32 Commits

Author SHA1 Message Date
a062ba1ac1 comments 2019-10-08 03:22:49 +02:00
0d7470fd51 black 2019-10-08 02:35:04 +02:00
fe93336bb9 __matmul__ 2019-10-08 02:29:57 +02:00
578b126b3e coord rotate 2019-10-08 02:01:41 +02:00
6135e24eac black formatting 2019-10-08 01:11:51 +02:00
ee7e6fcdb9 V0.5 Release
More compliant with Tetris Guidelines
2019-10-08 01:10:17 +02:00
e7f3146e9a Improve T-Spin detection 2019-10-08 01:09:51 +02:00
deba1a2daf improve T-Spin detection 2019-10-08 01:06:36 +02:00
c5c21c5017 little improvements 2019-10-08 00:23:56 +02:00
28a8ea0953 fix bugs introduced in previous commit 2019-10-07 23:28:01 +02:00
5367e77149 Follow Tetris guidelines (to debug...) 2019-10-07 18:15:47 +02:00
af005f72ca Mise à jour de 'README.md' 2019-10-07 09:40:50 +02:00
363a89a590 V0.4 Exploding lines 2019-10-06 23:11:51 +02:00
f9c1fe4688 remove no longer necessary const 2019-10-06 18:19:14 +02:00
a0a414db14 particules! 2019-10-06 17:59:27 +02:00
4522ac1d4b rename refresh update 2019-10-06 13:42:37 +02:00
e3e05e87d7 replace mp3 by ogg 2019-10-06 12:57:01 +02:00
82f2b74e68 fix build-requirements.txt 2019-10-06 12:02:59 +02:00
504ebf8e51 reset held piece's minoes coord 2019-10-06 11:16:08 +02:00
4452eb821c refresh on update 2019-10-06 11:12:51 +02:00
e041a8118a refresh ghost on hold 2019-10-06 10:59:31 +02:00
0db5dd4d0d move up held in next pieces 2019-10-06 10:57:45 +02:00
fe69557bc6 improve tetrislogic API 2019-10-06 02:43:38 +02:00
32bf60313c black 2019-10-06 02:43:19 +02:00
f013a061b2 fix line remove 2019-10-04 18:03:35 +02:00
f025ad5fd8 change tetrislogic api 2019-10-04 17:48:47 +02:00
9a7aead918 fix (at last?) music codec warning 2019-10-04 16:15:54 +02:00
b173b6ff73 Warn on music codec not found 2019-10-04 16:07:40 +02:00
ddf7ea0f4e Warn on music codec not found 2019-10-04 15:54:06 +02:00
d308618556 music warning 2019-10-04 12:51:11 +02:00
9c77096bfb Don't play music if codec not found 2019-10-04 12:24:49 +02:00
093264c351 enable level choice 2019-10-04 01:23:47 +02:00
20 changed files with 811 additions and 523 deletions

View File

@ -6,7 +6,7 @@ Tetris clone made with Python and Arcade graphic library
## Requirements ## Requirements
* [Python](https://www.python.org/) 3.6 or upper * [Python](https://www.python.org/) 3.6 or later
## Install ## Install

