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#!/usr/bin/env python3
import sys
import time
import pygame
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
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))
pygame.init()
black = (0, 0, 0)
white = (0xff, 0xff, 0xff)
blue = (0x10, 0x20, 0xbb)
green = (0x20, 0xbb, 0x10)
red = (0xbb, 0x10, 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)
screen = pygame.display.set_mode((500, 1000))
grid = [[None for _ in range(10)] for _ in range(20)]
# Let's start with a I piece
current_piece = ZPiece()
for row_id, row in enumerate(current_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(current_piece.elements[0]) / 2)
current_piece_position = [initial_y_position, initial_x_position]
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()
if event.key in (pygame.K_DOWN, pygame.K_j):
current_piece_position[0] += 1
if event.key in (pygame.K_UP, pygame.K_k):
current_piece_position[0] -= 1
if event.key in (pygame.K_RIGHT, pygame.K_l):
current_piece_position[1] += 1
if event.key in (pygame.K_LEFT, pygame.K_h):
current_piece_position[1] -= 1
if event.key == pygame.K_s:
current_piece.rotate_clockwise()
if event.key == pygame.K_d:
current_piece.rotate_counter_clockwise()
refresh_screen()
pygame.display.flip()
time.sleep(.1)
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