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352 lines
15 KiB
Python
352 lines
15 KiB
Python
#!/usr/bin/env python3
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# File: tetris.py
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# Description: Main file with tetris game.
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# Author: Pavel Benáček <pavel.benacek@gmail.com>
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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import pygame
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import pdb
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import random
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import math
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import block
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import constants
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class Tetris(object):
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"""
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The class with implementation of tetris game logic.
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"""
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def __init__(self,bx,by):
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"""
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Initialize the tetris object.
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Parameters:
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- bx - number of blocks in x
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- by - number of blocks in y
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"""
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# Compute the resolution of the play board based on the required number of blocks.
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self.resx = bx*constants.BWIDTH+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN
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self.resy = by*constants.BHEIGHT+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN
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# Prepare the pygame board objects (white lines)
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self.board_up = pygame.Rect(0,constants.BOARD_UP_MARGIN,self.resx,constants.BOARD_HEIGHT)
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self.board_down = pygame.Rect(0,self.resy-constants.BOARD_HEIGHT,self.resx,constants.BOARD_HEIGHT)
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self.board_left = pygame.Rect(0,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy)
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self.board_right = pygame.Rect(self.resx-constants.BOARD_HEIGHT,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy)
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# List of used blocks
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self.blk_list = []
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# Compute start indexes for tetris blocks
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self.start_x = math.ceil(self.resx/2.0)
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self.start_y = constants.BOARD_UP_MARGIN + constants.BOARD_HEIGHT + constants.BOARD_MARGIN
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# Blocka data (shapes and colors). The shape is encoded in the list of [X,Y] points. Each point
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# represents the relative position. The true/false value is used for the configuration of rotation where
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# False means no rotate and True allows the rotation.
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self.block_data = (
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([[-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],
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[-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],
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[-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],
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[-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],
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[-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],
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[-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]
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],constants.RED,True), # I block
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([[0,0]],constants.GREEN,True), # S block
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# ([[0,0],[1,0],[2,0],[2,1]],constants.BLUE,True), # J block
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# ([[0,0],[0,1],[1,0],[1,1]],constants.ORANGE,False), # O block
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# ([[-1,0],[0,0],[0,1],[1,1]],constants.GOLD,True), # Z block
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# ([[0,0],[1,0],[2,0],[1,1]],constants.PURPLE,True), # T block
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# ([[0,0],[1,0],[2,0],[0,1]],constants.CYAN,True), # J block
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)
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# Compute the number of blocks. When the number of blocks is even, we can use it directly but
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# we have to decrese the number of blocks in line by one when the number is odd (because of the used margin).
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self.blocks_in_line = bx if bx%2 == 0 else bx-1
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self.blocks_in_pile = by
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# Score settings
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self.score = 0
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# Remember the current speed
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self.speed = 1
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# The score level threshold
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self.score_level = constants.SCORE_LEVEL
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def apply_action(self):
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"""
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Get the event from the event queue and run the appropriate
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action.
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"""
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# Take the event from the event queue.
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for ev in pygame.event.get():
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# Check if the close button was fired.
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if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'):
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self.done = True
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# Detect the key evevents for game control.
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if ev.type == pygame.KEYDOWN:
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if ev.key == pygame.K_DOWN:
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self.active_block.move(0,constants.BHEIGHT)
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if ev.key == pygame.K_LEFT:
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self.active_block.move(-constants.BWIDTH,0)
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if ev.key == pygame.K_RIGHT:
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self.active_block.move(constants.BWIDTH,0)
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if ev.key == pygame.K_SPACE:
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self.active_block.rotate()
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if ev.key == pygame.K_p:
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self.pause()
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# Detect if the movement event was fired by the timer.
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if ev.type == constants.TIMER_MOVE_EVENT:
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self.active_block.move(0,constants.BHEIGHT)
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def pause(self):
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"""
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Pause the game and draw the string. This function
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also calls the flip function which draws the string on the screen.
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"""
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# Draw the string to the center of the screen.
