Files
Tetris/game/game_manager.py
T
2025-02-26 15:27:08 +01:00

116 lines
4.7 KiB
Python

import pygame
from game.tetrominos import set_color
import game.settings as settings
class Grid():
def __init__(self, rows, cols, cell_size):
self.cell_size = cell_size
self.rows = rows
self.cols = cols
self.color = set_color()
self.grid = [[0 for j in range(self.cols)] for k in range(self.rows)]
self.cleared_rows = []
def draw_grid(self, surface):
for row in range(self.rows):
for col in range(self.cols):
cell_value = self.grid[row][col]
if cell_value == 0:
color = (0, 0, 0)
elif cell_value == 1:
color = self.color[0]
elif cell_value == 2:
color = self.color[1]
elif cell_value == 3:
color = self.color[2]
elif cell_value == 4:
color = self.color[3]
elif cell_value == 5:
color = self.color[4]
elif cell_value == 6:
color = self.color[5]
else:
color = self.color[6]
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] = tetromino.shape_number
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 store full rows for animation before clearing them."""
self.cleared_rows = [i for i, row in enumerate(self.grid) if all(cell != 0 for cell in row)]
if self.cleared_rows:
self.clearing_animation_timer = pygame.time.get_ticks() # Start animation timer
def animate_line_clear(self, screen):
"""Handles the visual effect when clearing rows."""
if not self.cleared_rows:
return
elapsed_time = pygame.time.get_ticks() - self.clearing_animation_timer
if elapsed_time < 500: # Animation lasts 500ms
fade_alpha = int(255 * (1 - elapsed_time / 500)) # Fading effect
if elapsed_time > 400:
fade_color = (0, 0, 0, fade_alpha) # White fading color
elif elapsed_time > 300:
fade_color = (100, 100, 100, fade_alpha)
elif elapsed_time > 200:
fade_color = (150, 150, 150, fade_alpha)
elif elapsed_time > 100:
fade_color = (200, 200, 200, fade_alpha)
else:
fade_color = (255, 255, 255, fade_alpha)
for row in self.cleared_rows:
for col in range(self.cols):
rect = pygame.Rect(col * self.cell_size + settings.width // 2 -150, row * self.cell_size +50, self.cell_size, self.cell_size)
pygame.draw.rect(screen, fade_color[:3], rect)
pygame.draw.rect(screen, (0, 0, 0), rect, 1)
else:
self.clear_rows() # Remove rows after animation is complete
def clear_rows(self):
"""Removes full rows after the animation finishes."""
new_grid = [row for i, row in enumerate(self.grid) if i not in self.cleared_rows]
cleared_count = len(self.cleared_rows)
# Add empty rows at the top
self.grid = [[0] * self.cols for _ in range(cleared_count)] + new_grid
score_table = {1: 100, 2: 300, 3: 500, 4: 800}
settings.game_score += score_table.get(len(self.cleared_rows), 0)
self.cleared_rows = [] # Reset after clearing