68 Commits

Author SHA1 Message Date
5b3e6ec931 fix setup.py 2019-10-03 21:34:55 +02:00
0970e1f6df V0.3 Release
New musics
Piece lock optimize
2019-10-03 21:33:39 +02:00
f48f1fc000 redefine consts in TetrArcade.py 2019-10-03 18:14:07 +02:00
5f137a62ec V0.2 Release
Music
Soft drop autorepeat delay set to fall delay / 20
2019-10-03 01:41:21 +02:00
ec42f17ca7 soft drop autorepeat delay set to fall delay / 20 2019-10-03 01:32:52 +02:00
0d6386d22b music!
change API (pieces are attributes of TetrominoContainers)
2019-10-03 01:26:31 +02:00
abaeb3be9a v0.1 release 2019-10-02 23:14:41 +02:00
dff4ae487a setup.py 2019-10-02 17:19:11 +02:00
5c830fd828 update setup.py info 2019-10-02 16:44:25 +02:00
a46c07af8b add start menu shortcut for windows installer 2019-10-02 16:39:37 +02:00
338371f443 fix resize error since texture use 2019-10-02 16:37:39 +02:00
a95463438e Add screenshot 2019-10-02 16:22:16 +02:00
06fe72d8db Merge branch 'master' of https://git.malingrey.fr/adrien/TetrArcade 2019-10-02 15:44:02 +02:00
4a69c12349 no python2 2019-10-02 14:51:56 +02:00
2bd75be892 Arcade require Python 3.6+ 2019-10-02 13:07:30 +02:00
3015a36984 case insensitive keyboard conf 2019-10-02 12:36:03 +02:00
7fc342e061 V0.2-dev 2019-10-02 12:35:35 +02:00
0e68ea4e51 build-requirements.txt 2019-10-02 12:16:41 +02:00
b95478ea8d use texture, import from, black 2019-10-02 11:54:50 +02:00
df8257c4da held mino sprite 2019-10-02 09:00:35 +02:00
0b3dd847d3 exclude Qt from build 2019-10-02 02:29:00 +02:00
2a7900586c Autorepeat in conf 2019-10-02 02:28:49 +02:00
be66bada11 fix build 2019-10-02 01:53:11 +02:00
02e4aa066d improve build 2019-10-02 01:24:52 +02:00
5b6cfd6512 move ressources 2019-10-02 01:06:58 +02:00
f1ffb1a7c6 build 2019-10-02 01:06:33 +02:00
dda475a584 black 2019-10-02 00:57:19 +02:00
b8e20199af add bg for held and next 2019-10-02 00:01:02 +02:00
4c44089f41 fix prelock alpha on hold 2019-10-01 22:10:20 +02:00
f2bbafeb8b improve lock 2019-10-01 21:46:39 +02:00
54f2554b2a move consts as class variable to permit override 2019-10-01 21:00:46 +02:00
5f10bd782e fix test errors 2019-10-01 20:03:37 +02:00
9aa461fe07 add test 2019-10-01 19:58:39 +02:00
ca0a18a8c5 fix game over text 2019-10-01 19:51:18 +02:00
ecd2915b12 fix no alpha change on lock 2019-10-01 19:48:29 +02:00
ab8afe6fdd Use config file 2019-10-01 18:07:08 +02:00
fa9a323af1 fix alpha prelock on game over 2019-10-01 12:39:44 +02:00
c2ec677f3f move high score pickle to tetrislogic 2019-10-01 12:36:00 +02:00
11c6321f17 move pseudo crypt to tetrislogic 2019-10-01 11:55:08 +02:00
58a7736d53 serialize persistent high score to be less readable 2019-10-01 10:20:05 +02:00
578f33ae64 pseudo crypt high score 2019-10-01 09:00:51 +02:00
00e2adf60c restart prelock 2019-10-01 03:20:54 +02:00
b1cef21f00 fix fullscreen 2019-10-01 03:14:29 +02:00
2c4808312f typo 2019-10-01 03:10:09 +02:00
9db4f4d122 text resize 2019-10-01 03:09:54 +02:00
850aad353e fix swap 2019-10-01 02:40:34 +02:00
97b687c085 resize 2019-10-01 02:30:26 +02:00
a654458610 type 2019-10-01 02:30:15 +02:00
f7a47efecf random choose shape in tetrislogic 2019-10-01 01:40:25 +02:00
59b21145f4 working again 2019-10-01 01:34:09 +02:00
1437207c5d works again 2019-10-01 01:23:55 +02:00
759c6f2054 Tetrominoes out of class 2019-10-01 00:23:54 +02:00
4edad3c1cf resize 2019-09-30 18:30:36 +02:00
d70173f87b only test if can move before lock 2019-09-30 18:30:30 +02:00
f5225b3a55 Merge branch 'HEAD' of https://git.malingrey.fr/adrien/TetrArcade.git 2019-09-30 11:34:09 +02:00
70c69b3b7b remove test init 2019-09-30 11:33:02 +02:00
3b4bf3c8a2 Mise à jour de 'README.md' 2019-09-30 11:28:57 +02:00
afcb919018 use customized arcade.SpriteList class for each tetrominoes' sprites 2019-09-30 00:52:41 +02:00
317af4a3a6 optimization 2019-09-30 00:08:49 +02:00
1eb75722e6 clockwise before counter 2019-09-29 23:13:38 +02:00
0c33da6704 big rewrite 2019-09-29 23:12:02 +02:00
6e14bc08b3 FIX T-SPIN DETECTION and clean up 2019-09-29 14:06:31 +02:00
22198de8d4 move piece sprites management in its own class 2019-09-29 13:35:08 +02:00
5d606bb55b merge Scheduler and TetrisLogic classes 2019-09-29 12:19:57 +02:00
f5be3c1ad5 use property for score 2019-09-29 12:05:07 +02:00
80d639fd63 display combos after t-spin/lines cleard 2019-09-29 11:46:52 +02:00
f0971cd030 ignore nuikta build and dist 2019-09-29 11:31:36 +02:00
6866d63a32 optimize lock 2019-09-29 11:29:40 +02:00
32 changed files with 1258 additions and 966 deletions

2
.gitignore vendored
View File

@ -25,6 +25,8 @@ wheels/
.installed.cfg
*.egg
MANIFEST
Tetrarcade.build/
Tetrarcade.dist/
# PyInstaller
# Usually these files are written by a python script from a template

View File

@ -2,9 +2,11 @@
Tetris clone made with Python and Arcade graphic library
![Screenshot](https://malingrey.fr/images/fMd4EseZ/VtwJIMyQ.png)
## Requirements
[Python](https://www.python.org/)
* [Python](https://www.python.org/) 3.6 or upper
## Install
@ -18,4 +20,18 @@ python -m pip install -r requirements.txt
```shell
python tetrarcade.py
```
```
## Settings
* Windows: Edit `%appdata%\Tetrarcade\TetrArcade.ini`
* Linux: Edit `~/.local/share/Tetrarcade/TetrArcade.ini`
Use key name from [arcade.key package](http://arcade.academy/arcade.key.html).
## Build
```shell
python -m pip install -r build-requirements.txt
python setup.py bdist
```

585
TetrArcade.py Normal file
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@ -0,0 +1,585 @@
# -*- coding: utf-8 -*-
import sys
try:
import arcade
except ImportError as e:
sys.exit(
str(e) + """
This game require arcade library.
