Files
Tetris/game_manager.py

83 lines
3.2 KiB
Python

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