Updating color definitions
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4995619de7
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60
tetris.py
60
tetris.py
@ -11,13 +11,13 @@ import random
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class Tetrad:
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block_rotations = 4
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block_configs = [
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(1, 0x00f0222200f02222),
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(2, 0x0232007202620270),
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(3, 0x0033003300330033),
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(4, 0x0170022300740622),
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(5, 0x0071022604700322),
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(6, 0x0462036004620360),
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(7, 0x0264063002640630)
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(1, 0x00f0222200f02222), # Shape I
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(2, 0x0232007202620270), # Shape T
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(3, 0x0033003300330033), # Shape O
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(4, 0x0170022300740622), # Shape L
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(5, 0x0071022604700322), # Shape J
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(6, 0x0462036004620360), # Shape S
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(7, 0x0264063002640630) # Shape Z
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]
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@ -69,17 +69,17 @@ class Tetrad:
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#
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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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border_color = 0xffffff
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grid_color = 0x808080
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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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0x000000, # Black
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0x00ffff, # Cyan
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0x0000ff, # Blue
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0xff8000, # Orange
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0xffff00, # Yellow
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0x00ff00, # Green
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0x800080, # Purple
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0xff0000, # Red
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]
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@ -186,7 +186,7 @@ class Game:
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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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self.input_down()
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def try_placement(self, tetrad):
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@ -197,15 +197,15 @@ class Game:
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return False
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def move_left(self):
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def input_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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def input_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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def input_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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@ -214,7 +214,7 @@ class Game:
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self.tetrad_next = Tetrad.random()
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def rotate(self):
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def input_up(self):
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self.try_placement(self.tetrad.rotated())
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@ -269,23 +269,23 @@ class Engine:
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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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self.game.input_left()
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elif event.key == pygame.K_RIGHT:
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self.game.move_right()
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self.game.input_right()
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elif event.key == pygame.K_DOWN:
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self.game.move_down()
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self.game.input_down()
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elif event.key == pygame.K_UP:
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self.game.rotate()
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self.game.input_up()
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elif event.key == pygame.K_ESCAPE:
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return False
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elif event.type == pygame.JOYAXISMOTION:
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if event.axis == 0:
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if event.value > 0: self.game.move_right()
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elif event.value < 0: self.game.move_left()
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if event.value > 0: self.game.input_right()
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elif event.value < 0: self.game.input_left()
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elif event.axis == 1:
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if event.value > 0: self.game.move_down()
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elif event.value < 0: self.game.rotate()
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if event.value > 0: self.game.input_down()
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elif event.value < 0: self.game.input_up()
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return True
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