refactor: improve keyboard input logic
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@@ -4,6 +4,7 @@ import pygame
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from typing import List, Tuple
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from pygame import mixer
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from tetris.util import ConfigurationManager
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from tetris.util import Controller
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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@@ -107,6 +108,7 @@ class Piece(Entity):
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def update(self, elapsed_time: int, game: "Game") -> 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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@@ -120,6 +122,30 @@ class Piece(Entity):
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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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# 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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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.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.revert()
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# handle soft drop movement
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gravity_time = ConfigurationManager.get("engine", "piece-gravity-time")
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set_time = ConfigurationManager.get("engine", "piece-set-time")
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if Controller.key_pressed(pygame.K_DOWN):
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self.gravity_time = gravity_time // 8
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self.set_time = set_time // 8
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if not Controller.key_pressed(pygame.K_DOWN):
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self.gravity_time = gravity_time
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self.set_time = set_time
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def draw(self, surface: pygame.Surface, well: Well, stack: "Stack") -> None:
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tile_size = ConfigurationManager.get("engine", "tile-size")
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