improve tetrislogic API

This commit is contained in:
adrienmalin 2019-10-06 02:43:38 +02:00
parent 32bf60313c
commit fe69557bc6
7 changed files with 398 additions and 305 deletions

View File

@ -1,10 +1,12 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import sys import sys
try: try:
import arcade import arcade
except ImportError as e: except ImportError as e:
sys.exit( sys.exit(
str(e) + """ str(e)
+ """
This game require arcade library. This game require arcade library.
You can install it with: You can install it with:
python -m pip install --user arcade""" python -m pip install --user arcade"""
@ -17,14 +19,14 @@ import os
import itertools import itertools
import configparser import configparser
from tetrislogic import TetrisLogic, Color, State, Coord from tetrislogic import TetrisLogic, Color, Phase, Coord, I_Tetrimino, Movement
# Constants # Constants
# Matrix # Matrix
NB_LINES = 20 LINES = 20
NB_COLS = 10 COLLUMNS = 10
NB_NEXT = 5 NEXT_PIECES = 5
# Delays (seconds) # Delays (seconds)
LOCK_DELAY = 0.5 LOCK_DELAY = 0.5
@ -33,9 +35,9 @@ AUTOREPEAT_DELAY = 0.300
AUTOREPEAT_PERIOD = 0.010 AUTOREPEAT_PERIOD = 0.010
# Piece init coord # Piece init coord
MATRIX_PIECE_COORD = Coord(4, NB_LINES) MATRIX_PIECE_COORD = Coord(4, LINES)
NEXT_PIECE_COORDS = [Coord(NB_COLS + 4, NB_LINES - 4 * n - 3) for n in range(NB_NEXT)] NEXT_PIECES_COORDS = [Coord(COLLUMNS + 4, LINES - 4 * n - 3) for n in range(COLLUMNS)]
HELD_PIECE_COORD = Coord(-5, NB_LINES - 3) HELD_PIECE_COORD = Coord(-5, LINES - 3)
# Window # Window
WINDOW_WIDTH = 800 WINDOW_WIDTH = 800
@ -49,7 +51,7 @@ BG_COLOR = (7, 11, 21)
HIGHLIGHT_TEXT_DISPLAY_DELAY = 0.7 HIGHLIGHT_TEXT_DISPLAY_DELAY = 0.7
# Transparency (0=invisible, 255=opaque) # Transparency (0=invisible, 255=opaque)
NORMAL_ALPHA = 200 NORMAL_ALPHA = 255
PRELOCKED_ALPHA = 100 PRELOCKED_ALPHA = 100
GHOST_ALPHA = 30 GHOST_ALPHA = 30
MATRIX_BG_ALPHA = 100 MATRIX_BG_ALPHA = 100
@ -59,7 +61,7 @@ BAR_ALPHA = 75
MINO_SIZE = 20 MINO_SIZE = 20
MINO_SPRITE_SIZE = 21 MINO_SPRITE_SIZE = 21
if getattr(sys, 'frozen', False): if getattr(sys, "frozen", False):
# The application is frozen # The application is frozen
PROGRAM_DIR = os.path.dirname(sys.executable) PROGRAM_DIR = os.path.dirname(sys.executable)
else: else:
@ -86,9 +88,12 @@ MINOES_COLOR_ID = {
Color.PRELOCKED: 7, Color.PRELOCKED: 7,
} }
TEXTURES = arcade.load_textures( TEXTURES = arcade.load_textures(
MINOES_SPRITES_PATH, ((i * MINO_SPRITE_SIZE, 0, MINO_SPRITE_SIZE, MINO_SPRITE_SIZE) for i in range(8)) MINOES_SPRITES_PATH,
((i * MINO_SPRITE_SIZE, 0, MINO_SPRITE_SIZE, MINO_SPRITE_SIZE) for i in range(8)),
) )
TEXTURES = {color: TEXTURES[i] for color, i in MINOES_COLOR_ID.items()} TEXTURES = {color: TEXTURES[i] for color, i in MINOES_COLOR_ID.items()}
NORMAL_TEXTURE = 0
LOCKED_TEXTURE = 1
# Music # Music
MUSIC_DIR = os.path.join(RESOURCES_DIR, "musics") MUSIC_DIR = os.path.join(RESOURCES_DIR, "musics")
@ -105,16 +110,19 @@ HIGHLIGHT_TEXT_SIZE = 20
# User profile path # User profile path
if sys.platform == "win32": if sys.platform == "win32":
USER_PROFILE_DIR = os.environ.get("appdata", os.path.expanduser("~\Appdata\Roaming")) USER_PROFILE_DIR = os.environ.get(
"appdata", os.path.expanduser("~\Appdata\Roaming")
)
else: else:
USER_PROFILE_DIR = os.environ.get("XDG_DATA_HOME", os.path.expanduser("~/.local/share")) USER_PROFILE_DIR = os.environ.get(
"XDG_DATA_HOME", os.path.expanduser("~/.local/share")
)
USER_PROFILE_DIR = os.path.join(USER_PROFILE_DIR, "TetrArcade") USER_PROFILE_DIR = os.path.join(USER_PROFILE_DIR, "TetrArcade")
HIGH_SCORE_PATH = os.path.join(USER_PROFILE_DIR, ".high_score") HIGH_SCORE_PATH = os.path.join(USER_PROFILE_DIR, ".high_score")
CONF_PATH = os.path.join(USER_PROFILE_DIR, "TetrArcade.ini") CONF_PATH = os.path.join(USER_PROFILE_DIR, "TetrArcade.ini")
class MinoSprite(arcade.Sprite): class MinoSprite(arcade.Sprite):
def __init__(self, mino, window, alpha): def __init__(self, mino, window, alpha):
super().__init__() super().__init__()
self.alpha = alpha self.alpha = alpha
@ -123,16 +131,15 @@ class MinoSprite(arcade.Sprite):
self.append_texture(TEXTURES[Color.PRELOCKED]) self.append_texture(TEXTURES[Color.PRELOCKED])
self.set_texture(0) self.set_texture(0)
def refresh(self, x, y, prelocked=False): def refresh(self, x, y, texture=0):
self.scale = self.window.scale self.scale = self.window.scale
size = MINO_SIZE * self.scale size = MINO_SIZE * self.scale
self.left = self.window.matrix.bg.left + x * size self.left = self.window.matrix.bg.left + x * size
self.bottom = self.window.matrix.bg.bottom + y * size self.bottom = self.window.matrix.bg.bottom + y * size
self.set_texture(prelocked) self.set_texture(texture)
class MinoesSprites(arcade.SpriteList): class MinoesSprites(arcade.SpriteList):
def resize(self, scale): def resize(self, scale):
for sprite in self: for sprite in self:
sprite.scale = scale sprite.scale = scale
@ -140,7 +147,6 @@ class MinoesSprites(arcade.SpriteList):
class TetrominoSprites(MinoesSprites): class TetrominoSprites(MinoesSprites):
