particules!
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@ -1,5 +1,6 @@
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# -*- coding: utf-8 -*-
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import sys
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import random
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try:
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import arcade
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@ -33,6 +34,7 @@ LOCK_DELAY = 0.5
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FALL_DELAY = 1
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AUTOREPEAT_DELAY = 0.300
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AUTOREPEAT_PERIOD = 0.010
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PARTICULE_ACCELERATION = 1.1
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# Piece init coord
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MATRIX_PIECE_COORD = Coord(4, LINES)
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@ -76,7 +78,7 @@ MATRIX_BG_PATH = os.path.join(IMAGES_DIR, "matrix.png")
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HELD_BG_PATH = os.path.join(IMAGES_DIR, "held.png")
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NEXT_BG_PATH = os.path.join(IMAGES_DIR, "next.png")
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MINOES_SPRITES_PATH = os.path.join(IMAGES_DIR, "minoes.png")
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Color.PRELOCKED = 7
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Color.LOCKED = 7
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MINOES_COLOR_ID = {
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Color.BLUE: 0,
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Color.CYAN: 1,
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@ -85,7 +87,7 @@ MINOES_COLOR_ID = {
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Color.ORANGE: 4,
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Color.RED: 5,
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Color.YELLOW: 6,
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Color.PRELOCKED: 7,
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Color.LOCKED: 7,
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}
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TEXTURES = arcade.load_textures(
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MINOES_SPRITES_PATH,
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@ -128,7 +130,7 @@ class MinoSprite(arcade.Sprite):
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self.alpha = alpha
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self.window = window
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self.append_texture(TEXTURES[mino.color])
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self.append_texture(TEXTURES[Color.PRELOCKED])
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self.append_texture(TEXTURES[Color.LOCKED])
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self.set_texture(0)
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def update(self, x, y, texture=0):
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@ -214,7 +216,7 @@ 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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self.exploding_minoes = [None for y in range(LINES)]
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if self.play_music:
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try:
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@ -382,8 +384,32 @@ AGAIN""".format(
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matrix.sprites.append(mino.sprite)
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def on_line_remove(self, matrix, y):
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line_textures = tuple(TEXTURES[mino.color] for mino in matrix[y])
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self.exploding_minoes[y] = arcade.Emitter(
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center_xy=(matrix.bg.left, matrix.bg.bottom + (y + 0.5) * MINO_SIZE),
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emit_controller=arcade.EmitBurst(COLLUMNS),
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particle_factory=lambda emitter: arcade.LifetimeParticle(
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filename_or_texture=random.choice(line_textures),
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change_xy=arcade.rand_in_rect(
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(-COLLUMNS * MINO_SIZE, -4 * MINO_SIZE),
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2 * COLLUMNS * MINO_SIZE,
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5 * MINO_SIZE,
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),
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lifetime=1,
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center_xy=arcade.rand_on_line((0, 0), (matrix.bg.width, 0)),
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scale=self.scale,
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alpha=NORMAL_ALPHA,
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change_angle=2,
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mutation_callback=self.speed_up_particule,
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),
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)
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matrix.sprites.remove_line(y)
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def speed_up_particule(self, particule):
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particule.change_x *= PARTICULE_ACCELERATION
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particule.change_y *= PARTICULE_ACCELERATION
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def on_pattern_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
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if pattern_score:
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self.show_text("{:s}\n{:n}".format(pattern_name, pattern_score))
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@ -491,6 +517,10 @@ AGAIN""".format(
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anchor_x="right",
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)
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for exploding_minoes in self.exploding_minoes:
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if exploding_minoes:
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exploding_minoes.draw()
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highlight_text = {
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Phase.STARTING: self.start_text,
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Phase.FALLING: self.highlight_texts[0] if self.highlight_texts else "",
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@ -548,7 +578,7 @@ AGAIN""".format(
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crypted_high_score = f.read()
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super().load_high_score(crypted_high_score)
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except:
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self.high_score = 0
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self.stats.high_score = 0
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def save_high_score(self):
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try:
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@ -598,8 +628,9 @@ High score could not be saved:
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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.update(texture=texture)
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if self.exploding_minoes:
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self.exploding_minoes.update()
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for exploding_minoes in self.exploding_minoes:
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if exploding_minoes:
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exploding_minoes.update()
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def on_close(self):
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self.save_high_score()
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2
test.py
2
test.py
@ -23,7 +23,7 @@ for i in range(22):
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game.on_draw()
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game.lock_phase()
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game.hold()
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game.matrix.sprites.refresh()
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game.matrix.sprites.update()
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game.on_draw()
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while game.phase != Phase.OVER:
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game.hard_drop()
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@ -79,6 +79,7 @@ class Stats:
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def __init__(self):
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self._score = 0
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self.high_score = 0
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self.time = 0
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def new_game(self, level):
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