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
+142
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@@ -0,0 +1,142 @@
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
+1 -25
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@@ -1,29 +1,5 @@
import pygame import pygame
import settings import game.settings as 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):
"""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)
class Grid(): class Grid():
def __init__(self, rows, cols, cell_size): def __init__(self, rows, cols, cell_size):
+82
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@@ -0,0 +1,82 @@
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()
+2 -5
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@@ -2,7 +2,7 @@
#screen size #screen size
global height, width global height, width
height, width = 600, 300 height, width = 600, 450
#grid surface #grid surface
g_height, g_width = 600, 300 g_height, g_width = 600, 300
@@ -10,9 +10,6 @@ g_height, g_width = 600, 300
#start surface size #start surface size
HEIGHT, WIDTH = 600, 300 HEIGHT, WIDTH = 600, 300
#state of the game
game_state = True
#score #score
game_score = 0 game_score = 0
@@ -23,4 +20,4 @@ cell_size = 30
fps = 60 fps = 60
global gamestate # Add game state variable global gamestate # Add game state variable
gamestate = "playing" gamestate = True
+23
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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)
+21 -173
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@@ -1,186 +1,34 @@
import pygame, sys import pygame
from settings import *
from game_manager import Grid, draw_text, get_fall_interval
from tetrominos import Tetrominos
import settings
def setup():
pygame.init()
global screen
screen = pygame.display.set_mode((width, height))
global clock
clock = pygame.time.Clock()
pygame.display.set_caption("Tetris")
icon_img = pygame.image.load('assets/icon.png')
pygame.display.set_icon(icon_img)
state_screen(game_state)
def state_screen(game_state):
"""Display the start screen."""
width = 300
screen = pygame.display.set_mode((width, height))
surface = pygame.Surface((WIDTH, HEIGHT))
surface.fill((0, 0, 0)) # Black background
if game_state:
# Draw text
draw_text(surface, "TETRIS", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(surface, "Press ENTER to Start", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
else:
draw_text(surface, "Game Over", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 0, 0))
draw_text(surface, "Press Enter to Restart", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
# Display the surface
screen.blit(surface, (0, 0))
pygame.display.update()
# Wait for the player to press ENTER
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
game_state = True
settings.game_score = 0
main()
return # Exit the start screen
def pause_menu(screen):
"""Render the pause menu."""
screen.fill((0, 0, 0)) # Black background
draw_text(screen, "Game Paused", 50, 450 // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(screen, "Press ESC to Resume", 30, 450 // 2, HEIGHT // 2 + 10, (200, 200, 200))
pygame.display.update()
from game.menu import StartMenu, GameMenu
from game.game import Game
from game.settings import width, height
def main(): def main():
width = 450 running = True
pygame.init()
screen = pygame.display.set_mode((width, height)) screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
grid_surface = pygame.Surface((g_width, g_height)) pygame.display.set_caption("Tetris")
next_surface = pygame.Surface((150, 150)) icon_img = pygame.image.load('assets/icon.png')
hold_surface = pygame.Surface((150, 150)) pygame.display.set_icon(icon_img)
# Create the grid and tetromino start_menu = StartMenu(screen, clock)
game_grid = Grid(rows, cols, cell_size) game_menu = GameMenu(screen, clock)
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 game = Game(screen, clock)
fall_timer = 0 while running:
move_timer = 0 playing = start_menu.run()
move_interval = 100
while True: while playing:
screen.fill((138, 138, 138)) game.run()
grid_surface.fill((87, 87, 87)) # Background color
current_time = pygame.time.get_ticks() playing = game_menu.run()
fall_interval = get_fall_interval(settings.game_score) if __name__ == "__main__":
main()
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(*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":
current_tetromino.instant_drop(game_grid) # Perform instant drop
game_grid.add_tetromino(current_tetromino) # Lock tetromino in place
game_grid.check_full_row()
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"
elif settings.gamestate == "paused":
settings.gamestate = "playing"
if settings.gamestate == "playing":
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(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(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(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(current_tetromino)
game_grid.check_full_row()
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(current_tetromino.shape, current_tetromino.x, current_tetromino.y):
game_state = False
state_screen(game_state)
fall_timer = current_time
# Draw the grid and tetromino
game_grid.draw_grid(grid_surface)
current_tetromino.draw(grid_surface)
# 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":
pause_menu(screen)
if __name__ == '__main__':
setup()