813 lines
27 KiB
Python
813 lines
27 KiB
Python
# -*- coding: utf-8 -*-
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import sys
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try:
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import arcade
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except ImportError:
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sys.exit(
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"""This game require arcade library.
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You can install it with:
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python -m pip install --user arcade
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"""
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)
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import random
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import locale
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import time
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# Constants
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# Window
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WINDOW_WIDTH = 600
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WINDOW_HEIGHT = 600
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WINDOW_TITLE = "TETRARCADE"
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# Text
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TEXT_COLOR = arcade.color.BUBBLES
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FONT_NAME = "joystix monospace.ttf"
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TEXT_MARGIN = 20
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# Sprites paths
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WINDOW_BG = "images/bg.jpg"
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MATRIX_SPRITE_PATH = "images/matrix.png"
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MINOES_SPRITES_PATHS = {
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"orange": "images/orange_mino.png",
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"blue": "images/blue_mino.png",
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"yellow": "images/yellow_mino.png",
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"cyan": "images/cyan_mino.png",
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"green": "images/green_mino.png",
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"red": "images/red_mino.png",
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"magenta": "images/magenta_mino.png"
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}
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# Mino transparency
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NORMAL_ALPHA = 200
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PRELOCKED_ALPHA = 127
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GHOST_ALPHA = 50
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# Matrix
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NB_LINES = 20
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NB_COLS = 10
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NB_NEXT_PIECES = 5
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# Delays
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AUTOREPEAT_DELAY = 0.170 # Official : 0.300
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AUTOREPEAT_INTERVAL = 0.010 # Official : 0.010
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LOCK_DELAY = 0.5
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FALL_DELAY = 1
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class Coord:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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def __add__(self, other):
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return Coord(self.x+other.x, self.y+other.y)
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# Piece init position
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MATRIX_PIECE_INIT_POSITION = Coord(4, NB_LINES)
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NEXT_PIECES_POSITIONS = [
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Coord(NB_COLS+3, NB_LINES-4*n-3)
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for n in range(NB_NEXT_PIECES)
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]
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HELD_PIECE_POSITION = Coord(-4, NB_LINES-3)
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HELD_I_POSITION = Coord(-5, NB_LINES-3)
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class Status:
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STARTING = "starting"
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PLAYING = "playing"
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PAUSED = "paused"
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OVER = "over"
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class Movement:
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LEFT = Coord(-1, 0)
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RIGHT = Coord(1, 0)
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DOWN = Coord(0, -1)
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class Rotation:
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CLOCKWISE = -1
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COUNTERCLOCKWISE = 1
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class T_Spin:
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NO_T_SPIN = ""
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MINI_T_SPIN = "MINI T-SPIN"
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T_SPIN = "T-SPIN"
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class Tetromino:
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class TetrominoBase:
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# Super rotation system
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SRS = {