def __init__(self, tetromino, window, alpha=NORMAL_ALPHA): def __init__(self, tetromino, window, alpha=NORMAL_ALPHA):
super().__init__() super().__init__()
self.tetromino = tetromino self.tetromino = tetromino
@ -149,14 +155,13 @@ class TetrominoSprites(MinoesSprites):
mino.sprite = MinoSprite(mino, window, alpha) mino.sprite = MinoSprite(mino, window, alpha)
self.append(mino.sprite) self.append(mino.sprite)
def refresh(self): def refresh(self, texture=NORMAL_TEXTURE):
for mino in self.tetromino: for mino in self.tetromino:
coord = mino.coord + self.tetromino.coord coord = mino.coord + self.tetromino.coord
mino.sprite.refresh(coord.x, coord.y, self.tetromino.prelocked) mino.sprite.refresh(coord.x, coord.y, texture)
class MatrixSprites(MinoesSprites): class MatrixSprites(MinoesSprites):
def __init__(self, matrix): def __init__(self, matrix):
super().__init__() super().__init__()
self.matrix = matrix self.matrix = matrix
@ -175,7 +180,6 @@ class MatrixSprites(MinoesSprites):
class TetrArcade(TetrisLogic, arcade.Window): class TetrArcade(TetrisLogic, arcade.Window):
def __init__(self): def __init__(self):
locale.setlocale(locale.LC_ALL, "") locale.setlocale(locale.LC_ALL, "")
self.highlight_texts = [] self.highlight_texts = []
@ -192,7 +196,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.new_conf() self.new_conf()
self.load_conf() self.load_conf()
super().__init__(NB_LINES, NB_COLS, NB_NEXT) super().__init__(LINES, COLLUMNS, NEXT_PIECES)
arcade.Window.__init__( arcade.Window.__init__(
self, self,
width=self.init_width, width=self.init_width,
@ -219,16 +223,21 @@ class TetrArcade(TetrisLogic, arcade.Window):
try: try:
self.music = pyglet.media.Player() self.music = pyglet.media.Player()
playlist = itertools.cycle( playlist = itertools.cycle(
pyglet.media.load(path) pyglet.media.load(path) for path in MUSICS_PATHS
for path in MUSICS_PATHS
) )
self.music.queue(playlist) self.music.queue(playlist)
except: except:
Warning("Can't play music.") Warning("Can't play music.")
self.play_music = False self.music = None
else:
self.music = None
def new_conf(self): def new_conf(self):
self.conf["WINDOW"] = {"width": WINDOW_WIDTH, "height": WINDOW_HEIGHT, "fullscreen": False} self.conf["WINDOW"] = {
"width": WINDOW_WIDTH,
"height": WINDOW_HEIGHT,
"fullscreen": False,
}
self.conf["KEYBOARD"] = { self.conf["KEYBOARD"] = {
"start": "ENTER", "start": "ENTER",
"move left": "LEFT", "move left": "LEFT",
@ -241,9 +250,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
"pause": "ESCAPE", "pause": "ESCAPE",
"fullscreen": "F11", "fullscreen": "F11",
} }
self.conf["MUSIC"] = { self.conf["MUSIC"] = {"play": True}
"play": True
}
self.conf["AUTO-REPEAT"] = {"delay": 0.3, "period": 0.01} self.conf["AUTO-REPEAT"] = {"delay": 0.3, "period": 0.01}
self.load_conf() self.load_conf()
if not os.path.exists(USER_PROFILE_DIR): if not os.path.exists(USER_PROFILE_DIR):
@ -259,28 +266,61 @@ class TetrArcade(TetrisLogic, arcade.Window):
for action, key in self.conf["KEYBOARD"].items(): for action, key in self.conf["KEYBOARD"].items():
self.conf["KEYBOARD"][action] = key.upper() self.conf["KEYBOARD"][action] = key.upper()
self.key_map = { self.key_map = {
State.STARTING: { Phase.STARTING: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game, getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen, getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
State.PLAYING: { Phase.FALLING: {
getattr(arcade.key, self.conf["KEYBOARD"]["move left"]): self.move_left, getattr(arcade.key, self.conf["KEYBOARD"]["move left"]): self.move_left,
getattr(arcade.key, self.conf["KEYBOARD"]["move right"]): self.move_right, getattr(
arcade.key, self.conf["KEYBOARD"]["move right"]
): self.move_right,
getattr(arcade.key, self.conf["KEYBOARD"]["soft drop"]): self.soft_drop, getattr(arcade.key, self.conf["KEYBOARD"]["soft drop"]): self.soft_drop,
getattr(arcade.key, self.conf["KEYBOARD"]["hard drop"]): self.hard_drop, getattr(arcade.key, self.conf["KEYBOARD"]["hard drop"]): self.hard_drop,
getattr(arcade.key, self.conf["KEYBOARD"]["rotate clockwise"]): self.rotate_clockwise, getattr(
getattr(arcade.key, self.conf["KEYBOARD"]["rotate counter"]): self.rotate_counter, arcade.key, self.conf["KEYBOARD"]["rotate clockwise"]
getattr(arcade.key, self.conf["KEYBOARD"]["hold"]): self.swap, ): self.rotate_clockwise,
getattr(
arcade.key, self.conf["KEYBOARD"]["rotate counter"]
): self.rotate_counter,
getattr(arcade.key, self.conf["KEYBOARD"]["hold"]): self.hold,
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.pause, getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.pause,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen, getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
State.PAUSED: { Phase.LOCK: {
getattr(arcade.key, self.conf["KEYBOARD"]["move left"]): self.move_left,
getattr(
arcade.key, self.conf["KEYBOARD"]["move right"]
): self.move_right,
getattr(arcade.key, self.conf["KEYBOARD"]["soft drop"]): self.soft_drop,
getattr(arcade.key, self.conf["KEYBOARD"]["hard drop"]): self.hard_drop,
getattr(
arcade.key, self.conf["KEYBOARD"]["rotate clockwise"]
