16 Commits

Author SHA1 Message Date
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
18 changed files with 366 additions and 301 deletions

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@ -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

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@ -1,5 +1,6 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import sys import sys
import random
try: try:
import arcade import arcade
@ -19,7 +20,7 @@ import os
import itertools import itertools
import configparser import configparser
from tetrislogic import TetrisLogic, Color, Phase, Coord, I_Tetrimino, Movement from tetrislogic import TetrisLogic, Color, Coord, I_Tetrimino, Movement, AbstractTimer
# Constants # Constants
@ -33,6 +34,7 @@ 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, LINES) MATRIX_PIECE_COORD = Coord(4, LINES)
@ -73,10 +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,
@ -85,15 +85,13 @@ 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, MINOES_SPRITES_PATH,
((i * MINO_SPRITE_SIZE, 0, MINO_SPRITE_SIZE, MINO_SPRITE_SIZE) for i in range(8)), ((i * MINO_SPRITE_SIZE, 0, MINO_SPRITE_SIZE, MINO_SPRITE_SIZE) for i in range(8)),
) )
TEXTURES = {color: TEXTURES[i] for color, i in MINOES_COLOR_ID.items()} TEXTURES = {color: TEXTURES[i] for color, i in MINOES_COLOR_ID.items()}
NORMAL_TEXTURE = 0
LOCKED_TEXTURE = 1
# Music # Music
MUSIC_DIR = os.path.join(RESOURCES_DIR, "musics") MUSIC_DIR = os.path.join(RESOURCES_DIR, "musics")
@ -119,7 +117,50 @@ else:
) )
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 Timer(AbstractTimer):
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):
@ -128,22 +169,21 @@ class MinoSprite(arcade.Sprite):
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, texture=0): 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(texture)
class MinoesSprites(arcade.SpriteList): class MinoesSprites(arcade.SpriteList):
def resize(self, scale): def resize(self, scale):
for sprite in self: for sprite in self:
sprite.scale = scale sprite.scale = scale
self.refresh() self.update()
class TetrominoSprites(MinoesSprites): class TetrominoSprites(MinoesSprites):
@ -155,23 +195,28 @@ 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, texture=NORMAL_TEXTURE): 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, texture) 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, line in enumerate(self.matrix):
for x, mino in enumerate(line): for x, mino in enumerate(line):
if mino: if mino:
mino.sprite.refresh(x, y) mino.sprite.update(x, y)
def remove_line(self, y): def remove_line(self, y):
for mino in self.matrix[y]: for mino in self.matrix[y]:
@ -180,10 +225,12 @@ class MatrixSprites(MinoesSprites):
class TetrArcade(TetrisLogic, arcade.Window): class TetrArcade(TetrisLogic, arcade.Window):
timer = Timer()
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):
@ -214,6 +261,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.matrix.bg.alpha = MATRIX_BG_ALPHA self.matrix.bg.alpha = MATRIX_BG_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(LINES)]
if self.play_music: if self.play_music:
try: try:
@ -228,6 +276,8 @@ class TetrArcade(TetrisLogic, arcade.Window):
else: else:
self.music = None self.music = None
self.state = State.STARTING
def new_conf(self): def new_conf(self):
self.conf["WINDOW"] = { self.conf["WINDOW"] = {
"width": WINDOW_WIDTH, "width": WINDOW_WIDTH,
@ -262,13 +312,13 @@ class TetrArcade(TetrisLogic, arcade.Window):
for action, key in self.conf["KEYBOARD"].items(): for action, key in self.conf["KEYBOARD"].items():
self.conf["KEYBOARD"][action] = key.upper() self.conf["KEYBOARD"][action] = key.upper()
self.key_map = { self.key_map = {
