summaryrefslogtreecommitdiff
path: root/cameltris.py
blob: 60f8aeefc6342a9677caa5c8e07679cc150f9830 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
#!/usr/bin/env python3

import contextlib
import random
import sys
import time

import pygame


class WouldCollide(Exception):
    pass


class Piece():
    def rotate(self):
        pass

    def rotate_clockwise(self):
        self.rotate()

    def rotate_counter_clockwise(self):
        self.rotate()


class ZPiece(Piece):
    def __init__(self):
        self.elements = (blue_square, blue_square, None), (None, blue_square, blue_square), (None, None, None)
        self.vertical = False

    def rotate(self):
        if self.vertical:
            self.elements = (blue_square, blue_square, None), (None, blue_square, blue_square), (None, None, None)
        else:
            self.elements = (None, None, blue_square), (None, blue_square, blue_square), (None, blue_square, None)

        self.vertical = not self.vertical


class SPiece(Piece):
    def __init__(self):
        self.elements = (None, None, None), (None, green_square, green_square), (green_square, green_square, None)
        self.vertical = False

    def rotate(self):
        if self.vertical:
            self.elements = (None, green_square, green_square), (green_square, green_square, None), (None, None, None)
        else:
            self.elements = (None, green_square, None), (None, green_square, green_square), (None, None, green_square)

        self.vertical = not self.vertical


class SquarePiece(Piece):
    def __init__(self):
        self.elements = ((white_square, white_square), (white_square, white_square))


class IPiece(Piece):
    def __init__(self):
        self.elements = (None, None, None, None), (None, None, None, None), (red_square, red_square, red_square, red_square), (None, None, None, None)
        self.vertical = False

    def rotate(self):
        if self.vertical:
            self.elements = (None, None, None, None), (None, None, None, None), (red_square, red_square, red_square, red_square), (None, None, None, None)
        else:
            self.elements = (None, None, red_square, None), (None, None, red_square, None), (None, None, red_square, None), (None, None, red_square, None)

        self.vertical = not self.vertical


class TPiece(Piece):
    def __init__(self):
        self.elements = [[yellow_square, yellow_square, yellow_square], [None, yellow_square, None], [None, None, None]]

    def rotate_clockwise(self):
        # Set the corners
        self.elements[0][0], self.elements[0][2], self.elements[2][2], self.elements[2][0] = self.elements[2][0], self.elements[0][0], self.elements[0][2], self.elements[2][2]
        # Set the middle squares
        self.elements[0][1], self.elements[1][2], self.elements[2][1], self.elements[1][0] = self.elements[1][0], self.elements[0][1], self.elements[1][2], self.elements[2][1]

    def rotate_counter_clockwise(self):
        # Set the corners
        self.elements[2][0], self.elements[0][0], self.elements[0][2], self.elements[2][2] = self.elements[0][0], self.elements[0][2], self.elements[2][2], self.elements[2][0]
        # Set the middle squares
        self.elements[1][0], self.elements[0][1], self.elements[1][2], self.elements[2][1] = self.elements[0][1], self.elements[1][2], self.elements[2][1], self.elements[1][0]


def refresh_screen():
    screen.fill(black)

    for row_idx, row in enumerate(grid):
        for col_idx, element in enumerate(row):
            if element is not None:
                screen.blit(element, (col_idx * 50 + 1, row_idx * 50 + 1))

    # Display the current piece
    for row_idx, row in enumerate(current_piece.elements):
        for col_idx, element in enumerate(row):
            if element is not None:
                screen.blit(element, ((col_idx + current_piece_position[1]) * 50 + 1, (row_idx + current_piece_position[0]) * 50 + 1))


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

                if row_id + y < 0:
                    continue

                if col_id + x < 0:
                    return True

                if grid[row_id + y][col_id + x] is not None:
                    return True

    except IndexError:
        return True

    return False

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()

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()

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()

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 rotate_piece_counter_clockwise():
    current_piece.rotate_counter_clockwise()

    if has_collision(current_piece_position[0], current_piece_position[1]):
        current_piece.rotate_clockwise()
        raise WouldCollide()

def rotate_piece_clockwise():
    current_piece.rotate_clockwise()

    if has_collision(current_piece_position[0], current_piece_position[1]):
        current_piece.rotate_counter_clockwise()
        raise WouldCollide()


def generate_piece():
    piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece))()

    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(grid[0]) // 2) - (len(piece.elements[0]) // 2)

    return (piece, [initial_y_position, initial_x_position])


def stick_piece():
    global current_piece, current_piece_position

    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

    current_piece, current_piece_position = generate_piece()

pygame.init()

black = (0, 0, 0)
white = (0xff, 0xff, 0xff)
blue = (0x10, 0x20, 0xbb)
green = (0x20, 0xbb, 0x10)
red = (0xbb, 0x10, 0x20)
yellow = (0xab, 0xd0, 0x20)

white_square = pygame.Surface((48, 48))
white_square.fill(white)

blue_square = pygame.Surface((48, 48))
blue_square.fill(blue)

green_square = pygame.Surface((48, 48))
green_square.fill(green)

red_square = pygame.Surface((48, 48))
red_square.fill(red)

yellow_square = pygame.Surface((48, 48))
yellow_square.fill(yellow)

screen = pygame.display.set_mode((500, 1000))

grid = [[None for _ in range(10)] for _ in range(20)]

current_piece, current_piece_position = generate_piece()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            if event.key in (pygame.K_ESCAPE, pygame.K_q):
                sys.exit()
            with contextlib.suppress(WouldCollide):
                if event.key in (pygame.K_UP, pygame.K_k):
                    move_piece_up()
                if event.key in (pygame.K_RIGHT, pygame.K_l):
                    move_piece_right()
                if event.key in (pygame.K_LEFT, pygame.K_h):
                    move_piece_left()
                if event.key == pygame.K_s:
                    rotate_piece_clockwise()
                if event.key == pygame.K_d:
                    rotate_piece_counter_clockwise()
            try:
                if event.key in (pygame.K_DOWN, pygame.K_j):
                    move_piece_down()
            except WouldCollide:
                stick_piece()

    refresh_screen()
    pygame.display.flip()
    time.sleep(.1)