gamegrid, falling, Tetrominos, collision and deleting rows, GUI Menus and Score, speeding up, hold function and next tetrominos display

This commit is contained in:
IM23a-bachmannj2
2024-12-19 09:34:18 +01:00
parent 6de87ac002
commit 461d0e57fc
4 changed files with 96 additions and 28 deletions
+56 -25
View File
@@ -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()