summaryrefslogtreecommitdiff
path: root/cameltris/player.py
blob: cc7c11a31896c2a23e14335cfcae5fb9635144ef (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
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
""" This module defines the Player class and some useful exceptions """

import contextlib
import random
from typing import Optional

import pygame

from .color import Color
from .controller import Input, Controller
from .misc import Pause
from .piece import *
from .playfield import PlayField


class WouldCollide(Exception):
    """ Exception that is raised when a piece collides with something else on
    the play-field"""


class PlayerQuit(Exception):
    """ Exception that is raised when a player decides to quit the game """


class Player:
    """ Class representing a player """
    def __init__(self, controller: Controller, starting_level: int):
        """ Initialize the player """
        self.controller = controller
        self.playfield = PlayField()

        self.current_piece: Piece = self.generate_piece()
        self.next_piece = 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) -> Piece:
        """ Generate a new piece and return it """
        # 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

        piece.coord = Coordinates(
            y = -row_id,
            x = (len(self.playfield.grid[0]) // 2) - (len(piece.elements[0]) // 2)
        )

        return piece

    def lock_piece(self) -> None:
        """ Lock a piece in its current position and trigger lines burning.
        Can raise a WouldCollide exception """

        assert self.current_piece.coord is not None

        if self.has_collision(self.current_piece.coord):
            raise WouldCollide()

        for piece_row_id, piece_row in enumerate(self.current_piece.elements):
            for piece_col_id, element in enumerate(piece_row):
                if element is None:
                    continue
                row_idx = piece_row_id + self.current_piece.coord.y
                col_idx = piece_col_id + self.current_piece.coord.x
                self.playfield.grid[row_idx][col_idx] = element

        count = self.playfield.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.next_piece = self.next_piece, self.generate_piece()
        self.refresh_piece_preview_canvas()

    def has_collision(self, coord: Coordinates) -> bool:
        """ Check if the current piece would collide with something else in the
        playfield if it were placed at the coordinates specified """

        assert self.current_piece.coord is not None

        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 + coord.y < 0:
                        continue

                    if col_id + coord.x < 0:
                        return True

                    if self.playfield.grid[row_id + coord.y][col_id + coord.x] is not None:
                        return True

        except IndexError:
            return True

        return False

    def move_piece_down(self) -> None:
        """ Try to move the current piece down. Can raise a WouldCollide exception """

        assert self.current_piece.coord is not None

        if not self.has_collision(self.current_piece.coord + Coordinates(x=0, y=1)):
            self.current_piece.coord.y += 1
        else:
            raise WouldCollide()

    def move_piece_up(self) -> None:
        """ Try to move the current piece up. Can raise a WouldCollide exception """

        assert self.current_piece.coord is not None

        if not self.has_collision(self.current_piece.coord + Coordinates(x=0, y=-1)):
            self.current_piece.coord.y -= 1
        else:
            raise WouldCollide()

    def move_piece_left(self) -> None:
        """ Try to move the current piece left. Can raise a WouldCollide exception """

        assert self.current_piece.coord is not None

        if not self.has_collision(self.current_piece.coord + Coordinates(x=-1, y=0)):
            self.current_piece.coord.x -= 1
        else:
            raise WouldCollide()

    def move_piece_right(self) -> None:
        """ Try to move the current piece right. Can raise a WouldCollide exception """

        assert self.current_piece.coord is not None

        if not self.has_collision(self.current_piece.coord + Coordinates(x=1, y=0)):
            self.current_piece.coord.x += 1
        else:
            raise WouldCollide()

    def rotate_piece_counter_clockwise(self) -> None:
        """ Rotate the current piece counter-clockwise. Can raise a WouldCollide exception """

        assert self.current_piece.coord is not None

        self.current_piece.rotate_counter_clockwise()

        if self.has_collision(self.current_piece.coord):
            self.current_piece.rotate_clockwise()
            raise WouldCollide()

    def rotate_piece_clockwise(self) -> None:
        """ Rotate the current piece clockwise. Can raise a WouldCollide exception """

        assert self.current_piece.coord is not None

        self.current_piece.rotate_clockwise()

        if self.has_collision(self.current_piece.coord):
            self.current_piece.rotate_counter_clockwise()
            raise WouldCollide()

    def handle_input_pressed(self, event: pygame.event.Event) -> None:
        """ Perform relevant actions based on input pressed """
        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:
        """ Perform relevant action based on input released. """
        if self.controller.get_input_up(event) == Input.MOVE_DOWN:
            self.pressing_down_countdown = None

    def refresh_piece_preview_canvas(self) -> None:
        """ Refresh the display of the next piece """
        self.piece_preview_canvas.fill(Color.BLACK.value)

        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:
                    coordinates = Coordinates(
                        x = (col_idx + x_offset) * 50 + 1,
                        y = (row_idx + y_offset) * 50 + 1
                    )
                    self.piece_preview_canvas.blit(element, (coordinates.x, coordinates.y))

    def refresh_grid_canvas(self) -> None:
        """ Refresh the display of the playfield """

        assert self.current_piece.coord is not None

        self.grid_canvas.fill(Color.BLACK.value)

        for row_idx, row in enumerate(self.playfield.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:
                    coordinates = Coordinates(
                        x = (col_idx + self.current_piece.coord.x) * 50 + 1,
                        y = (row_idx + self.current_piece.coord.y) * 50 + 1
                    )
                    self.grid_canvas.blit(element, (coordinates.x, coordinates.y))