): self.rotate_clockwise,
getattr(
arcade.key, self.conf["KEYBOARD"]["rotate counter"]
): self.rotate_counter,
getattr(arcade.key, self.conf["KEYBOARD"]["hold"]): self.hold,
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.pause,
getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
},
Phase.PAUSED: {
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.resume, getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.resume,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen, getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
State.OVER: { Phase.OVER: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game, getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen, getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
} }
@ -291,12 +331,21 @@ class TetrArcade(TetrisLogic, arcade.Window):
"\n\n\nCONTROLS\n\n" "\n\n\nCONTROLS\n\n"
+ "\n".join( + "\n".join(
"{:<16s}{:>6s}".format(key, action) "{:<16s}{:>6s}".format(key, action)
for key, action in tuple(self.conf["KEYBOARD"].items()) + (("QUIT", "ALT+F4"),) for key, action in tuple(self.conf["KEYBOARD"].items())
+ (("QUIT", "ALT+F4"),)
) )
+ "\n\n\n" + "\n\n\n"
) )
self.start_text = "TETRARCADE" + controls_text + "PRESS [{}] TO START".format(self.conf["KEYBOARD"]["start"]) self.start_text = (
self.pause_text = "PAUSE" + controls_text + "PRESS [{}] TO RESUME".format(self.conf["KEYBOARD"]["pause"]) "TETRARCADE"
+ controls_text
+ "PRESS [{}] TO START".format(self.conf["KEYBOARD"]["start"])
)
self.pause_text = (
"PAUSE"
+ controls_text
+ "PRESS [{}] TO RESUME".format(self.conf["KEYBOARD"]["pause"])
)
self.game_over_text = """GAME self.game_over_text = """GAME
OVER OVER
@ -309,74 +358,73 @@ AGAIN""".format(
self.play_music = self.conf["MUSIC"].getboolean("play") self.play_music = self.conf["MUSIC"].getboolean("play")
def on_new_game(self): def on_new_game(self, next_pieces):
self.highlight_texts = [] self.highlight_texts = []
self.matrix.sprites = MatrixSprites(self.matrix) self.matrix.sprites = MatrixSprites(self.matrix)
if self.play_music: for piece in next_pieces:
piece.sprites = TetrominoSprites(piece, self)
if self.music:
self.music.seek(0) self.music.seek(0)
self.music.play() self.music.play()
def on_new_piece(self, piece):
piece.sprites = TetrominoSprites(piece, self)
def on_new_level(self, level): def on_new_level(self, level):
self.show_text("LEVEL\n{:n}".format(level)) self.show_text("LEVEL\n{:n}".format(level))
def on_generation_phase(self, piece): def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
self.matrix.sprites.refresh() matrix.sprites.refresh()
self.matrix.ghost.sprites = TetrominoSprites(self.matrix.ghost, self, GHOST_ALPHA) falling_piece.sprites = TetrominoSprites(falling_piece, self)
for tetromino in [self.matrix.piece, self.matrix.ghost] + self.next.pieces: ghost_piece.sprites = TetrominoSprites(ghost_piece, self, GHOST_ALPHA)
tetromino.sprites.refresh() next_pieces[-1].sprites = TetrominoSprites(next_pieces[-1], self)
for piece, coord in zip(next_pieces, NEXT_PIECES_COORDS):
def on_falling_phase(self): piece.coord = coord
self.matrix.piece.sprites.refresh()
def on_moved(self, moved):
self.matrix.piece.sprites.refresh()
self.matrix.ghost.sprites.refresh()
def on_rotated(self, direction):
for tetromino in (self.matrix.piece, self.matrix.ghost):
tetromino.sprites.refresh()
def on_lock_phase(self):
self.matrix.piece.sprites.refresh()
self.matrix.sprites.refresh()
def on_locked(self, piece):
piece.sprites.refresh() piece.sprites.refresh()
for mino in piece:
self.matrix.sprites.append(mino.sprite)
def on_line_remove(self, y): def on_falling_phase(self, falling_piece, ghost_piece):
self.matrix.sprites.remove_line(y) falling_piece.sprites.refresh()
ghost_piece.sprites.refresh()
def swap(self): def on_lock_phase(self, locked_piece):
super().swap() locked_piece.sprites.refresh(texture=LOCKED_TEXTURE)
self.matrix.ghost.sprites = TetrominoSprites(self.matrix.ghost, self, GHOST_ALPHA)
for tetromino in (self.held.piece, self.matrix.piece, self.matrix.ghost): def on_locked(self, matrix, locked_piece):
if tetromino: for mino in locked_piece:
tetromino.sprites.refresh() matrix.sprites.append(mino.sprite)
def on_line_remove(self, matrix, y):
matrix.sprites.remove_line(y)
def on_pattern_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
if pattern_score:
self.show_text("{:s}\n{:n}".format(pattern_name, pattern_score))
if combo_score:
self.show_text("COMBO x{:n}\n{:n}".format(nb_combo, combo_score))
def on_hold(self, held_piece):
held_piece.coord = HELD_PIECE_COORD
if type(held_piece) == I_Tetrimino:
held_piece.coord += Movement.LEFT
held_piece.sprites.refresh()
def pause(self): def pause(self):
super().pause() super().pause()
if self.play_music: if self.music:
self.music.pause() self.music.pause()
def resume(self): def resume(self):
super().resume() super().resume()
if self.play_music: if self.music:
self.music.play() self.music.play()
def game_over(self): def on_game_over(self):
super().game_over() if self.music:
if self.play_music:
self.music.pause() self.music.pause()
