feat: add single player scene
This commit is contained in:
257
tetri5/entity.py
257
tetri5/entity.py
@@ -1,47 +1,43 @@
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import copy
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import random
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import pygame
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from typing import List, Tuple
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from pygame import mixer
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from typing import List, Tuple
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from types import FunctionType
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from tetri5.util import ConfigurationManager
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from tetri5.util import Controller
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from tetri5.game import Game
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"""
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TODO description
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"""
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class Entity:
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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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self.elapsed_time = 0
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self._tile_size = ConfigurationManager.get("engine", "tile-size")
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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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self._elapsed_time = 0
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def update(self, elapsed_time: int) -> None:
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self.elapsed_time += elapsed_time
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self._elapsed_time += elapsed_time
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def draw(self, surface: pygame.Surface) -> None:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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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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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(self._tile_size // 6, 1))
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def collide(self, entity: "Entity") -> bool: # TODO figure out how to do type hint for entity param of type Entity
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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 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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def _collide(self, points: List) -> bool:
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for square_one in self.points:
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for square_one in self._points:
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for square_two in 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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@@ -57,17 +53,17 @@ class Well(Entity):
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HEIGHT = 20 # standard tetris well height, should not be changed
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def __init__(self, position: Tuple, color: str, border_color: str):
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super().__init__(self._get_points(position), color, border_color)
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super().__init__(Well._get_points(position), color, border_color)
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def _get_points(self, position: Tuple) -> List:
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@classmethod
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def _get_points(cls, position: Tuple) -> List:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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shape = []
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for i in range(self.WIDTH + 2):
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for j in range(self.HEIGHT + 2):
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if i in [0, self.WIDTH + 1]:
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for i in range(cls.WIDTH + 2):
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for j in range(cls.HEIGHT + 2):
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if i in [0, cls.WIDTH + 1]:
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shape.append(((i, j), (i + 1, j), (i + 1, j + 1), (i, j + 1)))
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elif j in [0, self.HEIGHT + 1]:
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elif j in [0, cls.HEIGHT + 1]:
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shape.append(((i, j), (i + 1, j), (i + 1, j + 1), (i, j + 1)))
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points = []
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@@ -77,7 +73,6 @@ class Well(Entity):
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point = [vertex[0] * tile_size + position[0], vertex[1] * tile_size + position[1]]
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sub_points.append(point)
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points.append(sub_points)
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return points
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'''
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@@ -87,52 +82,49 @@ class Well(Entity):
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class Piece(Entity):
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def __init__(self, shape: Tuple, position: Tuple, color: str, inner_border_color: str, border_color: str):
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super().__init__(self._get_points(shape, position), color, border_color)
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self.inner_border_color = inner_border_color
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self.center = self._get_center(shape, position)
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self.piece_set_sound = mixer.Channel(2)
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self.previous_points = None
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self.previous_center = None
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super().__init__(Piece._get_points(shape, position), color, border_color)
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self._inner_border_color = inner_border_color
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self._center = self._get_center(shape, position)
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self._piece_set_sound = mixer.Channel(2)
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self._previous_points = None
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self._previous_center = None
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# Gravity
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self.gravity_time = ConfigurationManager.get("engine", "piece-gravity-time")
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self.current_gravity_time = 0
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self.applying_gravity = True
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self._gravity_time = ConfigurationManager.get("engine", "piece-gravity-time")
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self._current_gravity_time = 0
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self._applying_gravity = True
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# Set
