reworked the code structure for better feature implementation
This commit is contained in:
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import pygame as pg
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from game.settings import *
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from game.game_manager import Grid
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from game.util import draw_text, get_fall_interval
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from game.tetrominos import Tetrominos
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import game.settings as settings
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import sys
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class Game:
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def __init__(self, screen, clock):
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self.screen = screen
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self.clock = clock
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self.width, self.height = self.screen.get_size()
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self.grid_surface = pg.Surface((g_width, g_height))
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self.next_surface = pg.Surface((150, 150))
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self.hold_surface = pg.Surface((150, 150))
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self.game_grid = Grid(rows, cols, cell_size)
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self.current_tetromino = Tetrominos(cols, cell_size)
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self.next_tetromino = Tetrominos(cols, cell_size)
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self.hold_tetromino = None
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self.hold_used = False # Flag to track if hold has been used for the current tetromino
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self.fall_timer = 0
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self.move_timer = 0
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self.move_interval = 100
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def run(self):
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"""Main game loop."""
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self.playing = True
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while self.playing:
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self.clock.tick(fps)
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self.handle_events()
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self.update()
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self.draw()
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def handle_events(self):
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"""Handle user input and events."""
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for event in pg.event.get():
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if event.type == pg.QUIT:
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sys.exit()
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elif event.type == pg.KEYDOWN:
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if event.key == pg.K_UP:
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rotated_shape = [list(row) for row in zip(*self.current_tetromino.shape[::-1])]
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if not self.game_grid.check_collision(rotated_shape, self.current_tetromino.x, self.current_tetromino.y):
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self.current_tetromino.shape = rotated_shape # Apply rotation
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elif event.key == pg.K_SPACE:
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self.current_tetromino.instant_drop(self.game_grid) # Perform instant drop
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self.lock_tetromino()
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elif event.key == pg.K_c:
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self.handle_hold()
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elif event.key == pg.K_ESCAPE: # Pause the game
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self.playing = False
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def update(self):
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"""Update the game state."""
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current_time = pg.time.get_ticks()
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fall_interval = get_fall_interval(settings.game_score)
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keys = pg.key.get_pressed()
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if keys[pg.K_RIGHT]:
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if current_time - self.move_timer > self.move_interval: # Ensure delay between movements
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if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x + 1, self.current_tetromino.y):
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self.current_tetromino.move(1, 0) # Move right
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self.move_timer = current_time # Reset timer
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elif keys[pg.K_LEFT]:
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if current_time - self.move_timer > self.move_interval: # Ensure delay between movements
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if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x - 1, self.current_tetromino.y):
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self.current_tetromino.move(-1, 0) # Move left
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self.move_timer = current_time # Reset timer
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# Handle automatic falling based on timer
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if current_time - self.fall_timer > fall_interval:
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if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x, self.current_tetromino.y + 1):
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self.current_tetromino.move(0, 1) # Move down
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else:
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self.lock_tetromino()
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self.fall_timer = current_time
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def draw(self):
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"""Render the game elements."""
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self.screen.fill((138, 138, 138))
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self.grid_surface.fill((87, 87, 87))
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# Draw the grid and tetromino
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self.game_grid.draw_grid(self.grid_surface)
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self.current_tetromino.draw(self.grid_surface)
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# Draw next and hold previews
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self.next_surface.fill((0, 0, 0))
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self.next_tetromino.draw_next_tetromino(self.next_surface)
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self.hold_surface.fill((0, 0, 0))
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if self.hold_tetromino:
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self.hold_tetromino.draw_next_tetromino(self.hold_surface)
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# Draw score
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draw_text(self.screen, f'Score: {settings.game_score}', 30, self.width - 75, 100, (255, 255, 255))
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# Render surfaces
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self.screen.blit(self.grid_surface, (0, 0))
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self.screen.blit(self.next_surface, (self.width - 150, 200))
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self.screen.blit(self.hold_surface, (self.width - 150, 400))
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pg.display.update()
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def lock_tetromino(self):
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"""Lock the current tetromino in place and spawn a new one."""
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self.game_grid.add_tetromino(self.current_tetromino)
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self.game_grid.check_full_row()
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self.current_tetromino = self.next_tetromino
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self.next_tetromino = Tetrominos(cols, cell_size)
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self.hold_used = False
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# Check for game over
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if self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x, self.current_tetromino.y):
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self.show_game_over()
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def handle_hold(self):
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"""Handle the hold tetromino functionality."""
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if not self.hold_used:
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if self.hold_tetromino is None:
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self.hold_tetromino = self.current_tetromino
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self.current_tetromino = self.next_tetromino
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self.next_tetromino = Tetrominos(cols, cell_size)
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else:
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self.hold_tetromino, self.current_tetromino = self.current_tetromino, self.hold_tetromino
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self.current_tetromino.x = cols // 2
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self.current_tetromino.y = 0
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self.hold_used = True
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def show_game_over(self):
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"""Handle game over screen."""