def on_key_press(self, key, modifiers): def on_key_press(self, key, modifiers):
for key_or_modifier in (key, modifiers): for key_or_modifier in (key, modifiers):
try: try:
action = self.key_map[self.state][key_or_modifier] action = self.key_map[self.phase][key_or_modifier]
except KeyError: except KeyError:
pass pass
else: else:
@ -385,7 +433,7 @@ AGAIN""".format(
def on_key_release(self, key, modifiers): def on_key_release(self, key, modifiers):
for key_or_modifier in (key, modifiers): for key_or_modifier in (key, modifiers):
try: try:
action = self.key_map[self.state][key_or_modifier] action = self.key_map[self.phase][key_or_modifier]
except KeyError: except KeyError:
pass pass
else: else:
@ -405,22 +453,29 @@ AGAIN""".format(
arcade.start_render() arcade.start_render()
self.bg.draw() self.bg.draw()
if self.state in (State.PLAYING, State.OVER): if self.phase not in (Phase.STARTING, Phase.PAUSED):
self.matrix.bg.draw() self.matrix.bg.draw()
self.held.bg.draw() self.held.bg.draw()
self.next.bg.draw() self.next.bg.draw()
self.matrix.sprites.draw() self.matrix.sprites.draw()
for tetromino in [self.held.piece, self.matrix.piece, self.matrix.ghost] + self.next.pieces: for tetromino in [
self.held.piece,
self.matrix.piece,
self.matrix.ghost,
] + self.next.pieces:
if tetromino: if tetromino:
tetromino.sprites.draw() tetromino.sprites.draw()
t = time.localtime(self.stats.time) t = time.localtime(self.stats.time)
font_size = STATS_TEXT_SIZE * self.scale font_size = STATS_TEXT_SIZE * self.scale
for y, text in enumerate(("TIME", "LINES", "GOAL", "LEVEL", "HIGH SCORE", "SCORE")): for y, text in enumerate(
("TIME", "LINES", "GOAL", "LEVEL", "HIGH SCORE", "SCORE")
):
arcade.draw_text( arcade.draw_text(
text=text, text=text,
start_x=self.matrix.bg.left - self.scale * (STATS_TEXT_MARGIN + STATS_TEXT_WIDTH), start_x=self.matrix.bg.left
- self.scale * (STATS_TEXT_MARGIN + STATS_TEXT_WIDTH),
start_y=self.matrix.bg.bottom + 1.5 * (2 * y + 1) * font_size, start_y=self.matrix.bg.bottom + 1.5 * (2 * y + 1) * font_size,
color=TEXT_COLOR, color=TEXT_COLOR,
font_size=font_size, font_size=font_size,
@ -450,11 +505,11 @@ AGAIN""".format(
) )
highlight_text = { highlight_text = {
State.STARTING: self.start_text, Phase.STARTING: self.start_text,
State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "", Phase.FALLING: self.highlight_texts[0] if self.highlight_texts else "",
State.PAUSED: self.pause_text, Phase.PAUSED: self.pause_text,
State.OVER: self.game_over_text, Phase.OVER: self.game_over_text,
}.get(self.state, "") }.get(self.phase, "")
if highlight_text: if highlight_text:
arcade.draw_text( arcade.draw_text(
text=highlight_text, text=highlight_text,
@ -500,7 +555,11 @@ AGAIN""".format(
self.matrix.sprites.resize(self.scale) self.matrix.sprites.resize(self.scale)
for tetromino in [self.held.piece, self.matrix.piece, self.matrix.ghost] + self.next.pieces: for tetromino in [
self.held.piece,
self.matrix.piece,
self.matrix.ghost,
] + self.next.pieces:
if tetromino: if tetromino:
tetromino.sprites.resize(self.scale) tetromino.sprites.resize(self.scale)
@ -555,7 +614,7 @@ High score could not be saved:
def on_close(self): def on_close(self):
self.save_high_score() self.save_high_score()
if self.play_music: if self.music:
self.music.pause() self.music.pause()
super().on_close() super().on_close()

13
test.py
View File

@ -1,6 +1,6 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from TetrArcade import TetrArcade, State, MinoSprite from TetrArcade import TetrArcade, Phase, MinoSprite
from tetrislogic import Mino, Color, Coord from tetrislogic import Mino, Color, Coord
game = TetrArcade() game = TetrArcade()
@ -14,12 +14,17 @@ game.move_left()
game.pause() game.pause()
game.resume() game.resume()
game.move_right() game.move_right()
game.swap() game.hold()
game.rotate_clockwise() game.rotate_clockwise()
game.hold()
game.rotate_counter() game.rotate_counter()
for i in range(12): for i in range(22):
game.soft_drop() game.soft_drop()
game.on_draw()
game.lock_phase()
game.hold()
game.matrix.sprites.refresh() game.matrix.sprites.refresh()
game.on_draw() game.on_draw()
while game.state != State.OVER: while game.phase != Phase.OVER:
game.hard_drop() game.hard_drop()
game.on_draw()

View File

@ -1,5 +1,15 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from .consts import LINES, COLLUMNS, NEXT_PIECES from .consts import LINES, COLLUMNS, NEXT_PIECES
from .utils import Movement, Rotation, Color, Coord from .utils import Movement, Rotation, Color, Coord, Phase
from .tetromino import Mino, Tetromino from .tetromino import (
from .tetrislogic import TetrisLogic, State, Matrix Mino,
Tetromino,
I_Tetrimino,
J_Tetrimino,
L_Tetrimino,
O_Tetrimino,
S_Tetrimino,
T_Tetrimino,
Z_Tetrimino,
)
from .tetrislogic import TetrisLogic, Matrix

View File

@ -15,5 +15,3 @@ AUTOREPEAT_PERIOD = 0.010 # Official : 0.010 s
# Piece init coord # Piece init coord
MATRIX_PIECE_COORD = Coord(4, LINES) MATRIX_PIECE_COORD = Coord(4, LINES)
NEXT_PIECE_COORDS = [Coord(COLLUMNS + 4, LINES - 4 * n - 3) for n in range(NEXT_PIECES)]
HELD_PIECE_COORD = Coord(-5, LINES - 3)

