574 lines
21 KiB
Python
574 lines
21 KiB
Python
# -*- coding: utf-8 -*-
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import pickle
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from .utils import Coord, Movement, Spin, T_Spin, T_Slot
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from .tetromino import Tetromino, T_Tetrimino
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from .consts import (
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ROWS,
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COLLUMNS,
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NEXT_PIECES,
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LOCK_DELAY,
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FALL_DELAY,
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AUTOREPEAT_DELAY,
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AUTOREPEAT_PERIOD,
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MATRIX_PIECE_COORD,
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SCORES,
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LINES_CLEAR_NAME,
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)
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CRYPT_KEY = 987943759387540938469837689379857347598347598379584857934579343
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class AbstractScheduler:
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"""Scheduler to implement"""
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def postpone(task, delay):
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"""Schedule callable once after delay in seconds"""
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raise Warning("AbstractTimer.postpone is not implemented.")
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def cancel(self, task):
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"""Unschedule task or pass if task is not scheduled"""
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raise Warning("AbstractTimer.stop is not implemented.")
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def reset(self, task, delay):
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"""Cancel schedule and reschedule task after delay in seconds"""
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self.timer.cancel(task)
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self.timer.postpone(task, delay)
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class PieceContainer:
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"""Object with piece attribute: None or Tetromino"""
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def __init__(self):
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self.piece = None
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class HoldQueue(PieceContainer):
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"""The storage place where players can Hold any falling tetrimino for use later.
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When called for, the held tetrimino swaps places with the currently falling tetrimino,
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and begins falling again at the generation point."""
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pass
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class Matrix(list, PieceContainer):
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"""The rectangular arrangement of cells creating the active game area,
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usually 10 columns wide by 20 rows high.
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Tetriminos fall from the top-middle just above the Skyline (off-screen) to the bottom."""
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def __init__(self, rows, collumns):
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list.__init__(self)
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PieceContainer.__init__(self)
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self.rows = rows
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self.collumns = collumns
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self.ghost = None
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def reset(self):
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self.clear()
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for y in range(self.rows + 3):
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self.append_new_row()
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def append_new_row(self):
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self.append([None for x in range(self.collumns)])
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def cell_is_free(self, coord):
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return (
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0 <= coord.x < self.collumns and 0 <= coord.y and not self[coord.y][coord.x]
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)
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def space_to_move(self, potential_coord, minoes_coord):
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return all(
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self.cell_is_free(potential_coord + mino_coord)
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for mino_coord in minoes_coord
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)
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def space_to_fall(self):
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return self.space_to_move(
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self.piece.coord + Movement.DOWN, (mino.coord for mino in self.piece)
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)
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class NextQueue(PieceContainer):
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"""Displays the next tetrimino(s) to be placed (generated) just above the Matrix.
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If hardware permits, the next six tetriminos should be shown."""
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def __init__(self, number):
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super().__init__()
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self.number = number
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self.pieces = []
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class Stats:
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"""Game statistics"""
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def _get_score(self):
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return self._score
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def _set_score(self, new_score):
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self._score = new_score
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if self._score > self.high_score:
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self.high_score = self._score
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score = property(_get_score, _set_score)
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def __init__(self):
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self._score = 0
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self.high_score = 0
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self.time = 0
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def new_game(self, level):
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self.level = level - 1
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self.score = 0
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self.rows_cleared = 0
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self.goal = 0
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self.time = 0
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self.combo = -1
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self.lock_delay = LOCK_DELAY
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self.fall_delay = FALL_DELAY
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def new_level(self):
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self.level += 1
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self.goal += 5 * self.level
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if self.level <= 20:
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self.fall_delay = pow(0.8 - ((self.level - 1) * 0.007), self.level - 1)
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if self.level > 15:
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self.lock_delay = 0.5 * pow(0.9, self.level - 15)
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def update_time(self):
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self.time += 1
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def locks_down(self, t_spin, rows_cleared):
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pattern_name = []
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pattern_score = 0
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combo_score = 0
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if t_spin:
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pattern_name.append(t_spin)
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if rows_cleared:
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pattern_name.append(SCORES[rows_cleared][LINES_CLEAR_NAME])
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self.combo += 1
