feat: add player two functionality
This commit is contained in:
19
config.yaml
19
config.yaml
@@ -48,7 +48,8 @@ position:
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next-piece-player-1: [360, 160]
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next-label-player-2: [340, 420]
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next-piece-player-2: [360, 460]
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spawn-piece-player-1: [-260, -60]
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spawn-piece-player-1: [-200, -60]
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spawn-piece-player-2: [200, -360]
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engine:
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fps: 60
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@@ -71,13 +72,17 @@ color:
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# title screen
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cursor: "#FFFFFF"
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# in game
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piece-1: "#1F37EC"
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piece-2: "#5BDB57"
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piece-3: "#FFFFFF"
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piece-ghost: "#9BFCF0"
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piece-inner-border-1: "#1F37EC"
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piece-outer-border-1: "#000000"
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well-1: "#000000"
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well-border-1: "#9BFCF0"
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well-2: "#9BFCF0"
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well-border-2: "#000000"
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piece-1-player-1: "#1F37EC"
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piece-2-player-1: "#5BDB57"
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piece-3-player-1: "#FFFFFF"
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piece-inner-border-1-player-1: "#1F37EC"
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piece-1-player-2: "#F83801"
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piece-2-player-2: "#7F7F7F"
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piece-3-player-2: "#FFFFFF"
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piece-inner-border-1-player-2: "#F83801"
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piece-outer-border-1: "#000000"
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piece-ghost: "#9BFCF0"
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@@ -150,7 +150,7 @@ class Piece(Entity):
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def draw(self, surface: pygame.Surface, well: Well = None, stack: "Stack" = None) -> None:
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# ghost piecep
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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(self._ghost_piece_color), square, max(self._tile_size // 6, 1)) # TODO add white to the yaml
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@@ -165,6 +165,10 @@ class Piece(Entity):
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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(self._tile_size // 6, 1))
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surface.set_at((square[0][0]+3, square[0][1]+3), pygame.Color(255, 255, 255))
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surface.set_at((square[0][0]+4, square[0][1]+4), pygame.Color(255, 255, 255))
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surface.set_at((square[0][0]+4, square[0][1]+5), pygame.Color(255, 255, 255))
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surface.set_at((square[0][0]+5, square[0][1]+4), pygame.Color(255, 255, 255))
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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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@@ -306,6 +310,10 @@ class Stack(Entity):
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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(square_design.inner_color), new_square, max(self._tile_size // 6, 1))
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surface.set_at((square[0][0]+3, square[0][1]+3), pygame.Color(255, 255, 255))
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surface.set_at((square[0][0]+4, square[0][1]+4), pygame.Color(255, 255, 255))
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surface.set_at((square[0][0]+4, square[0][1]+5), pygame.Color(255, 255, 255))
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surface.set_at((square[0][0]+5, square[0][1]+4), pygame.Color(255, 255, 255))
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def add_piece(self, piece: Piece) -> None:
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self._points += piece._points
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@@ -372,12 +380,12 @@ class PieceGenerator:
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_bucket_two = []
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@classmethod
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def get_piece(cls, position: Tuple, player_two: bool = False) -> Piece:
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bucket = cls._bucket_one if not player_two else cls._bucket_two
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def get_piece(cls, position: Tuple, is_player_two: bool = False) -> Piece:
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bucket = cls._bucket_one if not is_player_two else cls._bucket_two
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if len(bucket) == 0:
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cls._generate_bucket(bucket)
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base_color, inner_border_color, outer_border_color = cls._get_piece_color()
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base_color, inner_border_color, outer_border_color = cls._get_piece_color(is_player_two)
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return Piece(cls._get_piece_shape(bucket.pop()), position, base_color, inner_border_color, outer_border_color)
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@classmethod
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@@ -405,11 +413,12 @@ class PieceGenerator:
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return None
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def _get_piece_color() -> Tuple:
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def _get_piece_color(is_player_two: bool) -> Tuple:
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random_number = random.randint(1, 3)
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player_mod = "player-1" if not is_player_two else "player-2"
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base_color = ConfigurationManager.get("color", "piece-" + str(random_number))
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inner_border_color = None if random_number != 3 else ConfigurationManager.get("color", "piece-inner-border-1")
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base_color = ConfigurationManager.get("color", "piece-" + str(random_number) + "-" + player_mod)
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inner_border_color = None if random_number != 3 else ConfigurationManager.get("color", "piece-inner-border-1" + "-" + player_mod)
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outer_border_color = ConfigurationManager.get("color", "piece-outer-border-1")
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return (base_color, inner_border_color, outer_border_color)
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@@ -72,7 +72,7 @@ class TitleScene(Scene):
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self._cursor_off = not self._cursor_off
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if Controller.key_pressed(pygame.K_RETURN):
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self._change_scence(SinglePlayerScene(self._change_scence) if not self._is_multiplayer else MultiPlayerScene(self._change_scence))
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self._change_scence(SinglePlayerScene(self._change_scence) if not self._is_multiplayer else MultiplayerScene(self._change_scence))
