Import files
BIN
images/bg.jpg
Normal file
After Width: | Height: | Size: 153 KiB |
BIN
images/blue_mino.png
Normal file
After Width: | Height: | Size: 165 B |
BIN
images/cyan_mino.png
Normal file
After Width: | Height: | Size: 151 B |
BIN
images/green_mino.png
Normal file
After Width: | Height: | Size: 167 B |
BIN
images/magenta_mino.png
Normal file
After Width: | Height: | Size: 165 B |
BIN
images/matrix.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
BIN
images/orange_mino.png
Normal file
After Width: | Height: | Size: 165 B |
BIN
images/red_mino.png
Normal file
After Width: | Height: | Size: 165 B |
BIN
images/yellow_mino.png
Normal file
After Width: | Height: | Size: 143 B |
698
tetrarcade.py
Normal file
@ -0,0 +1,698 @@
|
||||
# -*- coding: utf-8 -*-
|
||||
import sys
|
||||
try:
|
||||
import arcade
|
||||
except ImportError:
|
||||
sys.exit(
|
||||
"""This game require arcade library.
|
||||
You can install it with:
|
||||
python -m pip install --user arcade
|
||||
"""
|
||||
)
|
||||
import random
|
||||
|
||||
|
||||
# Constants
|
||||
# Window
|
||||
WINDOW_WIDTH = 800
|
||||
WINDOW_HEIGHT = 600
|
||||
WINDOW_TITLE = "TETRARCADE"
|
||||
|
||||
# Sprites paths
|
||||
WINDOW_BG = "images/bg.jpg"
|
||||
MATRIX_SPRITE_PATH = "images/matrix.png"
|
||||
MINOES_SPRITES_PATHS = {
|
||||
"orange": "images/orange_mino.png",
|
||||
"blue": "images/blue_mino.png",
|
||||
"yellow": "images/yellow_mino.png",
|
||||
"cyan": "images/cyan_mino.png",
|
||||
"green": "images/green_mino.png",
|
||||
"red": "images/red_mino.png",
|
||||
"magenta": "images/magenta_mino.png"
|
||||
}
|
||||
NORMAL_ALPHA = 200
|
||||
PRELOCKED_ALPHA = 127
|
||||
GHOST_ALPHA = 50
|
||||
|
||||
# Matrix
|
||||
NB_LINES = 20
|
||||
NB_COLS = 10
|
||||
|
||||
# Delays
|
||||
AUTOREPEAT_DELAY = 0.170 # Official : 0.300
|
||||
AUTOREPEAT_INTERVAL = 0.010 # Official : 0.010
|
||||
LOCK_DELAY = 0.5
|
||||
FALL_DELAY = 1
|
||||
|
||||
|
||||
class Coord:
|
||||
|
||||
def __init__(self, x, y):
|
||||
self.x = x
|
||||
self.y = y
|
||||
|
||||
def __add__(self, other):
|
||||
return Coord(self.x+other.x, self.y+other.y)
|
||||
|
||||
|
||||
# Piece init position
|
||||
MATRIX_PIECE_INIT_POSITION = Coord(4, NB_LINES)
|
||||
NEXT_PIECE_POSITION = Coord(NB_COLS+3, NB_LINES-4)
|
||||
HELD_PIECE_POSITION = Coord(-4, NB_LINES-4)
|
||||
HELD_I_POSITION = Coord(-5, NB_LINES-4)
|
||||
|
||||
|
||||
class Status:
|
||||
|
||||
STARTING = "starting"
|
||||
PLAYING = "playing"
|
||||
PAUSED = "paused"
|
||||
OVER = "over"
|
||||
|
||||
|
||||
class Movement:
|
||||
|
||||
LEFT = Coord(-1, 0)
|
||||
RIGHT = Coord(1, 0)
|
||||
DOWN = Coord(0, -1)
|
||||
|
||||
|
||||
class Rotation:
|
||||
|
||||
CLOCKWISE = -1
|
||||
COUNTERCLOCKWISE = 1
|
||||
|
||||
|
||||
class T_Spin:
|
||||
|
||||
NO_T_SPIN = ""
|
||||
MINI_T_SPIN = "MINI T-SPIN"
|
||||
T_SPIN = "T-SPIN"
|
||||
|
||||
|
||||
class Tetromino:
|
||||
|
||||
|
||||
