tetrys/tetris.py

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#!/usr/bin/env python
import pygame
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#
# Tetrad
#
class Tetrad:
block_rotations = 4
block_configs = [
[[[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
[[[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
[[[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
[[[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
[[[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
[[[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
[[[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
]
def __init__(self, config=0, position=(0, 0), rotation=0):
self.config = config
self.position = position
self.rotation = rotation
def layout(self):
return self.block_configs[self.config][self.rotations]
#
# Board
#
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class Board:
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grid_color = pygame.Color(0xff, 0xff, 0xff, 0xff)
block_colors = [
pygame.Color(0xff, 0xff, 0xff, 0xff), # White
pygame.Color(0x00, 0xff, 0xff, 0xff), # Cyan
pygame.Color(0x00, 0x00, 0xff, 0xff), # Blue
pygame.Color(0xff, 0x80, 0x00, 0xff), # Orange
pygame.Color(0xff, 0xff, 0x00, 0xff), # Yellow
pygame.Color(0x00, 0xff, 0x00, 0xff), # Green
pygame.Color(0x80, 0x00, 0x80, 0xff), # Purple
pygame.Color(0xff, 0x00, 0x00, 0xff) # Red
]
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def __init__(self, grid_position, grid_dims, grid_border_width, block_dims):
self.grid_dims = grid_dims
self.grid_border_width = grid_border_width
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self.block_dims = block_dims
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grid_screen_dims = grid_dims[0]*block_dims[0], grid_dims[1]*block_dims[1]
self.grid_rect = pygame.Rect(grid_position, grid_screen_dims)
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self.blocks = [[0]*grid_dims[1] for i in range(grid_dims[0])]
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def render(self, surface):
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.grid_color, self.grid_rect, 1)
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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[x][y], (x, y))
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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.grid_color, block_rect, 1 if color == 0 else 0)
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def block_screen_rect(self, position):
top_left = self.grid_rect.x+self.block_dims[0]*position[0], self.grid_rect.y+self.block_dims[1]*position[1]
return pygame.Rect(top_left, self.block_dims)
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#
# Game
#
class Game:
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def __init__(self):
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self.board = Board((10, 10), (10, 20), 1, (20, 20))
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def render(self, surface):
self.board.render(surface)
def advance(self):
pass
def move_left(self):
pass
def move_right(self):
pass
def move_down(self):
pass
def rotate(self):
pass
#
# Engine
#
class Engine:
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):
pygame.init()
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self.surface = pygame.display.set_mode(resolution, pygame.DOUBLEBUF)
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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):
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self.game.advance()
self.game.render(self.surface)
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pygame.display.flip()
pygame.time.delay(1)
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event = pygame.event.poll()
return self.handle_event(event)
def destroy(self):
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self.surface = None
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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:
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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:
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self.game.rotate()
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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:
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if event.value > 0: self.game.move_right()
elif event.value < 0: self.game.move_left()
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elif event.axis == 1:
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if event.value > 0: self.game.move_down()
elif event.value < 0: self.game.rotate()
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return True
def move_right(self):
print 'right'
def move_left(self):
print 'left'
def move_down(self):
print 'down'
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def rotate(self):
print 'rotate'
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#
# Entry
#
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def main():
engine = Engine()
engine.create((800, 600))
while engine.update():
pass
engine.destroy()
if __name__ == '__main__':
main()