implemented xustom keybinds

This commit is contained in:
IM23a-bachmannj2
2025-02-02 21:36:32 +01:00
parent fc31ab5912
commit 16c1ef8dd6
6 changed files with 61 additions and 39 deletions
+7 -5
View File
@@ -33,6 +33,8 @@ class Game:
self.playing = None
self.control_handler = settings.control_handler
def run(self):
"""Main game loop."""
self.playing = True
@@ -53,14 +55,14 @@ class Game:
if event.type == pg.QUIT:
sys.exit()
elif event.type == pg.KEYDOWN:
if event.key == pg.K_UP:
if event.key == self.control_handler.controls['Up']:
rotated_shape = [list(row) for row in zip(*self.current_tetromino.shape[::-1])]
if not self.game_grid.check_collision(rotated_shape, self.current_tetromino.x, self.current_tetromino.y):
self.current_tetromino.shape = rotated_shape # Apply rotation
elif event.key == pg.K_SPACE:
self.current_tetromino.instant_drop(self.game_grid) # Perform instant drop
self.lock_tetromino()
elif event.key == pg.K_c:
elif event.key == self.control_handler.controls['Hold']:
self.handle_hold()
elif event.key == pg.K_ESCAPE: # Pause the game
self.playing = False
@@ -72,17 +74,17 @@ class Game:
keys = pg.key.get_pressed()
if keys[pg.K_RIGHT]:
if keys[self.control_handler.controls['Right']]:
if current_time - self.move_timer > self.move_interval: # Ensure delay between movements
if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x + 1, self.current_tetromino.y):
self.current_tetromino.move(1, 0) # Move right
self.move_timer = current_time # Reset timer
elif keys[pg.K_LEFT]:
elif keys[self.control_handler.controls['Left']]:
if current_time - self.move_timer > self.move_interval: # Ensure delay between movements
if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x - 1, self.current_tetromino.y):
self.current_tetromino.move(-1, 0) # Move left
self.move_timer = current_time # Reset timer
elif keys[pg.K_DOWN]:
elif keys[self.control_handler.controls['Down']]:
fall_interval = 40
# Handle automatic falling based on timer
+28 -8
View File
@@ -75,11 +75,6 @@ class StartMenu:
self.quit.update(self.screen)
pg.display.update()
def draw_options(self):
self.screen.blit(get_background(), (0, 0))
pg.display.update()
class GameMenu:
def __init__(self, screen, clock):
@@ -126,8 +121,11 @@ class OptionMenu:
def __init__(self, screen, clock):
self.menu_running = None
self.screen = screen
self.custom_screen = pygame.Surface((setting.width /2, setting.height /2))
self.clock = clock
self.screen_size = self.screen.get_size()
self.control_handler = setting.control_handler
self.actions = setting.actions
def run(self):
self.menu_running = True
@@ -145,8 +143,30 @@ class OptionMenu:
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.menu_running = False
if event.key == self.control_handler.controls['Left']:
self.actions['Left'] = True
if event.key == self.control_handler.controls['Right']:
self.actions['Right'] = True
if event.key == self.control_handler.controls['Up']:
self.actions['Up'] = True
if event.key == self.control_handler.controls['Down']:
self.actions['Down'] = True
if event.type == pygame.KEYUP:
if event.key == self.control_handler.controls['Left']:
self.actions['Left'] = False
if event.key == self.control_handler.controls['Right']:
self.actions['Right'] = False
if event.key == self.control_handler.controls['Up']:
self.actions['Up'] = False
if event.key == self.control_handler.controls['Down']:
self.actions['Down'] = False
self.control_handler.update(self.actions)
setting.actions = self.actions
def draw(self):
self.screen.blit(get_background(), (0, 0))
self.custom_screen.blit(get_background(), (0, 0))
self.control_handler.render(self.custom_screen)
self.screen.blit(pygame.transform.scale(self.custom_screen, (setting.width + 400, setting.height + 400)), (0, 0))
pg.display.update()
reset_keys(self.actions)
+8
View File
@@ -1,3 +1,6 @@
from game.util.control import Controls_Handler
from game.util.util import load_save
width, height = 0, 0
#grid surface
@@ -6,6 +9,11 @@ g_height, g_width = 600, 300
#score
game_score = 0
actions = {"Left": False, "Right": False, "Up": False, "Down": False, "Hold": False}
save = load_save()
control_handler = Controls_Handler(save)
rows = 20
cols = 10
cell_size = 30
+8 -9
View File
@@ -1,5 +1,5 @@
import pygame, sys
from util import write_save
from game.util.util import write_save, get_font