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else:
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self.combo = -1
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if rows_cleared or t_spin:
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pattern_score = SCORES[rows_cleared][t_spin]
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self.goal -= pattern_score
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pattern_score *= 100 * self.level
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pattern_name = "\n".join(pattern_name)
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if self.combo >= 1:
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combo_score = (20 if rows_cleared == 1 else 50) * self.combo * self.level
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self.score += pattern_score + combo_score
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return pattern_name, pattern_score, self.combo, combo_score
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class TetrisLogic:
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"""Tetris game logic intended to implement with GUI"""
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# These class attributes can be redefined on inheritance
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AUTOREPEAT_DELAY = AUTOREPEAT_DELAY
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AUTOREPEAT_PERIOD = AUTOREPEAT_PERIOD
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MATRIX_PIECE_COORD = MATRIX_PIECE_COORD
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timer = AbstractScheduler()
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def __init__(self, rows=ROWS, collumns=COLLUMNS, next_pieces=NEXT_PIECES):
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self.stats = Stats()
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self.load_high_score()
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self.held = HoldQueue()
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self.matrix = Matrix(rows, collumns)
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self.next = NextQueue(next_pieces)
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self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
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self.pressed_actions = []
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def new_game(self, level=1):
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self.stats.new_game(level)
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self.pressed_actions = []
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self.matrix.reset()
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self.next.pieces = [Tetromino() for n in range(self.next.nb_pieces)]
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self.held.piece = None
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self.timer.postpone(self.stats.update_time, 1)
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self.on_new_game(self.next.pieces)
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self.new_level()
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def on_new_game(self, next_pieces):
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pass
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def new_level(self):
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self.stats.new_level()
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self.on_new_level(self.stats.level)
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self.generation_phase()
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def on_new_level(self, level):
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pass
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# Tetris Engine
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def generation_phase(self, held_piece=None):
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if not held_piece:
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self.matrix.piece = self.next.pieces.pop(0)
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self.next.pieces.append(Tetromino())
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self.matrix.piece.coord = self.MATRIX_PIECE_COORD
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self.matrix.ghost = self.matrix.piece.ghost()
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self.refresh_ghost()
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# if self.pressed_actions:
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# self.timer.postpone(self.repeat_action, self.AUTOREPEAT_DELAY)
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self.on_generation_phase(
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self.matrix, self.matrix.piece, self.matrix.ghost, self.next.pieces
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)
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if self.move(Movement.DOWN):
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self.falling_phase()
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else:
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self.game_over()
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def refresh_ghost(self):
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self.matrix.ghost.coord = self.matrix.piece.coord
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for ghost_mino, current_mino in zip(self.matrix.ghost, self.matrix.piece):
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ghost_mino.coord = current_mino.coord
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while self.matrix.space_to_move(
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self.matrix.ghost.coord + Movement.DOWN,
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(mino.coord for mino in self.matrix.ghost),
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):
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self.matrix.ghost.coord += Movement.DOWN
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def on_generation_phase(self, matrix, falling_piece, ghost_piece, next_pieces):
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pass
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def falling_phase(self):
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self.timer.cancel(self.lock_phase)
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self.timer.cancel(self.locks_down)
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self.matrix.piece.locked = False
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self.timer.postpone(self.lock_phase, self.stats.fall_delay)
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self.on_falling_phase(self.matrix.piece)
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def on_falling_phase(self, falling_piece):
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pass
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def lock_phase(self):
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self.move(Movement.DOWN)
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def on_locked(self, falling_piece):
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pass
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def move(self, movement, rotated_coords=None, lock=True):
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"""The tetrimino in play falls from just above the Skyline one cell at a time,
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and moves left and right one cell at a time.
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Each Mino of a tetrimino “snaps” to the appropriate cell position at the completion of a move,
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although intermediate tetrimino movement appears smooth.
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Only right, left, and downward movement are allowed.
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Movement into occupied cells and Matrix walls and floors is not allowed."""
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potential_coord = self.matrix.piece.coord + movement
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potential_minoes_coords = rotated_coords or (
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mino.coord for mino in self.matrix.piece
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)
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if self.matrix.space_to_move(potential_coord, potential_minoes_coords):
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self.matrix.piece.coord = potential_coord
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if rotated_coords:
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for mino, coord in zip(self.matrix.piece, rotated_coords):
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mino.coord = coord
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self.refresh_ghost()
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if movement != Movement.DOWN:
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self.matrix.piece.rotated_last = False
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if self.matrix.space_to_fall():
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self.falling_phase()
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else:
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"""Classic Lock down rules apply.