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self.set_time = ConfigurationManager.get("engine", "piece-set-time")
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self.current_set_time = 0
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self.applying_set = False
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self._set_time = ConfigurationManager.get("engine", "piece-set-time")
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self._current_set_time = 0
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self._applying_set = False
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def update(self, elapsed_time: int, game: "Game") -> None:
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def update(self, elapsed_time: int, well: Well, stack: "Stack", level: int, clear_current_piece: FunctionType) -> None:
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super().update(elapsed_time)
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tile_size = ConfigurationManager.get("engine", "tile-size")
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if self.applying_gravity:
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self.applying_gravity = self._apply_gravity(elapsed_time, game.well, game.stack)
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self.applying_set = not self.applying_gravity
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if self._applying_gravity:
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self._applying_gravity = self._apply_gravity(elapsed_time, well, stack)
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self._applying_set = not self._applying_gravity
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"""
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For more information on the piece set logic go here:
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https://strategywiki.org/wiki/Tetris/Features#Lock_delay
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"""
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if self.applying_set:
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self.applying_set = self._apply_set(elapsed_time, game)
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self.applying_gravity = not self.applying_set
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if self._applying_set:
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self._applying_set = self._apply_set(elapsed_time, well, stack, clear_current_piece)
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self._applying_gravity = not self._applying_set
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# handle rotation, left and right movement
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if Controller.key_down(pygame.K_SPACE):
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self.rotate()
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if game.well and self.collide(game.well) or game.stack and self.collide(game.stack):
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if well and self.collide(well) or stack and self.collide(stack):
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self.revert()
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if Controller.key_down(pygame.K_LEFT):
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self.move((-tile_size, 0))
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if game.well and self.collide(game.well) or game.stack and self.collide(game.stack):
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self.move((-self._tile_size, 0))
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if well and self.collide(well) or stack and self.collide(stack):
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self.revert()
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if Controller.key_down(pygame.K_RIGHT):
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self.move((tile_size, 0))
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if game.well and self.collide(game.well) or game.stack and self.collide(game.stack):
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self.move((self._tile_size, 0))
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if well and self.collide(well) or stack and self.collide(stack):
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self.revert()
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# handle soft drop movement and gravity based on level
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@@ -141,41 +133,37 @@ class Piece(Entity):
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gravity_increase = ConfigurationManager.get("engine", "piece-gravity-increase")
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if Controller.key_pressed(pygame.K_DOWN):
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self.gravity_time = max(10, (gravity_time - (game.get_level() * gravity_increase)) // 10)
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self.set_time = max(10, set_time // 10)
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self._gravity_time = max(10, (gravity_time - (level * gravity_increase)) // 10)
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self._set_time = max(10, set_time // 10)
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if not Controller.key_pressed(pygame.K_DOWN):
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self.gravity_time = gravity_time - (game.get_level() * gravity_increase)
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self.set_time = set_time
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self._gravity_time = gravity_time - (level * gravity_increase)
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self._set_time = set_time
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def draw(self, surface: pygame.Surface, well: Well = None, stack: "Stack" = None) -> None:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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# ghost piece
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if well and stack:
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for square in self._get_ghost_piece_points(well, stack):
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pygame.draw.polygon(surface, pygame.Color("#FFFFFF"), square, max(tile_size // 6, 1)) # TODO add white to the yaml
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pygame.draw.polygon(surface, pygame.Color("#FFFFFF"), square, max(self._tile_size // 6, 1)) # TODO add white to the yaml
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super().draw(surface)
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# inner border piece
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for square in self.points:
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if self.inner_border_color:
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vertex_one = (square[0][0] + (tile_size // 10), square[0][1] + (tile_size // 10))
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vertex_two = (square[1][0] - (tile_size // 10), square[1][1] + (tile_size // 10))
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vertex_three = (square[2][0] - (tile_size // 10), square[2][1] - (tile_size // 10))
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vertex_four = (square[3][0] + (tile_size // 10), square[3][1] - (tile_size // 10))
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for square in self._points:
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if self._inner_border_color:
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vertex_one = (square[0][0] + (self._tile_size // 10), square[0][1] + (self._tile_size // 10))
