Import files

This commit is contained in:
Adrien MALINGREY 2019-09-26 10:40:10 +02:00
parent e13b019b1a
commit c9e6ef90a8
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# -*- 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()