diff --git a/game_manager.py b/game_manager.py index e3d416d..0d5362b 100644 --- a/game_manager.py +++ b/game_manager.py @@ -1,6 +1,19 @@ import pygame import settings +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 + + # 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) #game states def draw_text(surface, text, size, x, y, color): @@ -11,6 +24,7 @@ def draw_text(surface, text, size, x, y, color): surface.blit(text_surface, text_rect) + class Grid(): def __init__(self, rows, cols, cell_size): self.cell_size = cell_size @@ -63,4 +77,7 @@ class Grid(): cleared_rows = len(self.grid) - len(new_grid) self.grid = [[0] * self.cols for _ in range(cleared_rows)] + new_grid - settings.game_score += 100 * cleared_rows + if cleared_rows >= 4: + settings.game_score += 100 * cleared_rows + 100 + else: + settings.game_score += 100 * cleared_rows \ No newline at end of file diff --git a/main.py b/main.py index 49d663a..84e2e08 100644 --- a/main.py +++ b/main.py @@ -1,12 +1,11 @@ import pygame, sys from settings import * -from game_manager import Grid, draw_text +from game_manager import Grid, draw_text, get_fall_interval from tetrominos import Tetrominos import settings - def setup(): pygame.init() global screen @@ -65,15 +64,19 @@ def main(): screen = pygame.display.set_mode((width, height)) grid_surface = pygame.Surface((g_width, g_height)) + next_surface = pygame.Surface((150, 150)) + hold_surface = pygame.Surface((150, 150)) # Create the grid and tetromino game_grid = Grid(rows, cols, cell_size) - tetromino = Tetrominos(cols, cell_size) + current_tetromino = Tetrominos(cols, cell_size) + next_tetromino = Tetrominos(cols, cell_size) + hold_tetromino = None + + hold_used = False # Flag to track if hold has been used for the current tetromino fall_timer = 0 - fall_interval = 500 - move_timer = 0 move_interval = 100 @@ -83,19 +86,35 @@ def main(): current_time = pygame.time.get_ticks() + fall_interval = get_fall_interval(settings.game_score) + for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_UP and settings.gamestate == "playing": - 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 + rotated_shape = [list(row) for row in zip(*current_tetromino.shape[::-1])] + if not game_grid.check_collision(rotated_shape, current_tetromino.x, current_tetromino.y): + current_tetromino.shape = rotated_shape # Apply rotation elif event.key == pygame.K_SPACE and settings.gamestate == "playing": - tetromino.instant_drop(game_grid) # Perform instant drop - game_grid.add_tetromino(tetromino) # Lock tetromino in place + current_tetromino.instant_drop(game_grid) # Perform instant drop + game_grid.add_tetromino(current_tetromino) # Lock tetromino in place game_grid.check_full_row() - tetromino = Tetrominos(cols, cell_size) + current_tetromino = next_tetromino + next_tetromino = Tetrominos(cols, cell_size) + hold_used = False # Reset hold flag when a new tetromino spawns + elif event.key == pygame.K_c and settings.gamestate == "playing": + if not hold_used: + if hold_tetromino is None: + hold_tetromino = current_tetromino + current_tetromino = next_tetromino + next_tetromino = Tetrominos(cols, cell_size) + else: + hold_tetromino, current_tetromino = current_tetromino, hold_tetromino + current_tetromino.x = cols // 2 + current_tetromino.y = 0 + hold_used = True + elif event.key == pygame.K_ESCAPE: # Pause the game if settings.gamestate == "playing": settings.gamestate = "paused" @@ -107,27 +126,29 @@ def main(): 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 + if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x + 1, current_tetromino.y): + current_tetromino.move(1, 0) # Move right 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 + if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x - 1, current_tetromino.y): + current_tetromino.move(-1, 0) # Move left move_timer = current_time # Reset timer # Handle automatic falling based on timer if current_time - fall_timer > fall_interval: - if not game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y + 1): - tetromino.move(0, 1) # Move down + if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x, current_tetromino.y + 1): + current_tetromino.move(0, 1) # Move down else: # Collision detected, lock the tetromino in place - game_grid.add_tetromino(tetromino) + game_grid.add_tetromino(current_tetromino) game_grid.check_full_row() - tetromino = Tetrominos(cols, cell_size) # Spawn a new tetromino + current_tetromino = next_tetromino + next_tetromino = Tetrominos(cols, cell_size) # Spawn a new tetromino + hold_used = False # Check if game is over - if game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y): + if game_grid.check_collision(current_tetromino.shape, current_tetromino.x, current_tetromino.y): game_state = False state_screen(screen, game_state) @@ -136,20 +157,30 @@ def main(): # Draw the grid and tetromino game_grid.draw_grid(grid_surface) - tetromino.draw(grid_surface) + current_tetromino.draw(grid_surface) - #draw score - draw_text(screen, f'Score: {settings.game_score}', 30, width -75, 100 , (255, 255, 255)) + # Draw the next and hold tetromino previews + next_surface.fill((0, 0, 0)) # Clear the next surface + next_tetromino.draw_next_tetromino(next_surface) + hold_surface.fill((0, 0, 0)) # Clear the hold surface + if hold_tetromino is not None: + hold_tetromino.draw_next_tetromino(hold_surface) + + # Draw score + draw_text(screen, f'Score: {settings.game_score}', 30, width - 75, 100, (255, 255, 255)) + + # Render the surfaces screen.blit(grid_surface) + screen.blit(next_surface, (width - 150, 200)) + screen.blit(hold_surface, (width - 150, 400)) pygame.display.update() clock.tick(fps) elif settings.gamestate == "paused": - # Render the pause menu pause_menu(screen) if __name__ == '__main__': - setup() + setup() \ No newline at end of file diff --git a/settings.py b/settings.py index 83a549d..ba0e8eb 100644 --- a/settings.py +++ b/settings.py @@ -1,4 +1,3 @@ - # Variables #screen size @@ -24,4 +23,4 @@ cell_size = 30 fps = 60 global gamestate # Add game state variable -gamestate = "playing" \ No newline at end of file +gamestate = "playing" diff --git a/tetrominos.py b/tetrominos.py index 16d58f3..4602bc8 100644 --- a/tetrominos.py +++ b/tetrominos.py @@ -60,3 +60,24 @@ class Tetrominos: """Move the tetromino to the lowest possible position.""" while not grid.check_collision(self.shape, self.x, self.y + 1): self.y += 1 + + def draw_next_tetromino(self, surface): + """ + Draw the next tetromino in the preview window. + """ + surface.fill((0, 0, 0)) + + cell_size = 30 # Smaller cell size for the preview + x_offset = (surface.get_width() - len(self.shape[0]) * cell_size) // 2 + y_offset = (surface.get_height() - len(self.shape) * cell_size) // 2 + + for row_idx, row in enumerate(self.shape): + for col_idx, cell in enumerate(row): + if cell: + cell_rect = pygame.Rect( + x_offset + col_idx * cell_size, + y_offset + row_idx * cell_size, + cell_size, + cell_size + ) + pygame.draw.rect(surface, self.colors[self.shape_number - 1], cell_rect) # Red color for tetromino \ No newline at end of file