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self.print_center(["PAUSE","Press \"p\" to continue"])
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pygame.display.flip()
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while True:
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for ev in pygame.event.get():
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if ev.type == pygame.KEYDOWN and ev.key == pygame.K_p:
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return
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def set_move_timer(self):
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"""
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Setup the move timer to the
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"""
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# Setup the time to fire the move event. Minimal allowed value is 1
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speed = math.floor(constants.MOVE_TICK / self.speed)
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speed = max(1,speed)
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pygame.time.set_timer(constants.TIMER_MOVE_EVENT,speed)
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def run(self):
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# Initialize the game (pygame, fonts)
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pygame.init()
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pygame.font.init()
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self.myfont = pygame.font.SysFont(pygame.font.get_default_font(),constants.FONT_SIZE)
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self.screen = pygame.display.set_mode((self.resx,self.resy))
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pygame.display.set_caption("Tetris")
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# Setup the time to fire the move event every given time
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self.set_move_timer()
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# Control variables for the game. The done signal is used
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# to control the main loop (it is set by the quit action), the game_over signal
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# is set by the game logic and it is also used for the detection of "game over" drawing.
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# Finally the new_block variable is used for the requesting of new tetris block.
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self.done = False
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self.game_over = False
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self.new_block = True
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# Print the initial score
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self.print_status_line()
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while not(self.done) and not(self.game_over):
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# Get the block and run the game logic
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self.get_block()
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self.game_logic()
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self.draw_game()
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# Display the game_over and wait for a keypress
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if self.game_over:
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self.print_game_over()
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# Disable the pygame stuff
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pygame.font.quit()
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pygame.display.quit()
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def print_status_line(self):
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"""
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Print the current state line
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"""
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string = ["SCORE: {0} SPEED: {1}x".format(self.score,self.speed)]
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self.print_text(string,constants.POINT_MARGIN,constants.POINT_MARGIN)
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def print_game_over(self):
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"""
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Print the game over string.
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"""
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# Print the game over text
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self.print_center(["Game Over","Press \"q\" to exit"])
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# Draw the string
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pygame.display.flip()
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# Wait untill the space is pressed
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while True:
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for ev in pygame.event.get():
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if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'):
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return
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def print_text(self,str_lst,x,y):
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"""
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Print the text on the X,Y coordinates.
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Parameters:
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- str_lst - list of strings to print. Each string is printed on new line.
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- x - X coordinate of the first string
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- y - Y coordinate of the first string
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"""
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prev_y = 0
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for string in str_lst:
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size_x,size_y = self.myfont.size(string)
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txt_surf = self.myfont.render(string,False,(255,255,255))
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self.screen.blit(txt_surf,(x,y+prev_y))
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prev_y += size_y
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def print_center(self,str_list):
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"""
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Print the string in the center of the screen.
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Parameters:
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- str_lst - list of strings to print. Each string is printed on new line.
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"""
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max_xsize = max([tmp[0] for tmp in map(self.myfont.size,str_list)])
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self.print_text(str_list,self.resx/2-max_xsize/2,self.resy/2)
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def block_colides(self):
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"""
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Check if the block colides with any other block.
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The function returns True if the collision is detected.
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"""
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for blk in self.blk_list:
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# Check if the block is not the same
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if blk == self.active_block:
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continue
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# Detect situations
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if(blk.check_collision(self.active_block.shape)):
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return True
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return False
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def game_logic(self):
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"""
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Implementation of the main game logic. This function detects colisions
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and insertion of new tetris blocks.
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"""
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# Remember the current configuration and try to
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# apply the action
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self.active_block.backup()
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self.apply_action()
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# Border logic, check if we colide with down border or any
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# other border. This check also includes the detection with other tetris blocks.
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down_board = self.active_block.check_collision([self.board_down])
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any_border = self.active_block.check_collision([self.board_left,self.board_up,self.board_right])
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block_any = self.block_colides()
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# Restore the configuration if any collision was detected
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if down_board or any_border or block_any:
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self.active_block.restore()
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# So far so good, sample the previous state and try to move down (to detect the colision with other block).
