Files
tetri5/Tetris.py

126 lines
5.6 KiB
Python

import sys
import pygame
from pygame import mixer
from util.ConfigurationManager import ConfigurationManager
from util.PieceGenerator import PieceGenerator
from entity.Well import Well
from entity.Stack import Stack
# TODO should be a singleton and refactor the whole file?
class Tetris:
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()
mixer.init()
win_width = ConfigurationManager.configuration["window"]["width"]
win_height = ConfigurationManager.configuration["window"]["height"]
win_icon = ConfigurationManager.configuration["window"]["icon"]
win_title = ConfigurationManager.configuration["window"]["title"]
self.fps = ConfigurationManager.configuration["engine"]["fps"]
self.tile_size = ConfigurationManager.configuration["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.configuration["color"]["well-1"], ConfigurationManager.configuration["color"]["well-border-1"]) # TODO calculate position later and redo color config for well
self.stack = Stack(ConfigurationManager.configuration["color"]["stack-1"], ConfigurationManager.configuration["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.configuration["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):
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.configuration["engine"]["piece-gravity-time"] / 8
self.current_piece.set_time = ConfigurationManager.configuration["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.configuration["engine"]["piece-gravity-time"]
self.current_piece.set_time = ConfigurationManager.configuration["engine"]["piece-set-time"]
if self.is_pressing_down:
if self.current_piece:
self.current_piece.gravity_time = ConfigurationManager.configuration["engine"]["piece-gravity-time"] / 8
self.current_piece.set_time = ConfigurationManager.configuration["engine"]["piece-set-time"] / 8
def draw(self) -> None:
# TODO write not initialized exception
# draw window bg
bg_color = pygame.Color(ConfigurationManager.configuration["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)
# update display
pygame.display.update()