You can install it with:
python -m pip install --user arcade"""
)
import pyglet
import locale
import time
import os
import itertools
import configparser
from tetrislogic import TetrisLogic, Color, State, Coord
# Constants
# Matrix
NB_LINES = 20
NB_COLS = 10
NB_NEXT = 5
# Delays (seconds)
LOCK_DELAY = 0.5
FALL_DELAY = 1
AUTOREPEAT_DELAY = 0.300
AUTOREPEAT_PERIOD = 0.010
# Piece init coord
MATRIX_PIECE_COORD = Coord(4, NB_LINES)
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)
# Window
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600
WINDOW_MIN_WIDTH = 517
WINDOW_MIN_HEIGHT = 388
WINDOW_TITLE = "TETRARCADE"
BG_COLOR = (7, 11, 21)
# Delays (seconds)
HIGHLIGHT_TEXT_DISPLAY_DELAY = 0.7
# Transparency (0=invisible, 255=opaque)
NORMAL_ALPHA = 200
PRELOCKED_ALPHA = 100
GHOST_ALPHA = 30
MATRIX_BG_ALPHA = 100
BAR_ALPHA = 75
# Mino size
MINO_SIZE = 20
MINO_SPRITE_SIZE = 21
if getattr(sys, 'frozen', False):
# The application is frozen
PROGRAM_DIR = os.path.dirname(sys.executable)
else:
# The application is not frozen
PROGRAM_DIR = os.path.dirname(__file__)
RESOURCES_DIR = os.path.join(PROGRAM_DIR, "resources")
# Sprites
IMAGES_DIR = os.path.join(RESOURCES_DIR, "images")
WINDOW_BG_PATH = os.path.join(IMAGES_DIR, "bg.jpg")
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")
Color.PRELOCKED = 7
MINOES_COLOR_ID = {
Color.BLUE: 0,
Color.CYAN: 1,
Color.GREEN: 2,
Color.MAGENTA: 3,
Color.ORANGE: 4,
Color.RED: 5,
Color.YELLOW: 6,
Color.PRELOCKED: 7,
}
TEXTURES = arcade.load_textures(
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()}
# Music
MUSIC_DIR = os.path.join(RESOURCES_DIR, "musics")
MUSICS_PATHS = (entry.path for entry in os.scandir(MUSIC_DIR))
# Text
TEXT_COLOR = arcade.color.BUBBLES
FONT_NAME = os.path.join(RESOURCES_DIR, "fonts/joystix monospace.ttf")
STATS_TEXT_MARGIN = 40
STATS_TEXT_SIZE = 14
STATS_TEXT_WIDTH = 150
HIGHLIGHT_TEXT_COLOR = arcade.color.BUBBLES
HIGHLIGHT_TEXT_SIZE = 20
# User profile path
if sys.platform == "win32":
USER_PROFILE_DIR = os.environ.get("appdata", os.path.expanduser("~\Appdata\Roaming"))
else:
USER_PROFILE_DIR = os.environ.get("XDG_DATA_HOME", os.path.expanduser("~/.local/share"))
USER_PROFILE_DIR = os.path.join(USER_PROFILE_DIR, "TetrArcade")
HIGH_SCORE_PATH = os.path.join(USER_PROFILE_DIR, ".high_score")
CONF_PATH = os.path.join(USER_PROFILE_DIR, "TetrArcade.ini")
class MinoSprite(arcade.Sprite):
def __init__(self, mino, window, alpha):
super().__init__()
self.alpha = alpha
self.window = window
self.append_texture(TEXTURES[mino.color])
self.append_texture(TEXTURES[Color.PRELOCKED])
self.set_texture(0)
def refresh(self, x, y, prelocked=False):
self.scale = self.window.scale
size = MINO_SIZE * self.scale
self.left = self.window.matrix.bg.left + x * size
self.bottom = self.window.matrix.bg.bottom + y * size
self.set_texture(prelocked)
class MinoesSprites(arcade.SpriteList):
def resize(self, scale):
for sprite in self:
sprite.scale = scale
self.refresh()
class TetrominoSprites(MinoesSprites):
def __init__(self, tetromino, window, alpha=NORMAL_ALPHA):
super().__init__()
self.tetromino = tetromino
self.alpha = alpha
for mino in tetromino:
mino.sprite = MinoSprite(mino, window, alpha)
self.append(mino.sprite)
def refresh(self):
for mino in self.tetromino:
coord = mino.coord + self.tetromino.coord
mino.sprite.refresh(coord.x, coord.y, self.tetromino.prelocked)
class MatrixSprites(MinoesSprites):
def __init__(self, matrix):
super().__init__()
self.matrix = matrix
self.refresh()
def refresh(self):
for y, line in enumerate(self.matrix):
for x, mino in enumerate(line):
if mino:
mino.sprite.refresh(x, y)
def remove_line(self, y):
for mino in self.matrix[y]:
if mino:
self.remove(mino.sprite)
class TetrArcade(TetrisLogic, arcade.Window):
NB_LINES = NB_LINES
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):
locale.setlocale(locale.LC_ALL, "")
self.highlight_texts = []
self.tasks = {}
self.conf = configparser.ConfigParser()
if self.conf.read(CONF_PATH):
try:
self.load_conf()
except:
self.new_conf()
self.load_conf()
else:
self.new_conf()
self.load_conf()
super().__init__()
arcade.Window.__init__(
self,
width=self.init_width,
height=self.init_height,
title=WINDOW_TITLE,
resizable=True,
antialiasing=False,
fullscreen=self.init_fullscreen,
)
arcade.set_background_color(BG_COLOR)
self.set_minimum_size(WINDOW_MIN_WIDTH, WINDOW_MIN_HEIGHT)
self.bg = arcade.Sprite(WINDOW_BG_PATH)
self.matrix.bg = arcade.Sprite(MATRIX_BG_PATH)
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.on_resize(self.init_width, self.init_height)
if self.play_music:
self.music = pyglet.media.Player()
playlist = itertools.cycle(
pyglet.media.load(path)
for path in MUSICS_PATHS
)
self.music.queue(playlist)
def new_conf(self):
self.conf["WINDOW"] = {"width": WINDOW_WIDTH, "height": WINDOW_HEIGHT, "fullscreen": False}
self.conf["KEYBOARD"] = {
"start": "ENTER",
"move left": "LEFT",
"move right": "RIGHT",
"soft drop": "DOWN",
"hard drop": "SPACE",
"rotate clockwise": "UP",
"rotate counter": "Z",
"hold": "C",
"pause": "ESCAPE",
"fullscreen": "F11",
}
self.conf["MUSIC"] = {
"play": True
}
self.conf["AUTO-REPEAT"] = {"delay": 0.3, "period": 0.01}
self.load_conf()
if not os.path.exists(USER_PROFILE_DIR):
os.makedirs(USER_PROFILE_DIR)
with open(CONF_PATH, "w") as f:
self.conf.write(f)
def load_conf(self):
self.init_width = int(self.conf["WINDOW"]["width"])
self.init_height = int(self.conf["WINDOW"]["height"])
self.init_fullscreen = self.conf["WINDOW"].getboolean("fullscreen")
for action, key in self.conf["KEYBOARD"].items():
self.conf["KEYBOARD"][action] = key.upper()
self.key_map = {
State.STARTING: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
},
State.PLAYING: {
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.swap,
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.pause,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
},
State.PAUSED: {
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.resume,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
},
State.OVER: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
},
}
self.AUTOREPEAT_DELAY = float(self.conf["AUTO-REPEAT"]["delay"])
self.AUTOREPEAT_PERIOD = float(self.conf["AUTO-REPEAT"]["period"])
controls_text = (
"\n\n\nCONTROLS\n\n"
+ "\n".join(
"{:<16s}{:>6s}".format(key, action)
for key, action in tuple(self.conf["KEYBOARD"].items()) + (("QUIT", "ALT+F4"),)
)
+ "\n\n\n"
)
self.start_text = "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
OVER
PRESS
[{}]
TO PLAY
AGAIN""".format(
self.conf["KEYBOARD"]["start"]
)
self.play_music = self.conf["MUSIC"].getboolean("play")
def new_game(self):
self.highlight_texts = []
super().new_game()