View File

@ -1,10 +1,13 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import sys import sys
import random
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"""
@ -17,25 +20,26 @@ import os
import itertools import itertools
import configparser import configparser
from tetrislogic import TetrisLogic, Color, State, Coord from tetrislogic import TetrisLogic, Color, Coord, I_Tetrimino, Movement, AbstractScheduler
# Constants # Constants
# Matrix # Matrix
NB_LINES = 20 ROWS = 20
NB_COLS = 10 COLLUMNS = 10
NB_NEXT = 5 NEXT_PIECES = 6
# Delays (seconds) # Delays (seconds)
LOCK_DELAY = 0.5 LOCK_DELAY = 0.5
FALL_DELAY = 1 FALL_DELAY = 1
AUTOREPEAT_DELAY = 0.300 AUTOREPEAT_DELAY = 0.300
AUTOREPEAT_PERIOD = 0.010 AUTOREPEAT_PERIOD = 0.010
PARTICULE_ACCELERATION = 1.1
# Piece init coord # Piece init coord
MATRIX_PIECE_COORD = Coord(4, NB_LINES) MATRIX_PIECE_COORD = Coord(4, ROWS)
NEXT_PIECE_COORDS = [Coord(NB_COLS + 4, NB_LINES - 4 * n - 3) for n in range(NB_NEXT)] NEXT_PIECES_COORDS = [Coord(COLLUMNS + 4, ROWS - 4 * n) for n in range(NEXT_PIECES)]
HELD_PIECE_COORD = Coord(-5, NB_LINES - 3) HELD_PIECE_COORD = Coord(-5, ROWS)
# Window # Window
WINDOW_WIDTH = 800 WINDOW_WIDTH = 800
@ -49,7 +53,7 @@ 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 +63,7 @@ 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:
@ -71,10 +75,8 @@ RESOURCES_DIR = os.path.join(PROGRAM_DIR, "resources")
IMAGES_DIR = os.path.join(RESOURCES_DIR, "images") IMAGES_DIR = os.path.join(RESOURCES_DIR, "images")
WINDOW_BG_PATH = os.path.join(IMAGES_DIR, "bg.jpg") WINDOW_BG_PATH = os.path.join(IMAGES_DIR, "bg.jpg")
MATRIX_BG_PATH = os.path.join(IMAGES_DIR, "matrix.png") MATRIX_BG_PATH = os.path.join(IMAGES_DIR, "matrix.png")
HELD_BG_PATH = os.path.join(IMAGES_DIR, "held.png")
NEXT_BG_PATH = os.path.join(IMAGES_DIR, "next.png")
MINOES_SPRITES_PATH = os.path.join(IMAGES_DIR, "minoes.png") MINOES_SPRITES_PATH = os.path.join(IMAGES_DIR, "minoes.png")
Color.PRELOCKED = 7 Color.LOCKED = 7
MINOES_COLOR_ID = { MINOES_COLOR_ID = {
Color.BLUE: 0, Color.BLUE: 0,
Color.CYAN: 1, Color.CYAN: 1,
@ -83,10 +85,11 @@ MINOES_COLOR_ID = {
Color.ORANGE: 4, Color.ORANGE: 4,
Color.RED: 5, Color.RED: 5,
Color.YELLOW: 6, Color.YELLOW: 6,
Color.PRELOCKED: 7, Color.LOCKED: 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()}
@ -105,42 +108,85 @@ 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, "config.ini")
class Texture:
NORMAL = 0
LOCKED = 1
class State:
STARTING = 0
PLAYING = 1
PAUSED = 2
OVER = 3
class Scheduler(AbstractScheduler):
def __init__(self):
self.tasks = {}
def postpone(self, task, delay):
_task = lambda _: task()
self.tasks[task] = _task
pyglet.clock.schedule_once(_task, delay)
def cancel(self, task):
try:
_task = self.tasks[task]
except KeyError:
pass
else:
arcade.unschedule(_task)
del self.tasks[task]
def reset(self, task, delay):
try:
_task = self.tasks[task]
except KeyError:
_task = lambda _: task()
self.tasks[task] = _task
else:
arcade.unschedule(_task)
pyglet.clock.schedule_once(_task, delay)
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
self.window = window self.window = window
self.append_texture(TEXTURES[mino.color]) self.append_texture(TEXTURES[mino.color])
self.append_texture(TEXTURES[Color.PRELOCKED]) self.append_texture(TEXTURES[Color.LOCKED])
self.set_texture(0) self.set_texture(0)
def refresh(self, x, y, prelocked=False): def update(self, x, y):
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)
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
self.refresh() self.update()
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
@ -149,26 +195,30 @@ 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 update(self):
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.update(coord.x, coord.y)
def set_texture(self, texture):
for mino in self.tetromino:
mino.sprite.set_texture(texture)
self.update()
class MatrixSprites(MinoesSprites): class MatrixSprites(MinoesSprites):
def __init__(self, matrix): def __init__(self, matrix):
super().__init__() super().__init__()
self.matrix = matrix self.matrix = matrix
self.refresh() self.update()
def refresh(self): def update(self):
for y, line in enumerate(self.matrix): for y, row in enumerate(self.matrix):
for x, mino in enumerate(line): for x, mino in enumerate(row):
if mino: if mino:
mino.sprite.refresh(x, y) mino.sprite.update(x, y)
def remove_line(self, y): def remove_row(self, y):
for mino in self.matrix[y]: for mino in self.matrix[y]:
if mino: if mino:
self.remove(mino.sprite) self.remove(mino.sprite)
@ -176,21 +226,11 @@ class MatrixSprites(MinoesSprites):
class TetrArcade(TetrisLogic, arcade.Window): class TetrArcade(TetrisLogic, arcade.Window):
NB_LINES = NB_LINES timer = Scheduler()
NB_COLS = NB_COLS
NB_NEXT = NB_NEXT
LOCK_DELAY = LOCK_DELAY
FALL_DELAY = FALL_DELAY
AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
MATRIX_PIECE_COORD = MATRIX_PIECE_COORD
NEXT_PIECE_COORDS = NEXT_PIECE_COORDS
HELD_PIECE_COORD = HELD_PIECE_COORD
def __init__(self): def __init__(self):
locale.setlocale(locale.LC_ALL, "") locale.setlocale(locale.LC_ALL, "")
self.highlight_texts = [] self.highlight_texts = []
self.tasks = {}
self.conf = configparser.ConfigParser() self.conf = configparser.ConfigParser()
if self.conf.read(CONF_PATH): if self.conf.read(CONF_PATH):
@ -203,7 +243,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.new_conf() self.new_conf()
self.load_conf() self.load_conf()
super().__init__() super().__init__(ROWS, COLLUMNS, NEXT_PIECES)
arcade.Window.__init__( arcade.Window.__init__(
self, self,
width=self.init_width, width=self.init_width,
@ -219,23 +259,31 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.bg = arcade.Sprite(WINDOW_BG_PATH) self.bg = arcade.Sprite(WINDOW_BG_PATH)
self.matrix.bg = arcade.Sprite(MATRIX_BG_PATH) self.matrix.bg = arcade.Sprite(MATRIX_BG_PATH)
self.matrix.bg.alpha = MATRIX_BG_ALPHA self.matrix.bg.alpha = MATRIX_BG_ALPHA
self.held.bg = arcade.Sprite(HELD_BG_PATH)
self.held.bg.alpha = BAR_ALPHA
self.next.bg = arcade.Sprite(NEXT_BG_PATH)
self.next.bg.alpha = BAR_ALPHA
self.matrix.sprites = MatrixSprites(self.matrix) self.matrix.sprites = MatrixSprites(self.matrix)
self.on_resize(self.init_width, self.init_height) self.on_resize(self.init_width, self.init_height)
self.exploding_minoes = [None for y in range(ROWS)]
if self.play_music: if self.play_music:
self.music = pyglet.media.Player() try:
playlist = itertools.cycle( self.music = pyglet.media.Player()
pyglet.media.load(path) playlist = itertools.cycle(
for path in MUSICS_PATHS pyglet.media.load(path) for path in MUSICS_PATHS
) )
self.music.queue(playlist) self.music.queue(playlist)
except:
Warning("Can't play music.")
self.music = None
else:
self.music = None
self.state = State.STARTING
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",
@ -248,9 +296,7 @@ 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):
@ -268,26 +314,40 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.key_map = { self.key_map = {
State.STARTING: { State.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: { State.PLAYING: {
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: { State.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: { State.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,
}, },
} }
@ -298,12 +358,21 @@ 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
@ -316,124 +385,148 @@ AGAIN""".format(
self.play_music = self.conf["MUSIC"].getboolean("play") self.play_music = self.conf["MUSIC"].getboolean("play")
def new_game(self): def on_new_game(self, next_pieces):
self.highlight_texts = [] self.highlight_texts = []
super().new_game()
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 new_tetromino(self): self.state = State.PLAYING
