refactor: move logic in main to its on class
This commit is contained in:
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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@@ -15,7 +15,7 @@ class Piece: # TODO game objects base class / interface?
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def draw(self, surface):
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def draw(self, surface):
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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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hex_color = ConfigurationManager.configuration["color"]["border"] # TODO Should abstract out color call?
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hex_color = ConfigurationManager.configuration["color"]["border"] # TODO should abstract out color call?
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base_color = pygame.Color(self.color)
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base_color = pygame.Color(self.color)
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border_color = pygame.Color(hex_color)
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border_color = pygame.Color(hex_color)
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@@ -46,6 +46,9 @@ class Piece: # TODO game objects base class / interface?
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point[0] = (k * -1) + self.center[0]
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point[0] = (k * -1) + self.center[0]
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point[1] = h + self.center[1]
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point[1] = h + self.center[1]
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def colliding(object):
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pass
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def __get_points(self, shape, position):
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def __get_points(self, shape, position):
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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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65
main.py
65
main.py
@@ -4,71 +4,18 @@
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https://tetris.com/play-tetris
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https://tetris.com/play-tetris
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'''
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'''
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import pygame
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from Tetris import Tetris
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from util.ConfigurationManager import ConfigurationManager
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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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def draw(screen, objects):
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# draw window bg
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bg_color = pygame.Color(ConfigurationManager.configuration["window"]["bg-color"])
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screen.fill(bg_color)
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# draw all game objects
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for object in objects:
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object.draw(screen)
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# update display
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pygame.display.update()
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def main():
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def main():
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ConfigurationManager.load()
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ConfigurationManager.load()
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pygame.init()
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win_width = ConfigurationManager.configuration["window"]["width"]
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tetris = Tetris()
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win_height = ConfigurationManager.configuration["window"]["height"]
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tetris.initialize()
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win_icon = ConfigurationManager.configuration["window"]["icon"]
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win_title = ConfigurationManager.configuration["window"]["title"]
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fps = ConfigurationManager.configuration["engine"]["fps"]
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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screen = pygame.display.set_mode((win_width, win_height))
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while True:
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clock = pygame.time.Clock()
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tetris.update()
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loaded_icon = pygame.image.load(win_icon)
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tetris.draw()
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pygame.display.set_caption(win_title)
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pygame.display.set_icon(loaded_icon)
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current_piece = PieceGenerator.get_piece((300, 100))
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pieces = [current_piece]
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well = Well((280, 80))
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is_running = True
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while is_running:
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clock.tick(fps)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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is_running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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current_piece.rotate()
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if event.key == pygame.K_LEFT:
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current_piece.move((-tile_size, 0))
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if event.key == pygame.K_RIGHT:
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current_piece.move((tile_size, 0))
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if event.key == pygame.K_UP:
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current_piece.move((0, -tile_size))
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if event.key == pygame.K_DOWN:
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current_piece.move((0, tile_size))
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if event.key == pygame.K_z:
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current_piece = PieceGenerator.get_piece((300, 100))
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pieces.append(current_piece)
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draw(screen, pieces + [well])
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pygame.quit()
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# start main function
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# start main function
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main()
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main()
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