2014-05-16 00:07:48 +00:00
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#!/usr/bin/env python
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import pygame
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2014-05-16 07:05:51 +00:00
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import random
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2014-05-16 00:07:48 +00:00
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2014-05-16 06:08:33 +00:00
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#
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# Tetrad
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#
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class Tetrad:
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block_rotations = 4
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block_configs = [
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(1, [[(1, 0), (1, 1), (1, 2), (1, 3)], [(0, 1), (1, 1), (2, 1), (3, 1)], [(1, 0), (1, 1), (1, 2), (1, 3)], [(0, 1), (1, 1), (2, 1), (3, 1)]]), # Shape_I
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(2, [[(0, 1), (1, 1), (2, 1), (1, 2)], [(1, 0), (1, 1), (2, 1), (1, 2)], [(1, 0), (0, 1), (1, 1), (2, 1)], [(1, 0), (0, 1), (1, 1), (1, 2)]]), # Shape T
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(3, [[(0, 0), (0, 1), (1, 0), (1, 1)], [(0, 0), (0, 1), (1, 0), (1, 1)], [(0, 0), (0, 1), (1, 0), (1, 1)], [(0, 0), (0, 1), (1, 0), (1, 1)]]), # Shape O
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(4, [[(1, 0), (1, 1), (1, 2), (2, 2)], [(2, 0), (2, 1), (1, 1), (0, 1)], [(0, 0), (1, 0), (1, 1), (1, 2)], [(0, 1), (1, 1), (2, 1), (0, 2)]]), # Shape L
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(5, [[(1, 0), (1, 1), (1, 2), (0, 2)], [(2, 1), (2, 2), (1, 1), (0, 1)], [(1, 0), (2, 0), (1, 1), (1, 2)], [(0, 0), (1, 1), (2, 1), (0, 1)]]), # Shape J
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(6, [[(1, 1), (2, 1), (0, 2), (1, 2)], [(1, 0), (1, 1), (2, 1), (2, 2)], [(1, 1), (2, 1), (0, 2), (1, 2)], [(1, 0), (1, 1), (2, 1), (2, 2)]]), # Shape S
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(7, [[(0, 1), (1, 1), (1, 2), (2, 2)], [(1, 1), (1, 2), (2, 0), (2, 1)], [(0, 1), (1, 1), (1, 2), (2, 2)], [(1, 1), (1, 2), (2, 0), (2, 1)]]) # Shape Z
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]
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2014-05-16 07:05:51 +00:00
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def __init__(self, position, config, rotation):
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self.position = position
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self.config = config
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self.rotation = rotation
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2014-05-16 06:34:53 +00:00
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def color(self):
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return self.block_configs[self.config][0]
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2014-05-16 06:44:50 +00:00
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2014-05-16 06:08:33 +00:00
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def layout(self):
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layout = self.block_configs[self.config][1][self.rotation]
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return map(lambda p: (self.position[0]+p[0], self.position[1]+p[1]), 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):
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return Tetrad(self.position, self.config, (self.rotation + 1) % self.block_rotations)
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@staticmethod
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def random(position=(0, 0)):
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config = random.randrange(len(Tetrad.block_configs))
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rotation = random.randrange(Tetrad.block_rotations)
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return Tetrad(position, config, rotation)
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2014-05-16 06:08:33 +00:00
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#
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# Board
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#
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2014-05-16 04:58:16 +00:00
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class Board:
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border_color = pygame.Color(0xff, 0xff, 0xff, 0xff)
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grid_color = pygame.Color(0x80, 0x80, 0x80, 0xff)
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block_colors = [
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pygame.Color(0x00, 0x00, 0x00, 0xff), # Black
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pygame.Color(0x00, 0xff, 0xff, 0xff), # Cyan
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pygame.Color(0x00, 0x00, 0xff, 0xff), # Blue
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pygame.Color(0xff, 0x80, 0x00, 0xff), # Orange
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pygame.Color(0xff, 0xff, 0x00, 0xff), # Yellow
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pygame.Color(0x00, 0xff, 0x00, 0xff), # Green
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pygame.Color(0x80, 0x00, 0x80, 0xff), # Purple
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pygame.Color(0xff, 0x00, 0x00, 0xff) # Red
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]
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2014-05-16 05:18:06 +00:00
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def __init__(self, grid_position, grid_dims, grid_border_width, block_dims):
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self.grid_dims = grid_dims
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self.grid_border_width = grid_border_width
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self.block_dims = block_dims
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grid_screen_dims = grid_border_width*2 + grid_dims[0]*block_dims[0], grid_border_width*2 + grid_dims[1]*block_dims[1]
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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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2014-05-16 06:29:12 +00:00
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def render(self, surface, tetrad):
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self.render_frame(surface)
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self.render_blocks(surface)
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self.render_tetrad(surface, tetrad)
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def render_frame(self, surface):
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pygame.draw.rect(surface, self.border_color, self.grid_rect, self.grid_border_width)
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def render_blocks(self, surface):
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for y in xrange(self.grid_dims[1]):
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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):
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color = tetrad.color()
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for point in tetrad.layout():
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self.render_block(surface, color, point)
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def render_block(self, surface, color, position):
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block_rect = self.block_screen_rect(position)
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pygame.draw.rect(surface, self.block_colors[color], block_rect)
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if color != 0:
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pygame.draw.rect(surface, self.grid_color, block_rect, 1)
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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_dims[0]*position[0],
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self.grid_border_width+self.grid_rect.y+self.block_dims[1]*position[1]
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)
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return pygame.Rect(top_left, self.block_dims)
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def can_place_tetrad(self, tetrad):