class TetrominoBase:
|
||||
# Super rotation system
|
||||
SRS = {
|
||||
Rotation.COUNTERCLOCKWISE: (
|
||||
(Coord(0, 0), Coord(1, 0), Coord(1, 1), Coord(0, -2), Coord(1, -2)),
|
||||
(Coord(0, 0), Coord(-1, 0), Coord(-1, -1), Coord(0, 2), Coord(-1, 2)),
|
||||
(Coord(0, 0), Coord(-1, 0), Coord(-1, 1), Coord(0, -2), Coord(-1, -2)),
|
||||
(Coord(0, 0), Coord(1, 0), Coord(1, -1), Coord(0, 2), Coord(1, 2))
|
||||
),
|
||||
Rotation.CLOCKWISE: (
|
||||
(Coord(0, 0), Coord(-1, 0), Coord(-1, 1), Coord(0, -2), Coord(-1, -2)),
|
||||
(Coord(0, 0), Coord(-1, 0), Coord(-1, -1), Coord(0, -2), Coord(-1, 2)),
|
||||
(Coord(0, 0), Coord(1, 0), Coord(1, 1), Coord(0, -2), Coord(1, -2)),
|
||||
(Coord(0, 0), Coord(1, 0), Coord(1, -1), Coord(0, 2), Coord(1, 2))
|
||||
)
|
||||
}
|
||||
lock_delay = LOCK_DELAY
|
||||
fall_delay = FALL_DELAY
|
||||
|
||||
def __init__(self):
|
||||
self.position = NEXT_PIECE_POSITION
|
||||
self.minoes_positions = self.MINOES_POSITIONS
|
||||
self.orientation = 0
|
||||
self.last_rotation_point_used = None
|
||||
self.hold_enabled = True
|
||||
self.prelocked = False
|
||||
|
||||
def ghost(self):
|
||||
return self.__class__()
|
||||
|
||||
|
||||
class O(TetrominoBase):
|
||||
|
||||
SRS = {
|
||||
Rotation.COUNTERCLOCKWISE: (tuple(), tuple(), tuple(), tuple()),
|
||||
Rotation.CLOCKWISE: (tuple(), tuple(), tuple(), tuple())
|
||||
}
|
||||
MINOES_POSITIONS = (Coord(0, 0), Coord(1, 0), Coord(0, 1), Coord(1, 1))
|
||||
MINOES_COLOR = "yellow"
|
||||
|
||||
def rotate(self, direction):
|
||||
return False
|
||||
|
||||
|
||||
class I(TetrominoBase):
|
||||
|
||||
SRS = {
|
||||
Rotation.COUNTERCLOCKWISE: (
|
||||
(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2)),
|
||||
(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2)),
|
||||
(Coord(0, 1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
|
||||
(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2))
|
||||
),
|
||||
Rotation.CLOCKWISE: (
|
||||
(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2)),
|
||||
(Coord(0, -1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
|
||||
(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2)),
|
||||
(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2))
|
||||
)
|
||||
}
|
||||
MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(2, 0))
|
||||
MINOES_COLOR = "cyan"
|
||||
|
||||
|
||||
class T(TetrominoBase):
|
||||
|
||||
MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0))
|
||||
MINOES_COLOR = "magenta"
|
||||
|
||||
|
||||
class L(TetrominoBase):
|
||||
|
||||
MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1))
|
||||
MINOES_COLOR = "orange"
|
||||
|
||||
|
||||
class J(TetrominoBase):
|
||||
|
||||
MINOES_POSITIONS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0))
|
||||
MINOES_COLOR = "blue"
|
||||
|
||||
|
||||
class S(TetrominoBase):
|
||||
|
||||
MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1))
|
||||
