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import contextlib
from functools import partial
import sys
from typing import Callable, NoReturn
import pygame
from ..color import Color
from ..controller import Input, KeyboardController, JoystickController
from .base_screen import Screen
from ..player import Player, WouldCollide
from ..misc import Pause
def handle_input_pressed(instance, players: list[Player], event: pygame.event.Event) -> None:
for player in players:
if isinstance(player.controller, instance):
player.handle_input_pressed(event)
def handle_input_released(instance, players: list[Player], event: pygame.event.Event) -> None:
for player in players:
if isinstance(player.controller, instance):
player.handle_input_released(event)
# Number of frames
frames_per_gridcell = [48, 43, 38, 33, 28, 23, 18, 13, 8, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1]
right_pane_canvas = pygame.Surface((300, 1000))
right_pane_canvas.fill((255, 255, 255))
class InGame(Screen):
def __init__(self, players: list[Player], screen: pygame.surface.Surface):
self.players: list[Player] = players
self.screen: pygame.surface.Surface = screen
self.event_handler: dict[int, Callable[[pygame.event.Event], None]] = {}
def exit(_) -> NoReturn:
sys.exit()
self.event_handler[pygame.QUIT] = exit
self.event_handler[pygame.KEYDOWN] = partial(handle_input_pressed, KeyboardController, self.players)
self.event_handler[pygame.KEYUP] = partial(handle_input_released, KeyboardController, self.players)
self.event_handler[pygame.JOYBUTTONDOWN] = partial(handle_input_pressed, JoystickController, self.players)
self.event_handler[pygame.JOYBUTTONUP] = partial(handle_input_released, JoystickController, self.players)
def refresh_right_pane_canvas(self) -> None:
for player in self.players:
player.level_canvas.fill(Color.BLACK.value)
player.score_canvas.fill(Color.BLACK.value)
if pygame.font:
score_font = pygame.font.Font(None, 56)
player.score_canvas.blit(score_font.render(f"{player.score:08d}", True, Color.WHITE.value), (0, 0))
player.level_canvas.blit(score_font.render(f"{player.level:08d}", True, Color.WHITE.value), (0, 0))
right_pane_canvas.blit(player.score_canvas, (2, 10))
right_pane_canvas.blit(player.level_canvas, (2, 70))
right_pane_canvas.blit(player.piece_preview_canvas, (50, 200))
def refresh(self) -> None:
for player in self.players:
player.refresh_grid_canvas()
self.screen.blit(player.grid_canvas, (0, 0))
self.refresh_right_pane_canvas()
self.screen.blit(right_pane_canvas, (501, 0))
def oneframe(self) -> None:
for player in self.players:
player.piece_drop_frames += 1
try:
for event in pygame.event.get():
with contextlib.suppress(KeyError):
self.event_handler[event.type](event)
except Pause:
pygame.event.clear()
raise
for player in self.players:
player.das += 1
if player.das == 16:
with contextlib.suppress(WouldCollide):
if player.controller.is_pressed(Input.MOVE_RIGHT):
player.move_piece_right()
if player.controller.is_pressed(Input.MOVE_LEFT):
player.move_piece_left()
player.das = 10
if player.pressing_down_countdown == 0:
try:
player.move_piece_down()
except WouldCollide:
player.lock_piece()
player.pressing_down_countdown = 2
elif player.pressing_down_countdown is not None:
player.pressing_down_countdown -= 1
if player.piece_drop_frames >= frames_per_gridcell[player.level - 1]:
player.piece_drop_frames = 0
try:
player.move_piece_down()
except WouldCollide:
player.lock_piece()
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