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authorOlivier Gayot <olivier.gayot@sigexec.com>2021-11-12 19:43:35 +0100
committerOlivier Gayot <olivier.gayot@sigexec.com>2021-11-12 20:08:50 +0100
commita272bf5829a21c7417284a29c8172933f673e751 (patch)
treee1169c79672c6f6fa194b3db44fb5aa52942d999
parentf39f3beb86af72b04d8ac3f5e9b9cb3a5204bbc4 (diff)
Move Player definition outside the screen package
Signed-off-by: Olivier Gayot <olivier.gayot@sigexec.com>
-rw-r--r--cameltris/player.py219
-rw-r--r--cameltris/screens/in_game.py221
2 files changed, 225 insertions, 215 deletions
diff --git a/cameltris/player.py b/cameltris/player.py
new file mode 100644
index 0000000..cea5f38
--- /dev/null
+++ b/cameltris/player.py
@@ -0,0 +1,219 @@
+import contextlib
+import random
+from typing import Optional
+
+import pygame
+
+from .color import Color
+from .controller import Input, Controller
+from .misc import Pause
+from .piece import *
+from .playfield import PlayField
+
+
+class WouldCollide(Exception):
+ pass
+
+
+class PlayerQuit(Exception):
+ pass
+
+
+class Player:
+ def __init__(self, controller: Controller, starting_level: int):
+ self.controller = controller
+ self.playfield = PlayField()
+
+ self.current_piece, self.current_piece_position = self.generate_piece()
+ self.next_piece, self.next_piece_position = self.generate_piece()
+
+ self.level = self.starting_level = starting_level
+ self.score = 0
+
+ self.lines_burnt = 0
+
+ self.das = 0
+ self.pressing_down_countdown: Optional[int] = None
+
+ self.piece_drop_frames = 0
+
+ self.grid_canvas = pygame.Surface((500, 1000))
+ self.piece_preview_canvas = pygame.Surface((200, 200))
+ self.score_canvas = pygame.Surface((296, 50))
+ self.level_canvas = pygame.Surface((296, 50))
+
+ def generate_piece(self) -> tuple[Piece, list[int]]:
+ # We may want to make this a function outside the class
+ piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece))()
+
+ for row_id, row in enumerate(piece.elements):
+ if list(filter(lambda x: x is not None, row)):
+ break
+
+ initial_y_position = -row_id
+ initial_x_position = (len(self.playfield.grid[0]) // 2) - (len(piece.elements[0]) // 2)
+
+ return (piece, [initial_y_position, initial_x_position])
+
+ def lock_piece(self) -> None:
+ if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
+ raise WouldCollide()
+
+ for row_id, row in enumerate(self.current_piece.elements):
+ for col_id, element in enumerate(row):
+ if element is None:
+ continue
+ self.playfield.grid[row_id + self.current_piece_position[0]][col_id + self.current_piece_position[1]] = element
+
+ count = self.playfield.burn_rows()
+
+ if count == 1:
+ print("Single")
+ rate = 1.
+ elif count == 2:
+ print("Double")
+ rate = 2.5
+ elif count == 3:
+ print("Triple")
+ rate = 7.5
+ elif count == 4:
+ print("Tetris!")
+ rate = 30.
+ else:
+ rate = 0.
