Add highlight text and split ui and logic into 2 files

This commit is contained in:
adrienmalin 2019-09-28 00:43:44 +02:00
parent 51edef2474
commit d475e8f45c
2 changed files with 467 additions and 434 deletions

432
gamelogic.py Normal file
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@ -0,0 +1,432 @@
# -*- coding: utf-8 -*-
import random
# Matrix
NB_LINES = 20
NB_COLS = 10
NB_NEXT_PIECES = 5
# Delays (seconds)
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_PIECES_POSITIONS = [
Coord(NB_COLS+3, NB_LINES-4*n-3)
for n in range(NB_NEXT_PIECES)
]
HELD_PIECE_POSITION = Coord(-4, NB_LINES-3)
HELD_I_POSITION = Coord(-5, NB_LINES-3)
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_PIECES_POSITIONS[-1]
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
self.matrix = []
self.next_pieces = []
self.current_piece = None
self.held_piece = None
self.time = 0
def new_game(self):
self.level = 0
self.score = 0
self.nb_lines = 0
self.goal = 0
self.time = 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_pieces = [Tetromino() for i in range(NB_NEXT_PIECES)]
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.add_highlight_text("Level\n{:n}".format(self.level))
def new_current_piece(self):
self.current_piece = self.next_pieces.pop(0)
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_pieces.append(Tetromino())
for piece, position in zip (self.next_pieces, NEXT_PIECES_POSITIONS):
piece.position = position
self.ui.new_next_pieces()
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 add_to_score(self, ds):
self.score += ds
if self.score > self.high_score:
self.high_score = self.score
def soft_drop(self):
if self.move(Movement.DOWN):
self.add_to_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.add_to_score(drop_score)
return drop_score
def lock(self):
if self.move(Movement.DOWN):
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
self.ui.stop_fall()
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)])
if nb_lines_cleared:
self.nb_lines += nb_lines_cleared
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
lock_strings = []
lock_score = 0
if t_spin:
lock_strings.append(t_spin)
if nb_lines_cleared:
lock_strings.append(self.SCORES[nb_lines_cleared]["name"])
self.combo += 1
else:
self.combo = -1
if nb_lines_cleared or t_spin:
ds = self.SCORES[nb_lines_cleared][t_spin]
self.goal -= ds
ds *= 100 * self.level
lock_score += ds
lock_strings.append(str(ds))
if self.combo >= 1:
lock_strings.append("COMBO x%d" % self.combo)
ds = (20 if nb_lines_cleared==1 else 50) * self.combo * self.level
lock_score += ds
lock_strings.append(str(ds))
if lock_strings:
self.ui.add_highlight_text("\n".join(lock_strings))
self.add_to_score(lock_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 self.current_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.ui.start_fall()
else:
self.new_current_piece()
def game_over(self):
self.status = Status.OVER
self.ui.game_over()

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@ -1,5 +1,8 @@
# -*- coding: utf-8 -*-
import sys
import locale
import time
try:
import arcade
except ImportError:
@ -9,9 +12,8 @@ You can install it with:
python -m pip install --user arcade
"""
)
import random
import locale
import time
from gamelogic import GameLogic, Status, Movement, Rotation
# Constants
@ -20,11 +22,18 @@ WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600
WINDOW_TITLE = "TETRARCADE"
# Delays (seconds)
AUTOREPEAT_DELAY = 0.300 # Official : 0.300
AUTOREPEAT_INTERVAL = 0.010 # Official : 0.010
HIGHLIGHT_TEXT_DISPLAY_DELAY = 1
# Text
TEXT_COLOR = arcade.color.BUBBLES
HIGHLIGHT_TEXT_COLOR = arcade.color.BEAU_BLUE
FONT_NAME = "joystix monospace.ttf"
TEXT_MARGIN = 40
FONT_SIZE = 10
HIGHLIGHT_TEXT_FONT_SIZE = 20
TEXT_HEIGHT = 13.2
TEXT = """SCORE
HIGH SCORE
@ -66,434 +75,8 @@ PRELOCKED_ALPHA = 127
GHOST_ALPHA = 50
MATRIX_SRITE_ALPHA = 100
# Matrix
NB_LINES = 20
NB_COLS = 10
NB_NEXT_PIECES = 5
# Delays (seconds)
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_PIECES_POSITIONS = [
Coord(NB_COLS+3, NB_LINES-4*n-3)
for n in range(NB_NEXT_PIECES)
]
HELD_PIECE_POSITION = Coord(-4, NB_LINES-3)
HELD_I_POSITION = Coord(-5, NB_LINES-3)
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_PIECES_POSITIONS[-1]
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
self.matrix = []
self.next_pieces = []
self.current_piece = None
self.held_piece = None
self.time = 0
def new_game(self):
self.level = 0
self.score = 0
self.nb_lines = 0
self.goal = 0
self.time = 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_pieces = [Tetromino() for i in range(NB_NEXT_PIECES)]
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)
def new_current_piece(self):
self.current_piece = self.next_pieces.pop(0)
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_pieces.append(Tetromino())
for piece, position in zip (self.next_pieces, NEXT_PIECES_POSITIONS):
piece.position = position
self.ui.new_next_pieces()
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 add_to_score(self, ds):
self.score += ds
if self.score > self.high_score:
self.high_score = self.score
def soft_drop(self):
if self.move(Movement.DOWN):
self.add_to_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.add_to_score(drop_score)
return drop_score
def lock(self):
if self.move(Movement.DOWN):
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
self.ui.stop_fall()
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)])
if nb_lines_cleared:
self.nb_lines += nb_lines_cleared
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
lock_score = 0
if nb_lines_cleared or t_spin:
ds = self.SCORES[nb_lines_cleared][t_spin]
self.goal -= ds
ds *= 100 * self.level
lock_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
lock_score += ds
self.ui.display(str(ds))
if self.goal <= 0:
self.new_level()
self.add_to_score(lock_score)
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 self.current_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.ui.start_fall()
else:
self.new_current_piece()
def game_over(self):
print("GAME OVER")
self.status = Status.OVER
self.ui.game_over()
class UI(arcade.Window):
class TetrArcade(arcade.Window):
def __init__(self):
locale.setlocale(locale.LC_ALL, '')
@ -553,7 +136,7 @@ class UI(arcade.Window):
font_name = FONT_NAME,
anchor_x = 'right'
)
self.highlight_texts = []
self.new_game()
@ -718,8 +301,14 @@ class UI(arcade.Window):
self.stop_fall()
print("game over")
def display(self, string):
print(string)
def add_highlight_text(self, string):
self.highlight_texts.append(string)
arcade.schedule(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY)
def del_highlight_text(self, delta_time=0):
self.highlight_texts.pop(0)
if not self.highlight_texts:
arcade.unschedule(self.del_highlight_text)
def clock(self, delta_time=0):
self.game.time += delta_time
@ -806,10 +395,22 @@ class UI(arcade.Window):
font_name = FONT_NAME,
anchor_x = 'right'
)
if self.highlight_texts:
arcade.draw_text(
text = self.highlight_texts[0],
start_x = self.matrix_sprite.center_x,
start_y = self.matrix_sprite.center_y,
color = HIGHLIGHT_TEXT_COLOR,
font_size = HIGHLIGHT_TEXT_FONT_SIZE,
align = 'center',
font_name = FONT_NAME,
anchor_x = 'center',
anchor_y = 'center'
)
def main():
UI()
TetrArcade()
arcade.run()
if __name__ == "__main__":