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Rotation.COUNTERCLOCKWISE: (
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(Coord(0, 0), Coord(1, 0), Coord(1, 1), Coord(0, -2), Coord(1, -2)),
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(Coord(0, 0), Coord(-1, 0), Coord(-1, -1), Coord(0, 2), Coord(-1, 2)),
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(Coord(0, 0), Coord(-1, 0), Coord(-1, 1), Coord(0, -2), Coord(-1, -2)),
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(Coord(0, 0), Coord(1, 0), Coord(1, -1), Coord(0, 2), Coord(1, 2))
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),
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Rotation.CLOCKWISE: (
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(Coord(0, 0), Coord(-1, 0), Coord(-1, 1), Coord(0, -2), Coord(-1, -2)),
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(Coord(0, 0), Coord(-1, 0), Coord(-1, -1), Coord(0, -2), Coord(-1, 2)),
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(Coord(0, 0), Coord(1, 0), Coord(1, 1), Coord(0, -2), Coord(1, -2)),
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(Coord(0, 0), Coord(1, 0), Coord(1, -1), Coord(0, 2), Coord(1, 2))
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)
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}
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lock_delay = LOCK_DELAY
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fall_delay = FALL_DELAY
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def __init__(self):
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self.position = NEXT_PIECES_POSITIONS[-1]
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self.minoes_positions = self.MINOES_POSITIONS
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self.orientation = 0
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self.last_rotation_point_used = None
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self.hold_enabled = True
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self.prelocked = False
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def ghost(self):
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return self.__class__()
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class O(TetrominoBase):
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SRS = {
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Rotation.COUNTERCLOCKWISE: (tuple(), tuple(), tuple(), tuple()),
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Rotation.CLOCKWISE: (tuple(), tuple(), tuple(), tuple())
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}
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MINOES_POSITIONS = (Coord(0, 0), Coord(1, 0), Coord(0, 1), Coord(1, 1))
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MINOES_COLOR = "yellow"
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def rotate(self, direction):
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return False
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class I(TetrominoBase):
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SRS = {
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Rotation.COUNTERCLOCKWISE: (
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(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2)),
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(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2)),
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(Coord(0, 1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
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(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2))
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),
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Rotation.CLOCKWISE: (
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(Coord(1, 0), Coord(-1, 0), Coord(2, 0), Coord(-1, -1), Coord(2, 2)),
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(Coord(0, -1), Coord(1, 1), Coord(-2, 1), Coord(1, -1), Coord(-2, 2)),
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(Coord(-1, 0), Coord(1, 0), Coord(-2, 0), Coord(1, 1), Coord(-2, -2)),
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(Coord(0, -1), Coord(-1, -1), Coord(2, -1), Coord(-1, 1), Coord(2, -2))
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)
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}
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MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(2, 0))
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MINOES_COLOR = "cyan"
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class T(TetrominoBase):
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MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 0))
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MINOES_COLOR = "magenta"
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class L(TetrominoBase):
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MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(1, 0), Coord(1, 1))
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MINOES_COLOR = "orange"
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class J(TetrominoBase):
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MINOES_POSITIONS = (Coord(-1, 1), Coord(-1, 0), Coord(0, 0), Coord(1, 0))
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MINOES_COLOR = "blue"
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class S(TetrominoBase):
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MINOES_POSITIONS = (Coord(-1, 0), Coord(0, 0), Coord(0, 1), Coord(1, 1))
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MINOES_COLOR = "green"
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class Z(TetrominoBase):
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MINOES_POSITIONS = (Coord(-1, 1), Coord(0, 1), Coord(0, 0), Coord(1, 0))
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MINOES_COLOR = "red"
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TETROMINOES = (O, I, T, L, J, S, Z)