+
+ self.lines_burnt += count
+
+ self.score += int(self.level * 40 * rate)
+
+ if self.lines_burnt >= self.level * 10:
+ self.level += 1
+ self.current_piece, self.current_piece_position = self.next_piece, self.next_piece_position
+ self.next_piece, self.next_piece_position = self.generate_piece()
+ self.refresh_piece_preview_canvas()
+
+ def has_collision(self, y: int, x: int) -> bool:
+ try:
+ for row_id, row in enumerate(self.current_piece.elements):
+ for col_id, element in enumerate(row):
+ if element is None:
+ continue
+
+ if row_id + y < 0:
+ continue
+
+ if col_id + x < 0:
+ return True
+
+ if self.playfield.grid[row_id + y][col_id + x] is not None:
+ return True
+
+ except IndexError:
+ return True
+
+ return False
+
+ def move_piece_down(self) -> None:
+ if not self.has_collision(self.current_piece_position[0] + 1, self.current_piece_position[1]):
+ self.current_piece_position[0] += 1
+ else:
+ raise WouldCollide()
+
+ def move_piece_up(self) -> None:
+ if not self.has_collision(self.current_piece_position[0] - 1, self.current_piece_position[1]):
+ self.current_piece_position[0] -= 1
+ else:
+ raise WouldCollide()
+
+ def move_piece_left(self) -> None:
+ if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] - 1):
+ self.current_piece_position[1] -= 1
+ else:
+ raise WouldCollide()
+
+ def move_piece_right(self) -> None:
+ if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] + 1):
+ self.current_piece_position[1] += 1
+ else:
+ raise WouldCollide()
+
+ def rotate_piece_counter_clockwise(self) -> None:
+ self.current_piece.rotate_counter_clockwise()
+
+ if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
+ self.current_piece.rotate_clockwise()
+ raise WouldCollide()
+
+ def rotate_piece_clockwise(self) -> None:
+ self.current_piece.rotate_clockwise()
+
+ if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
+ self.current_piece.rotate_counter_clockwise()
+ raise WouldCollide()
+
+ def handle_input_pressed(self, event: pygame.event.Event) -> None:
+ if self.controller.get_input_down(event) == Input.QUIT:
+ raise PlayerQuit()
+
+ if self.controller.get_input_down(event) == Input.PAUSE:
+ raise Pause()
+
+ with contextlib.suppress(WouldCollide):
+ if self.controller.get_input_down(event) == Input.MOVE_RIGHT:
+ self.move_piece_right()
+ self.das = 0
+ if self.controller.get_input_down(event) == Input.MOVE_LEFT:
+ self.move_piece_left()
+ self.das = 0
+ if self.controller.get_input_down(event) == Input.ROTATE_CLOCKWISE:
+ self.rotate_piece_clockwise()
+ if self.controller.get_input_down(event) == Input.ROTATE_COUNTER_CLOCKWISE:
+ self.rotate_piece_counter_clockwise()
+ if self.controller.get_input_down(event) == Input.MOVE_DOWN:
+ self.piece_drop_frames = 0
+ self.pressing_down_countdown = 3
+ try:
+ self.move_piece_down()
+ except WouldCollide:
+ self.lock_piece()
+
+ def handle_input_released(self, event: pygame.event.Event) -> None:
+ if self.controller.get_input_up(event) == Input.MOVE_DOWN:
+ self.pressing_down_countdown = None
+
+ def refresh_piece_preview_canvas(self) -> None:
+ self.piece_preview_canvas.fill(Color.black.value)
+
+ non_empty_rows = list()
+ for row in self.next_piece.elements:
+ if any(map(lambda element: element is not None, row)):
+ non_empty_rows.append(row)
+
+ non_empty_cols = set()
+ for row in self.next_piece.elements:
+ for col_id, element in enumerate(row):
+ if element is not None:
+ non_empty_cols.add(col_id)
+
+ y_offset = (4 - len(non_empty_rows)) / 2
+ x_offset = (4 - len(non_empty_cols)) / 2
+
+ # Display the next piece
+ for row_idx, row in enumerate(non_empty_rows):
+ for col_idx, element in enumerate(row):
+ if element is not None:
+ self.piece_preview_canvas.blit(element, ((col_idx + x_offset) * 50 + 1, (row_idx + y_offset) * 50 + 1))
+
+ def refresh_grid_canvas(self) -> None:
+ self.grid_canvas.fill(Color.black.value)
+
+ for row_idx, row in enumerate(self.playfield.grid):
+ for col_idx, element in enumerate(row):
+ if element is not None:
+ self.grid_canvas.blit(element, (col_idx * 50 + 1, row_idx * 50 + 1))
+
+ # Display the current piece
+ for row_idx, row in enumerate(self.current_piece.elements):
+ for col_idx, element in enumerate(row):
+ if element is not None:
+ self.grid_canvas.blit(element, ((col_idx + self.current_piece_position[1]) * 50 + 1, (row_idx + self.current_piece_position[0]) * 50 + 1))
diff --git a/cameltris/screens/in_game.py b/cameltris/screens/in_game.py
index 46450aa..bed8643 100644
--- a/cameltris/screens/in_game.py
+++ b/cameltris/screens/in_game.py
@@ -1,229 +1,17 @@
import contextlib
from functools import partial
-import random
import sys
-from typing import Callable, NoReturn, Optional
+from typing import Callable, NoReturn
import pygame
from ..color import Color
+from ..controller import Input, KeyboardController, JoystickController
from .base_screen import Screen
-from ..piece import *
-from ..playfield import PlayField
-from ..controller import Input, Controller, KeyboardController, JoystickController
+from ..player import Player, WouldCollide
from ..misc import Pause
-class WouldCollide(Exception):
- pass
-
-
-class PlayerQuit(Exception):
- pass
-
-right_pane_canvas = pygame.Surface((300, 1000))
-right_pane_canvas.fill((255, 255, 255))
-
-class Player:
- def __init__(self, controller: Controller, starting_level: int):
- self.controller = controller
- self.playfield = PlayField()
-
- self.current_piece, self.current_piece_position = self.generate_piece()
- self.next_piece, self.next_piece_position = self.generate_piece()
-
- self.level = self.starting_level = starting_level
- self.score = 0
-
- self.lines_burnt = 0
-
- self.das = 0
- self.pressing_down_countdown: Optional[int] = None
-
- self.piece_drop_frames = 0
-
- self.grid_canvas = pygame.Surface((500, 1000))
- self.piece_preview_canvas = pygame.Surface((200, 200))
- self.score_canvas = pygame.Surface((296, 50))
- self.level_canvas = pygame.Surface((296, 50))
-
- def generate_piece(self) -> tuple[Piece, list[int]]:
- # We may want to make this a function outside the class
- piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece))()
-
- for row_id, row in enumerate(piece.elements):
- if list(filter(lambda x: x is not None, row)):
- break
-
- initial_y_position = -row_id
- initial_x_position = (len(self.playfield.grid[0]) // 2) - (len(piece.elements[0]) // 2)
-
- return (piece, [initial_y_position, initial_x_position])
-
- def lock_piece(self) -> None:
- if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
- raise WouldCollide()
-
- for row_id, row in enumerate(self.current_piece.elements):
- for col_id, element in enumerate(row):
- if element is None:
- continue
- self.playfield.grid[row_id + self.current_piece_position[0]][col_id + self.current_piece_position[1]] = element
-
- count = self.playfield.burn_rows()
-
- if count == 1:
- print("Single")
- rate = 1.
- elif count == 2:
- print("Double")
- rate = 2.5
- elif count == 3:
- print("Triple")
- rate = 7.5
- elif count == 4:
- print("Tetris!")
- rate = 30.
- else:
- rate = 0.
-
- self.lines_burnt += count
-
- self.score += int(self.level * 40 * rate)
-
- if self.lines_burnt >= self.level * 10:
- self.level += 1
- self.current_piece, self.current_piece_position = self.next_piece, self.next_piece_position
- self.next_piece, self.next_piece_position = self.generate_piece()
- self.refresh_piece_preview_canvas()
-
- def has_collision(self, y: int, x: int) -> bool:
- try:
- for row_id, row in enumerate(self.current_piece.elements):
- for col_id, element in enumerate(row):
- if element is None:
- continue
-
- if row_id + y < 0:
- continue
-
- if col_id + x < 0:
- return True
-
- if self.playfield.grid[row_id + y][col_id + x] is not None:
- return True
-
- except IndexError:
- return True
-
- return False
-
- def move_piece_down(self) -> None:
- if not self.has_collision(self.current_piece_position[0] + 1, self.current_piece_position[1]):
- self.current_piece_position[0] += 1
- else:
- raise WouldCollide()
-
