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1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| acf03fec06 |
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Before Width: | Height: | Size: 61 KiB |
-172
@@ -1,172 +0,0 @@
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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.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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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.ghost_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
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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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self.control_handler = settings.control_handler
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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 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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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 == self.control_handler.controls['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 == self.control_handler.controls['Hold']:
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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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if self.game_grid.cleared_rows: # If an animation is running, wait before dropping pieces
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return # Skip movement updates
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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[self.control_handler.controls['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[self.control_handler.controls['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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elif keys[self.control_handler.controls['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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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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self.update_ghost_tetromino()
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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.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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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}', 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, (settings.width // 2 - 150, 50))
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self.game_grid.animate_line_clear(self.screen)
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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 update_ghost_tetromino(self):
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self.ghost_tetromino.shape = self.current_tetromino.shape
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self.ghost_tetromino.x = self.current_tetromino.x
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self.ghost_tetromino.y = self.current_tetromino.y
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while not self.game_grid.check_collision(self.ghost_tetromino.shape, self.ghost_tetromino.x, self.ghost_tetromino.y + 1):
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self.ghost_tetromino.y += 1
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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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@@ -1,115 +0,0 @@
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import pygame
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from game.tetrominos import set_color
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import game.settings as settings
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class Grid():
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def __init__(self, rows, cols, cell_size):
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self.cell_size = cell_size
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self.rows = rows
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self.cols = cols
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self.color = set_color()
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self.grid = [[0 for j in range(self.cols)] for k in range(self.rows)]
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self.cleared_rows = []
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def draw_grid(self, surface):
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for row in range(self.rows):
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for col in range(self.cols):
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cell_value = self.grid[row][col]
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if cell_value == 0:
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color = (0, 0, 0)
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elif cell_value == 1:
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color = self.color[0]
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elif cell_value == 2:
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color = self.color[1]
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elif cell_value == 3:
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color = self.color[2]
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elif cell_value == 4:
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color = self.color[3]
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elif cell_value == 5:
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color = self.color[4]
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elif cell_value == 6:
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color = self.color[5]
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else:
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color = self.color[6]
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cell_rect = pygame.Rect(
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col * self.cell_size + 1,
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row * self.cell_size + 1,
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self.cell_size - 2,
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self.cell_size - 2
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)
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pygame.draw.rect(surface, color, cell_rect)
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def add_tetromino(self, tetromino):
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"""Lock the tetromino into the grid."""
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for row_idx, row in enumerate(tetromino.shape):
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for col_idx, cell in enumerate(row):
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if cell: # Only lock non-empty cells
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grid_x = tetromino.x + col_idx
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grid_y = tetromino.y + row_idx
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if 0 <= grid_y < self.rows and 0 <= grid_x < self.cols:
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self.grid[grid_y][grid_x] = tetromino.shape_number
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def check_collision(self, shape, x, y):
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"""Check if the tetromino collides with the grid or boundaries."""
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for row_idx, row in enumerate(shape):
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for col_idx, cell in enumerate(row):
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if cell: # Only check cells that are part of the tetromino
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grid_x = x + col_idx
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grid_y = y + row_idx
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# Check bounds
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if grid_x < 0 or grid_x >= self.cols or grid_y >= self.rows:
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return True
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# Check if cell is already occupied
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if grid_y >= 0 and self.grid[grid_y][grid_x] != 0:
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return True
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def check_full_row(self):
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"""Check for and store full rows for animation before clearing them."""
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self.cleared_rows = [i for i, row in enumerate(self.grid) if all(cell != 0 for cell in row)]
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if self.cleared_rows:
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self.clearing_animation_timer = pygame.time.get_ticks() # Start animation timer
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def animate_line_clear(self, screen):
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"""Handles the visual effect when clearing rows."""