tetromino = super().new_tetromino()
tetromino.sprites = TetrominoSprites(tetromino, self)
return tetromino
def new_matrix_piece(self): def on_new_level(self, level):
super().new_matrix_piece() self.show_text("LEVEL\n{:n}".format(level))
self.matrix.ghost.sprites = TetrominoSprites(self.matrix.ghost, self, GHOST_ALPHA)
for tetromino in [self.matrix.piece, self.matrix.ghost] + self.next.pieces:
tetromino.sprites.refresh()
def move(self, movement, prelock=True): def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
moved = super().move(movement, prelock) matrix.sprites.update()
self.matrix.piece.sprites.refresh() falling_piece.sprites = TetrominoSprites(falling_piece, self)
if moved: ghost_piece.sprites = TetrominoSprites(ghost_piece, self, GHOST_ALPHA)
self.matrix.ghost.sprites.refresh() next_pieces[-1].sprites = TetrominoSprites(next_pieces[-1], self)
return moved for piece, coord in zip(next_pieces, NEXT_PIECES_COORDS):
piece.coord = coord
def rotate(self, rotation): def on_falling_phase(self, falling_piece):
rotated = super().rotate(rotation) falling_piece.sprites.set_texture(Texture.NORMAL)
if rotated:
for tetromino in (self.matrix.piece, self.matrix.ghost):
tetromino.sprites.refresh()
return rotated
def swap(self): def on_locked(self, falling_piece):
super().swap() falling_piece.sprites.set_texture(Texture.LOCKED)
self.matrix.ghost.sprites = TetrominoSprites(self.matrix.ghost, self, GHOST_ALPHA)
for tetromino in (self.held.piece, self.matrix.piece, self.matrix.ghost):
if tetromino:
tetromino.sprites.refresh()
def lock(self): def on_locks_down(self, matrix, falling_piece):
self.matrix.piece.prelocked = False falling_piece.sprites.set_texture(Texture.NORMAL)
self.matrix.piece.sprites.refresh() for mino in falling_piece:
super().lock() matrix.sprites.append(mino.sprite)
self.matrix.sprites.refresh()
def enter_the_matrix(self): def on_animate_phase(self, matrix, rows_to_remove):
super().enter_the_matrix() for y in rows_to_remove:
for mino in self.matrix.piece: row_textures = tuple(TEXTURES[mino.color] for mino in matrix[y])
self.matrix.sprites.append(mino.sprite) self.exploding_minoes[y] = arcade.Emitter(
center_xy=(matrix.bg.left, matrix.bg.bottom + (y + 0.5) * MINO_SIZE),
emit_controller=arcade.EmitBurst(COLLUMNS),
particle_factory=lambda emitter: arcade.LifetimeParticle(
filename_or_texture=random.choice(row_textures),
change_xy=arcade.rand_in_rect(
(-COLLUMNS * MINO_SIZE, -4 * MINO_SIZE),
2 * COLLUMNS * MINO_SIZE,
5 * MINO_SIZE,
),
lifetime=0.2,
center_xy=arcade.rand_on_line((0, 0), (matrix.bg.width, 0)),
scale=self.scale,
alpha=NORMAL_ALPHA,
change_angle=2,
mutation_callback=self.speed_up_particule,
),
)
def remove_line(self, y): def speed_up_particule(self, particule):
self.matrix.sprites.remove_line(y) particule.change_x *= PARTICULE_ACCELERATION
super().remove_line(y) particule.change_y *= PARTICULE_ACCELERATION
def pause(self): def on_eliminate_phase(self, matrix, rows_to_remove):
super().pause() for y in rows_to_remove:
if self.play_music: matrix.sprites.remove_row(y)
def on_completion_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
def on_pause(self):
self.state = State.PAUSED
if self.music:
self.music.pause() self.music.pause()
def resume(self): def resume(self):
super().resume() if self.music:
if self.play_music:
self.music.play() self.music.play()
self.state = State.PLAYING
def game_over(self): def on_game_over(self):
super().game_over() self.state = State.OVER
if self.play_music: if self.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): try:
try: action = self.key_map[self.state][key]
action = self.key_map[self.state][key_or_modifier] except KeyError:
except KeyError: return
pass else:
else: self.do_action(action)
self.do_action(action)
def on_key_release(self, key, modifiers): def on_key_release(self, key, modifiers):
for key_or_modifier in (key, modifiers): try:
try: action = self.key_map[self.state][key]
action = self.key_map[self.state][key_or_modifier] except KeyError:
except KeyError: return
pass else:
else: self.remove_action(action)
self.remove_action(action)
def show_text(self, text): def show_text(self, text):
self.highlight_texts.append(text) self.highlight_texts.append(text)
self.restart(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY) self.timer.postpone(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY)
def del_highlight_text(self): def del_highlight_text(self):
if self.highlight_texts: if self.highlight_texts:
self.highlight_texts.pop(0) self.highlight_texts.pop(0)
else: else:
self.stop(self.del_highlight_text) self.timer.cancel(self.del_highlight_text)
def on_draw(self): def on_draw(self):
arcade.start_render() arcade.start_render()
self.bg.draw() self.bg.draw()
if self.state in (State.PLAYING, State.OVER): if self.state not in (State.STARTING, State.PAUSED):
self.matrix.bg.draw() self.matrix.bg.draw()
self.held.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.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", "ROWS", "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,
@ -444,11 +537,11 @@ AGAIN""".format(
for y, text in enumerate( for y, text in enumerate(
( (
"{:02d}:{:02d}:{:02d}".format(t.tm_hour - 1, t.tm_min, t.tm_sec), "{:02d}:{:02d}:{:02d}".format(t.tm_hour - 1, t.tm_min, t.tm_sec),
"{:n}".format(self.nb_lines_cleared), "{:n}".format(self.stats.rows_cleared),
"{:n}".format(self.goal), "{:n}".format(self.stats.goal),
"{:n}".format(self.level), "{:n}".format(self.stats.level),
"{:n}".format(self.high_score), "{:n}".format(self.stats.high_score),
"{:n}".format(self.score), "{:n}".format(self.stats.score),
) )
): ):
arcade.draw_text( arcade.draw_text(
@ -462,6 +555,10 @@ AGAIN""".format(
anchor_x="right", anchor_x="right",
) )
for exploding_minoes in self.exploding_minoes:
if exploding_minoes:
exploding_minoes.draw()
highlight_text = { highlight_text = {
State.STARTING: self.start_text, State.STARTING: self.start_text,
State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "", State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "",
@ -503,17 +600,13 @@ AGAIN""".format(
self.matrix.bg.left = int(self.matrix.bg.left) self.matrix.bg.left = int(self.matrix.bg.left)
self.matrix.bg.top = int(self.matrix.bg.top) self.matrix.bg.top = int(self.matrix.bg.top)
self.held.bg.scale = self.scale
self.held.bg.right = self.matrix.bg.left
self.held.bg.top = self.matrix.bg.top
self.next.bg.scale = self.scale
self.next.bg.left = self.matrix.bg.right
self.next.bg.top = self.matrix.bg.top
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)
@ -523,7 +616,7 @@ AGAIN""".format(
crypted_high_score = f.read() crypted_high_score = f.read()
super().load_high_score(crypted_high_score) super().load_high_score(crypted_high_score)
except: except:
self.high_score = 0 self.stats.high_score = 0
def save_high_score(self): def save_high_score(self):
try: try:
@ -542,33 +635,21 @@ High score could not be saved:
+ str(e) + str(e)
) )
def start(self, task, period): def update(self, delta_time):
_task = lambda _: task() for piece in [
self.tasks[task] = _task self.held.piece,
arcade.schedule(_task, period) self.matrix.piece,
self.matrix.ghost,
def stop(self, task): ] + self.next.pieces:
try: if piece:
_task = self.tasks[task] piece.sprites.update()
except KeyError: for exploding_minoes in self.exploding_minoes:
pass if exploding_minoes:
else: exploding_minoes.update()
arcade.unschedule(_task)
del self.tasks[task]
def restart(self, task, period):
try:
_task = self.tasks[task]
except KeyError:
_task = lambda _: task()
self.tasks[task] = _task
else:
arcade.unschedule(_task)
arcade.schedule(_task, period)
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()

