refactor: improve piece class readability
This commit is contained in:
@@ -1,4 +1,4 @@
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from typing import Tuple
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from typing import List, Tuple
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import pygame
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import pygame
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from util.ConfigurationManager import ConfigurationManager
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from util.ConfigurationManager import ConfigurationManager
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@@ -28,3 +28,11 @@ class Entity:
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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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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 True
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return False
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return False
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def collide_points(self, points: List) -> bool: # TODO change name later
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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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return True
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return False
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@@ -17,39 +17,30 @@ class Piece(Entity):
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self.inner_border_color = inner_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.center = self.__get_center(shape, position)
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self.gravity_time = ConfigurationManager.configuration["engine"]["piece-gravity-time"]
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self.current_gravity_time = 0
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self.set_time = ConfigurationManager.configuration["engine"]["piece-set-time"]
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self.current_set_time = 0
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self.piece_set_sound = mixer.Channel(2)
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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_points = None
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self.previous_center = None
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self.previous_center = None
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# Gravity
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self.gravity_time = ConfigurationManager.configuration["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.configuration["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, tetris) -> None:
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def update(self, elapsed_time: int, tetris) -> None:
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super().update(elapsed_time)
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super().update(elapsed_time)
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well = tetris.well
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if self.applying_gravity:
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stack = tetris.stack
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self.applying_gravity = self.__apply_gravity(elapsed_time, tetris.well, tetris.stack)
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self.applying_set = not self.applying_gravity
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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if self.applying_set:
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if self.elapsed_time >= self.gravity_time and self.current_set_time == 0:
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self.applying_set = self.__apply_set(elapsed_time, tetris)
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self.elapsed_time = 0
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self.applying_gravity = not self.applying_set
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self.move((0, tile_size))
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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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self.current_set_time += elapsed_time
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if self.current_set_time > 0:
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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.__play_piece_set_sound()
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self.current_set_time = 0
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stack.add_piece(self)
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tetris.current_piece = None
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def draw(self, surface: pygame.Surface) -> None:
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def draw(self, surface: pygame.Surface) -> None:
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super().draw(surface)
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super().draw(surface)
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@@ -65,20 +56,16 @@ class Piece(Entity):
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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(tile_size // 6, 1))
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def move(self, vector: Tuple) -> None:
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def move(self, vector: Tuple) -> None:
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# reset elapsed time if user moves down to stall gravity
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if vector[1] > 0:
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self.elapsed_time = 0
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self.previous_points = copy.deepcopy(self.points)
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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_center = copy.deepcopy(self.center)
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self.center[0] += vector[0]
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self.center[0] += vector[0]
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self.center[1] += vector[1]
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self.center[1] += vector[1]
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for sub_points in self.points:
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for square in self.points:
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for point in sub_points:
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for vertex in square:
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point[0] += vector[0]
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vertex[0] += vector[0]
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point[1] += vector[1]
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vertex[1] += vector[1]
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'''
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'''
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For more information on a rotation of a piece go here:
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For more information on a rotation of a piece go here:
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@@ -104,6 +91,16 @@ class Piece(Entity):
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self.points = self.previous_points
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self.points = self.previous_points
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self.center = self.previous_center
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self.center = self.previous_center
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def __mimic_move(self, vector: Tuple): # TODO figure out how to annotate return type as Piece
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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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vertex[0] += vector[0]
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vertex[1] += vector[1]
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return mimic_points
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def __play_piece_set_sound(self) -> None:
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def __play_piece_set_sound(self) -> None:
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piece_set_sound_file = ConfigurationManager.configuration["sound"]["piece-set"]
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piece_set_sound_file = ConfigurationManager.configuration["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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@@ -125,9 +122,43 @@ class Piece(Entity):
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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center = shape[-1]
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center = shape[-1]
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# cast to int and avoid exception from pygame
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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] * tile_size + position[0]), int(center[1] * tile_size + position[1])]
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def __apply_gravity(self, elapsed_time, well, stack) -> bool: # TODO define well and stack type
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tile_size = ConfigurationManager.configuration["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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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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else:
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return False
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return True
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def __apply_set(self, elapsed_time, tetris) -> bool: # TODO define tetris type
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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(tetris.well) or self.__entity_is_below(tetris.stack):
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self.__play_piece_set_sound()
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tetris.stack.add_piece(self) # TODO do on tetris object level?
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tetris.current_piece = None # TODO turn into a method
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else:
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return False
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return True
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def __entity_is_below(self, entity: Entity) -> bool: # TODO
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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mimic_points = self.__mimic_move((0, tile_size))
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return entity and entity.collide_points(mimic_points)
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# shape attributes
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# shape attributes
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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))
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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))
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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))
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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))
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