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if not self.cleared_rows:
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return
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elapsed_time = pygame.time.get_ticks() - self.clearing_animation_timer
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if elapsed_time < 500: # Animation lasts 500ms
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fade_alpha = int(255 * (1 - elapsed_time / 500)) # Fading effect
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if elapsed_time > 400:
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fade_color = (0, 0, 0, fade_alpha) # White fading color
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elif elapsed_time > 300:
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fade_color = (100, 100, 100, fade_alpha)
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elif elapsed_time > 200:
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fade_color = (150, 150, 150, fade_alpha)
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elif elapsed_time > 100:
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fade_color = (200, 200, 200, fade_alpha)
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else:
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fade_color = (255, 255, 255, fade_alpha)
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for row in self.cleared_rows:
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for col in range(self.cols):
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rect = pygame.Rect(col * self.cell_size + settings.width // 2 -150, row * self.cell_size +50, self.cell_size, self.cell_size)
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pygame.draw.rect(screen, fade_color[:3], rect)
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pygame.draw.rect(screen, (0, 0, 0), rect, 1)
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else:
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self.clear_rows() # Remove rows after animation is complete
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def clear_rows(self):
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"""Removes full rows after the animation finishes."""
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new_grid = [row for i, row in enumerate(self.grid) if i not in self.cleared_rows]
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cleared_count = len(self.cleared_rows)
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# Add empty rows at the top
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self.grid = [[0] * self.cols for _ in range(cleared_count)] + new_grid
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score_table = {1: 100, 2: 300, 3: 500, 4: 800}
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settings.game_score += score_table.get(len(self.cleared_rows), 0)
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self.cleared_rows = [] # Reset after clearing
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-176
@@ -1,176 +0,0 @@
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import pygame as pg
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import game.settings as setting
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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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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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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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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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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.blit(get_background())
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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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count = 1
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for item in self.score["score"]:
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draw_text(self.screen, f"{count}: {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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count += 1
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self.score = load_score("gamescore.json")
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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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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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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 setting.gamestate:
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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", 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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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.custom_screen = pygame.Surface((setting.width /2, setting.height /2))
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self.clock = clock
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self.control_handler = setting.control_handler
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self.actions = setting.actions
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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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if event.key == self.control_handler.controls['Left']:
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self.actions['Left'] = True
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if event.key == self.control_handler.controls['Right']:
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||||
self.actions['Right'] = True
|
||||
if event.key == self.control_handler.controls['Up']:
|
||||
self.actions['Up'] = True
|
||||
if event.key == self.control_handler.controls['Down']:
|
||||
self.actions['Down'] = True
|
||||
|
||||
if event.type == pygame.KEYUP:
|
||||
if event.key == self.control_handler.controls['Left']:
|
||||
self.actions['Left'] = False
|
||||
if event.key == self.control_handler.controls['Right']:
|
||||
self.actions['Right'] = False
|
||||
if event.key == self.control_handler.controls['Up']:
|
||||
self.actions['Up'] = False
|
||||
if event.key == self.control_handler.controls['Down']:
|
||||
self.actions['Down'] = False
|
||||
self.control_handler.update(self.actions)
|
||||
setting.actions = self.actions
|
||||
|
||||
def draw(self):
|
||||
self.custom_screen.blit(get_background(), (0, 0))
|
||||
self.control_handler.render(self.custom_screen)
|
||||
self.screen.blit(pygame.transform.scale(self.custom_screen, (setting.width + 400, setting.height + 400)), (0, 0))
|
||||
pg.display.update()
|
||||
reset_keys(self.actions)
|
||||
@@ -1,23 +0,0 @@
|
||||
from game.util.control import Controls_Handler
|
||||
from game.util.util import load_save
|
||||
|
||||
width, height = 0, 0
|
||||
|
||||
#grid surface
|
||||
g_height, g_width = 600, 300
|
||||
|
||||
#score
|
||||
game_score = 0
|
||||
|
||||
actions = {"Left": False, "Right": False, "Up": False, "Down": False, "Hold": False}
|
||||
|
||||
save = load_save()
|
||||
control_handler = Controls_Handler(save)
|
||||
|
||||
rows = 20
|
||||
cols = 10
|
||||
cell_size = 30
|
||||
|
||||
fps = 60
|
||||
|
||||
gamestate = True
|
||||
@@ -1,29 +0,0 @@
|
||||
class Button():
|
||||
def __init__(self, image, pos, text_input, font, base_color, hovering_color):
|
||||
self.image = image
|
||||
self.x_pos = pos[0]
|
||||
self.y_pos = pos[1]
|
||||
self.font = font
|
||||
self.base_color, self.hovering_color = base_color, hovering_color
|
||||
self.text_input = text_input
|
||||
self.text = self.font.render(self.text_input, True, self.base_color)
|
||||
if self.image is None:
|
||||
self.image = self.text
|
||||
self.rect = self.image.get_rect(center=(self.x_pos, self.y_pos))
|
||||
self.text_rect = self.text.get_rect(center=(self.x_pos, self.y_pos))
|
||||
|
||||
def update(self, screen):
|
||||
if self.image is not None:
|
||||
screen.blit(self.image, self.rect)
|
||||
screen.blit(self.text, self.text_rect)
|
||||
|
||||
def checkForInput(self, position):
|
||||
if position[0] in range(self.rect.left, self.rect.right) and position[1] in range(self.rect.top, self.rect.bottom):
|
||||
return True
|
||||
return False
|
||||
|
||||
def changeColor(self, position):
|
||||
if position[0] in range(self.rect.left, self.rect.right) and position[1] in range(self.rect.top, self.rect.bottom):
|
||||
self.text = self.font.render(self.text_input, True, self.hovering_color)
|
||||
else:
|
||||
self.text = self.font.render(self.text_input, True, self.base_color)
|
||||
@@ -1,82 +0,0 @@
|
||||
import pygame, sys
|
||||
from game.util.util import write_save, get_font
|
||||
|
||||
class Controls_Handler():
|
||||
def __init__(self, save):
|
||||
self.save_file = save
|
||||
self.curr_block = save["current_profile"]
|
||||
self.controls = self.save_file["controls"][str(self.curr_block)]
|
||||
self.setup()
|
||||
|
||||
def update(self, actions):
|
||||
if self.selected: self.set_new_control()
|
||||
else: self.navigate_menu(actions)
|
||||
|
||||
def render(self, surface):
|
||||