Phase.STARTING: { State.STARTING: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game, getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr( getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"] arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen, ): self.toggle_fullscreen,
}, },
Phase.FALLING: { 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( getattr(
arcade.key, self.conf["KEYBOARD"]["move right"] arcade.key, self.conf["KEYBOARD"]["move right"]
@ -287,32 +337,13 @@ class TetrArcade(TetrisLogic, arcade.Window):
arcade.key, self.conf["KEYBOARD"]["fullscreen"] arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen, ): self.toggle_fullscreen,
}, },
Phase.LOCK: { State.PAUSED: {
getattr(arcade.key, self.conf["KEYBOARD"]["move left"]): self.move_left,
getattr(
arcade.key, self.conf["KEYBOARD"]["move right"]
): self.move_right,
getattr(arcade.key, self.conf["KEYBOARD"]["soft drop"]): self.soft_drop,
getattr(arcade.key, self.conf["KEYBOARD"]["hard drop"]): self.hard_drop,
getattr(
arcade.key, self.conf["KEYBOARD"]["rotate clockwise"]
): self.rotate_clockwise,
getattr(
arcade.key, self.conf["KEYBOARD"]["rotate counter"]
): self.rotate_counter,
getattr(arcade.key, self.conf["KEYBOARD"]["hold"]): self.hold,
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.pause,
getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
},
Phase.PAUSED: {
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.resume, getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.resume,
getattr( getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"] arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen, ): self.toggle_fullscreen,
}, },
Phase.OVER: { State.OVER: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game, getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr( getattr(
arcade.key, self.conf["KEYBOARD"]["fullscreen"] arcade.key, self.conf["KEYBOARD"]["fullscreen"]
@ -365,93 +396,117 @@ AGAIN""".format(
self.music.seek(0) self.music.seek(0)
self.music.play() self.music.play()
self.state = State.PLAYING
def on_new_level(self, level): def on_new_level(self, level):
self.show_text("LEVEL\n{:n}".format(level)) self.show_text("LEVEL\n{:n}".format(level))
def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces): def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
matrix.sprites.refresh() matrix.sprites.update()
falling_piece.sprites = TetrominoSprites(falling_piece, self) falling_piece.sprites = TetrominoSprites(falling_piece, self)
ghost_piece.sprites = TetrominoSprites(ghost_piece, self, GHOST_ALPHA) ghost_piece.sprites = TetrominoSprites(ghost_piece, self, GHOST_ALPHA)
next_pieces[-1].sprites = TetrominoSprites(next_pieces[-1], self) next_pieces[-1].sprites = TetrominoSprites(next_pieces[-1], self)
for piece, coord in zip(next_pieces, NEXT_PIECES_COORDS): for piece, coord in zip(next_pieces, NEXT_PIECES_COORDS):
piece.coord = coord piece.coord = coord
piece.sprites.refresh()
def on_falling_phase(self, falling_piece, ghost_piece): def on_falling_phase(self, falling_piece):
falling_piece.sprites.refresh() falling_piece.sprites.set_texture(Texture.NORMAL)
ghost_piece.sprites.refresh()
def on_lock_phase(self, locked_piece): def on_locked(self, falling_piece):
locked_piece.sprites.refresh(texture=LOCKED_TEXTURE) falling_piece.sprites.set_texture(Texture.LOCKED)
def on_locked(self, matrix, locked_piece): def on_locks_down(self, matrix, falling_piece):
for mino in locked_piece: falling_piece.sprites.set_texture(Texture.NORMAL)
for mino in falling_piece:
matrix.sprites.append(mino.sprite) matrix.sprites.append(mino.sprite)
def on_line_remove(self, matrix, y): def on_animate_phase(self, matrix, lines_to_remove):
