143 lines
5.6 KiB
Python
143 lines
5.6 KiB
Python
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.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.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.fall_timer = 0
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self.move_timer = 0
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self.move_interval = 100
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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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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 == pg.K_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 == pg.K_c:
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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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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[pg.K_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[pg.K_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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# 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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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.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}', 30, self.width - 75, 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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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 show_game_over(self):
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"""Handle game over screen."""
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settings.gamestate = False
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self.playing = False
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