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@ -1 +1,2 @@
arcade cx-freeze arcade
cx-freeze

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resources/musics/2-!!!.ogg Normal file

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@ -9,20 +9,14 @@ else:
base = None base = None
icon = None icon = None
excludes = [ excludes = ["tkinter", "PyQt4", "PyQt5", "PySide", "PySide2"]
"tkinter",
"PyQt4",
"PyQt5",
"PySide",
"PySide2"
]
executable = Executable( executable = Executable(
script = "TetrArcade.py", script="TetrArcade.py",
icon = icon, icon=icon,
base = base, base=base,
shortcutName="TetrArcade", shortcutName="TetrArcade",
shortcutDir="DesktopFolder" shortcutDir="DesktopFolder",
) )
options = { options = {
@ -30,14 +24,14 @@ options = {
"packages": ["arcade", "pyglet"], "packages": ["arcade", "pyglet"],
"excludes": excludes, "excludes": excludes,
"include_files": "resources", "include_files": "resources",
"silent": True "silent": True,
} }
} }
setup( setup(
name = "TetrArcade", name="TetrArcade",
version = "0.3", version="0.5",
description = "Tetris clone", description="Tetris clone",
author = "AdrienMalin", author="AdrienMalin",
executables = [executable], executables=[executable],
options = options, options=options,
) )

27
test.py
View File

@ -1,17 +1,36 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from TetrArcade import TetrArcade, State from TetrArcade import TetrArcade, MinoSprite, State
from tetrislogic import Mino, Color, Coord
game = TetrArcade() game = TetrArcade()
game.new_game() game.new_game()
for x in range(game.matrix.collumns):
mino = Mino(Color.ORANGE, Coord(x, 0))
mino.sprite = MinoSprite(mino, game, 200)
game.matrix[0][x] = mino
game.matrix.sprites.append(mino.sprite)
game.move_left() game.move_left()
game.pause()
game.resume()
game.move_right() game.move_right()
game.swap() game.hold()
game.update(0)
game.on_draw()
game.rotate_clockwise() game.rotate_clockwise()
game.hold()
game.update(0)
game.on_draw()
game.rotate_counter() game.rotate_counter()
for i in range(12): for i in range(22):
game.soft_drop() game.soft_drop()
game.matrix.sprites.refresh() game.on_draw()
game.lock_phase()
game.hold()
game.update(0)
game.on_draw()
game.matrix.sprites.update()
game.on_draw() game.on_draw()
while game.state != State.OVER: while game.state != State.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 NB_LINES, NB_COLS, NB_NEXT from .consts import ROWS, COLLUMNS, NEXT_PIECES
from .utils import Movement, Rotation, Color, Coord from .utils import Movement, Spin, Color, Coord
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, AbstractScheduler

View File

@ -1,11 +1,11 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from .utils import Coord from .utils import Coord, T_Spin
# Matrix # Matrix
NB_LINES = 20 ROWS = 20
NB_COLS = 10 COLLUMNS = 10
NB_NEXT = 5 NEXT_PIECES = 5
# Delays (seconds) # Delays (seconds)
LOCK_DELAY = 0.5 LOCK_DELAY = 0.5
@ -14,6 +14,14 @@ AUTOREPEAT_DELAY = 0.300 # Official : 0.300 s
AUTOREPEAT_PERIOD = 0.010 # Official : 0.010 s AUTOREPEAT_PERIOD = 0.010 # Official : 0.010 s
# Piece init coord # Piece init coord
MATRIX_PIECE_COORD = Coord(4, NB_LINES) MATRIX_PIECE_COORD = Coord(4, ROWS)
NEXT_PIECE_COORDS = [Coord(NB_COLS + 4, NB_LINES - 4 * n - 3) for n in range(NB_NEXT)]
HELD_PIECE_COORD = Coord(-5, NB_LINES - 3) # Scores
LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
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},
)

