Follow Tetris guidelines (to debug...)

This commit is contained in:
Adrien MALINGREY 2019-10-07 18:15:47 +02:00
parent af005f72ca
commit 5367e77149
4 changed files with 125 additions and 107 deletions

View File

@ -377,38 +377,41 @@ AGAIN""".format(
for piece, coord in zip(next_pieces, NEXT_PIECES_COORDS):
piece.coord = coord
def on_locked(self, matrix, locked_piece):
def on_locks_down(self, matrix, locked_piece):
for mino in locked_piece:
matrix.sprites.append(mino.sprite)
def on_line_remove(self, matrix, y):
line_textures = tuple(TEXTURES[mino.color] for mino in matrix[y])
self.exploding_minoes[y] = arcade.Emitter(
center_xy=(matrix.bg.left, matrix.bg.bottom + (y + 0.5) * MINO_SIZE),
emit_controller=arcade.EmitBurst(COLLUMNS),
particle_factory=lambda emitter: arcade.LifetimeParticle(
filename_or_texture=random.choice(line_textures),
change_xy=arcade.rand_in_rect(
(-COLLUMNS * MINO_SIZE, -4 * MINO_SIZE),
2 * COLLUMNS * MINO_SIZE,
5 * MINO_SIZE,
def on_animate_phase(self, matrix, lines_to_remove):
for y in lines_to_remove:
line_textures = tuple(TEXTURES[mino.color] for mino in matrix[y])
self.exploding_minoes[y] = arcade.Emitter(
center_xy=(matrix.bg.left, matrix.bg.bottom + (y + 0.5) * MINO_SIZE),
emit_controller=arcade.EmitBurst(COLLUMNS),
particle_factory=lambda emitter: arcade.LifetimeParticle(
filename_or_texture=random.choice(line_textures),
change_xy=arcade.rand_in_rect(
(-COLLUMNS * MINO_SIZE, -4 * MINO_SIZE),
2 * COLLUMNS * MINO_SIZE,
5 * MINO_SIZE,
),
lifetime=1,
center_xy=arcade.rand_on_line((0, 0), (matrix.bg.width, 0)),
scale=self.scale,
alpha=NORMAL_ALPHA,
change_angle=2,
mutation_callback=self.speed_up_particule,
),
lifetime=1,
center_xy=arcade.rand_on_line((0, 0), (matrix.bg.width, 0)),
scale=self.scale,
alpha=NORMAL_ALPHA,
change_angle=2,
mutation_callback=self.speed_up_particule,
),
)
matrix.sprites.remove_line(y)
)
def speed_up_particule(self, particule):
particule.change_x *= PARTICULE_ACCELERATION
particule.change_y *= PARTICULE_ACCELERATION
def on_pattern_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
def on_eliminate_phase(self, matrix, lines_to_remove):
for y in lines_to_remove:
matrix.sprites.remove_line(y)
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
if pattern_score:
self.show_text("{:s}\n{:n}".format(pattern_name, pattern_score))
if combo_score:

View File

@ -104,7 +104,7 @@ class Stats:
def update_time(self):
self.time += 1
def pattern_phase(self, t_spin, lines_cleared):
def locks_down(self, t_spin, lines_cleared):
pattern_name = []
pattern_score = 0
combo_score = 0
@ -181,21 +181,17 @@ class TetrisLogic:
self.next.pieces.append(Tetromino())
self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.refresh_ghost()
self.on_generation_phase(
self.matrix, self.matrix.piece, self.matrix.ghost, self.next.pieces
)
if not self.move(Movement.DOWN):
self.game_over()
else:
self.restart(self.fall, self.stats.fall_delay)
if self.move(Movement.DOWN):
self.falling_phase()
else:
self.game_over()
def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
pass
def falling_phase(self):
self.phase = Phase.FALLING
def refresh_ghost(self):
self.matrix.ghost.coord = self.matrix.piece.coord
for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece):
ghost_mino.coord = current_mino.coord
@ -205,7 +201,16 @@ class TetrisLogic:
):
self.matrix.ghost.coord += Movement.DOWN
def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
pass
def falling_phase(self):
self.phase = Phase.FALLING
self.stop(self.locks_down)
self.start(self.fall, self.stats.fall_delay)
self.on_falling_phase(self.matrix.piece, self.matrix.ghost)
if self.pressed_actions:
self.start(self.repeat_action, self.AUTOREPEAT_DELAY)
def on_falling_phase(self, falling_piece, ghost_piece):
pass
@ -215,38 +220,27 @@ class TetrisLogic:
def move(self, movement, rotated_coords=None, lock=True):
potential_coord = self.matrix.piece.coord + movement
if self.space_to_move(
potential_coord,
rotated_coords or (mino.coord for mino in self.matrix.piece),
):
portential_minoes_coords = rotated_coords or (mino.coord for mino in self.matrix.piece)
if self.space_to_move(potential_coord, portential_minoes_coords):
self.matrix.piece.coord = potential_coord
if rotated_coords:
for mino, coord in zip(self.matrix.piece, rotated_coords):
mino.coord = coord
self.refresh_ghost()
if movement != Movement.DOWN:
self.matrix.piece.last_rotation_point = None
if self.space_to_fall:
self.falling_phase()
else:
if movement != Movement.DOWN:
self.matrix.piece.last_rotation_point = None
if self.phase == Phase.LOCK:
self.restart(self.pattern_phase, self.stats.lock_delay)
self.falling_phase()
self.lock_phase()
return True
else:
if lock and self.phase != Phase.LOCK and movement == Movement.DOWN:
self.lock_phase()
return False
def lock_phase(self):
self.phase = Phase.LOCK
self.on_lock_phase(self.matrix.piece)
self.start(self.pattern_phase, self.stats.lock_delay)
def on_lock_phase(self, locked_piece):
pass
def space_to_move(self, potential_coord, minoes_coord):
return all(
self.matrix.cell_is_free(potential_coord + mino_coord)
for mino_coord in minoes_coord
def space_to_fall(self):
return self.space_to_move(
self.matrix.piece.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.piece),
)
def rotate(self, rotation):
@ -257,7 +251,7 @@ class TetrisLogic:
for rotation_point, liberty_degree in enumerate(
self.matrix.piece.SRS[rotation][self.matrix.piece.orientation], start=1
):
if self.move(liberty_degree, rotated_coords):
if self.move(liberty_degree, rotated_coords, lock=False):
self.matrix.piece.orientation = (
self.matrix.piece.orientation + rotation
) % 4
@ -266,42 +260,23 @@ class TetrisLogic:
else:
return False
def hold(self):
if not self.matrix.piece.hold_enabled:
return
def lock_phase(self):
self.phase = Phase.LOCK
self.on_lock_phase(self.matrix.piece)
self.restart(self.locks_down, self.stats.lock_delay)
self.matrix.piece.hold_enabled = False
self.stop(self.pattern_phase)
self.stop(self.fall)
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
for mino, coord in zip(self.held.piece, self.held.piece.MINOES_COORDS):
mino.coord = coord
if self.matrix.piece:
self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.on_hold(self.held.piece, self.matrix.piece, self.matrix.ghost)
self.falling_phase()
else:
self.generation_phase()
self.on_hold(self.held.piece, self.matrix.piece, self.matrix.ghost)
def on_hold(self, held_piece, falling_piece, ghost_piece):
def on_lock_phase(self, locked_piece):
pass
def pattern_phase(self):
self.phase = Phase.PATTERN
