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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):
pass
class PlayerQuit(Exception):
pass
class Player:
def __init__(self, controller: Controller, starting_level: int):
self.controller = controller
self.playfield = PlayField()
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.playfield.grid[0]) // 2) - (len(piece.elements[0]) // 2)
return (piece, [initial_y_position, initial_x_position])
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.playfield.grid[row_id + self.current_piece_position[0]][col_id + self.current_piece_position[1]] = 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.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.playfield.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(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:
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(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:
self.grid_canvas.blit(element, ((col_idx + self.current_piece_position[1]) * 50 + 1, (row_idx + self.current_piece_position[0]) * 50 + 1))
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