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@ -6,8 +6,7 @@ Tetris clone made with Python and Arcade graphic library
## Requirements ## Requirements
* [Python 3.6 or later](https://www.python.org/) * [Python](https://www.python.org/) 3.6 or upper
* [FFmpeg 4](http://ubuntuhandbook.org/index.php/2019/08/install-ffmpeg-4-2-ubuntu-18-04/)
## Install ## Install

@ -1,9 +1,10 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
"""Tetris clone with arcade GUI library"""
import sys import sys
import random import locale
import time
import os
import configparser
try: try:
import arcade import arcade
@ -15,43 +16,11 @@ This game require arcade library.
You can install it with: You can install it with:
python -m pip install --user arcade""" python -m pip install --user arcade"""
) )
import pyglet
import locale from tetrislogic import TetrisLogic, Color, State
import time
import os
import itertools
import configparser
from tetrislogic import (
TetrisLogic,
Color,
Coord,
I_Tetrimino,
Movement,
AbstractScheduler,
)
# Constants # Constants
# Matrix
LINES = 20
COLLUMNS = 10
NEXT_PIECES = 6
# Delays (seconds)
LOCK_DELAY = 0.5
FALL_DELAY = 1
AUTOREPEAT_DELAY = 0.300
AUTOREPEAT_PERIOD = 0.010
PARTICULE_ACCELERATION = 1.1
EXPLOSION_ANIMATION = 1
# Piece init coord
MATRIX_PIECE_COORD = Coord(4, LINES)
NEXT_PIECES_COORDS = [Coord(COLLUMNS + 4, LINES - 4 * n) for n in range(NEXT_PIECES)]
HELD_PIECE_COORD = Coord(-5, LINES)
# Window # Window
WINDOW_WIDTH = 800 WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600 WINDOW_HEIGHT = 600
@ -64,7 +33,7 @@ BG_COLOR = (7, 11, 21)
HIGHLIGHT_TEXT_DISPLAY_DELAY = 0.7 HIGHLIGHT_TEXT_DISPLAY_DELAY = 0.7
# Transparency (0=invisible, 255=opaque) # Transparency (0=invisible, 255=opaque)
NORMAL_ALPHA = 255 NORMAL_ALPHA = 200
PRELOCKED_ALPHA = 100 PRELOCKED_ALPHA = 100
GHOST_ALPHA = 30 GHOST_ALPHA = 30
MATRIX_BG_ALPHA = 100 MATRIX_BG_ALPHA = 100
@ -74,20 +43,22 @@ BAR_ALPHA = 75
MINO_SIZE = 20 MINO_SIZE = 20
MINO_SPRITE_SIZE = 21 MINO_SPRITE_SIZE = 21
if getattr(sys, "frozen", False): if getattr(sys, 'frozen', False):
# The application is frozen # The application is frozen
PROGRAM_DIR = os.path.dirname(sys.executable) DATA_DIR = os.path.dirname(sys.executable)
else: else:
# The application is not frozen # The application is not frozen
PROGRAM_DIR = os.path.dirname(__file__) # Change this bit to match where you store your data files:
RESOURCES_DIR = os.path.join(PROGRAM_DIR, "resources") DATA_DIR = os.path.dirname(__file__)
DATA_DIR = os.path.join(DATA_DIR, "res")
# Sprites # Sprites
IMAGES_DIR = os.path.join(RESOURCES_DIR, "images") WINDOW_BG_PATH = os.path.join(DATA_DIR, "bg.jpg")
WINDOW_BG_PATH = os.path.join(IMAGES_DIR, "bg.jpg") MATRIX_BG_PATH = os.path.join(DATA_DIR, "matrix.png")
MATRIX_BG_PATH = os.path.join(IMAGES_DIR, "matrix.png") HELD_BG_PATH = os.path.join(DATA_DIR, "held.png")
MINOES_SPRITES_PATH = os.path.join(IMAGES_DIR, "minoes.png") NEXT_BG_PATH = os.path.join(DATA_DIR, "next.png")
Color.LOCKED = 7 MINOES_SPRITES_PATH = os.path.join(DATA_DIR, "minoes.png")
Color.PRELOCKED = 7
MINOES_COLOR_ID = { MINOES_COLOR_ID = {
Color.BLUE: 0, Color.BLUE: 0,
Color.CYAN: 1, Color.CYAN: 1,
@ -96,82 +67,33 @@ MINOES_COLOR_ID = {
Color.ORANGE: 4, Color.ORANGE: 4,
Color.RED: 5, Color.RED: 5,
Color.YELLOW: 6, Color.YELLOW: 6,
Color.LOCKED: 7, Color.PRELOCKED: 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()}
# Music # User profile path
MUSIC_DIR = os.path.join(RESOURCES_DIR, "musics") if sys.platform == "win32":
MUSICS_PATHS = (entry.path for entry in os.scandir(MUSIC_DIR)) 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")
# Text # Text
TEXT_COLOR = arcade.color.BUBBLES TEXT_COLOR = arcade.color.BUBBLES
FONT_NAME = os.path.join(RESOURCES_DIR, "fonts/joystix monospace.ttf") FONT_NAME = os.path.join(DATA_DIR, "joystix monospace.ttf")
STATS_TEXT_MARGIN = 40 STATS_TEXT_MARGIN = 40
STATS_TEXT_SIZE = 14 STATS_TEXT_SIZE = 14
STATS_TEXT_WIDTH = 150 STATS_TEXT_WIDTH = 150
HIGHLIGHT_TEXT_COLOR = arcade.color.BUBBLES HIGHLIGHT_TEXT_COLOR = arcade.color.BUBBLES
HIGHLIGHT_TEXT_SIZE = 20 HIGHLIGHT_TEXT_SIZE = 20
# User profile path # Music
if sys.platform == "win32": MUSIC_PATH = os.path.join(DATA_DIR, "Tetris - Song A.mp3")
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, "config.ini")
class Texture:
NORMAL = 0
LOCKED = 1
class State:
STARTING = 0
PLAYING = 1
PAUSED = 2
OVER = 3
class Scheduler(AbstractScheduler):
def __init__(self):
self.tasks = {}
def postpone(self, task, delay):
_task = lambda _: task()
self.tasks[task] = _task
pyglet.clock.schedule_once(_task, delay)
def cancel(self, task):
try:
_task = self.tasks[task]
except KeyError:
pass
else:
arcade.unschedule(_task)
del self.tasks[task]
def reset(self, task, delay):
try:
_task = self.tasks[task]
except KeyError:
_task = lambda _: task()
self.tasks[task] = _task
else:
arcade.unschedule(_task)
pyglet.clock.schedule_once(_task, delay)
class MinoSprite(arcade.Sprite): class MinoSprite(arcade.Sprite):
@ -180,27 +102,22 @@ 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.LOCKED]) self.append_texture(TEXTURES[Color.PRELOCKED])
self.set_texture(0) self.set_texture(0)
self.resize()
def resize(self): def refresh(self, x, y, prelocked=False):
self.scale = self.window.scale self.scale = self.window.scale
self.size = MINO_SIZE * self.window.scale size = MINO_SIZE * self.scale
