initial commit
commit
efb571332e
@ -0,0 +1,7 @@
|
|||||||
|
/env
|
||||||
|
|
||||||
|
# Byte-compiled / optimized / DLL files
|
||||||
|
__pycache__
|
||||||
|
*.py[cod]
|
||||||
|
*$py.class
|
||||||
|
.env
|
@ -0,0 +1,610 @@
|
|||||||
|
# GNU GENERAL PUBLIC LICENSE
|
||||||
|
|
||||||
|
Version 3, 29 June 2007
|
||||||
|
|
||||||
|
Copyright © 2007 Free Software Foundation, Inc.
|
||||||
|
[http://fsf.org/](http://fsf.org/)
|
||||||
|
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies of this
|
||||||
|
license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
## Preamble
|
||||||
|
|
||||||
|
The GNU General Public License is a free, copyleft license for software
|
||||||
|
and other kinds of works.
|
||||||
|
|
||||||
|
The licenses for most software and other practical works are designed to
|
||||||
|
take away your freedom to share and change the works. By contrast, the
|
||||||
|
GNU General Public License is intended to guarantee your freedom to
|
||||||
|
share and change all versions of a program--to make sure it remains free
|
||||||
|
software for all its users. We, the Free Software Foundation, use the
|
||||||
|
GNU General Public License for most of our software; it applies also to
|
||||||
|
any other work released this way by its authors. You can apply it to
|
||||||
|
your programs, too.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom, not price.
|
||||||
|
Our General Public Licenses are designed to make sure that you have the
|
||||||
|
freedom to distribute copies of free software (and charge for them if
|
||||||
|
you wish), that you receive source code or can get it if you want it,
|
||||||
|
that you can change the software or use pieces of it in new free
|
||||||
|
programs, and that you know you can do these things.
|
||||||
|
|
||||||
|
To protect your rights, we need to prevent others from denying you these
|
||||||
|
rights or asking you to surrender the rights. Therefore, you have
|
||||||
|
certain responsibilities if you distribute copies of the software, or if
|
||||||
|
you modify it: responsibilities to respect the freedom of others.
|
||||||
|
|
||||||
|
For example, if you distribute copies of such a program, whether gratis
|
||||||
|
or for a fee, you must pass on to the recipients the same freedoms that
|
||||||
|
you received. You must make sure that they, too, receive or can get the
|
||||||
|
source code. And you must show them these terms so they know their
|
||||||
|
rights.
|
||||||
|
|
||||||
|
Developers that use the GNU GPL protect your rights with two steps: (1)
|
||||||
|
assert copyright on the software, and (2) offer you this License giving
|
||||||
|
you legal permission to copy, distribute and/or modify it.
|
||||||
|
|
||||||
|
For the developers' and authors' protection, the GPL clearly explains
|
||||||
|
that there is no warranty for this free software. For both users' and
|
||||||
|
authors' sake, the GPL requires that modified versions be marked as
|
||||||
|
changed, so that their problems will not be attributed erroneously to
|
||||||
|
authors of previous versions.
|
||||||
|
|
||||||
|
Some devices are designed to deny users access to install or run
|
||||||
|
modified versions of the software inside them, although the manufacturer
|
||||||
|
can do so. This is fundamentally incompatible with the aim of protecting
|
||||||
|
users' freedom to change the software. The systematic pattern of such
|
||||||
|
abuse occurs in the area of products for individuals to use, which is
|
||||||
|
precisely where it is most unacceptable. Therefore, we have designed
|
||||||
|
this version of the GPL to prohibit the practice for those products. If
|
||||||
|
such problems arise substantially in other domains, we stand ready to
|
||||||
|
extend this provision to those domains in future versions of the GPL, as
|
||||||
|
needed to protect the freedom of users.
|
||||||
|
|
||||||
|
Finally, every program is threatened constantly by software patents.
|
||||||
|
States should not allow patents to restrict development and use of
|
||||||
|
software on general-purpose computers, but in those that do, we wish to
|
||||||
|
avoid the special danger that patents applied to a free program could
|
||||||
|
make it effectively proprietary. To prevent this, the GPL assures that
|
||||||
|
patents cannot be used to render the program non-free.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and
|
||||||
|
modification follow.
|
||||||
|
|
||||||
|
## TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
### 0. Definitions.
|
||||||
|
|
||||||
|
“This License” refers to version 3 of the GNU General Public License.
|
||||||
|
|
||||||
|
“Copyright” also means copyright-like laws that apply to other kinds of
|
||||||
|
works, such as semiconductor masks.
|
||||||
|
|
||||||
|
“The Program” refers to any copyrightable work licensed under this
|
||||||
|
License. Each licensee is addressed as “you”. “Licensees” and
|
||||||
|
“recipients” may be individuals or organizations.
|
||||||
|
|
||||||
|
To “modify” a work means to copy from or adapt all or part of the work
|
||||||
|
in a fashion requiring copyright permission, other than the making of an
|
||||||
|
exact copy. The resulting work is called a “modified version” of the
|
||||||
|
earlier work or a work “based on” the earlier work.
|
||||||
|
|
||||||
|
A “covered work” means either the unmodified Program or a work based on
|
||||||
|
the Program.
|
||||||
|
|
||||||
|
To “propagate” a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
|
||||||
|
|
||||||
|
To “convey” a work means any kind of propagation that enables other
|
||||||
|
parties to make or receive copies. Mere interaction with a user through
|
||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
||||||
|
|
||||||
|
An interactive user interface displays “Appropriate Legal Notices” to
|
||||||
|
the extent that it includes a convenient and prominently visible feature
|
||||||
|
that (1) displays an appropriate copyright notice, and (2) tells the
|
||||||
|
user that there is no warranty for the work (except to the extent that
|
||||||
|
warranties are provided), that licensees may convey the work under this
|
||||||
|
License, and how to view a copy of this License. If the interface
|
||||||
|
presents a list of user commands or options, such as a menu, a prominent
|
||||||
|
item in the list meets this criterion.
|
||||||
|
|
||||||
|
### 1. Source Code.
|
||||||
|
|
||||||
|
The “source code” for a work means the preferred form of the work for
|
||||||
|
making modifications to it. “Object code” means any non-source form of a
|
||||||
|
work.
|
||||||
|
|
||||||
|
A “Standard Interface” means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that is
|
||||||
|
widely used among developers working in that language.
|
||||||
|
|
||||||
|
The “System Libraries” of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
|
packaging a Major Component, but which is not part of that Major
|
||||||
|
Component, and (b) serves only to enable use of the work with that Major
|
||||||
|
Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A “Major
|
||||||
|
Component”, in this context, means a major essential component (kernel,
|
||||||
|
window system, and so on) of the specific operating system (if any) on
|
||||||
|
which the executable work runs, or a compiler used to produce the work,
|
||||||
|
or an object code interpreter used to run it.
|
||||||
|
|
||||||
|
The “Corresponding Source” for a work in object code form means all the
|
||||||
|
source code needed to generate, install, and (for an executable work)
|
||||||
|
run the object code and to modify the work, including scripts to control
|
||||||
|
those activities. However, it does not include the work's System
|
||||||
|
Libraries, or general-purpose tools or generally available free programs
|
||||||
|
which are used unmodified in performing those activities but which are
|
||||||
|
not part of the work. For example, Corresponding Source includes
|
||||||
|
interface definition files associated with source files for the work,
|
||||||
|
and the source code for shared libraries and dynamically linked
|
||||||
|
subprograms that the work is specifically designed to require, such as
|
||||||
|
by intimate data communication or control flow between those subprograms
|
||||||
|
and other parts of the work.
|
||||||
|
|
||||||
|
The Corresponding Source need not include anything that users can
|
||||||
|
regenerate automatically from other parts of the Corresponding Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that same
|
||||||
|
work.
|
||||||
|
|
||||||
|
### 2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
|
|
||||||
|
You may make, run and propagate covered works that you do not convey,
|
||||||
|
without conditions so long as your license otherwise remains in force.
|
||||||
|
You may convey covered works to others for the sole purpose of having
|
||||||
|
them make modifications exclusively for you, or provide you with
|
||||||
|
facilities for running those works, provided that you comply with the
|
||||||
|
terms of this License in conveying all material for which you do not
|
||||||
|
control copyright. Those thus making or running the covered works for
|
||||||
|
you must do so exclusively on your behalf, under your direction and
|
||||||
|
control, on terms that prohibit them from making any copies of your
|
||||||
|
copyrighted material outside their relationship with you.
|
||||||
|
|
||||||
|
Conveying under any other circumstances is permitted solely under the
|
||||||
|
conditions stated below. Sublicensing is not allowed; section 10 makes
|
||||||
|
it unnecessary.
