tetrys/tetrys.py

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#!/usr/bin/env python
import pygame
import random
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#
# Tetrad
#
class Tetrad:
block_rotations = 4
block_configs = [
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(1, 0x00f0222200f02222), # Shape I
(2, 0x0232007202620270), # Shape T
(3, 0x0033003300330033), # Shape O
(4, 0x0170022300740622), # Shape L
(5, 0x0071022604700322), # Shape J
(6, 0x0462036004620360), # Shape S
(7, 0x0264063002640630) # Shape Z
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]
def __init__(self, position, config, rotation):
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self.position = position
self.config = config
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self.rotation = rotation
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def color(self):
return self.block_configs[self.config][0]
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def layout(self):
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layout = list()
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mask = self.block_configs[self.config][1] >> (16 * self.rotation)
for bit in xrange(16):
position = bit % 4, bit / 4
if mask & (1 << bit):
layout.append((self.position[0] + position[0], self.position[1] + position[1]))
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return layout
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def moved_left(self):
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return Tetrad((self.position[0] - 1, self.position[1]), self.config, self.rotation)
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def moved_right(self):
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return Tetrad((self.position[0] + 1, self.position[1]), self.config, self.rotation)
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def moved_down(self):
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return Tetrad((self.position[0], self.position[1] + 1), self.config, self.rotation)
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def rotated(self):
return Tetrad(self.position, self.config, (self.rotation + 1) % self.block_rotations)
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def centered(self, width):
return Tetrad((width / 2 - 2, 0), self.config, self.rotation)
@staticmethod
def random(position=(0, 0)):
config = random.randrange(len(Tetrad.block_configs))
rotation = random.randrange(Tetrad.block_rotations)
return Tetrad(position, config, rotation)
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#
# Board
#
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class Board:
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border_color = 0xeeeeec
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preview_color = 0xd3d7cf
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block_colors = [
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(0x555753, 0x2e3436), # Aluminium
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(0xedd400, 0xfce94f), # Butter
(0xf57900, 0xfcaf3e), # Orange
(0xc17d11, 0xe9b96e), # Chocolate
(0x73d216, 0x8ae234), # Chameleon
(0x3465a4, 0x729fcf), # Sky Blue
(0x75507b, 0xad7fa8), # Plum
(0xcc0000, 0xef2929) # Scarlet Red
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]
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def __init__(self, grid_position, grid_dims, grid_border_width, block_size):
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self.grid_dims = grid_dims
self.grid_border_width = grid_border_width
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self.block_size = block_size
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grid_screen_dims = (
grid_border_width * 2 + grid_dims[0] * block_size,
grid_border_width * 2 + grid_dims[1] * block_size
)
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self.grid_rect = pygame.Rect(grid_position, grid_screen_dims)
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self.blocks = [[0]*grid_dims[0] for i in range(grid_dims[1])]
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def render(self, surface):
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self.render_frame(surface)
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self.render_blocks(surface)
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def render_frame(self, surface):
pygame.draw.rect(surface, self.border_color, self.grid_rect, self.grid_border_width)
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def render_blocks(self, surface):
for y in xrange(self.grid_dims[1]):
for x in xrange(self.grid_dims[0]):
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self.render_block(surface, self.blocks[y][x], (x, y))
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def render_tetrad(self, surface, tetrad, preview=False):
color = tetrad.color()
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for point in tetrad.layout():
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self.render_block(surface, color, point, preview)
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def render_block(self, surface, color, position, preview=False):
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block_rect = self.block_screen_rect(position)
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if preview:
color = 0
color_outer, color_inner = self.block_colors[color]
pygame.draw.rect(surface, color_inner, block_rect)
pygame.draw.rect(surface, color_outer, block_rect, 1)
if preview:
position = block_rect.centerx, block_rect.centery
pygame.draw.circle(surface, self.preview_color, position, 2)
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def block_screen_rect(self, position):
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top_left = (
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self.grid_border_width + self.grid_rect.x + self.block_size * position[0],
self.grid_border_width + self.grid_rect.y + self.block_size * position[1]
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)
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return pygame.Rect(top_left, (self.block_size, self.block_size))
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def can_place_tetrad(self, tetrad):
for point in tetrad.layout():
if point[0] < 0 or point[1] < 0:
return False
if point[0] >= self.grid_dims[0] or point[1] >= self.grid_dims[1]:
return False
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if self.blocks[point[1]][point[0]] != 0:
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return False
return True
def place_tetrad(self, tetrad):
color = tetrad.color()
for point in tetrad.layout():
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self.blocks[point[1]][point[0]] = color
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def settle(self):
settled_count = 0
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row_src = row_dst = self.grid_dims[1] - 1
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while row_dst >= 0:
row_data = self.blocks[row_src] if row_src >= 0 else self.grid_dims[0] * [0]
self.blocks[row_dst] = row_data
row_src -= 1
if 0 in row_data:
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row_dst -= 1
else:
settled_count += 1
return settled_count
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#
# Game
#
class Game:
text_color = 0xeeeeecff
text_bg_color = 0x000000ff
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line_multipliers = [100, 300, 500, 800]
lines_per_level = 10
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base_speed = 800
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speed_multiplier = 2
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soft_drop_bonus = 1
hard_drop_bonus = 2
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def __init__(self):
font_path = pygame.font.get_default_font()
self.font = pygame.font.Font(font_path, 16)
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self.reset()
def new_game(self):
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self.reset()
self.tetrad = Tetrad.random()
self.tetrad = self.tetrad.centered(self.board.grid_dims[0])
self.tetrad_next = Tetrad.random()
self.tetrad_preview = None
self.active = True
def end_game(self):
self.active = False
def reset(self):
border_width = 3
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block_size = 30
padding = 10