self.left = self.window.matrix.bg.left + x * size
def update(self, x, y): self.bottom = self.window.matrix.bg.bottom + y * size
self.left = self.window.matrix.bg.left + x * self.size self.set_texture(prelocked)
self.bottom = self.window.matrix.bg.bottom + y * self.size
def fall(self, lines_cleared):
self.bottom -= MINO_SIZE * self.window.scale * lines_cleared
class MinoesSprites(arcade.SpriteList): class MinoesSprites(arcade.SpriteList):
def resize(self): def resize(self, scale):
for sprite in self: for sprite in self:
sprite.resize() sprite.scale = scale
self.update() self.refresh()
class TetrominoSprites(MinoesSprites): class TetrominoSprites(MinoesSprites):
@ -208,48 +125,35 @@ class TetrominoSprites(MinoesSprites):
super().__init__() super().__init__()
self.tetromino = tetromino self.tetromino = tetromino
self.alpha = alpha self.alpha = alpha
self.window = window
for mino in tetromino: for mino in tetromino:
mino.sprite = MinoSprite(mino, window, alpha) mino.sprite = MinoSprite(mino, window, alpha)
self.append(mino.sprite) self.append(mino.sprite)
def update(self): def refresh(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.update(coord.x, coord.y) mino.sprite.refresh(coord.x, coord.y, self.tetromino.prelocked)
def set_texture(self, texture):
for mino in self.tetromino:
mino.sprite.set_texture(texture)
mino.sprite.scale = self.window.scale
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()
def update(self): def refresh(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.update(x, y) mino.sprite.refresh(x, y)
self.append(mino.sprite)
def remove_lines(self, lines_to_remove):
for y in lines_to_remove:
for mino in self.matrix[y]:
if mino:
self.remove(mino.sprite)
class TetrArcade(TetrisLogic, arcade.Window): class TetrArcade(TetrisLogic, arcade.Window):
"""Tetris clone with arcade GUI library"""
timer = Scheduler()
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):
@ -262,7 +166,7 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.new_conf() self.new_conf()
self.load_conf() self.load_conf()
super().__init__(LINES, COLLUMNS, NEXT_PIECES) super().__init__()
arcade.Window.__init__( arcade.Window.__init__(
self, self,
width=self.init_width, width=self.init_width,
@ -278,31 +182,18 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.bg = arcade.Sprite(WINDOW_BG_PATH) self.bg = arcade.Sprite(WINDOW_BG_PATH)
self.matrix.bg = arcade.Sprite(MATRIX_BG_PATH) self.matrix.bg = arcade.Sprite(MATRIX_BG_PATH)
self.matrix.bg.alpha = MATRIX_BG_ALPHA self.matrix.bg.alpha = MATRIX_BG_ALPHA
self.held.bg = arcade.Sprite(HELD_BG_PATH)
self.held.bg.alpha = BAR_ALPHA
self.next.bg = arcade.Sprite(NEXT_BG_PATH)
self.next.bg.alpha = BAR_ALPHA
self.matrix.sprites = MatrixSprites(self.matrix) self.matrix.sprites = MatrixSprites(self.matrix)
self.on_resize(self.init_width, self.init_height) self.on_resize(self.init_width, self.init_height)
self.exploding_minoes = [None for y in range(LINES)]
if self.play_music: if self.play_music:
try: self.music = arcade.Sound(MUSIC_PATH)
self.music = pyglet.media.Player() self.music_player = None
playlist = itertools.cycle(
pyglet.media.load(path) for path in MUSICS_PATHS
)
self.music.queue(playlist)
except:
Warning("Can't play music.")
self.music = None
else:
self.music = None
self.state = State.STARTING
def new_conf(self): def new_conf(self):
self.conf["WINDOW"] = { self.conf["WINDOW"] = {"width": WINDOW_WIDTH, "height": WINDOW_HEIGHT, "fullscreen": False}
"width": WINDOW_WIDTH,
"height": WINDOW_HEIGHT,
"fullscreen": False,
}
self.conf["KEYBOARD"] = { self.conf["KEYBOARD"] = {
"start": "ENTER", "start": "ENTER",
"move left": "LEFT", "move left": "LEFT",
@ -315,7 +206,9 @@ class TetrArcade(TetrisLogic, arcade.Window):
"pause": "ESCAPE", "pause": "ESCAPE",
"fullscreen": "F11", "fullscreen": "F11",
} }
self.conf["MUSIC"] = {"play": True} self.conf["MUSIC"] = {
"play": True
}
self.conf["AUTO-REPEAT"] = {"delay": 0.3, "period": 0.01} self.conf["AUTO-REPEAT"] = {"delay": 0.3, "period": 0.01}
self.load_conf() self.load_conf()
if not os.path.exists(USER_PROFILE_DIR): if not os.path.exists(USER_PROFILE_DIR):
@ -333,40 +226,26 @@ class TetrArcade(TetrisLogic, arcade.Window):
self.key_map = { self.key_map = {
State.STARTING: { State.STARTING: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game, getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr( getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
State.PLAYING: { State.PLAYING: {
getattr(arcade.key, self.conf["KEYBOARD"]["move left"]): self.move_left, getattr(arcade.key, self.conf["KEYBOARD"]["move left"]): self.move_left,
getattr( getattr(arcade.key, self.conf["KEYBOARD"]["move right"]): self.move_right,
arcade.key, self.conf["KEYBOARD"]["move right"]
): self.move_right,
getattr(arcade.key, self.conf["KEYBOARD"]["soft drop"]): self.soft_drop, getattr(arcade.key, self.conf["KEYBOARD"]["soft drop"]): self.soft_drop,
getattr(arcade.key, self.conf["KEYBOARD"]["hard drop"]): self.hard_drop, getattr(arcade.key, self.conf["KEYBOARD"]["hard drop"]): self.hard_drop,
getattr( getattr(arcade.key, self.conf["KEYBOARD"]["rotate clockwise"]): self.rotate_clockwise,
arcade.key, self.conf["KEYBOARD"]["rotate clockwise"] getattr(arcade.key, self.conf["KEYBOARD"]["rotate counter"]): self.rotate_counter,
