop()()
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return cls.random_bag.pop()()
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class GameLogic():
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class Tetris():
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|
||||||
T_SLOT = (Coord(-1, 1), Coord(1, 1), Coord(1, -1), Coord(-1, -1))
|
T_SLOT = (Coord(-1, 1), Coord(1, 1), Coord(1, -1), Coord(-1, -1))
|
||||||
SCORES = (
|
SCORES = (
|
||||||
@ -178,8 +178,7 @@ class GameLogic():
|
|||||||
{"name": "TETRIS", T_Spin.NO_T_SPIN: 8}
|
{"name": "TETRIS", T_Spin.NO_T_SPIN: 8}
|
||||||
)
|
)
|
||||||
|
|
||||||
def __init__(self, ui):
|
def __init__(self):
|
||||||
self.ui = ui
|
|
||||||
self.high_score = 0
|
self.high_score = 0
|
||||||
self.status = Status.STARTING
|
self.status = Status.STARTING
|
||||||
self.matrix = []
|
self.matrix = []
|
||||||
@ -206,8 +205,8 @@ class GameLogic():
|
|||||||
self.current_piece = None
|
self.current_piece = None
|
||||||
self.held_piece = None
|
self.held_piece = None
|
||||||
self.status = Status.PLAYING
|
self.status = Status.PLAYING
|
||||||
|
self.schedule(self.clock, 1)
|
||||||
self.new_level()
|
self.new_level()
|
||||||
self.new_current_piece()
|
|
||||||
|
|
||||||
def new_level(self):
|
def new_level(self):
|
||||||
self.level += 1
|
self.level += 1
|
||||||
@ -216,7 +215,9 @@ class GameLogic():
|
|||||||
self.fall_delay = pow(0.8 - ((self.level-1)*0.007), self.level-1)
|
self.fall_delay = pow(0.8 - ((self.level-1)*0.007), self.level-1)
|
||||||
if self.level > 15:
|
if self.level > 15:
|
||||||
self.lock_delay = 0.5 * pow(0.9, self.level-15)
|
self.lock_delay = 0.5 * pow(0.9, self.level-15)
|
||||||
self.ui.add_highlight_text("Level\n{:n}".format(self.level))
|
self.show_text("Level\n{:n}".format(self.level))
|
||||||
|
self.schedule(self.drop, self.fall_delay)
|
||||||
|
self.new_current_piece()
|
||||||
|
|
||||||
def new_current_piece(self):
|
def new_current_piece(self):
|
||||||
self.current_piece = self.next_pieces.pop(0)
|
self.current_piece = self.next_pieces.pop(0)
|
||||||
@ -226,12 +227,10 @@ class GameLogic():
|
|||||||
self.next_pieces.append(Tetromino())
|
self.next_pieces.append(Tetromino())
|
||||||
for piece, position in zip (self.next_pieces, NEXT_PIECES_POSITIONS):
|
for piece, position in zip (self.next_pieces, NEXT_PIECES_POSITIONS):
|
||||||
piece.position = position
|
piece.position = position
|
||||||
if self.can_move(
|
if not self.can_move(
|
||||||
self.current_piece.position,
|
self.current_piece.position,
|
||||||
self.current_piece.minoes_positions
|
self.current_piece.minoes_positions
|
||||||
):
|
):
|
||||||
self.ui.start_fall()
|
|
||||||
else:
|
|
||||||
self.game_over()
|
self.game_over()
|
||||||
|
|
||||||
def cell_is_free(self, position):
|
def cell_is_free(self, position):
|
||||||
@ -251,7 +250,8 @@ class GameLogic():
|
|||||||
potential_position = self.current_piece.position + movement
|
potential_position = self.current_piece.position + movement
|
||||||
if self.can_move(potential_position, self.current_piece.minoes_positions):
|
if self.can_move(potential_position, self.current_piece.minoes_positions):
|
||||||
if self.current_piece.prelocked:
|
if self.current_piece.prelocked:
|
||||||
self.ui.prelock(restart=True)
|
self.unschedule(self.lock)
|
||||||
|
self.schedule(self.lock, self.lock_delay)
|
||||||
self.current_piece.position = potential_position
|
self.current_piece.position = potential_position
|
||||||
self.current_piece.last_rotation_point_used = None
|
self.current_piece.last_rotation_point_used = None