self.matrix.sprites = MatrixSprites(self.matrix)
if self.play_music:
self.music.seek(0)
self.music.play()
def new_tetromino(self):
tetromino = super().new_tetromino()
tetromino.sprites = TetrominoSprites(tetromino, self)
return tetromino
def new_matrix_piece(self):
super().new_matrix_piece()
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):
moved = super().move(movement, prelock)
self.matrix.piece.sprites.refresh()
if moved:
self.matrix.ghost.sprites.refresh()
return moved
def rotate(self, rotation):
rotated = super().rotate(rotation)
if rotated:
for tetromino in (self.matrix.piece, self.matrix.ghost):
tetromino.sprites.refresh()
return rotated
def swap(self):
super().swap()
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):
self.matrix.piece.prelocked = False
self.matrix.piece.sprites.refresh()
super().lock()
self.matrix.sprites.refresh()
def enter_the_matrix(self):
super().enter_the_matrix()
for mino in self.matrix.piece:
self.matrix.sprites.append(mino.sprite)
def remove_line(self, y):
self.matrix.sprites.remove_line(y)
super().remove_line(y)
def pause(self):
super().pause()
if self.play_music:
self.music.pause()
def resume(self):
super().resume()
if self.play_music:
self.music.play()
def game_over(self):
super().game_over()
if self.play_music:
self.music.pause()
def on_key_press(self, key, modifiers):
for key_or_modifier in (key, modifiers):
try:
action = self.key_map[self.state][key_or_modifier]
except KeyError:
pass
else:
self.do_action(action)
def on_key_release(self, key, modifiers):
for key_or_modifier in (key, modifiers):
try:
action = self.key_map[self.state][key_or_modifier]
except KeyError:
pass
else:
self.remove_action(action)
def show_text(self, text):
self.highlight_texts.append(text)
self.restart(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY)
def del_highlight_text(self):
if self.highlight_texts:
self.highlight_texts.pop(0)
else:
self.stop(self.del_highlight_text)
def on_draw(self):
arcade.start_render()
self.bg.draw()
if self.state in (State.PLAYING, State.OVER):
self.matrix.bg.draw()
self.held.bg.draw()
self.next.bg.draw()
self.matrix.sprites.draw()
for tetromino in [self.held.piece, self.matrix.piece, self.matrix.ghost] + self.next.pieces:
if tetromino:
tetromino.sprites.draw()
t = time.localtime(self.time)
font_size = STATS_TEXT_SIZE * self.scale
for y, text in enumerate(("TIME", "LINES", "GOAL", "LEVEL", "HIGH SCORE", "SCORE")):
arcade.draw_text(
text=text,
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,
color=TEXT_COLOR,
font_size=font_size,
align="right",
font_name=FONT_NAME,
anchor_x="left",
)
for y, text in enumerate(
(
"{:02d}:{:02d}:{:02d}".format(t.tm_hour - 1, t.tm_min, t.tm_sec),
"{:n}".format(self.nb_lines_cleared),
"{:n}".format(self.goal),
"{:n}".format(self.level),
"{:n}".format(self.high_score),
"{:n}".format(self.score),
)
):
arcade.draw_text(
text=text,
start_x=self.matrix.bg.left - STATS_TEXT_MARGIN * self.scale,
start_y=self.matrix.bg.bottom + 3 * y * font_size,
color=TEXT_COLOR,
font_size=font_size,
align="right",
font_name=FONT_NAME,
anchor_x="right",
)
highlight_text = {
State.STARTING: self.start_text,
State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "",
State.PAUSED: self.pause_text,
State.OVER: self.game_over_text,
}.get(self.state, "")
if highlight_text:
arcade.draw_text(
text=highlight_text,
start_x=self.matrix.bg.center_x,
start_y=self.matrix.bg.center_y,
color=HIGHLIGHT_TEXT_COLOR,
font_size=HIGHLIGHT_TEXT_SIZE * self.scale,
align="center",
font_name=FONT_NAME,
anchor_x="center",
anchor_y="center",
)
def on_hide(self):
self.pause()
def toggle_fullscreen(self):
self.set_fullscreen(not self.fullscreen)
def on_resize(self, width, height):
super().on_resize(width, height)
center_x = width / 2
center_y = height / 2
self.scale = min(width / WINDOW_WIDTH, height / WINDOW_HEIGHT)
self.bg.scale = max(width / WINDOW_WIDTH, height / WINDOW_HEIGHT)
self.bg.center_x = center_x
self.bg.center_y = center_y
self.matrix.bg.scale = self.scale
self.matrix.bg.center_x = center_x
self.matrix.bg.center_y = center_y
self.matrix.bg.left = int(self.matrix.bg.left)
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)
for tetromino in [self.held.piece, self.matrix.piece, self.matrix.ghost] + self.next.pieces:
if tetromino:
tetromino.sprites.resize(self.scale)
def load_high_score(self):
try:
with open(HIGH_SCORE_PATH, "rb") as f:
crypted_high_score = f.read()
super().load_high_score(crypted_high_score)
except:
self.high_score = 0
def save_high_score(self):
try:
if not os.path.exists(USER_PROFILE_DIR):
os.makedirs(USER_PROFILE_DIR)
with open(HIGH_SCORE_PATH, mode="wb") as f:
crypted_high_score = super().save_high_score()
f.write(crypted_high_score)
except Exception as e:
sys.exit(
"""High score: {:n}
High score could not be saved:
""".format(
self.high_score
)
+ str(e)
)
def start(self, task, period):
_task = lambda _: task()
self.tasks[task] = _task
arcade.schedule(_task, period)
def stop(self, task):
try:
_task = self.tasks[task]
except KeyError:
pass
else:
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):
self.save_high_score()
if self.play_music:
self.music.pause()
super().on_close()
def main():
try:
TetrArcade()
arcade.run()
except Exception as e:
sys.exit(e)
if __name__ == "__main__":
main()

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arcade cx-freeze

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# -*- coding: utf-8 -*-
import sys
from cx_Freeze import setup, Executable
if sys.platform == "win32":
base = "Win32GUI"
icon = "icon.ico"
else:
base = None
icon = None
excludes = [
"tkinter",
"PyQt4",
"PyQt5",
"PySide",
"PySide2"
]
executable = Executable(
script = "TetrArcade.py",
icon = icon,
base = base,
shortcutName="TetrArcade",
shortcutDir="DesktopFolder"
)
options = {
"build_exe": {
"packages": ["arcade", "pyglet"],
"excludes": excludes,
"include_files": "resources",
"silent": True
}
}
setup(
name = "TetrArcade",
version = "0.3",
description = "Tetris clone",
author = "AdrienMalin",
executables = [executable],
options = options,
)

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# -*- coding: utf-8 -*-
from TetrArcade import TetrArcade, State
game = TetrArcade()
game.new_game()
game.move_left()
game.move_right()
game.swap()
game.rotate_clockwise()
game.rotate_counter()
for i in range(12):
game.soft_drop()
game.matrix.sprites.refresh()
game.on_draw()
while game.state != State.OVER:
game.hard_drop()

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# -*- coding: utf-8 -*-
import sys
import locale
import time
import os
try:
import arcade
except ImportError:
sys.exit(
"""This game require arcade library.