MINOES_COLOR = "green"
|
||||
|
||||
|
||||
class Z(TetrominoBase):
|
||||
|
||||
MINOES_POSITIONS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0))
|
||||
MINOES_COLOR = "red"
|
||||
|
||||
|
||||
TETROMINOES = (O, I, T, L, J, S, Z)
|
||||
random_bag = []
|
||||
|
||||
def __new__(cls):
|
||||
if not cls.random_bag:
|
||||
cls.random_bag = list(cls.TETROMINOES)
|
||||
random.shuffle(cls.random_bag)
|
||||
return cls.random_bag.pop()()
|
||||
|
||||
|
||||
class GameLogic():
|
||||
|
||||
T_SLOT = (Coord(-1, 1), Coord(1, 1), Coord(1, -1), Coord(-1, -1))
|
||||
SCORES = (
|
||||
{"name": "", T_Spin.NO_T_SPIN: 0, T_Spin.MINI_T_SPIN: 1, T_Spin.T_SPIN: 4},
|
||||
{"name": "SINGLE", T_Spin.NO_T_SPIN: 1, T_Spin.MINI_T_SPIN: 2, T_Spin.T_SPIN: 8},
|
||||
{"name": "DOUBLE", T_Spin.NO_T_SPIN: 3, T_Spin.MINI_T_SPIN: 12},
|
||||
{"name": "TRIPLE", T_Spin.NO_T_SPIN: 5, T_Spin.T_SPIN: 16},
|
||||
{"name": "TETRIS", T_Spin.NO_T_SPIN: 8}
|
||||
)
|
||||
|
||||
def __init__(self, ui):
|
||||
self.ui = ui
|
||||
self.high_score = 0
|
||||
self.status = Status.STARTING
|
||||
|
||||
def new_game(self):
|
||||
self.level = 0
|
||||
self.score = 0
|
||||
self.nb_lines = 0
|
||||
self.goal = 0
|
||||
|
||||
self.lock_delay = LOCK_DELAY
|
||||
self.fall_delay = FALL_DELAY
|
||||
|
||||
self.matrix = [
|
||||
[None for x in range(NB_COLS)]
|
||||
for y in range(NB_LINES+3)
|
||||
]
|
||||
self.next_piece = Tetromino()
|
||||
self.current_piece = None
|
||||
self.held_piece = None
|
||||
self.status = Status.PLAYING
|
||||
self.new_level()
|
||||
self.new_current_piece()
|
||||
|
||||
def new_level(self):
|
||||
self.level += 1
|
||||
self.goal += 5 * self.level
|
||||
if self.level <= 20:
|
||||
self.fall_delay = pow(0.8 - ((self.level-1)*0.007), self.level-1)
|
||||
if self.level > 15:
|
||||
self.lock_delay = 0.5 * pow(0.9, self.level-15)
|
||||
self.ui.new_level()
|
||||
|
||||
def new_current_piece(self):
|
||||
self.current_piece = self.next_piece
|
||||
self.current_piece.position = MATRIX_PIECE_INIT_POSITION
|
||||
self.ghost_piece = self.current_piece.ghost()
|
||||
self.move_ghost()
|
||||
self.ui.new_current_piece()
|
||||
self.next_piece = Tetromino()
|
||||
self.ui.new_next_piece()
|
||||
if self.can_move(
|
||||
self.current_piece.position,
|
||||
self.current_piece.minoes_positions
|
||||
):
|
||||
self.ui.start_fall()
|
||||
else:
|
||||
self.game_over()
|
||||
|
||||
def cell_is_free(self, position):
|
||||
return (
|
||||
0 <= position.x < NB_COLS
|
||||
and 0 <= position.y
|
||||
and not self.matrix[position.y][position.x]
|
||||
)
|
||||
|
||||
def can_move(self, potential_position, minoes_positions):
|
||||
return all(
|
||||
self.cell_is_free(potential_position+mino_position)
|
||||
for mino_position in minoes_positions
|
||||
)
|
||||
|
||||
def move(self, movement, prelock_on_stuck=True):
|
||||
potential_position = self.current_piece.position + movement
|
||||
