|
|
|
@ -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
|
|
|
|
|
else:
|
|
|
|
|
self.refresh_ghost()
|
|
|
|
|
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)
|
|
|
|
|
if self.space_to_fall:
|
|
|
|
|
self.falling_phase()
|
|
|
|
|
else:
|
|
|
|
|
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):
|
|
|
|
|