View File

@ -1,129 +1,126 @@
# -*- 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, Spin, T_Spin, T_Slot
from .tetromino import Tetromino, T_Tetrimino, I_Tetrimino from .tetromino import Tetromino, T_Tetrimino
from .consts import ( from .consts import (
NB_LINES, ROWS,
NB_COLS, COLLUMNS,
NB_NEXT, NEXT_PIECES,
LOCK_DELAY, LOCK_DELAY,
FALL_DELAY, FALL_DELAY,
AUTOREPEAT_DELAY, AUTOREPEAT_DELAY,
AUTOREPEAT_PERIOD, AUTOREPEAT_PERIOD,
MATRIX_PIECE_COORD, MATRIX_PIECE_COORD,
NEXT_PIECE_COORDS, SCORES,
HELD_PIECE_COORD, LINES_CLEAR_NAME,
) )
LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343 CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
class State: class AbstractScheduler:
"""Scheduler to implement"""
def postpone(task, delay):
"""Schedule callable once after delay in seconds"""
raise Warning("AbstractTimer.postpone is not implemented.")
STARTING = "STARTING" def cancel(self, task):
PLAYING = "PLAYING" """Unschedule task or pass if task is not scheduled"""
PAUSED = "PAUSED" raise Warning("AbstractTimer.stop is not implemented.")
OVER = "OVER"
def reset(self, task, delay):
"""Cancel schedule and reschedule task after delay in seconds"""
self.timer.cancel(task)
self.timer.postpone(task, delay)
class PieceContainer: class PieceContainer:
"""Object with piece attribute: None or Tetromino"""
def __init__(self): def __init__(self):
self.piece = None self.piece = None
class HoldQueue(PieceContainer): class HoldQueue(PieceContainer):
"""The storage place where players can Hold any falling tetrimino for use later.
When called for, the held tetrimino swaps places with the currently falling tetrimino,
and begins falling again at the generation point."""
pass pass
class Matrix(list, PieceContainer): class Matrix(list, PieceContainer):
"""The rectangular arrangement of cells creating the active game area,
def __init__(self, *args, **kargs): usually 10 columns wide by 20 rows high.
list.__init__(self, *args, **kargs) Tetriminos fall from the top-middle just above the Skyline (off-screen) to the bottom."""
def __init__(self, rows, collumns):
list.__init__(self)
PieceContainer.__init__(self) PieceContainer.__init__(self)
self.rows = rows
self.collumns = collumns
self.ghost = None
def reset(self):
self.clear()
for y in range(self.rows + 3):
self.append_new_row()
def append_new_row(self):
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 < NB_COLS 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]
)
def space_to_move(self, potential_coord, minoes_coord):
return all(
self.cell_is_free(potential_coord + mino_coord)
for mino_coord in minoes_coord
)
def space_to_fall(self):
return self.space_to_move(
self.piece.coord + Movement.DOWN, (mino.coord for mino in self.piece)
)
class NextQueue(PieceContainer): class NextQueue(PieceContainer):
"""Displays the next tetrimino(s) to be placed (generated) just above the Matrix.
def __init__(self): If hardware permits, the next six tetriminos should be shown."""
def __init__(self, number):
super().__init__() super().__init__()
self.number = number
self.pieces = [] self.pieces = []
class TetrisLogic: class Stats:
"""Game statistics"""
NB_LINES = NB_LINES def _get_score(self):
NB_COLS = NB_COLS
NB_NEXT = NB_NEXT
LOCK_DELAY = LOCK_DELAY
FALL_DELAY = FALL_DELAY
AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
MATRIX_PIECE_COORD = MATRIX_PIECE_COORD
NEXT_PIECE_COORDS = NEXT_PIECE_COORDS
HELD_PIECE_COORD = HELD_PIECE_COORD
random_bag = []
def __init__(self):
self.load_high_score()
self.state = State.STARTING
self.held = HoldQueue()
self.matrix = Matrix()
self.matrix.ghost = None
self.next = NextQueue()
self.time = 0
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
self.pressed_actions = []
self._score = 0
def get_score(self):
return self._score return self._score
def set_score(self, new_score): def _set_score(self, new_score):
self._score = new_score self._score = new_score
if self._score > self.high_score: if self._score > self.high_score:
self.high_score = self._score self.high_score = self._score
score = property(get_score, set_score) score = property(_get_score, _set_score)
def new_game(self): def __init__(self):
self.level = 0 self._score = 0
self.score = 0 self.high_score = 0
self.nb_lines_cleared = 0
self.goal = 0
self.time = 0 self.time = 0
self.pressed_actions = [] def new_game(self, level):
self.auto_repeat = False self.level = level - 1
self.score = 0
self.rows_cleared = 0
self.goal = 0
self.time = 0
self.combo = -1
self.lock_delay = self.LOCK_DELAY self.lock_delay = LOCK_DELAY
self.fall_delay = self.FALL_DELAY self.fall_delay = FALL_DELAY
self.matrix.clear()
for y in range(self.NB_LINES + 3):
self.append_new_line_to_matrix()
self.next.pieces = [self.new_tetromino() for n in range(self.NB_NEXT)]
self.held.piece = None
self.state = State.PLAYING
self.start(self.update_time, 1)
self.new_level()
def new_tetromino(self):
if not self.random_bag:
self.random_bag = list(Tetromino.shapes)
random.shuffle(self.random_bag)
return self.random_bag.pop()()
def append_new_line_to_matrix(self):
self.matrix.append([None for x in range(self.NB_COLS)])
def new_level(self): def new_level(self):
self.level += 1 self.level += 1
@ -132,23 +129,287 @@ class TetrisLogic:
self.fall_delay = pow(0.8 - ((self.level - 1) * 0.007), self.level - 1) self.fall_delay = pow(0.8 - ((self.level - 1) * 0.007), self.level - 1)
if self.level > 15: if self.level > 15:
self.lock_delay = 0.5 * pow(0.9, self.level - 15) self.lock_delay = 0.5 * pow(0.9, self.level - 15)
self.show_text("LEVEL\n{:n}".format(self.level))
self.restart(self.fall, self.fall_delay)
self.new_matrix_piece()
def new_matrix_piece(self): def update_time(self):
self.matrix.piece = self.next.pieces.pop(0) self.time += 1
def locks_down(self, t_spin, rows_cleared):
pattern_name = []
pattern_score = 0
combo_score = 0
if t_spin:
pattern_name.append(t_spin)
if rows_cleared:
pattern_name.append(SCORES[rows_cleared][LINES_CLEAR_NAME])
self.combo += 1
else:
self.combo = -1
if rows_cleared or t_spin:
pattern_score = SCORES[rows_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 rows_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:
"""Tetris game logic intended to implement with GUI"""
# These class attributes can be redefined on inheritance
AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
MATRIX_PIECE_COORD = MATRIX_PIECE_COORD
timer = AbstractScheduler()
def __init__(self, rows=ROWS, collumns=COLLUMNS, next_pieces=NEXT_PIECES):
self.stats = Stats()
self.load_high_score()
self.held = HoldQueue()
self.matrix = Matrix(rows, collumns)
self.next = NextQueue(next_pieces)
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
self.pressed_actions = []
def new_game(self, level=1):
self.stats.new_game(level)
self.pressed_actions = []
self.matrix.reset()
self.next.pieces = [Tetromino() for n in range(self.next.nb_pieces)]
self.held.piece = None
self.timer.postpone(self.stats.update_time, 1)
self.on_new_game(self.next.pieces)
self.new_level()
def on_new_game(self, next_pieces):
pass
def new_level(self):
self.stats.new_level()
self.on_new_level(self.stats.level)
self.generation_phase()
def on_new_level(self, level):
pass
# Tetris Engine
def generation_phase(self, held_piece=None):
if not held_piece:
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.refresh_ghost()
self.next.pieces.append(self.new_tetromino()) # if self.pressed_actions:
self.next.pieces[-1].coord = self.NEXT_PIECE_COORDS[-1] # self.timer.postpone(self.repeat_action, self.AUTOREPEAT_DELAY)
for tetromino, coord in zip(self.next.pieces, self.NEXT_PIECE_COORDS):
tetromino.coord = coord
if not self.can_move(self.matrix.piece.coord, (mino.coord for mino in self.matrix.piece)): self.on_generation_phase(
self.matrix, self.matrix.piece, self.matrix.ghost, self.next.pieces
)
if self.move(Movement.DOWN):
self.falling_phase()
else:
self.game_over() self.game_over()
def refresh_ghost(self):
self.matrix.ghost.coord = self.matrix.piece.coord
for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece):
ghost_mino.coord = current_mino.coord
while self.matrix.space_to_move(
self.matrix.ghost.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.ghost),
):
self.matrix.ghost.coord += Movement.DOWN
def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
pass