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# After that, detect the the insertion of new block. The block new block is inserted if we reached the boarder
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# or we cannot move down.
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self.active_block.backup()
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self.active_block.move(0,constants.BHEIGHT)
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can_move_down = not self.block_colides()
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self.active_block.restore()
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# We end the game if we are on the respawn and we cannot move --> bang!
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if not can_move_down and (self.start_x == self.active_block.x and self.start_y == self.active_block.y):
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self.game_over = True
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# The new block is inserted if we reached down board or we cannot move down.
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if down_board or not can_move_down:
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# Request new block
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self.new_block = True
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# Detect the filled line and possibly remove the line from the
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# screen.
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self.detect_line()
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def detect_line(self):
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"""
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Detect if the line is filled. If yes, remove the line and
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move with remaining bulding blocks to new positions.
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"""
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# Get each shape block of the non-moving tetris block and try
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# to detect the filled line. The number of bulding blocks is passed to the class
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# in the init function.
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for shape_block in self.active_block.shape:
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tmp_y = shape_block.y
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tmp_cnt = self.get_blocks_in_line(tmp_y)
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# Detect if the line contains the given number of blocks
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if tmp_cnt != self.blocks_in_line:
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continue
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# Ok, the full line is detected!
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self.remove_line(tmp_y)
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# Update the score.
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self.score += self.blocks_in_line * constants.POINT_VALUE
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# Check if we need to speed up the game. If yes, change control variables
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if self.score > self.score_level:
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self.score_level *= constants.SCORE_LEVEL_RATIO
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self.speed *= constants.GAME_SPEEDUP_RATIO
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# Change the game speed
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self.set_move_timer()
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def remove_line(self,y):
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"""
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Remove the line with given Y coordinates. Blocks below the filled
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line are untouched. The rest of blocks (yi > y) are moved one level done.
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Parameters:
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- y - Y coordinate to remove.
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"""
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# Iterate over all blocks in the list and remove blocks with the Y coordinate.
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for block in self.blk_list:
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block.remove_blocks(y)
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# Setup new block list (not needed blocks are removed)
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self.blk_list = [blk for blk in self.blk_list if blk.has_blocks()]
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def get_blocks_in_line(self,y):
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"""
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Get the number of shape blocks on the Y coordinate.
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Parameters:
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- y - Y coordinate to scan.
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"""
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# Iteraveovel all block's shape list and increment the counter
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# if the shape block equals to the Y coordinate.
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tmp_cnt = 0
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for block in self.blk_list:
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for shape_block in block.shape:
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tmp_cnt += (1 if y == shape_block.y else 0)
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return tmp_cnt
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def draw_board(self):
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"""
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Draw the white board.
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"""
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pygame.draw.rect(self.screen,constants.WHITE,self.board_up)
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pygame.draw.rect(self.screen,constants.WHITE,self.board_down)
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pygame.draw.rect(self.screen,constants.WHITE,self.board_left)
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pygame.draw.rect(self.screen,constants.WHITE,self.board_right)
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# Update the score
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self.print_status_line()
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def get_block(self):
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"""
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Generate new block into the game if is required.
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"""
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if self.new_block:
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# Get the block and add it into the block list(static for now)
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tmp = random.randint(0,len(self.block_data)-1)
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data = self.block_data[tmp]
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self.active_block = block.Block(data[0],self.start_x,self.start_y,self.screen,data[1],data[2])
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self.blk_list.append(self.active_block)
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self.new_block = False
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def draw_game(self):
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"""
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Draw the game screen.
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"""
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# Clean the screen, draw the board and draw
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# all tetris blocks
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self.screen.fill(constants.BLACK)
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self.draw_board()
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for blk in self.blk_list:
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blk.draw()
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# Draw the screen buffer
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pygame.display.flip()
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if __name__ == "__main__":
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Tetris(60,45).run()
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#Special add to try pull requests |