138 lines
6.1 KiB
Python
138 lines
6.1 KiB
Python
from typing import List, Tuple
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from pygame import mixer
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import pygame
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import copy
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from entity.Entity import Entity
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from util.ConfigurationManager import ConfigurationManager
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'''
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For information on the Tetris piece Tetromino go here:
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https://tetris.fandom.com/wiki/Tetromino
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'''
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class Piece(Entity):
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def __init__(self, shape: Tuple, position: Tuple, color: str, inner_border_color: str, border_color: str):
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super().__init__(self.__get_points(shape, position), color, border_color)
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self.inner_border_color = inner_border_color
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self.center = self.__get_center(shape, position)
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self.gravity_time = ConfigurationManager.configuration["engine"]["piece-gravity-time"]
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self.current_gravity_time = 0
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self.set_time = ConfigurationManager.configuration["engine"]["piece-set-time"]
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self.current_set_time = 0
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self.piece_set_sound = mixer.Channel(2)
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self.previous_points = None
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self.previous_center = None
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def update(self, elapsed_time: int, tetris) -> None:
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super().update(elapsed_time)
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well = tetris.well
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stack = tetris.stack
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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if self.elapsed_time >= self.gravity_time and self.current_set_time == 0:
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self.elapsed_time = 0
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self.move((0, tile_size))
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if well and self.collide(well) or stack and self.collide(stack):
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self.revert()
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self.current_set_time += elapsed_time
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if self.current_set_time > 0:
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self.current_set_time += elapsed_time
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if self.current_set_time >= self.set_time:
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self.__play_piece_set_sound()
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self.current_set_time = 0
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stack.add_piece(self)
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tetris.current_piece = None
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def draw(self, surface: pygame.Surface) -> None:
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super().draw(surface)
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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for square in self.points:
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if self.inner_border_color:
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vertex_one = (square[0][0] + (tile_size // 10), square[0][1] + (tile_size // 10))
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vertex_two = (square[1][0] - (tile_size // 10), square[1][1] + (tile_size // 10))
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vertex_three = (square[2][0] - (tile_size // 10), square[2][1] - (tile_size // 10))
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vertex_four = (square[3][0] + (tile_size // 10), square[3][1] - (tile_size // 10))
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new_square = (vertex_one, vertex_two, vertex_three, vertex_four)
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pygame.draw.polygon(surface, pygame.Color(self.inner_border_color), new_square, max(tile_size // 6, 1))
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def move(self, vector: Tuple) -> None:
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# reset elapsed time if user moves down to stall gravity
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if vector[1] > 0:
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self.elapsed_time = 0
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self.previous_points = copy.deepcopy(self.points)
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self.previous_center = copy.deepcopy(self.center)
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self.center[0] += vector[0]
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self.center[1] += vector[1]
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for sub_points in self.points:
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for point in sub_points:
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point[0] += vector[0]
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point[1] += vector[1]
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'''
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For more information on a rotation of a piece go here:
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https://gamedev.stackexchange.com/questions/17974/how-to-rotate-blocks-in-tetris
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'''
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def rotate(self) -> None:
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self.previous_points = copy.deepcopy(self.points)
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self.previous_center = copy.deepcopy(self.center)
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new_points = []
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for square in self.points:
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for vertex in square:
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h = vertex[0] - self.center[0]
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k = vertex[1] - self.center[1]
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vertex[0] = (k * -1) + self.center[0]
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vertex[1] = h + self.center[1]
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new_points.append([square[-1]] + square[0:-1])
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self.points = new_points
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def revert(self) -> None:
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if self.previous_points and self.previous_center:
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self.points = self.previous_points
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self.center = self.previous_center
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def __play_piece_set_sound(self) -> None:
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piece_set_sound_file = ConfigurationManager.configuration["sound"]["piece-set"]
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self.piece_set_sound.play(mixer.Sound(piece_set_sound_file))
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def __get_points(self, shape: Tuple, position: Tuple) -> List:
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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points = []
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for square in shape[:-1]:
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sub_points = []
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for vertex in square:
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point = [vertex[0] * tile_size + position[0], vertex[1] * tile_size + position[1]]
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sub_points.append(point)
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points.append(sub_points)
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return points
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def __get_center(self, shape: Tuple, position: Tuple) -> List:
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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center = shape[-1]
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# cast to int and avoid exception from pygame
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return [int(center[0] * tile_size + position[0]), int(center[1] * tile_size + position[1])]
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# shape attributes
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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))
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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))
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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))
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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))
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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))
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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))
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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)) |