refactor: improve piece class readability

This commit is contained in:
Giovani Rodriguez
2021-06-11 15:15:15 -04:00
parent 328f149bd8
commit 4ea80c921b
2 changed files with 74 additions and 35 deletions

View File

@@ -1,4 +1,4 @@
from typing import Tuple
from typing import List, Tuple
import pygame
from util.ConfigurationManager import ConfigurationManager
@@ -28,3 +28,11 @@ class Entity:
if square_one[i][0] == square_two[i][0] and square_one[i][1] == square_two[i][1]:
return True
return False
def collide_points(self, points: List) -> bool: # TODO change name later
for square_one in self.points:
for square_two in points:
for i in range(4): # 4 vertices
if square_one[i][0] == square_two[i][0] and square_one[i][1] == square_two[i][1]:
return True
return False

View File

@@ -17,39 +17,30 @@ class Piece(Entity):
self.inner_border_color = inner_border_color
self.center = self.__get_center(shape, position)
self.gravity_time = ConfigurationManager.configuration["engine"]["piece-gravity-time"]
self.current_gravity_time = 0
self.set_time = ConfigurationManager.configuration["engine"]["piece-set-time"]
self.current_set_time = 0
self.piece_set_sound = mixer.Channel(2)
self.previous_points = None
self.previous_center = None
# Gravity
self.gravity_time = ConfigurationManager.configuration["engine"]["piece-gravity-time"]
self.current_gravity_time = 0
self.applying_gravity = True
# Set
self.set_time = ConfigurationManager.configuration["engine"]["piece-set-time"]
self.current_set_time = 0
self.applying_set = False
def update(self, elapsed_time: int, tetris) -> None:
super().update(elapsed_time)
well = tetris.well
stack = tetris.stack
if self.applying_gravity:
self.applying_gravity = self.__apply_gravity(elapsed_time, tetris.well, tetris.stack)
self.applying_set = not self.applying_gravity
tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
if self.elapsed_time >= self.gravity_time and self.current_set_time == 0:
self.elapsed_time = 0
self.move((0, tile_size))
if well and self.collide(well) or stack and self.collide(stack):
self.revert()
self.current_set_time += elapsed_time
if self.current_set_time > 0:
self.current_set_time += elapsed_time
if self.current_set_time >= self.set_time:
self.__play_piece_set_sound()
self.current_set_time = 0
stack.add_piece(self)
tetris.current_piece = None
if self.applying_set:
self.applying_set = self.__apply_set(elapsed_time, tetris)
self.applying_gravity = not self.applying_set
def draw(self, surface: pygame.Surface) -> None:
super().draw(surface)
@@ -65,20 +56,16 @@ class Piece(Entity):
pygame.draw.polygon(surface, pygame.Color(self.inner_border_color), new_square, max(tile_size // 6, 1))
def move(self, vector: Tuple) -> None:
# reset elapsed time if user moves down to stall gravity
if vector[1] > 0:
self.elapsed_time = 0
self.previous_points = copy.deepcopy(self.points)
self.previous_center = copy.deepcopy(self.center)
self.center[0] += vector[0]
self.center[1] += vector[1]
for sub_points in self.points:
for point in sub_points:
point[0] += vector[0]
point[1] += vector[1]
for square in self.points:
for vertex in square:
vertex[0] += vector[0]
vertex[1] += vector[1]
'''
For more information on a rotation of a piece go here:
@@ -104,6 +91,16 @@ class Piece(Entity):
self.points = self.previous_points
self.center = self.previous_center
def __mimic_move(self, vector: Tuple): # TODO figure out how to annotate return type as Piece
mimic_points = copy.deepcopy(self.points)
for square in mimic_points:
for vertex in square:
vertex[0] += vector[0]
vertex[1] += vector[1]
return mimic_points
def __play_piece_set_sound(self) -> None:
piece_set_sound_file = ConfigurationManager.configuration["sound"]["piece-set"]
self.piece_set_sound.play(mixer.Sound(piece_set_sound_file))
@@ -125,9 +122,43 @@ class Piece(Entity):
tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
center = shape[-1]
# cast to int and avoid exception from pygame
# cast to int and avoid exception from pygame (center can be a floating point)
return [int(center[0] * tile_size + position[0]), int(center[1] * tile_size + position[1])]
def __apply_gravity(self, elapsed_time, well, stack) -> bool: # TODO define well and stack type
tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
self.current_gravity_time += elapsed_time
if self.current_gravity_time >= self.gravity_time:
self.current_gravity_time = 0
if not self.__entity_is_below(well) and not self.__entity_is_below(stack):
self.move((0, tile_size))
else:
return False
return True
def __apply_set(self, elapsed_time, tetris) -> bool: # TODO define tetris type
self.current_set_time += elapsed_time
if self.current_set_time >= self.set_time:
self.current_set_time = 0
if self.__entity_is_below(tetris.well) or self.__entity_is_below(tetris.stack):
self.__play_piece_set_sound()
tetris.stack.add_piece(self) # TODO do on tetris object level?
tetris.current_piece = None # TODO turn into a method
else:
return False
return True
def __entity_is_below(self, entity: Entity) -> bool: # TODO
tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
mimic_points = self.__mimic_move((0, tile_size))
return entity and entity.collide_points(mimic_points)
# shape attributes
I_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((2, 0), (3, 0), (3, 1), (2, 1)), ((3, 0), (4, 0), (4, 1), (3, 1)), (2, 0))
J_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((2, 0), (3, 0), (3, 1), (2, 1)), ((2, 1), (3, 1), (3, 2), (2, 2)), (1.5, 0.5))