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-rwxr-xr-xcameltris.py305
1 files changed, 155 insertions, 150 deletions
diff --git a/cameltris.py b/cameltris.py
index e7b2b1c..b850685 100755
--- a/cameltris.py
+++ b/cameltris.py
@@ -131,18 +131,20 @@ class TPiece(Piece):
def refresh_game_canvas():
+ global player
+
game_canvas.fill(black)
- for row_idx, row in enumerate(grid):
+ for row_idx, row in enumerate(player.grid):
for col_idx, element in enumerate(row):
if element is not None:
game_canvas.blit(element, (col_idx * 50 + 1, row_idx * 50 + 1))
# Display the current piece
- for row_idx, row in enumerate(current_piece.elements):
+ for row_idx, row in enumerate(player.current_piece.elements):
for col_idx, element in enumerate(row):
if element is not None:
- game_canvas.blit(element, ((col_idx + current_piece_position[1]) * 50 + 1, (row_idx + current_piece_position[0]) * 50 + 1))
+ game_canvas.blit(element, ((col_idx + player.current_piece_position[1]) * 50 + 1, (row_idx + player.current_piece_position[0]) * 50 + 1))
def refresh_right_pane_canvas():
level_canvas.fill(black)
@@ -151,8 +153,8 @@ def refresh_right_pane_canvas():
if pygame.font:
score_font = pygame.font.Font(None, 56)
- score_canvas.blit(score_font.render(f"{score:08d}", True, white), (0, 0))
- level_canvas.blit(score_font.render(f"{level:08d}", True, white), (0, 0))
+ score_canvas.blit(score_font.render(f"{player.score:08d}", True, white), (0, 0))
+ level_canvas.blit(score_font.render(f"{player.level:08d}", True, white), (0, 0))
right_pane_canvas.blit(score_canvas, (2, 10))
right_pane_canvas.blit(level_canvas, (2, 70))
@@ -161,12 +163,12 @@ def refresh_piece_preview_canvas():
piece_preview_canvas.fill(black)
non_empty_rows = list()
- for row in next_piece.elements:
+ for row in player.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 next_piece.elements:
+ for row in player.next_piece.elements:
for col_id, element in enumerate(row):
if element is not None:
non_empty_cols.add(col_id)
@@ -189,128 +191,143 @@ def refresh_screen():
screen.blit(right_pane_canvas, (501, 0))
-def has_collision(y: int, x: int) -> bool:
- try:
- for row_id, row in enumerate(current_piece.elements):
- for col_id, element in enumerate(row):
- if element is None:
- continue
+class Player:
+ def __init__(self, controller):
+ self.controller = controller
+ self.grid = [[None for _ in range(10)] for _ in range(20)]
- if row_id + y < 0:
- continue
+ self.current_piece, self.current_piece_position = self.generate_piece()
+ self.next_piece, self.next_piece_position = self.generate_piece()
+
+ self.starting_level = self.level = 1
+ self.score = 0
+
+ self.lines_burnt = 0
+
+ self.das = 0
+ self.pressing_down_countdown = None
+
+ self.piece_drop_frames = 0
+
+ def generate_piece(self):
+ # We may want to make this a function outside the class
+ piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece))()
- if col_id + x < 0:
- return True
+ for row_id, row in enumerate(piece.elements):
+ if list(filter(lambda x: x is not None, row)):
+ break
- if grid[row_id + y][col_id + x] is not None:
- return True
+ initial_y_position = -row_id
+ initial_x_position = (len(self.grid[0]) // 2) - (len(piece.elements[0]) // 2)
- except IndexError:
- return True
+ return (piece, [initial_y_position, initial_x_position])
- return False
+ def burn_rows(self):
+ rows_to_burn = list()
-def move_piece_down():
- if not has_collision(current_piece_position[0] + 1, current_piece_position[1]):
- current_piece_position[0] += 1
- else:
- raise WouldCollide()
+ for row in self.grid:
+ if all(map(lambda element: element is not None, row)):
+ rows_to_burn.append(row)
-def move_piece_up():
- if not has_collision(current_piece_position[0] - 1, current_piece_position[1]):
- current_piece_position[0] -= 1
- else:
- raise WouldCollide()
+ for row in rows_to_burn:
+ self.grid.insert(0, [None for _ in range(10)])
+ self.grid.remove(row)
-def move_piece_left():
- if not has_collision(current_piece_position[0], current_piece_position[1] - 1):
- current_piece_position[1] -= 1
- else:
- raise WouldCollide()
+ return len(rows_to_burn)
-def move_piece_right():
- if not has_collision(current_piece_position[0], current_piece_position[1] + 1):
- current_piece_position[1] += 1
- else:
- raise WouldCollide()
+ def stick_piece(self):
+ for row_id, row in enumerate(self.current_piece.elements):
+ for col_id, element in enumerate(row):
+ if element is None:
+ continue
+ self.grid[row_id + self.current_piece_position[0]][col_id + self.current_piece_position[1]] = element
+
+ count = self.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
-def rotate_piece_counter_clockwise():
- current_piece.rotate_counter_clockwise()
+ self.lines_burnt += count
- if has_collision(current_piece_position[0], current_piece_position[1]):
- current_piece.rotate_clockwise()
- raise WouldCollide()
+ self.score += int(self.level * 40 * rate)
-def rotate_piece_clockwise():
- current_piece.rotate_clockwise()
+ 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()
+ refresh_piece_preview_canvas()
- if has_collision(current_piece_position[0], current_piece_position[1]):
- current_piece.rotate_counter_clockwise()
- raise WouldCollide()
+ 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
-def generate_piece():
- piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece))()