|
||||||
|
|
||||||
|
### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
|
|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article 11
|
||||||
|
of the WIPO copyright treaty adopted on 20 December 1996, or similar
|
||||||
|
laws prohibiting or restricting circumvention of such measures.
|
||||||
|
|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to the
|
||||||
|
covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
|
|
||||||
|
### 4. Conveying Verbatim Copies.
|
||||||
|
|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice; keep
|
||||||
|
intact all notices stating that this License and any non-permissive
|
||||||
|
terms added in accord with section 7 apply to the code; keep intact all
|
||||||
|
notices of the absence of any warranty; and give all recipients a copy
|
||||||
|
of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge any price or no price for each copy that you convey, and
|
||||||
|
you may offer support or warranty protection for a fee.
|
||||||
|
|
||||||
|
### 5. Conveying Modified Source Versions.
|
||||||
|
|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the terms
|
||||||
|
of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
- a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
- b) The work must carry prominent notices stating that it is released
|
||||||
|
under this License and any conditions added under section 7. This
|
||||||
|
requirement modifies the requirement in section 4 to “keep intact
|
||||||
|
all notices”.
|
||||||
|
- c) You must license the entire work, as a whole, under this License
|
||||||
|
to anyone who comes into possession of a copy. This License will
|
||||||
|
therefore apply, along with any applicable section 7 additional
|
||||||
|
terms, to the whole of the work, and all its parts, regardless of
|
||||||
|
how they are packaged. This License gives no permission to license
|
||||||
|
the work in any other way, but it does not invalidate such
|
||||||
|
permission if you have separately received it.
|
||||||
|
- d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your work
|
||||||
|
need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work, and
|
||||||
|
which are not combined with it such as to form a larger program, in or
|
||||||
|
on a volume of a storage or distribution medium, is called an
|
||||||
|
“aggregate” if the compilation and its resulting copyright are not used
|
||||||
|
to limit the access or legal rights of the compilation's users beyond
|
||||||
|
what the individual works permit. Inclusion of a covered work in an
|
||||||
|
aggregate does not cause this License to apply to the other parts of the
|
||||||
|
aggregate.
|
||||||
|
|
||||||
|
### 6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms of
|
||||||
|
sections 4 and 5, provided that you also convey the machine-readable
|
||||||
|
Corresponding Source under the terms of this License, in one of these
|
||||||
|
ways:
|
||||||
|
|
||||||
|
- a) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by the
|
||||||
|
Corresponding Source fixed on a durable physical medium customarily
|
||||||
|
used for software interchange.
|
||||||
|
- b) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by a written
|
||||||
|
offer, valid for at least three years and valid for as long as you
|
||||||
|
offer spare parts or customer support for that product model, to
|
||||||
|
give anyone who possesses the object code either (1) a copy of the
|
||||||
|
Corresponding Source for all the software in the product that is
|
||||||
|
covered by this License, on a durable physical medium customarily
|
||||||
|
used for software interchange, for a price no more than your
|
||||||
|
reasonable cost of physically performing this conveying of source,
|
||||||
|
or (2) access to copy the Corresponding Source from a network server
|
||||||
|
at no charge.
|
||||||
|
- c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This alternative
|
||||||
|
is allowed only occasionally and noncommercially, and only if you
|
||||||
|
received the object code with such an offer, in accord with
|
||||||
|
subsection 6b.
|
||||||
|
- d) Convey the object code by offering access from a designated place
|
||||||
|
(gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party) that
|
||||||
|
supports equivalent copying facilities, provided you maintain clear
|
||||||
|
directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
- e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be included
|
||||||
|
in conveying the object code work.
|
||||||
|
|
||||||
|
A “User Product” is either (1) a “consumer product”, which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for
|
||||||
|
incorporation into a dwelling. In determining whether a product is a
|
||||||
|
consumer product, doubtful cases shall be resolved in favor of coverage.
|
||||||
|
For a particular product received by a particular user, “normally used”
|
||||||
|
refers to a typical or common use of that class of product, regardless
|
||||||
|
of the status of the particular user or of the way in which the
|
||||||
|
particular user actually uses, or expects or is expected to use, the
|
||||||
|
product. A product is a consumer product regardless of whether the
|
||||||
|
product has substantial commercial, industrial or non-consumer uses,
|
||||||
|
unless such uses represent the only significant mode of use of the
|
||||||
|
product.
|
||||||
|
|
||||||
|
“Installation Information” for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product
|
||||||
|
from a modified version of its Corresponding Source. The information
|
||||||
|
must suffice to ensure that the continued functioning of the modified
|
||||||
|
object code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied by
|
||||||
|
the Installation Information. But this requirement does not apply if
|
||||||
|
neither you nor any third party retains the ability to install modified
|
||||||
|
object code on the User Product (for example, the work has been
|
||||||
|
installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided, in
|
||||||
|
accord with this section must be in a format that is publicly documented
|
||||||
|
(and with an implementation available to the public in source code
|
||||||
|
form), and must require no special password or key for unpacking,
|
||||||
|
reading or copying.
|
||||||
|
|
||||||
|
### 7. Additional Terms.
|
||||||
|
|
||||||
|
“Additional permissions” are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by this
|
||||||
|
License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option remove
|
||||||
|
any additional permissions from that copy, or from any part of it.
|
||||||
|
(Additional permissions may be written to require their own removal in
|
||||||
|
certain cases when you modify the work.) You may place additional
|
||||||
|
permissions on material, added by you to a covered work, for which you
|
||||||
|
have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders
|
||||||
|
of that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
- a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
- b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
- c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
- d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
- e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
- f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered “further
|
||||||
|
restrictions” within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains a
|
||||||
|
further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms of
|
||||||
|
that license document, provided that the further restriction does not
|
||||||
|
survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you must
|
||||||
|
place, in the relevant source files, a statement of the additional terms
|
||||||
|
that apply to those files, or a notice indicating where to find the
|
||||||
|
applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions; the above
|
||||||
|
requirements apply either way.
|
||||||
|
|
||||||
|
### 8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your license
|
||||||
|
from a particular copyright holder is reinstated (a) provisionally,
|
||||||
|
unless and until the copyright holder explicitly and finally terminates
|
||||||
|
your license, and (b) permanently, if the copyright holder fails to
|
||||||
|
notify you of the violation by some reasonable means prior to 60 days
|
||||||
|
after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is reinstated
|
||||||
|
permanently if the copyright holder notifies you of the violation by
|
||||||
|
some reasonable means, this is the first time you have received notice
|
||||||
|
of violation of this License (for any work) from that copyright holder,
|
||||||
|
and you cure the violation prior to 30 days after your receipt of the
|
||||||
|
notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
### 9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or run a
|
||||||
|
copy of the Program. Ancillary propagation of a covered work occurring
|
||||||
|
solely as a consequence of using peer-to-peer transmission to receive a
|
||||||
|
copy likewise does not require acceptance. However, nothing other than
|
||||||
|
this License grants you permission to propagate or modify any covered
|
||||||
|
work. These actions infringe copyright if you do not accept this
|
||||||
|
License. Therefore, by modifying or propagating a covered work, you
|
||||||
|
indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
### 10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An “entity transaction” is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered work
|
||||||
|
results from an entity transaction, each party to that transaction who
|
||||||
|
receives a copy of the work also receives whatever licenses to the work
|
||||||
|
the party's predecessor in interest had or could give under the previous
|
||||||
|
paragraph, plus a right to possession of the Corresponding Source of the
|
||||||
|
work from the predecessor in interest, if the predecessor has it or can
|
||||||
|
get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may not
|
||||||
|
impose a license fee, royalty, or other charge for exercise of rights
|
||||||
|
granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that any
|
||||||
|
patent claim is infringed by making, using, selling, offering for sale,
|
||||||
|
or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
### 11. Patents.
|
||||||
|
|
||||||
|
A “contributor” is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The work
|
||||||
|
thus licensed is called the contributor's “contributor version”.
|
||||||
|
|
||||||
|
A contributor's “essential patent claims” are all patent claims owned or
|
||||||
|
controlled by the contributor, whether already acquired or hereafter
|
||||||
|
acquired, that would be infringed by some manner, permitted by this
|
||||||
|
License, of making, using, or selling its contributor version, but do
|
||||||
|
not include claims that would be infringed only as a consequence of
|
||||||
|
further modification of the contributor version. For purposes of this
|
||||||
|
definition, “control” includes the right to grant patent sublicenses in
|
||||||
|
a manner consistent with the requirements of this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to make,
|
||||||
|
use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a “patent license” is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To “grant” such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license, and
|
||||||
|
the Corresponding Source of the work is not available for anyone to
|
||||||
|
copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. “Knowingly relying” means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify or
|
||||||
|
convey a specific copy of the covered work, then the patent license you
|
||||||
|
grant is automatically extended to all recipients of the covered work
|
||||||
|
and works based on it.