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Like Infinite Placement, the Lock down timer starts counting down from 0.5 seconds once the
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tetrimino in play lands on a Surface. the y-coordinate of the tetrimino must decrease (i.e., the
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tetrimino falls further down in the Matrix) in order for the timer to be reset."""
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self.matrix.piece.locked = True
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self.on_locked(self.matrix.piece)
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self.timer.reset(self.locks_down, self.stats.lock_delay)
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return True
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else:
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return False
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def rotate(self, spin):
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"""Tetriminos can rotate clockwise and counterclockwise using the Super Rotation System. this
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system allows tetrimino rotation in situations that the original Classic Rotation System did not
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allow, such as rotating against walls.
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each time a rotation button is pressed, the tetrimino in play rotates 90 degrees in the clockwise
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or counterclockwise direction. Rotation can be performed while the tetrimino is Auto-
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Repeating left or right. there is no Auto-Repeat for rotation itself."""
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rotated_coords = tuple(mino.coord @ spin for mino in self.matrix.piece)
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for rotation_point, liberty_degree in enumerate(
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self.matrix.piece.SRS[spin][self.matrix.piece.orientation], start=1
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):
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if self.move(liberty_degree, rotated_coords, lock=False):
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self.matrix.piece.orientation = (
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self.matrix.piece.orientation + spin
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) % 4
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self.matrix.piece.rotated_last = True
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if rotation_point == 5:
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self.matrix.piece.rotation_point_5_used = True
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return True
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else:
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return False
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def locks_down(self):
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"""A tetrimino that is Hard dropped Locks down immediately.
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However, if a tetrimino naturally falls or Soft drops onto a Surface,
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it is given 0.5 seconds (less after level 20) on a Lock down timer
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before it actually Locks down."""
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self.timer.cancel(self.lock_phase)
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# Game over
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if all(
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(mino.coord + self.matrix.piece.coord).y >= self.matrix.rows
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for mino in self.matrix.piece
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):
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self.game_over()
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return
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for mino in self.matrix.piece:
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coord = mino.coord + self.matrix.piece.coord
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if coord.y <= self.matrix.rows + 3:
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self.matrix[coord.y][coord.x] = mino
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self.on_locks_down(self.matrix, self.matrix.piece)
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# Pattern phase
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# T-Spin
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"""A t-Spin or Mini t-Spin is a special rotation of the t-tetrimino into a t-Slot, and when
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accomplished, awards a scoring or line bonus in most variants. A t-Slot is defined as any Block
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formation such that when the t-tetrimino is spun in it, any three of the four cells diagonally
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adjacent to the center of the t-tetrimino are occupied by existing Blocks. In order to be
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considered a t-Spin or Mini t-Spin, the t-tetrimino must spin clockwise or counterclockwise first
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(it cannot merely be moved or dropped into a t-Slot). In addition to a scoring or other bonus,
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t-Spins and Mini t-Spins can also continue a Back-to-Back sequence."""
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if type(self.matrix.piece) == T_Tetrimino and self.matrix.piece.rotated_last:
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a = self.is_t_slot(T_Slot.A)
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b = self.is_t_slot(T_Slot.B)
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c = self.is_t_slot(T_Slot.C)
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d = self.is_t_slot(T_Slot.D)
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if a and b and (c or d):
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"""A rotation is considered a t-Spin if any of the following conditions are met:
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• Sides A and B + (C or d) are touching a Surface when the tetrimino Locks down.
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• the t-tetrimino fills a t-Slot completely with no holes.
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• Rotation Point 5 is used to rotate the tetrimino into the t-Slot.
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Any further rotation will be considered a t-Spin, not a Mini t-Spin."""
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t_spin = T_Spin.T_SPIN
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elif c and d and (a or b):
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"""A rotation is considered a Mini t-Spin if either of the following conditions are met:
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• Sides C and d + (A or B) are touching a Surface when the tetrimino Locks down.