if self.can_move(potential_position, self.current_piece.minoes_positions):
|
||||
if self.current_piece.prelocked:
|
||||
self.ui.prelock(restart=True)
|
||||
self.current_piece.position = potential_position
|
||||
self.current_piece.last_rotation_point_used = None
|
||||
self.move_ghost()
|
||||
return True
|
||||
else:
|
||||
if (
|
||||
prelock_on_stuck and not self.current_piece.prelocked
|
||||
and movement == Movement.DOWN
|
||||
):
|
||||
self.current_piece.prelocked = True
|
||||
self.ui.prelock()
|
||||
return False
|
||||
|
||||
def rotate(self, direction):
|
||||
rotated_minoes_positions = tuple(
|
||||
Coord(-direction*mino_position.y, direction*mino_position.x)
|
||||
for mino_position in self.current_piece.minoes_positions
|
||||
)
|
||||
for rotation_point, liberty_degree in enumerate(
|
||||
self.current_piece.SRS[direction][self.current_piece.orientation],
|
||||
start = 1
|
||||
):
|
||||
potential_position = self.current_piece.position + liberty_degree
|
||||
if self.can_move(potential_position, rotated_minoes_positions):
|
||||
if self.current_piece.prelocked:
|
||||
self.ui.prelock(restart=True)
|
||||
self.current_piece.position = potential_position
|
||||
self.current_piece.minoes_positions = rotated_minoes_positions
|
||||
self.current_piece.orientation = (
|
||||
(self.current_piece.orientation + direction) % 4
|
||||
)
|
||||
self.current_piece.last_rotation_point_used = rotation_point
|
||||
self.move_ghost()
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
def move_ghost(self):
|
||||
self.ghost_piece.position = self.current_piece.position
|
||||
self.ghost_piece.minoes_positions = self.current_piece.minoes_positions
|
||||
while self.can_move(
|
||||
self.ghost_piece.position + Movement.DOWN,
|
||||
self.ghost_piece.minoes_positions
|
||||
):
|
||||
self.ghost_piece.position += Movement.DOWN
|
||||
|
||||
def soft_drop(self):
|
||||
if self.move(Movement.DOWN):
|
||||
self.score += 1
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
def hard_drop(self):
|
||||
drop_score = 0
|
||||
while self.move(Movement.DOWN, prelock_on_stuck=False):
|
||||
drop_score += 2
|
||||
self.score += drop_score
|
||||
return drop_score
|
||||
|
||||
def lock(self):
|
||||
if self.move(Movement.DOWN):
|
||||
self.ui.stop_fall()
|
||||
self.ui.cancel_prelock()
|
||||
return
|
||||
|
||||
if all(
|
||||
(mino_position + self.current_piece.position).y >= NB_LINES
|
||||
for mino_position in self.current_piece.minoes_positions
|
||||
):
|
||||
self.current_piece.prelocked = False
|
||||
self.ui.update_current_piece()
|
||||
self.game_over()
|
||||
return
|
||||
|
||||
for mino_position in self.current_piece.minoes_positions:
|
||||
position = mino_position + self.current_piece.position
|
||||
if position.y <= NB_LINES+3:
|
||||
self.matrix[position.y][position.x] = self.current_piece.MINOES_COLOR
|
||||
|
||||
nb_lines_cleared = 0
|
||||
for y, line in reversed(list(enumerate(self.matrix))):