def falling_phase(self):
self.timer.cancel(self.lock_phase)
self.timer.cancel(self.locks_down)
self.matrix.piece.locked = False
self.timer.postpone(self.lock_phase, self.stats.fall_delay)
self.on_falling_phase(self.matrix.piece)
def on_falling_phase(self, falling_piece):
pass
def lock_phase(self):
self.move(Movement.DOWN)
def on_locked(self, falling_piece):
pass
def move(self, movement, rotated_coords=None, lock=True):
"""The tetrimino in play falls from just above the Skyline one cell at a time,
and moves left and right one cell at a time.
Each Mino of a tetrimino “snaps” to the appropriate cell position at the completion of a move,
although intermediate tetrimino movement appears smooth.
Only right, left, and downward movement are allowed.
Movement into occupied cells and Matrix walls and floors is not allowed."""
potential_coord = self.matrix.piece.coord + movement
potential_minoes_coords = rotated_coords or (
mino.coord for mino in self.matrix.piece
)
if self.matrix.space_to_move(potential_coord, potential_minoes_coords):
self.matrix.piece.coord = potential_coord
if rotated_coords:
for mino, coord in zip(self.matrix.piece, rotated_coords):
mino.coord = coord
self.refresh_ghost()
if movement != Movement.DOWN:
self.matrix.piece.rotated_last = False
if self.matrix.space_to_fall():
self.falling_phase()
else:
"""Classic Lock down rules apply.
Like Infinite Placement, the Lock down timer starts counting down from 0.5 seconds once the
tetrimino in play lands on a Surface. the y-coordinate of the tetrimino must decrease (i.e., the
tetrimino falls further down in the Matrix) in order for the timer to be reset."""
self.matrix.piece.locked = True
self.on_locked(self.matrix.piece)
self.timer.reset(self.locks_down, self.stats.lock_delay)
return True
else:
return False
def rotate(self, spin):
"""Tetriminos can rotate clockwise and counterclockwise using the Super Rotation System. this
system allows tetrimino rotation in situations that the original Classic Rotation System did not
allow, such as rotating against walls.
each time a rotation button is pressed, the tetrimino in play rotates 90 degrees in the clockwise
or counterclockwise direction. Rotation can be performed while the tetrimino is Auto-
Repeating left or right. there is no Auto-Repeat for rotation itself."""
rotated_coords = tuple(mino.coord @ spin for mino in self.matrix.piece)
for rotation_point, liberty_degree in enumerate(
self.matrix.piece.SRS[spin][self.matrix.piece.orientation], start=1
):
if self.move(liberty_degree, rotated_coords, lock=False):
self.matrix.piece.orientation = (
self.matrix.piece.orientation + spin
) % 4
self.matrix.piece.rotated_last = True
if rotation_point == 5:
self.matrix.piece.rotation_point_5_used = True
return True
else:
return False
def locks_down(self):
"""A tetrimino that is Hard dropped Locks down immediately.
However, if a tetrimino naturally falls or Soft drops onto a Surface,
it is given 0.5 seconds (less after level 20) on a Lock down timer
before it actually Locks down."""
self.timer.cancel(self.lock_phase)
# Game over
if all(
(mino.coord + self.matrix.piece.coord).y >= self.matrix.rows
for mino in self.matrix.piece
):
self.game_over()
return
for mino in self.matrix.piece:
coord = mino.coord + self.matrix.piece.coord
if coord.y <= self.matrix.rows + 3:
self.matrix[coord.y][coord.x] = mino
self.on_locks_down(self.matrix, self.matrix.piece)
# Pattern phase
# T-Spin
"""A t-Spin or Mini t-Spin is a special rotation of the t-tetrimino into a t-Slot, and when
accomplished, awards a scoring or line bonus in most variants. A t-Slot is defined as any Block
formation such that when the t-tetrimino is spun in it, any three of the four cells diagonally
adjacent to the center of the t-tetrimino are occupied by existing Blocks. In order to be
considered a t-Spin or Mini t-Spin, the t-tetrimino must spin clockwise or counterclockwise first
(it cannot merely be moved or dropped into a t-Slot). In addition to a scoring or other bonus,
t-Spins and Mini t-Spins can also continue a Back-to-Back sequence."""
if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.rotated_last:
a = self.is_t_slot(T_Slot.A)
b = self.is_t_slot(T_Slot.B)
c = self.is_t_slot(T_Slot.C)
d = self.is_t_slot(T_Slot.D)
if a and b and (c or d):
"""A rotation is considered a t-Spin if any of the following conditions are met:
• Sides A and B + (C or d) are touching a Surface when the tetrimino Locks down.
• the t-tetrimino fills a t-Slot completely with no holes.
• Rotation Point 5 is used to rotate the tetrimino into the t-Slot.
Any further rotation will be considered a t-Spin, not a Mini t-Spin."""
t_spin = T_Spin.T_SPIN
elif c and d and (a or b):
"""A rotation is considered a Mini t-Spin if either of the following conditions are met:
• Sides C and d + (A or B) are touching a Surface when the tetrimino Locks down.
• the t-tetrimino creates holes in a t-Slot. However, if Rotation Point 5 was used to rotate
the tetrimino into the t-Slot, the rotation is considered a t-Spin. """
if self.matrix.piece.rotation_point_5_used:
t_spin = T_Spin.T_SPIN
else:
t_spin = T_Spin.MINI
else:
t_spin = T_Spin.NONE
else:
t_spin = T_Spin.NONE
# Clear complete rows
self.rows_to_remove = []
for y, row in reversed(list(enumerate(self.matrix))):
if all(mino for mino in row):
self.rows_to_remove.append(y)
rows_cleared = len(self.rows_to_remove)
if rows_cleared:
self.stats.rows_cleared += rows_cleared
# Animate phase
self.on_animate_phase(self.matrix, self.rows_to_remove)
# Eliminate phase
self.on_eliminate_phase(self.matrix, self.rows_to_remove)
for y in self.rows_to_remove:
self.matrix.pop(y)
self.matrix.append_new_row()
# Completion phase
pattern_name, pattern_score, nb_combo, combo_score = self.stats.locks_down(
t_spin, rows_cleared
)
self.on_completion_phase(pattern_name, pattern_score, nb_combo, combo_score)
if self.stats.goal <= 0:
self.new_level()
else:
self.generation_phase()
def on_locks_down(self, matrix, falling_piece):
pass
def on_animate_phase(self, matrix, rows_to_remove):
pass
def on_eliminate_phase(self, matrix, rows_to_remove):
pass
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
pass
# Actions
def move_left(self): def move_left(self):
self.move(Movement.LEFT) self.move(Movement.LEFT)
@ -156,233 +417,133 @@ class TetrisLogic:
self.move(Movement.RIGHT) self.move(Movement.RIGHT)
def rotate_clockwise(self): def rotate_clockwise(self):
self.rotate(Rotation.CLOCKWISE) self.rotate(Spin.CLOCKWISE)
def rotate_counter(self): def rotate_counter(self):
self.rotate(Rotation.COUNTER) self.rotate(Spin.COUNTER)
def move_ghost(self):
self.matrix.ghost.coord = self.matrix.piece.coord
for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece):
ghost_mino.coord = current_mino.coord
while self.can_move(self.matrix.ghost.coord + Movement.DOWN, (mino.coord for mino in self.matrix.ghost)):
self.matrix.ghost.coord += Movement.DOWN
def soft_drop(self): def soft_drop(self):
"""when the Soft drop command is pressed, the tetrimino in play drops at a rate 20 times faster
than the normal fall Speed, measured in seconds per line. the tetrimino resumes its normal
fall Speed once the Soft drop button is released. for example, if the normal fall Speed is 0.5
seconds per line, then the Soft drop speed is (0.5 / 20) = 0.025 seconds per line.
note that if the player Soft drops a tetrimino until it lands on a Surface, Lock down does not
occur until the Lock down timer hits zero.
Press and hold the Soft drop button to continue the downward movement. Soft drop continues
to the next tetrimino (after Lock down) as long as the button remains pressed."""
moved = self.move(Movement.DOWN) moved = self.move(Movement.DOWN)
if moved: if moved:
self.score += 1 self.stats.score += 1
return moved return moved
def hard_drop(self): def hard_drop(self):
while self.move(Movement.DOWN, prelock=False): """The Hard drop command instantly drops the tetrimino
self.score += 2 and locks it down on the Surface directly below it.
self.lock() There is no Auto-Repeat for a Hard drop."""
self.timer.cancel(self.lock_phase)
self.timer.cancel(self.locks_down)
while self.move(Movement.DOWN, lock=False):
self.stats.score += 2
self.locks_down()
def fall(self): def hold(self):
self.move(Movement.DOWN) """Using the Hold command places the tetrimino in play into the Hold Queue.