matrix.sprites.remove_line(y) for y in lines_to_remove:
line_textures = tuple(TEXTURES[mino.color] for mino in matrix[y])
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(line_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 on_pattern_phase(self, pattern_name, pattern_score, nb_combo, combo_score): def speed_up_particule(self, particule):
particule.change_x *= PARTICULE_ACCELERATION
particule.change_y *= PARTICULE_ACCELERATION
def on_eliminate_phase(self, matrix, lines_to_remove):
for y in lines_to_remove:
matrix.sprites.remove_line(y)
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
if pattern_score: if pattern_score:
self.show_text("{:s}\n{:n}".format(pattern_name, pattern_score)) self.show_text("{:s}\n{:n}".format(pattern_name, pattern_score))
if combo_score: if combo_score:
self.show_text("COMBO x{:n}\n{:n}".format(nb_combo, combo_score)) self.show_text("COMBO x{:n}\n{:n}".format(nb_combo, combo_score))
def on_hold(self, held_piece, falling_piece, ghost_piece): def on_hold(self, held_piece):
held_piece.coord = HELD_PIECE_COORD held_piece.coord = HELD_PIECE_COORD
if type(held_piece) == I_Tetrimino: if type(held_piece) == I_Tetrimino:
held_piece.coord += Movement.LEFT held_piece.coord += Movement.LEFT
held_piece.sprites.refresh()
ghost_piece.sprites = TetrominoSprites(ghost_piece, self, GHOST_ALPHA)
ghost_piece.sprites.refresh()
def pause(self): def on_pause(self):
super().pause() self.state = State.PAUSED
if self.music: if self.music:
self.music.pause() self.music.pause()
def resume(self): def resume(self):
super().resume()
if self.music: if self.music:
self.music.play() self.music.play()
self.state = State.PLAYING
def on_game_over(self): def on_game_over(self):
self.state = State.OVER
if self.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.phase][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.phase][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.phase not in (Phase.STARTING, Phase.PAUSED): if self.state not in (State.STARTING, State.PAUSED):
self.matrix.bg.draw() self.matrix.bg.draw()
self.matrix.sprites.draw() self.matrix.sprites.draw()
@ -500,12 +555,16 @@ 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 = {
Phase.STARTING: self.start_text, State.STARTING: self.start_text,
Phase.FALLING: self.highlight_texts[0] if self.highlight_texts else "", State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "",
Phase.PAUSED: self.pause_text, State.PAUSED: self.pause_text,
Phase.OVER: self.game_over_text, State.OVER: self.game_over_text,
}.get(self.phase, "") }.get(self.state, "")
if highlight_text: if highlight_text:
arcade.draw_text( arcade.draw_text(
text=highlight_text, text=highlight_text,
@ -557,7 +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:
@ -576,29 +635,17 @@ 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()

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

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

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@ -29,7 +29,7 @@ options = {
} }
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],

12
test.py
View File

@ -1,6 +1,6 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from TetrArcade import TetrArcade, Phase, MinoSprite from TetrArcade import TetrArcade, MinoSprite, State
from tetrislogic import Mino, Color, Coord from tetrislogic import Mino, Color, Coord
game = TetrArcade() game = TetrArcade()
@ -15,16 +15,22 @@ game.pause()
game.resume() game.resume()
game.move_right() game.move_right()
game.hold() game.hold()
game.update(0)
game.on_draw()
game.rotate_clockwise() game.rotate_clockwise()
game.hold() game.hold()
game.update(0)
game.on_draw()
game.rotate_counter() game.rotate_counter()