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random_bag = []
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def __new__(cls):
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if not cls.random_bag:
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cls.random_bag = list(cls.TETROMINOES)
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random.shuffle(cls.random_bag)
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return cls.random_bag.pop()()
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class GameLogic():
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T_SLOT = (Coord(-1, 1), Coord(1, 1), Coord(1, -1), Coord(-1, -1))
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SCORES = (
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{"name": "", T_Spin.NO_T_SPIN: 0, T_Spin.MINI_T_SPIN: 1, T_Spin.T_SPIN: 4},
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{"name": "SINGLE", T_Spin.NO_T_SPIN: 1, T_Spin.MINI_T_SPIN: 2, T_Spin.T_SPIN: 8},
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{"name": "DOUBLE", T_Spin.NO_T_SPIN: 3, T_Spin.MINI_T_SPIN: 12},
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{"name": "TRIPLE", T_Spin.NO_T_SPIN: 5, T_Spin.T_SPIN: 16},
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{"name": "TETRIS", T_Spin.NO_T_SPIN: 8}
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)
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def __init__(self, ui):
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self.ui = ui
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self.high_score = 0
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self.status = Status.STARTING
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self.matrix = []
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self.next_pieces = []
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self.current_piece = None
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self.held_piece = None
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self.time = 0
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def new_game(self):
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self.level = 0
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self.score = 0
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self.nb_lines = 0
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self.goal = 0
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self.time = 0
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self.lock_delay = LOCK_DELAY
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self.fall_delay = FALL_DELAY
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self.matrix = [
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[None for x in range(NB_COLS)]
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for y in range(NB_LINES+3)
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]
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self.next_pieces = [Tetromino() for i in range(NB_NEXT_PIECES)]
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self.current_piece = None
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self.held_piece = None
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self.status = Status.PLAYING
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self.new_level()
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self.new_current_piece()
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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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self.ui.display_new_level(self.level)
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def new_current_piece(self):
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self.current_piece = self.next_pieces.pop(0)
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self.current_piece.position = MATRIX_PIECE_INIT_POSITION
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self.ghost_piece = self.current_piece.ghost()
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self.move_ghost()
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self.ui.new_current_piece()
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self.next_pieces.append(Tetromino())
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for piece, position in zip (self.next_pieces, NEXT_PIECES_POSITIONS):
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piece.position = position
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self.ui.new_next_pieces()
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if self.can_move(
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self.current_piece.position,
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self.current_piece.minoes_positions
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):
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self.ui.start_fall()
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else:
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self.game_over()
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def cell_is_free(self, position):
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return (
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0 <= position.x < NB_COLS
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and 0 <= position.y
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and not self.matrix[position.y][position.x]
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)
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def can_move(self, potential_position, minoes_positions):
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return all(
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self.cell_is_free(potential_position+mino_position)
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for mino_position in minoes_positions
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)
