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path: root/cameltris/screens/in_game.py
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import contextlib
from functools import partial
import random
import sys
from typing import Callable, NoReturn, Optional

import pygame

from ..color import Color
from .screen import Screen
from ..piece import *
from ..playfield import PlayField
from ..controller import Input, Controller, KeyboardController, JoystickController
from ..misc import Pause


class WouldCollide(Exception):
    pass


class PlayerQuit(Exception):
    pass

right_pane_canvas = pygame.Surface((300, 1000))
right_pane_canvas.fill((255, 255, 255))

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))


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]


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()