from typing import List, Tuple import pygame import copy from entity.Entity import Entity from util.ConfigurationManager import ConfigurationManager ''' For information on the Tetris piece Tetromino go here: https://tetris.fandom.com/wiki/Tetromino ''' class Piece(Entity): def __init__(self, shape: Tuple, position: Tuple, color: str, border_color: str): super().__init__(self.__get_points(shape, position), color, border_color) self.center = self.__get_center(shape, position) self.previous_points = None self.previous_center = None def move(self, vector: Tuple) -> None: self.previous_points = copy.deepcopy(self.points) self.previous_center = copy.deepcopy(self.center) self.center[0] += vector[0] self.center[1] += vector[1] for sub_points in self.points: for point in sub_points: point[0] += vector[0] point[1] += vector[1] ''' For more information on a rotation of a piece go here: https://gamedev.stackexchange.com/questions/17974/how-to-rotate-blocks-in-tetris ''' def rotate(self) -> None: self.previous_points = copy.deepcopy(self.points) self.previous_center = copy.deepcopy(self.center) new_points = [] for square in self.points: for vertex in square: h = vertex[0] - self.center[0] k = vertex[1] - self.center[1] vertex[0] = (k * -1) + self.center[0] vertex[1] = h + self.center[1] new_points.append([square[-1]] + square[0:-1]) self.points = new_points def revert(self) -> None: if self.previous_points and self.previous_center: self.points = self.previous_points self.center = self.previous_center def __get_points(self, shape: Tuple, position: Tuple) -> List: tile_size = ConfigurationManager.configuration["engine"]["tile-size"] points = [] for square in shape[:-1]: sub_points = [] for vertex in square: point = [vertex[0] * tile_size + position[0], vertex[1] * tile_size + position[1]] sub_points.append(point) points.append(sub_points) return points def __get_center(self, shape: Tuple, position: Tuple) -> List: tile_size = ConfigurationManager.configuration["engine"]["tile-size"] center = shape[-1] # cast to int and avoid exception from pygame return [int(center[0] * tile_size + position[0]), int(center[1] * tile_size + position[1])] # shape attributes I_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((2, 0), (3, 0), (3, 1), (2, 1)), ((3, 0), (4, 0), (4, 1), (3, 1)), (2, 0)) J_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((2, 0), (3, 0), (3, 1), (2, 1)), ((2, 1), (3, 1), (3, 2), (2, 2)), (1.5, 0.5)) L_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((2, 0), (3, 0), (3, 1), (2, 1)), ((0, 1), (1, 1), (1, 2), (0, 2)), (1.5, 0.5)) O_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((1, 1), (2, 1), (2, 2), (1, 2)), ((0, 1), (1, 1), (1, 2), (0, 2)), (1, 1)) S_SHAPE = (((0, 1), (1, 1), (1, 2), (0, 2)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((1, 1), (2, 1), (2, 2), (1, 2)), ((2, 0), (3, 0), (3, 1), (2, 1)), (1.5, 0.5)) T_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((1, 1), (2, 1), (2, 2), (1, 2)), ((2, 0), (3, 0), (3, 1), (2, 1)), (1.5, 0.5)) Z_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((1, 1), (2, 1), (2, 2), (1, 2)), ((2, 1), (3, 1), (3, 2), (2, 2)), (1.5, 0.5))