for i in range(22): for i in range(22):
game.soft_drop() game.soft_drop()
game.on_draw() game.on_draw()
game.lock_phase() game.lock_phase()
game.hold() game.hold()
game.matrix.sprites.refresh() game.update(0)
game.on_draw() game.on_draw()
while game.phase != Phase.OVER: game.matrix.sprites.update()
game.on_draw()
while game.state != State.OVER:
game.hard_drop() game.hard_drop()
game.on_draw() game.on_draw()

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@ -1,6 +1,6 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from .consts import LINES, COLLUMNS, NEXT_PIECES from .consts import LINES, COLLUMNS, NEXT_PIECES
from .utils import Movement, Rotation, Color, Coord, Phase from .utils import Movement, Spin, Color, Coord
from .tetromino import ( from .tetromino import (
Mino, Mino,
Tetromino, Tetromino,
@ -12,4 +12,4 @@ from .tetromino import (
T_Tetrimino, T_Tetrimino,
Z_Tetrimino, Z_Tetrimino,
) )
from .tetrislogic import TetrisLogic, Matrix from .tetrislogic import TetrisLogic, Matrix, AbstractTimer

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@ -1,5 +1,5 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from .utils import Coord from .utils import Coord, T_Spin
# Matrix # Matrix
@ -15,3 +15,13 @@ AUTOREPEAT_PERIOD = 0.010 # Official : 0.010 s
# Piece init coord # Piece init coord
MATRIX_PIECE_COORD = Coord(4, LINES) MATRIX_PIECE_COORD = Coord(4, LINES)
# 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

@ -1,7 +1,7 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import pickle import pickle
from .utils import Coord, Movement, Rotation, T_Spin, Phase from .utils import Coord, Movement, Spin, T_Spin, T_Slot
from .tetromino import Tetromino, T_Tetrimino from .tetromino import Tetromino, T_Tetrimino
from .consts import ( from .consts import (
LINES, LINES,
@ -12,13 +12,26 @@ from .consts import (
AUTOREPEAT_DELAY, AUTOREPEAT_DELAY,
AUTOREPEAT_PERIOD, AUTOREPEAT_PERIOD,
MATRIX_PIECE_COORD, MATRIX_PIECE_COORD,
SCORES,
LINES_CLEAR_NAME,
) )
LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343 CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
class AbstractTimer:
def postpone(task, delay):
raise Warning("AbstractTimer.postpone is not implemented.")
def cancel(self, task):
raise Warning("AbstractTimer.stop is not implemented.")
def reset(self, task, period):
self.timer.cancel(task)
self.timer.postpone(task, period)
class PieceContainer: class PieceContainer:
def __init__(self): def __init__(self):
self.piece = None self.piece = None
@ -49,6 +62,17 @@ class Matrix(list, PieceContainer):
0 <= coord.x < self.collumns and 0 <= coord.y and not self[coord.y][coord.x] 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):
def __init__(self, nb_pieces): def __init__(self, nb_pieces):
@ -58,15 +82,6 @@ class NextQueue(PieceContainer):
class Stats: class Stats:
SCORES = (
{LINES_CLEAR_NAME: "", T_Spin.NONE: 0, T_Spin.MINI: 1, T_Spin.T_SPIN: 4},
{LINES_CLEAR_NAME: "SINGLE", T_Spin.NONE: 1, T_Spin.MINI: 2, T_Spin.T_SPIN: 8},
{LINES_CLEAR_NAME: "DOUBLE", T_Spin.NONE: 3, T_Spin.T_SPIN: 12},
{LINES_CLEAR_NAME: "TRIPLE", T_Spin.NONE: 5, T_Spin.T_SPIN: 16},
{LINES_CLEAR_NAME: "TETRIS", T_Spin.NONE: 8},
)
def _get_score(self): def _get_score(self):
return self._score return self._score
@ -79,6 +94,7 @@ class Stats:
def __init__(self): def __init__(self):
self._score = 0 self._score = 0
self.high_score = 0
self.time = 0 self.time = 0
def new_game(self, level): def new_game(self, level):
@ -103,7 +119,7 @@ class Stats:
def update_time(self): def update_time(self):
self.time += 1 self.time += 1
def pattern_phase(self, t_spin, lines_cleared): def locks_down(self, t_spin, lines_cleared):
pattern_name = [] pattern_name = []