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vertex_two = (square[1][0] - (self._tile_size // 10), square[1][1] + (self._tile_size // 10))
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vertex_three = (square[2][0] - (self._tile_size // 10), square[2][1] - (self._tile_size // 10))
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vertex_four = (square[3][0] + (self._tile_size // 10), square[3][1] - (self._tile_size // 10))
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new_square = (vertex_one, vertex_two, vertex_three, vertex_four)
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pygame.draw.polygon(surface, pygame.Color(self.inner_border_color), new_square, max(tile_size // 6, 1))
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pygame.draw.polygon(surface, pygame.Color(self._inner_border_color), new_square, max(self._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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self._previous_points = copy.deepcopy(self._points)
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self._previous_center = copy.deepcopy(self._center)
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self.center[0] += vector[0]
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self.center[1] += vector[1]
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self._center[0] += vector[0]
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self._center[1] += vector[1]
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for square in self.points:
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for square in self._points:
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for vertex in square:
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vertex[0] += vector[0]
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vertex[1] += vector[1]
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@@ -185,28 +173,28 @@ class Piece(Entity):
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https://gamedev.stackexchange.com/questions/17974/how-to-rotate-blocks-in-tetris
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'''
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def rotate(self) -> 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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self._previous_points = copy.deepcopy(self._points)
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self._previous_center = copy.deepcopy(self._center)
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new_points = []
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for square in self.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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h = vertex[0] - self._center[0]
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k = vertex[1] - 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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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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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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self.points = self.previous_points
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self.center = self.previous_center
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if self._previous_points and self._previous_center:
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self._points = self._previous_points
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self._center = self._previous_center
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@classmethod
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def _get_points(self, shape: Tuple, position: Tuple) -> List:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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tile_size = ConfigurationManager.get("engine", "tile-size")
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points = []
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for square in shape[:-1]:
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sub_points = []
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@@ -214,45 +202,36 @@ class Piece(Entity):
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point = [vertex[0] * tile_size + position[0], vertex[1] * tile_size + position[1]]
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sub_points.append(point)
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points.append(sub_points)
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return points
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def _get_center(self, shape: Tuple, position: Tuple) -> List:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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center = shape[-1]
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# cast to int and avoid exception from pygame (center can be a floating point)
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return [int(center[0] * tile_size + position[0]), int(center[1] * tile_size + position[1])]
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return [int(center[0] * self._tile_size + position[0]), int(center[1] * self._tile_size + position[1])]
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def _apply_gravity(self, elapsed_time: int, well: Well, stack: "Stack") -> bool:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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self.current_gravity_time += elapsed_time
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if self.current_gravity_time >= self.gravity_time:
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self.current_gravity_time = 0
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self._current_gravity_time += elapsed_time
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if self._current_gravity_time >= self._gravity_time:
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self._current_gravity_time = 0
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if not self._entity_is_below(well) and not self._entity_is_below(stack):
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self.move((0, tile_size))
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self.move((0, self._tile_size))
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else:
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return False
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return True
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def _apply_set(self, elapsed_time: int, game: "Game") -> bool:
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self.current_set_time += elapsed_time
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if self.current_set_time >= self.set_time:
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self.current_set_time = 0
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if self._entity_is_below(game.well) or self._entity_is_below(game.stack):
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def _apply_set(self, elapsed_time: int, well: Well, stack: "Stack", clear_current_piece: FunctionType) -> bool:
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self._current_set_time += elapsed_time
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if self._current_set_time >= self._set_time:
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self._current_set_time = 0
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if self._entity_is_below(well) or self._entity_is_below(stack):
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self._play_piece_set_sound()
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game.stack.add_piece(self) # TODO do on tetris object level?