|
||||||
self.move_ghost()
|
self.move_ghost()
|
||||||
@ -262,9 +262,15 @@ class GameLogic():
|
|||||||
and movement == Movement.DOWN
|
and movement == Movement.DOWN
|
||||||
):
|
):
|
||||||
self.current_piece.prelocked = True
|
self.current_piece.prelocked = True
|
||||||
self.ui.prelock()
|
self.schedule(self.lock, self.lock_delay)
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
def move_left(self, delta_time=0):
|
||||||
|
self.move(Movement.LEFT)
|
||||||
|
|
||||||
|
def move_right(self, delta_time=0):
|
||||||
|
self.move(Movement.RIGHT)
|
||||||
|
|
||||||
def rotate(self, direction):
|
def rotate(self, direction):
|
||||||
rotated_minoes_positions = tuple(
|
rotated_minoes_positions = tuple(
|
||||||
Coord(-direction*mino_position.y, direction*mino_position.x)
|
Coord(-direction*mino_position.y, direction*mino_position.x)
|
||||||
@ -277,7 +283,8 @@ class GameLogic():
|
|||||||
potential_position = self.current_piece.position + liberty_degree
|
potential_position = self.current_piece.position + liberty_degree
|
||||||
if self.can_move(potential_position, rotated_minoes_positions):
|
if self.can_move(potential_position, rotated_minoes_positions):
|
||||||
if self.current_piece.prelocked:
|
if self.current_piece.prelocked:
|
||||||
self.ui.prelock(restart=True)
|
self.unschedule(self.lock)
|
||||||
|
self.schedule(self.lock, self.lock_delay)
|
||||||
self.current_piece.position = potential_position
|
self.current_piece.position = potential_position
|
||||||
self.current_piece.minoes_positions = rotated_minoes_positions
|
self.current_piece.minoes_positions = rotated_minoes_positions
|
||||||
self.current_piece.orientation = (
|
self.current_piece.orientation = (
|
||||||
@ -289,6 +296,12 @@ class GameLogic():
|
|||||||
else:
|
else:
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
def rotate_counterclockwise(self, delta_time=0):
|
||||||
|
self.rotate(Rotation.COUNTERCLOCKWISE)
|
||||||
|
|
||||||
|
def rotate_clockwise(self, delta_time=0):
|
||||||
|
self.rotate(Rotation.CLOCKWISE)
|
||||||
|
|
||||||
def move_ghost(self):
|
def move_ghost(self):
|
||||||
self.ghost_piece.position = self.current_piece.position
|
self.ghost_piece.position = self.current_piece.position
|
||||||
self.ghost_piece.minoes_positions = self.current_piece.minoes_positions
|
self.ghost_piece.minoes_positions = self.current_piece.minoes_positions
|
||||||
@ -298,6 +311,9 @@ class GameLogic():
|
|||||||
):
|
):
|
||||||
self.ghost_piece.position += Movement.DOWN
|
self.ghost_piece.position += Movement.DOWN
|
||||||
|
|
||||||
|
def drop(self, _=0):
|
||||||
|
self.move(Movement.DOWN)
|
||||||
|
|
||||||
def add_to_score(self, ds):
|
def add_to_score(self, ds):
|
||||||
self.score += ds
|
self.score += ds
|
||||||
if self.score > self.high_score:
|
if self.score > self.high_score:
|
||||||
@ -311,26 +327,22 @@ class GameLogic():
|
|||||||
return False
|
return False
|
||||||
|
|
||||||
def hard_drop(self):
|
def hard_drop(self):
|
||||||
drop_score = 0
|
|
||||||
while self.move(Movement.DOWN, prelock_on_stuck=False):
|
while self.move(Movement.DOWN, prelock_on_stuck=False):
|
||||||
drop_score += 2
|
self.add_to_score(2)
|
||||||
self.add_to_score(drop_score)
|
self.lock()
|
||||||
return drop_score
|
|
||||||
|
|
||||||
def lock(self):
|
def lock(self):
|
||||||
if self.move(Movement.DOWN):
|
if self.move(Movement.DOWN):
|
||||||
self.ui.cancel_prelock()
|
|
||||||
return
|
return
|
||||||
|
|
||||||
if all(
|
if all(
|
||||||
(mino_position + self.current_piece.position).y >= NB_LINES
|
(mino_position + self.current_piece.position).y >= NB_LINES