|
||||||
|
|
||||||
|
A patent license is “discriminatory” if it does not include within the
|
||||||
|
scope of its coverage, prohibits the exercise of, or is conditioned on
|
||||||
|
the non-exercise of one or more of the rights that are specifically
|
||||||
|
granted under this License. You may not convey a covered work if you are
|
||||||
|
a party to an arrangement with a third party that is in the business of
|
||||||
|
distributing software, under which you make payment to the third party
|
||||||
|
based on the extent of your activity of conveying the work, and under
|
||||||
|
which the third party grants, to any of the parties who would receive
|
||||||
|
the covered work from you, a discriminatory patent license (a) in
|
||||||
|
connection with copies of the covered work conveyed by you (or copies
|
||||||
|
made from those copies), or (b) primarily for and in connection with
|
||||||
|
specific products or compilations that contain the covered work, unless
|
||||||
|
you entered into that arrangement, or that patent license was granted,
|
||||||
|
prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting any
|
||||||
|
implied license or other defenses to infringement that may otherwise be
|
||||||
|
available to you under applicable patent law.
|
||||||
|
|
||||||
|
### 12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you
|
||||||
|
may not convey it at all. For example, if you agree to terms that
|
||||||
|
obligate you to collect a royalty for further conveying from those to
|
||||||
|
whom you convey the Program, the only way you could satisfy both those
|
||||||
|
terms and this License would be to refrain entirely from conveying the
|
||||||
|
Program.
|
||||||
|
|
||||||
|
### 13. Use with the GNU Affero General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have permission
|
||||||
|
to link or combine any covered work with a work licensed under version 3
|
||||||
|
of the GNU Affero General Public License into a single combined work,
|
||||||
|
and to convey the resulting work. The terms of this License will
|
||||||
|
continue to apply to the part which is the covered work, but the special
|
||||||
|
requirements of the GNU Affero General Public License, section 13,
|
||||||
|
concerning interaction through a network will apply to the combination
|
||||||
|
as such.
|
||||||
|
|
||||||
|
### 14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU General Public License from time to time. Such new versions will
|
||||||
|
be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the Program
|
||||||
|
specifies that a certain numbered version of the GNU General Public
|
||||||
|
License “or any later version” applies to it, you have the option of
|
||||||
|
following the terms and conditions either of that numbered version or of
|
||||||
|
any later version published by the Free Software Foundation. If the
|
||||||
|
Program does not specify a version number of the GNU General Public
|
||||||
|
License, you may choose any version ever published by the Free Software
|
||||||
|
Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future versions
|
||||||
|
of the GNU General Public License can be used, that proxy's public
|
||||||
|
statement of acceptance of a version permanently authorizes you to
|
||||||
|
choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different permissions.
|
||||||
|
However, no additional obligations are imposed on any author or
|
||||||
|
copyright holder as a result of your choosing to follow a later version.
|
||||||
|
|
||||||
|
### 15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT
|
||||||
|
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
|
||||||
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||||
|
PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF
|
||||||
|
THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME
|
||||||
|
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
### 16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
|
||||||
|
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
|
||||||
|
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
|
||||||
|
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES
|
||||||
|
SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE
|
||||||
|
WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN
|
||||||
|
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||||
|
|
||||||
|
### 17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided above
|
||||||
|
cannot be given local legal effect according to their terms, reviewing
|
||||||
|
courts shall apply local law that most closely approximates an absolute
|
||||||
|
waiver of all civil liability in connection with the Program, unless a
|
||||||
|
warranty or assumption of liability accompanies a copy of the Program in
|
||||||
|
return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
@ -0,0 +1,35 @@
|
|||||||
|
# Python Tetris
|
||||||
|
|
||||||
|
This is the repository with non-finished implementation of the tetris. Please, be patient because I am writing it in my free time :-).
|
||||||
|
|
||||||
|
### Prerequisites
|
||||||
|
|
||||||
|
The game is based on the pygame library. You can install it using the pip tool.
|
||||||
|
|
||||||
|
```
|
||||||
|
pip3 install --user pygame
|
||||||
|
```
|
||||||
|
|
||||||
|
Provided code is written for Python3. After that, you can run the game with:
|
||||||
|
|
||||||
|
```
|
||||||
|
python3 tetris.py
|
||||||
|
```
|
||||||
|
|
||||||
|
|
||||||
|
## Control
|
||||||
|
|
||||||
|
The following list contains used control keys:
|
||||||
|
|
||||||
|
* *Arrows* - used for the moving of a tetris block
|
||||||
|
* *Space* - rotates the tetris block
|
||||||
|
* *q* - quit the game
|
||||||
|
* *p* - pause the game
|
||||||
|
|
||||||
|
## Authors
|
||||||
|
|
||||||
|
* **Pavel Benáček** - *coding of the game*
|
||||||
|
|
||||||
|
## License
|
||||||
|
|
||||||
|
This project is licensed under the GNU GPL License - see the [LICENSE.md](LICENSE.md) file for details
|
@ -0,0 +1,203 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
|
# File: block.py
|
||||||
|
# Description: This file contains the declaration of basic tetris block class.
|
||||||
|
# Author: Pavel Benáček <pavel.benacek@gmail.com>
|
||||||
|
|
||||||
|
# This program is free software: you can redistribute it and/or modify
|
||||||
|
# it under the terms of the GNU General Public License as published by
|
||||||
|
# the Free Software Foundation, either version 3 of the License, or
|
||||||
|
# (at your option) any later version.
|
||||||
|
#
|
||||||
|
# This program is distributed in the hope that it will be useful,
|
||||||
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
# GNU General Public License for more details.
|
||||||
|
#
|
||||||
|
# You should have received a copy of the GNU General Public License
|
||||||
|
# along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
import pdb
|
||||||
|
|
||||||
|
import constants
|
||||||
|
import pygame
|
||||||
|
import math
|
||||||
|
import copy
|
||||||
|
import sys
|
||||||
|
|
||||||
|
class Block(object):
|
||||||
|
"""
|
||||||
|
Class for handling of tetris block
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self,shape,x,y,screen,color,rotate_en):
|
||||||
|
"""
|
||||||
|
Initialize the tetris block class
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- shape - list of block data. The list contains [X,Y] coordinates of
|
||||||
|
building blocks.
|
||||||
|
- x - X coordinate of first tetris shape block
|
||||||
|
- y - Y coordinate of first tetris shape block
|
||||||
|
- screen - screen to draw on
|
||||||
|
- color - the color of each shape block in RGB notation
|
||||||
|
- rotate_en - enable or disable the rotation
|
||||||
|
"""
|
||||||
|
# The initial shape (convert all to Rect objects)
|
||||||
|
self.shape = []
|
||||||
|
for sh in shape:
|
||||||
|
bx = sh[0]*constants.BWIDTH + x
|
||||||
|
by = sh[1]*constants.BHEIGHT + y
|
||||||
|
block = pygame.Rect(bx,by,constants.BWIDTH,constants.BHEIGHT)
|
||||||
|
self.shape.append(block)
|
||||||
|
# Setup the rotation attribute
|
||||||
|
self.rotate_en = rotate_en
|
||||||
|
# Setup the rest of variables
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
# Movement in the X,Y coordinates
|
||||||
|
self.diffx = 0
|
||||||
|
self.diffy = 0
|
||||||
|
# Screen to drawn on
|
||||||
|
self.screen = screen
|
||||||
|
self.color = color
|
||||||
|
# Rotation of the screen
|
||||||
|
self.diff_rotation = 0
|
||||||
|
|
||||||
|
def draw(self):
|
||||||
|
"""
|
||||||
|
Draw the block from shape blocks. Each shape block
|
||||||
|
is filled with a color and black border.
|
||||||
|
"""
|
||||||
|
for bl in self.shape:
|
||||||
|
pygame.draw.rect(self.screen,self.color,bl)
|
||||||
|
pygame.draw.rect(self.screen,constants.BLACK,bl,constants.MESH_WIDTH)
|
||||||
|
|
||||||
|
def get_rotated(self,x,y):
|
||||||
|
"""
|
||||||
|
Compute the new coordinates based on the rotation angle.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- x - the X coordinate to transfer
|
||||||
|
- y - the Y coordinate to transfer
|
||||||
|
|
||||||
|
Returns the tuple with new (X,Y) coordinates.