The previously held tetrimino (if one exists) will then start falling from the top of the Matrix,
def move(self, movement, prelock=True): beginning from its generation position and north facing orientation.
potential_coord = self.matrix.piece.coord + movement Only one tetrimino may be held at a time.
if self.can_move(potential_coord, (mino.coord for mino in self.matrix.piece)): A Lock down must take place between Holds.
if self.matrix.piece.prelocked: Ror example, at the beginning, the first tetrimino is generated and begins to fall.
self.restart(self.lock, self.lock_delay) The player decides to hold this tetrimino.
self.matrix.piece.coord = potential_coord Immediately the next tetrimino is generated from the next Queue and begins to fall.
if not movement == Movement.DOWN: The player must first Lock down this tetrimino before holding another tetrimino.
self.matrix.piece.last_rotation_point = None In other words, you may not Hold the same tetrimino more than once."""
self.move_ghost() if not self.matrix.piece.hold_enabled:
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.lock_delay)
return False
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.lock_delay)
self.matrix.piece.coord = potential_coord
for mino, coord in zip(self.matrix.piece, rotated_coords):
mino.coord = coord
self.matrix.piece.orientation = (self.matrix.piece.orientation + rotation) % 4
self.matrix.piece.last_rotation_point = rotation_point
self.move_ghost()
return True
else:
return False
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.stop(self.lock)
# Piece unlocked
if self.can_move(self.matrix.piece.coord + Movement.DOWN, (mino.coord for mino in self.matrix.piece)):
return return
# Game over self.matrix.piece.hold_enabled = False
if all((mino.coord + self.matrix.piece.coord).y >= self.NB_LINES for mino in self.matrix.piece): self.timer.cancel(self.lock_phase)
self.game_over() self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
return
if self.pressed_actions: for mino, coord in zip(self.held.piece, self.held.piece.MINOES_COORDS):
self.auto_repeat = False mino.coord = coord
self.restart(self.repeat_action, self.AUTOREPEAT_DELAY)
# T-Spin self.on_hold(self.held.piece)
if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.last_rotation_point is not None: self.generation_phase(self.matrix.piece)
a = self.is_t_slot(0)
b = self.is_t_slot(1)
c = self.is_t_slot(3)
d = self.is_t_slot(2)
if self.matrix.piece.last_rotation_point == 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
else:
t_spin = T_Spin.NONE
else:
t_spin = T_Spin.NONE
self.enter_the_matrix() def on_hold(self, held_piece):
pass
# Clear complete lines
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.remove_line(y)
self.append_new_line_to_matrix()
if nb_lines_cleared:
self.nb_lines_cleared += nb_lines_cleared
# Scoring
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][LINES_CLEAR_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))
self.show_text("\n".join(lock_strings))
if self.combo >= 1:
ds = (20 if nb_lines_cleared == 1 else 50) * self.combo * self.level
lock_score += ds
self.show_text("COMBO x{:n}\n{:n}".format(self.combo, ds))
self.score += lock_score
if self.goal <= 0:
self.new_level()
else:
self.new_matrix_piece()
def enter_the_matrix(self):
for mino in self.matrix.piece:
coord = mino.coord + self.matrix.piece.coord
if coord.y <= self.NB_LINES + 3:
self.matrix[coord.y][coord.x] = mino
def remove_line(self, y):
self.matrix.pop(y)
def can_move(self, potential_coord, minoes_coords):
return all(self.matrix.cell_is_free(potential_coord + mino_coord) for mino_coord in minoes_coords)
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.new_matrix_piece()
def pause(self): def pause(self):
self.state = State.PAUSED
self.stop_all() self.stop_all()
self.pressed_actions = [] self.pressed_actions = []
self.auto_repeat = False self.timer.cancel(self.repeat_action)
self.stop(self.repeat_action) self.on_pause()
def on_pause(self):
pass
def resume(self): def resume(self):
self.state = State.PLAYING self.timer.postpone(self.lock_phase, self.stats.fall_delay)
self.start(self.fall, self.fall_delay) if self.matrix.piece.locked:
if self.matrix.piece.prelocked: self.timer.postpone(self.locks_down, self.stats.lock_delay)
self.start(self.lock, self.lock_delay) self.timer.postpone(self.stats.update_time, 1)
self.start(self.update_time, 1) self.on_resume()
def on_resume(self):
pass
def game_over(self): def game_over(self):
self.state = State.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.timer.cancel(self.lock_phase)
self.stop(self.lock) self.timer.cancel(self.locks_down)
self.stop(self.update_time) self.timer.cancel(self.stats.update_time)
def update_time(self):
self.time += 1
def do_action(self, action): def do_action(self, action):
action() action()
if action in self.autorepeatable_actions: if action in self.autorepeatable_actions:
self.auto_repeat = False
self.pressed_actions.append(action) self.pressed_actions.append(action)
if action == self.soft_drop: if action == self.soft_drop:
delay = self.fall_delay / 20 delay = self.stats.fall_delay / 20
else: else:
delay = self.AUTOREPEAT_DELAY delay = self.AUTOREPEAT_DELAY
self.restart(self.repeat_action, delay) self.timer.reset(self.repeat_action, delay)
def repeat_action(self): def repeat_action(self):
if self.pressed_actions: """tapping the move button allows a single cell movement of the tetrimino in the direction
self.pressed_actions[-1]() pressed. Holding down the move button triggers an Auto-Repeat movement that allows the
if not self.auto_repeat: player to move a tetrimino from one side of the Matrix to the other in about 0.5 seconds. this is
self.auto_repeat = True essential on higher levels when the fall Speed of a tetrimino is very fast.
self.restart(self.repeat_action, self.AUTOREPEAT_PERIOD) there must be a slight delay between the time the move button is pressed and the time when
else: Auto-Repeat kicks in, roughly 0.3 seconds. this delay prevents unwanted extra movement of a
self.auto_repeat = False tetrimino. Auto-Repeat only affects Left/Right movement. Auto-Repeat continues to the next
self.stop(self.repeat_action) tetrimino (after Lock down) as long as the move button remains pressed.
In addition, when Auto-Repeat begins, and the player then holds the opposite direction button,
the tetrimino must then begin moving the opposite direction with the initial delay. this mainly
applies to devices with movement buttons—such as a keyboard or mobile phone—where more
than one direction button is able to be pressed simultaneously. when any single button is then
released, the tetrimino should again move in the direction still held, with the Auto-Repeat delay
of roughly 0.3 seconds applied once more."""
if not self.pressed_actions:
return
self.pressed_actions[-1]()
self.timer.postpone(self.repeat_action, self.AUTOREPEAT_PERIOD)
def remove_action(self, action): def remove_action(self, action):
if action in self.autorepeatable_actions: if action in self.autorepeatable_actions:
@ -398,25 +559,15 @@ class TetrisLogic:
def load_high_score(self, crypted_high_score=None): def load_high_score(self, crypted_high_score=None):
if crypted_high_score: if crypted_high_score:
crypted_high_score = int(pickle.loads(crypted_high_score)) crypted_high_score = int(pickle.loads(crypted_high_score))
self.high_score = crypted_high_score ^ CRYPT_KEY self.stats.high_score = crypted_high_score ^ CRYPT_KEY
else: else:
raise Warning( raise Warning(
"""TetrisLogic.load_high_score not implemented. """TetrisLogic.load_high_score not implemented.
High score is set to 0""" High score is set to 0"""
) )
self.high_score = 0 self.stats.high_score = 0
def save_high_score(self): def save_high_score(self):
crypted_high_score = self.high_score ^ CRYPT_KEY crypted_high_score = self.stats.high_score ^ CRYPT_KEY
crypted_high_score = pickle.dumps(crypted_high_score) crypted_high_score = pickle.dumps(crypted_high_score)
return crypted_high_score return crypted_high_score
def start(task, period):
raise Warning("TetrisLogic.start is not implemented.")
def stop(self, task):
raise Warning("TetrisLogic.stop is not implemented.")
def restart(self, task, period):
self.stop(task)
self.start(task, period)