View File

@ -1,9 +1,8 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import random
import pickle import pickle
from .utils import Coord, Movement, Rotation, T_Spin from .utils import Coord, Movement, Rotation, T_Spin, Phase
from .tetromino import Tetromino, T_Tetrimino, I_Tetrimino from .tetromino import Tetromino, T_Tetrimino
from .consts import ( from .consts import (
LINES, LINES,
COLLUMNS, COLLUMNS,
@ -13,8 +12,6 @@ from .consts import (
AUTOREPEAT_DELAY, AUTOREPEAT_DELAY,
AUTOREPEAT_PERIOD, AUTOREPEAT_PERIOD,
MATRIX_PIECE_COORD, MATRIX_PIECE_COORD,
NEXT_PIECE_COORDS,
HELD_PIECE_COORD,
) )
@ -22,16 +19,7 @@ LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343 CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
class State:
STARTING = "STARTING"
PLAYING = "PLAYING"
PAUSED = "PAUSED"
OVER = "OVER"
class PieceContainer: class PieceContainer:
def __init__(self): def __init__(self):
self.piece = None self.piece = None
@ -41,12 +29,12 @@ class HoldQueue(PieceContainer):
class Matrix(list, PieceContainer): class Matrix(list, PieceContainer):
def __init__(self, lines, collumns): def __init__(self, lines, collumns):
list.__init__(self) list.__init__(self)
PieceContainer.__init__(self) PieceContainer.__init__(self)
self.lines = lines self.lines = lines
self.collumns = collumns self.collumns = collumns
self.ghost = None
def reset(self): def reset(self):
self.clear() self.clear()
@ -57,11 +45,12 @@ class Matrix(list, PieceContainer):
self.append([None for x in range(self.collumns)]) self.append([None for x in range(self.collumns)])
def cell_is_free(self, coord): def cell_is_free(self, coord):
return 0 <= coord.x < self.collumns and 0 <= coord.y and not self[coord.y][coord.x] return (
0 <= coord.x < self.collumns and 0 <= coord.y and not self[coord.y][coord.x]
)
class NextQueue(PieceContainer): class NextQueue(PieceContainer):
def __init__(self, nb_pieces): def __init__(self, nb_pieces):
super().__init__() super().__init__()
self.nb_pieces = nb_pieces self.nb_pieces = nb_pieces
@ -70,6 +59,14 @@ class NextQueue(PieceContainer):
class Stats: class Stats:
SCORES = (
{LINES_CLEAR_NAME: "", T_Spin.NONE: 0, T_Spin.MINI: 1, T_Spin.T_SPIN: 4},
{LINES_CLEAR_NAME: "SINGLE", T_Spin.NONE: 1, T_Spin.MINI: 2, T_Spin.T_SPIN: 8},
{LINES_CLEAR_NAME: "DOUBLE", T_Spin.NONE: 3, T_Spin.T_SPIN: 12},
{LINES_CLEAR_NAME: "TRIPLE", T_Spin.NONE: 5, T_Spin.T_SPIN: 16},
{LINES_CLEAR_NAME: "TETRIS", T_Spin.NONE: 8},
)
def _get_score(self): def _get_score(self):
return self._score return self._score
@ -106,6 +103,32 @@ class Stats:
def update_time(self): def update_time(self):
self.time += 1 self.time += 1
def pattern_phase(self, t_spin, lines_cleared):
pattern_name = []
pattern_score = 0
combo_score = 0
if t_spin:
pattern_name.append(t_spin)
if lines_cleared:
pattern_name.append(self.SCORES[lines_cleared][LINES_CLEAR_NAME])
self.combo += 1
else:
self.combo = -1
if lines_cleared or t_spin:
pattern_score = self.SCORES[lines_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
self.score += pattern_score + combo_score
return pattern_name, pattern_score, self.combo, combo_score
class TetrisLogic: class TetrisLogic:
@ -115,22 +138,13 @@ class TetrisLogic:
AUTOREPEAT_DELAY = AUTOREPEAT_DELAY AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
MATRIX_PIECE_COORD = MATRIX_PIECE_COORD MATRIX_PIECE_COORD = MATRIX_PIECE_COORD
NEXT_PIECE_COORDS = NEXT_PIECE_COORDS
HELD_PIECE_COORD = HELD_PIECE_COORD
random_bag = []
def __init__( def __init__(self, lines=LINES, collumns=COLLUMNS, next_pieces=NEXT_PIECES):
self,
lines=LINES,
collumns=COLLUMNS,
next_pieces=NEXT_PIECES,
):
self.stats = Stats() self.stats = Stats()
self.load_high_score() self.load_high_score()
self.state = State.STARTING self.phase = Phase.STARTING
self.held = HoldQueue() self.held = HoldQueue()
self.matrix = Matrix(lines, collumns) self.matrix = Matrix(lines, collumns)
self.matrix.ghost = None
self.next = NextQueue(next_pieces) self.next = NextQueue(next_pieces)
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop) self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
self.pressed_actions = [] self.pressed_actions = []
@ -142,35 +156,19 @@ class TetrisLogic:
self.auto_repeat = False self.auto_repeat = False
self.matrix.reset() self.matrix.reset()
self.next.pieces = [self.new_piece() for n in range(self.next.nb_pieces)] self.next.pieces = [Tetromino() for n in range(self.next.nb_pieces)]
self.held.piece = None self.held.piece = None
self.state = State.PLAYING
self.start(self.stats.update_time, 1) self.start(self.stats.update_time, 1)
self.on_new_game() self.on_new_game(self.next.pieces)
self.new_level() self.new_level()
def on_new_game(self): def on_new_game(self, next_pieces):
pass
def new_piece(self):
if not self.random_bag:
self.random_bag = list(Tetromino.shapes)
random.shuffle(self.random_bag)
piece = self.random_bag.pop()()
self.on_new_piece(piece)
return piece
def on_new_piece(self, piece):
pass pass
def new_level(self): def new_level(self):
self.stats.new_level() self.stats.new_level()
self.restart(self.fall, self.stats.fall_delay)
