start of Menu implementation
This commit is contained in:
@@ -25,7 +25,7 @@ This isn't just about coding; it's about building something I love from the grou
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---
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### **Step 1: Speed and Difficulty Progression**
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1. [ ] **Soft Drop**: Implement gradual acceleration when the player holds the down arrow.
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1. [x] **Soft Drop**: Implement gradual acceleration when the player holds the down arrow.
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2. [x] **Hard Drop**: Allow instant dropping with the spacebar.
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3. [ ] **Leveling Up**:
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- [x] Increase the falling speed after clearing a fixed number of lines.
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After Width: | Height: | Size: 61 KiB |
+11
-6
@@ -1,7 +1,7 @@
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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.util.util import *
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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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@@ -25,17 +25,20 @@ class Game:
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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.hold_used = False
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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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self.playing = None
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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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if settings.gamestate == False:
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if not settings.gamestate:
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self.game_grid = Grid(rows, cols, cell_size)
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settings.game_score = 0
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settings.gamestate = True
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while self.playing:
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@@ -79,6 +82,8 @@ class Game:
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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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elif keys[pg.K_DOWN]:
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fall_interval = 40
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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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@@ -98,9 +103,8 @@ class Game:
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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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self.ghost_tetromino.draw_ghost_tetromino(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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@@ -111,7 +115,7 @@ class Game:
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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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draw_text(self.screen, f'Score: {settings.game_score}', get_font(20), self.width - 150, 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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@@ -155,5 +159,6 @@ class Game:
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def show_game_over(self):
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"""Handle game over screen."""
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add_score("gamescore.json", settings.game_score)
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settings.gamestate = False
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self.playing = False
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+79
-10
@@ -1,17 +1,23 @@
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import pygame as pg
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from game.settings import *
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import game.settings as setting
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from game.util import draw_text
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from game.util.button import Button
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from game.util.util import *
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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.menu_running = None
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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.mouse_pos = pg.mouse.get_pos()
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self.score = load_score("gamescore.json")
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self.option = False
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self.options_menu = OptionMenu(self.screen, self.clock)
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def run(self):
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self.menu_running = True
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@@ -22,6 +28,7 @@ class StartMenu:
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return True
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def update(self):
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self.mouse_pos = pg.mouse.get_pos()
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for event in pg.event.get():
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if event.type == pg.QUIT:
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@@ -33,17 +40,50 @@ class StartMenu:
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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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if event.type == pg.MOUSEBUTTONDOWN:
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if self.play.checkForInput(self.mouse_pos):
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self.menu_running = False
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if self.options.checkForInput(self.mouse_pos):
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self.option = True
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while self.option:
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self.option = self.options_menu.run()
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if self.quit.checkForInput(self.mouse_pos):
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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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self.screen.blit(get_background(), (0, 0))
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self.play = Button(image=None, pos=(setting.width // 2, setting.height // 3), text_input="Play", font=get_font(50), base_color=(255, 255, 255), hovering_color=(200, 200, 200))
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self.play.changeColor(self.mouse_pos)
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self.quit = Button(image=None, pos=(setting.width // 2, setting.height // 3 * 2), text_input="Quit", font=get_font(50), base_color=(255, 255, 255), hovering_color=(200, 200, 200))
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self.quit.changeColor(self.mouse_pos)
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self.options = Button(image=None, pos=(setting.width // 2, setting.height // 2), text_input="Options", font=get_font(50), base_color=(255, 255, 255), hovering_color=(200, 200, 200))
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self.options.changeColor(self.mouse_pos)
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draw_text(self.screen, "TETRIS", get_font(30), setting.width // 2, setting.height // 3 - 50, (255, 255, 255))
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position = 0
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for item in self.score["score"]:
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draw_text(self.screen, f"Score: {item}", get_font(30), setting.width // 5, setting.height // 3 - 50 + position, (255, 255, 255))
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position += 50
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self.play.update(self.screen)
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self.options.update(self.screen)
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self.quit.update(self.screen)
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pg.display.update()
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def draw_options(self):