): self.rotate_clockwise, getattr(arcade.key, self.conf["KEYBOARD"]["hold"]): self.swap,
getattr(
arcade.key, self.conf["KEYBOARD"]["rotate counter"]
): self.rotate_counter,
getattr(arcade.key, self.conf["KEYBOARD"]["hold"]): self.hold,
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.pause, getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.pause,
getattr( getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
State.PAUSED: { State.PAUSED: {
getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.resume, getattr(arcade.key, self.conf["KEYBOARD"]["pause"]): self.resume,
getattr( getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
State.OVER: { State.OVER: {
getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game, getattr(arcade.key, self.conf["KEYBOARD"]["start"]): self.new_game,
getattr( getattr(arcade.key, self.conf["KEYBOARD"]["fullscreen"]): self.toggle_fullscreen,
arcade.key, self.conf["KEYBOARD"]["fullscreen"]
): self.toggle_fullscreen,
}, },
} }
@ -377,21 +256,12 @@ class TetrArcade(TetrisLogic, arcade.Window):
"\n\n\nCONTROLS\n\n" "\n\n\nCONTROLS\n\n"
+ "\n".join( + "\n".join(
"{:<16s}{:>6s}".format(key, action) "{:<16s}{:>6s}".format(key, action)
for key, action in tuple(self.conf["KEYBOARD"].items()) for key, action in tuple(self.conf["KEYBOARD"].items()) + (("QUIT", "ALT+F4"),)
+ (("QUIT", "ALT+F4"),)
) )
+ "\n\n\n" + "\n\n\n"
) )
self.start_text = ( self.start_text = "TETRARCADE" + controls_text + "PRESS [{}] TO START".format(self.conf["KEYBOARD"]["start"])
"TETRARCADE" self.pause_text = "PAUSE" + controls_text + "PRESS [{}] TO RESUME".format(self.conf["KEYBOARD"]["pause"])
+ controls_text
+ "PRESS [{}] TO START".format(self.conf["KEYBOARD"]["start"])
)
self.pause_text = (
"PAUSE"
+ controls_text
+ "PRESS [{}] TO RESUME".format(self.conf["KEYBOARD"]["pause"])
)
self.game_over_text = """GAME self.game_over_text = """GAME
OVER OVER
@ -404,158 +274,118 @@ AGAIN""".format(
self.play_music = self.conf["MUSIC"].getboolean("play") self.play_music = self.conf["MUSIC"].getboolean("play")
def on_new_game(self, matrix, next_pieces): def new_game(self):
self.highlight_texts = [] self.highlight_texts = []
super().new_game()
if self.play_music:
if self.music_player:
self.music_player.seek(0)
self.music_player.play()
else:
self.music_player = self.music.player.play()
self.music_player.loop = True
self.matrix.sprites = MatrixSprites(matrix) def new_tetromino(self):
for piece in next_pieces: tetromino = super().new_tetromino()
piece.sprites = TetrominoSprites(piece, self) tetromino.sprites = TetrominoSprites(tetromino, self)
return tetromino
if self.music: def new_matrix_piece(self):
self.music.seek(0) self.matrix.sprites = MatrixSprites(self.matrix)
self.music.play() 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()
self.state = State.PLAYING 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 on_new_level(self, level): def rotate(self, rotation):
self.show_text("LEVEL\n{:n}".format(level)) rotated = super().rotate(rotation)
if rotated:
for tetromino in (self.matrix.piece, self.matrix.ghost):
tetromino.sprites.refresh()
return rotated
def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces): def swap(self):
matrix.sprites.update() super().swap()
falling_piece.sprites = TetrominoSprites(falling_piece, self) self.matrix.ghost.sprites = TetrominoSprites(self.matrix.ghost, self, GHOST_ALPHA)
ghost_piece.sprites = TetrominoSprites(ghost_piece, self, GHOST_ALPHA) for tetromino in (self.held.piece, self.matrix.piece, self.matrix.ghost):
next_pieces[-1].sprites = TetrominoSprites(next_pieces[-1], self) if tetromino:
for piece, coord in zip(next_pieces, NEXT_PIECES_COORDS): tetromino.sprites.refresh()
piece.coord = coord
for piece in [falling_piece, ghost_piece] + next_pieces:
piece.sprites.update()
def on_falling_phase(self, falling_piece, ghost_piece): def lock(self):
falling_piece.sprites.set_texture(Texture.NORMAL) self.matrix.piece.prelocked = False
falling_piece.sprites.update() self.matrix.piece.sprites.refresh()
ghost_piece.sprites.update() super().lock()
def on_locked(self, falling_piece, ghost_piece): def pause(self):
falling_piece.sprites.set_texture(Texture.LOCKED) super().pause()
falling_piece.sprites.update() if self.play_music:
ghost_piece.sprites.update() self.music_player.pause()
def on_locks_down(self, matrix, falling_piece):
falling_piece.sprites.set_texture(Texture.NORMAL)
for mino in falling_piece:
matrix.sprites.append(mino.sprite)
def on_animate_phase(self, matrix, lines_to_remove):
if not lines_to_remove:
return
self.timer.cancel(self.clean_particules)
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=EXPLOSION_ANIMATION,
center_xy=arcade.rand_on_line((0, 0), (matrix.bg.width, 0)),
scale=self.scale,
alpha=NORMAL_ALPHA,
change_angle=2,
),
)
self.timer.postpone(self.clean_particules, EXPLOSION_ANIMATION)
def clean_particules(self):
self.exploding_minoes = [None for y in range(LINES)]
def on_eliminate_phase(self, matrix, lines_to_remove):
matrix.sprites.remove_lines(lines_to_remove)
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
if pattern_score:
self.show_text("{:s}\n{:n}".format(pattern_name, pattern_score))
if combo_score:
self.show_text("COMBO x{:n}\n{:n}".format(nb_combo, combo_score))
def on_hold(self, held_piece):
held_piece.coord = HELD_PIECE_COORD
if type(held_piece) == I_Tetrimino:
held_piece.coord += Movement.LEFT
held_piece.sprites.set_texture(Texture.NORMAL)
held_piece.sprites.update()
def on_pause(self):
self.state = State.PAUSED
if self.music:
self.music.pause()
def resume(self): def resume(self):
if self.music: super().resume()
self.music.play() if self.play_music:
self.state = State.PLAYING self.music_player.play()
def on_game_over(self): def game_over(self):
self.state = State.OVER super().game_over()
if self.music: if self.play_music:
self.music.pause() self.music_player.pause()
def on_key_press(self, key, modifiers): def on_key_press(self, key, modifiers):
try: for key_or_modifier in (key, modifiers):
action = self.key_map[self.state][key] try:
except KeyError: action = self.key_map[self.state][key_or_modifier]
return except KeyError:
else: pass
self.do_action(action) else:
self.do_action(action)
def on_key_release(self, key, modifiers): def on_key_release(self, key, modifiers):
try: for key_or_modifier in (key, modifiers):
action = self.key_map[self.state][key] try:
except KeyError: action = self.key_map[self.state][key_or_modifier]
return except KeyError:
else: pass
self.remove_action(action) else:
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.timer.postpone(self.del_highlight_text, HIGHLIGHT_TEXT_DISPLAY_DELAY) self.restart(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.timer.cancel(self.del_highlight_text) self.stop(self.del_highlight_text)
def on_draw(self): def on_draw(self):
arcade.start_render() arcade.start_render()
self.bg.draw() self.bg.draw()
if self.state not in (State.STARTING, State.PAUSED): if self.state in (State.PLAYING, State.OVER):
self.matrix.bg.draw() self.matrix.bg.draw()
self.held.bg.draw()
self.next.bg.draw()
self.matrix.sprites.draw() self.matrix.sprites.draw()
for tetromino in [ for tetromino in [self.held.piece, self.matrix.piece, self.matrix.ghost] + self.next.pieces:
self.held.piece,
self.matrix.piece,
self.matrix.ghost,
] + self.next.pieces:
if tetromino: if tetromino:
tetromino.sprites.draw() tetromino.sprites.draw()
t = time.localtime(self.stats.time) t = time.localtime(self.time)
font_size = STATS_TEXT_SIZE * self.scale font_size = STATS_TEXT_SIZE * self.scale
for y, text in enumerate( for y, text in enumerate(("TIME", "LINES", "GOAL", "LEVEL", "HIGH SCORE", "SCORE")):
("TIME", "LINES", "GOAL", "LEVEL", "HIGH SCORE", "SCORE")
):
arcade.draw_text( arcade.draw_text(
text=text, text=text,
start_x=self.matrix.bg.left start_x=self.matrix.bg.left - self.scale * (STATS_TEXT_MARGIN + STATS_TEXT_WIDTH),
- self.scale * (STATS_TEXT_MARGIN + STATS_TEXT_WIDTH),
start_y=self.matrix.bg.bottom + 1.5 * (2 * y + 1) * font_size, start_y=self.matrix.bg.bottom + 1.5 * (2 * y + 1) * font_size,
color=TEXT_COLOR, color=TEXT_COLOR,
font_size=font_size, font_size=font_size,
@ -566,11 +396,11 @@ AGAIN""".format(
for y, text in enumerate( for y, text in enumerate(
( (
"{:02d}:{:02d}:{:02d}".format(t.tm_hour - 1, t.tm_min, t.tm_sec), "{:02d}:{:02d}:{:02d}".format(t.tm_hour - 1, t.tm_min, t.tm_sec),
"{:n}".format(self.stats.lines_cleared), "{:n}".format(self.nb_lines_cleared),
"{:n}".format(self.stats.goal), "{:n}".format(self.goal),
"{:n}".format(self.stats.level), "{:n}".format(self.level),
"{:n}".format(self.stats.high_score), "{:n}".format(self.high_score),
"{:n}".format(self.stats.score), "{:n}".format(self.score),
) )
): ):
arcade.draw_text( arcade.draw_text(
@ -584,10 +414,6 @@ AGAIN""".format(
anchor_x="right", anchor_x="right",
) )
for exploding_minoes in self.exploding_minoes:
if exploding_minoes:
exploding_minoes.draw()
highlight_text = { highlight_text = {
State.STARTING: self.start_text, State.STARTING: self.start_text,
State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "", State.PLAYING: self.highlight_texts[0] if self.highlight_texts else "",
@ -629,15 +455,19 @@ AGAIN""".format(
self.matrix.bg.left = int(self.matrix.bg.left) self.matrix.bg.left = int(self.matrix.bg.left)
self.matrix.bg.top = int(self.matrix.bg.top) self.matrix.bg.top = int(self.matrix.bg.top)
self.matrix.sprites.resize() self.held.bg.scale = self.scale
self.held.bg.right = self.matrix.bg.left
self.held.bg.top = self.matrix.bg.top
for tetromino in [ self.next.bg.scale = self.scale
self.held.piece, self.next.bg.left = self.matrix.bg.right
self.matrix.piece, self.next.bg.top = self.matrix.bg.top
self.matrix.ghost,
] + self.next.pieces: self.matrix.sprites.resize(self.scale)
for tetromino in [self.held.piece, self.matrix.piece, self.matrix.ghost] + self.next.pieces:
if tetromino: if tetromino:
tetromino.sprites.resize() tetromino.sprites.resize(self.scale)
def load_high_score(self): def load_high_score(self):
try: try:
@ -645,7 +475,7 @@ 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.stats.high_score = 0 self.high_score = 0
def save_high_score(self): def save_high_score(self):
try: try:
@ -664,15 +494,34 @@ High score could not be saved:
+ str(e) + str(e)
) )
def update(self, delta_time): def start(self, task, period):
for exploding_minoes in self.exploding_minoes: _task = lambda _: task()
if exploding_minoes: self.tasks[task] = _task
exploding_minoes.update() 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): def on_close(self):
self.save_high_score() self.save_high_score()
if self.music: if self.play_music:
self.music.pause() self.music_player.pause()
super().on_close() super().on_close()