self.on_new_level(self.stats.level) self.on_new_level(self.stats.level)
self.generation_phase() self.generation_phase()
def on_new_level(self, level): def on_new_level(self, level):
@ -178,122 +176,133 @@ class TetrisLogic:
def generation_phase(self): def generation_phase(self):
self.matrix.piece = self.next.pieces.pop(0) self.matrix.piece = self.next.pieces.pop(0)
self.next.pieces.append(Tetromino())
self.matrix.piece.coord = self.MATRIX_PIECE_COORD self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost() self.matrix.ghost = self.matrix.piece.ghost()
self.move_ghost()
self.next.pieces.append(self.new_piece())
self.next.pieces[-1].coord = self.NEXT_PIECE_COORDS[-1]
for tetromino, coord in zip(self.next.pieces, self.NEXT_PIECE_COORDS):
tetromino.coord = coord
self.on_generation_phase(self.matrix.piece) self.on_generation_phase(
self.on_falling_phase() self.matrix, self.matrix.piece, self.matrix.ghost, self.next.pieces
)
if not self.can_move(self.matrix.piece.coord, (mino.coord for mino in self.matrix.piece)): if not self.move(Movement.DOWN):
self.game_over() self.game_over()
else:
self.restart(self.fall, self.stats.fall_delay)
self.falling_phase()
def on_generation_phase(self, piece): def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
pass pass
def on_falling_phase(self): def falling_phase(self):
pass self.phase = Phase.FALLING
def move_left(self):
self.move(Movement.LEFT)
def move_right(self):
self.move(Movement.RIGHT)
def rotate_clockwise(self):
self.rotate(Rotation.CLOCKWISE)
def rotate_counter(self):
self.rotate(Rotation.COUNTER)
def move_ghost(self):
self.matrix.ghost.coord = self.matrix.piece.coord self.matrix.ghost.coord = self.matrix.piece.coord
for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece): for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece):
ghost_mino.coord = current_mino.coord ghost_mino.coord = current_mino.coord
while self.can_move(self.matrix.ghost.coord + Movement.DOWN, (mino.coord for mino in self.matrix.ghost)): while self.space_to_move(
self.matrix.ghost.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.ghost),
):
self.matrix.ghost.coord += Movement.DOWN self.matrix.ghost.coord += Movement.DOWN
def soft_drop(self): self.on_falling_phase(self.matrix.piece, self.matrix.ghost)
moved = self.move(Movement.DOWN)
if moved:
self.stats.score += 1
return moved
def hard_drop(self): def on_falling_phase(self, falling_piece, ghost_piece):
while self.move(Movement.DOWN, prelock=False): pass
self.stats.score += 2
self.lock()
def fall(self): def fall(self):
self.move(Movement.DOWN) self.move(Movement.DOWN)
def move(self, movement, prelock=True): def move(self, movement, rotated_coords=None, lock=True):
potential_coord = self.matrix.piece.coord + movement potential_coord = self.matrix.piece.coord + movement
if self.can_move(potential_coord, (mino.coord for mino in self.matrix.piece)): if self.space_to_move(
if self.matrix.piece.prelocked: potential_coord,
self.restart(self.lock, self.stats.lock_delay) rotated_coords or (mino.coord for mino in self.matrix.piece),
self.matrix.piece.coord = potential_coord ):
if not movement == Movement.DOWN:
self.matrix.piece.last_rotation_point = None
self.move_ghost()
self.on_moved(movement)
return True
else:
if prelock and not self.matrix.piece.prelocked and movement == Movement.DOWN:
self.matrix.piece.prelocked = True
self.start(self.lock, self.stats.lock_delay)
self.on_lock_phase()
return False
def on_moved(self, movement):
pass
def rotate(self, rotation):
rotated_coords = tuple(Coord(rotation * mino.coord.y, -rotation * mino.coord.x) for mino in self.matrix.piece)
for rotation_point, liberty_degree in enumerate(self.matrix.piece.SRS[rotation][self.matrix.piece.orientation], start=1):
potential_coord = self.matrix.piece.coord + liberty_degree
if self.can_move(potential_coord, rotated_coords):
if self.matrix.piece.prelocked:
self.restart(self.lock, self.stats.lock_delay)
self.matrix.piece.coord = potential_coord self.matrix.piece.coord = potential_coord
if rotated_coords:
for mino, coord in zip(self.matrix.piece, rotated_coords): for mino, coord in zip(self.matrix.piece, rotated_coords):
mino.coord = coord mino.coord = coord
self.matrix.piece.orientation = (self.matrix.piece.orientation + rotation) % 4 else:
if movement != Movement.DOWN:
self.matrix.piece.last_rotation_point = None
if self.phase == Phase.LOCK:
self.restart(self.pattern_phase, self.stats.lock_delay)
self.falling_phase()
return True
else:
if lock and self.phase != Phase.LOCK and movement == Movement.DOWN:
self.lock_phase()
return False
def lock_phase(self):
self.phase = Phase.LOCK
self.on_lock_phase(self.matrix.piece)
self.start(self.pattern_phase, self.stats.lock_delay)
def on_lock_phase(self, locked_piece):
pass
def space_to_move(self, potential_coord, minoes_coord):
return all(
self.matrix.cell_is_free(potential_coord + mino_coord)
for mino_coord in minoes_coord
)
def rotate(self, rotation):
rotated_coords = tuple(
Coord(rotation * mino.coord.y, -rotation * mino.coord.x)
for mino in self.matrix.piece
)
