Renaming input functions, space drops piece
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parent
33ca5c4dc5
commit
9c0ee7aecb
37
tetris.py
37
tetris.py
@ -213,7 +213,7 @@ class Game:
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def lower_tetrad(self):
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def lower_tetrad(self):
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self.counter = 0
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self.counter = 0
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if self.try_placement(self.tetrad.moved_down()):
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if self.try_placement(self.tetrad.moved_down()):
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return
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return True
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self.board.place_tetrad(self.tetrad)
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self.board.place_tetrad(self.tetrad)
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self.board.settle()
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self.board.settle()
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@ -224,27 +224,36 @@ class Game:
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if not self.try_placement(self.tetrad):
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if not self.try_placement(self.tetrad):
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self.end_game()
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self.end_game()
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return False
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def input_left(self):
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def move_left(self):
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if self.active:
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if self.active:
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self.try_placement(self.tetrad.moved_left())
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self.try_placement(self.tetrad.moved_left())
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def input_right(self):
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def move_right(self):
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if self.active:
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if self.active:
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self.try_placement(self.tetrad.moved_right())
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self.try_placement(self.tetrad.moved_right())
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def input_down(self):
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def move_down(self):
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if self.active:
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if self.active:
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self.lower_tetrad()
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self.lower_tetrad()
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def input_up(self):
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def rotate(self):
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if self.active:
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if self.active:
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self.try_placement(self.tetrad.rotated())
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self.try_placement(self.tetrad.rotated())
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def drop(self):
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if self.active:
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while self.lower_tetrad():
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pass
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#
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#
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# Engine
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# Engine
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#
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#
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@ -296,23 +305,25 @@ class Engine:
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if event.type == pygame.KEYDOWN:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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if event.key == pygame.K_LEFT:
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self.game.input_left()
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self.game.move_left()
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elif event.key == pygame.K_RIGHT:
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elif event.key == pygame.K_RIGHT:
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self.game.input_right()
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self.game.move_right()
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elif event.key == pygame.K_DOWN:
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elif event.key == pygame.K_DOWN:
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self.game.input_down()
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self.game.move_down()
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elif event.key == pygame.K_UP:
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elif event.key == pygame.K_UP:
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self.game.input_up()
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self.game.rotate()
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elif event.key == pygame.K_SPACE:
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self.game.drop()
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elif event.key == pygame.K_ESCAPE:
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elif event.key == pygame.K_ESCAPE:
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return False
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return False
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elif event.type == pygame.JOYAXISMOTION:
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elif event.type == pygame.JOYAXISMOTION:
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if event.axis == 0:
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if event.axis == 0:
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if event.value > 0: self.game.input_right()
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if event.value > 0: self.game.move_right()
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elif event.value < 0: self.game.input_left()
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elif event.value < 0: self.game.move_left()
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elif event.axis == 1:
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elif event.axis == 1:
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if event.value > 0: self.game.input_down()
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if event.value > 0: self.game.move_down()
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elif event.value < 0: self.game.input_up()
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elif event.value < 0: self.game.rotate()
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return True
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return True
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