You can install it with:
python -m pip install --user arcade
"""
)
from tetrislogic import TetrisLogic, State, AbstractScheduler
# Constants
# Window
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600
WINDOW_TITLE = "TETRARCADE"
# Delays (seconds)
HIGHLIGHT_TEXT_DISPLAY_DELAY = 1
# Text
TEXT_COLOR = arcade.color.BUBBLES
HIGHLIGHT_TEXT_COLOR = arcade.color.BUBBLES
FONT_NAME = "joystix monospace.ttf"
TEXT_MARGIN = 40
FONT_SIZE = 16
TEXT_HEIGHT = 20.8
HIGHLIGHT_TEXT_FONT_SIZE = 20
START_TEXT = """TETRARCADE
CONTROLS
MOVE LEFT ←
MOVE RIGHT →
SOFT DROP ↓
HARD DROP SPACE
ROTATE CLOCKWISE ↑
ROTATE COUNTERCLOCKWISE Z
HOLD C
PAUSE ESC
PRESS [ENTER] TO START"""
STATS_TEXT = """SCORE
HIGH SCORE
LEVEL
GOAL
LINES
TIME
"""
PAUSE_TEXT = """TETRARCADE
CONTROLS
MOVE LEFT ←
MOVE RIGHT →
SOFT DROP ↓
HARD DROP SPACE
ROTATE CLOCKWISE ↑
ROTATE COUNTERCLOCKWISE Z
HOLD C
RESUME ESC
PRESS [ESC] TO RESUME"""
GAME_OVER_TEXT = """GAME
OVER
PRESS
[ENTER]
TO PLAY
AGAIN"""
# Paths
WINDOW_BG = "images/bg.jpg"
MATRIX_SPRITE_PATH = "images/matrix.png"
MINOES_SPRITES_PATHS = {
"orange": "images/orange_mino.png",
"blue": "images/blue_mino.png",
"yellow": "images/yellow_mino.png",
"cyan": "images/cyan_mino.png",
"green": "images/green_mino.png",
"red": "images/red_mino.png",
"magenta": "images/magenta_mino.png"
}
if sys.platform == "win32":
USER_PROFILE_DIR = os.environ.get("appdata", os.path.expanduser("~\Appdata\Roaming"))
else:
USER_PROFILE_DIR = os.environ.get("XDG_DATA_HOME", os.path.expanduser("~/.local/share"))
USER_PROFILE_DIR = os.path.join(USER_PROFILE_DIR, "TetrArcade")
HIGH_SCORE_PATH = os.path.join(USER_PROFILE_DIR, ".high_score")
# Transparency (0=invisible, 255=opaque)
NORMAL_ALPHA = 200
PRELOCKED_ALPHA = 127
GHOST_ALPHA = 50
MATRIX_SRITE_ALPHA = 100
class ArcadeScheduler(AbstractScheduler):
def __init__(self):
self._tasks = {}
def start(self, task, period):
_task = lambda _: task()
self._tasks[task] = _task
arcade.schedule(_task, period)
def stop(self, task):
try:
_task = self._tasks[task]
except KeyError:
pass
else:
arcade.unschedule(_task)
del self._tasks[task]
class TetrArcade(TetrisLogic, arcade.Window):
scheduler = ArcadeScheduler()
def __init__(self):
super().__init__()
locale.setlocale(locale.LC_ALL, '')
self.KEY_MAP = {
State.STARTING: {
arcade.key.ENTER: self.new_game
},
State.PLAYING: {
arcade.key.LEFT: self.move_left,
arcade.key.NUM_4: self.move_left,
arcade.key.RIGHT: self.move_right,
arcade.key.NUM_6: self.move_right,
arcade.key.SPACE: self.hard_drop,
arcade.key.NUM_8: self.hard_drop,
arcade.key.DOWN: self.soft_drop,
arcade.key.NUM_2: self.soft_drop,
arcade.key.UP: self.rotate_clockwise,
arcade.key.X: self.rotate_clockwise,
arcade.key.NUM_1: self.rotate_clockwise,
arcade.key.NUM_5: self.rotate_clockwise,
arcade.key.NUM_9: self.rotate_clockwise,
arcade.key.Z: self.rotate_counterclockwise,
arcade.key.NUM_3: self.rotate_counterclockwise,
arcade.key.NUM_7: self.rotate_counterclockwise,
arcade.key.C: self.swap,
arcade.key.MOD_SHIFT: self.swap,
arcade.key.NUM_0: self.swap,
arcade.key.ESCAPE: self.pause,
arcade.key.F1: self.pause,
},
State.PAUSED: {
arcade.key.ESCAPE: self.resume,
arcade.key.F1: self.resume
},
State.OVER: {
arcade.key.ENTER: self.new_game
}
}
self.highlight_texts = []
arcade.Window.__init__(
self,
width = WINDOW_WIDTH,
height = WINDOW_HEIGHT,
title = WINDOW_TITLE,
resizable = False,
antialiasing = False
)
self.bg_sprite = arcade.Sprite(WINDOW_BG)
self.matrix_minoes_sprites = arcade.SpriteList()
self.held_piece_sprites = arcade.SpriteList()
self.current_piece_sprites = arcade.SpriteList()
self.ghost_piece_sprites = arcade.SpriteList()
self.next_pieces_sprites = arcade.SpriteList()
self.matrix_sprite = arcade.Sprite(MATRIX_SPRITE_PATH)
self.matrix_sprite.alpha = MATRIX_SRITE_ALPHA
self.on_resize(self.width, self.height)
self.general_text = arcade.create_text(
text = STATS_TEXT,
color = TEXT_COLOR,
font_size = FONT_SIZE,
font_name = FONT_NAME,
anchor_x = 'right'
)
def new_game(self):
self.highlight_texts = []
super().new_game()
def new_current_piece(self):
super().new_current_piece()
self.reload_next_pieces()
self.reload_current_piece()
self.reload_matrix()
def lock(self):
super().lock()
def swap(self):
super().swap()
self.reload_held_piece()
self.reload_current_piece()
def game_over(self):
super().game_over()
def on_key_press(self, key, modifiers):
for key_or_modifier in (key, modifiers):
try:
action = self.KEY_MAP[self.state][key_or_modifier]
except KeyError:
pass
else:
self.do_action(action)
def on_key_release(self, key, modifiers):
try:
action = self.KEY_MAP[self.state][key]
except KeyError:
pass
else:
self.remove_action(action)
def show_text(self, text):
self.highlight_texts.append(text)
self.scheduler.restart(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY)
def del_highlight_text(self):
if self.highlight_texts:
self.highlight_texts.pop(0)
else:
self.scheduler.stop(self.del_highlight_text)
def reload_piece(self, piece):
piece_sprites = arcade.SpriteList()
for mino_coord in piece.minoes_coords:
mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
mino_sprite = arcade.Sprite(mino_sprite_path)
mino_sprite.alpha = NORMAL_ALPHA
piece_sprites.append(mino_sprite)
return piece_sprites
def reload_held_piece(self):
self.held_piece_sprites = self.reload_piece(self.held_piece)
def reload_next_pieces(self):
self.next_pieces_sprites = arcade.SpriteList()