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• the t-tetrimino creates holes in a t-Slot. However, if Rotation Point 5 was used to rotate
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the tetrimino into the t-Slot, the rotation is considered a t-Spin. """
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if self.matrix.piece.rotation_point_5_used:
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t_spin = T_Spin.T_SPIN
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else:
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t_spin = T_Spin.MINI
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else:
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t_spin = T_Spin.NONE
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else:
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t_spin = T_Spin.NONE
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# Clear complete rows
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self.rows_to_remove = []
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for y, row in reversed(list(enumerate(self.matrix))):
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if all(mino for mino in row):
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self.rows_to_remove.append(y)
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rows_cleared = len(self.rows_to_remove)
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if rows_cleared:
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self.stats.rows_cleared += rows_cleared
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# Animate phase
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self.on_animate_phase(self.matrix, self.rows_to_remove)
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# Eliminate phase
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self.on_eliminate_phase(self.matrix, self.rows_to_remove)
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for y in self.rows_to_remove:
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self.matrix.pop(y)
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self.matrix.append_new_row()
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# Completion phase
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pattern_name, pattern_score, nb_combo, combo_score = self.stats.locks_down(
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t_spin, rows_cleared
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)
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self.on_completion_phase(pattern_name, pattern_score, nb_combo, combo_score)
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if self.stats.goal <= 0:
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self.new_level()
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else:
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self.generation_phase()
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def on_locks_down(self, matrix, falling_piece):
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pass
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def on_animate_phase(self, matrix, rows_to_remove):
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pass
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def on_eliminate_phase(self, matrix, rows_to_remove):
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pass
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def on_completion_phase(self, pattern_name, pattern_score, nb_combo, combo_score):
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pass
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# Actions
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def move_left(self):
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self.move(Movement.LEFT)
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def move_right(self):
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self.move(Movement.RIGHT)
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def rotate_clockwise(self):
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self.rotate(Spin.CLOCKWISE)
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def rotate_counter(self):
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self.rotate(Spin.COUNTER)
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def soft_drop(self):
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"""when the Soft drop command is pressed, the tetrimino in play drops at a rate 20 times faster
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than the normal fall Speed, measured in seconds per line. the tetrimino resumes its normal
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fall Speed once the Soft drop button is released. for example, if the normal fall Speed is 0.5
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seconds per line, then the Soft drop speed is (0.5 / 20) = 0.025 seconds per line.
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note that if the player Soft drops a tetrimino until it lands on a Surface, Lock down does not
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occur until the Lock down timer hits zero.
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Press and hold the Soft drop button to continue the downward movement. Soft drop continues
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to the next tetrimino (after Lock down) as long as the button remains pressed."""
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moved = self.move(Movement.DOWN)
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if moved:
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self.stats.score += 1
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return moved
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def hard_drop(self):
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"""The Hard drop command instantly drops the tetrimino
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and locks it down on the Surface directly below it.
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There is no Auto-Repeat for a Hard drop."""
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self.timer.cancel(self.lock_phase)
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self.timer.cancel(self.locks_down)
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while self.move(Movement.DOWN, lock=False):
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self.stats.score += 2
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self.locks_down()
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def hold(self):
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"""Using the Hold command places the tetrimino in play into the Hold Queue.
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The previously held tetrimino (if one exists) will then start falling from the top of the Matrix,
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beginning from its generation position and north facing orientation.
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Only one tetrimino may be held at a time.
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A Lock down must take place between Holds.
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Ror example, at the beginning, the first tetrimino is generated and begins to fall.
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The player decides to hold this tetrimino.
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Immediately the next tetrimino is generated from the next Queue and begins to fall.
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The player must first Lock down this tetrimino before holding another tetrimino.
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In other words, you may not Hold the same tetrimino more than once."""