|
||||||
|
"""
|
||||||
|
# Use the classic transformation matrix:
|
||||||
|
# https://www.siggraph.org/education/materials/HyperGraph/modeling/mod_tran/2drota.htm
|
||||||
|
rads = self.diff_rotation * (math.pi / 180.0)
|
||||||
|
newx = x*math.cos(rads) - y*math.sin(rads)
|
||||||
|
newy = y*math.cos(rads) + x*math.sin(rads)
|
||||||
|
return (newx,newy)
|
||||||
|
|
||||||
|
def move(self,x,y):
|
||||||
|
"""
|
||||||
|
Move all elements of the block using the given offset.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- x - movement in the X coordinate
|
||||||
|
- y - movement in the Y coordinate
|
||||||
|
"""
|
||||||
|
# Accumulate X,Y coordinates and call the update function
|
||||||
|
self.diffx += x
|
||||||
|
self.diffy += y
|
||||||
|
self._update()
|
||||||
|
|
||||||
|
def remove_blocks(self,y):
|
||||||
|
"""
|
||||||
|
Remove blocks on the Y coordinate. All blocks
|
||||||
|
above the Y are moved one step down.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- y - Y coordinate to work with.
|
||||||
|
"""
|
||||||
|
new_shape = []
|
||||||
|
for shape_i in range(len(self.shape)):
|
||||||
|
tmp_shape = self.shape[shape_i]
|
||||||
|
if tmp_shape.y < y:
|
||||||
|
# Block is above the y, move down and add it to the list of active shape
|
||||||
|
# blocks.
|
||||||
|
new_shape.append(tmp_shape)
|
||||||
|
tmp_shape.move_ip(0,constants.BHEIGHT)
|
||||||
|
elif tmp_shape.y > y:
|
||||||
|
# Block is below the y, add it to the list. The block doesn't need to be moved because
|
||||||
|
# the removed line is above it.
|
||||||
|
new_shape.append(tmp_shape)
|
||||||
|
# Setup the new list of block shapes.
|
||||||
|
self.shape = new_shape
|
||||||
|
|
||||||
|
def has_blocks(self):
|
||||||
|
"""
|
||||||
|
Returns true if the block has some shape blocks in the shape list.
|
||||||
|
"""
|
||||||
|
return True if len(self.shape) > 0 else False
|
||||||
|
|
||||||
|
def rotate(self):
|
||||||
|
"""
|
||||||
|
Setup the rotation value to 90 degrees.
|
||||||
|
"""
|
||||||
|
# Setup the rotation and update coordinates of all shape blocks.
|
||||||
|
# The block is rotated iff the rotation is enabled
|
||||||
|
if self.rotate_en:
|
||||||
|
self.diff_rotation = 90
|
||||||
|
self._update()
|
||||||
|
|
||||||
|
def _update(self):
|
||||||
|
"""
|
||||||
|
Update the position of all shape boxes.
|
||||||
|
"""
|
||||||
|
for bl in self.shape:
|
||||||
|
# Get old coordinates and compute new x,y coordinates.
|
||||||
|
# All rotation calculates are done in the original coordinates.
|
||||||
|
origX = (bl.x - self.x)/constants.BWIDTH
|
||||||
|
origY = (bl.y - self.y)/constants.BHEIGHT
|
||||||
|
rx,ry = self.get_rotated(origX,origY)
|
||||||
|
newX = rx*constants.BWIDTH + self.x + self.diffx
|
||||||
|
newY = ry*constants.BHEIGHT + self.y + self.diffy
|
||||||
|
# Compute the relative move
|
||||||
|
newPosX = newX - bl.x
|
||||||
|
newPosY = newY - bl.y
|
||||||
|
bl.move_ip(newPosX,newPosY)
|
||||||
|
# Everyhting was moved. Setup new x,y, coordinates and reset all disable the move
|
||||||
|
# variables.
|
||||||
|
self.x += self.diffx
|
||||||
|
self.y += self.diffy
|
||||||
|
self.diffx = 0
|
||||||
|
self.diffy = 0
|
||||||
|
self.diff_rotation = 0
|
||||||
|
|
||||||
|
def backup(self):
|
||||||
|
"""
|
||||||
|
Backup the current configuration of shape blocks.
|
||||||
|
"""
|
||||||
|
# Make the deep copy of the shape list. Also, remember
|
||||||
|
# the current configuration.
|
||||||
|
self.shape_copy = copy.deepcopy(self.shape)
|
||||||
|
self.x_copy = self.x
|
||||||
|
self.y_copy = self.y
|
||||||
|
self.rotation_copy = self.diff_rotation
|
||||||
|
|
||||||
|
def restore(self):
|
||||||
|
"""
|
||||||
|
Restore the previous configuraiton.
|
||||||
|
"""
|
||||||
|
self.shape = self.shape_copy
|
||||||
|
self.x = self.x_copy
|
||||||
|
self.y = self.y_copy
|
||||||
|
self.diff_rotation = self.rotation_copy
|
||||||
|
|
||||||
|
def check_collision(self,rect_list):
|
||||||
|
"""
|
||||||
|
The function checks if the block colides with any other block
|
||||||
|
in the shape list.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- rect_list - the function accepts the list of Rect object which
|
||||||
|
are used for the collistion detection.
|
||||||
|
"""
|
||||||
|
for blk in rect_list:
|
||||||
|
collist = blk.collidelistall(self.shape)
|
||||||
|
if len(collist):
|
||||||
|
return True
|
||||||
|
return False
|
||||||
|
|
@ -0,0 +1,69 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
|
# File: constants.py
|
||||||
|
# Description: Basic program constants.
|
||||||
|
# Author: Pavel Benáček <pavel.benacek@gmail.com>
|
||||||
|
|
||||||
|
# This program is free software: you can redistribute it and/or modify
|
||||||
|
# it under the terms of the GNU General Public License as published by
|
||||||
|
# the Free Software Foundation, either version 3 of the License, or
|
||||||
|
# (at your option) any later version.
|
||||||
|
#
|
||||||
|
# This program is distributed in the hope that it will be useful,
|
||||||
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
# GNU General Public License for more details.
|
||||||
|
#
|
||||||
|
# You should have received a copy of the GNU General Public License
|
||||||
|
# along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
|
||||||
|
from pygame.locals import *
|
||||||
|
|
||||||
|
# Configuration of building shape block
|
||||||
|
# Width of the shape block
|
||||||
|
BWIDTH = 20
|
||||||
|
# Height of the shape block
|
||||||
|
BHEIGHT = 20
|
||||||
|
# Width of the line around the block
|
||||||
|
MESH_WIDTH = 1
|
||||||
|
|
||||||
|
# Configuration of the player board
|
||||||
|
# Board line height
|
||||||
|
BOARD_HEIGHT = 7
|
||||||
|
# Margin of upper line (for score)
|
||||||
|
BOARD_UP_MARGIN = 40
|
||||||
|
# Margins around all lines
|
||||||
|
BOARD_MARGIN = 2
|
||||||
|
|
||||||
|
# Color declarations in the RGB notation
|
||||||
|
WHITE = (255,255,255)
|
||||||
|
RED = (255,0,0)
|
||||||
|
GREEN = (0,255,0)
|
||||||
|
BLUE = (0,0,255)
|
||||||
|
ORANGE = (255,69,0)
|
||||||
|
GOLD = (255,125,0)
|
||||||
|
PURPLE = (128,0,128)
|
||||||
|
CYAN = (0,255,255)
|
||||||
|
BLACK = (0,0,0)
