This commit is contained in:
Adrien MALINGREY 2019-10-08 03:22:49 +02:00
parent 0d7470fd51
commit a062ba1ac1
4 changed files with 150 additions and 65 deletions

View File

@ -20,12 +20,12 @@ import os
import itertools
import configparser
from tetrislogic import TetrisLogic, Color, Coord, I_Tetrimino, Movement, AbstractTimer
from tetrislogic import TetrisLogic, Color, Coord, I_Tetrimino, Movement, AbstractScheduler
# Constants
# Matrix
LINES = 20
ROWS = 20
COLLUMNS = 10
NEXT_PIECES = 6
@ -37,9 +37,9 @@ AUTOREPEAT_PERIOD = 0.010
PARTICULE_ACCELERATION = 1.1
# Piece init coord
MATRIX_PIECE_COORD = Coord(4, LINES)
NEXT_PIECES_COORDS = [Coord(COLLUMNS + 4, LINES - 4 * n) for n in range(NEXT_PIECES)]
HELD_PIECE_COORD = Coord(-5, LINES)
MATRIX_PIECE_COORD = Coord(4, ROWS)
NEXT_PIECES_COORDS = [Coord(COLLUMNS + 4, ROWS - 4 * n) for n in range(NEXT_PIECES)]
HELD_PIECE_COORD = Coord(-5, ROWS)
# Window
WINDOW_WIDTH = 800
@ -134,7 +134,7 @@ class State:
OVER = 3
class Timer(AbstractTimer):
class Scheduler(AbstractScheduler):
def __init__(self):
self.tasks = {}
@ -213,12 +213,12 @@ class MatrixSprites(MinoesSprites):
self.update()
def update(self):
for y, line in enumerate(self.matrix):
for x, mino in enumerate(line):
for y, row in enumerate(self.matrix):
for x, mino in enumerate(row):
if mino:
mino.sprite.update(x, y)
def remove_line(self, y):
def remove_row(self, y):
for mino in self.matrix[y]:
if mino:
self.remove(mino.sprite)
@ -226,7 +226,7 @@ class MatrixSprites(MinoesSprites):
class TetrArcade(TetrisLogic, arcade.Window):
timer = Timer()
timer = Scheduler()
def __init__(self):
locale.setlocale(locale.LC_ALL, "")
@ -243,7 +243,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.new_conf()
self.load_conf()
super().__init__(LINES, COLLUMNS, NEXT_PIECES)
super().__init__(ROWS, COLLUMNS, NEXT_PIECES)
arcade.Window.__init__(
self,
width=self.init_width,
@ -261,7 +261,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.matrix.bg.alpha = MATRIX_BG_ALPHA
self.matrix.sprites = MatrixSprites(self.matrix)
self.on_resize(self.init_width, self.init_height)
self.exploding_minoes = [None for y in range(LINES)]
self.exploding_minoes = [None for y in range(ROWS)]
if self.play_music:
try:
@ -420,14 +420,14 @@ AGAIN""".format(
for mino in falling_piece:
matrix.sprites.append(mino.sprite)
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])
def on_animate_phase(self, matrix, rows_to_remove):
for y in rows_to_remove:
row_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),
filename_or_texture=random.choice(row_textures),
change_xy=arcade.rand_in_rect(
(-COLLUMNS * MINO_SIZE, -4 * MINO_SIZE),
2 * COLLUMNS * MINO_SIZE,
@ -446,9 +446,9 @@ AGAIN""".format(
particule.change_x *= PARTICULE_ACCELERATION
particule.change_y *= PARTICULE_ACCELERATION
def on_eliminate_phase(self, matrix, lines_to_remove):
for y in lines_to_remove:
matrix.sprites.remove_line(y)
def on_eliminate_phase(self, matrix, rows_to_remove):
for y in rows_to_remove:
matrix.sprites.remove_row(y)
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
if pattern_score:
@ -521,7 +521,7 @@ AGAIN""".format(
t = time.localtime(self.stats.time)
font_size = STATS_TEXT_SIZE * self.scale
for y, text in enumerate(
("TIME", "LINES", "GOAL", "LEVEL", "HIGH SCORE", "SCORE")
("TIME", "ROWS", "GOAL", "LEVEL", "HIGH SCORE", "SCORE")
):
arcade.draw_text(
text=text,
@ -537,7 +537,7 @@ AGAIN""".format(
for y, text in enumerate(
(
"{:02d}:{:02d}:{:02d}".format(t.tm_hour - 1, t.tm_min, t.tm_sec),
"{:n}".format(self.stats.lines_cleared),
"{:n}".format(self.stats.rows_cleared),
"{:n}".format(self.stats.goal),
"{:n}".format(self.stats.level),
"{:n}".format(self.stats.high_score),

