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
+18 -1
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@@ -1,6 +1,19 @@
import pygame import pygame
import settings 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 #game states
def draw_text(surface, text, size, x, y, color): 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) surface.blit(text_surface, text_rect)
class Grid(): class Grid():
def __init__(self, rows, cols, cell_size): def __init__(self, rows, cols, cell_size):
self.cell_size = cell_size self.cell_size = cell_size
@@ -63,4 +77,7 @@ class Grid():
cleared_rows = len(self.grid) - len(new_grid) cleared_rows = len(self.grid) - len(new_grid)
self.grid = [[0] * self.cols for _ in range(cleared_rows)] + 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
+55 -24
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@@ -1,12 +1,11 @@
import pygame, sys import pygame, sys
from settings import * from settings import *
from game_manager import Grid, draw_text from game_manager import Grid, draw_text, get_fall_interval
from tetrominos import Tetrominos from tetrominos import Tetrominos
import settings import settings
def setup(): def setup():
pygame.init() pygame.init()
global screen global screen
@@ -65,15 +64,19 @@ def main():
screen = pygame.display.set_mode((width, height)) screen = pygame.display.set_mode((width, height))
grid_surface = pygame.Surface((g_width, g_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 # Create the grid and tetromino
game_grid = Grid(rows, cols, cell_size) 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_timer = 0
fall_interval = 500
move_timer = 0 move_timer = 0
move_interval = 100 move_interval = 100
@@ -83,19 +86,35 @@ def main():
current_time = pygame.time.get_ticks() current_time = pygame.time.get_ticks()
fall_interval = get_fall_interval(settings.game_score)
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
sys.exit() sys.exit()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP and settings.gamestate == "playing": if event.key == pygame.K_UP and settings.gamestate == "playing":
rotated_shape = [list(row) for row in zip(*tetromino.shape[::-1])] rotated_shape = [list(row) for row in zip(*current_tetromino.shape[::-1])]
if not game_grid.check_collision(rotated_shape, tetromino.x, tetromino.y): if not game_grid.check_collision(rotated_shape, current_tetromino.x, current_tetromino.y):
tetromino.shape = rotated_shape # Apply rotation current_tetromino.shape = rotated_shape # Apply rotation
elif event.key == pygame.K_SPACE and settings.gamestate == "playing": elif event.key == pygame.K_SPACE and settings.gamestate == "playing":
tetromino.instant_drop(game_grid) # Perform instant drop current_tetromino.instant_drop(game_grid) # Perform instant drop
game_grid.add_tetromino(tetromino) # Lock tetromino in place game_grid.add_tetromino(current_tetromino) # Lock tetromino in place
game_grid.check_full_row() 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 elif event.key == pygame.K_ESCAPE: # Pause the game
if settings.gamestate == "playing": if settings.gamestate == "playing":
settings.gamestate = "paused" settings.gamestate = "paused"
@@ -107,27 +126,29 @@ def main():
keys = pygame.key.get_pressed() keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]: if keys[pygame.K_RIGHT]:
if current_time - move_timer > move_interval: # Ensure delay between movements if current_time - move_timer > move_interval: # Ensure delay between movements
if not game_grid.check_collision(tetromino.shape, tetromino.x + 1, tetromino.y): if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x + 1, current_tetromino.y):
tetromino.move(1, 0) # Move right current_tetromino.move(1, 0) # Move right
move_timer = current_time # Reset timer move_timer = current_time # Reset timer
elif keys[pygame.K_LEFT]: elif keys[pygame.K_LEFT]:
if current_time - move_timer > move_interval: # Ensure delay between movements if current_time - move_timer > move_interval: # Ensure delay between movements
if not game_grid.check_collision(tetromino.shape, tetromino.x - 1, tetromino.y): if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x - 1, current_tetromino.y):
tetromino.move(-1, 0) # Move left current_tetromino.move(-1, 0) # Move left
move_timer = current_time # Reset timer move_timer = current_time # Reset timer
# Handle automatic falling based on timer # Handle automatic falling based on timer
if current_time - fall_timer > fall_interval: if current_time - fall_timer > fall_interval:
if not game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y + 1): if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x, current_tetromino.y + 1):
tetromino.move(0, 1) # Move down current_tetromino.move(0, 1) # Move down
else: else:
# Collision detected, lock the tetromino in place # Collision detected, lock the tetromino in place
game_grid.add_tetromino(tetromino) game_grid.add_tetromino(current_tetromino)
game_grid.check_full_row() 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 # 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 game_state = False
state_screen(screen, game_state) state_screen(screen, game_state)
@@ -136,18 +157,28 @@ def main():
# Draw the grid and tetromino # Draw the grid and tetromino
game_grid.draw_grid(grid_surface) game_grid.draw_grid(grid_surface)
tetromino.draw(grid_surface) current_tetromino.draw(grid_surface)
#draw score # Draw the next and hold tetromino previews
draw_text(screen, f'Score: {settings.game_score}', 30, width -75, 100 , (255, 255, 255)) 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(grid_surface)
screen.blit(next_surface, (width - 150, 200))
screen.blit(hold_surface, (width - 150, 400))
pygame.display.update() pygame.display.update()
clock.tick(fps) clock.tick(fps)
elif settings.gamestate == "paused": elif settings.gamestate == "paused":
# Render the pause menu
pause_menu(screen) pause_menu(screen)
-1
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@@ -1,4 +1,3 @@
# Variables # Variables
#screen size #screen size
+21
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@@ -60,3 +60,24 @@ class Tetrominos:
"""Move the tetromino to the lowest possible position.""" """Move the tetromino to the lowest possible position."""
while not grid.check_collision(self.shape, self.x, self.y + 1): while not grid.check_collision(self.shape, self.x, self.y + 1):
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