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def move(self, movement, prelock_on_stuck=True):
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potential_position = self.current_piece.position + movement
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if self.can_move(potential_position, self.current_piece.minoes_positions):
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if self.current_piece.prelocked:
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self.ui.prelock(restart=True)
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self.current_piece.position = potential_position
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self.current_piece.last_rotation_point_used = None
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self.move_ghost()
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return True
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else:
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if (
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prelock_on_stuck and not self.current_piece.prelocked
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and movement == Movement.DOWN
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):
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self.current_piece.prelocked = True
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self.ui.prelock()
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return False
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def rotate(self, direction):
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rotated_minoes_positions = tuple(
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Coord(-direction*mino_position.y, direction*mino_position.x)
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for mino_position in self.current_piece.minoes_positions
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)
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for rotation_point, liberty_degree in enumerate(
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self.current_piece.SRS[direction][self.current_piece.orientation],
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start = 1
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):
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potential_position = self.current_piece.position + liberty_degree
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if self.can_move(potential_position, rotated_minoes_positions):
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if self.current_piece.prelocked:
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self.ui.prelock(restart=True)
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self.current_piece.position = potential_position
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self.current_piece.minoes_positions = rotated_minoes_positions
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self.current_piece.orientation = (
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(self.current_piece.orientation + direction) % 4
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)
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self.current_piece.last_rotation_point_used = rotation_point
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self.move_ghost()
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return True
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else:
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return False
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def move_ghost(self):
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self.ghost_piece.position = self.current_piece.position
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self.ghost_piece.minoes_positions = self.current_piece.minoes_positions
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while self.can_move(
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self.ghost_piece.position + Movement.DOWN,
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self.ghost_piece.minoes_positions
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):
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self.ghost_piece.position += Movement.DOWN
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def add_to_score(self, ds):
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self.score += ds
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if self.score > self.high_score:
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self.high_score = self.score
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self.ui.update_score()
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def soft_drop(self):
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if self.move(Movement.DOWN):
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self.add_to_score(1)
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return True
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else:
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return False
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def hard_drop(self):
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drop_score = 0
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while self.move(Movement.DOWN, prelock_on_stuck=False):
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drop_score += 2
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self.add_to_score(drop_score)
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return drop_score
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def lock(self):
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if self.move(Movement.DOWN):
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self.ui.cancel_prelock()
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return
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if all(
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(mino_position + self.current_piece.position).y >= NB_LINES
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for mino_position in self.current_piece.minoes_positions