+ if col_id + x < 0:
+ return True
- for row_id, row in enumerate(piece.elements):
- if list(filter(lambda x: x is not None, row)):
- break
+ if self.grid[row_id + y][col_id + x] is not None:
+ return True
- initial_y_position = -row_id
- initial_x_position = (len(grid[0]) // 2) - (len(piece.elements[0]) // 2)
+ except IndexError:
+ return True
- return (piece, [initial_y_position, initial_x_position])
+ return False
+ def move_piece_down(self):
+ 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 burn_rows():
- rows_to_burn = list()
+ def move_piece_up(self):
+ 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()
- for row in grid:
- if all(map(lambda element: element is not None, row)):
- rows_to_burn.append(row)
+ def move_piece_left(self):
+ 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()
- for row in rows_to_burn:
- grid.insert(0, [None for _ in range(10)])
- grid.remove(row)
+ def move_piece_right(self):
+ 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()
- return len(rows_to_burn)
+ def rotate_piece_counter_clockwise(self):
+ 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 stick_piece():
- global current_piece, current_piece_position, next_piece, next_piece_position, lines_burnt, level, score
+ def rotate_piece_clockwise(self):
+ self.current_piece.rotate_clockwise()
+
+ if has_collision(self.current_piece_position[0], self.current_piece_position[1]):
+ self.current_piece.rotate_counter_clockwise()
+ raise WouldCollide()
- for row_id, row in enumerate(current_piece.elements):
- for col_id, element in enumerate(row):
- if element is None:
- continue
- grid[row_id + current_piece_position[0]][col_id + current_piece_position[1]] = element
-
- count = 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
-
- lines_burnt += count
-
- score += int(level * 40 * rate)
-
- if lines_burnt >= level * 10:
- level += 1
- current_piece, current_piece_position = next_piece, next_piece_position
- next_piece, next_piece_position = generate_piece()
- refresh_piece_preview_canvas()
PARSER = argparse.ArgumentParser()
@@ -345,38 +362,26 @@ piece_preview_canvas = pygame.Surface((200, 200))
score_canvas = pygame.Surface((296, 50))
level_canvas = pygame.Surface((296, 50))
-grid = [[None for _ in range(10)] for _ in range(20)]
-current_piece, current_piece_position = generate_piece()
-next_piece, next_piece_position = generate_piece()
+if ARGS["joystick_id"] is not None:
+ joystick = pygame.joystick.Joystick(ARGS["joystick_id"])
+ joystick.init()
+ controller = JoystickController(joystick)
+else:
+ controller = KeyboardController(pygame.key)
+
+player = Player(controller)
refresh_piece_preview_canvas()
# 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]
-piece_drop_frames = 0
-
-starting_level = level = 1
-score = 0
clock = pygame.time.Clock()
-lines_burnt = 0
-
-das = 0
-
-pressing_down_countdown = None
-
-if ARGS["joystick_id"] is not None:
- joystick = pygame.joystick.Joystick(ARGS["joystick_id"])
- joystick.init()
- controller = JoystickController(joystick)
-else:
- controller = KeyboardController(pygame.key)
-
while True:
- piece_drop_frames += 1
+ player.piece_drop_frames += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
@@ -386,50 +391,50 @@ while True:
sys.exit()
with contextlib.suppress(WouldCollide):
if controller.get_input_down(event) == Input.MOVE_RIGHT:
- move_piece_right()
- das = 0
+ player.move_piece_right()
+ player.das = 0
if controller.get_input_down(event) == Input.MOVE_LEFT:
- move_piece_left()
- das = 0
+ player.move_piece_left()
+ player.das = 0
if controller.get_input_down(event) == Input.ROTATE_CLOCKWISE:
- rotate_piece_clockwise()
+ player.rotate_piece_clockwise()
if controller.get_input_down(event) == Input.ROTATE_COUNTER_CLOCKWISE:
- rotate_piece_counter_clockwise()
+ player.rotate_piece_counter_clockwise()
if controller.get_input_down(event) == Input.MOVE_DOWN:
- piece_drop_frames = 0
- pressing_down_countdown = 3
+ player.piece_drop_frames = 0
+ player.pressing_down_countdown = 3
try:
- move_piece_down()
+ player.move_piece_down()
except WouldCollide:
- stick_piece()
+ player.stick_piece()
elif event.type == controller.upevent:
if controller.get_input_up(event) == Input.MOVE_DOWN:
- pressing_down_countdown = None
+ player.pressing_down_countdown = None
- das += 1
- if das == 16:
+ player.das += 1
+ if player.das == 16:
with contextlib.suppress(WouldCollide):
if controller.is_pressed(Input.MOVE_RIGHT):
- move_piece_right()
+ player.move_piece_right()
if controller.is_pressed(Input.MOVE_LEFT):
- move_piece_left()
- das = 10
+ player.move_piece_left()
+ player.das = 10
- if pressing_down_countdown == 0:
+ if player.pressing_down_countdown == 0:
try:
- move_piece_down()
+ player.move_piece_down()
except WouldCollide:
- stick_piece()
- pressing_down_countdown = 2
- elif pressing_down_countdown is not None:
- pressing_down_countdown -= 1
+ player.stick_piece()
+ player.pressing_down_countdown = 2
+ elif player.pressing_down_countdown is not None:
+ player.pressing_down_countdown -= 1
- if piece_drop_frames >= frames_per_gridcell[level - 1]:
- piece_drop_frames = 0
+ if player.piece_drop_frames >= frames_per_gridcell[player.level - 1]:
+ player.piece_drop_frames = 0
try:
- move_piece_down()
+ player.move_piece_down()
except WouldCollide:
- stick_piece()
+ player.stick_piece()
refresh_screen()
pygame.display.update()