pattern_score = 0 pattern_score = 0
combo_score = 0 combo_score = 0
@ -111,13 +127,13 @@ class Stats:
if t_spin: if t_spin:
pattern_name.append(t_spin) pattern_name.append(t_spin)
if lines_cleared: if lines_cleared:
pattern_name.append(self.SCORES[lines_cleared][LINES_CLEAR_NAME]) pattern_name.append(SCORES[lines_cleared][LINES_CLEAR_NAME])
self.combo += 1 self.combo += 1
else: else:
self.combo = -1 self.combo = -1
if lines_cleared or t_spin: if lines_cleared or t_spin:
pattern_score = self.SCORES[lines_cleared][t_spin] pattern_score = SCORES[lines_cleared][t_spin]
self.goal -= pattern_score self.goal -= pattern_score
pattern_score *= 100 * self.level pattern_score *= 100 * self.level
pattern_name = "\n".join(pattern_name) pattern_name = "\n".join(pattern_name)
@ -132,17 +148,16 @@ class Stats:
class TetrisLogic: class TetrisLogic:
LINES = LINES # These class attributes can be redefined on inheritance
COLLUMNS = COLLUMNS
NEXT_PIECES = NEXT_PIECES
AUTOREPEAT_DELAY = AUTOREPEAT_DELAY AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
MATRIX_PIECE_COORD = MATRIX_PIECE_COORD MATRIX_PIECE_COORD = MATRIX_PIECE_COORD
timer = AbstractTimer()
def __init__(self, lines=LINES, collumns=COLLUMNS, next_pieces=NEXT_PIECES): def __init__(self, lines=LINES, collumns=COLLUMNS, next_pieces=NEXT_PIECES):
self.stats = Stats() self.stats = Stats()
self.load_high_score() self.load_high_score()
self.phase = Phase.STARTING
self.held = HoldQueue() self.held = HoldQueue()
self.matrix = Matrix(lines, collumns) self.matrix = Matrix(lines, collumns)
self.next = NextQueue(next_pieces) self.next = NextQueue(next_pieces)
@ -153,12 +168,11 @@ class TetrisLogic:
self.stats.new_game(level) self.stats.new_game(level)
self.pressed_actions = [] self.pressed_actions = []
self.auto_repeat = False
self.matrix.reset() self.matrix.reset()
self.next.pieces = [Tetromino() for n in range(self.next.nb_pieces)] self.next.pieces = [Tetromino() for n in range(self.next.nb_pieces)]
self.held.piece = None self.held.piece = None
self.start(self.stats.update_time, 1) self.timer.postpone(self.stats.update_time, 1)
self.on_new_game(self.next.pieces) self.on_new_game(self.next.pieces)
self.new_level() self.new_level()
@ -174,130 +188,100 @@ class TetrisLogic:
def on_new_level(self, level): def on_new_level(self, level):
pass pass
def generation_phase(self): # Tetris Engine
self.phase = Phase.GENERATION
self.matrix.piece = self.next.pieces.pop(0) def generation_phase(self, held_piece=None):
self.next.pieces.append(Tetromino()) 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.refresh_ghost()
# if self.pressed_actions:
# self.timer.postpone(self.repeat_action, self.AUTOREPEAT_DELAY)
self.on_generation_phase( self.on_generation_phase(
self.matrix, self.matrix.piece, self.matrix.ghost, self.next.pieces self.matrix, self.matrix.piece, self.matrix.ghost, self.next.pieces
) )
if not self.move(Movement.DOWN): if self.move(Movement.DOWN):
self.game_over()
else:
self.restart(self.fall, self.stats.fall_delay)
self.falling_phase() self.falling_phase()
else:
self.game_over()
def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces): def refresh_ghost(self):
pass
def falling_phase(self):
self.phase = Phase.FALLING
self.matrix.ghost.coord = self.matrix.piece.coord self.matrix.ghost.coord = self.matrix.piece.coord
for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece): for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece):
ghost_mino.coord = current_mino.coord ghost_mino.coord = current_mino.coord
while self.space_to_move( while self.matrix.space_to_move(
self.matrix.ghost.coord + Movement.DOWN, self.matrix.ghost.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.ghost), (mino.coord for mino in self.matrix.ghost),