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):
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self.current_piece.prelocked = False
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self.ui.update_current_piece()
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self.game_over()
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return
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self.ui.stop_fall()
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for mino_position in self.current_piece.minoes_positions:
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position = mino_position + self.current_piece.position
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if position.y <= NB_LINES+3:
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self.matrix[position.y][position.x] = self.current_piece.MINOES_COLOR
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nb_lines_cleared = 0
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for y, line in reversed(list(enumerate(self.matrix))):
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if all(mino for mino in line):
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nb_lines_cleared += 1
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self.matrix.pop(y)
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self.matrix.append([None for x in range(NB_COLS)])
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self.ui.update_matrix()
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if (
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self.current_piece.__class__ == Tetromino.T
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and self.current_piece.last_rotation_point_used is not None
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):
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position = self.current_piece.position
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orientation = self.current_piece.orientation
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nb_orientations = len(self.current_piece.SRS[Rotation.CLOCKWISE])
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a = not self.cell_is_free(position+self.T_SLOT[orientation])
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b = not self.cell_is_free(position+self.T_SLOT[(orientation-1)%nb_orientations])
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c = not self.cell_is_free(position+self.T_SLOT[(orientation-3)%nb_orientations])
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d = not self.cell_is_free(position+self.T_SLOT[(orientation-2)%nb_orientations])
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if self.current_piece.last_rotation_point_used == 5 or (a and b and (c or d)):
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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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t_spin = T_Spin.MINI_T_SPIN
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else:
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t_spin = T_Spin.NO_T_SPIN
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else:
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t_spin = T_Spin.NO_T_SPIN
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if t_spin:
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self.ui.display(t_spin)
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if nb_lines_cleared:
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self.ui.display(self.SCORES[nb_lines_cleared]["name"])
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self.combo += 1
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else:
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self.combo = -1
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lock_score = 0
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if nb_lines_cleared or t_spin:
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self.nb_lines += nb_lines_cleared
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ds = self.SCORES[nb_lines_cleared][t_spin]
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self.goal -= ds
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ds *= 100 * self.level
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lock_score += ds
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self.ui.display(str(ds))
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if self.combo >= 1:
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self.ui.display("COMBO x%d" % self.combo)
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ds = (20 if nb_lines_cleared==1 else 50) * self.combo * self.level
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lock_score += ds
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self.ui.display(str(ds))
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self.add_to_score(lock_score)
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if self.goal <= 0:
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self.new_level()
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self.new_current_piece()
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def swap(self):
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if self.current_piece.hold_enabled:
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self.current_piece.hold_enabled = False
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self.current_piece.prelocked = False
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self.ui.cancel_prelock()
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self.ui.stop_fall()
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self.current_piece, self.held_piece = self.held_piece, self.current_piece
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if self.held_piece.__class__ == Tetromino.I:
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self.held_piece.position = HELD_I_POSITION
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else:
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self.held_piece.position = HELD_PIECE_POSITION
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self.held_piece.minoes_positions = self.held_piece.MINOES_POSITIONS
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self.ui.new_held_piece()
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if not self.current_piece:
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self.new_current_piece()
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else:
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self.current_piece.position = MATRIX_PIECE_INIT_POSITION
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self.ui.new_current_piece()
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self.ui.start_fall()
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def game_over(self):
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self.status = Status.OVER
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self.ui.game_over()
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class UI(arcade.Window):
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def __init__(self):
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locale.setlocale(locale.LC_ALL, '')
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self.game = GameLogic(self)
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self.actions = {
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Status.PLAYING: {
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arcade.key.LEFT: self.move_left,
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arcade.key.NUM_4: self.move_left,
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arcade.key.RIGHT: self.move_right,
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arcade.key.NUM_6: self.move_right,
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arcade.key.SPACE: self.hard_drop,
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arcade.key.NUM_8: self.hard_drop,
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arcade.key.DOWN: self.soft_drop,
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arcade.key.NUM_2: self.soft_drop,
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arcade.key.UP: self.rotate_clockwise,
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arcade.key.X: self.rotate_clockwise,
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arcade.key.NUM_1: self.rotate_clockwise,
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arcade.key.NUM_5: self.rotate_clockwise,
|
|
arcade.key.NUM_9: self.rotate_clockwise,
|
|
arcade.key.Z: self.rotate_counterclockwise,
|
|
arcade.key.NUM_3: self.rotate_counterclockwise,
|
|
arcade.key.NUM_7: self.rotate_counterclockwise,
|
|
arcade.key.C: self.swap,
|
|
arcade.key.MOD_SHIFT: self.swap,
|
|
arcade.key.NUM_0: self.swap,
|
|
arcade.key.ESCAPE: self.pause,
|
|
arcade.key.F1: self.pause,
|
|
},
|
|
Status.PAUSED: {
|
|
arcade.key.ESCAPE: self.resume,
|
|
arcade.key.F1: self.resume
|
|
}
|
|
}
|
|
self.autorepeatable_actions = (self.move_left, self.move_right, self.soft_drop)
|
|
|
|
super().__init__(
|
|
width = WINDOW_WIDTH,
|
|
height = WINDOW_HEIGHT,
|
|
title = WINDOW_TITLE,
|
|
resizable = False,
|
|
antialiasing = False
|
|
)
|
|
self.bg_sprite = arcade.Sprite(WINDOW_BG)
|
|
self.matrix_minoes_sprites = arcade.SpriteList()
|
|
self.held_piece_sprites = arcade.SpriteList()
|
|
self.current_piece_sprites = arcade.SpriteList()
|
|
self.ghost_piece_sprites = arcade.SpriteList()
|
|
self.next_pieces_sprites = arcade.SpriteList()
|
|
self.matrix_sprite = arcade.Sprite(MATRIX_SPRITE_PATH)
|
|
self.matrix_sprite.alpha = 100
|
|
self.on_resize(self.width, self.height)
|
|
|
|
self.new_game()
|
|
|
|
def on_resize(self, width, height):
|
|
center_x = self.width / 2
|
|
center_y = self.height / 2
|
|
self.bg_sprite.center_x = center_x
|
|
self.bg_sprite.center_y = center_y
|
|
self.matrix_sprite.center_x = center_x
|
|
self.matrix_sprite.center_y = center_y
|
|
self.matrix_sprite.left = int(self.matrix_sprite.left)
|
|
self.matrix_sprite.top = int(self.matrix_sprite.top)
|
|
self.update_matrix()
|
|
self.update_current_piece()
|
|
self.update_held_piece()
|
|
self.update_next_pieces()
|
|
|
|
def new_game(self):
|
|
self.pressed_actions = []
|
|
self.auto_repeat = False
|
|
self.game.new_game()
|
|
self.update_text()
|
|
arcade.schedule(self.clock, 1)
|
|
|
|
def display_new_level(self, level):
|
|
print("Level", level)
|
|
|
|
def new_piece(self, piece):
|
|
piece_sprites = arcade.SpriteList()
|
|
for mino_position in piece.minoes_positions:
|
|
mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
|
|
mino_sprite = arcade.Sprite(mino_sprite_path)
|
|
mino_sprite.alpha = NORMAL_ALPHA
|
|
piece_sprites.append(mino_sprite)
|
|
return piece_sprites
|
|
|
|
def new_held_piece(self):
|
|
self.held_piece_sprites = self.new_piece(self.game.held_piece)
|
|
self.update_held_piece()
|
|
|
|
def new_next_pieces(self):
|
|
self.next_pieces_sprites = arcade.SpriteList()
|
|
for piece in self.game.next_pieces:
|
|
for mino_position in piece.minoes_positions:
|
|
mino_sprite_path = MINOES_SPRITES_PATHS[piece.MINOES_COLOR]
|
|
mino_sprite = arcade.Sprite(mino_sprite_path)
|
|
mino_sprite.alpha = NORMAL_ALPHA
|
|
self.next_pieces_sprites.append(mino_sprite)
|
|
self.update_next_pieces()
|
|
|
|
def new_current_piece(self):
|
|
self.current_piece_sprites = self.new_piece(self.game.current_piece)
|
|
self.ghost_piece_sprites = self.new_piece(self.game.ghost_piece)
|
|
self.update_current_piece()
|
|
|
|
def on_key_press(self, key, modifiers):
|
|
for key_or_modifier in (key, modifiers):
|
|
try:
|
|
action = self.actions[self.game.status][key_or_modifier]
|
|
except KeyError:
|
|
pass
|
|
else:
|
|
action()
|
|
if action in self.autorepeatable_actions:
|
|
self.stop_autorepeat()
|
|
self.pressed_actions.append(action)
|
|
arcade.schedule(self.repeat_action, AUTOREPEAT_DELAY)
|
|
|
|
def on_key_release(self, key, modifiers):
