Files
Tetris/game/game.py
T

143 lines
5.6 KiB
Python

import pygame as pg
from game.settings import *
from game.game_manager import Grid
from game.util import draw_text, get_fall_interval
from game.tetrominos import Tetrominos
import game.settings as settings
import sys
class Game:
def __init__(self, screen, clock):
self.screen = screen
self.clock = clock
self.width, self.height = self.screen.get_size()
self.grid_surface = pg.Surface((g_width, g_height))
self.next_surface = pg.Surface((150, 150))
self.hold_surface = pg.Surface((150, 150))
self.game_grid = Grid(rows, cols, cell_size)
self.current_tetromino = Tetrominos(cols, cell_size)
self.next_tetromino = Tetrominos(cols, cell_size)
self.hold_tetromino = None
self.hold_used = False # Flag to track if hold has been used for the current tetromino
self.fall_timer = 0
self.move_timer = 0
self.move_interval = 100
def run(self):
"""Main game loop."""
self.playing = True
while self.playing:
self.clock.tick(fps)
self.handle_events()
self.update()
self.draw()
def handle_events(self):
"""Handle user input and events."""
for event in pg.event.get():
if event.type == pg.QUIT:
sys.exit()
elif event.type == pg.KEYDOWN:
if event.key == pg.K_UP:
rotated_shape = [list(row) for row in zip(*self.current_tetromino.shape[::-1])]
if not self.game_grid.check_collision(rotated_shape, self.current_tetromino.x, self.current_tetromino.y):
self.current_tetromino.shape = rotated_shape # Apply rotation
elif event.key == pg.K_SPACE:
self.current_tetromino.instant_drop(self.game_grid) # Perform instant drop
self.lock_tetromino()
elif event.key == pg.K_c:
self.handle_hold()
elif event.key == pg.K_ESCAPE: # Pause the game
self.playing = False
def update(self):
"""Update the game state."""
current_time = pg.time.get_ticks()
fall_interval = get_fall_interval(settings.game_score)
keys = pg.key.get_pressed()
if keys[pg.K_RIGHT]:
if current_time - self.move_timer > self.move_interval: # Ensure delay between movements
if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x + 1, self.current_tetromino.y):
self.current_tetromino.move(1, 0) # Move right
self.move_timer = current_time # Reset timer
elif keys[pg.K_LEFT]:
if current_time - self.move_timer > self.move_interval: # Ensure delay between movements
if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x - 1, self.current_tetromino.y):
self.current_tetromino.move(-1, 0) # Move left
self.move_timer = current_time # Reset timer
# Handle automatic falling based on timer
if current_time - self.fall_timer > fall_interval:
if not self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x, self.current_tetromino.y + 1):
self.current_tetromino.move(0, 1) # Move down
else:
self.lock_tetromino()
self.fall_timer = current_time
def draw(self):
"""Render the game elements."""
self.screen.fill((138, 138, 138))
self.grid_surface.fill((87, 87, 87))
# Draw the grid and tetromino
self.game_grid.draw_grid(self.grid_surface)
self.current_tetromino.draw(self.grid_surface)
# Draw next and hold previews
self.next_surface.fill((0, 0, 0))
self.next_tetromino.draw_next_tetromino(self.next_surface)
self.hold_surface.fill((0, 0, 0))
if self.hold_tetromino:
self.hold_tetromino.draw_next_tetromino(self.hold_surface)
# Draw score
draw_text(self.screen, f'Score: {settings.game_score}', 30, self.width - 75, 100, (255, 255, 255))
# Render surfaces
self.screen.blit(self.grid_surface, (0, 0))
self.screen.blit(self.next_surface, (self.width - 150, 200))
self.screen.blit(self.hold_surface, (self.width - 150, 400))
pg.display.update()
def lock_tetromino(self):
"""Lock the current tetromino in place and spawn a new one."""
self.game_grid.add_tetromino(self.current_tetromino)
self.game_grid.check_full_row()
self.current_tetromino = self.next_tetromino
self.next_tetromino = Tetrominos(cols, cell_size)
self.hold_used = False
# Check for game over
if self.game_grid.check_collision(self.current_tetromino.shape, self.current_tetromino.x, self.current_tetromino.y):
self.show_game_over()
def handle_hold(self):
"""Handle the hold tetromino functionality."""
if not self.hold_used:
if self.hold_tetromino is None:
self.hold_tetromino = self.current_tetromino
self.current_tetromino = self.next_tetromino
self.next_tetromino = Tetrominos(cols, cell_size)
else:
self.hold_tetromino, self.current_tetromino = self.current_tetromino, self.hold_tetromino
self.current_tetromino.x = cols // 2
self.current_tetromino.y = 0
self.hold_used = True
def show_game_over(self):
"""Handle game over screen."""
settings.gamestate = False
self.playing = False