import sys import pygame from pygame import mixer from tetris.util import ConfigurationManager from tetris.util import TextGenerator from tetris.entity import PieceGenerator from tetris.entity import Well from tetris.entity import Stack # TODO should be a singleton and refactor the whole file? class Game: def __init__(self): self.fps = -1 self.tile_size = -1 self.screen = None self.clock = None self.main_music = None self.current_piece = None self.next_piece = None self.well = None self.stack = None def initialize(self) -> None: pygame.init() TextGenerator.load(ConfigurationManager.get("image", "font"), (20, 20)) win_width = ConfigurationManager.get("window", "width") win_height = ConfigurationManager.get("window", "height") win_title = ConfigurationManager.get("window", "title") win_icon = ConfigurationManager.get("image", "window-icon") self.fps = ConfigurationManager.get("engine", "fps") self.tile_size = ConfigurationManager.get("engine", "tile-size") self.screen = pygame.display.set_mode((win_width, win_height)) self.clock = pygame.time.Clock() self.main_music = mixer.Channel(0) self.well = Well((280, 80), ConfigurationManager.get("color", "well-1"), ConfigurationManager.get("color", "well-border-1")) # TODO calculate position later and redo color config for well self.stack = Stack(ConfigurationManager.get("color", "stack-1"), ConfigurationManager.get("color", "stack-border-1")) self.score = 0 loaded_icon = pygame.image.load(win_icon) pygame.display.set_caption(win_title) pygame.display.set_icon(loaded_icon) main_music_file = ConfigurationManager.get("sound", "main-music") self.main_music.set_volume(0.7) # TODO add volume to the config self.main_music.play(mixer.Sound(main_music_file), -1) # gets called from the games main loop def update(self) -> None: # TODO write not initialized exception elapsed_time = self.clock.tick(self.fps) if not self.next_piece: self.next_piece = PieceGenerator.get_piece((620, 160)) if self.current_piece: self.current_piece.update(elapsed_time, self) else: self.current_piece = self.next_piece self.current_piece.move((360 - 620, 100 - 160)) # TODO calculate spawn position correctly self.next_piece = PieceGenerator.get_piece((620, 160)) # (360, 100) if self.stack and self.current_piece.collide(self.stack): # TODO game over redo pygame.quit() sys.exit() if self.stack: self.stack.update(elapsed_time, self) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() def draw(self) -> None: # TODO write not initialized exception # draw window bg bg_color = pygame.Color(ConfigurationManager.get("color", "window-bg")) self.screen.fill(bg_color) # draw all game objects if self.next_piece: self.next_piece.draw(self.screen) if self.well: self.well.draw(self.screen) if self.stack: self.stack.draw(self.screen) if self.current_piece: self.current_piece.draw(self.screen, self.well, self.stack) score = str(self.score).zfill(6) lines = str(self.stack.lines_completed_count).zfill(4) level = str(self.get_level()).zfill(2) TextGenerator.draw("Top", (80, 120), self.screen) TextGenerator.draw("000000", (80, 140), self.screen) TextGenerator.draw("Score", (80, 180), self.screen) TextGenerator.draw(score, (80, 200), self.screen) TextGenerator.draw("Lines " + lines, (300, 40), self.screen) TextGenerator.draw("Next", (600, 120), self.screen) TextGenerator.draw("LVL " + level, (600, 220), self.screen) # update display pygame.display.update() def get_level(self) -> int: lines_per_level = ConfigurationManager.get("engine", "lines-per-level") return 0 if not self.stack else self.stack.lines_completed_count // lines_per_level