class Controls_Handler():
def __init__(self, save):
@@ -13,9 +13,9 @@ class Controls_Handler():
else: self.navigate_menu(actions)
def render(self, surface):
self.draw_text(surface, "Control Profile " + str(self.curr_block+1) , 20, pygame.Color((0,0,0)), 480 / 2, 270/8)
self.draw_text(surface, "Control Profile " + str(self.curr_block+1) , 20, pygame.Color((255, 255, 255)), 480 / 2, 270/8)
self.display_controls(surface, self.save_file["controls"][str(self.curr_block)])
if self.curr_block == self.save_file["current_profile"]: self.draw_text(surface, "*" , 20, pygame.Color((0,0,0)), 20, 20)
if self.curr_block == self.save_file["current_profile"]: self.draw_text(surface, "*" , 20, pygame.Color((255, 255, 255)), 20, 20)
def navigate_menu(self, actions):
# Move the cursor up and down
@@ -25,8 +25,7 @@ class Controls_Handler():
if actions["Left"]: self.curr_block = (self.curr_block -1) % len(self.save_file["controls"])
if actions["Right"]: self.curr_block = (self.curr_block +1) % len(self.save_file["controls"])
# Handle Selection
if actions["Action1"] or actions["Start"]:
# Set the current profile to be the main one
if pygame.key.get_pressed()[pygame.K_RETURN]:
if self.cursor_dict[self.curr_index] == "Set":
self.controls = self.save_file["controls"][str(self.curr_block)]
self.save_file["current_profile"] = self.curr_block
@@ -55,18 +54,18 @@ class Controls_Handler():
done = True
def display_controls(self,surface, controls):
color = (255,13,5) if self.selected else (255,250,239)
color = (173, 2, 2) if self.selected else (207, 190, 41)
pygame.draw.rect(surface, color, (80 , 270/4 - 10 + (self.curr_index*30), 320, 20) )
i = 0
for control in controls:
self.draw_text(surface, control + ' - ' + pygame.key.name(controls[control]),20,
pygame.Color((0,0,0)), 480 / 2, 270/4 + i)
pygame.Color((255,255,255)), 480 / 2, 270/4 + i)
i += 30
self.draw_text(surface, "Set Current Profile",20, pygame.Color((0,0,0)), 480 / 2, 270/4 + i)
self.draw_text(surface, "Set Current Profile",20, pygame.Color((255, 255, 255)), 480 / 2, 270/4 + i)
def setup(self):
self.selected = False
self.font = pygame.font.Font("RetroFont.ttf", 20)
self.font = get_font(20)
self.cursor_dict = {}
self.curr_index = 0
i = 0
+9 -14
View File
@@ -1,24 +1,18 @@
import pygame
import json, os
# calculate fall speed
def get_fall_interval(score):
"""
Calculate the fall interval based on the current score.
"""
base_interval = 1000 # Base interval in milliseconds
decrease_per_1000_points = 50 # Decrease in ms per 1000 points
min_interval = 100 # Minimum interval in milliseconds
base_interval = 1000
decrease_per_1000_points = 50
min_interval = 100
# Calculate the fall interval
interval = base_interval - (score // 400) * decrease_per_1000_points
# Ensure the interval doesn't go below the minimum
return max(interval, min_interval)
# Draw text simplified
def draw_text(surface, text, font, x, y, color):
"""Utility function to render text onto a surface."""
text_surface = font.render(text, True, color)
@@ -26,6 +20,7 @@ def draw_text(surface, text, font, x, y, color):
surface.blit(text_surface, text_rect)
def get_font(size):
pygame.font.init()
return pygame.font.Font("assets/font.ttf", size)
def get_background():
@@ -35,7 +30,7 @@ def get_background():
def load_score(filename):
"""Load JSON data only if the file is not empty."""
if os.path.exists(filename) and os.path.getsize(filename) > 0: # Check if file exists & not empty
if os.path.exists(filename) and os.path.getsize(filename) > 0:
with open(filename, "r") as file:
return json.load(file)
return {}
@@ -70,10 +65,10 @@ def load_save():
def create_save():
new_save = {
"controls":{
"0" :{"Left": pygame.K_a, "Right": pygame.K_d, "Up": pygame.K_w, "Down": pygame.K_s,
"Start": pygame.K_RETURN, "Action1": pygame.K_SPACE},
"1" :{"Left": pygame.K_a, "Right": pygame.K_d, "Up": pygame.K_w, "Down": pygame.K_s,
"Start": pygame.K_RETURN, "Action1": pygame.K_SPACE}
"0" :{"Left": pygame.K_LEFT, "Right": pygame.K_RIGHT, "Up": pygame.K_UP, "Down": pygame.K_DOWN,
"Hold": pygame.K_c},
"1" :{"Left": pygame.K_LEFT, "Right": pygame.K_RIGHT, "Up": pygame.K_UP, "Down": pygame.K_DOWN,
"Hold": pygame.K_c}
},
"current_profile": 0
}
+1 -3
View File
@@ -1,3 +1 @@
{
"score": [1000, 700, 500, 6000, 5000]
}
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