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self.screen.blit(get_background(), (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.menu_running = None
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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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@@ -74,10 +114,39 @@ class GameMenu:
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self.screen.fill((0, 0, 0))
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if setting.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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draw_text(self.screen, "Game Paused", get_font(50), setting.width // 2, setting.height // 2 - 50, (255, 255, 255))
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draw_text(self.screen, "Press ESC to Resume", get_font(30), setting.width // 2, setting.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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draw_text(self.screen, "Game Over", get_font(50), setting.width // 2, setting.height // 2 - 50, (255, 0, 0))
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draw_text(self.screen, "Press Enter to Restart", get_font(30), setting.width // 2, setting.height // 2 + 50, (200, 200, 200))
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pg.display.update()
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pg.display.update()
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class OptionMenu:
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def __init__(self, screen, clock):
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self.menu_running = None
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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 False
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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_ESCAPE:
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self.menu_running = False
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def draw(self):
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self.screen.blit(get_background(), (0, 0))
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pg.display.update()
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+1
-9
@@ -1,15 +1,8 @@
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# Variables
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#screen size
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global height, width
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height, width = 600, 450
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width, height = 0, 0
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#grid surface
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g_height, g_width = 600, 300
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#start surface size
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HEIGHT, WIDTH = 600, 300
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#score
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game_score = 0
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@@ -19,5 +12,4 @@ cell_size = 30
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fps = 60
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global gamestate # Add game state variable
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gamestate = True
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@@ -1,23 +0,0 @@
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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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@@ -0,0 +1,29 @@
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class Button():
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def __init__(self, image, pos, text_input, font, base_color, hovering_color):
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self.image = image
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self.x_pos = pos[0]
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self.y_pos = pos[1]
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self.font = font
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self.base_color, self.hovering_color = base_color, hovering_color
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self.text_input = text_input
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self.text = self.font.render(self.text_input, True, self.base_color)
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if self.image is None:
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self.image = self.text
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self.rect = self.image.get_rect(center=(self.x_pos, self.y_pos))
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self.text_rect = self.text.get_rect(center=(self.x_pos, self.y_pos))
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def update(self, screen):
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if self.image is not None:
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screen.blit(self.image, self.rect)
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screen.blit(self.text, self.text_rect)
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def checkForInput(self, position):
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if position[0] in range(self.rect.left, self.rect.right) and position[1] in range(self.rect.top, self.rect.bottom):
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return True
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return False
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def changeColor(self, position):
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if position[0] in range(self.rect.left, self.rect.right) and position[1] in range(self.rect.top, self.rect.bottom):
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self.text = self.font.render(self.text_input, True, self.hovering_color)
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else:
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self.text = self.font.render(self.text_input, True, self.base_color)
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@@ -0,0 +1,83 @@
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import pygame, sys
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from util import write_save
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class Controls_Handler():
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def __init__(self, save):
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self.save_file = save
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self.curr_block = save["current_profile"]
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self.controls = self.save_file["controls"][str(self.curr_block)]
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self.setup()
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def update(self, actions):
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if self.selected: self.set_new_control()
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else: self.navigate_menu(actions)
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def render(self, surface):
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self.draw_text(surface, "Control Profile " + str(self.curr_block+1) , 20, pygame.Color((0,0,0)), 480 / 2, 270/8)
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self.display_controls(surface, self.save_file["controls"][str(self.curr_block)])
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if self.curr_block == self.save_file["current_profile"]: self.draw_text(surface, "*" , 20, pygame.Color((0,0,0)), 20, 20)
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def navigate_menu(self, actions):
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# Move the cursor up and down
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if actions["Down"]: self.curr_index = (self.curr_index + 1) % (len(self.save_file["controls"][str(self.curr_block)]) + 1)
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if actions["Up"]: self.curr_index = (self.curr_index - 1) % (len(self.save_file["controls"][str(self.curr_block)]) + 1)
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# Switch between profiles
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if actions["Left"]: self.curr_block = (self.curr_block -1) % len(self.save_file["controls"])
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if actions["Right"]: self.curr_block = (self.curr_block +1) % len(self.save_file["controls"])
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# Handle Selection