for rotation_point, liberty_degree in enumerate(
self.matrix.piece.SRS[rotation][self.matrix.piece.orientation], start=1
):
if self.move(liberty_degree, rotated_coords):
self.matrix.piece.orientation = (
self.matrix.piece.orientation + rotation
) % 4
self.matrix.piece.last_rotation_point = rotation_point self.matrix.piece.last_rotation_point = rotation_point
self.move_ghost()
self.on_rotated(rotation)
return True return True
else: else:
return False return False
def on_rotated(self, direction): def hold(self):
if not self.matrix.piece.hold_enabled:
return
self.matrix.piece.hold_enabled = False
self.stop(self.pattern_phase)
self.stop(self.fall)
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
self.on_hold(self.held.piece)
if self.matrix.piece:
self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.falling_phase()
else:
self.generation_phase()
def on_hold(self, held_piece):
pass pass
def on_lock_phase(self): def pattern_phase(self):
pass self.phase = Phase.PATTERN
SCORES = (
{LINES_CLEAR_NAME: "", T_Spin.NONE: 0, T_Spin.MINI: 1, T_Spin.T_SPIN: 4},
{LINES_CLEAR_NAME: "SINGLE", T_Spin.NONE: 1, T_Spin.MINI: 2, T_Spin.T_SPIN: 8},
{LINES_CLEAR_NAME: "DOUBLE", T_Spin.NONE: 3, T_Spin.T_SPIN: 12},
{LINES_CLEAR_NAME: "TRIPLE", T_Spin.NONE: 5, T_Spin.T_SPIN: 16},
{LINES_CLEAR_NAME: "TETRIS", T_Spin.NONE: 8},
)
def lock(self):
self.matrix.piece.prelocked = False self.matrix.piece.prelocked = False
self.stop(self.lock) self.stop(self.pattern_phase)
self.stop(self.fall)
# Piece unlocked # Piece unlocked
if self.can_move(self.matrix.piece.coord + Movement.DOWN, (mino.coord for mino in self.matrix.piece)): if self.space_to_move(
self.matrix.piece.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.piece),
):
return return
# Game over # Game over
if all((mino.coord + self.matrix.piece.coord).y >= self.matrix.lines for mino in self.matrix.piece): if all(
(mino.coord + self.matrix.piece.coord).y >= self.matrix.lines
for mino in self.matrix.piece
):
self.game_over() self.game_over()
return return
@ -305,13 +314,13 @@ class TetrisLogic:
coord = mino.coord + self.matrix.piece.coord coord = mino.coord + self.matrix.piece.coord
if coord.y <= self.matrix.lines + 3: if coord.y <= self.matrix.lines + 3:
self.matrix[coord.y][coord.x] = mino self.matrix[coord.y][coord.x] = mino
self.on_locked(self.matrix.piece) self.on_locked(self.matrix, self.matrix.piece)
self.pattern_phase()
def pattern_phase(self):
# T-Spin # T-Spin
if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.last_rotation_point is not None: if (
type(self.matrix.piece) == T_Tetrimino
and self.matrix.piece.last_rotation_point is not None
):
a = self.is_t_slot(0) a = self.is_t_slot(0)
b = self.is_t_slot(1) b = self.is_t_slot(1)
c = self.is_t_slot(3) c = self.is_t_slot(3)
@ -330,38 +339,16 @@ class TetrisLogic:
for y, line in reversed(list(enumerate(self.matrix))): for y, line in reversed(list(enumerate(self.matrix))):
if all(mino for mino in line): if all(mino for mino in line):
lines_cleared += 1 lines_cleared += 1
self.on_line_remove(y) self.on_line_remove(self.matrix, y)
self.matrix.pop(y) self.matrix.pop(y)
self.matrix.append_new_line() self.matrix.append_new_line()
if lines_cleared: if lines_cleared:
self.stats.lines_cleared += lines_cleared self.stats.lines_cleared += lines_cleared
# Scoring pattern_name, pattern_score, nb_combo, combo_score = self.stats.pattern_phase(
lock_strings = [] t_spin, lines_cleared
lock_score = 0 )
self.on_pattern_phase(pattern_name, pattern_score, nb_combo, combo_score)
if t_spin:
lock_strings.append(t_spin)
if lines_cleared:
lock_strings.append(self.SCORES[lines_cleared][LINES_CLEAR_NAME])
self.stats.combo += 1
else:
self.stats.combo = -1
if lines_cleared or t_spin:
ds = self.SCORES[lines_cleared][t_spin]
self.stats.goal -= ds
ds *= 100 * self.stats.level
lock_score += ds
lock_strings.append(str(ds))
self.show_text("\n".join(lock_strings))
if self.stats.combo >= 1:
ds = (20 if lines_cleared == 1 else 50) * self.stats.combo * self.stats.level
lock_score += ds
self.show_text("COMBO x{:n}\n{:n}".format(self.stats.combo, ds))
self.stats.score += lock_score
if self.stats.goal <= 0: if self.stats.goal <= 0:
self.new_level() self.new_level()
@ -371,62 +358,73 @@ class TetrisLogic:
if self.pressed_actions: if self.pressed_actions:
self.start(self.repeat_action, self.AUTOREPEAT_DELAY) self.start(self.repeat_action, self.AUTOREPEAT_DELAY)
def on_locked(piece): def on_locked(self, matrix, locked_piece):
pass pass
def on_line_remove(self, y): def on_line_remove(self, matrix, y):
pass pass
def can_move(self, potential_coord, minoes_coords): def on_pattern_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
return all(self.matrix.cell_is_free(potential_coord + mino_coord) for mino_coord in minoes_coords) pass
def move_left(self):
self.move(Movement.LEFT)
def move_right(self):
self.move(Movement.RIGHT)
def rotate_clockwise(self):
self.rotate(Rotation.CLOCKWISE)
def rotate_counter(self):
self.rotate(Rotation.COUNTER)
def soft_drop(self):
moved = self.move(Movement.DOWN)
if moved:
self.stats.score += 1
return moved