|
||||
if all(mino for mino in line):
|
||||
nb_lines_cleared += 1
|
||||
self.matrix.pop(y)
|
||||
self.matrix.append([None for x in range(NB_COLS)])
|
||||
self.ui.update_matrix()
|
||||
|
||||
if (
|
||||
self.current_piece.__class__ == Tetromino.T
|
||||
and self.current_piece.last_rotation_point_used is not None
|
||||
):
|
||||
position = self.current_piece.position
|
||||
orientation = self.current_piece.orientation
|
||||
nb_orientations = len(self.current_piece.SRS[Rotation.CLOCKWISE])
|
||||
a = not self.cell_is_free(position+self.T_SLOT[orientation])
|
||||
b = not self.cell_is_free(position+self.T_SLOT[(orientation-1)%nb_orientations])
|
||||
c = not self.cell_is_free(position+self.T_SLOT[(orientation-3)%nb_orientations])
|
||||
d = not self.cell_is_free(position+self.T_SLOT[(orientation-2)%nb_orientations])
|
||||
|
||||
if self.current_piece.last_rotation_point_used == 5 or (a and b and (c or d)):
|
||||
t_spin = T_Spin.T_SPIN
|
||||
elif c and d and (a or b):
|
||||
t_spin = T_Spin.MINI_T_SPIN
|
||||
else:
|
||||
t_spin = T_Spin.NO_T_SPIN
|
||||
else:
|
||||
t_spin = T_Spin.NO_T_SPIN
|
||||
|
||||
if t_spin:
|
||||
self.ui.display(t_spin)
|
||||
if nb_lines_cleared:
|
||||
self.ui.display(self.SCORES[nb_lines_cleared]["name"])
|
||||
self.combo += 1
|
||||
else:
|
||||
self.combo = -1
|
||||
|
||||
if nb_lines_cleared or t_spin:
|
||||
self.nb_lines += nb_lines_cleared
|
||||
ds = self.SCORES[nb_lines_cleared][t_spin]
|
||||
self.goal -= ds
|
||||
ds *= 100 * self.level
|
||||
self.score += ds
|
||||
self.ui.display(str(ds))
|
||||
|
||||
if self.combo >= 1:
|
||||
self.ui.display("COMBO x%d" % self.combo)
|
||||
ds = (20 if nb_lines_cleared==1 else 50) * self.combo * self.level
|
||||
self.score += ds
|
||||
self.ui.display(str(ds))
|
||||
|
||||
if self.score > self.high_score:
|
||||
self.high_score = self.score
|
||||
if self.goal <= 0:
|
||||
self.new_level()
|
||||
|
||||
self.new_current_piece()
|
||||
|
||||
def swap(self):
|
||||
if self.current_piece.hold_enabled:
|
||||
self.current_piece.hold_enabled = False
|
||||
self.current_piece.prelocked = False
|
||||
self.ui.cancel_prelock()
|
||||
self.ui.stop_fall()
|
||||
self.current_piece, self.held_piece = self.held_piece, self.current_piece
|
||||
if self.held_piece.__class__ == Tetromino.I:
|
||||
self.held_piece.position = HELD_I_POSITION
|
||||
else:
|
||||
self.held_piece.position = HELD_PIECE_POSITION
|
||||
self.held_piece.minoes_positions = self.held_piece.MINOES_POSITIONS
|
||||
self.ui.new_held_piece()
|
||||
if not self.current_piece:
|
||||
self.new_current_piece()
|
||||
else:
|
||||
self.current_piece.position = MATRIX_PIECE_INIT_POSITION
|
||||
self.ui.new_current_piece()
|
||||
self.ui.start_fall()
|
||||
|
||||
def game_over(self):
|
||||
self.status = Status.OVER
|
||||
self.ui.game_over()
|
||||
|
||||
|
||||
class UI(arcade.Window):
|
||||
|
||||
def __init__(self):
|
||||
super().__init__(