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

BIN
res/Tetris - Song A.mp3 Normal file

Binary file not shown.

Before

(image error) Size: 153 KiB

After

(image error) Size: 153 KiB

BIN
res/held.png Normal file

Binary file not shown.

After

(image error) Size: 499 B

Before

(image error) Size: 1.5 KiB

After

(image error) Size: 1.5 KiB

Before

(image error) Size: 389 B

After

(image error) Size: 389 B

BIN
res/next.png Normal file

Binary file not shown.

After

(image error) Size: 475 B

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

@ -9,29 +9,35 @@ else:
base = None base = None
icon = None icon = None
excludes = ["tkinter", "PyQt4", "PyQt5", "PySide", "PySide2"] excludes = [
"tkinter",
"PyQt4",
"PyQt5",
"PySide",
"PySide2"
]
executable = Executable( executable = Executable(
script="TetrArcade.py", script = "TetrArcade.py",
icon=icon, icon = icon,
base=base, base = base,
shortcutName="TetrArcade", shortcutName="TetrArcade",
shortcutDir="DesktopFolder", shortcutDir="DesktopFolder"
) )
options = { options = {
"build_exe": { "build_exe": {
"packages": ["arcade", "pyglet"], "packages": ["arcade", "pyglet"],
"excludes": excludes, "excludes": excludes,
"include_files": "resources", "include_files": "res",
"silent": True, "silent": True
} }
} }
setup( setup(
name="TetrArcade", name = "TetrArcade",
version="0.6", version = "0.2",
description="Tetris clone", description = "Tetris clone",
author="AdrienMalin", author = "AdrienMalin",
executables=[executable], executables = [executable],
options=options, options = options,
) )

24
test.py

@ -1,34 +1,16 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from TetrArcade import TetrArcade, MinoSprite, State from TetrArcade import TetrArcade, State
from tetrislogic import Mino, Color, Coord
game = TetrArcade() game = TetrArcade()
game.new_game() game.new_game()
for x in range(game.matrix.collumns):
mino = Mino(Color.ORANGE, Coord(x, 0))
mino.sprite = MinoSprite(mino, game, 200)
game.matrix[0][x] = mino
game.matrix.sprites.append(mino.sprite)
game.move_left() game.move_left()
game.pause()
game.resume()
game.move_right() game.move_right()
game.hold() game.swap()
game.update(0)
game.on_draw()
game.rotate_clockwise() game.rotate_clockwise()
game.hold()
game.update(0)
game.on_draw()
game.rotate_counter() game.rotate_counter()
for i in range(22): for i in range(12):
game.soft_drop() game.soft_drop()
game.on_draw()
game.lock_phase()
game.hold()
game.update(0)
game.on_draw() game.on_draw()
while game.state != State.OVER: while game.state != State.OVER:
game.hard_drop() game.hard_drop()
game.on_draw()

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

@ -1,27 +1,20 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
from .utils import Coord, T_Spin from .utils import Coord
# Matrix # Matrix
LINES = 20 NB_LINES = 20
COLLUMNS = 10 NB_COLS = 10
NEXT_PIECES = 5 NB_NEXT = 5
# Delays (seconds) # Delays (seconds)
LOCK_DELAY = 0.5 LOCK_DELAY = 0.5
FALL_DELAY = 1 FALL_DELAY = 1
AUTOREPEAT_DELAY = 0.300 # Official : 0.300 s AUTOREPEAT_DELAY = 0.200 # Official : 0.300
AUTOREPEAT_PERIOD = 0.010 # Official : 0.010 s AUTOREPEAT_PERIOD = 0.010 # Official : 0.010
# Piece init coord # Piece init coord
FALLING_PIECE_COORD = Coord(4, LINES) CURRENT_COORD = Coord(4, NB_LINES)
NEXT_COORDS = [Coord(NB_COLS + 4, NB_LINES - 4 * n - 3) for n in range(NB_NEXT)]
# Scores HELD_COORD = Coord(-5, NB_LINES - 3)
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},
)

