feat: add collision logic between entities
This commit is contained in:
18
Tetris.py
18
Tetris.py
@@ -28,7 +28,7 @@ class Tetris:
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self.tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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self.screen = pygame.display.set_mode((win_width, win_height))
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self.clock = pygame.time.Clock()
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self.well = Well((280, 80)) # TODO calculate position later
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self.well = Well((280, 80), ConfigurationManager.configuration["color"]["border"]) # TODO calculate position later and redo color config for well
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loaded_icon = pygame.image.load(win_icon)
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pygame.display.set_caption(win_title)
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@@ -49,18 +49,26 @@ class Tetris:
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if self.current_piece:
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if event.key == pygame.K_SPACE:
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self.current_piece.rotate()
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if self.well and self.current_piece.collide(self.well):
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self.current_piece.revert()
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if event.key == pygame.K_LEFT:
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self.current_piece.move((-self.tile_size, 0))
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if self.well and self.current_piece.collide(self.well):
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self.current_piece.revert()
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if event.key == pygame.K_RIGHT:
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self.current_piece.move((self.tile_size, 0))
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if self.well and self.current_piece.collide(self.well):
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self.current_piece.revert()
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if event.key == pygame.K_UP:
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self.current_piece.move((0, -self.tile_size))
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if self.well and self.current_piece.collide(self.well):
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self.current_piece.revert()
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if event.key == pygame.K_DOWN:
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self.current_piece.move((0, self.tile_size))
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if self.well and self.current_piece.collide(self.well):
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self.current_piece.revert()
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if event.key == pygame.K_z:
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self.__generate_piece((300, 100))
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if event.key == pygame.K_x:
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self.current_piece.revert()
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def draw(self) -> None:
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# TODO write not initialized exception
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@@ -71,9 +79,9 @@ class Tetris:
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# draw all game objects
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if self.well:
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self.well.draw(self.screen)
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self.well.draw(self.screen, self.tile_size) # TODO Should it be doing taking in tile_size?
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if self.current_piece:
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self.current_piece.draw(self.screen)
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self.current_piece.draw(self.screen, self.tile_size)
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# update display
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pygame.display.update()
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@@ -1,14 +1,25 @@
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from typing import Tuple
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import pygame
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class Entity:
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def __init__(self):
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pass
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def __init__(self, points: Tuple, color: str, border_color: str = None):
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self.points = points
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self.color = color
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self.border_color = border_color
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def update(self) -> None:
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pass
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def draw(self, surface: pygame.Surface) -> None:
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pass
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def draw(self, surface: pygame.Surface, tile_size) -> None:
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for square in self.points:
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pygame.draw.polygon(surface, pygame.Color(self.color), square, 0)
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if self.border_color:
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pygame.draw.polygon(surface, pygame.Color(self.border_color), square, max(tile_size // 6, 1))
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def collide(self, entity) -> bool:
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pass
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for square_one in self.points:
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for square_two in entity.points:
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for i in range(4): # 4 vertices
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if square_one[i][0] == square_two[i][0] and square_one[i][1] == square_two[i][1]:
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return True
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return False
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@@ -11,27 +11,13 @@ from util.ConfigurationManager import ConfigurationManager
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'''
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class Piece(Entity):
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def __init__(self, shape: Tuple, position: Tuple, color: str):
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super().__init__()
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self.color = color
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self.points = self.__get_points(shape, position)
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def __init__(self, shape: Tuple, position: Tuple, color: str, border_color: str):
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super().__init__(self.__get_points(shape, position), color, border_color)
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self.center = self.__get_center(shape, position)
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self.previous_points = None
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self.previous_center = None
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def draw(self, surface: pygame.Surface) -> None:
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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hex_color = ConfigurationManager.configuration["color"]["border"] # TODO should abstract out color call?
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base_color = pygame.Color(self.color)
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border_color = pygame.Color(hex_color)
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for sub_points in self.points:
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pygame.draw.polygon(surface, base_color, sub_points, 0)
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pygame.draw.polygon(surface, border_color, sub_points, max(tile_size // 6, 1))
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def move(self, vector: Tuple) -> None:
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self.previous_points = copy.deepcopy(self.points)
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self.previous_center = copy.deepcopy(self.center)
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@@ -52,13 +38,16 @@ class Piece(Entity):
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self.previous_points = copy.deepcopy(self.points)
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self.previous_center = copy.deepcopy(self.center)
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for sub_points in self.points:
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for point in sub_points:
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h = point[0] - self.center[0]
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k = point[1] - self.center[1]
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new_points = []
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for square in self.points:
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for vertex in square:
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h = vertex[0] - self.center[0]
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k = vertex[1] - self.center[1]
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point[0] = (k * -1) + self.center[0]
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point[1] = h + self.center[1]
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vertex[0] = (k * -1) + self.center[0]
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vertex[1] = h + self.center[1]
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new_points.append([square[-1]] + square[0:-1])
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self.points = new_points
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def revert(self) -> None:
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if self.previous_points and self.previous_center:
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@@ -9,15 +9,8 @@ class Well(Entity):
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WIDTH = 10 # standard tetris well width, should not be changed
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HEIGHT = 20 # standard tetris well height, should not be changed
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def __init__(self, position: Tuple):
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self.points = self.__get_points(position)
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def draw(self, surface: pygame.Surface) -> None:
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well_color_hex = ConfigurationManager.configuration["color"]["border"] # TODO Should abstract out color call?
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well_color = pygame.Color(well_color_hex)
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for sub_points in self.points:
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pygame.draw.polygon(surface, well_color, sub_points, 0)
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def __init__(self, position: Tuple, color):
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super().__init__(self.__get_points(position), color)
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def __get_points(self, position: Tuple) -> List:
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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@@ -16,7 +16,9 @@ class PieceGenerator:
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if len(cls.__bucket) == 0:
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cls.__generate_bucket()
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return Piece(cls.__get_piece_shape(cls.__bucket.pop()), position, cls.__get_piece_color())
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border_color = ConfigurationManager.configuration["color"]["border"] # TODO abstract color call to config out?
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return Piece(cls.__get_piece_shape(cls.__bucket.pop()), position, cls.__get_piece_color(), border_color)
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@classmethod
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def __generate_bucket(cls) -> None:
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