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"""
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TODO
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@@ -165,7 +165,7 @@ class SinglePlayerScene(Scene):
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"""
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TODO
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"""
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class MultiPlayerScene(Scene):
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class MultiplayerScene(Scene):
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def __init__(self, change_scene: FunctionType) -> None:
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self._tile_size = ConfigurationManager.get("engine", "tile-size")
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@@ -202,10 +202,11 @@ class MultiPlayerScene(Scene):
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self._next_piece_player_one_pos = ConfigurationManager.get("position", "next-piece-player-1")
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self._next_piece_player_two_pos = ConfigurationManager.get("position", "next-piece-player-2")
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self._spawn_piece_shift_player_one = ConfigurationManager.get("position", "spawn-piece-player-1")
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self._spawn_piece_shift_player_two = ConfigurationManager.get("position", "spawn-piece-player-2")
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# entities
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self._next_piece_player_one = PieceGenerator.get_piece(self._next_piece_player_one_pos)
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self._next_piece_player_two = PieceGenerator.get_piece(self._next_piece_player_two_pos)
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self._next_piece_player_two = PieceGenerator.get_piece(self._next_piece_player_two_pos, True)
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self._current_piece_player_one = None
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self._current_piece_player_two = None
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@@ -223,9 +224,9 @@ class MultiPlayerScene(Scene):
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# pieces
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if self._current_piece_player_one is not None:
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self._current_piece_player_one.draw(surface)
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self._current_piece_player_one.draw(surface, self._well_player_one, self._stack_player_one)
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if self._current_piece_player_two is not None:
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self._current_piece_player_two.draw(surface)
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self._current_piece_player_two.draw(surface, self._well_player_two, self._stack_player_two)
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if self._next_piece_player_one is not None:
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self._next_piece_player_one.draw(surface)
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if self._next_piece_player_two is not None:
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@@ -252,15 +253,22 @@ class MultiPlayerScene(Scene):
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TextGenerator.draw("P2 NXT", self._next_label_player_two_pos, surface)
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def update(self, elapsed_time: int) -> None:
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self._update_piece_player_one(elapsed_time)
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self._update_piece_player_two(elapsed_time)
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if self._stack_player_one:
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self._stack_player_one.update(elapsed_time)
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def _update_piece_player_one(self, elapsed_time: int) -> None:
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if self._current_piece_player_one is not None:
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self._current_piece_player_one.update(elapsed_time,\
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self._well_player_one,\
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self._stack_player_one,\
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self._get_level(),\
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self._clear_current_piece)
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self._get_level_player_one(),\
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self._clear_current_piece_player_one)
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else:
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self._current_piece_player_one = self._next_piece_player_one
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self._current_piece_player_one.move(self._spawn_piece_shift_player_one)
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self._current_piece_player_one = self._next_piece_player_one
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self._current_piece_player_one.move(self._spawn_piece_shift_player_one)
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self._next_piece_player_one = PieceGenerator.get_piece(self._next_piece_player_one_pos)
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# TODO create game over scene
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@@ -269,8 +277,32 @@ class MultiPlayerScene(Scene):
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MultiplayerService.quit()
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sys.exit()
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def _get_level(self) -> int:
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def _update_piece_player_two(self, elapsed_time: int) -> None:
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if self._current_piece_player_two is not None:
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self._current_piece_player_two.update(elapsed_time,\
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self._well_player_two,\
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self._stack_player_two,\
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self._get_level_player_two(),\
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self._clear_current_piece_player_two)
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else:
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self._current_piece_player_two = self._next_piece_player_two
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self._current_piece_player_two.move(self._spawn_piece_shift_player_two)
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self._next_piece_player_two = PieceGenerator.get_piece(self._next_piece_player_two_pos, True)
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# TODO create game over scene
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if self._stack_player_two and self._current_piece_player_two.collide(self._stack_player_two):
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pygame.quit()
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MultiplayerService.quit()
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sys.exit()
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def _get_level_player_one(self) -> int:
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return 0 if self._stack_player_one is None else self._stack_player_one.total_lines // self._lines_per_level
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def _clear_current_piece(self) -> None:
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def _get_level_player_two(self) -> int:
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return 0 if self._stack_player_two is None else self._stack_player_two.total_lines // self._lines_per_level
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def _clear_current_piece_player_one(self) -> None:
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self._current_piece_player_one = None
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def _clear_current_piece_player_two(self) -> None:
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self._current_piece_player_two = None
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