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if not self.matrix.piece.hold_enabled:
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return
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self.matrix.piece.hold_enabled = False
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self.timer.cancel(self.lock_phase)
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self.matrix.piece, self.held.piece = self.held.piece, self.matrix.piece
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for mino, coord in zip(self.held.piece, self.held.piece.MINOES_COORDS):
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mino.coord = coord
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self.on_hold(self.held.piece)
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self.generation_phase(self.matrix.piece)
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def on_hold(self, held_piece):
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pass
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T_SLOT_COORDS = (Coord(-1, 1), Coord(1, 1), Coord(-1, 1), Coord(-1, -1))
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def is_t_slot(self, n):
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t_slot_coord = (
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self.matrix.piece.coord
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+ self.T_SLOT_COORDS[(self.matrix.piece.orientation + n) % 4]
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)
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return not self.matrix.cell_is_free(t_slot_coord)
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def pause(self):
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self.stop_all()
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self.pressed_actions = []
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self.timer.cancel(self.repeat_action)
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self.on_pause()
|
|
|
|
def on_pause(self):
|
|
pass
|
|
|
|
def resume(self):
|
|
self.timer.postpone(self.lock_phase, self.stats.fall_delay)
|
|
if self.matrix.piece.locked:
|
|
self.timer.postpone(self.locks_down, self.stats.lock_delay)
|
|
self.timer.postpone(self.stats.update_time, 1)
|
|
self.on_resume()
|
|
|
|
def on_resume(self):
|
|
pass
|
|
|
|
def game_over(self):
|
|
self.stop_all()
|
|
self.save_high_score()
|
|
self.on_game_over()
|
|
|
|
def on_game_over(self):
|
|
pass
|
|
|
|
def stop_all(self):
|
|
self.timer.cancel(self.lock_phase)
|
|
self.timer.cancel(self.locks_down)
|
|
self.timer.cancel(self.stats.update_time)
|
|
|
|
def do_action(self, action):
|
|
action()
|
|
if action in self.autorepeatable_actions:
|
|
self.pressed_actions.append(action)
|
|
if action == self.soft_drop:
|
|
delay = self.stats.fall_delay / 20
|
|
else:
|
|
delay = self.AUTOREPEAT_DELAY
|
|
self.timer.reset(self.repeat_action, delay)
|
|
|
|
def repeat_action(self):
|
|
"""tapping the move button allows a single cell movement of the tetrimino in the direction
|
|
pressed. Holding down the move button triggers an Auto-Repeat movement that allows the
|
|
player to move a tetrimino from one side of the Matrix to the other in about 0.5 seconds. this is
|
|
essential on higher levels when the fall Speed of a tetrimino is very fast.
|
|
there must be a slight delay between the time the move button is pressed and the time when
|
|
Auto-Repeat kicks in, roughly 0.3 seconds. this delay prevents unwanted extra movement of a
|
|
tetrimino. Auto-Repeat only affects Left/Right movement. Auto-Repeat continues to the next
|
|
tetrimino (after Lock down) as long as the move button remains pressed.
|
|
In addition, when Auto-Repeat begins, and the player then holds the opposite direction button,
|
|
the tetrimino must then begin moving the opposite direction with the initial delay. this mainly
|
|
applies to devices with movement buttons—such as a keyboard or mobile phone—where more
|
|
than one direction button is able to be pressed simultaneously. when any single button is then
|
|
released, the tetrimino should again move in the direction still held, with the Auto-Repeat delay
|
|
of roughly 0.3 seconds applied once more."""
|
|
if not self.pressed_actions:
|
|
return
|
|
|
|
self.pressed_actions[-1]()
|
|
self.timer.postpone(self.repeat_action, self.AUTOREPEAT_PERIOD)
|
|
|
|
def remove_action(self, action):
|
|
if action in self.autorepeatable_actions:
|
|
try:
|
|
self.pressed_actions.remove(action)
|
|
except ValueError:
|
|
pass
|
|
|
|
def show_text(self, text):
|
|
print(text)
|
|
raise Warning("TetrisLogic.show_text not implemented.")
|
|
|
|
def load_high_score(self, crypted_high_score=None):
|
|
if crypted_high_score:
|
|
crypted_high_score = int(pickle.loads(crypted_high_score))
|
|
self.stats.high_score = crypted_high_score ^ CRYPT_KEY
|
|
else:
|
|
raise Warning(
|
|
"""TetrisLogic.load_high_score not implemented.
|
|
High score is set to 0"""
|
|
)
|
|
self.stats.high_score = 0
|
|
|
|
def save_high_score(self):
|
|
crypted_high_score = self.stats.high_score ^ CRYPT_KEY
|
|
crypted_high_score = pickle.dumps(crypted_high_score)
|
|
return crypted_high_score
|