View File

@ -1,5 +1,7 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from .utils import Coord, Rotation, Color import random
from .utils import Coord, Spin, Color
class Mino: class Mino:
@ -14,18 +16,29 @@ 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: ( Spin.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)),
(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.COUNTER: ( Spin.COUNTER: (
(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)),
(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)),
@ -36,19 +49,19 @@ class Tetromino(list):
def __init__(self): def __init__(self):
super().__init__(Mino(self.MINOES_COLOR, coord) for coord in self.MINOES_COORDS) super().__init__(Mino(self.MINOES_COLOR, coord) for coord in self.MINOES_COORDS)
self.orientation = 0 self.orientation = 0
self.last_rotation_point = None self.rotated_last = False
self.rotation_point_5_used = False
self.hold_enabled = True self.hold_enabled = True
self.prelocked = False
def ghost(self): def ghost(self):
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()), Spin.CLOCKWISE: (tuple(), tuple(), tuple(), tuple()),
Rotation.COUNTER: (tuple(), tuple(), tuple(), tuple()), Spin.COUNTER: (tuple(), tuple(), tuple(), tuple()),
} }
MINOES_COORDS = (Coord(0, 0), Coord(1, 0), Coord(0, 1), Coord(1, 1)) MINOES_COORDS = (Coord(0, 0), Coord(1, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = Color.YELLOW MINOES_COLOR = Color.YELLOW
@ -57,16 +70,16 @@ 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: ( Spin.CLOCKWISE: (
(Coord(1, 0), Coord(-1, 0), Coord(2, 0), 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(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(-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(0, -1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
), ),
Rotation.COUNTER: ( Spin.COUNTER: (
(Coord(0, -1), Coord(-1, -1), Coord(2, -1), 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(-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(0, 1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
@ -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

View File

@ -7,6 +7,9 @@ class Coord:
def __add__(self, other): def __add__(self, other):
return Coord(self.x + other.x, self.y + other.y) return Coord(self.x + other.x, self.y + other.y)
def __matmul__(self, spin):
return Coord(spin * self.y, -spin * self.x)
class Movement: class Movement:
@ -15,7 +18,7 @@ class Movement:
DOWN = Coord(0, -1) DOWN = Coord(0, -1)
class Rotation: class Spin:
CLOCKWISE = 1 CLOCKWISE = 1
COUNTER = -1 COUNTER = -1
@ -28,6 +31,14 @@ class T_Spin:
T_SPIN = "T-SPIN" T_SPIN = "T-SPIN"
class T_Slot:
A = 0
B = 1
C = 3
D = 2
class Color: class Color:
BLUE = 0 BLUE = 0