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settings.gamestate = False
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self.playing = False
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@@ -1,29 +1,5 @@
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import pygame
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import pygame
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import settings
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import game.settings as settings
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def get_fall_interval(score):
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"""
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Calculate the fall interval based on the current score.
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"""
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base_interval = 1000 # Base interval in milliseconds
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decrease_per_1000_points = 50 # Decrease in ms per 1000 points
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min_interval = 100 # Minimum interval in milliseconds
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# Calculate the fall interval
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interval = base_interval - (score // 400) * decrease_per_1000_points
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# Ensure the interval doesn't go below the minimum
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return max(interval, min_interval)
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#game states
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def draw_text(surface, text, size, x, y, color):
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"""Utility function to render text onto a surface."""
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font = pygame.font.Font(None, size) # Use default font
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text_surface = font.render(text, True, color)
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text_rect = text_surface.get_rect(center=(x, y))
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surface.blit(text_surface, text_rect)
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class Grid():
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class Grid():
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def __init__(self, rows, cols, cell_size):
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def __init__(self, rows, cols, cell_size):
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@@ -0,0 +1,82 @@
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import pygame as pg
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from game.settings import *
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from game.util import draw_text
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import sys
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class StartMenu:
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def __init__(self, screen, clock):
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self.screen = screen
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self.clock = clock
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self.screen_size = self.screen.get_size()
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def run(self):
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self.menu_running = True
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while self.menu_running:
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self.clock.tick(60)
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self.update()
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self.draw()
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return True
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def update(self):
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for event in pg.event.get():
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if event.type == pg.QUIT:
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pg.quit()
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sys.exit()
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if event.type == pg.KEYDOWN:
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if event.key == pg.K_RETURN:
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self.menu_running = False
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if event.key == pg.K_ESCAPE:
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pg.quit()
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sys.exit()
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def draw(self):
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self.screen.fill((0, 0, 0))
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draw_text(self.screen, "TETRIS", 50, width // 2, HEIGHT // 2 - 50, (255, 255, 255))
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draw_text(self.screen, "Press ENTER to Start", 30, width // 2, HEIGHT // 2 + 50, (200, 200, 200))
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pg.display.update()
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class GameMenu:
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def __init__(self, screen, clock):
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self.screen = screen
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self.clock = clock
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self.screen_size = self.screen.get_size()
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self.playing = True
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def run(self):
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self.menu_running = True
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while self.menu_running:
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self.clock.tick(60)
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self.update()
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self.draw()
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return self.playing
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def update(self):
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for event in pg.event.get():
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if event.type == pg.QUIT:
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pg.quit()
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sys.exit()
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if event.type == pg.KEYDOWN:
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if event.key == pg.K_RETURN:
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self.menu_running = False
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if event.key == pg.K_ESCAPE:
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self.playing = False
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self.menu_running = False
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def draw(self):
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self.screen.fill((0, 0, 0))
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if gamestate:
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draw_text(self.screen, "Game Paused", 50, width // 2, HEIGHT // 2 - 50, (255, 255, 255))
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draw_text(self.screen, "Press ESC to Resume", 30, width // 2, HEIGHT // 2 + 10, (200, 200, 200))
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else:
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draw_text(self.screen, "Game Over", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 0, 0))
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draw_text(self.screen, "Press Enter to Restart", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
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pg.display.update()
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@@ -2,7 +2,7 @@
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#screen size
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#screen size
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global height, width
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global height, width
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height, width = 600, 300
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height, width = 600, 450
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#grid surface
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#grid surface
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g_height, g_width = 600, 300
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g_height, g_width = 600, 300
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@@ -10,9 +10,6 @@ g_height, g_width = 600, 300
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#start surface size
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#start surface size
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HEIGHT, WIDTH = 600, 300
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HEIGHT, WIDTH = 600, 300
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#state of the game
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game_state = True
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#score
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#score
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game_score = 0
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game_score = 0
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@@ -23,4 +20,4 @@ cell_size = 30
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fps = 60
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fps = 60
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global gamestate # Add game state variable
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global gamestate # Add game state variable
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gamestate = "playing"
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gamestate = True
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@@ -0,0 +1,23 @@
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import pygame
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def get_fall_interval(score):
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"""
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Calculate the fall interval based on the current score.
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"""
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base_interval = 1000 # Base interval in milliseconds
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decrease_per_1000_points = 50 # Decrease in ms per 1000 points
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min_interval = 100 # Minimum interval in milliseconds
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# Calculate the fall interval
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interval = base_interval - (score // 400) * decrease_per_1000_points
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# Ensure the interval doesn't go below the minimum
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return max(interval, min_interval)
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#game states
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def draw_text(surface, text, size, x, y, color):
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"""Utility function to render text onto a surface."""
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font = pygame.font.Font(None, size) # Use default font
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text_surface = font.render(text, True, color)
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text_rect = text_surface.get_rect(center=(x, y))
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surface.blit(text_surface, text_rect)
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@@ -1,186 +1,34 @@
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import pygame, sys
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import pygame
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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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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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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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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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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()
|
|
||||||
Reference in New Issue
Block a user