self.draw_text(surface, "Control Profile " + str(self.curr_block+1) , 20, pygame.Color((255, 255, 255)), 480 / 2, 270/8)
|
||||
self.display_controls(surface, self.save_file["controls"][str(self.curr_block)])
|
||||
if self.curr_block == self.save_file["current_profile"]: self.draw_text(surface, "*" , 20, pygame.Color((255, 255, 255)), 20, 20)
|
||||
|
||||
def navigate_menu(self, actions):
|
||||
# Move the cursor up and down
|
||||
if actions["Down"]: self.curr_index = (self.curr_index + 1) % (len(self.save_file["controls"][str(self.curr_block)]) + 1)
|
||||
if actions["Up"]: self.curr_index = (self.curr_index - 1) % (len(self.save_file["controls"][str(self.curr_block)]) + 1)
|
||||
# Switch between profiles
|
||||
if actions["Left"]: self.curr_block = (self.curr_block -1) % len(self.save_file["controls"])
|
||||
if actions["Right"]: self.curr_block = (self.curr_block +1) % len(self.save_file["controls"])
|
||||
# Handle Selection
|
||||
if pygame.key.get_pressed()[pygame.K_RETURN]:
|
||||
if self.cursor_dict[self.curr_index] == "Set":
|
||||
self.controls = self.save_file["controls"][str(self.curr_block)]
|
||||
self.save_file["current_profile"] = self.curr_block
|
||||
write_save(self.save_file)
|
||||
else:
|
||||
self.selected = True
|
||||
|
||||
def set_new_control(self):
|
||||
selected_control = self.cursor_dict[self.curr_index]
|
||||
done = False
|
||||
while not done:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
done = True
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
done = True
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
elif event.key not in self.save_file["controls"][str(self.curr_block)].values():
|
||||
self.save_file["controls"][str(self.curr_block)][selected_control] = event.key
|
||||
write_save(self.save_file)
|
||||
self.selected = False
|
||||
done = True
|
||||
|
||||
def display_controls(self,surface, controls):
|
||||
color = (173, 2, 2) if self.selected else (207, 190, 41)
|
||||
pygame.draw.rect(surface, color, (80 , 270/4 - 10 + (self.curr_index*30), 320, 20) )
|
||||
i = 0
|
||||
for control in controls:
|
||||
self.draw_text(surface, control + ' - ' + pygame.key.name(controls[control]),20,
|
||||
pygame.Color((255,255,255)), 480 / 2, 270/4 + i)
|
||||
i += 30
|
||||
self.draw_text(surface, "Set Current Profile",20, pygame.Color((255, 255, 255)), 480 / 2, 270/4 + i)
|
||||
|
||||
def setup(self):
|
||||
self.selected = False
|
||||
self.font = get_font(20)
|
||||
self.cursor_dict = {}
|
||||
self.curr_index = 0
|
||||
i = 0
|
||||
for control in self.controls:
|
||||
self.cursor_dict[i] = control
|
||||
i += 1
|
||||
self.cursor_dict[i] = "Set"
|
||||
|
||||
def draw_text(self,surface, text, size, color, x, y):
|
||||
text_surface = self.font.render(text, True, color, size)
|
||||
text_surface.set_colorkey((0,0,0))
|
||||
text_rect = text_surface.get_rect()
|
||||
text_rect.center = (x, y)
|
||||
surface.blit(text_surface, text_rect)
|
||||
@@ -1,103 +0,0 @@
|
||||
import pygame
|
||||
import json, os
|
||||
|
||||
def get_fall_interval(score):
|
||||
"""
|
||||
Calculate the fall interval based on the current score.
|
||||
"""
|
||||
base_interval = 1000
|
||||
decrease_per_1000_points = 50
|
||||
min_interval = 100
|
||||
|
||||
interval = base_interval - (score // 400) * decrease_per_1000_points
|
||||
|
||||
return max(interval, min_interval)
|
||||
|
||||
def draw_text(surface, text, font, x, y, color):
|
||||
"""Utility function to render text onto a surface."""
|
||||
text_surface = font.render(text, True, color)
|
||||
text_rect = text_surface.get_rect(center=(x, y))
|
||||
surface.blit(text_surface, text_rect)
|
||||
|
||||
def get_font(size):
|
||||
pygame.font.init()
|
||||
return pygame.font.Font("assets/font.ttf", size)
|
||||
|
||||
def get_background():
|
||||
return pygame.image.load('assets/menu_background.png')
|
||||
|
||||
#For the Leaderboard
|
||||
|
||||
def load_score(filename):
|
||||
"""Load JSON data only if the file is not empty."""
|
||||
if os.path.exists(filename) and os.path.getsize(filename) > 0:
|
||||
with open(filename, "r") as file:
|
||||
return json.load(file)
|
||||
return {}
|
||||
|
||||
|
||||
def add_score(filename, score):
|
||||
"""Adds a new score only if it's in the top 5. Sorts scores in descending order."""
|
||||
|
||||
# Load existing data or create a new leaderboard
|
||||
if os.path.exists(filename) and os.path.getsize(filename) > 0:
|
||||
with open(filename, "r") as file:
|
||||
try:
|
||||
data = json.load(file)
|
||||
except json.JSONDecodeError:
|
||||
data = {"score": []} # Reset if JSON is corrupted
|
||||
else:
|
||||
data = {"score": []}