self.matrix.piece.prelocked = False
self.stop(self.pattern_phase)
self.stop(self.fall)
def space_to_move(self, potential_coord, minoes_coord):
return all(
self.matrix.cell_is_free(potential_coord + mino_coord)
for mino_coord in minoes_coord
)
# Piece unlocked
if self.space_to_move(
self.matrix.piece.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.piece),
):
return
def locks_down(self):
self.stop(self.locks_down)
self.stop(self.fall)
# Game over
if all(
@ -319,7 +294,10 @@ class TetrisLogic:
coord = mino.coord + self.matrix.piece.coord
if coord.y <= self.matrix.lines + 3:
self.matrix[coord.y][coord.x] = mino
self.on_locked(self.matrix, self.matrix.piece)
self.on_locks_down(self.matrix, self.matrix.piece)
self.phase = Phase.PATTERN
# T-Spin
if (
@ -340,38 +318,48 @@ class TetrisLogic:
t_spin = T_Spin.NONE
# Clear complete lines
lines_cleared = 0
self.lines_to_remove = []
for y, line in reversed(list(enumerate(self.matrix))):
if all(mino for mino in line):
lines_cleared += 1
self.on_line_remove(self.matrix, y)
self.matrix.pop(y)
self.matrix.append_new_line()
self.lines_to_remove.append(y)
lines_cleared = len(self.lines_to_remove)
if lines_cleared:
self.stats.lines_cleared += lines_cleared
pattern_name, pattern_score, nb_combo, combo_score = self.stats.pattern_phase(
self.phase = Phase.ANIMATE
self.on_animate_phase(self.matrix, self.lines_to_remove)
self.phase = Phase.ELIMINATE
self.on_eliminate_phase(self.matrix, self.lines_to_remove)
for y in self.lines_to_remove:
self.matrix.pop(y)
self.matrix.append_new_line()
self.phase = Phase.COMPLETION
pattern_name, pattern_score, nb_combo, combo_score = self.stats.locks_down(
t_spin, lines_cleared
)
self.on_pattern_phase(pattern_name, pattern_score, nb_combo, combo_score)
self.on_completion_phase(pattern_name, pattern_score, nb_combo, combo_score)
if self.stats.goal <= 0:
self.new_level()
else:
self.generation_phase()
if self.pressed_actions:
self.start(self.repeat_action, self.AUTOREPEAT_DELAY)
def on_locked(self, matrix, locked_piece):
def on_locks_down(self, matrix, locked_piece):
pass
def on_line_remove(self, matrix, y):
def on_animate_phase(self, matrix, lines_to_remove):
pass
def on_pattern_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
def on_eliminate_phase(self, matrix, lines_to_remove):
pass
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
pass
# Actions
def move_left(self):
self.move(Movement.LEFT)
@ -391,9 +379,34 @@ class TetrisLogic:
return moved
def hard_drop(self):
self.stop(self.locks_down)
while self.move(Movement.DOWN, lock=False):
self.stats.score += 2
self.pattern_phase()
self.locks_down()
def hold(self):
if not self.matrix.piece.hold_enabled:
return
self.matrix.piece.hold_enabled = False
self.stop(self.locks_down)
self.stop(self.fall)
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
for mino, coord in zip(self.held.piece, self.held.piece.MINOES_COORDS):
mino.coord = coord
if self.matrix.piece:
self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.on_hold(self.held.piece, self.matrix.piece, self.matrix.ghost)
self.falling_phase()
else:
self.generation_phase()
self.on_hold(self.held.piece, self.matrix.piece, self.matrix.ghost)
def on_hold(self, held_piece, falling_piece, ghost_piece):
pass
T_SLOT_COORDS = (Coord(-1, 1), Coord(1, 1), Coord(-1, 1), Coord(-1, -1))
@ -415,7 +428,7 @@ class TetrisLogic:
self.phase = Phase.FALLING
self.start(self.fall, self.stats.fall_delay)
if self.phase == Phase.LOCK:
self.start(self.pattern_phase, self.stats.lock_delay)
self.start(self.locks_down, self.stats.lock_delay)
self.start(self.stats.update_time, 1)
def game_over(self):
@ -429,7 +442,7 @@ class TetrisLogic:
def stop_all(self):
self.stop(self.fall)
self.stop(self.pattern_phase)
self.stop(self.locks_down)
self.stop(self.stats.update_time)
def do_action(self, action):

View File

@ -51,7 +51,6 @@ class TetrominoBase(list):
self.orientation = 0
self.last_rotation_point = None
self.hold_enabled = True
self.prelocked = False
def ghost(self):
return type(self)()

View File

@ -46,5 +46,8 @@ class Phase:
FALLING = "FALLING"
LOCK = "LOCK"
PATTERN = "PATTERN"
ANIMATE = "ANIMATE"
ELIMINATE = "ELIMINATE"
COMPLETION = "COMPLETION"
PAUSED = "PAUSED"
OVER = "OVER"