reworked the code structure for better feature implementation

This commit is contained in:
IM23a-bachmannj2
2025-01-28 18:40:20 +01:00
parent 24a1284a35
commit 9e419baedd
7 changed files with 271 additions and 203 deletions
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import pygame as pg
from game.settings import *
from game.game_manager import Grid
from game.util import draw_text, get_fall_interval
from game.tetrominos import Tetrominos
import game.settings as settings
import sys
class Game:
def __init__(self, screen, clock):
self.screen = screen
self.clock = clock
self.width, self.height = self.screen.get_size()
self.grid_surface = pg.Surface((g_width, g_height))
self.next_surface = pg.Surface((150, 150))
self.hold_surface = pg.Surface((150, 150))
self.game_grid = Grid(rows, cols, cell_size)
self.current_tetromino = Tetrominos(cols, cell_size)
self.next_tetromino = Tetrominos(cols, cell_size)
self.hold_tetromino = None
self.hold_used = False # Flag to track if hold has been used for the current tetromino
self.fall_timer = 0
self.move_timer = 0
self.move_interval = 100
def run(self):
"""Main game loop."""
self.playing = True
while self.playing:
self.clock.tick(fps)
self.handle_events()
self.update()
self.draw()
def handle_events(self):
"""Handle user input and events."""
for event in pg.event.get():
if event.type == pg.QUIT:
sys.exit()
elif event.type == pg.KEYDOWN:
if event.key == pg.K_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:
self.handle_hold()
elif event.key == pg.K_ESCAPE: # Pause the game
self.playing = False
def update(self):
"""Update the game state."""
current_time = pg.time.get_ticks()
fall_interval = get_fall_interval(settings.game_score)
keys = pg.key.get_pressed()
if keys[pg.K_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]:
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
# Handle automatic falling based on timer
if current_time - self.fall_timer > fall_interval:
if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x, self.current_tetromino.y + 1):
self.current_tetromino.move(0, 1) # Move down
else:
self.lock_tetromino()
self.fall_timer = current_time
def draw(self):
"""Render the game elements."""
self.screen.fill((138, 138, 138))
self.grid_surface.fill((87, 87, 87))
# Draw the grid and tetromino
self.game_grid.draw_grid(self.grid_surface)
self.current_tetromino.draw(self.grid_surface)
# Draw next and hold previews
self.next_surface.fill((0, 0, 0))
self.next_tetromino.draw_next_tetromino(self.next_surface)
self.hold_surface.fill((0, 0, 0))
if self.hold_tetromino:
self.hold_tetromino.draw_next_tetromino(self.hold_surface)
# Draw score
draw_text(self.screen, f'Score: {settings.game_score}', 30, self.width - 75, 100, (255, 255, 255))
# Render surfaces
self.screen.blit(self.grid_surface, (0, 0))
self.screen.blit(self.next_surface, (self.width - 150, 200))
self.screen.blit(self.hold_surface, (self.width - 150, 400))
pg.display.update()
def lock_tetromino(self):
"""Lock the current tetromino in place and spawn a new one."""
self.game_grid.add_tetromino(self.current_tetromino)
self.game_grid.check_full_row()
self.current_tetromino = self.next_tetromino
self.next_tetromino = Tetrominos(cols, cell_size)
self.hold_used = False
# Check for game over
if self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x, self.current_tetromino.y):
self.show_game_over()
def handle_hold(self):
"""Handle the hold tetromino functionality."""
if not self.hold_used:
if self.hold_tetromino is None:
self.hold_tetromino = self.current_tetromino
self.current_tetromino = self.next_tetromino
self.next_tetromino = Tetrominos(cols, cell_size)
else:
self.hold_tetromino, self.current_tetromino = self.current_tetromino, self.hold_tetromino
self.current_tetromino.x = cols // 2
self.current_tetromino.y = 0
self.hold_used = True
def show_game_over(self):
"""Handle game over screen."""
settings.gamestate = False
self.playing = False
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import pygame
import game.settings as settings
class Grid():
def __init__(self, rows, cols, cell_size):
self.cell_size = cell_size
self.rows = rows
self.cols = cols
self.grid = [[0 for j in range(self.cols)] for k in range(self.rows)]
def draw_grid(self, surface):
for row in range(self.rows):
for col in range(self.cols):
cell_value = self.grid[row][col]
color = (0, 0, 0) if cell_value == 0 else (255, 0, 0) # Black for empty, red for filled
cell_rect = pygame.Rect(
col * self.cell_size + 1,
row * self.cell_size + 1,
self.cell_size - 2,
self.cell_size - 2
)
pygame.draw.rect(surface, color, cell_rect)
def add_tetromino(self, tetromino):
"""Lock the tetromino into the grid."""
for row_idx, row in enumerate(tetromino.shape):
for col_idx, cell in enumerate(row):
if cell: # Only lock non-empty cells
grid_x = tetromino.x + col_idx
grid_y = tetromino.y + row_idx
if 0 <= grid_y < self.rows and 0 <= grid_x < self.cols:
self.grid[grid_y][grid_x] = 1
def check_collision(self, shape, x, y):
"""Check if the tetromino collides with the grid or boundaries."""