for piece in self.next_pieces:
for mino_coord in piece.minoes_coords:
mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
mino_sprite = arcade.Sprite(mino_sprite_path)
mino_sprite.alpha = NORMAL_ALPHA
self.next_pieces_sprites.append(mino_sprite)
def reload_current_piece(self):
self.current_piece_sprites = self.reload_piece(self.current_piece)
self.ghost_piece_sprites = self.reload_piece(self.ghost_piece)
def reload_matrix(self):
if self.matrix:
self.matrix_minoes_sprites = arcade.SpriteList()
for y, line in enumerate(self.matrix):
for x, mino_color in enumerate(line):
if mino_color:
mino_sprite_path = MINOES_SPRITES_PATHS[mino_color]
mino_sprite = arcade.Sprite(mino_sprite_path)
mino_sprite.left = self.matrix_sprite.left + x*(mino_sprite.width-1)
mino_sprite.bottom = self.matrix_sprite.bottom + y*(mino_sprite.height-1)
mino_sprite.alpha = 200
self.matrix_minoes_sprites.append(mino_sprite)
def update_piece(self, piece, piece_sprites):
if piece:
for mino_sprite, mino_coord in zip(
piece_sprites, piece.minoes_coords
):
mino_coord += piece.coord
mino_sprite.left = self.matrix_sprite.left + mino_coord.x*(mino_sprite.width-1)
mino_sprite.bottom = self.matrix_sprite.bottom + mino_coord.y*(mino_sprite.height-1)
def on_draw(self):
arcade.start_render()
self.bg_sprite.draw()
if self.state in (State.PLAYING, State.OVER):
self.matrix_sprite.draw()
self.matrix_minoes_sprites.draw()
self.update_piece(self.held_piece, self.held_piece_sprites)
self.held_piece_sprites.draw()
self.update_piece(self.current_piece, self.current_piece_sprites)
if self.current_piece.prelocked:
alpha = (
PRELOCKED_ALPHA
if self.current_piece.prelocked
else NORMAL_ALPHA
)
for mino_sprite in self.current_piece_sprites:
mino_sprite.alpha = alpha
self.current_piece_sprites.draw()
self.update_piece(self.ghost_piece, self.ghost_piece_sprites)
for mino_sprite in self.ghost_piece_sprites:
mino_sprite.alpha = GHOST_ALPHA
self.ghost_piece_sprites.draw()
for n, piece in enumerate(self.next_pieces):
for mino_sprite, mino_coord in zip(
self.next_pieces_sprites[4*n:4*(n+1)], piece.minoes_coords
):
mino_coord += piece.coord
mino_sprite.left = self.matrix_sprite.left + mino_coord.x*(mino_sprite.width-1)
mino_sprite.bottom = self.matrix_sprite.bottom + mino_coord.y*(mino_sprite.height-1)
self.next_pieces_sprites.draw()
arcade.render_text(
self.general_text,
self.matrix_sprite.left - TEXT_MARGIN,
self.matrix_sprite.bottom
)
t = time.localtime(self.time)
for y, text in enumerate(
(
"{:02d}:{:02d}:{:02d}".format(
t.tm_hour-1, t.tm_min, t.tm_sec
),
"{:n}".format(self.nb_lines),
"{:n}".format(self.goal),
"{:n}".format(self.level),
"{:n}".format(self.high_score),
"{:n}".format(self.score)
)
):
arcade.draw_text(
text = text,
start_x = self.matrix_sprite.left - TEXT_MARGIN,
start_y = self.matrix_sprite.bottom + 2*y*TEXT_HEIGHT,
color = TEXT_COLOR,
font_size = FONT_SIZE,
align = 'right',
font_name = FONT_NAME,
anchor_x = 'right'
)
highlight_text = {
State.STARTING: START_TEXT,
State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "",
State.PAUSED: PAUSE_TEXT,
State.OVER: GAME_OVER_TEXT
}.get(self.state, "")
if highlight_text:
arcade.draw_text(
text = highlight_text,
start_x = self.matrix_sprite.center_x,
start_y = self.matrix_sprite.center_y,
color = HIGHLIGHT_TEXT_COLOR,
font_size = HIGHLIGHT_TEXT_FONT_SIZE,
align = 'center',
font_name = FONT_NAME,
anchor_x = 'center',
anchor_y = 'center'
)
def on_resize(self, width, height):
center_x = self.width / 2
center_y = self.height / 2
self.bg_sprite.center_x = center_x
self.bg_sprite.center_y = center_y
self.matrix_sprite.center_x = center_x
self.matrix_sprite.center_y = center_y
self.matrix_sprite.left = int(self.matrix_sprite.left)
self.matrix_sprite.top = int(self.matrix_sprite.top)
self.reload_matrix()
def load_high_score(self):
try:
with open(HIGH_SCORE_PATH, "r") as f:
self.high_score = int(f.read())
except:
self.high_score = 0
def save_high_score(self):
try:
if not os.path.exists(USER_PROFILE_DIR):
os.makedirs(USER_PROFILE_DIR)
with open(HIGH_SCORE_PATH, mode='w') as f:
f.write(str(self.high_score))
except Exception as e:
sys.exit(
"""High score: {:n}
High score could not be saved:
""".format(self.high_score)
+ str(e)
)
def main():
tetrarcade = TetrArcade()
arcade.run()
tetrarcade.save_high_score()
if __name__ == "__main__":
main()

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# -*- coding: utf-8 -*-
import random
# Matrix
NB_LINES = 20
NB_COLS = 10
NB_NEXT_PIECES = 5
# Delays (seconds)
LOCK_DELAY = 0.5
FALL_DELAY = 1
AUTOREPEAT_DELAY = 0.220 # Official : 0.300
AUTOREPEAT_PERIOD = 0.010 # Official : 0.010
class Coord:
def __init__(self, x, y):
self.x = x
self.y = y
def __add__(self, other):
return Coord(self.x+other.x, self.y+other.y)
# Piece init coord
MATRIX_PIECE_INIT_COORD = Coord(4, NB_LINES)
NEXT_PIECES_COORDS = [
Coord(NB_COLS+6, NB_LINES-4*n-3)
for n in range(NB_NEXT_PIECES)
]
HELD_PIECE_COORD = Coord(-7, NB_LINES-3)
HELD_I_COORD = Coord(-7, NB_LINES-3)
class State:
STARTING = "starting"
PLAYING = "playing"
PAUSED = "paused"
OVER = "over"
class Movement:
LEFT = Coord(-1, 0)
RIGHT = Coord( 1, 0)
DOWN = Coord( 0, -1)
class Rotation:
CLOCKWISE = 1
COUNTERCLOCKWISE = -1
class T_Spin:
NO_T_SPIN = ""
MINI_T_SPIN = "MINI\nT-SPIN"
T_SPIN = "T-SPIN"
class AbstractScheduler:
def start(task, period):
raise Warning("AbstractScheduler.start is not implemented.")