): ):
self.matrix.ghost.coord += Movement.DOWN self.matrix.ghost.coord += Movement.DOWN
self.on_falling_phase(self.matrix.piece, self.matrix.ghost) def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
def on_falling_phase(self, falling_piece, ghost_piece):
pass pass
def fall(self): 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) self.move(Movement.DOWN)
def on_locked(self, falling_piece):
pass
def move(self, movement, rotated_coords=None, lock=True): def move(self, movement, rotated_coords=None, lock=True):
potential_coord = self.matrix.piece.coord + movement potential_coord = self.matrix.piece.coord + movement
if self.space_to_move( potential_minoes_coords = rotated_coords or (
potential_coord, mino.coord for mino in self.matrix.piece
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 self.matrix.piece.coord = potential_coord
if rotated_coords: if rotated_coords:
for mino, coord in zip(self.matrix.piece, rotated_coords): for mino, coord in zip(self.matrix.piece, rotated_coords):
mino.coord = coord mino.coord = coord
self.refresh_ghost()
if movement != Movement.DOWN:
self.matrix.piece.rotated_last = False
if self.matrix.space_to_fall():
self.falling_phase()
else: else:
if movement != Movement.DOWN: self.matrix.piece.locked = True
self.matrix.piece.last_rotation_point = None self.on_locked(self.matrix.piece)
if self.phase == Phase.LOCK: self.timer.reset(self.locks_down, self.stats.lock_delay)
self.restart(self.pattern_phase, self.stats.lock_delay)
self.falling_phase()
return True return True
else: else:
if lock and self.phase != Phase.LOCK and movement == Movement.DOWN:
self.lock_phase()
return False return False
def lock_phase(self): def rotate(self, spin):
self.phase = Phase.LOCK
self.on_lock_phase(self.matrix.piece)
self.start(self.pattern_phase, self.stats.lock_delay)
def on_lock_phase(self, locked_piece):
pass
def space_to_move(self, potential_coord, minoes_coord):
return all(
self.matrix.cell_is_free(potential_coord + mino_coord)
for mino_coord in minoes_coord
)
def rotate(self, rotation):
rotated_coords = tuple( rotated_coords = tuple(
Coord(rotation * mino.coord.y, -rotation * mino.coord.x) Coord(spin * mino.coord.y, -spin * mino.coord.x)
for mino in self.matrix.piece for mino in self.matrix.piece
) )
for rotation_point, liberty_degree in enumerate( for rotation_point, liberty_degree in enumerate(
self.matrix.piece.SRS[rotation][self.matrix.piece.orientation], start=1 self.matrix.piece.SRS[spin][self.matrix.piece.orientation], start=1
): ):
if self.move(liberty_degree, rotated_coords): if self.move(liberty_degree, rotated_coords, lock=False):
self.matrix.piece.orientation = ( self.matrix.piece.orientation = (
self.matrix.piece.orientation + rotation self.matrix.piece.orientation + spin
) % 4 ) % 4
self.matrix.piece.last_rotation_point = rotation_point self.matrix.piece.rotated_last = True
if rotation_point == 5:
self.matrix.piece.rotation_point_5_used = True
return True return True
else: else:
return False return False
def hold(self): def locks_down(self):
if not self.matrix.piece.hold_enabled: # self.timer.cancel(self.repeat_action)
return self.timer.cancel(self.lock_phase)
self.matrix.piece.hold_enabled = False
self.stop(self.pattern_phase)
self.stop(self.fall)
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
if self.matrix.piece:
self.matrix.piece.coord = self.MATRIX_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.on_hold(self.held.piece, self.matrix.piece, self.matrix.ghost)
self.falling_phase()
else:
self.generation_phase()
self.on_hold(self.held.piece, self.matrix.piece, self.matrix.ghost)
def on_hold(self, held_piece, falling_piece, ghost_piece):