|
||||
|
||||
# Ensure "score" is a list
|
||||
if "score" not in data or not isinstance(data["score"], list):
|
||||
data["score"] = []
|
||||
|
||||
# Only add the score if there are less than 5 scores or it's higher than the lowest
|
||||
if len(data["score"]) < 5 or score > min(data["score"]):
|
||||
data["score"].append(score) # Add new score
|
||||
data["score"] = sorted(data["score"], reverse=True)[:5] # Sort & keep top 5
|
||||
|
||||
# Save the updated leaderboard
|
||||
with open(filename, "w") as file:
|
||||
json.dump(data, file, indent=2)
|
||||
|
||||
# For keybinds (control.py)
|
||||
|
||||
def load_existing_save(savefile):
|
||||
with open(os.path.join(savefile), 'r+') as file:
|
||||
controls = json.load(file)
|
||||
return controls
|
||||
|
||||
def write_save(data):
|
||||
with open(os.path.join(os.getcwd(),'save.json'), 'w') as file:
|
||||
json.dump(data, file)
|
||||
|
||||
def load_save():
|
||||
try:
|
||||
# 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_LEFT, "Right": pygame.K_RIGHT, "Up": pygame.K_UP, "Down": pygame.K_DOWN,
|
||||
"Hold": pygame.K_c},
|
||||
"1" :{"Left": pygame.K_LEFT, "Right": pygame.K_RIGHT, "Up": pygame.K_UP, "Down": pygame.K_DOWN,
|
||||
"Hold": pygame.K_c}
|
||||
},
|
||||
"current_profile": 0
|
||||
}
|
||||
|
||||
return new_save
|
||||
|
||||
def reset_keys(actions):
|
||||
for action in actions:
|
||||
actions[action] = False
|
||||
return actions
|
||||
@@ -0,0 +1,83 @@
|
||||
import pygame
|
||||
import 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():
|
||||
def __init__(self, rows, cols, cell_size):
|
||||
self.cell_size = cell_size
|
||||
self.rows = rows
|
||||
self.cols = cols
|
||||
self.grid = [[0 for j in range(self.cols)] for k in range(self.rows)]
|
||||
|
||||
def draw_grid(self, surface):
|
||||
for row in range(self.rows):
|
||||
for col in range(self.cols):
|
||||
cell_value = self.grid[row][col]
|
||||
color = (0, 0, 0) if cell_value == 0 else (255, 0, 0) # Black for empty, red for filled
|
||||
cell_rect = pygame.Rect(
|
||||
col * self.cell_size + 1,
|
||||
row * self.cell_size + 1,
|
||||
self.cell_size - 2,
|
||||
self.cell_size - 2
|
||||
)
|
||||
pygame.draw.rect(surface, color, cell_rect)
|
||||
|
||||
def add_tetromino(self, tetromino):
|
||||
"""Lock the tetromino into the grid."""
|
||||
for row_idx, row in enumerate(tetromino.shape):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell: # Only lock non-empty cells
|
||||
grid_x = tetromino.x + col_idx
|
||||
grid_y = tetromino.y + row_idx
|
||||
if 0 <= grid_y < self.rows and 0 <= grid_x < self.cols:
|
||||
self.grid[grid_y][grid_x] = 1
|
||||
|
||||
def check_collision(self, shape, x, y):
|
||||
"""Check if the tetromino collides with the grid or boundaries."""
|
||||
for row_idx, row in enumerate(shape):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell: # Only check cells that are part of the tetromino
|
||||
grid_x = x + col_idx
|
||||
grid_y = y + row_idx
|
||||
|
||||
# Check bounds
|
||||
if grid_x < 0 or grid_x >= self.cols or grid_y >= self.rows:
|
||||
return True
|
||||
|
||||
# Check if cell is already occupied
|
||||
if grid_y >= 0 and self.grid[grid_y][grid_x] != 0:
|
||||
return True
|
||||
|
||||
def check_full_row(self):
|
||||
"""Check for and clear any full rows."""
|
||||
new_grid = [row for row in self.grid if not all(cell == 1 for cell in row)]
|
||||
cleared_rows = len(self.grid) - len(new_grid)
|
||||
self.grid = [[0] * self.cols for _ in range(cleared_rows)] + new_grid
|
||||
|
||||
if cleared_rows >= 4:
|
||||
settings.game_score += 100 * cleared_rows * 2
|
||||
else:
|
||||
settings.game_score += 100 * cleared_rows
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"score": [
|
||||
2200,
|
||||
1100,
|
||||
1100,
|
||||
900,
|
||||
600
|
||||
]
|
||||
}
|
||||
@@ -1,35 +1,186 @@
|
||||
import pygame
|
||||
import pygame, sys
|
||||
from settings import *
|
||||
from game_manager import Grid, draw_text, get_fall_interval
|
||||
from tetrominos import Tetrominos
|
||||
import settings
|
||||
|
||||
from game.menu import StartMenu, GameMenu
|
||||
from game.game import Game
|
||||
import game.settings as setting
|
||||
|
||||
def main():
|
||||
|
||||
running = True
|
||||
|
||||
def setup():
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
|
||||
setting.width, setting.height = pygame.display.get_window_size()
|
||||
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)
|
||||
|
||||
start_menu = StartMenu(screen, clock)
|
||||
game_menu = GameMenu(screen, clock)
|
||||
def state_screen(game_state):
|
||||
"""Display the start screen."""