|
||||||
|
|
||||||
|
# Timing constraints
|
||||||
|
# Time for the generation of TIME_MOVE_EVENT (ms)
|
||||||
|
MOVE_TICK = 1000
|
||||||
|
# Allocated number for the move dowon event
|
||||||
|
TIMER_MOVE_EVENT = USEREVENT+1
|
||||||
|
# Speed up ratio of the game (integer values)
|
||||||
|
GAME_SPEEDUP_RATIO = 1.5
|
||||||
|
# Score LEVEL - first threshold of the score
|
||||||
|
SCORE_LEVEL = 2000
|
||||||
|
# Score level ratio
|
||||||
|
SCORE_LEVEL_RATIO = 2
|
||||||
|
|
||||||
|
# Configuration of score
|
||||||
|
# Number of points for one building block
|
||||||
|
POINT_VALUE = 100
|
||||||
|
# Margin of the SCORE string
|
||||||
|
POINT_MARGIN = 10
|
||||||
|
|
||||||
|
# Font size for all strings (score, pause, game over)
|
||||||
|
FONT_SIZE = 25
|
@ -0,0 +1,346 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
|
# File: tetris.py
|
||||||
|
# Description: Main file with tetris game.
|
||||||
|
# Author: Pavel Benáček <pavel.benacek@gmail.com>
|
||||||
|
|
||||||
|
# This program is free software: you can redistribute it and/or modify
|
||||||
|
# it under the terms of the GNU General Public License as published by
|
||||||
|
# the Free Software Foundation, either version 3 of the License, or
|
||||||
|
# (at your option) any later version.
|
||||||
|
#
|
||||||
|
# This program is distributed in the hope that it will be useful,
|
||||||
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
# GNU General Public License for more details.
|
||||||
|
#
|
||||||
|
# You should have received a copy of the GNU General Public License
|
||||||
|
# along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
import pygame
|
||||||
|
import pdb
|
||||||
|
|
||||||
|
import random
|
||||||
|
import math
|
||||||
|
import block
|
||||||
|
import constants
|
||||||
|
|
||||||
|
class Tetris(object):
|
||||||
|
"""
|
||||||
|
The class with implementation of tetris game logic.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self,bx,by):
|
||||||
|
"""
|
||||||
|
Initialize the tetris object.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- bx - number of blocks in x
|
||||||
|
- by - number of blocks in y
|
||||||
|
"""
|
||||||
|
# Compute the resolution of the play board based on the required number of blocks.
|
||||||
|
self.resx = bx*constants.BWIDTH+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN
|
||||||
|
self.resy = by*constants.BHEIGHT+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN
|
||||||
|
# Prepare the pygame board objects (white lines)
|
||||||
|
self.board_up = pygame.Rect(0,constants.BOARD_UP_MARGIN,self.resx,constants.BOARD_HEIGHT)
|
||||||
|
self.board_down = pygame.Rect(0,self.resy-constants.BOARD_HEIGHT,self.resx,constants.BOARD_HEIGHT)
|
||||||
|
self.board_left = pygame.Rect(0,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy)
|
||||||
|
self.board_right = pygame.Rect(self.resx-constants.BOARD_HEIGHT,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy)
|
||||||
|
# List of used blocks
|
||||||
|
self.blk_list = []
|
||||||
|
# Compute start indexes for tetris blocks
|
||||||
|
self.start_x = math.ceil(self.resx/2.0)
|
||||||
|
self.start_y = constants.BOARD_UP_MARGIN + constants.BOARD_HEIGHT + constants.BOARD_MARGIN
|
||||||
|
# Blocka data (shapes and colors). The shape is encoded in the list of [X,Y] points. Each point
|
||||||
|
# represents the relative position. The true/false value is used for the configuration of rotation where
|
||||||
|
# False means no rotate and True allows the rotation.
|
||||||
|
self.block_data = (
|
||||||
|
([[-8,0],[-7,0],[-6,0],[-5,0],[-4,0],[-3,0],[-2,0],[-1,0],[0,0],[1,0],[2,0],[3,0],[4,0],[5,0],[6,0],[7,0]],constants.RED,True), # I block
|
||||||
|
# ([[0,0],[1,0],[0,1],[-1,1]],constants.GREEN,True), # S block
|
||||||
|
# ([[0,0],[1,0],[2,0],[2,1]],constants.BLUE,True), # J block
|
||||||
|
# ([[0,0],[0,1],[1,0],[1,1]],constants.ORANGE,False), # O block
|
||||||
|
# ([[-1,0],[0,0],[0,1],[1,1]],constants.GOLD,True), # Z block
|
||||||
|
# ([[0,0],[1,0],[2,0],[1,1]],constants.PURPLE,True), # T block
|
||||||
|
# ([[0,0],[1,0],[2,0],[0,1]],constants.CYAN,True), # J block
|
||||||
|
)
|
||||||
|
# Compute the number of blocks. When the number of blocks is even, we can use it directly but
|
||||||
|
# we have to decrese the number of blocks in line by one when the number is odd (because of the used margin).
|
||||||
|
self.blocks_in_line = bx if bx%2 == 0 else bx-1
|
||||||
|
self.blocks_in_pile = by
|
||||||
|
# Score settings
|
||||||
|
self.score = 0
|
||||||
|
# Remember the current speed
|
||||||
|
self.speed = 10
|
||||||
|
# The score level threshold
|
||||||
|
self.score_level = constants.SCORE_LEVEL
|
||||||
|
|
||||||
|
def apply_action(self):
|
||||||
|
"""
|
||||||
|
Get the event from the event queue and run the appropriate
|
||||||
|
action.
|
||||||
|
"""
|
||||||
|
# Take the event from the event queue.
|
||||||
|
for ev in pygame.event.get():
|
||||||
|
# Check if the close button was fired.
|
||||||
|
if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'):
|
||||||
|
self.done = True
|
||||||
|
# Detect the key evevents for game control.
|
||||||
|
if ev.type == pygame.KEYDOWN:
|
||||||
|
if ev.key == pygame.K_DOWN:
|
||||||
|
self.active_block.move(0,constants.BHEIGHT)
|
||||||
|
if ev.key == pygame.K_LEFT:
|
||||||
|
self.active_block.move(-constants.BWIDTH,0)
|
||||||
|
if ev.key == pygame.K_RIGHT:
|
||||||
|
self.active_block.move(constants.BWIDTH,0)
|
||||||
|
if ev.key == pygame.K_SPACE:
|
||||||
|
self.active_block.rotate()
|
||||||
|
if ev.key == pygame.K_p:
|
||||||
|
self.pause()
|
||||||
|
|
||||||
|
# Detect if the movement event was fired by the timer.
|
||||||
|
if ev.type == constants.TIMER_MOVE_EVENT:
|
||||||
|
self.active_block.move(0,constants.BHEIGHT)
|
||||||
|
|
||||||
|
def pause(self):
|
||||||
|
"""
|
||||||
|
Pause the game and draw the string. This function
|
||||||
|
also calls the flip function which draws the string on the screen.
|
||||||
|
"""
|
||||||
|
# Draw the string to the center of the screen.
|
||||||
|
self.print_center(["PAUSE","Press \"p\" to continue"])
|
||||||
|
pygame.display.flip()
|
||||||
|
while True:
|
||||||
|
for ev in pygame.event.get():
|
||||||
|
if ev.type == pygame.KEYDOWN and ev.key == pygame.K_p:
|
||||||
|
return
|
||||||
|
|
||||||
|
def set_move_timer(self):
|
||||||
|
"""
|
||||||
|
Setup the move timer to the
|
||||||
|
"""
|
||||||
|
# Setup the time to fire the move event. Minimal allowed value is 1
|
||||||
|
speed = math.floor(constants.MOVE_TICK / self.speed)
|
||||||
|
speed = max(1,speed)
|
||||||
|
pygame.time.set_timer(constants.TIMER_MOVE_EVENT,speed)
|
||||||
|
|
||||||
|
def run(self):
|
||||||
|
# Initialize the game (pygame, fonts)
|
||||||
|
pygame.init()
|
||||||
|
pygame.font.init()
|
||||||
|
self.myfont = pygame.font.SysFont(pygame.font.get_default_font(),constants.FONT_SIZE)
|
||||||
|
self.screen = pygame.display.set_mode((self.resx,self.resy))
|
||||||
|
pygame.display.set_caption("Tetris")
|
||||||
|
# Setup the time to fire the move event every given time
|
||||||
|
self.set_move_timer()
|
||||||
|
# Control variables for the game. The done signal is used
|
||||||
|
# to control the main loop (it is set by the quit action), the game_over signal
|
||||||
|
# is set by the game logic and it is also used for the detection of "game over" drawing.
|
||||||
|
# Finally the new_block variable is used for the requesting of new tetris block.
|
||||||
|
self.done = False
|
||||||
|
self.game_over = False
|
||||||
|
self.new_block = True
|
||||||
|
# Print the initial score
|
||||||
|
self.print_status_line()
|
||||||
|
while not(self.done) and not(self.game_over):
|
||||||
|
# Get the block and run the game logic
|
||||||
|
self.get_block()
|
||||||
|
self.game_logic()
|
||||||
|
self.draw_game()
|
||||||
|
# Display the game_over and wait for a keypress
|
||||||
|
if self.game_over:
|
||||||
|
self.print_game_over()
|
||||||
|
# Disable the pygame stuff
|
||||||
|
pygame.font.quit()
|
||||||
|
pygame.display.quit()
|
||||||
|
|
||||||
|
def print_status_line(self):
|
||||||
|
"""
|
||||||
|
Print the current state line
|
||||||
|
"""
|
||||||
|
string = ["SCORE: {0} SPEED: {1}x".format(self.score,self.speed)]
|
||||||
|
self.print_text(string,constants.POINT_MARGIN,constants.POINT_MARGIN)
|
||||||
|
|
||||||
|
def print_game_over(self):
|
||||||
|
"""
|
||||||
|
Print the game over string.
|
||||||
|
"""
|
||||||
|
# Print the game over text
|
||||||
|
self.print_center(["Game Over","Press \"q\" to exit"])
|
||||||
|
# Draw the string
|
||||||
|
pygame.display.flip()
|
||||||
|
# Wait untill the space is pressed
|
||||||
|
while True:
|
||||||
|
for ev in pygame.event.get():
|
||||||
|
if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'):
|
||||||
|
return
|
||||||
|
|
||||||
|
def print_text(self,str_lst,x,y):
|
||||||
|
"""
|
||||||
|
Print the text on the X,Y coordinates.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- str_lst - list of strings to print. Each string is printed on new line.