pass
def pattern_phase(self):
self.phase = Phase.PATTERN
self.matrix.piece.prelocked = False
self.stop(self.pattern_phase)
self.stop(self.fall)
# Piece unlocked
if self.space_to_move(
self.matrix.piece.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.piece),
):
return
# Game over # Game over
if all( if all(
@ -307,67 +291,78 @@ class TetrisLogic:
self.game_over() self.game_over()
return return
if self.pressed_actions:
self.auto_repeat = False
self.stop(self.repeat_action)
for mino in self.matrix.piece: for mino in self.matrix.piece:
coord = mino.coord + self.matrix.piece.coord coord = mino.coord + self.matrix.piece.coord
if coord.y <= self.matrix.lines + 3: if coord.y <= self.matrix.lines + 3:
self.matrix[coord.y][coord.x] = mino self.matrix[coord.y][coord.x] = mino
self.on_locked(self.matrix, self.matrix.piece)
self.on_locks_down(self.matrix, self.matrix.piece)
# Pattern phase
# T-Spin # T-Spin
if ( if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.rotated_last:
type(self.matrix.piece) == T_Tetrimino a = self.is_t_slot(T_Slot.A)
and self.matrix.piece.last_rotation_point is not None b = self.is_t_slot(T_Slot.B)
): c = self.is_t_slot(T_Slot.C)
a = self.is_t_slot(0) d = self.is_t_slot(T_Slot.D)
b = self.is_t_slot(1) if a and b and (c or d):
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 t_spin = T_Spin.T_SPIN
elif c and d and (a or b): elif c and d and (a or b):
t_spin = T_Spin.MINI if self.matrix.piece.rotation_point_5_used:
t_spin = T_Spin.T_SPIN
else:
t_spin = T_Spin.MINI
else: else:
t_spin = T_Spin.NONE t_spin = T_Spin.NONE
else: else:
t_spin = T_Spin.NONE t_spin = T_Spin.NONE
# Clear complete lines # Clear complete lines
lines_cleared = 0 self.lines_to_remove = []
for y, line in reversed(list(enumerate(self.matrix))): for y, line in reversed(list(enumerate(self.matrix))):
if all(mino for mino in line): if all(mino for mino in line):
lines_cleared += 1 self.lines_to_remove.append(y)
self.on_line_remove(self.matrix, y) lines_cleared = len(self.lines_to_remove)
self.matrix.pop(y)
self.matrix.append_new_line()
if lines_cleared: if lines_cleared:
self.stats.lines_cleared += lines_cleared self.stats.lines_cleared += lines_cleared
pattern_name, pattern_score, nb_combo, combo_score = self.stats.pattern_phase( # Animate phase
self.on_animate_phase(self.matrix, self.lines_to_remove)
# Eliminate phase
self.on_eliminate_phase(self.matrix, self.lines_to_remove)
for y in self.lines_to_remove:
self.matrix.pop(y)
self.matrix.append_new_line()
# Completion phase
pattern_name, pattern_score, nb_combo, combo_score = self.stats.locks_down(
t_spin, lines_cleared t_spin, lines_cleared
) )
self.on_pattern_phase(pattern_name, pattern_score, nb_combo, combo_score) self.on_completion_phase(pattern_name, pattern_score, nb_combo, combo_score)
if self.stats.goal <= 0: if self.stats.goal <= 0:
self.new_level() self.new_level()
else: else:
self.generation_phase() self.generation_phase()
if self.pressed_actions: def on_locks_down(self, matrix, falling_piece):
self.start(self.repeat_action, self.AUTOREPEAT_DELAY)
def on_locked(self, matrix, locked_piece):
pass pass
def on_line_remove(self, matrix, y): def on_animate_phase(self, matrix, lines_to_remove):
pass pass
def on_pattern_phase(self, pattern_name, pattern_score, nb_combo, combo_score): def on_eliminate_phase(self, matrix, lines_to_remove):
pass 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)
@ -375,10 +370,10 @@ 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 soft_drop(self): def soft_drop(self):
moved = self.move(Movement.DOWN) moved = self.move(Movement.DOWN)
@ -387,9 +382,28 @@ class TetrisLogic:
return moved return moved
def hard_drop(self): def hard_drop(self):