@ -1,138 +1,129 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
"""Tetris game logic meant to be implemented with GUI import random
Follows Tetris Guidelines 2009 (see https://tetris.fandom.com/wiki/Tetris_Guideline)
"""
import pickle import pickle
from .utils import Coord, Movement, Spin, T_Spin, T_Slot from .utils import Coord, Movement, Rotation, T_Spin
from .tetromino import Tetromino, T_Tetrimino from .tetromino import Tetromino, T_Tetrimino, I_Tetrimino
from .consts import ( from .consts import (
LINES, NB_LINES,
COLLUMNS, NB_COLS,
NEXT_PIECES, NB_NEXT,
LOCK_DELAY, LOCK_DELAY,
FALL_DELAY, FALL_DELAY,
AUTOREPEAT_DELAY, AUTOREPEAT_DELAY,
AUTOREPEAT_PERIOD, AUTOREPEAT_PERIOD,
FALLING_PIECE_COORD, CURRENT_COORD,
SCORES, NEXT_COORDS,
LINES_CLEAR_NAME, HELD_COORD,
) )
LINES_CLEAR_NAME = "LINES_CLEAR_NAME"
CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343 CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
class AbstractScheduler: class State:
"""Scheduler class to be implemented"""
def postpone(task, delay): STARTING = "STARTING"
"""schedule callable task once after delay in second""" PLAYING = "PLAYING"
raise Warning("AbstractScheduler.postpone is not implemented.") PAUSED = "PAUSED"
OVER = "OVER"
def cancel(self, task):
"""cancel task if schedule of pass"""
raise Warning("AbstractScheduler.stop is not implemented.")
def reset(self, task, delay):
"""cancel and reschedule task"""
self.timer.cancel(task)
self.timer.postpone(task, delay)
class AbstractPieceContainer: class PieceContainer:
def __init__(self): def __init__(self):
self.piece = None self.piece = None
class HoldQueue(AbstractPieceContainer): class HoldQueue(PieceContainer):
"""the storage place where players can Hold any falling Tetrimino for use later"""
pass pass
class Matrix(list, AbstractPieceContainer): class Matrix(list, PieceContainer):
"""the rectangular arrangement of cells creating the active game area, usually 10 columns wide by 20 rows high."""
def __init__(self, lines, collumns): def __init__(self, *args, **kargs):
list.__init__(self) list.__init__(self, *args, **kargs)
AbstractPieceContainer.__init__(self) PieceContainer.__init__(self)
self.lines = lines
self.collumns = collumns
self.ghost = None
def new_game(self):
"""Removes all minoes in matrix"""
self.clear()
for y in range(self.lines + 3):
self.append_new_line()
def append_new_line(self):
self.append([None for x in range(self.collumns)])
def cell_is_free(self, coord): def cell_is_free(self, coord):
return ( return 0 <= coord.x < NB_COLS 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(AbstractPieceContainer): class NextQueue(PieceContainer):
"""Displays the Next Tetrimino(s) to be placed (generated) just above the Matrix"""
def __init__(self, nb_pieces): def __init__(self):
super().__init__() super().__init__()
self.nb_pieces = nb_pieces
self.pieces = [] self.pieces = []
def new_game(self):
self.pieces = [Tetromino() for n in range(self.nb_pieces)]
def generation_phase(self): class TetrisLogic:
self.pieces.append(Tetromino())
return self.pieces.pop(0)
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
CURRENT_COORD = CURRENT_COORD
NEXT_COORDS = NEXT_COORDS
HELD_COORD = HELD_COORD
random_bag = []
class Stats: def __init__(self):
"""Game statistics""" 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): def get_score(self):
return self._score return self._score
def _set_score(self, new_score): def set_score(self, new_score):
self._score = new_score self._score = new_score
if self._score > self.high_score: if self._score > self.high_score:
self.high_score = self._score self.high_score = self._score
score = property(_get_score, _set_score) score = property(get_score, set_score)
def __init__(self): def new_game(self):
self._score = 0 self.level = 0
self.high_score = 0
self.time = 0
def new_game(self, level):
self.level = level - 1
self.score = 0 self.score = 0
self.lines_cleared = 0 self.nb_lines_cleared = 0
self.goal = 0 self.goal = 0
self.time = 0 self.time = 0
self.combo = -1
self.lock_delay = LOCK_DELAY self.pressed_actions = []
self.fall_delay = FALL_DELAY 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): def new_level(self):
self.level += 1 self.level += 1
@ -141,254 +132,23 @@ class Stats:
self.fall_delay = pow(0.8 - ((self.level - 1) * 0.007), self.level - 1) self.fall_delay = pow(0.8 - ((self.level - 1) * 0.007), self.level - 1)
if self.level > 15: if self.level > 15:
self.lock_delay = 0.5 * pow(0.9, self.level - 15) self.lock_delay = 0.5 * pow(0.9, self.level - 15)
self.show_text("LEVEL\n{:n}".format(self.level))
self.restart(self.fall, self.fall_delay)
self.new_matrix_piece()
def update_time(self): def new_matrix_piece(self):
self.time += 1 self.matrix.piece = self.next.pieces.pop(0)
self.matrix.piece.coord = self.CURRENT_COORD
def locks_down(self, t_spin, lines_cleared):
pattern_name = []
pattern_score = 0
combo_score = 0
if t_spin:
pattern_name.append(t_spin)
if lines_cleared:
pattern_name.append(SCORES[lines_cleared][LINES_CLEAR_NAME])
self.combo += 1
else:
self.combo = -1
if lines_cleared or t_spin:
pattern_score = SCORES[lines_cleared][t_spin]
self.goal -= pattern_score
pattern_score *= 100 * self.level
pattern_name = "\n".join(pattern_name)
if self.combo >= 1:
combo_score = (20 if lines_cleared == 1 else 50) * self.combo * self.level
self.score += pattern_score + combo_score
return pattern_name, pattern_score, self.combo, combo_score
class TetrisLogic:
"""Tetris game logic"""
# These class attributes can be redefined on inheritance
AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
FALLING_PIECE_COORD = FALLING_PIECE_COORD
timer = AbstractScheduler()
def __init__(self, lines=LINES, collumns=COLLUMNS, nb_next_pieces=NEXT_PIECES):
"""init game with a `lines`x`collumns` size matrix
and `nb_next_pieces`"""
self.stats = Stats()
self.load_high_score()
self.held = HoldQueue()
self.matrix = Matrix(lines, collumns)
self.next = NextQueue(nb_next_pieces)
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
self.pressed_actions = []
def new_game(self, level=1):
"""start a new game at `level`"""
self.stats.new_game(level)
self.pressed_actions = []
self.matrix.new_game()
self.next.new_game()
self.held.piece = None
self.timer.postpone(self.stats.update_time, 1)
self.on_new_game(self.matrix, self.next.pieces)
self.new_level()
def on_new_game(self, matrix, next_pieces):
pass
def new_level(self):
self.stats.new_level()
self.on_new_level(self.stats.level)
self.generation_phase()
def on_new_level(self, level):
pass
# Tetris Engine
def generation_phase(self, held_piece=None):
if not held_piece:
self.matrix.piece = self.next.generation_phase()
self.matrix.piece.coord = self.FALLING_PIECE_COORD
self.matrix.ghost = self.matrix.piece.ghost() self.matrix.ghost = self.matrix.piece.ghost()
self.refresh_ghost() self.move_ghost()
self.next.pieces.append(self.new_tetromino())
self.next.pieces[-1].coord = self.NEXT_COORDS[-1]
for tetromino, coord in zip(self.next.pieces, self.NEXT_COORDS):
tetromino.coord = coord
self.on_generation_phase( if not self.can_move(self.matrix.piece.coord, (mino.coord for mino in self.matrix.piece)):
self.matrix, self.matrix.piece, self.matrix.ghost, self.next.pieces
)
if self.matrix.space_to_move(
self.matrix.piece.coord, (mino.coord for mino in self.matrix.piece)
):
self.falling_phase()
else:
self.game_over() self.game_over()
def refresh_ghost(self):
self.matrix.ghost.coord = self.matrix.piece.coord
for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece):
ghost_mino.coord = current_mino.coord
while self.matrix.space_to_move(
self.matrix.ghost.coord + Movement.DOWN,
(mino.coord for mino in self.matrix.ghost),
):
self.matrix.ghost.coord += Movement.DOWN
def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
pass
def falling_phase(self):
self.timer.cancel(self.lock_phase)
self.timer.cancel(self.locks_down)
self.matrix.piece.locked = False
self.timer.postpone(self.lock_phase, self.stats.fall_delay)
self.on_falling_phase(self.matrix.piece, self.matrix.ghost)
def on_falling_phase(self, falling_piece, ghost_piece):
pass
def lock_phase(self):
self.move(Movement.DOWN)
def move(self, movement, rotated_coords=None, lock=True):
potential_coord = self.matrix.piece.coord + movement
potential_minoes_coords = rotated_coords or (
mino.coord for mino in self.matrix.piece
)
if self.matrix.space_to_move(potential_coord, potential_minoes_coords):
self.matrix.piece.coord = potential_coord
if rotated_coords:
for mino, coord in zip(self.matrix.piece, rotated_coords):
mino.coord = coord
self.refresh_ghost()
if movement != Movement.DOWN:
self.matrix.piece.rotated_last = False
if self.matrix.space_to_fall():
self.falling_phase()
else:
self.matrix.piece.locked = True
self.on_locked(self.matrix.piece, self.matrix.ghost)
self.timer.reset(self.locks_down, self.stats.lock_delay)
return True
else:
return False
def on_locked(self, falling_piece, ghost_piece):
pass
def rotate(self, spin):
rotated_coords = tuple(mino.coord @ spin for mino in self.matrix.piece)
for rotation_point, liberty_degree in enumerate(
self.matrix.piece.SRS[spin][self.matrix.piece.orientation], start=1
):
if self.move(liberty_degree, rotated_coords, lock=False):
self.matrix.piece.orientation = (
self.matrix.piece.orientation + spin
) % 4
self.matrix.piece.rotated_last = True
if rotation_point == 5:
self.matrix.piece.rotation_point_5_used = True
return True
else:
return False
def locks_down(self):
self.timer.cancel(self.lock_phase)
# Game over
if all(
(mino.coord + self.matrix.piece.coord).y >= self.matrix.lines
for mino in self.matrix.piece
):
self.game_over()
return
for mino in self.matrix.piece:
coord = mino.coord + self.matrix.piece.coord
if coord.y <= self.matrix.lines + 3:
self.matrix[coord.y][coord.x] = mino
self.on_locks_down(self.matrix, self.matrix.piece)
# Pattern phase
# T-Spin
if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.rotated_last:
a = self.is_t_slot(T_Slot.A)
b = self.is_t_slot(T_Slot.B)
c = self.is_t_slot(T_Slot.C)
d = self.is_t_slot(T_Slot.D)
if a and b and (c or d):
t_spin = T_Spin.T_SPIN
elif c and d and (a or b):
if self.matrix.piece.rotation_point_5_used:
t_spin = T_Spin.T_SPIN
else:
t_spin = T_Spin.MINI
else:
t_spin = T_Spin.NONE
else:
t_spin = T_Spin.NONE
# Complete lines
lines_to_remove = []
for y, line in reversed(list(enumerate(self.matrix))):
if all(mino for mino in line):
lines_to_remove.append(y)
lines_cleared = len(lines_to_remove)
if lines_cleared:
self.stats.lines_cleared += lines_cleared
# Animate phase
self.on_animate_phase(self.matrix, lines_to_remove)
# Eliminate phase
self.on_eliminate_phase(self.matrix, lines_to_remove)
for y in 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
)
self.on_completion_phase(pattern_name, pattern_score, nb_combo, combo_score)
if self.stats.goal <= 0:
self.new_level()
else:
self.generation_phase()
def on_locks_down(self, matrix, falling_piece):
pass
def on_animate_phase(self, matrix, lines_to_remove):
pass
def on_eliminate_phase(self, matrix, lines_to_remove):
pass
def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
pass
# Actions
def move_left(self): def move_left(self):
self.move(Movement.LEFT) self.move(Movement.LEFT)
@ -396,98 +156,228 @@ class TetrisLogic:
self.move(Movement.RIGHT) self.move(Movement.RIGHT)
def rotate_clockwise(self): def rotate_clockwise(self):
self.rotate(Spin.CLOCKWISE) self.rotate(Rotation.CLOCKWISE)
def rotate_counter(self): def rotate_counter(self):
self.rotate(Spin.COUNTER) 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): def soft_drop(self):
moved = self.move(Movement.DOWN) moved = self.move(Movement.DOWN)
if moved: if moved:
self.stats.score += 1 self.score += 1
return moved return moved
def hard_drop(self): def hard_drop(self):
self.timer.cancel(self.lock_phase) while self.move(Movement.DOWN, prelock=False):
self.timer.cancel(self.locks_down) self.score += 2
while self.move(Movement.DOWN, lock=False): self.lock()
self.stats.score += 2
self.locks_down()
def hold(self): def fall(self):
if not self.matrix.piece.hold_enabled: 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 return
self.matrix.piece.hold_enabled = False # Game over
self.timer.cancel(self.lock_phase) if all((mino.coord + self.matrix.piece.coord).y >= self.NB_LINES for mino in self.matrix.piece):
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece self.game_over()
return
for mino, coord in zip(self.held.piece, self.held.piece.MINOES_COORDS): if self.pressed_actions:
mino.coord = coord self.auto_repeat = False
self.restart(self.repeat_action, self.AUTOREPEAT_DELAY)
self.on_hold(self.held.piece) # T-Spin
self.generation_phase(self.matrix.piece) 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
def on_hold(self, held_piece): for mino in self.matrix.piece:
pass coord = mino.coord + self.matrix.piece.coord
del mino.coord
if coord.y <= self.NB_LINES + 3:
self.matrix[coord.y][coord.x] = mino
# 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.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 can_move(self, potential_coord, minoes_coords):
return all(self.matrix.cell_is_free(potential_coord + mino_coord) for mino_coord in minoes_coords)
T_SLOT_COORDS = (Coord(-1, 1), Coord(1, 1), Coord(-1, 1), Coord(-1, -1)) T_SLOT_COORDS = (Coord(-1, 1), Coord(1, 1), Coord(-1, 1), Coord(-1, -1))
def is_t_slot(self, n): def is_t_slot(self, n):
t_slot_coord = ( t_slot_coord = self.matrix.piece.coord + self.T_SLOT_COORDS[(self.matrix.piece.orientation + n) % 4]
self.matrix.piece.coord
+ self.T_SLOT_COORDS[(self.matrix.piece.orientation + n) % 4]
)
return not self.matrix.cell_is_free(t_slot_coord) return not self.matrix.cell_is_free(t_slot_coord)
def swap(self):
if self.matrix.piece.hold_enabled:
self.matrix.piece.hold_enabled = False
self.matrix.piece.prelocked = False
self.stop(self.lock)
self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
self.held.piece.coord = self.HELD_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.CURRENT_COORD
self.matrix.ghost = self.matrix.piece.ghost()
self.move_ghost()
else:
self.new_matrix_piece()
def pause(self): def pause(self):
self.state = State.PAUSED
self.stop_all() self.stop_all()
self.pressed_actions = [] self.pressed_actions = []
self.timer.cancel(self.repeat_action) self.auto_repeat = False
self.on_pause() self.stop(self.repeat_action)
def on_pause(self):
pass
def resume(self): def resume(self):
self.timer.postpone(self.lock_phase, self.stats.fall_delay) self.state = State.PLAYING
if self.matrix.piece.locked: self.start(self.fall, self.fall_delay)
self.timer.postpone(self.locks_down, self.stats.lock_delay) if self.matrix.piece.prelocked:
self.timer.postpone(self.stats.update_time, 1) self.start(self.lock, self.lock_delay)
self.on_resume() self.start(self.update_time, 1)
def on_resume(self):
pass
def game_over(self): def game_over(self):
self.state = State.OVER
self.stop_all() self.stop_all()
self.save_high_score() self.save_high_score()
self.on_game_over()
def on_game_over(self):
pass
def stop_all(self): def stop_all(self):
self.timer.cancel(self.lock_phase) self.stop(self.fall)
self.timer.cancel(self.locks_down) self.stop(self.lock)
self.timer.cancel(self.stats.update_time) self.stop(self.update_time)
def update_time(self):
self.time += 1
def do_action(self, action): def do_action(self, action):
action() action()
if action in self.autorepeatable_actions: if action in self.autorepeatable_actions:
self.auto_repeat = False
self.pressed_actions.append(action) self.pressed_actions.append(action)
if action == self.soft_drop: if action == self.soft_drop:
delay = self.stats.fall_delay / 20 delay = self.fall_delay / 20
else: else:
delay = self.AUTOREPEAT_DELAY delay = self.AUTOREPEAT_DELAY
self.timer.reset(self.repeat_action, delay) self.restart(self.repeat_action, delay)
def repeat_action(self): def repeat_action(self):
if not self.pressed_actions: if self.pressed_actions:
return self.pressed_actions[-1]()
if not self.auto_repeat:
self.pressed_actions[-1]() self.auto_repeat = True
self.timer.postpone(self.repeat_action, self.AUTOREPEAT_PERIOD) self.restart(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:
@ -503,15 +393,25 @@ class TetrisLogic:
def load_high_score(self, crypted_high_score=None): def load_high_score(self, crypted_high_score=None):
if crypted_high_score: if crypted_high_score:
crypted_high_score = int(pickle.loads(crypted_high_score)) crypted_high_score = int(pickle.loads(crypted_high_score))
self.stats.high_score = crypted_high_score ^ CRYPT_KEY self.high_score = crypted_high_score ^ CRYPT_KEY
else: else:
raise Warning( raise Warning(
"""TetrisLogic.load_high_score not implemented. """TetrisLogic.load_high_score not implemented.
High score is set to 0""" High score is set to 0"""
) )
self.stats.high_score = 0 self.high_score = 0
def save_high_score(self): def save_high_score(self):
crypted_high_score = self.stats.high_score ^ CRYPT_KEY crypted_high_score = self.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)

