Files
tetri5/Tetris.py

115 lines
4.9 KiB
Python

import sys
import pygame
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?
class Tetris:
def __init__(self):
self.fps = -1
self.tile_size = -1
self.screen = None
self.clock = None
self.current_piece = None
self.well = None
self.stack = None
def initialize(self) -> None:
pygame.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.well = Well((280, 80), ConfigurationManager.configuration["color"]["border"]) # TODO calculate position later and redo color config for well
self.stack = Stack(ConfigurationManager.configuration["color"]["base-4"], ConfigurationManager.configuration["color"]["border"])
loaded_icon = pygame.image.load(win_icon)
pygame.display.set_caption(win_title)
pygame.display.set_icon(loaded_icon)
# 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.well, self.stack)
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_UP:
self.current_piece.move((0, -self.tile_size))
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.current_piece.move((0, self.tile_size))
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_z:
if self.current_piece:
self.stack.add_piece(self.current_piece)
self.__generate_piece((300, 100))
def draw(self) -> None:
# TODO write not initialized exception
# draw window bg
bg_color = pygame.Color(ConfigurationManager.configuration["window"]["bg-color"])
self.screen.fill(bg_color)
# draw all game objects
if self.current_piece:
self.current_piece.draw(self.screen)
if self.well:
self.well.draw(self.screen)
if self.stack:
self.stack.draw(self.screen)
# update display
pygame.display.update()
# TODO one line method is questionable
def __generate_piece(self, position):
self.current_piece = PieceGenerator.get_piece(position)