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for point in tetrad.layout():
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if point[0] < 0 or point[1] < 0:
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return False
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if point[0] >= self.grid_dims[0] or point[1] >= self.grid_dims[1]:
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return False
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if self.blocks[point[1]][point[0]] != 0:
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return False
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return True
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def place_tetrad(self, tetrad):
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color = tetrad.color()
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for point in tetrad.layout():
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self.blocks[point[1]][point[0]] = color
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2014-05-16 07:38:01 +00:00
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def settle(self):
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row_src = row_dst = self.grid_dims[1] - 1
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while row_dst >= 0:
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row_data = self.blocks[row_src] if row_src >= 0 else self.grid_dims[0] * [0]
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self.blocks[row_dst] = row_data
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row_src -= 1
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if 0 in row_data:
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row_dst -= 1
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2014-05-16 06:08:33 +00:00
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#
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# Game
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#
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class Game:
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interval = 500
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def __init__(self):
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self.new_game()
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def new_game(self):
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self.board = Board((10, 10), (10, 20), 3, (20, 20))
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self.board_prev = Board((300, 300), (4, 4), 3, (20, 20))
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self.tetrad = Tetrad.random()
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self.tetrad_next = Tetrad.random()
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self.counter = 0
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def render(self, surface):
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self.board.render(surface, self.tetrad)
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self.board_prev.render(surface, self.tetrad_next)
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def advance(self, elapsed):
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self.counter += elapsed
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if self.counter > self.interval:
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self.move_down()
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def try_placement(self, tetrad):
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if self.board.can_place_tetrad(tetrad):
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self.tetrad = tetrad
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return True
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return False
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def move_left(self):
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self.try_placement(self.tetrad.moved_left())
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def move_right(self):
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self.try_placement(self.tetrad.moved_right())
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def move_down(self):
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self.counter = 0
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if not self.try_placement(self.tetrad.moved_down()):
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self.board.place_tetrad(self.tetrad)
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self.board.settle()
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self.tetrad = self.tetrad_next
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self.tetrad_next = Tetrad.random()
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def rotate(self):
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self.try_placement(self.tetrad.rotated())
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#
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# Engine
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class Engine:
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def __init__(self):
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self.surface = None
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self.game = Game()
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def create(self, resolution):
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pygame.init()
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self.surface = pygame.display.set_mode(resolution, pygame.DOUBLEBUF)
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self.ticks = pygame.time.get_ticks()
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if pygame.joystick.get_count() > 0:
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self.joystick = pygame.joystick.Joystick(0)
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self.joystick.init()
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else:
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self.joystick = None
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def update(self):
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ticks = pygame.time.get_ticks()
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self.game.advance(ticks - self.ticks)
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self.game.render(self.surface)
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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()
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return self.handle_event(event)
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def destroy(self):
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self.surface = None
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if self.joystick is not None:
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self.joystick.quit()
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pygame.quit()
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def handle_event(self, event):
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if event.type == pygame.QUIT:
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return False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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self.game.move_left()
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elif event.key == pygame.K_RIGHT:
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self.game.move_right()
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elif event.key == pygame.K_DOWN:
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self.game.move_down()
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|
elif event.key == pygame.K_UP:
|
2014-05-16 06:08:33 +00:00
|
|
|
self.game.rotate()
|
2014-05-16 04:43:20 +00:00
|
|
|
elif event.key == pygame.K_ESCAPE:
|
|
|
|
return False
|
|
|
|
|
2014-05-16 00:07:48 +00:00
|
|
|
elif event.type == pygame.JOYAXISMOTION:
|
|
|
|
if event.axis == 0:
|
2014-05-16 06:08:33 +00:00
|
|
|
if event.value > 0: self.game.move_right()
|
|
|
|
elif event.value < 0: self.game.move_left()
|
2014-05-16 00:07:48 +00:00
|
|
|
elif event.axis == 1:
|
2014-05-16 06:08:33 +00:00
|
|
|
if event.value > 0: self.game.move_down()
|
|
|
|
elif event.value < 0: self.game.rotate()
|
2014-05-16 00:07:48 +00:00
|
|
|
|
|
|
|
return True
|
|
|
|
|
|
|
|
|
2014-05-16 06:08:33 +00:00
|
|
|
#
|
|
|
|
# Entry
|
|
|
|
#
|
2014-05-16 00:07:48 +00:00
|
|
|
|
|
|
|
def main():
|
|
|
|
engine = Engine()
|
|
|
|
engine.create((800, 600))
|
|
|
|
while engine.update():
|
|
|
|
pass
|
|
|
|
engine.destroy()
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
|
|
main()
|