|
||||||
|
- x - X coordinate of the first string
|
||||||
|
- y - Y coordinate of the first string
|
||||||
|
"""
|
||||||
|
prev_y = 0
|
||||||
|
for string in str_lst:
|
||||||
|
size_x,size_y = self.myfont.size(string)
|
||||||
|
txt_surf = self.myfont.render(string,False,(255,255,255))
|
||||||
|
self.screen.blit(txt_surf,(x,y+prev_y))
|
||||||
|
prev_y += size_y
|
||||||
|
|
||||||
|
def print_center(self,str_list):
|
||||||
|
"""
|
||||||
|
Print the string in the center of the screen.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- str_lst - list of strings to print. Each string is printed on new line.
|
||||||
|
"""
|
||||||
|
max_xsize = max([tmp[0] for tmp in map(self.myfont.size,str_list)])
|
||||||
|
self.print_text(str_list,self.resx/2-max_xsize/2,self.resy/2)
|
||||||
|
|
||||||
|
def block_colides(self):
|
||||||
|
"""
|
||||||
|
Check if the block colides with any other block.
|
||||||
|
|
||||||
|
The function returns True if the collision is detected.
|
||||||
|
"""
|
||||||
|
for blk in self.blk_list:
|
||||||
|
# Check if the block is not the same
|
||||||
|
if blk == self.active_block:
|
||||||
|
continue
|
||||||
|
# Detect situations
|
||||||
|
if(blk.check_collision(self.active_block.shape)):
|
||||||
|
return True
|
||||||
|
return False
|
||||||
|
|
||||||
|
def game_logic(self):
|
||||||
|
"""
|
||||||
|
Implementation of the main game logic. This function detects colisions
|
||||||
|
and insertion of new tetris blocks.
|
||||||
|
"""
|
||||||
|
# Remember the current configuration and try to
|
||||||
|
# apply the action
|
||||||
|
self.active_block.backup()
|
||||||
|
self.apply_action()
|
||||||
|
# Border logic, check if we colide with down border or any
|
||||||
|
# other border. This check also includes the detection with other tetris blocks.
|
||||||
|
down_board = self.active_block.check_collision([self.board_down])
|
||||||
|
any_border = self.active_block.check_collision([self.board_left,self.board_up,self.board_right])
|
||||||
|
block_any = self.block_colides()
|
||||||
|
# Restore the configuration if any collision was detected
|
||||||
|
if down_board or any_border or block_any:
|
||||||
|
self.active_block.restore()
|
||||||
|
# So far so good, sample the previous state and try to move down (to detect the colision with other block).
|
||||||
|
# After that, detect the the insertion of new block. The block new block is inserted if we reached the boarder
|
||||||
|
# or we cannot move down.
|
||||||
|
self.active_block.backup()
|
||||||
|
self.active_block.move(0,constants.BHEIGHT)
|
||||||
|
can_move_down = not self.block_colides()
|
||||||
|
self.active_block.restore()
|
||||||
|
# We end the game if we are on the respawn and we cannot move --> bang!
|
||||||
|
if not can_move_down and (self.start_x == self.active_block.x and self.start_y == self.active_block.y):
|
||||||
|
self.game_over = True
|
||||||
|
# The new block is inserted if we reached down board or we cannot move down.
|
||||||
|
if down_board or not can_move_down:
|
||||||
|
# Request new block
|
||||||
|
self.new_block = True
|
||||||
|
# Detect the filled line and possibly remove the line from the
|
||||||
|
# screen.
|
||||||
|
self.detect_line()
|
||||||
|
|
||||||
|
def detect_line(self):
|
||||||
|
"""
|
||||||
|
Detect if the line is filled. If yes, remove the line and
|
||||||
|
move with remaining bulding blocks to new positions.
|
||||||
|
"""
|
||||||
|
# Get each shape block of the non-moving tetris block and try
|
||||||
|
# to detect the filled line. The number of bulding blocks is passed to the class
|
||||||
|
# in the init function.
|
||||||
|
for shape_block in self.active_block.shape:
|
||||||
|
tmp_y = shape_block.y
|
||||||
|
tmp_cnt = self.get_blocks_in_line(tmp_y)
|
||||||
|
# Detect if the line contains the given number of blocks
|
||||||
|
if tmp_cnt != self.blocks_in_line:
|
||||||
|
continue
|
||||||
|
# Ok, the full line is detected!
|
||||||
|
self.remove_line(tmp_y)
|
||||||
|
# Update the score.
|
||||||
|
self.score += self.blocks_in_line * constants.POINT_VALUE
|
||||||
|
# Check if we need to speed up the game. If yes, change control variables
|
||||||
|
if self.score > self.score_level:
|
||||||
|
self.score_level *= constants.SCORE_LEVEL_RATIO
|
||||||
|
self.speed *= constants.GAME_SPEEDUP_RATIO
|
||||||
|
# Change the game speed
|
||||||
|
self.set_move_timer()
|
||||||
|
|
||||||
|
def remove_line(self,y):
|
||||||
|
"""
|
||||||
|
Remove the line with given Y coordinates. Blocks below the filled
|
||||||
|
line are untouched. The rest of blocks (yi > y) are moved one level done.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- y - Y coordinate to remove.
|
||||||
|
"""
|
||||||
|
# Iterate over all blocks in the list and remove blocks with the Y coordinate.
|
||||||
|
for block in self.blk_list:
|
||||||
|
block.remove_blocks(y)
|
||||||
|
# Setup new block list (not needed blocks are removed)
|
||||||
|
self.blk_list = [blk for blk in self.blk_list if blk.has_blocks()]
|
||||||
|
|
||||||
|
def get_blocks_in_line(self,y):
|
||||||
|
"""
|
||||||
|
Get the number of shape blocks on the Y coordinate.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- y - Y coordinate to scan.
|
||||||
|
"""
|
||||||
|
# Iteraveovel all block's shape list and increment the counter
|
||||||
|
# if the shape block equals to the Y coordinate.
|
||||||
|
tmp_cnt = 0
|
||||||
|
for block in self.blk_list:
|
||||||
|
for shape_block in block.shape:
|
||||||
|
tmp_cnt += (1 if y == shape_block.y else 0)
|
||||||
|
return tmp_cnt
|
||||||
|
|
||||||
|
def draw_board(self):
|
||||||
|
"""
|
||||||
|
Draw the white board.
|
||||||
|
"""
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_up)
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_down)
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_left)
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_right)
|
||||||
|
# Update the score
|
||||||
|
self.print_status_line()
|
||||||
|
|
||||||
|
def get_block(self):
|
||||||
|
"""
|
||||||
|
Generate new block into the game if is required.
|
||||||
|
"""
|
||||||
|
if self.new_block:
|
||||||
|
# Get the block and add it into the block list(static for now)
|
||||||
|
tmp = random.randint(0,len(self.block_data)-1)
|
||||||
|
data = self.block_data[tmp]
|
||||||
|
self.active_block = block.Block(data[0],self.start_x,self.start_y,self.screen,data[1],data[2])
|
||||||
|
self.blk_list.append(self.active_block)
|
||||||
|
self.new_block = False
|
||||||
|
|
||||||
|
def draw_game(self):
|
||||||
|
"""
|
||||||
|
Draw the game screen.
|
||||||
|
"""
|
||||||
|
# Clean the screen, draw the board and draw
|
||||||
|
# all tetris blocks
|
||||||
|
self.screen.fill(constants.BLACK)
|
||||||
|
self.draw_board()
|
||||||
|
for blk in self.blk_list:
|
||||||
|
blk.draw()
|
||||||
|
# Draw the screen buffer
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
Tetris(16,30).run()