def hard_drop(self):
while self.move(Movement.DOWN, lock=False):
self.stats.score += 2
self.pattern_phase()
T_SLOT_COORDS = (Coord(-1, 1), Coord(1, 1), Coord(-1, 1), Coord(-1, -1)) T_SLOT_COORDS = (Coord(-1, 1), Coord(1, 1), Coord(-1, 1), Coord(-1, -1))
def is_t_slot(self, n): def is_t_slot(self, n):
t_slot_coord = self.matrix.piece.coord + self.T_SLOT_COORDS[(self.matrix.piece.orientation + n) % 4] t_slot_coord = (
self.matrix.piece.coord
+ self.T_SLOT_COORDS[(self.matrix.piece.orientation + n) % 4]
)
return not self.matrix.cell_is_free(t_slot_coord) return not self.matrix.cell_is_free(t_slot_coord)
def swap(self):
if self.matrix.piece.hold_enabled:
self.matrix.piece.hold_enabled = False
self.matrix.piece.prelocked = False
self.stop(self.lock)
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
self.held.piece.coord = self.HELD_PIECE_COORD
if type(self.held.piece) == I_Tetrimino:
self.held.piece.coord += Movement.LEFT
for mino, coord in zip(self.held.piece, self.held.piece.MINOES_COORDS):
mino.coord = coord
if self.matrix.piece:
self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.move_ghost()
else:
self.generation_phase()
def pause(self): def pause(self):
self.state = State.PAUSED self.phase = Phase.PAUSED
self.stop_all() self.stop_all()
self.pressed_actions = [] self.pressed_actions = []
self.auto_repeat = False self.auto_repeat = False
self.stop(self.repeat_action) self.stop(self.repeat_action)
def resume(self): def resume(self):
self.state = State.PLAYING self.phase = Phase.FALLING
self.start(self.fall, self.stats.fall_delay) self.start(self.fall, self.stats.fall_delay)
if self.matrix.piece.prelocked: if self.phase == Phase.LOCK:
self.start(self.lock, self.stats.lock_delay) self.start(self.pattern_phase, self.stats.lock_delay)
self.start(self.stats.update_time, 1) self.start(self.stats.update_time, 1)
def game_over(self): def game_over(self):
self.state = State.OVER self.phase = Phase.OVER
self.stop_all() self.stop_all()
self.save_high_score() self.save_high_score()
self.on_game_over()
def on_game_over(self):
pass
def stop_all(self): def stop_all(self):
self.stop(self.fall) self.stop(self.fall)
self.stop(self.lock) self.stop(self.pattern_phase)
self.stop(self.stats.update_time) self.stop(self.stats.update_time)
def do_action(self, action): def do_action(self, action):

View File

@ -1,4 +1,6 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import random
from .utils import Coord, Rotation, Color from .utils import Coord, Rotation, Color
@ -14,9 +16,20 @@ class MetaTetromino(type):
Tetromino.shapes.append(cls) Tetromino.shapes.append(cls)
class Tetromino(list): class Tetromino:
shapes = [] shapes = []
random_bag = []
def __new__(cls):
if not cls.random_bag:
cls.random_bag = list(cls.shapes)
random.shuffle(cls.random_bag)
return cls.random_bag.pop()()
class TetrominoBase(list):
# Super rotation system # Super rotation system
SRS = { SRS = {
Rotation.CLOCKWISE: ( Rotation.CLOCKWISE: (
@ -44,7 +57,7 @@ class Tetromino(list):
return type(self)() return type(self)()
class O_Tetrimino(Tetromino, metaclass=MetaTetromino): class O_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
SRS = { SRS = {
Rotation.CLOCKWISE: (tuple(), tuple(), tuple(), tuple()), Rotation.CLOCKWISE: (tuple(), tuple(), tuple(), tuple()),
@ -57,7 +70,7 @@ class O_Tetrimino(Tetromino, metaclass=MetaTetromino):
return False return False
class I_Tetrimino(Tetromino, metaclass=MetaTetromino): class I_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
SRS = { SRS = {
Rotation.CLOCKWISE: ( Rotation.CLOCKWISE: (
@ -77,31 +90,31 @@ class I_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COLOR = Color.CYAN MINOES_COLOR = Color.CYAN
class T_Tetrimino(Tetromino, metaclass=MetaTetromino): class T_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0)) MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0))
MINOES_COLOR = Color.MAGENTA MINOES_COLOR = Color.MAGENTA
class L_Tetrimino(Tetromino, metaclass=MetaTetromino): class L_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1)) MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1))
MINOES_COLOR = Color.ORANGE MINOES_COLOR = Color.ORANGE
class J_Tetrimino(Tetromino, metaclass=MetaTetromino): class J_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0)) MINOES_COORDS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = Color.BLUE MINOES_COLOR = Color.BLUE
class S_Tetrimino(Tetromino, metaclass=MetaTetromino): class S_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1)) MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = Color.GREEN MINOES_COLOR = Color.GREEN
class Z_Tetrimino(Tetromino, metaclass=MetaTetromino): class Z_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0)) MINOES_COORDS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = Color.RED MINOES_COLOR = Color.RED

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@ -37,3 +37,13 @@ class Color:
ORANGE = 4 ORANGE = 4
RED = 5 RED = 5
YELLOW = 6 YELLOW = 6
class Phase:
STARTING = "STARTING"
FALLING = "FALLING"
LOCK = "LOCK"
PATTERN = "PATTERN"
PAUSED = "PAUSED"
OVER = "OVER"