gamegrid, falling, Tetrominos, collision and deleting rows
This commit is contained in:
@@ -14,10 +14,12 @@ def main():
|
||||
game_grid = Grid(rows, cols, cell_size)
|
||||
tetromino = Tetrominos(cols, cell_size)
|
||||
|
||||
# Timer for controlling the falling speed
|
||||
fall_timer = 0
|
||||
fall_interval = 1000 // falling_speed # Falling interval in milliseconds
|
||||
|
||||
move_timer = 0
|
||||
move_interval = 100
|
||||
|
||||
while True:
|
||||
screen.fill((0, 153, 255)) # Background color
|
||||
current_time = pygame.time.get_ticks()
|
||||
@@ -26,16 +28,38 @@ def main():
|
||||
if event.type == pygame.QUIT:
|
||||
sys.exit()
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_RIGHT:
|
||||
if event.key == pygame.K_UP:
|
||||
rotated_shape = [list(row) for row in zip(*tetromino.shape[::-1])]
|
||||
if not game_grid.check_collision(rotated_shape, tetromino.x, tetromino.y):
|
||||
tetromino.shape = rotated_shape # Apply rotation
|
||||
|
||||
keys = pygame.key.get_pressed()
|
||||
if keys[pygame.K_RIGHT]:
|
||||
if current_time - move_timer > move_interval: # Ensure delay between movements
|
||||
if not game_grid.check_collision(tetromino.shape, tetromino.x + 1, tetromino.y):
|
||||
tetromino.move(1, 0) # Move right
|
||||
elif event.key == pygame.K_LEFT:
|
||||
move_timer = current_time # Reset timer
|
||||
elif keys[pygame.K_LEFT]:
|
||||
if current_time - move_timer > move_interval: # Ensure delay between movements
|
||||
if not game_grid.check_collision(tetromino.shape, tetromino.x - 1, tetromino.y):
|
||||
tetromino.move(-1, 0) # Move left
|
||||
elif event.key == pygame.K_UP:
|
||||
tetromino.rotate() # Rotate shape
|
||||
move_timer = current_time # Reset timer
|
||||
|
||||
# Handle automatic falling based on timer
|
||||
if current_time - fall_timer > fall_interval:
|
||||
tetromino.move(0, 1)
|
||||
if not game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y + 1):
|
||||
tetromino.move(0, 1) # Move down
|
||||
else:
|
||||
# Collision detected, lock the tetromino in place
|
||||
game_grid.add_tetromino(tetromino)
|
||||
game_grid.check_full_row()
|
||||
tetromino = Tetrominos(cols, cell_size) # Spawn a new tetromino
|
||||
|
||||
# Check if game is over
|
||||
if game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y):
|
||||
print("Game Over")
|
||||
sys.exit()
|
||||
|
||||
fall_timer = current_time
|
||||
|
||||
# Draw the grid and tetromino
|
||||
|
||||
Reference in New Issue
Block a user