reworked the code structure for better feature implementation
This commit is contained in:
@@ -1,186 +1,34 @@
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import pygame, sys
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from settings import *
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from game_manager import Grid, draw_text, get_fall_interval
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from tetrominos import Tetrominos
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import settings
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def setup():
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pygame.init()
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global screen
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screen = pygame.display.set_mode((width, height))
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global clock
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clock = pygame.time.Clock()
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pygame.display.set_caption("Tetris")
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icon_img = pygame.image.load('assets/icon.png')
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pygame.display.set_icon(icon_img)
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state_screen(game_state)
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def state_screen(game_state):
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"""Display the start screen."""
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width = 300
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screen = pygame.display.set_mode((width, height))
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surface = pygame.Surface((WIDTH, HEIGHT))
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surface.fill((0, 0, 0)) # Black background
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if game_state:
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# Draw text
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draw_text(surface, "TETRIS", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 255, 255))
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draw_text(surface, "Press ENTER to Start", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
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else:
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draw_text(surface, "Game Over", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 0, 0))
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draw_text(surface, "Press Enter to Restart", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
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# Display the surface
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screen.blit(surface, (0, 0))
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pygame.display.update()
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# Wait for the player to press ENTER
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
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game_state = True
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settings.game_score = 0
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main()
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return # Exit the start screen
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def pause_menu(screen):
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"""Render the pause menu."""
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screen.fill((0, 0, 0)) # Black background
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draw_text(screen, "Game Paused", 50, 450 // 2, HEIGHT // 2 - 50, (255, 255, 255))
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draw_text(screen, "Press ESC to Resume", 30, 450 // 2, HEIGHT // 2 + 10, (200, 200, 200))
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pygame.display.update()
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import pygame
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from game.menu import StartMenu, GameMenu
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from game.game import Game
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from game.settings import width, height
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def main():
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width = 450
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running = True
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pygame.init()
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screen = pygame.display.set_mode((width, height))
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clock = pygame.time.Clock()
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grid_surface = pygame.Surface((g_width, g_height))
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next_surface = pygame.Surface((150, 150))
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hold_surface = pygame.Surface((150, 150))
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pygame.display.set_caption("Tetris")
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icon_img = pygame.image.load('assets/icon.png')
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pygame.display.set_icon(icon_img)
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# Create the grid and tetromino
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game_grid = Grid(rows, cols, cell_size)
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current_tetromino = Tetrominos(cols, cell_size)
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next_tetromino = Tetrominos(cols, cell_size)
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hold_tetromino = None
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start_menu = StartMenu(screen, clock)
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game_menu = GameMenu(screen, clock)
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hold_used = False # Flag to track if hold has been used for the current tetromino
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game = Game(screen, clock)
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fall_timer = 0
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while running:
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move_timer = 0
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move_interval = 100
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playing = start_menu.run()
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while True:
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screen.fill((138, 138, 138))
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grid_surface.fill((87, 87, 87)) # Background color
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while playing:
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game.run()
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current_time = pygame.time.get_ticks()
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playing = game_menu.run()
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fall_interval = get_fall_interval(settings.game_score)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_UP and settings.gamestate == "playing":
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rotated_shape = [list(row) for row in zip(*current_tetromino.shape[::-1])]
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if not game_grid.check_collision(rotated_shape, current_tetromino.x, current_tetromino.y):
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current_tetromino.shape = rotated_shape # Apply rotation
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elif event.key == pygame.K_SPACE and settings.gamestate == "playing":
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current_tetromino.instant_drop(game_grid) # Perform instant drop
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game_grid.add_tetromino(current_tetromino) # Lock tetromino in place
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game_grid.check_full_row()
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current_tetromino = next_tetromino
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next_tetromino = Tetrominos(cols, cell_size)
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hold_used = False # Reset hold flag when a new tetromino spawns
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elif event.key == pygame.K_c and settings.gamestate == "playing":
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if not hold_used:
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if hold_tetromino is None:
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hold_tetromino = current_tetromino
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current_tetromino = next_tetromino
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next_tetromino = Tetrominos(cols, cell_size)
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else:
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hold_tetromino, current_tetromino = current_tetromino, hold_tetromino
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current_tetromino.x = cols // 2
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current_tetromino.y = 0
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hold_used = True
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elif event.key == pygame.K_ESCAPE: # Pause the game
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if settings.gamestate == "playing":
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settings.gamestate = "paused"
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elif settings.gamestate == "paused":
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settings.gamestate = "playing"
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if settings.gamestate == "playing":
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keys = pygame.key.get_pressed()
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if keys[pygame.K_RIGHT]:
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if current_time - move_timer > move_interval: # Ensure delay between movements
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if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x + 1, current_tetromino.y):
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current_tetromino.move(1, 0) # Move right
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move_timer = current_time # Reset timer
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elif keys[pygame.K_LEFT]:
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if current_time - move_timer > move_interval: # Ensure delay between movements
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if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x - 1, current_tetromino.y):
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current_tetromino.move(-1, 0) # Move left
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move_timer = current_time # Reset timer
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# Handle automatic falling based on timer
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if current_time - fall_timer > fall_interval:
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if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x, current_tetromino.y + 1):
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current_tetromino.move(0, 1) # Move down
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else:
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# Collision detected, lock the tetromino in place
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game_grid.add_tetromino(current_tetromino)
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game_grid.check_full_row()
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current_tetromino = next_tetromino
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next_tetromino = Tetrominos(cols, cell_size) # Spawn a new tetromino
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hold_used = False
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# Check if game is over
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if game_grid.check_collision(current_tetromino.shape, current_tetromino.x, current_tetromino.y):
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game_state = False
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state_screen(game_state)
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fall_timer = current_time
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# Draw the grid and tetromino
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game_grid.draw_grid(grid_surface)
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current_tetromino.draw(grid_surface)
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# Draw the next and hold tetromino previews
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next_surface.fill((0, 0, 0)) # Clear the next surface
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next_tetromino.draw_next_tetromino(next_surface)
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hold_surface.fill((0, 0, 0)) # Clear the hold surface
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if hold_tetromino is not None:
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hold_tetromino.draw_next_tetromino(hold_surface)
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# Draw score
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draw_text(screen, f'Score: {settings.game_score}', 30, width - 75, 100, (255, 255, 255))
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# Render the surfaces
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screen.blit(grid_surface)
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screen.blit(next_surface, (width - 150, 200))
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screen.blit(hold_surface, (width - 150, 400))
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pygame.display.update()
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clock.tick(fps)
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elif settings.gamestate == "paused":
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pause_menu(screen)
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if __name__ == '__main__':
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setup()
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if __name__ == "__main__":
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main()
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