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self.board = Board((padding, padding), (10, 20), border_width, block_size)
self.board_prev = Board((self.board.grid_rect.right + padding, padding), (4, 4), border_width, block_size)
self.scoreboard_position = self.board_prev.grid_rect.left, self.board_prev.grid_rect.bottom+padding
self.scoreboard_dirty = True
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self.tetrad = None
self.tetrad_next = None
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self.tetrad_preview = None
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self.ticker = 0
self.score = 0
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self.lines_cleared = 0
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self.active = False
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def render(self, surface):
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self.board.render(surface)
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if self.tetrad_preview is not None:
self.board.render_tetrad(surface, self.tetrad_preview, True)
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if self.tetrad is not None:
self.board.render_tetrad(surface, self.tetrad)
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self.board_prev.render(surface)
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if self.tetrad_next is not None:
self.board_prev.render_tetrad(surface, self.tetrad_next)
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self.render_scoreboard(surface)
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def render_scoreboard(self, surface):
if not self.scoreboard_dirty:
return
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text_lines = [
'Score: {0}'.format(self.score),
'Lines: {0}'.format(self.lines_cleared),
'Level: {0}'.format(self.current_level() + 1)
]
for index, text_line in enumerate(text_lines):
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text_surface = self.font.render(
text_line,
False,
pygame.Color(self.text_color),
pygame.Color(self.text_bg_color)
)
text_position = (
self.scoreboard_position[0],
self.scoreboard_position[1] + index * self.font.get_height()
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)
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surface.blit(text_surface, text_position)
self.scoreboard_dirty = False
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def advance(self, elapsed):
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if not self.active:
return
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self.tetrad_preview = None
tetrad_preview = self.tetrad.moved_down()
while self.board.can_place_tetrad(tetrad_preview):
self.tetrad_preview = tetrad_preview
tetrad_preview = self.tetrad_preview.moved_down()
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self.ticker += elapsed
if self.ticker > self.current_speed():
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self.lower_tetrad()
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def try_placement(self, tetrad):
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if self.board.can_place_tetrad(tetrad):
self.tetrad = tetrad
return True
return False
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def lower_tetrad(self):
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self.ticker = 0
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if self.try_placement(self.tetrad.moved_down()):
return True
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self.board.place_tetrad(self.tetrad)
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lines_cleared = self.board.settle()
if lines_cleared > 0:
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self.update_score((self.current_level() + 1) * self.line_multipliers[lines_cleared - 1])
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self.lines_cleared += lines_cleared
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self.tetrad = self.tetrad_next.centered(self.board.grid_dims[0])
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self.tetrad_next = Tetrad.random()
self.tetrad_preview = None
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if not self.try_placement(self.tetrad):
self.end_game()
return False
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def move_left(self):
if self.active:
self.try_placement(self.tetrad.moved_left())
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def move_right(self):
if self.active:
self.try_placement(self.tetrad.moved_right())
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def move_down(self):
if self.active:
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self.update_score(self.soft_drop_bonus)
self.lower_tetrad()
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def rotate(self):
if self.active:
self.try_placement(self.tetrad.rotated())
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def drop(self):
if self.active:
while self.lower_tetrad():
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self.update_score(self.hard_drop_bonus)
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def current_level(self):
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return self.lines_cleared / self.lines_per_level
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def current_speed(self):
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return self.base_speed - self.current_level() * self.speed_multiplier
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def update_score(self, value):
if value > 0:
self.score += value
self.scoreboard_dirty = True
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#
# Engine
#
class Engine:
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def create(self, resolution):
pygame.init()
self.game = Game()
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self.surface = pygame.display.set_mode(resolution, pygame.DOUBLEBUF)
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pygame.display.set_caption('Tetrys')
self.ticks = pygame.time.get_ticks()
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if pygame.joystick.get_count() > 0:
self.joystick = pygame.joystick.Joystick(0)
self.joystick.init()
else:
self.joystick = None
def update(self):
ticks = pygame.time.get_ticks()
self.game.advance(ticks - self.ticks)
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self.game.render(self.surface)
self.ticks = ticks
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pygame.display.flip()
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pygame.time.delay(1)
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event = pygame.event.poll()
return self.handle_event(event)
def destroy(self):
if self.joystick is not None:
self.joystick.quit()
pygame.quit()
def handle_event(self, event):
if event.type == pygame.QUIT:
return False
if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
self.game.move_left()
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elif event.key == pygame.K_RIGHT:
self.game.move_right()
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elif event.key == pygame.K_DOWN:
self.game.move_down()
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elif event.key == pygame.K_UP:
self.game.rotate()
elif event.key == pygame.K_SPACE:
self.game.drop()
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elif event.key == pygame.K_n:
self.game.new_game()
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elif event.key == pygame.K_ESCAPE:
return False
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elif event.type == pygame.JOYAXISMOTION:
if event.axis == 0:
if event.value > 0: self.game.move_right()
elif event.value < 0: self.game.move_left()
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elif event.axis == 1:
if event.value > 0: self.game.move_down()
elif event.value < 0: self.game.rotate()
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elif event.type == pygame.JOYBUTTONDOWN:
if event.button == 7:
self.game.new_game()
elif event.button == 3:
self.game.drop()
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return True
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#
# Entry
#
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def main():
engine = Engine()
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engine.create((462, 626))
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while engine.update():
pass
engine.destroy()
if __name__ == '__main__':
main()