self.timer.cancel(self.lock_phase)
self.timer.cancel(self.locks_down)
while self.move(Movement.DOWN, lock=False): while self.move(Movement.DOWN, lock=False):
self.stats.score += 2 self.stats.score += 2
self.pattern_phase() self.locks_down()
def hold(self):
if not self.matrix.piece.hold_enabled:
return
self.matrix.piece.hold_enabled = False
self.timer.cancel(self.lock_phase)
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
for mino, coord in zip(self.held.piece, self.held.piece.MINOES_COORDS):
mino.coord = coord
self.on_hold(self.held.piece)
self.generation_phase(self.matrix.piece)
def on_hold(self, held_piece):
pass
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))
@ -401,21 +415,25 @@ class TetrisLogic:
return not self.matrix.cell_is_free(t_slot_coord) return not self.matrix.cell_is_free(t_slot_coord)
def pause(self): def pause(self):
self.phase = Phase.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.phase = Phase.FALLING self.timer.postpone(self.lock_phase, self.stats.fall_delay)
self.start(self.fall, self.stats.fall_delay) if self.matrix.piece.locked:
if self.phase == Phase.LOCK: self.timer.postpone(self.locks_down, self.stats.lock_delay)
self.start(self.pattern_phase, self.stats.lock_delay) self.timer.postpone(self.stats.update_time, 1)
self.start(self.stats.update_time, 1) self.on_resume()
def on_resume(self):
pass
def game_over(self): def game_over(self):
self.phase = Phase.OVER
self.stop_all() self.stop_all()
self.save_high_score() self.save_high_score()
self.on_game_over() self.on_game_over()
@ -424,30 +442,26 @@ class TetrisLogic:
pass pass
def stop_all(self): def stop_all(self):
self.stop(self.fall) self.timer.cancel(self.lock_phase)
self.stop(self.pattern_phase) self.timer.cancel(self.locks_down)
self.stop(self.stats.update_time) self.timer.cancel(self.stats.update_time)
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.stats.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: if not self.pressed_actions:
self.pressed_actions[-1]() return
if not self.auto_repeat:
self.auto_repeat = True self.pressed_actions[-1]()
self.restart(self.repeat_action, self.AUTOREPEAT_PERIOD) self.timer.postpone(self.repeat_action, self.AUTOREPEAT_PERIOD)
else:
self.auto_repeat = False
self.stop(self.repeat_action)
def remove_action(self, action): def remove_action(self, action):
if action in self.autorepeatable_actions: if action in self.autorepeatable_actions:
@ -475,13 +489,3 @@ High score is set to 0"""
crypted_high_score = self.stats.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

@ -1,7 +1,7 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import random import random
from .utils import Coord, Rotation, Color from .utils import Coord, Spin, Color
class Mino: class Mino:
@ -32,13 +32,13 @@ 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)),
@ -49,9 +49,9 @@ class TetrominoBase(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)()
@ -60,8 +60,8 @@ class TetrominoBase(list):
class O_Tetrimino(TetrominoBase, 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
@ -73,13 +73,13 @@ class O_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
class I_Tetrimino(TetrominoBase, 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)),

View File

@ -15,7 +15,7 @@ class Movement:
DOWN = Coord(0, -1) DOWN = Coord(0, -1)
class Rotation: class Spin:
CLOCKWISE = 1 CLOCKWISE = 1
COUNTER = -1 COUNTER = -1
@ -28,6 +28,14 @@ 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
@ -37,14 +45,3 @@ class Color:
ORANGE = 4 ORANGE = 4
RED = 5 RED = 5
YELLOW = 6 YELLOW = 6
class Phase:
STARTING = "STARTING"
GENERATION = "GENERATION"
FALLING = "FALLING"
LOCK = "LOCK"
PATTERN = "PATTERN"
PAUSED = "PAUSED"
OVER = "OVER"