@ -1,7 +1,5 @@
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import random from .utils import Coord, Rotation, Color
from .utils import Coord, Spin, Color
class Mino: class Mino:
@ -16,29 +14,18 @@ class MetaTetromino(type):
Tetromino.shapes.append(cls) Tetromino.shapes.append(cls)
class Tetromino: class Tetromino(list):
shapes = [] shapes = []
random_bag = []
def __new__(cls):
if not cls.random_bag:
cls.random_bag = list(cls.shapes)
random.shuffle(cls.random_bag)
return cls.random_bag.pop()()
class TetrominoBase(list):
# Super rotation system # Super rotation system
SRS = { SRS = {
Spin.CLOCKWISE: ( 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)),
(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)),
), ),
Spin.COUNTER: ( 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)),
(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)),
@ -49,19 +36,19 @@ 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.rotated_last = False self.last_rotation_point = None
self.rotation_point_5_used = False
self.hold_enabled = True self.hold_enabled = True
self.prelocked = False
def ghost(self): def ghost(self):
return type(self)() return type(self)()
class O_Tetrimino(TetrominoBase, metaclass=MetaTetromino): class O_Tetrimino(Tetromino, metaclass=MetaTetromino):
SRS = { SRS = {
Spin.CLOCKWISE: (tuple(), tuple(), tuple(), tuple()), Rotation.CLOCKWISE: (tuple(), tuple(), tuple(), tuple()),
Spin.COUNTER: (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_COORDS = (Coord(0, 0), Coord(1, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = Color.YELLOW MINOES_COLOR = Color.YELLOW
@ -70,16 +57,16 @@ class O_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
return False return False
class I_Tetrimino(TetrominoBase, metaclass=MetaTetromino): class I_Tetrimino(Tetromino, metaclass=MetaTetromino):
SRS = { SRS = {
Spin.CLOCKWISE: ( Rotation.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)),
), ),
Spin.COUNTER: ( Rotation.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)),
@ -90,31 +77,31 @@ class I_Tetrimino(TetrominoBase, metaclass=MetaTetromino):
MINOES_COLOR = Color.CYAN MINOES_COLOR = Color.CYAN
class T_Tetrimino(TetrominoBase, metaclass=MetaTetromino): class T_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0)) MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0))
MINOES_COLOR = Color.MAGENTA MINOES_COLOR = Color.MAGENTA
class L_Tetrimino(TetrominoBase, metaclass=MetaTetromino): class L_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1)) MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1))
MINOES_COLOR = Color.ORANGE MINOES_COLOR = Color.ORANGE
class J_Tetrimino(TetrominoBase, metaclass=MetaTetromino): class J_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0)) MINOES_COORDS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = Color.BLUE MINOES_COLOR = Color.BLUE
class S_Tetrimino(TetrominoBase, metaclass=MetaTetromino): class S_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1)) MINOES_COORDS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1))
MINOES_COLOR = Color.GREEN MINOES_COLOR = Color.GREEN
class Z_Tetrimino(TetrominoBase, metaclass=MetaTetromino): class Z_Tetrimino(Tetromino, metaclass=MetaTetromino):
MINOES_COORDS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0)) MINOES_COORDS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0))
MINOES_COLOR = Color.RED MINOES_COLOR = Color.RED

@ -7,9 +7,6 @@ class Coord:
def __add__(self, other): def __add__(self, other):
return Coord(self.x + other.x, self.y + other.y) return Coord(self.x + other.x, self.y + other.y)
def __matmul__(self, spin):
return Coord(spin * self.y, -spin * self.x)
class Movement: class Movement:
@ -18,7 +15,7 @@ class Movement:
DOWN = Coord(0, -1) DOWN = Coord(0, -1)
class Spin: class Rotation:
CLOCKWISE = 1 CLOCKWISE = 1
COUNTER = -1 COUNTER = -1
@ -31,14 +28,6 @@ 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