def stop(self, task):
raise Warning("AbstractScheduler.stop is not implemented.")
def restart(self, task, period):
self.stop(task)
self.start(task, period)
class Tetromino:
class AbstractTetromino:
# Super rotation system
SRS = {
Rotation.COUNTERCLOCKWISE: (
(Coord(0, 0), Coord(1, 0), Coord(1, 1), Coord(0, -2), Coord(1, -2)),
(Coord(0, 0), Coord(1, 0), Coord(1, -1), Coord(0, 2), Coord(1, 2)),
(Coord(0, 0), Coord(-1, 0), Coord(-1, 1), Coord(0, -2), Coord(-1, -2)),
(Coord(0, 0), Coord(-1, 0), Coord(-1, -1), Coord(0, 2), Coord(-1, 2))
),
Rotation.CLOCKWISE: (
(Coord(0, 0), Coord(-1, 0), Coord(-1, 1), Coord(0, -2), Coord(-1, -2)),
(Coord(0, 0), Coord(1, 0), Coord(1, -1), Coord(0, 2), Coord(1, 2)),
(Coord(0, 0), Coord(1, 0), Coord(1, 1), Coord(0, -2), Coord(1, -2)),
(Coord(0, 0), Coord(-1, 0), Coord(-1, -1), Coord(0, -2), Coord(-1, 2))
)
}
CAN_SPIN = False
def __init__(self):
self.coord = NEXT_PIECES_COORDS[-1]
self.minoes_coords = self.MINOES_COORDS
self.orientation = 0
self.last_rotation_point_used = None
self.hold_enabled = True
self.prelocked = False
def ghost(self):
return self.__class__()
class O(AbstractTetromino):
SRS = {
Rotation.COUNTERCLOCKWISE: (tuple(), tuple(), tuple(), tuple()),
Rotation.CLOCKWISE: (tuple(), tuple(), tuple(), tuple())
}
MINOES_COORDS = (Coord(0, 0), Coord(1, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = "yellow"
def rotate(self, direction):
return False
class I(AbstractTetromino):
SRS = {
Rotation.COUNTERCLOCKWISE: (
(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2)),
(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2)),
(Coord(0, 1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2))
),
Rotation.CLOCKWISE: (
(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2)),
(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2)),
(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2)),
(Coord(0, -1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2))
)
}
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(2, 0))
MINOES_COLOR = "cyan"
class T(AbstractTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0))
MINOES_COLOR = "magenta"
CAN_SPIN = True
class L(AbstractTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1))
MINOES_COLOR = "orange"
class J(AbstractTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = "blue"
class S(AbstractTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = "green"
class Z(AbstractTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = "red"
TETROMINOES = (O, I, T, L, J, S, Z)
random_bag = []
def __new__(cls):
if not cls.random_bag:
cls.random_bag = list(cls.TETROMINOES)
random.shuffle(cls.random_bag)
return cls.random_bag.pop()()
class TetrisLogic():
scheduler = AbstractScheduler()
def __init__(self):
self.load_high_score()
self.state = State.STARTING
self.matrix = []
self.next_pieces = []
self.current_piece = None
self.held_piece = None
self.time = 0
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
self.pressed_actions = []
def new_game(self):
self.level = 0
self.score = 0
self.nb_lines = 0
self.goal = 0
self.time = 0
self.pressed_actions = []
self.auto_repeat = False
self.lock_delay = LOCK_DELAY
self.fall_delay = FALL_DELAY
self.matrix = [
[None for x in range(NB_COLS)]
for y in range(NB_LINES+3)
]
self.next_pieces = [Tetromino() for i in range(NB_NEXT_PIECES)]
self.current_piece = None
self.held_piece = None
self.state = State.PLAYING
self.scheduler.start(self.update_time, 1)
self.new_level()
def new_level(self):
self.level += 1
self.goal += 5 * self.level
if self.level <= 20:
self.fall_delay = pow(0.8 - ((self.level-1)*0.007), self.level-1)
if self.level > 15:
self.lock_delay = 0.5 * pow(0.9, self.level-15)
self.show_text("LEVEL\n{:n}".format(self.level))
self.scheduler.restart(self.fall, self.fall_delay)
self.new_current_piece()
def new_current_piece(self):
self.current_piece = self.next_pieces.pop(0)
self.current_piece.coord = MATRIX_PIECE_INIT_COORD
self.ghost_piece = self.current_piece.ghost()
self.move_ghost()
self.next_pieces.append(Tetromino())
for piece, coord in zip (self.next_pieces, NEXT_PIECES_COORDS):
piece.coord = coord
if not self.can_move(
self.current_piece.coord,
self.current_piece.minoes_coords
):
self.game_over()
def move_left(self):
self.move(Movement.LEFT)
def move_right(self):
self.move(Movement.RIGHT)
def rotate_counterclockwise(self):
self.rotate(Rotation.COUNTERCLOCKWISE)
def rotate_clockwise(self):
self.rotate(Rotation.CLOCKWISE)
def move_ghost(self):
self.ghost_piece.coord = self.current_piece.coord
self.ghost_piece.minoes_coords = self.current_piece.minoes_coords
while self.can_move(
self.ghost_piece.coord + Movement.DOWN,
self.ghost_piece.minoes_coords
):
self.ghost_piece.coord += Movement.DOWN
def soft_drop(self):
if self.move(Movement.DOWN):
self.add_to_score(1)
return True
else:
return False
def hard_drop(self):
while self.move(Movement.DOWN, prelock=False):
self.add_to_score(2)
self.lock()
def fall(self):
self.move(Movement.DOWN)
def move(self, movement, prelock=True):
potential_coord = self.current_piece.coord + movement
if self.can_move(potential_coord, self.current_piece.minoes_coords):
if self.current_piece.prelocked:
self.scheduler.restart(self.lock, self.lock_delay)
self.current_piece.coord = potential_coord
if not movement == Movement.DOWN:
self.current_piece.last_rotation_point_used = None
self.move_ghost()
return True
else:
if (
prelock and not self.current_piece.prelocked
and movement == Movement.DOWN
):
self.current_piece.prelocked = True
self.scheduler.start(self.lock, self.lock_delay)
return False
def rotate(self, direction):
rotated_minoes_coords = tuple(
Coord(direction*mino_coord.y, -direction*mino_coord.x)