View File

@ -1,5 +1,5 @@
# -*- coding: utf-8 -*-
from .consts import LINES, COLLUMNS, NEXT_PIECES
from .consts import ROWS, COLLUMNS, NEXT_PIECES
from .utils import Movement, Spin, Color, Coord
from .tetromino import (
Mino,
@ -12,4 +12,4 @@ from .tetromino import (
T_Tetrimino,
Z_Tetrimino,
)
from .tetrislogic import TetrisLogic, Matrix, AbstractTimer
from .tetrislogic import TetrisLogic, Matrix, AbstractScheduler

View File

@ -3,7 +3,7 @@ from .utils import Coord, T_Spin
# Matrix
LINES = 20
ROWS = 20
COLLUMNS = 10
NEXT_PIECES = 5
@ -14,7 +14,7 @@ AUTOREPEAT_DELAY = 0.300 # Official : 0.300 s
AUTOREPEAT_PERIOD = 0.010 # Official : 0.010 s
# Piece init coord
MATRIX_PIECE_COORD = Coord(4, LINES)
MATRIX_PIECE_COORD = Coord(4, ROWS)
# Scores
LINES_CLEAR_NAME = "LINES_CLEAR_NAME"

View File

@ -4,7 +4,7 @@ import pickle
from .utils import Coord, Movement, Spin, T_Spin, T_Slot
from .tetromino import Tetromino, T_Tetrimino
from .consts import (
LINES,
ROWS,
COLLUMNS,
NEXT_PIECES,
LOCK_DELAY,
@ -20,41 +20,52 @@ from .consts import (
CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
class AbstractTimer:
class AbstractScheduler:
"""Scheduler to implement"""
def postpone(task, delay):
"""Schedule callable once after delay in seconds"""
raise Warning("AbstractTimer.postpone is not implemented.")
def cancel(self, task):
"""Unschedule task or pass if task is not scheduled"""
raise Warning("AbstractTimer.stop is not implemented.")
def reset(self, task, period):
def reset(self, task, delay):
"""Cancel schedule and reschedule task after delay in seconds"""
self.timer.cancel(task)
self.timer.postpone(task, period)
self.timer.postpone(task, delay)
class PieceContainer:
"""Object with piece attribute: None or Tetromino"""
def __init__(self):
self.piece = None
class HoldQueue(PieceContainer):
"""The storage place where players can Hold any falling tetrimino for use later.
When called for, the held tetrimino swaps places with the currently falling tetrimino,
and begins falling again at the generation point."""
pass
class Matrix(list, PieceContainer):
def __init__(self, lines, collumns):
"""The rectangular arrangement of cells creating the active game area,
usually 10 columns wide by 20 rows high.
Tetriminos fall from the top-middle just above the Skyline (off-screen) to the bottom."""
def __init__(self, rows, collumns):
list.__init__(self)
PieceContainer.__init__(self)
self.lines = lines
self.rows = rows
self.collumns = collumns
self.ghost = None
def reset(self):
self.clear()
for y in range(self.lines + 3):
self.append_new_line()
for y in range(self.rows + 3):
self.append_new_row()
def append_new_line(self):
def append_new_row(self):
self.append([None for x in range(self.collumns)])
def cell_is_free(self, coord):
@ -75,13 +86,16 @@ class Matrix(list, PieceContainer):
class NextQueue(PieceContainer):
def __init__(self, nb_pieces):
"""Displays the next tetrimino(s) to be placed (generated) just above the Matrix.
If hardware permits, the next six tetriminos should be shown."""
def __init__(self, number):
super().__init__()
self.nb_pieces = nb_pieces
self.number = number
self.pieces = []
class Stats:
"""Game statistics"""
def _get_score(self):
return self._score
@ -100,7 +114,7 @@ class Stats:
def new_game(self, level):
self.level = level - 1
self.score = 0
self.lines_cleared = 0
self.rows_cleared = 0
self.goal = 0
self.time = 0
self.combo = -1
@ -119,27 +133,27 @@ class Stats:
def update_time(self):
self.time += 1
def locks_down(self, t_spin, lines_cleared):
def locks_down(self, t_spin, rows_cleared):
pattern_name = []
pattern_score = 0
combo_score = 0
if t_spin:
pattern_name.append(t_spin)
if lines_cleared:
pattern_name.append(SCORES[lines_cleared][LINES_CLEAR_NAME])
if rows_cleared:
pattern_name.append(SCORES[rows_cleared][LINES_CLEAR_NAME])
self.combo += 1
else:
self.combo = -1
if lines_cleared or t_spin:
pattern_score = SCORES[lines_cleared][t_spin]
if rows_cleared or t_spin:
pattern_score = SCORES[rows_cleared][t_spin]
self.goal -= pattern_score
pattern_score *= 100 * self.level
pattern_name = "\n".join(pattern_name)
if self.combo >= 1:
combo_score = (20 if lines_cleared == 1 else 50) * self.combo * self.level
combo_score = (20 if rows_cleared == 1 else 50) * self.combo * self.level
self.score += pattern_score + combo_score
@ -147,19 +161,19 @@ class Stats:
class TetrisLogic:
"""Tetris game logic intended to implement with GUI"""
