diff options
author | Olivier Gayot <olivier.gayot@sigexec.com> | 2021-11-12 19:43:35 +0100 |
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committer | Olivier Gayot <olivier.gayot@sigexec.com> | 2021-11-12 20:08:50 +0100 |
commit | a272bf5829a21c7417284a29c8172933f673e751 (patch) | |
tree | e1169c79672c6f6fa194b3db44fb5aa52942d999 /cameltris/player.py | |
parent | f39f3beb86af72b04d8ac3f5e9b9cb3a5204bbc4 (diff) |
Move Player definition outside the screen package
Signed-off-by: Olivier Gayot <olivier.gayot@sigexec.com>
Diffstat (limited to 'cameltris/player.py')
-rw-r--r-- | cameltris/player.py | 219 |
1 files changed, 219 insertions, 0 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)) |