|
||||
width = 300
|
||||
screen = pygame.display.set_mode((width, height))
|
||||
|
||||
game = Game(screen, clock)
|
||||
surface = pygame.Surface((WIDTH, HEIGHT))
|
||||
surface.fill((0, 0, 0)) # Black background
|
||||
|
||||
while running:
|
||||
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))
|
||||
|
||||
playing = start_menu.run()
|
||||
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))
|
||||
|
||||
while playing:
|
||||
game.run()
|
||||
# Display the surface
|
||||
screen.blit(surface, (0, 0))
|
||||
pygame.display.update()
|
||||
|
||||
playing = game_menu.run()
|
||||
|
||||
if __name__ == "__main__":
|
||||
# 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()
|
||||
|
||||
|
||||
def main():
|
||||
|
||||
width = 450
|
||||
screen = pygame.display.set_mode((width, height))
|
||||
|
||||
grid_surface = pygame.Surface((g_width, g_height))
|
||||
next_surface = pygame.Surface((150, 150))
|
||||
hold_surface = pygame.Surface((150, 150))
|
||||
|
||||
# Create the grid and tetromino
|
||||
game_grid = Grid(rows, cols, cell_size)
|
||||
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
|
||||
|
||||
fall_timer = 0
|
||||
|
||||
move_timer = 0
|
||||
move_interval = 100
|
||||
|
||||
while True:
|
||||
screen.fill((138, 138, 138))
|
||||
grid_surface.fill((87, 87, 87)) # Background color
|
||||
|
||||
current_time = pygame.time.get_ticks()
|
||||
|
||||
fall_interval = get_fall_interval(settings.game_score)
|
||||
|
||||
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()
|
||||
+26
@@ -0,0 +1,26 @@
|
||||
# Variables
|
||||
|
||||
#screen size
|
||||
global height, width
|
||||
height, width = 600, 300
|
||||
|
||||
#grid surface
|
||||
g_height, g_width = 600, 300
|
||||
|
||||
#start surface size
|
||||
HEIGHT, WIDTH = 600, 300
|
||||
|
||||
#state of the game
|
||||
game_state = True
|
||||
|
||||
#score
|
||||
game_score = 0
|
||||
|
||||
rows = 20
|
||||
cols = 10
|
||||
cell_size = 30
|
||||
|
||||
fps = 60
|
||||
|
||||
global gamestate # Add game state variable
|
||||
gamestate = "playing"
|
||||
@@ -30,7 +30,7 @@ class Tetrominos:
|
||||
self.shape = self.SHAPES[self.shape_number - 1]
|
||||
self.colors = set_color()
|
||||
self.x = cols // 2 - len(self.shape[0]) // 2 # Center horizontally
|
||||
self.y = 0
|
||||
self.y = 0 # Start at the top
|
||||
|
||||
|
||||
|
||||
@@ -80,16 +80,4 @@ class Tetrominos:
|
||||
cell_size,
|
||||
cell_size
|
||||
)
|
||||
pygame.draw.rect(surface, self.colors[self.shape_number - 1], cell_rect)
|
||||
|
||||
def draw_ghost_tetromino(self, screen):
|
||||
"""Draw the tetromino on the screen."""
|
||||
for row_idx, row in enumerate(self.shape):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell:
|
||||
x = (self.x + col_idx) * self.cell_size + 1
|
||||
y = (self.y + row_idx) * self.cell_size + 1
|
||||
rect = pygame.Rect(x, y, self.cell_size - 2, self.cell_size - 2)
|
||||
pygame.draw.rect(screen, (61, 61, 61), rect)
|
||||
pygame.draw.rect(screen, (255, 255, 255), rect, 1)
|
||||
|
||||
pygame.draw.rect(surface, self.colors[self.shape_number - 1], cell_rect) # Red color for tetromino
|
||||
Reference in New Issue
Block a user