# These class attributes can be redefined on inheritance
AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
MATRIX_PIECE_COORD = MATRIX_PIECE_COORD
timer = AbstractTimer()
timer = AbstractScheduler()
def __init__(self, lines=LINES, collumns=COLLUMNS, next_pieces=NEXT_PIECES):
def __init__(self, rows=ROWS, collumns=COLLUMNS, next_pieces=NEXT_PIECES):
self.stats = Stats()
self.load_high_score()
self.held = HoldQueue()
self.matrix = Matrix(lines, collumns)
self.matrix = Matrix(rows, collumns)
self.next = NextQueue(next_pieces)
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
self.pressed_actions = []
@ -238,6 +252,12 @@ class TetrisLogic:
pass
def move(self, movement, rotated_coords=None, lock=True):
"""The tetrimino in play falls from just above the Skyline one cell at a time,
and moves left and right one cell at a time.
Each Mino of a tetrimino snaps to the appropriate cell position at the completion of a move,
although intermediate tetrimino movement appears smooth.
Only right, left, and downward movement are allowed.
Movement into occupied cells and Matrix walls and floors is not allowed."""
potential_coord = self.matrix.piece.coord + movement
potential_minoes_coords = rotated_coords or (
mino.coord for mino in self.matrix.piece
@ -253,6 +273,11 @@ class TetrisLogic:
if self.matrix.space_to_fall():
self.falling_phase()
else:
"""Classic Lock down rules apply.
Like Infinite Placement, the Lock down timer starts counting down from 0.5 seconds once the
tetrimino in play lands on a Surface. the y-coordinate of the tetrimino must decrease (i.e., the
tetrimino falls further down in the Matrix) in order for the timer to be reset."""
self.matrix.piece.locked = True
self.on_locked(self.matrix.piece)
self.timer.reset(self.locks_down, self.stats.lock_delay)
@ -261,6 +286,12 @@ class TetrisLogic:
return False
def rotate(self, spin):
"""Tetriminos can rotate clockwise and counterclockwise using the Super Rotation System. this
system allows tetrimino rotation in situations that the original Classic Rotation System did not
allow, such as rotating against walls.
each time a rotation button is pressed, the tetrimino in play rotates 90 degrees in the clockwise
or counterclockwise direction. Rotation can be performed while the tetrimino is Auto-
Repeating left or right. there is no Auto-Repeat for rotation itself."""
rotated_coords = tuple(mino.coord @ spin for mino in self.matrix.piece)
for rotation_point, liberty_degree in enumerate(
self.matrix.piece.SRS[spin][self.matrix.piece.orientation], start=1
@ -277,12 +308,15 @@ class TetrisLogic:
return False
def locks_down(self):
# self.timer.cancel(self.repeat_action)
"""A tetrimino that is Hard dropped Locks down immediately.
However, if a tetrimino naturally falls or Soft drops onto a Surface,
it is given 0.5 seconds (less after level 20) on a Lock down timer
before it actually Locks down."""
self.timer.cancel(self.lock_phase)
# Game over
if all(
(mino.coord + self.matrix.piece.coord).y >= self.matrix.lines
(mino.coord + self.matrix.piece.coord).y >= self.matrix.rows
for mino in self.matrix.piece
):
self.game_over()
@ -290,7 +324,7 @@ class TetrisLogic:
for mino in self.matrix.piece:
coord = mino.coord + self.matrix.piece.coord
if coord.y <= self.matrix.lines + 3:
if coord.y <= self.matrix.rows + 3:
self.matrix[coord.y][coord.x] = mino
self.on_locks_down(self.matrix, self.matrix.piece)
@ -298,14 +332,30 @@ class TetrisLogic:
# Pattern phase
# T-Spin
"""A t-Spin or Mini t-Spin is a special rotation of the t-tetrimino into a t-Slot, and when
accomplished, awards a scoring or line bonus in most variants. A t-Slot is defined as any Block
formation such that when the t-tetrimino is spun in it, any three of the four cells diagonally
adjacent to the center of the t-tetrimino are occupied by existing Blocks. In order to be
considered a t-Spin or Mini t-Spin, the t-tetrimino must spin clockwise or counterclockwise first
(it cannot merely be moved or dropped into a t-Slot). In addition to a scoring or other bonus,
t-Spins and Mini t-Spins can also continue a Back-to-Back sequence."""
if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.rotated_last:
a = self.is_t_slot(T_Slot.A)
b = self.is_t_slot(T_Slot.B)
c = self.is_t_slot(T_Slot.C)
d = self.is_t_slot(T_Slot.D)
if a and b and (c or d):
"""A rotation is considered a t-Spin if any of the following conditions are met:
Sides A and B + (C or d) are touching a Surface when the tetrimino Locks down.
the t-tetrimino fills a t-Slot completely with no holes.
Rotation Point 5 is used to rotate the tetrimino into the t-Slot.
Any further rotation will be considered a t-Spin, not a Mini t-Spin."""
t_spin = T_Spin.T_SPIN
elif c and d and (a or b):
"""A rotation is considered a Mini t-Spin if either of the following conditions are met:
Sides C and d + (A or B) are touching a Surface when the tetrimino Locks down.
the t-tetrimino creates holes in a t-Slot. However, if Rotation Point 5 was used to rotate
the tetrimino into the t-Slot, the rotation is considered a t-Spin. """
if self.matrix.piece.rotation_point_5_used:
t_spin = T_Spin.T_SPIN
else:
@ -315,29 +365,29 @@ class TetrisLogic:
else:
t_spin = T_Spin.NONE
# Clear complete lines
self.lines_to_remove = []
for y, line in reversed(list(enumerate(self.matrix))):
if all(mino for mino in line):
self.lines_to_remove.append(y)
lines_cleared = len(self.lines_to_remove)
if lines_cleared:
self.stats.lines_cleared += lines_cleared
# Clear complete rows
self.rows_to_remove = []
for y, row in reversed(list(enumerate(self.matrix))):
if all(mino for mino in row):
self.rows_to_remove.append(y)
rows_cleared = len(self.rows_to_remove)
if rows_cleared:
self.stats.rows_cleared += rows_cleared
# Animate phase
self.on_animate_phase(self.matrix, self.lines_to_remove)
self.on_animate_phase(self.matrix, self.rows_to_remove)
# Eliminate phase
self.on_eliminate_phase(self.matrix, self.lines_to_remove)
for y in self.lines_to_remove:
self.on_eliminate_phase(self.matrix, self.rows_to_remove)
for y in self.rows_to_remove:
self.matrix.pop(y)
self.matrix.append_new_line()
self.matrix.append_new_row()
# Completion phase
pattern_name, pattern_score, nb_combo, combo_score = self.stats.locks_down(
t_spin, lines_cleared
t_spin, rows_cleared
)
self.on_completion_phase(pattern_name, pattern_score, nb_combo, combo_score)
@ -349,10 +399,10 @@ class TetrisLogic:
def on_locks_down(self, matrix, falling_piece):
pass
def on_animate_phase(self, matrix, lines_to_remove):
def on_animate_phase(self, matrix, rows_to_remove):
pass
def on_eliminate_phase(self, matrix, lines_to_remove):
def on_eliminate_phase(self, matrix, rows_to_remove):
pass
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
@ -373,12 +423,23 @@ class TetrisLogic:
self.rotate(Spin.COUNTER)
def soft_drop(self):
"""when the Soft drop command is pressed, the tetrimino in play drops at a rate 20 times faster
than the normal fall Speed, measured in seconds per line. the tetrimino resumes its normal
fall Speed once the Soft drop button is released. for example, if the normal fall Speed is 0.5
seconds per line, then the Soft drop speed is (0.5 / 20) = 0.025 seconds per line.
note that if the player Soft drops a tetrimino until it lands on a Surface, Lock down does not
occur until the Lock down timer hits zero.
Press and hold the Soft drop button to continue the downward movement. Soft drop continues
to the next tetrimino (after Lock down) as long as the button remains pressed."""
moved = self.move(Movement.DOWN)
if moved:
self.stats.score += 1
return moved
def hard_drop(self):
"""The Hard drop command instantly drops the tetrimino
and locks it down on the Surface directly below it.
There is no Auto-Repeat for a Hard drop."""
self.timer.cancel(self.lock_phase)
self.timer.cancel(self.locks_down)
while self.move(Movement.DOWN, lock=False):
@ -386,6 +447,16 @@ class TetrisLogic:
self.locks_down()
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.
Ror 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.matrix.piece.hold_enabled:
return
@ -454,6 +525,20 @@ class TetrisLogic:
self.timer.reset(self.repeat_action, delay)
def repeat_action(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 must be a slight delay between the time the move button is pressed and the time when
Auto-Repeat kicks in, roughly 0.3 seconds. 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 must then begin moving the opposite direction with the initial delay. this mainly
applies to devices with movement buttonssuch as a keyboard or mobile phonewhere more
than one direction button is able to be pressed simultaneously. when any single button is then
released, the tetrimino should again move in the direction still held, with the Auto-Repeat delay
of roughly 0.3 seconds applied once more."""
if not self.pressed_actions:
return