|
||||
width = WINDOW_WIDTH,
|
||||
height = WINDOW_HEIGHT,
|
||||
title = WINDOW_TITLE,
|
||||
resizable = False
|
||||
)
|
||||
center_x = self.width / 2
|
||||
center_y = self.height / 2
|
||||
self.bg_sprite = arcade.Sprite(WINDOW_BG)
|
||||
self.bg_sprite.center_x = center_x
|
||||
self.bg_sprite.center_y = center_y
|
||||
self.matrix_minoes_sprites = arcade.SpriteList()
|
||||
self.held_piece_sprites = arcade.SpriteList()
|
||||
self.current_piece_sprites = arcade.SpriteList()
|
||||
self.ghost_piece_sprites = arcade.SpriteList()
|
||||
self.next_piece_sprites = arcade.SpriteList()
|
||||
self.matrix_sprite = arcade.Sprite(MATRIX_SPRITE_PATH)
|
||||
self.matrix_sprite.center_x = center_x
|
||||
self.matrix_sprite.center_y = center_y
|
||||
self.matrix_sprite.left = int(self.matrix_sprite.left)
|
||||
self.matrix_sprite.top = int(self.matrix_sprite.top)
|
||||
self.matrix_sprite.alpha = 100
|
||||
|
||||
self.actions = {
|
||||
Status.PLAYING: {
|
||||
arcade.key.LEFT: self.move_left,
|
||||
arcade.key.NUM_4: self.move_left,
|
||||
arcade.key.RIGHT: self.move_right,
|
||||
arcade.key.NUM_6: self.move_right,
|
||||
arcade.key.SPACE: self.hard_drop,
|
||||
arcade.key.NUM_8: self.hard_drop,
|
||||
arcade.key.DOWN: self.soft_drop,
|
||||
arcade.key.NUM_2: self.soft_drop,
|
||||
arcade.key.UP: self.rotate_clockwise,
|
||||
arcade.key.X: self.rotate_clockwise,
|
||||
arcade.key.NUM_1: self.rotate_clockwise,
|
||||
arcade.key.NUM_5: self.rotate_clockwise,
|
||||
arcade.key.NUM_9: self.rotate_clockwise,
|
||||
arcade.key.Z: self.rotate_counterclockwise,
|
||||
arcade.key.NUM_3: self.rotate_counterclockwise,
|
||||
arcade.key.NUM_7: self.rotate_counterclockwise,
|
||||
arcade.key.C: self.swap,
|
||||
arcade.key.MOD_SHIFT: self.swap,
|
||||
arcade.key.NUM_0: self.swap,
|
||||
arcade.key.ESCAPE: self.pause,
|
||||
arcade.key.F1: self.pause,
|
||||
},
|
||||
Status.PAUSED: {
|
||||
arcade.key.ESCAPE: self.resume,
|
||||
arcade.key.F1: self.resume
|
||||
}
|
||||
}
|
||||
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
|
||||
|
||||
self.game = GameLogic(self)
|
||||
self.new_game()
|
||||
|
||||
def new_game(self):
|
||||
self.pressed_actions = []
|
||||
self.auto_repeat = False
|
||||
self.game.new_game()
|
||||
|
||||
def new_level(self):
|
||||
print("Level", self.game.level)
|
||||
|
||||
def new_piece(self, piece):
|
||||
piece_sprites = arcade.SpriteList()
|
||||
for mino_position in piece.minoes_positions:
|
||||
mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
|
||||
mino_sprite = arcade.Sprite(mino_sprite_path)
|
||||
mino_sprite.alpha = NORMAL_ALPHA
|
||||
piece_sprites.append(mino_sprite)
|
||||
return piece_sprites
|
||||
|
||||
def new_held_piece(self):
|
||||
self.held_piece_sprites = self.new_piece(self.game.held_piece)
|
||||
self.update_held_piece()
|
||||
|
||||
def new_next_piece(self):
|
||||
self.next_piece_sprites = self.new_piece(self.game.next_piece)
