diff options
Diffstat (limited to 'cameltris/screens/InGame.py')
-rw-r--r-- | cameltris/screens/InGame.py | 326 |
1 files changed, 326 insertions, 0 deletions
diff --git a/cameltris/screens/InGame.py b/cameltris/screens/InGame.py new file mode 100644 index 0000000..93a1d47 --- /dev/null +++ b/cameltris/screens/InGame.py @@ -0,0 +1,326 @@ +import contextlib +from functools import partial +import random +import sys +from typing import Callable, NoReturn, Optional + +import pygame + +from .Screen import Screen +from ..piece import * +from ..controller import Input, Controller, KeyboardController, JoystickController +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.grid = [[None for _ in range(10)] for _ in range(20)] + + 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.grid[0]) // 2) - (len(piece.elements[0]) // 2) + + return (piece, [initial_y_position, initial_x_position]) + + def burn_rows(self) -> int: + rows_to_burn = list() + + for row in self.grid: + if all(map(lambda element: element is not None, row)): + rows_to_burn.append(row) + + for row in rows_to_burn: + self.grid.insert(0, [None for _ in range(10)]) + self.grid.remove(row) + + return len(rows_to_burn) + + 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.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. + + 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.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(black) + + 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(black) + + for row_idx, row in enumerate(self.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): + player.handle_input_pressed(event) + + +def handle_input_released(instance, players: list[Player], event: pygame.event.Event) -> None: + for player in players: + if isinstance(player.controller, instance): + player.handle_input_released(event) + +# 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] + + +class InGame(Screen): + def __init__(self, players: list[Player], screen: pygame.surface.Surface): + self.players: list[Player] = players + self.screen: pygame.surface.Surface = screen + self.event_handler: dict[int, Callable[[pygame.event.Event], None]] = {} + + def exit(_) -> NoReturn: + sys.exit() + + self.event_handler[pygame.QUIT] = exit + self.event_handler[pygame.KEYDOWN] = partial(handle_input_pressed, KeyboardController, self.players) + self.event_handler[pygame.KEYUP] = partial(handle_input_released, KeyboardController, self.players) + self.event_handler[pygame.JOYBUTTONDOWN] = partial(handle_input_pressed, JoystickController, self.players) + self.event_handler[pygame.JOYBUTTONUP] = partial(handle_input_released, JoystickController, self.players) + + def refresh_right_pane_canvas(self) -> None: + for player in self.players: + player.level_canvas.fill(black) + player.score_canvas.fill(black) + + if pygame.font: + score_font = pygame.font.Font(None, 56) + + player.score_canvas.blit(score_font.render(f"{player.score:08d}", True, white), (0, 0)) + player.level_canvas.blit(score_font.render(f"{player.level:08d}", True, white), (0, 0)) + right_pane_canvas.blit(player.score_canvas, (2, 10)) + right_pane_canvas.blit(player.level_canvas, (2, 70)) + + right_pane_canvas.blit(player.piece_preview_canvas, (50, 200)) + + + def refresh(self) -> None: + for player in self.players: + player.refresh_grid_canvas() + self.screen.blit(player.grid_canvas, (0, 0)) + self.refresh_right_pane_canvas() + self.screen.blit(right_pane_canvas, (501, 0)) + + def oneframe(self) -> None: + for player in self.players: + player.piece_drop_frames += 1 + + try: + for event in pygame.event.get(): + with contextlib.suppress(KeyError): + self.event_handler[event.type](event) + except Pause: + pygame.event.clear() + raise + + for player in self.players: + player.das += 1 + if player.das == 16: + with contextlib.suppress(WouldCollide): + if player.controller.is_pressed(Input.MOVE_RIGHT): + player.move_piece_right() + if player.controller.is_pressed(Input.MOVE_LEFT): + player.move_piece_left() + player.das = 10 + + if player.pressing_down_countdown == 0: + try: + player.move_piece_down() + except WouldCollide: + player.lock_piece() + player.pressing_down_countdown = 2 + elif player.pressing_down_countdown is not None: + player.pressing_down_countdown -= 1 + + if player.piece_drop_frames >= frames_per_gridcell[player.level - 1]: + player.piece_drop_frames = 0 + try: + player.move_piece_down() + except WouldCollide: + player.lock_piece() |