- def move_piece_up(self) -> None:
- if not self.has_collision(self.current_piece_position[0] - 1, self.current_piece_position[1]):
- self.current_piece_position[0] -= 1
- else:
- raise WouldCollide()
-
- def move_piece_left(self) -> None:
- if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] - 1):
- self.current_piece_position[1] -= 1
- else:
- raise WouldCollide()
-
- def move_piece_right(self) -> None:
- if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] + 1):
- self.current_piece_position[1] += 1
- else:
- raise WouldCollide()
-
- def rotate_piece_counter_clockwise(self) -> None:
- self.current_piece.rotate_counter_clockwise()
-
- if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
- self.current_piece.rotate_clockwise()
- raise WouldCollide()
-
- def rotate_piece_clockwise(self) -> None:
- self.current_piece.rotate_clockwise()
-
- if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
- self.current_piece.rotate_counter_clockwise()
- raise WouldCollide()
-
- def handle_input_pressed(self, event: pygame.event.Event) -> None:
- if self.controller.get_input_down(event) == Input.QUIT:
- raise PlayerQuit()
-
- if self.controller.get_input_down(event) == Input.PAUSE:
- raise Pause()
-
- with contextlib.suppress(WouldCollide):
- if self.controller.get_input_down(event) == Input.MOVE_RIGHT:
- self.move_piece_right()
- self.das = 0
- if self.controller.get_input_down(event) == Input.MOVE_LEFT:
- self.move_piece_left()
- self.das = 0
- if self.controller.get_input_down(event) == Input.ROTATE_CLOCKWISE:
- self.rotate_piece_clockwise()
- if self.controller.get_input_down(event) == Input.ROTATE_COUNTER_CLOCKWISE:
- self.rotate_piece_counter_clockwise()
- if self.controller.get_input_down(event) == Input.MOVE_DOWN:
- self.piece_drop_frames = 0
- self.pressing_down_countdown = 3
- try:
- self.move_piece_down()
- except WouldCollide:
- self.lock_piece()
-
- def handle_input_released(self, event: pygame.event.Event) -> None:
- if self.controller.get_input_up(event) == Input.MOVE_DOWN:
- self.pressing_down_countdown = None
-
- def refresh_piece_preview_canvas(self) -> None:
- self.piece_preview_canvas.fill(Color.black.value)
-
- non_empty_rows = list()
- for row in self.next_piece.elements:
- if any(map(lambda element: element is not None, row)):
- non_empty_rows.append(row)
-
- non_empty_cols = set()
- for row in self.next_piece.elements:
- for col_id, element in enumerate(row):
- if element is not None:
- non_empty_cols.add(col_id)
-
- y_offset = (4 - len(non_empty_rows)) / 2
- x_offset = (4 - len(non_empty_cols)) / 2
-
- # Display the next piece
- for row_idx, row in enumerate(non_empty_rows):
- for col_idx, element in enumerate(row):
- if element is not None:
- self.piece_preview_canvas.blit(element, ((col_idx + x_offset) * 50 + 1, (row_idx + y_offset) * 50 + 1))
-
- def refresh_grid_canvas(self) -> None:
- self.grid_canvas.fill(Color.black.value)
-
- for row_idx, row in enumerate(self.playfield.grid):
- for col_idx, element in enumerate(row):
- if element is not None:
- self.grid_canvas.blit(element, (col_idx * 50 + 1, row_idx * 50 + 1))
-
- # Display the current piece
- for row_idx, row in enumerate(self.current_piece.elements):
- for col_idx, element in enumerate(row):
- if element is not None:
- self.grid_canvas.blit(element, ((col_idx + self.current_piece_position[1]) * 50 + 1, (row_idx + self.current_piece_position[0]) * 50 + 1))
-
-
def handle_input_pressed(instance, players: list[Player], event: pygame.event.Event) -> None:
for player in players:
if isinstance(player.controller, instance):
@@ -238,6 +26,9 @@ def handle_input_released(instance, players: list[Player], event: pygame.event.E
# Number of frames
frames_per_gridcell = [48, 43, 38, 33, 28, 23, 18, 13, 8, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1]
+right_pane_canvas = pygame.Surface((300, 1000))
+right_pane_canvas.fill((255, 255, 255))
+
class InGame(Screen):
def __init__(self, players: list[Player], screen: pygame.surface.Surface):