|
||||
self.update_next_piece()
|
||||
|
||||
def new_current_piece(self):
|
||||
self.current_piece_sprites = self.new_piece(self.game.current_piece)
|
||||
self.ghost_piece_sprites = self.new_piece(self.game.ghost_piece)
|
||||
self.update_current_piece()
|
||||
|
||||
def on_key_press(self, key, modifiers):
|
||||
for key_or_modifier in (key, modifiers):
|
||||
try:
|
||||
action = self.actions[self.game.status][key_or_modifier]
|
||||
except KeyError:
|
||||
pass
|
||||
else:
|
||||
action()
|
||||
if action in self.autorepeatable_actions:
|
||||
self.stop_autorepeat()
|
||||
self.pressed_actions.append(action)
|
||||
arcade.schedule(self.repeat_action, AUTOREPEAT_DELAY)
|
||||
|
||||
def on_key_release(self, key, modifiers):
|
||||
try:
|
||||
action = self.actions[self.game.status][key]
|
||||
except KeyError:
|
||||
pass
|
||||
else:
|
||||
if action in self.autorepeatable_actions:
|
||||
self.pressed_actions.remove(action)
|
||||
if not self.pressed_actions:
|
||||
self.stop_autorepeat()
|
||||
arcade.schedule(self.repeat_action, AUTOREPEAT_DELAY)
|
||||
|
||||
def repeat_action(self, delta_time=0):
|
||||
if self.pressed_actions:
|
||||
self.pressed_actions[-1]()
|
||||
if not self.auto_repeat:
|
||||
self.auto_repeat = True
|
||||
arcade.unschedule(self.repeat_action)
|
||||
arcade.schedule(self.repeat_action, AUTOREPEAT_INTERVAL)
|
||||
else:
|
||||
self.auto_repeat = False
|
||||
arcade.unschedule(self.repeat_action)
|
||||
|
||||
def stop_autorepeat(self):
|
||||
self.auto_repeat = False
|
||||
arcade.unschedule(self.repeat_action)
|
||||
|
||||
def move_left(self, delta_time=0):
|
||||
if self.game.move(Movement.LEFT):
|
||||
self.update_current_piece()
|
||||
|
||||
def move_right(self, delta_time=0):
|
||||
if self.game.move(Movement.RIGHT):
|
||||
self.update_current_piece()
|
||||
|
||||
def soft_drop(self, delta_time=0):
|
||||
if self.game.soft_drop():
|
||||
self.update_current_piece()
|
||||
|
||||
def hard_drop(self, delta_time=0):
|
||||
self.game.hard_drop()
|
||||
self.lock()
|
||||
|
||||
def rotate_counterclockwise(self, delta_time=0):
|
||||
if self.game.rotate(Rotation.COUNTERCLOCKWISE):
|
||||
self.update_current_piece()
|
||||
|
||||
def rotate_clockwise(self, delta_time=0):
|
||||
if self.game.rotate(Rotation.CLOCKWISE):
|
||||
self.update_current_piece()
|
||||
|
||||
def fall(self, delta_time=0):
|
||||
if self.game.move(Movement.DOWN):
|
||||
self.update_current_piece()
|
||||
|
||||
def start_fall(self):
|
||||
arcade.schedule(self.fall, self.game.fall_delay)
|
||||
|
||||
def stop_fall(self):
|
||||
arcade.unschedule(self.fall)
|
||||
|
||||
def prelock(self, restart=False):
|
||||
if restart:
|
||||
self.cancel_prelock()
|
||||
arcade.schedule(self.lock, self.game.lock_delay)
|
||||
|
||||
def cancel_prelock(self):
|
||||
arcade.unschedule(self.lock)
|
||||
|
||||
def lock(self, delta_time=0):
|
||||
self.game.lock()
|
||||
|
||||
