rename refresh update
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e3e05e87d7
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@ -131,7 +131,7 @@ class MinoSprite(arcade.Sprite):
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self.append_texture(TEXTURES[Color.PRELOCKED])
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self.set_texture(0)
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def refresh(self, x, y, texture=0):
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def update(self, x, y, texture=0):
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self.scale = self.window.scale
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size = MINO_SIZE * self.scale
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self.left = self.window.matrix.bg.left + x * size
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@ -143,7 +143,7 @@ class MinoesSprites(arcade.SpriteList):
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def resize(self, scale):
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for sprite in self:
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sprite.scale = scale
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self.refresh()
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self.update()
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class TetrominoSprites(MinoesSprites):
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@ -155,23 +155,23 @@ class TetrominoSprites(MinoesSprites):
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mino.sprite = MinoSprite(mino, window, alpha)
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self.append(mino.sprite)
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def refresh(self, texture=NORMAL_TEXTURE):
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def update(self, texture=NORMAL_TEXTURE):
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for mino in self.tetromino:
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coord = mino.coord + self.tetromino.coord
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mino.sprite.refresh(coord.x, coord.y, texture)
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mino.sprite.update(coord.x, coord.y, texture)
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class MatrixSprites(MinoesSprites):
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def __init__(self, matrix):
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super().__init__()
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self.matrix = matrix
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self.refresh()
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self.update()
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def refresh(self):
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def update(self):
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for y, line in enumerate(self.matrix):
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for x, mino in enumerate(line):
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if mino:
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mino.sprite.refresh(x, y)
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mino.sprite.update(x, y)
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def remove_line(self, y):
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for mino in self.matrix[y]:
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@ -214,6 +214,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
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self.matrix.bg.alpha = MATRIX_BG_ALPHA
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self.matrix.sprites = MatrixSprites(self.matrix)
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self.on_resize(self.init_width, self.init_height)
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self.exploding_minoes = None
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if self.play_music:
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try:
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@ -369,7 +370,7 @@ AGAIN""".format(
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self.show_text("LEVEL\n{:n}".format(level))
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def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
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matrix.sprites.refresh()
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matrix.sprites.update()
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falling_piece.sprites = TetrominoSprites(falling_piece, self)
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ghost_piece.sprites = TetrominoSprites(ghost_piece, self, GHOST_ALPHA)
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next_pieces[-1].sprites = TetrominoSprites(next_pieces[-1], self)
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@ -590,13 +591,15 @@ High score could not be saved:
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arcade.unschedule(_task)
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arcade.schedule(_task, period)
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def on_update(self, delta_time):
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def update(self, delta_time):
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for piece in [self.held.piece, self.matrix.ghost] + self.next.pieces:
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if piece:
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piece.sprites.refresh()
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piece.sprites.update()
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if self.matrix.piece:
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texture = LOCKED_TEXTURE if self.phase == Phase.LOCK else NORMAL_TEXTURE
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self.matrix.piece.sprites.refresh(texture=texture)
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self.matrix.piece.sprites.update(texture=texture)
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if self.exploding_minoes:
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self.exploding_minoes.update()
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def on_close(self):
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self.save_high_score()
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