for mino_coord in self.current_piece.minoes_coords
)
for rotation_point, liberty_degree in enumerate(
self.current_piece.SRS[direction][self.current_piece.orientation],
start = 1
):
potential_coord = self.current_piece.coord + liberty_degree
if self.can_move(potential_coord, rotated_minoes_coords):
if self.current_piece.prelocked:
self.scheduler.restart(self.lock, self.lock_delay)
self.current_piece.coord = potential_coord
self.current_piece.minoes_coords = rotated_minoes_coords
self.current_piece.orientation = (
(self.current_piece.orientation + direction) % 4
)
self.current_piece.last_rotation_point_used = rotation_point
self.move_ghost()
return True
else:
return False
SCORES = (
{"name": "", T_Spin.NO_T_SPIN: 0, T_Spin.MINI_T_SPIN: 1, T_Spin.T_SPIN: 4},
{"name": "SINGLE", T_Spin.NO_T_SPIN: 1, T_Spin.MINI_T_SPIN: 2, T_Spin.T_SPIN: 8},
{"name": "DOUBLE", T_Spin.NO_T_SPIN: 3, T_Spin.MINI_T_SPIN: 12},
{"name": "TRIPLE", T_Spin.NO_T_SPIN: 5, T_Spin.T_SPIN: 16},
{"name": "TETRIS", T_Spin.NO_T_SPIN: 8}
)
def lock(self):
# Piece unlocked
if self.move(Movement.DOWN):
return
# Start lock
self.current_piece.prelocked = False
self.scheduler.stop(self.lock)
if self.pressed_actions:
self.stop_autorepeat()
self.scheduler.start(self.repeat_action, AUTOREPEAT_DELAY)
# Game over
if all(
(mino_coord + self.current_piece.coord).y >= NB_LINES
for mino_coord in self.current_piece.minoes_coords
):
self.game_over()
return
# Insert tetromino in the matrix
for mino_coord in self.current_piece.minoes_coords:
coord = mino_coord + self.current_piece.coord
if coord.y <= NB_LINES+3:
self.matrix[coord.y][coord.x] = self.current_piece.MINOES_COLOR
# 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.matrix.pop(y)
self.matrix.append([None for x in range(NB_COLS)])
if nb_lines_cleared:
self.nb_lines += nb_lines_cleared
# T-Spin
if (
self.current_piece.CAN_SPIN
and self.current_piece.last_rotation_point_used is not None
):
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.current_piece.last_rotation_point_used == 5 or (
a and b and (c or d)
):
t_spin = T_Spin.T_SPIN
elif c and d and (a or b):
t_spin = T_Spin.MINI_T_SPIN
else:
t_spin = T_Spin.NO_T_SPIN
else:
t_spin = T_Spin.NO_T_SPIN
# 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]["name"])
self.combo += 1
else:
self.combo = -1
if nb_lines_cleared or t_spin:
ds = self.SCORES[nb_lines_cleared][t_spin]
self.goal -= ds
ds *= 100 * self.level
lock_score += ds
lock_strings.append(str(ds))
if self.combo >= 1:
lock_strings.append("COMBO x%d" % self.combo)
ds = (20 if nb_lines_cleared==1 else 50) * self.combo * self.level
lock_score += ds
lock_strings.append(str(ds))
if lock_strings:
self.show_text("\n".join(lock_strings))
self.add_to_score(lock_score)
if self.goal <= 0:
self.new_level()
else:
self.new_current_piece()
def can_move(self, potential_coord, minoes_coords):
return all(
self.cell_is_free(potential_coord+mino_coord)
for mino_coord in minoes_coords
)
def cell_is_free(self, coord):
return (
0 <= coord.x < NB_COLS
and 0 <= coord.y
and not self.matrix[coord.y][coord.x]
)
T_SLOT_COORDS = (
Coord(-1, 1),
Coord( 1, 1),
Coord(-1, 1),
Coord(-1, -1)
)
def is_t_slot(self, n):
t_slot_coord = self.current_piece.coord + self.T_SLOT_COORDS[
(self.current_piece.orientation + n) % 4
]
return not self.cell_is_free(t_slot_coord)
def add_to_score(self, delta_score):
self.score += delta_score
if self.score > self.high_score:
self.high_score = self.score
def swap(self):
if self.current_piece.hold_enabled:
self.current_piece.hold_enabled = False
self.current_piece.prelocked = False
self.scheduler.stop(self.lock)
self.current_piece, self.held_piece = self.held_piece, self.current_piece
if self.held_piece.__class__ == Tetromino.I:
self.held_piece.coord = HELD_I_COORD
else:
self.held_piece.coord = HELD_PIECE_COORD
self.held_piece.minoes_coords = self.held_piece.MINOES_COORDS
if self.current_piece:
self.current_piece.coord = MATRIX_PIECE_INIT_COORD
self.ghost_piece = self.current_piece.ghost()
self.move_ghost()
else:
self.new_current_piece()
def pause(self):
self.state = State.PAUSED
self.scheduler.stop(self.fall)
self.scheduler.stop(self.lock)
self.scheduler.stop(self.update_time)
self.pressed_actions = []
self.stop_autorepeat()
def resume(self):
self.state = State.PLAYING
self.scheduler.start(self.fall, self.fall_delay)
if self.current_piece.prelocked:
self.scheduler.start(self.lock, self.lock_delay)
self.scheduler.start(self.update_time, 1)
def game_over(self):
self.state = State.OVER
self.scheduler.stop(self.fall)
self.scheduler.stop(self.update_time)
self.scheduler.stop(self.repeat_action)
self.save_high_score()
def update_time(self, delta_time=1):
self.time += delta_time
def do_action(self, action):
action()
if action in self.autorepeatable_actions:
self.stop_autorepeat()
self.pressed_actions.append(action)
self.scheduler.start(self.repeat_action, AUTOREPEAT_DELAY)
def repeat_action(self):
if self.pressed_actions:
self.pressed_actions[-1]()
if not self.auto_repeat:
self.auto_repeat = True
self.scheduler.restart(self.repeat_action, AUTOREPEAT_PERIOD)
else:
self.stop_autorepeat()
def remove_action(self, action):
if action in self.autorepeatable_actions:
try:
self.pressed_actions.remove(action)
except ValueError:
pass
def stop_autorepeat(self):
self.auto_repeat = False
self.scheduler.stop(self.repeat_action)
def show_text(self, text):
print(text)
raise Warning("TetrisLogic.show_text not implemented.")
def load_high_score(self):
self.high_score = 0
raise Warning(
"""TetrisLogic.load_high_score not implemented.
High score is set to 0"""
)
def save_high_score(self):
raise Warning(
"""TetrisLogic.save_high_score not implemented.