|
||||||
|
|
||||||
|
#Special add to try pull requests
|
@ -0,0 +1,352 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
|
# File: tetris.py
|
||||||
|
# Description: Main file with tetris game.
|
||||||
|
# Author: Pavel Benáček <pavel.benacek@gmail.com>
|
||||||
|
|
||||||
|
# This program is free software: you can redistribute it and/or modify
|
||||||
|
# it under the terms of the GNU General Public License as published by
|
||||||
|
# the Free Software Foundation, either version 3 of the License, or
|
||||||
|
# (at your option) any later version.
|
||||||
|
#
|
||||||
|
# This program is distributed in the hope that it will be useful,
|
||||||
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
# GNU General Public License for more details.
|
||||||
|
#
|
||||||
|
# You should have received a copy of the GNU General Public License
|
||||||
|
# along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
import pygame
|
||||||
|
import pdb
|
||||||
|
|
||||||
|
import random
|
||||||
|
import math
|
||||||
|
import block
|
||||||
|
import constants
|
||||||
|
|
||||||
|
class Tetris(object):
|
||||||
|
"""
|
||||||
|
The class with implementation of tetris game logic.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self,bx,by):
|
||||||
|
"""
|
||||||
|
Initialize the tetris object.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- bx - number of blocks in x
|
||||||
|
- by - number of blocks in y
|
||||||
|
"""
|
||||||
|
# Compute the resolution of the play board based on the required number of blocks.
|
||||||
|
self.resx = bx*constants.BWIDTH+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN
|
||||||
|
self.resy = by*constants.BHEIGHT+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN
|
||||||
|
# Prepare the pygame board objects (white lines)
|
||||||
|
self.board_up = pygame.Rect(0,constants.BOARD_UP_MARGIN,self.resx,constants.BOARD_HEIGHT)
|
||||||
|
self.board_down = pygame.Rect(0,self.resy-constants.BOARD_HEIGHT,self.resx,constants.BOARD_HEIGHT)
|
||||||
|
self.board_left = pygame.Rect(0,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy)
|
||||||
|
self.board_right = pygame.Rect(self.resx-constants.BOARD_HEIGHT,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy)
|
||||||
|
# List of used blocks
|
||||||
|
self.blk_list = []
|
||||||
|
# Compute start indexes for tetris blocks
|
||||||
|
self.start_x = math.ceil(self.resx/2.0)
|
||||||
|
self.start_y = constants.BOARD_UP_MARGIN + constants.BOARD_HEIGHT + constants.BOARD_MARGIN
|
||||||
|
# Blocka data (shapes and colors). The shape is encoded in the list of [X,Y] points. Each point
|
||||||
|
# represents the relative position. The true/false value is used for the configuration of rotation where
|
||||||
|
# False means no rotate and True allows the rotation.
|
||||||
|
self.block_data = (
|
||||||
|
([[-8,0],[-7,0],[-6,0],[-5,0],[-4,0],[-3,0],[-2,0],[-1,0],[0,0],[1,0],[2,0],[3,0],[4,0],[5,0],[6,0],[7,0],
|
||||||
|
[-8,1],[-7,1],[-6,1],[-5,1],[-4,1],[-3,1],[-2,1],[-1,1],[0,1],[1,1],[2,1],[3,1],[4,1],[5,1],[6,1],[7,1],
|
||||||
|
[-8,2],[-7,2],[-6,2],[-5,2],[-4,2],[-3,2],[-2,2],[-1,2],[0,2],[1,2],[2,2],[3,2],[4,2],[5,2],[6,2],[7,2],
|
||||||
|
[-8,3],[-7,3],[-6,3],[-5,3],[-4,3],[-3,3],[-2,3],[-1,3],[0,3],[1,3],[2,3],[3,3],[4,3],[5,3],[6,3],[7,3],
|
||||||
|
[-8,4],[-7,4],[-6,4],[-5,4],[-4,4],[-3,4],[-2,4],[-1,4],[0,4],[1,4],[2,4],[3,4],[4,4],[5,4],[6,4],[7,4],
|
||||||
|
[-8,5],[-7,5],[-6,5],[-5,5],[-4,5],[-3,5],[-2,5],[-1,5],[0,5],[1,5],[2,5],[3,5],[4,5],[5,5],[6,5],[7,5]
|
||||||
|
],constants.RED,True), # I block
|
||||||
|
([[0,0]],constants.GREEN,True), # S block
|
||||||
|
# ([[0,0],[1,0],[2,0],[2,1]],constants.BLUE,True), # J block
|
||||||
|
# ([[0,0],[0,1],[1,0],[1,1]],constants.ORANGE,False), # O block
|
||||||
|
# ([[-1,0],[0,0],[0,1],[1,1]],constants.GOLD,True), # Z block
|
||||||
|
# ([[0,0],[1,0],[2,0],[1,1]],constants.PURPLE,True), # T block
|
||||||
|
# ([[0,0],[1,0],[2,0],[0,1]],constants.CYAN,True), # J block
|
||||||
|
)
|
||||||
|
# Compute the number of blocks. When the number of blocks is even, we can use it directly but
|
||||||
|
# we have to decrese the number of blocks in line by one when the number is odd (because of the used margin).
|
||||||
|
self.blocks_in_line = bx if bx%2 == 0 else bx-1
|
||||||
|
self.blocks_in_pile = by
|
||||||
|
# Score settings
|
||||||
|
self.score = 0
|
||||||
|
# Remember the current speed
|
||||||
|
self.speed = 1
|
||||||
|
# The score level threshold
|
||||||
|
self.score_level = constants.SCORE_LEVEL
|
||||||
|
|
||||||
|
def apply_action(self):
|
||||||
|
"""
|
||||||
|
Get the event from the event queue and run the appropriate
|
||||||
|
action.
|
||||||
|
"""
|
||||||
|
# Take the event from the event queue.
|
||||||
|
for ev in pygame.event.get():
|
||||||
|
# Check if the close button was fired.
|
||||||
|
if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'):
|
||||||
|
self.done = True
|
||||||
|
# Detect the key evevents for game control.
|
||||||
|
if ev.type == pygame.KEYDOWN:
|
||||||
|
if ev.key == pygame.K_DOWN:
|
||||||
|
self.active_block.move(0,constants.BHEIGHT)
|
||||||
|
if ev.key == pygame.K_LEFT:
|
||||||
|
self.active_block.move(-constants.BWIDTH,0)
|
||||||
|
if ev.key == pygame.K_RIGHT:
|
||||||
|
self.active_block.move(constants.BWIDTH,0)
|
||||||
|
if ev.key == pygame.K_SPACE:
|
||||||
|
self.active_block.rotate()
|
||||||
|
if ev.key == pygame.K_p:
|
||||||
|
self.pause()
|
||||||
|
|
||||||
|
# Detect if the movement event was fired by the timer.
|
||||||
|
if ev.type == constants.TIMER_MOVE_EVENT:
|
||||||
|
self.active_block.move(0,constants.BHEIGHT)
|
||||||
|
|
||||||
|
def pause(self):
|
||||||
|
"""
|
||||||
|
Pause the game and draw the string. This function
|
||||||
|
also calls the flip function which draws the string on the screen.
|
||||||
|
"""
|
||||||
|
# Draw the string to the center of the screen.
|
||||||
|
self.print_center(["PAUSE","Press \"p\" to continue"])
|
||||||
|
pygame.display.flip()
|
||||||
|
while True:
|
||||||
|
for ev in pygame.event.get():
|
||||||
|
if ev.type == pygame.KEYDOWN and ev.key == pygame.K_p:
|
||||||
|
return
|
||||||
|
|
||||||
|
def set_move_timer(self):
|
||||||
|
"""
|
||||||
|
Setup the move timer to the
|
||||||
|
"""
|
||||||
|
# Setup the time to fire the move event. Minimal allowed value is 1
|
||||||
|
speed = math.floor(constants.MOVE_TICK / self.speed)
|
||||||
|
speed = max(1,speed)
|
||||||
|
pygame.time.set_timer(constants.TIMER_MOVE_EVENT,speed)
|
||||||
|
|
||||||
|
def run(self):
|
||||||
|
# Initialize the game (pygame, fonts)
|
||||||
|
pygame.init()
|
||||||
|
pygame.font.init()
|
||||||
|
self.myfont = pygame.font.SysFont(pygame.font.get_default_font(),constants.FONT_SIZE)
|
||||||
|
self.screen = pygame.display.set_mode((self.resx,self.resy))
|
||||||
|
pygame.display.set_caption("Tetris")
|
||||||
|
# Setup the time to fire the move event every given time
|
||||||
|
self.set_move_timer()
|
||||||
|
# Control variables for the game. The done signal is used
|
||||||
|
# to control the main loop (it is set by the quit action), the game_over signal
|
||||||
|
# is set by the game logic and it is also used for the detection of "game over" drawing.
|
||||||
|
# Finally the new_block variable is used for the requesting of new tetris block.
|
||||||
|
self.done = False
|
||||||
|
self.game_over = False
|
||||||
|
self.new_block = True
|
||||||
|
# Print the initial score
|
||||||
|
self.print_status_line()
|
||||||
|
while not(self.done) and not(self.game_over):
|
||||||
|
# Get the block and run the game logic
|
||||||
|
self.get_block()
|
||||||
|
self.game_logic()
|
||||||
|
self.draw_game()
|
||||||
|
# Display the game_over and wait for a keypress
|
||||||
|
if self.game_over:
|
||||||
|
self.print_game_over()
|
||||||
|
# Disable the pygame stuff
|
||||||
|
pygame.font.quit()
|
||||||
|
pygame.display.quit()
|
||||||
|
|
||||||
|
def print_status_line(self):
|
||||||
|
"""
|
||||||
|
Print the current state line
|
||||||
|
"""
|
||||||
|
string = ["SCORE: {0} SPEED: {1}x".format(self.score,self.speed)]
|
||||||
|
self.print_text(string,constants.POINT_MARGIN,constants.POINT_MARGIN)
|
||||||
|
|
||||||
|
def print_game_over(self):
|
||||||
|
"""
|
||||||
|
Print the game over string.
