refactor: move logic in main to its on class
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81
Tetris.py
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81
Tetris.py
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import sys
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import pygame
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from util.ConfigurationManager import ConfigurationManager
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from util.PieceGenerator import PieceGenerator
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from entity.Well import Well
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# TODO should be a singleton?
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class Tetris:
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def __init__(self):
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self.fps = -1
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self.tile_size = -1
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self.screen = None
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self.clock = None
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self.well = None
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self.current_piece = None
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def initialize(self):
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pygame.init()
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win_width = ConfigurationManager.configuration["window"]["width"]
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win_height = ConfigurationManager.configuration["window"]["height"]
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win_icon = ConfigurationManager.configuration["window"]["icon"]
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win_title = ConfigurationManager.configuration["window"]["title"]
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self.fps = ConfigurationManager.configuration["engine"]["fps"]
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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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loaded_icon = pygame.image.load(win_icon)
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pygame.display.set_caption(win_title)
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pygame.display.set_icon(loaded_icon)
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# gets called from the games main loop
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def update(self):
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# TODO write not initialized exception
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self.clock.tick(self.fps)
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# TODO create control utility class
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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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 event.key == pygame.K_LEFT:
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self.current_piece.move((-self.tile_size, 0))
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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 event.key == pygame.K_UP:
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self.current_piece.move((0, -self.tile_size))
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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 event.key == pygame.K_z:
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self.__generate_piece((300, 100))
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def draw(self):
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# TODO write not initialized exception
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# draw window bg
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bg_color = pygame.Color(ConfigurationManager.configuration["window"]["bg-color"])
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self.screen.fill(bg_color)
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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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if self.current_piece:
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self.current_piece.draw(self.screen)
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# update display
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pygame.display.update()
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# TODO one line method is questionable
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def __generate_piece(self, position):
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self.current_piece = PieceGenerator.get_piece(position)
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