def update_matrix(self):
|
||||
self.current_piece_sprites = arcade.SpriteList()
|
||||
self.matrix_minoes_sprites = arcade.SpriteList()
|
||||
for y, line in enumerate(self.game.matrix):
|
||||
for x, mino_color in enumerate(line):
|
||||
if mino_color:
|
||||
mino_sprite_path = MINOES_SPRITES_PATHS[mino_color]
|
||||
mino_sprite = arcade.Sprite(mino_sprite_path)
|
||||
mino_sprite.left = self.matrix_sprite.left + x*(mino_sprite.width-1)
|
||||
mino_sprite.bottom = self.matrix_sprite.bottom + y*(mino_sprite.height-1)
|
||||
mino_sprite.alpha = 200
|
||||
self.matrix_minoes_sprites.append(mino_sprite)
|
||||
|
||||
def display(self, string):
|
||||
print(string)
|
||||
|
||||
def swap(self, delta_time=0):
|
||||
self.game.swap()
|
||||
|
||||
def pause(self, delta_time=0):
|
||||
print("pause")
|
||||
self.stop_fall()
|
||||
self.cancel_prelock()
|
||||
self.pressed_actions = []
|
||||
self.stop_autorepeat()
|
||||
self.game.status = "paused"
|
||||
|
||||
def resume(self, delta_time=0):
|
||||
self.start_fall()
|
||||
if self.game.current_piece.prelocked:
|
||||
arcade.schedule(self.lock, self.game.lock_delay)
|
||||
self.game.status = "playing"
|
||||
|
||||
def on_draw(self):
|
||||
arcade.start_render()
|
||||
self.bg_sprite.draw()
|
||||
self.matrix_sprite.draw()
|
||||
if not self.game.status == "paused":
|
||||
self.matrix_minoes_sprites.draw()
|
||||
self.held_piece_sprites.draw()
|
||||
self.current_piece_sprites.draw()
|
||||
self.ghost_piece_sprites.draw()
|
||||
self.next_piece_sprites.draw()
|
||||
|
||||
def update_piece(self, piece, piece_sprites):
|
||||
for mino_sprite, mino_position in zip(
|
||||
piece_sprites, piece.minoes_positions
|
||||
):
|
||||
mino_position += piece.position
|
||||
mino_sprite.left = self.matrix_sprite.left + mino_position.x*(mino_sprite.width-1)
|
||||
mino_sprite.bottom = self.matrix_sprite.bottom + mino_position.y*(mino_sprite.height-1)
|
||||
|
||||
def update_next_piece(self):
|
||||
self.update_piece(self.game.next_piece, self.next_piece_sprites)
|
||||
|
||||
def update_held_piece(self):
|
||||
self.update_piece(self.game.held_piece, self.held_piece_sprites)
|
||||
|
||||
def update_current_piece(self):
|
||||
self.update_piece(self.game.current_piece, self.current_piece_sprites)
|
||||
if self.game.current_piece.prelocked:
|
||||
alpha = PRELOCKED_ALPHA if self.game.current_piece.prelocked else NORMAL_ALPHA
|
||||
for mino_sprite in self.current_piece_sprites:
|
||||
mino_sprite.alpha = alpha
|
||||
self.update_piece(self.game.ghost_piece, self.ghost_piece_sprites)
|
||||
for mino_sprite in self.ghost_piece_sprites:
|
||||
mino_sprite.alpha = GHOST_ALPHA
|
||||
|
||||
def game_over(self):
|
||||
arcade.unschedule(self.repeat_action)
|
||||
self.cancel_prelock()
|
||||
self.stop_fall()
|
||||
print("game over")
|
||||
|
||||
|
||||
def main():
|
||||
UI()
|
||||
arcade.run()
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
|