|
|
try:
|
|
action = self.actions[self.game.status][key]
|
|
except KeyError:
|
|
pass
|
|
else:
|
|
if action in self.autorepeatable_actions:
|
|
self.pressed_actions.remove(action)
|
|
if not self.pressed_actions:
|
|
self.stop_autorepeat()
|
|
arcade.schedule(self.repeat_action, AUTOREPEAT_DELAY)
|
|
|
|
def repeat_action(self, delta_time=0):
|
|
if self.pressed_actions:
|
|
self.pressed_actions[-1]()
|
|
if not self.auto_repeat:
|
|
self.auto_repeat = True
|
|
arcade.unschedule(self.repeat_action)
|
|
arcade.schedule(self.repeat_action, AUTOREPEAT_INTERVAL)
|
|
else:
|
|
self.auto_repeat = False
|
|
arcade.unschedule(self.repeat_action)
|
|
|
|
def stop_autorepeat(self):
|
|
self.auto_repeat = False
|
|
arcade.unschedule(self.repeat_action)
|
|
|
|
def move_left(self, delta_time=0):
|
|
if self.game.move(Movement.LEFT):
|
|
self.update_current_piece()
|
|
|
|
def move_right(self, delta_time=0):
|
|
if self.game.move(Movement.RIGHT):
|
|
self.update_current_piece()
|
|
|
|
def soft_drop(self, delta_time=0):
|
|
if self.game.soft_drop():
|
|
self.update_current_piece()
|
|
|
|
def hard_drop(self, delta_time=0):
|
|
self.game.hard_drop()
|
|
self.lock()
|
|
|
|
def rotate_counterclockwise(self, delta_time=0):
|
|
if self.game.rotate(Rotation.COUNTERCLOCKWISE):
|
|
self.update_current_piece()
|
|
|
|
def rotate_clockwise(self, delta_time=0):
|
|
if self.game.rotate(Rotation.CLOCKWISE):
|
|
self.update_current_piece()
|
|
|
|
def fall(self, delta_time=0):
|
|
if self.game.move(Movement.DOWN):
|
|
self.update_current_piece()
|
|
|
|
def start_fall(self):
|
|
arcade.schedule(self.fall, self.game.fall_delay)
|
|
|
|
def stop_fall(self):
|
|
arcade.unschedule(self.fall)
|
|
|
|
def prelock(self, restart=False):
|
|
if restart:
|
|
self.cancel_prelock()
|
|
arcade.schedule(self.lock, self.game.lock_delay)
|
|
|
|
def cancel_prelock(self):
|
|
arcade.unschedule(self.lock)
|
|
|
|
def lock(self, delta_time=0):
|
|
self.game.lock()
|
|
|
|
def swap(self, delta_time=0):
|
|
self.game.swap()
|
|
|
|
def pause(self, delta_time=0):
|
|
print("pause")
|
|
self.game.status = "paused"
|
|
self.stop_fall()
|
|
self.cancel_prelock()
|
|
self.pressed_actions = []
|
|
self.stop_autorepeat()
|
|
|
|
def resume(self, delta_time=0):
|
|
self.game.status = "playing"
|
|
self.start_fall()
|
|
if self.game.current_piece.prelocked:
|
|
arcade.schedule(self.lock, self.game.lock_delay)
|
|
|
|
def display(self, string):
|
|
print(string)
|
|
|
|
def on_draw(self):
|
|
arcade.start_render()
|
|
self.bg_sprite.draw()
|
|
self.matrix_sprite.draw()
|
|
if not self.game.status == "paused":
|
|
self.matrix_minoes_sprites.draw()
|
|
self.held_piece_sprites.draw()
|
|
self.current_piece_sprites.draw()
|
|
self.ghost_piece_sprites.draw()
|
|
self.next_pieces_sprites.draw()
|
|
arcade.render_text(
|
|
self.text,
|
|
self.matrix_sprite.left - TEXT_MARGIN,
|
|
self.matrix_sprite.bottom
|
|
)
|
|
|
|
def clock(self, delta_time=0):
|
|
self.game.time += 1
|
|
self.update_text()
|
|
|
|
def update_text(self):
|
|
t = time.localtime(self.game.time)
|
|
text = """
|
|
score
|
|
{:>16n}
|
|
high score
|
|
{:>16n}
|
|
time
|
|
{:02d}:{:02d}:{:02d}
|
|
level
|
|
{:>16n}
|
|
lines
|
|
{:>16n}
|
|
goal
|
|
{:>16n}
|
|
|
|
move left
|
|
←
|
|
move right
|
|
→
|
|
soft drop
|
|
↓
|
|
hard drop
|
|
space
|
|
rotate clockwise
|
|
↑
|
|
rotate
|
|
counterclockwise
|
|
Z
|
|
hold
|
|
C
|
|
pause
|
|
escape""".format(
|
|
self.game.score,
|
|
self.game.high_score,
|
|
t.tm_hour-1, t.tm_min, t.tm_sec,
|
|
self.game.level,
|
|
self.game.nb_lines,
|
|
self.game.goal
|
|
)
|
|
self.text = arcade.create_text(
|
|
text = text,
|
|
color = TEXT_COLOR,
|
|
font_size = 8,
|
|
font_name = FONT_NAME,
|
|
anchor_x = 'right'
|
|
)
|
|
|
|
update_score = update_text
|
|
|
|
def update_matrix(self):
|
|
if self.game.matrix:
|
|
self.matrix_minoes_sprites = arcade.SpriteList()
|
|
for y, line in enumerate(self.game.matrix):
|
|
for x, mino_color in enumerate(line):
|
|
if mino_color:
|
|
mino_sprite_path = MINOES_SPRITES_PATHS[mino_color]
|
|
mino_sprite = arcade.Sprite(mino_sprite_path)
|
|
mino_sprite.left = self.matrix_sprite.left + x*(mino_sprite.width-1)
|
|
mino_sprite.bottom = self.matrix_sprite.bottom + y*(mino_sprite.height-1)
|
|
mino_sprite.alpha = 200
|
|
self.matrix_minoes_sprites.append(mino_sprite)
|
|
|
|
def update_piece(self, piece, piece_sprites):
|
|
if piece:
|
|
for mino_sprite, mino_position in zip(
|
|
piece_sprites, piece.minoes_positions
|
|
):
|
|
mino_position += piece.position
|
|
mino_sprite.left = self.matrix_sprite.left + mino_position.x*(mino_sprite.width-1)
|
|
mino_sprite.bottom = self.matrix_sprite.bottom + mino_position.y*(mino_sprite.height-1)
|
|
|
|
def update_next_pieces(self):
|
|
for n, piece in enumerate(self.game.next_pieces):
|
|
for mino_sprite, mino_position in zip(
|
|
self.next_pieces_sprites[4*n:4*(n+1)], piece.minoes_positions
|
|
):
|
|
mino_position += piece.position
|
|
mino_sprite.left = self.matrix_sprite.left + mino_position.x*(mino_sprite.width-1)
|
|
mino_sprite.bottom = self.matrix_sprite.bottom + mino_position.y*(mino_sprite.height-1)
|
|
|
|
def update_held_piece(self):
|
|
self.update_piece(self.game.held_piece, self.held_piece_sprites)
|
|
|
|
def update_current_piece(self):
|
|
if self.game.current_piece:
|
|
self.update_piece(self.game.current_piece, self.current_piece_sprites)
|
|
if self.game.current_piece.prelocked:
|
|
alpha = PRELOCKED_ALPHA if self.game.current_piece.prelocked else NORMAL_ALPHA
|
|
for mino_sprite in self.current_piece_sprites:
|
|
mino_sprite.alpha = alpha
|
|
self.update_piece(self.game.ghost_piece, self.ghost_piece_sprites)
|
|
for mino_sprite in self.ghost_piece_sprites:
|
|
mino_sprite.alpha = GHOST_ALPHA
|
|
|
|
def game_over(self):
|
|
arcade.unschedule(self.repeat_action)
|
|
self.cancel_prelock()
|
|
self.stop_fall()
|
|
print("game over")
|
|
|
|
|
|
def main():
|
|
UI()
|
|
arcade.run()
|
|
|
|
if __name__ == "__main__":
|
|
main()
|
|
|