|
||||||
for mino_position in self.current_piece.minoes_positions
|
for mino_position in self.current_piece.minoes_positions
|
||||||
):
|
):
|
||||||
self.current_piece.prelocked = False
|
|
||||||
self.game_over()
|
self.game_over()
|
||||||
return
|
return
|
||||||
|
|
||||||
self.ui.stop_fall()
|
self.unschedule(self.lock)
|
||||||
|
|
||||||
for mino_position in self.current_piece.minoes_positions:
|
for mino_position in self.current_piece.minoes_positions:
|
||||||
position = mino_position + self.current_piece.position
|
position = mino_position + self.current_piece.position
|
||||||
@ -392,21 +404,21 @@ class GameLogic():
|
|||||||
lock_strings.append(str(ds))
|
lock_strings.append(str(ds))
|
||||||
|
|
||||||
if lock_strings:
|
if lock_strings:
|
||||||
self.ui.add_highlight_text("\n".join(lock_strings))
|
self.show_text("\n".join(lock_strings))
|
||||||
|
|
||||||
self.add_to_score(lock_score)
|
self.add_to_score(lock_score)
|
||||||
|
|
||||||
if self.goal <= 0:
|
if self.goal <= 0:
|
||||||
|
self.unschedule(self.drop)
|
||||||
self.new_level()
|
self.new_level()
|
||||||
|
else:
|
||||||
self.new_current_piece()
|
self.new_current_piece()
|
||||||
|
|
||||||
def swap(self):
|
def swap(self):
|
||||||
if self.current_piece.hold_enabled:
|
if self.current_piece.hold_enabled:
|
||||||
self.current_piece.hold_enabled = False
|
self.current_piece.hold_enabled = False
|
||||||
self.current_piece.prelocked = False
|
self.current_piece.prelocked = False
|
||||||
self.ui.cancel_prelock()
|
self.unschedule(self.lock)
|
||||||
self.ui.stop_fall()
|
|
||||||
self.current_piece, self.held_piece = self.held_piece, self.current_piece
|
self.current_piece, self.held_piece = self.held_piece, self.current_piece
|
||||||
if self.held_piece.__class__ == Tetromino.I:
|
if self.held_piece.__class__ == Tetromino.I:
|
||||||
self.held_piece.position = HELD_I_POSITION
|
self.held_piece.position = HELD_I_POSITION
|
||||||
@ -417,10 +429,39 @@ class GameLogic():
|
|||||||
self.current_piece.position = MATRIX_PIECE_INIT_POSITION
|
self.current_piece.position = MATRIX_PIECE_INIT_POSITION
|
||||||
self.ghost_piece = self.current_piece.ghost()
|
self.ghost_piece = self.current_piece.ghost()
|
||||||
self.move_ghost()
|
self.move_ghost()
|
||||||
self.ui.start_fall()
|
|
||||||
else:
|
else:
|
||||||
self.new_current_piece()
|
self.new_current_piece()
|
||||||
|
|
||||||
|
def pause(self, _=0):
|
||||||
|
self.status = Status.PAUSED
|
||||||
|
self.unschedule(self.drop)
|
||||||
|
self.unschedule(self.lock)
|
||||||
|
self.unschedule(self.clock)
|
||||||
|
self.pressed_actions = []
|
||||||
|
self.stop_autorepeat()
|
||||||
|
|
||||||
|
def resume(self, delta_time=0):
|
||||||
|
self.status = Status.PLAYING
|
||||||
|
self.schedule(self.drop, self.fall_delay)
|
||||||
|
if self.current_piece.prelocked:
|
||||||
|
self.schedule(self.lock, self.lock_delay)
|
||||||
|
self.schedule(self.clock, 1)
|
||||||
|
|
||||||
|
def clock(self, delta_time=1):
|
||||||
|
self.time += delta_time
|
||||||
|
|
||||||
def game_over(self):
|
def game_over(self):
|
||||||
self.status = Status.OVER
|
self.status = Status.OVER
|
||||||
|
self.unschedule(self.lock)
|
||||||
|
self.unschedule(self.drop)
|
||||||
|
self.unschedule(self.clock)
|
||||||
|
|
||||||
|
def schedule(task, period):
|
||||||
|
raise NotImplementedError
|
||||||
|
|
||||||
|
def unschedule(self, task):
|
||||||
|
raise NotImplementedError
|
||||||
|
|
||||||
|
def show_text(self, text):
|
||||||
|
print(text)
|
||||||
|
|
Loading…
x
Reference in New Issue
Block a user