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if actions["Action1"] or actions["Start"]:
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# Set the current profile to be the main one
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if self.cursor_dict[self.curr_index] == "Set":
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self.controls = self.save_file["controls"][str(self.curr_block)]
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self.save_file["current_profile"] = self.curr_block
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write_save(self.save_file)
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else:
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self.selected = True
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def set_new_control(self):
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selected_control = self.cursor_dict[self.curr_index]
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done = False
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while not done:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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done = True
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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_ESCAPE:
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done = True
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pygame.quit()
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sys.exit()
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elif event.key not in self.save_file["controls"][str(self.curr_block)].values():
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self.save_file["controls"][str(self.curr_block)][selected_control] = event.key
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write_save(self.save_file)
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self.selected = False
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done = True
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def display_controls(self,surface, controls):
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color = (255,13,5) if self.selected else (255,250,239)
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pygame.draw.rect(surface, color, (80 , 270/4 - 10 + (self.curr_index*30), 320, 20) )
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i = 0
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for control in controls:
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self.draw_text(surface, control + ' - ' + pygame.key.name(controls[control]),20,
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pygame.Color((0,0,0)), 480 / 2, 270/4 + i)
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i += 30
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self.draw_text(surface, "Set Current Profile",20, pygame.Color((0,0,0)), 480 / 2, 270/4 + i)
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def setup(self):
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self.selected = False
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self.font = pygame.font.Font("RetroFont.ttf", 20)
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self.cursor_dict = {}
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self.curr_index = 0
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i = 0
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for control in self.controls:
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self.cursor_dict[i] = control
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i += 1
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self.cursor_dict[i] = "Set"
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def draw_text(self,surface, text, size, color, x, y):
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text_surface = self.font.render(text, True, color, size)
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text_surface.set_colorkey((0,0,0))
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text_rect = text_surface.get_rect()
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text_rect.center = (x, y)
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surface.blit(text_surface, text_rect)
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@@ -0,0 +1,86 @@
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import pygame
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import json, os
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# calculate fall speed
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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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# Draw text simplified
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def draw_text(surface, text, font, x, y, color):
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"""Utility function to render text onto a surface."""
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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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def get_font(size):
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return pygame.font.Font("assets/font.ttf", size)
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def get_background():
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return pygame.image.load('assets/menu_background.png')
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#For the Leaderboard
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def load_score(filename):
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"""Load JSON data only if the file is not empty."""
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if os.path.exists(filename) and os.path.getsize(filename) > 0: # Check if file exists & not empty
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with open(filename, "r") as file:
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return json.load(file)
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return {}
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def add_score(filename, score):
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if os.path.exists(filename):
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with open(os.path.join(os.getcwd(), filename), "w") as file:
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json.dump(score, file)
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# For keybinds (control.py)
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def load_existing_save(savefile):
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with open(os.path.join(savefile), 'r+') as file:
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controls = json.load(file)
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return controls
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def write_save(data):
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with open(os.path.join(os.getcwd(),'save.json'), 'w') as file:
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json.dump(data, file)
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def load_save():
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try:
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# Save is loaded
|
||||
save = load_existing_save('save.json')
|
||||
except:
|
||||
# No save file, so create one
|
||||
save = create_save()
|
||||
write_save(save)
|
||||
return save
|
||||
|
||||
|
||||
def create_save():
|
||||
new_save = {
|
||||
"controls":{
|
||||
"0" :{"Left": pygame.K_a, "Right": pygame.K_d, "Up": pygame.K_w, "Down": pygame.K_s,
|
||||
"Start": pygame.K_RETURN, "Action1": pygame.K_SPACE},
|
||||
"1" :{"Left": pygame.K_a, "Right": pygame.K_d, "Up": pygame.K_w, "Down": pygame.K_s,
|
||||
"Start": pygame.K_RETURN, "Action1": pygame.K_SPACE}
|
||||
},
|
||||
"current_profile": 0
|
||||
}
|
||||
|
||||
return new_save
|
||||
|
||||
def reset_keys(actions):
|
||||
for action in actions:
|
||||
actions[action] = False
|
||||
return actions
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"score": [1000, 700, 500, 6000, 5000]
|
||||
}
|
||||
@@ -2,14 +2,15 @@ import pygame
|
||||
|
||||
from game.menu import StartMenu, GameMenu
|
||||
from game.game import Game
|
||||
from game.settings import width, height
|
||||
import game.settings as setting
|
||||
|
||||
def main():
|
||||
|
||||
running = True
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((width, height))
|
||||
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
|
||||
setting.width, setting.height = pygame.display.get_window_size()
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
pygame.display.set_caption("Tetris")
|
||||
|
||||
Reference in New Issue
Block a user