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-rw-r--r--pycameltris/screens/InGame.py58
1 files changed, 29 insertions, 29 deletions
diff --git a/pycameltris/screens/InGame.py b/pycameltris/screens/InGame.py
index 7363f5a..05c4b2d 100644
--- a/pycameltris/screens/InGame.py
+++ b/pycameltris/screens/InGame.py
@@ -2,13 +2,13 @@ import contextlib
from functools import partial
import random
import sys
-from typing import NoReturn
+from typing import Callable, NoReturn, Optional
import pygame
from .Screen import Screen
from ..piece import *
-from ..controller import Input, KeyboardController, JoystickController
+from ..controller import Input, Controller, KeyboardController, JoystickController
from ..misc import Pause
@@ -22,7 +22,7 @@ right_pane_canvas = pygame.Surface((300, 1000))
right_pane_canvas.fill((255, 255, 255))
class Player:
- def __init__(self, controller, starting_level):
+ def __init__(self, controller: Controller, starting_level: int):
self.controller = controller
self.grid = [[None for _ in range(10)] for _ in range(20)]
@@ -35,7 +35,7 @@ class Player:
self.lines_burnt = 0
self.das = 0
- self.pressing_down_countdown = None
+ self.pressing_down_countdown: Optional[int] = None
self.piece_drop_frames = 0
@@ -45,7 +45,7 @@ class Player:
self.level_canvas = pygame.Surface((296, 50))
- def generate_piece(self):
+ 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))()
@@ -58,7 +58,7 @@ class Player:
return (piece, [initial_y_position, initial_x_position])
- def burn_rows(self):
+ def burn_rows(self) -> int:
rows_to_burn = list()
for row in self.grid:
@@ -71,7 +71,7 @@ class Player:
return len(rows_to_burn)
- def lock_piece(self):
+ def lock_piece(self) -> None:
if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
raise WouldCollide()
@@ -85,7 +85,7 @@ class Player:
if count == 1:
print("Single")
- rate = 1
+ rate = 1.
elif count == 2:
print("Double")
rate = 2.5
@@ -94,9 +94,9 @@ class Player:
rate = 7.5
elif count == 4:
print("Tetris!")
- rate = 30
+ rate = 30.
else:
- rate = 0
+ rate = 0.
self.lines_burnt += count
@@ -129,45 +129,45 @@ class Player:
return False
- def move_piece_down(self):
+ 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):
+ 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):
+ 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):
+ 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):
+ 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):
+ 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):
+ def handle_input_pressed(self, event: pygame.event.Event) -> None:
if self.controller.get_input_down(event) == Input.QUIT:
raise PlayerQuit()
@@ -193,11 +193,11 @@ class Player:
except WouldCollide:
self.lock_piece()
- def handle_input_released(self, event):
+ 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):
+ def refresh_piece_preview_canvas(self) -> None:
self.piece_preview_canvas.fill(black)
non_empty_rows = list()
@@ -220,7 +220,7 @@ class Player:
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):
+ def refresh_grid_canvas(self) -> None:
self.grid_canvas.fill(black)
for row_idx, row in enumerate(self.grid):
@@ -234,13 +234,13 @@ class Player:
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, event):
+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, 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)
@@ -250,10 +250,10 @@ frames_per_gridcell = [48, 43, 38, 33, 28, 23, 18, 13, 8, 6, 5, 5, 5, 4, 4, 4, 3
class InGame(Screen):
- def __init__(self, players, screen):
- self.players = players
- self.screen = screen
- self.event_handler = dict()
+ def __init__(self, players: list[Player], screen: pygame.Surface):
+ self.players: list[Player] = players
+ self.screen: pygame.Surface = screen
+ self.event_handler: dict[int, Callable[[pygame.event.Event], None]] = {}
def exit(_) -> NoReturn:
sys.exit()
@@ -264,7 +264,7 @@ class InGame(Screen):
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):
+ def refresh_right_pane_canvas(self) -> None:
for player in self.players:
player.level_canvas.fill(black)
player.score_canvas.fill(black)
@@ -280,14 +280,14 @@ class InGame(Screen):
right_pane_canvas.blit(player.piece_preview_canvas, (50, 200))
- def refresh(self):
+ 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):
+ def oneframe(self) -> None:
for player in self.players:
player.piece_drop_frames += 1