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game.current_piece = None # TODO turn into a method
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stack.add_piece(self)
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clear_current_piece()
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else:
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return False
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return True
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def _mimic_move(self, vector: Tuple) -> List:
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mimic_points = copy.deepcopy(self.points)
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mimic_points = copy.deepcopy(self._points)
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for square in mimic_points:
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for vertex in square:
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@@ -263,24 +242,19 @@ class Piece(Entity):
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def _play_piece_set_sound(self) -> None:
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piece_set_sound_file = ConfigurationManager.get("sound", "piece-set")
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self.piece_set_sound.play(mixer.Sound(piece_set_sound_file))
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self._piece_set_sound.play(mixer.Sound(piece_set_sound_file))
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def _entity_is_below(self, entity: Entity) -> bool:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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mimic_points = self._mimic_move((0, tile_size))
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mimic_points = self._mimic_move((0, self._tile_size))
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return entity and entity._collide(mimic_points)
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def _get_ghost_piece_points(self, well: Well, stack: "Stack") -> List:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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prior_points = []
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current_points = copy.deepcopy(self.points)
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current_points = copy.deepcopy(self._points)
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while not well._collide(current_points) and not stack._collide(current_points):
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prior_points = copy.deepcopy(current_points)
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for square in current_points:
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for vertex in square:
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vertex[1] += 1 * tile_size
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vertex[1] += 1 * self._tile_size
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return prior_points
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# shape attributes
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@@ -299,26 +273,22 @@ class Stack(Entity):
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def __init__(self, color: str, border_color: str):
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super().__init__([], color, border_color)
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self.lines_completed_count = 0
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self.total_lines = 0
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self.lines_completed_last = 0
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self.line_completed_sound = mixer.Channel(1)
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def update(self, elapsed_time: int, game: "Game") -> None:
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def update(self, elapsed_time: int) -> None: # TODO remove scene argument
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super().update(elapsed_time)
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lines_completed = self._complete_rows()
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current_level = game.get_level()
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points_per_lines_completed = ConfigurationManager.get("engine", "points-per-lines-completed")
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game.score += points_per_lines_completed[lines_completed] * (current_level + 1)
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self.lines_completed_count += lines_completed
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self.lines_completed_last = self._complete_rows()
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self.total_lines += self.lines_completed_last
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def add_piece(self, piece: Piece) -> None:
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self.points += piece.points
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self._points += piece._points
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# TODO refactor into multiple functions
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def _complete_rows(self) -> int:
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squares_by_row = {}
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for square in self.points:
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for square in self._points:
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top_left_vertex = square[0]
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if top_left_vertex[1] not in squares_by_row:
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squares_by_row[top_left_vertex[1]] = []
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@@ -327,28 +297,27 @@ class Stack(Entity):
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squares_to_exclude = []
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rows_completed = []
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for key in squares_by_row:
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for key, value in squares_by_row.items():
|
||||
if len(squares_by_row[key]) == Well.WIDTH:
|
||||
squares_to_exclude += squares_by_row[key]
|
||||
squares_to_exclude += value
|
||||
rows_completed.append(key)
|
||||
|
||||
if len(squares_to_exclude) == 0:
|
||||
if not squares_to_exclude:
|
||||
return 0
|
||||
|
||||
self._play_line_completed_sound()
|
||||
|
||||
tile_size = ConfigurationManager.get("engine", "tile-size")
|
||||
new_points = []
|
||||
for square in self.points:
|
||||
for square in self._points:
|
||||
if square not in squares_to_exclude:
|
||||
for vertex in square:
|
||||
distance_to_move = 0
|
||||
for row_completed in rows_completed:
|
||||
if vertex[1] <= row_completed:
|
||||
distance_to_move += 1
|
||||
vertex[1] += tile_size * distance_to_move
|
||||
distance_to_move = sum(
|
||||
vertex[1] <= row_completed
|
||||
for row_completed in rows_completed
|
||||
)
|
||||
|
||||
vertex[1] += self._tile_size * distance_to_move
|
||||
new_points.append(square)
|
||||
self.points = new_points
|
||||
self._points = new_points
|
||||
|
||||
return len(rows_completed)
|
||||
|
||||
@@ -398,9 +367,7 @@ class PieceGenerator:
|
||||
|
||||
def _get_piece_color() -> Tuple:
|
||||
random_number = random.randint(1, 3)
|
||||
|
||||
base_color = ConfigurationManager.get("color", "piece-" + str(random_number))
|
||||
inner_border_color = None if random_number != 3 else ConfigurationManager.get("color", "piece-inner-border-1")
|
||||
outer_border_color = ConfigurationManager.get("color", "piece-outer-border-1")
|
||||
|
||||
return (base_color, inner_border_color, outer_border_color)
|
||||
Reference in New Issue
Block a user