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""" 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 .coordinates import Coordinates
from .misc import Pause
from .piece import Piece, TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece
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))
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