High score is not saved"""
)

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# -*- coding: utf-8 -*-
from .consts import NB_LINES, NB_COLS, NB_NEXT
from .utils import Movement, Rotation, Color, Coord
from .tetromino import Mino, Tetromino
from .tetrislogic import TetrisLogic, State, Matrix

19
tetrislogic/consts.py Normal file
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# -*- coding: utf-8 -*-
from .utils import Coord
# Matrix
NB_LINES = 20
NB_COLS = 10
NB_NEXT = 5
# Delays (seconds)
LOCK_DELAY = 0.5
FALL_DELAY = 1
AUTOREPEAT_DELAY = 0.300 # Official : 0.300 s
AUTOREPEAT_PERIOD = 0.010 # Official : 0.010 s
# Piece init coord
MATRIX_PIECE_COORD = Coord(4, NB_LINES)
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)

422
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# -*- coding: utf-8 -*-
import random
import pickle
from .utils import Coord, Movement, Rotation, T_Spin
from .tetromino import Tetromino, T_Tetrimino, I_Tetrimino
from .consts import (
NB_LINES,
NB_COLS,
NB_NEXT,
LOCK_DELAY,
FALL_DELAY,
AUTOREPEAT_DELAY,
AUTOREPEAT_PERIOD,
MATRIX_PIECE_COORD,
NEXT_PIECE_COORDS,
HELD_PIECE_COORD,
)
LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
class State:
STARTING = "STARTING"
PLAYING = "PLAYING"
PAUSED = "PAUSED"
OVER = "OVER"
class PieceContainer:
def __init__(self):
self.piece = None
class HoldQueue(PieceContainer):
pass
class Matrix(list, PieceContainer):
def __init__(self, *args, **kargs):
list.__init__(self, *args, **kargs)
PieceContainer.__init__(self)
def cell_is_free(self, coord):
return 0 <= coord.x < NB_COLS and 0 <= coord.y and not self[coord.y][coord.x]
class NextQueue(PieceContainer):
def __init__(self):
super().__init__()
self.pieces = []
class TetrisLogic:
NB_LINES = NB_LINES
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
def set_score(self, new_score):
self._score = new_score
if self._score > self.high_score:
self.high_score = self._score
score = property(get_score, set_score)
def new_game(self):
self.level = 0
self.score = 0
self.nb_lines_cleared = 0
self.goal = 0
self.time = 0
self.pressed_actions = []
self.auto_repeat = False
self.lock_delay = self.LOCK_DELAY
self.fall_delay = self.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):
self.level += 1
self.goal += 5 * self.level
if self.level <= 20:
self.fall_delay = pow(0.8 - ((self.level - 1) * 0.007), self.level - 1)
if self.level > 15:
self.lock_delay = 0.5 * pow(0.9, self.level - 15)
self.show_text("LEVEL\n{:n}".format(self.level))
self.restart(self.fall, self.fall_delay)
self.new_matrix_piece()
def new_matrix_piece(self):
self.matrix.piece = self.next.pieces.pop(0)
self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.move_ghost()
self.next.pieces.append(self.new_tetromino())
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
if not self.can_move(self.matrix.piece.coord, (mino.coord for mino in self.matrix.piece)):
self.game_over()
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
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):
moved = self.move(Movement.DOWN)
if moved:
self.score += 1
return moved
def hard_drop(self):
while self.move(Movement.DOWN, prelock=False):
self.score += 2
self.lock()
def fall(self):
self.move(Movement.DOWN)
def move(self, movement, prelock=True):
potential_coord = self.matrix.piece.coord + movement
if self.can_move(potential_coord, (mino.coord for mino in self.matrix.piece)):
if self.matrix.piece.prelocked:
self.restart(self.lock, self.lock_delay)
self.matrix.piece.coord = potential_coord
if not movement == Movement.DOWN:
self.matrix.piece.last_rotation_point = None
self.move_ghost()
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
# Game over
if all((mino.coord + self.matrix.piece.coord).y >= self.NB_LINES for mino in self.matrix.piece):
self.game_over()
return
if self.pressed_actions:
self.auto_repeat = False
self.restart(self.repeat_action, self.AUTOREPEAT_DELAY)
# T-Spin
if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.last_rotation_point is not None:
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()
# 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))
def is_t_slot(self, n):
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)
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):
self.state = State.PAUSED
self.stop_all()
self.pressed_actions = []
self.auto_repeat = False
self.stop(self.repeat_action)
def resume(self):
self.state = State.PLAYING
self.start(self.fall, self.fall_delay)
if self.matrix.piece.prelocked:
self.start(self.lock, self.lock_delay)
self.start(self.update_time, 1)
def game_over(self):
self.state = State.OVER
self.stop_all()
self.save_high_score()
def stop_all(self):
self.stop(self.fall)
self.stop(self.lock)
self.stop(self.update_time)
def update_time(self):
self.time += 1
def do_action(self, action):
action()
if action in self.autorepeatable_actions:
self.auto_repeat = False
self.pressed_actions.append(action)
if action == self.soft_drop:
delay = self.fall_delay / 20
else:
delay = self.AUTOREPEAT_DELAY
self.restart(self.repeat_action, delay)
def repeat_action(self):
if self.pressed_actions:
self.pressed_actions[-1]()
if not self.auto_repeat:
self.auto_repeat = True
self.restart(self.repeat_action, self.AUTOREPEAT_PERIOD)
else:
self.auto_repeat = False
self.stop(self.repeat_action)
def remove_action(self, action):
if action in self.autorepeatable_actions:
try:
self.pressed_actions.remove(action)
except ValueError:
pass
def show_text(self, text):
print(text)
raise Warning("TetrisLogic.show_text not implemented.")
def load_high_score(self, crypted_high_score=None):
if crypted_high_score:
crypted_high_score = int(pickle.loads(crypted_high_score))
self.high_score = crypted_high_score ^ CRYPT_KEY
else:
raise Warning(
"""TetrisLogic.load_high_score not implemented.
High score is set to 0"""
)
self.high_score = 0
def save_high_score(self):
crypted_high_score = self.high_score ^ CRYPT_KEY
crypted_high_score = pickle.dumps(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)

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# -*- coding: utf-8 -*-
from .utils import Coord, Rotation, Color
class Mino:
def __init__(self, color, coord):
self.color = color
self.coord = coord
class MetaTetromino(type):
def __init__(cls, name, bases, dct):
super().__init__(name, bases, dct)
Tetromino.shapes.append(cls)
class Tetromino(list):
shapes = []
# Super rotation system
SRS = {
Rotation.CLOCKWISE: (
(Coord(0, 0), Coord(-1, 0), Coord(-1, 1), Coord(0, -2), Coord(-1, -2)),
(Coord(0, 0), Coord(1, 0), Coord(1, -1), Coord(0, 2), Coord(1, 2)),
(Coord(0, 0), Coord(1, 0), Coord(1, 1), Coord(0, -2), Coord(1, -2)),
(Coord(0, 0), Coord(-1, 0), Coord(-1, -1), Coord(0, -2), Coord(-1, 2)),
),
Rotation.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)),
),
}
def __init__(self):
super().__init__(Mino(self.MINOES_COLOR, coord) for coord in self.MINOES_COORDS)
self.orientation = 0
self.last_rotation_point = None
self.hold_enabled = True
self.prelocked = False
def ghost(self):
return type(self)()
class O_Tetrimino(Tetromino, metaclass=MetaTetromino):
SRS = {
Rotation.CLOCKWISE: (tuple(), tuple(), tuple(), tuple()),
Rotation.COUNTER: (tuple(), tuple(), tuple(), tuple()),
}
MINOES_COORDS = (Coord(0, 0), Coord(1, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = Color.YELLOW
def rotate(self, direction):
return False
class I_Tetrimino(Tetromino, metaclass=MetaTetromino):
SRS = {
Rotation.CLOCKWISE: (
(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2)),
(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2)),
(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2)),
(Coord(0, -1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
),
Rotation.COUNTER: (
(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2)),
(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2)),
(Coord(0, 1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2)),
),
}
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(2, 0))
MINOES_COLOR = Color.CYAN
class T_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0))
MINOES_COLOR = Color.MAGENTA
class L_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1))
MINOES_COLOR = Color.ORANGE
class J_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = Color.BLUE
class S_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = Color.GREEN
class Z_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = Color.RED

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# -*- coding: utf-8 -*-
class Coord:
def __init__(self, x, y):
self.x = x
self.y = y
def __add__(self, other):
return Coord(self.x + other.x, self.y + other.y)
class Movement:
LEFT = Coord(-1, 0)
RIGHT = Coord(1, 0)
DOWN = Coord(0, -1)
class Rotation:
CLOCKWISE = 1
COUNTER = -1
class T_Spin:
NONE = ""
MINI = "MINI\nT-SPIN"
T_SPIN = "T-SPIN"
class Color:
BLUE = 0
CYAN = 1
GREEN = 2
MAGENTA = 3
ORANGE = 4
RED = 5
YELLOW = 6