|
||||||
|
"""
|
||||||
|
# Print the game over text
|
||||||
|
self.print_center(["Game Over","Press \"q\" to exit"])
|
||||||
|
# Draw the string
|
||||||
|
pygame.display.flip()
|
||||||
|
# Wait untill the space is pressed
|
||||||
|
while True:
|
||||||
|
for ev in pygame.event.get():
|
||||||
|
if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'):
|
||||||
|
return
|
||||||
|
|
||||||
|
def print_text(self,str_lst,x,y):
|
||||||
|
"""
|
||||||
|
Print the text on the X,Y coordinates.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- str_lst - list of strings to print. Each string is printed on new line.
|
||||||
|
- x - X coordinate of the first string
|
||||||
|
- y - Y coordinate of the first string
|
||||||
|
"""
|
||||||
|
prev_y = 0
|
||||||
|
for string in str_lst:
|
||||||
|
size_x,size_y = self.myfont.size(string)
|
||||||
|
txt_surf = self.myfont.render(string,False,(255,255,255))
|
||||||
|
self.screen.blit(txt_surf,(x,y+prev_y))
|
||||||
|
prev_y += size_y
|
||||||
|
|
||||||
|
def print_center(self,str_list):
|
||||||
|
"""
|
||||||
|
Print the string in the center of the screen.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- str_lst - list of strings to print. Each string is printed on new line.
|
||||||
|
"""
|
||||||
|
max_xsize = max([tmp[0] for tmp in map(self.myfont.size,str_list)])
|
||||||
|
self.print_text(str_list,self.resx/2-max_xsize/2,self.resy/2)
|
||||||
|
|
||||||
|
def block_colides(self):
|
||||||
|
"""
|
||||||
|
Check if the block colides with any other block.
|
||||||
|
|
||||||
|
The function returns True if the collision is detected.
|
||||||
|
"""
|
||||||
|
for blk in self.blk_list:
|
||||||
|
# Check if the block is not the same
|
||||||
|
if blk == self.active_block:
|
||||||
|
continue
|
||||||
|
# Detect situations
|
||||||
|
if(blk.check_collision(self.active_block.shape)):
|
||||||
|
return True
|
||||||
|
return False
|
||||||
|
|
||||||
|
def game_logic(self):
|
||||||
|
"""
|
||||||
|
Implementation of the main game logic. This function detects colisions
|
||||||
|
and insertion of new tetris blocks.
|
||||||
|
"""
|
||||||
|
# Remember the current configuration and try to
|
||||||
|
# apply the action
|
||||||
|
self.active_block.backup()
|
||||||
|
self.apply_action()
|
||||||
|
# Border logic, check if we colide with down border or any
|
||||||
|
# other border. This check also includes the detection with other tetris blocks.
|
||||||
|
down_board = self.active_block.check_collision([self.board_down])
|
||||||
|
any_border = self.active_block.check_collision([self.board_left,self.board_up,self.board_right])
|
||||||
|
block_any = self.block_colides()
|
||||||
|
# Restore the configuration if any collision was detected
|
||||||
|
if down_board or any_border or block_any:
|
||||||
|
self.active_block.restore()
|
||||||
|
# So far so good, sample the previous state and try to move down (to detect the colision with other block).
|
||||||
|
# After that, detect the the insertion of new block. The block new block is inserted if we reached the boarder
|
||||||
|
# or we cannot move down.
|
||||||
|
self.active_block.backup()
|
||||||
|
self.active_block.move(0,constants.BHEIGHT)
|
||||||
|
can_move_down = not self.block_colides()
|
||||||
|
self.active_block.restore()
|
||||||
|
# We end the game if we are on the respawn and we cannot move --> bang!
|
||||||
|
if not can_move_down and (self.start_x == self.active_block.x and self.start_y == self.active_block.y):
|
||||||
|
self.game_over = True
|
||||||
|
# The new block is inserted if we reached down board or we cannot move down.
|
||||||
|
if down_board or not can_move_down:
|
||||||
|
# Request new block
|
||||||
|
self.new_block = True
|
||||||
|
# Detect the filled line and possibly remove the line from the
|
||||||
|
# screen.
|
||||||
|
self.detect_line()
|
||||||
|
|
||||||
|
def detect_line(self):
|
||||||
|
"""
|
||||||
|
Detect if the line is filled. If yes, remove the line and
|
||||||
|
move with remaining bulding blocks to new positions.
|
||||||
|
"""
|
||||||
|
# Get each shape block of the non-moving tetris block and try
|
||||||
|
# to detect the filled line. The number of bulding blocks is passed to the class
|
||||||
|
# in the init function.
|
||||||
|
for shape_block in self.active_block.shape:
|
||||||
|
tmp_y = shape_block.y
|
||||||
|
tmp_cnt = self.get_blocks_in_line(tmp_y)
|
||||||
|
# Detect if the line contains the given number of blocks
|
||||||
|
if tmp_cnt != self.blocks_in_line:
|
||||||
|
continue
|
||||||
|
# Ok, the full line is detected!
|
||||||
|
self.remove_line(tmp_y)
|
||||||
|
# Update the score.
|
||||||
|
self.score += self.blocks_in_line * constants.POINT_VALUE
|
||||||
|
# Check if we need to speed up the game. If yes, change control variables
|
||||||
|
if self.score > self.score_level:
|
||||||
|
self.score_level *= constants.SCORE_LEVEL_RATIO
|
||||||
|
self.speed *= constants.GAME_SPEEDUP_RATIO
|
||||||
|
# Change the game speed
|
||||||
|
self.set_move_timer()
|
||||||
|
|
||||||
|
def remove_line(self,y):
|
||||||
|
"""
|
||||||
|
Remove the line with given Y coordinates. Blocks below the filled
|
||||||
|
line are untouched. The rest of blocks (yi > y) are moved one level done.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- y - Y coordinate to remove.
|
||||||
|
"""
|
||||||
|
# Iterate over all blocks in the list and remove blocks with the Y coordinate.
|
||||||
|
for block in self.blk_list:
|
||||||
|
block.remove_blocks(y)
|
||||||
|
# Setup new block list (not needed blocks are removed)
|
||||||
|
self.blk_list = [blk for blk in self.blk_list if blk.has_blocks()]
|
||||||
|
|
||||||
|
def get_blocks_in_line(self,y):
|
||||||
|
"""
|
||||||
|
Get the number of shape blocks on the Y coordinate.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
- y - Y coordinate to scan.
|
||||||
|
"""
|
||||||
|
# Iteraveovel all block's shape list and increment the counter
|
||||||
|
# if the shape block equals to the Y coordinate.
|
||||||
|
tmp_cnt = 0
|
||||||
|
for block in self.blk_list:
|
||||||
|
for shape_block in block.shape:
|
||||||
|
tmp_cnt += (1 if y == shape_block.y else 0)
|
||||||
|
return tmp_cnt
|
||||||
|
|
||||||
|
def draw_board(self):
|
||||||
|
"""
|
||||||
|
Draw the white board.
|
||||||
|
"""
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_up)
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_down)
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_left)
|
||||||
|
pygame.draw.rect(self.screen,constants.WHITE,self.board_right)
|
||||||
|
# Update the score
|
||||||
|
self.print_status_line()
|
||||||
|
|
||||||
|
def get_block(self):
|
||||||
|
"""
|
||||||
|
Generate new block into the game if is required.
|
||||||
|
"""
|
||||||
|
if self.new_block:
|
||||||
|
# Get the block and add it into the block list(static for now)
|
||||||
|
tmp = random.randint(0,len(self.block_data)-1)
|
||||||
|
data = self.block_data[tmp]
|
||||||
|
self.active_block = block.Block(data[0],self.start_x,self.start_y,self.screen,data[1],data[2])
|
||||||
|
self.blk_list.append(self.active_block)
|
||||||
|
self.new_block = False
|
||||||
|
|
||||||
|
def draw_game(self):
|
||||||
|
"""
|
||||||
|
Draw the game screen.
|
||||||
|
"""
|
||||||
|
# Clean the screen, draw the board and draw
|
||||||
|
# all tetris blocks
|
||||||
|
self.screen.fill(constants.BLACK)
|
||||||
|
self.draw_board()
|
||||||
|
for blk in self.blk_list:
|
||||||
|
blk.draw()
|
||||||
|
# Draw the screen buffer
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
Tetris(60,45).run()
|
||||||
|
|
||||||
|
#Special add to try pull requests
|
Loading…
Reference in New Issue