import sys import pygame from pygame import mixer from tetris.util import ConfigurationManager 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.well = None self.stack = None def initialize(self) -> None: pygame.init() win_width = ConfigurationManager.get("window", "width") win_height = ConfigurationManager.get("window", "height") win_icon = ConfigurationManager.get("window", "icon") win_title = ConfigurationManager.get("window", "title") 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")) loaded_icon = pygame.image.load(win_icon) pygame.display.set_caption(win_title) pygame.display.set_icon(loaded_icon) self.is_pressing_down = False # TODO move into control util later 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 self.current_piece: self.current_piece.update(elapsed_time, self) else: self.current_piece = PieceGenerator.get_piece((360, 100)) # TODO calculate spawn position if self.stack and self.current_piece.collide(self.stack): # game over pygame.quit() sys.exit() if self.stack: self.stack.update(elapsed_time) # TODO create control utility class for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if self.current_piece: if event.key == pygame.K_SPACE: self.current_piece.rotate() if self.well and self.current_piece.collide(self.well): self.current_piece.revert() if self.stack and self.current_piece.collide(self.stack): self.current_piece.revert() if event.key == pygame.K_LEFT: self.current_piece.move((-self.tile_size, 0)) if self.well and self.current_piece.collide(self.well): self.current_piece.revert() if self.stack and self.current_piece.collide(self.stack): self.current_piece.revert() if event.key == pygame.K_RIGHT: self.current_piece.move((self.tile_size, 0)) if self.well and self.current_piece.collide(self.well): self.current_piece.revert() if self.stack and self.current_piece.collide(self.stack): self.current_piece.revert() if event.key == pygame.K_DOWN: self.is_pressing_down = True if self.current_piece: self.current_piece.gravity_time = ConfigurationManager.get("engine", "piece-gravity-time") / 8 self.current_piece.set_time = ConfigurationManager.get("engine", "piece-gravity-time") / 8 if event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: self.is_pressing_down = False if self.current_piece: self.current_piece.gravity_time = ConfigurationManager.get("engine", "piece-gravity-time") self.current_piece.set_time = ConfigurationManager.get("engine", "piece-set-time") if self.is_pressing_down: if self.current_piece: self.current_piece.gravity_time = ConfigurationManager.get("engine", "piece-gravity-time") / 8 self.current_piece.set_time = ConfigurationManager.get("engine", "piece-set-time") / 8 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.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.sheet = pygame.image.load("resource/font/gravity-font.bmp").convert() self.screen.blit(self.sheet, (0, 0), pygame.Rect(30, 30, 30, 30)) # update display pygame.display.update()