for row_idx, row in enumerate(shape):
for col_idx, cell in enumerate(row):
if cell: # Only check cells that are part of the tetromino
grid_x = x + col_idx
grid_y = y + row_idx
# Check bounds
if grid_x < 0 or grid_x >= self.cols or grid_y >= self.rows:
return True
# Check if cell is already occupied
if grid_y >= 0 and self.grid[grid_y][grid_x] != 0:
return True
def check_full_row(self):
"""Check for and clear any full rows."""
new_grid = [row for row in self.grid if not all(cell == 1 for cell in row)]
cleared_rows = len(self.grid) - len(new_grid)
self.grid = [[0] * self.cols for _ in range(cleared_rows)] + new_grid
if cleared_rows >= 4:
settings.game_score += 100 * cleared_rows * 2
else:
settings.game_score += 100 * cleared_rows
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import pygame as pg
from game.settings import *
from game.util import draw_text
import sys
class StartMenu:
def __init__(self, screen, clock):
self.screen = screen
self.clock = clock
self.screen_size = self.screen.get_size()
def run(self):
self.menu_running = True
while self.menu_running:
self.clock.tick(60)
self.update()
self.draw()
return True
def update(self):
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_RETURN:
self.menu_running = False
if event.key == pg.K_ESCAPE:
pg.quit()
sys.exit()
def draw(self):
self.screen.fill((0, 0, 0))
draw_text(self.screen, "TETRIS", 50, width // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(self.screen, "Press ENTER to Start", 30, width // 2, HEIGHT // 2 + 50, (200, 200, 200))
pg.display.update()
class GameMenu:
def __init__(self, screen, clock):
self.screen = screen
self.clock = clock
self.screen_size = self.screen.get_size()
self.playing = True
def run(self):
self.menu_running = True
while self.menu_running:
self.clock.tick(60)
self.update()
self.draw()
return self.playing
def update(self):
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_RETURN:
self.menu_running = False
if event.key == pg.K_ESCAPE:
self.playing = False
self.menu_running = False
def draw(self):
self.screen.fill((0, 0, 0))
if gamestate:
draw_text(self.screen, "Game Paused", 50, width // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(self.screen, "Press ESC to Resume", 30, width // 2, HEIGHT // 2 + 10, (200, 200, 200))
else:
draw_text(self.screen, "Game Over", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 0, 0))
draw_text(self.screen, "Press Enter to Restart", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
pg.display.update()
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# Variables
#screen size
global height, width
height, width = 600, 450
#grid surface
g_height, g_width = 600, 300
#start surface size
HEIGHT, WIDTH = 600, 300
#score
game_score = 0
rows = 20
cols = 10
cell_size = 30
fps = 60
global gamestate # Add game state variable
gamestate = True
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import random
import pygame
def set_color():
yellow = (255, 255, 0)
violet = (204, 0, 204)
green = (0, 153, 0)
orange = (255, 153, 0)
light_blue = (0, 255, 255)
red = (255, 0, 0)
blue = (0, 0, 255)
colors = [yellow, violet, green, orange, light_blue, red, blue]
return colors
class Tetrominos:
SHAPES = [
[[1, 1, 1, 1]], # I-shape
[[1, 1], [1, 1]], # O-shape
[[0, 1, 0], [1, 1, 1]], # T-shape
[[1, 0, 0], [1, 1, 1]], # L-shape
[[0, 0, 1], [1, 1, 1]], # J-shape
[[0, 1, 1], [1, 1, 0]], # S-shape
[[1, 1, 0], [0, 1, 1]], # Z-shape
]
def __init__(self, cols, cell_size):
self.cell_size = cell_size
self.shape_number = random.choice([1, 2, 3, 4, 5, 6, 7]) # Randomly pick a shape
self.shape = self.SHAPES[self.shape_number - 1]
self.colors = set_color()
self.x = cols // 2 - len(self.shape[0]) // 2 # Center horizontally
self.y = 0 # Start at the top
def draw(self, screen):
"""Draw the tetromino on the screen."""
for row_idx, row in enumerate(self.shape):
for col_idx, cell in enumerate(row):
if cell: # Draw only if the cell is part of the tetromino
x = (self.x + col_idx) * self.cell_size + 1
y = (self.y + row_idx) * self.cell_size + 1
pygame.draw.rect(
screen,
self.colors[self.shape_number - 1],
pygame.Rect(x, y, self.cell_size - 2, self.cell_size - 2)
)
def rotate(self):
"""Rotate the tetromino shape clockwise."""
self.shape = [list(row) for row in zip(*self.shape[::-1])]
def move(self, dx, dy):
"""Move the tetromino."""
self.x += dx
self.y += dy
def instant_drop(self, grid):
"""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
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import pygame
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):
"""Utility function to render text onto a surface."""
font = pygame.font.Font(None, size) # Use default font
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect(center=(x, y))
surface.blit(text_surface, text_rect)