Adding tetrad class
This commit is contained in:
parent
83142c7c16
commit
e15acd2b3a
126
tetris.py
126
tetris.py
@ -3,17 +3,42 @@
|
|||||||
import pygame
|
import pygame
|
||||||
|
|
||||||
|
|
||||||
class Board:
|
#
|
||||||
def __init__(self, grid_position, grid_dims, grid_border_width, block_dims):
|
# Tetrad
|
||||||
self.grid_dims = grid_dims
|
#
|
||||||
self.grid_border_width = grid_border_width
|
|
||||||
self.block_dims = block_dims
|
|
||||||
|
|
||||||
grid_screen_dims = grid_dims[0]*block_dims[0], grid_dims[1]*block_dims[1]
|
class Tetrad:
|
||||||
self.grid_rect = pygame.Rect(grid_position, grid_screen_dims)
|
block_rotations = 4
|
||||||
self.grid_color = pygame.Color(0xff, 0xff, 0xff, 0xff)
|
block_configs = [
|
||||||
self.block_colors = [
|
[[[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
|
||||||
pygame.Color(0xff, 0xff, 0xff, 0xff), # None
|
[[[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
|
||||||
|
#
|
||||||
|
|
||||||
|
class Board:
|
||||||
|
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, 0xff, 0xff, 0xff), # Cyan
|
||||||
pygame.Color(0x00, 0x00, 0xff, 0xff), # Blue
|
pygame.Color(0x00, 0x00, 0xff, 0xff), # Blue
|
||||||
pygame.Color(0xff, 0x80, 0x00, 0xff), # Orange
|
pygame.Color(0xff, 0x80, 0x00, 0xff), # Orange
|
||||||
@ -23,8 +48,18 @@ class Board:
|
|||||||
pygame.Color(0xff, 0x00, 0x00, 0xff) # Red
|
pygame.Color(0xff, 0x00, 0x00, 0xff) # Red
|
||||||
]
|
]
|
||||||
|
|
||||||
|
|
||||||
|
def __init__(self, grid_position, grid_dims, grid_border_width, block_dims):
|
||||||
|
self.grid_dims = grid_dims
|
||||||
|
self.grid_border_width = grid_border_width
|
||||||
|
self.block_dims = block_dims
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
self.blocks = [[0]*grid_dims[1] for i in range(grid_dims[0])]
|
self.blocks = [[0]*grid_dims[1] for i in range(grid_dims[0])]
|
||||||
|
|
||||||
|
|
||||||
def render(self, surface):
|
def render(self, surface):
|
||||||
self.render_frame(surface)
|
self.render_frame(surface)
|
||||||
self.render_blocks(surface)
|
self.render_blocks(surface)
|
||||||
@ -45,19 +80,52 @@ class Board:
|
|||||||
pygame.draw.rect(surface, self.grid_color, block_rect, 1 if color == 0 else 0)
|
pygame.draw.rect(surface, self.grid_color, block_rect, 1 if color == 0 else 0)
|
||||||
|
|
||||||
|
|
||||||
def advance(self):
|
|
||||||
pass
|
|
||||||
|
|
||||||
|
|
||||||
def block_screen_rect(self, position):
|
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]
|
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)
|
return pygame.Rect(top_left, self.block_dims)
|
||||||
|
|
||||||
|
|
||||||
class Engine:
|
#
|
||||||
|
# Game
|
||||||
|
#
|
||||||
|
|
||||||
|
class Game:
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.board = Board((10, 10), (10, 20), 1, (20, 20))
|
self.board = Board((10, 10), (10, 20), 1, (20, 20))
|
||||||
|
|
||||||
|
|
||||||
|
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):
|
||||||
self.surface = None
|
self.surface = None
|
||||||
|
self.game = Game()
|
||||||
|
|
||||||
|
|
||||||
def create(self, resolution):
|
def create(self, resolution):
|
||||||
@ -72,8 +140,8 @@ class Engine:
|
|||||||
|
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
self.board.advance()
|
self.game.advance()
|
||||||
self.board.render(self.surface)
|
self.game.render(self.surface)
|
||||||
|
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
pygame.time.delay(1)
|
pygame.time.delay(1)
|
||||||
@ -97,23 +165,23 @@ class Engine:
|
|||||||
|
|
||||||
if event.type == pygame.KEYDOWN:
|
if event.type == pygame.KEYDOWN:
|
||||||
if event.key == pygame.K_LEFT:
|
if event.key == pygame.K_LEFT:
|
||||||
self.move_left()
|
self.game.move_left()
|
||||||
elif event.key == pygame.K_RIGHT:
|
elif event.key == pygame.K_RIGHT:
|
||||||
self.move_right()
|
self.game.move_right()
|
||||||
elif event.key == pygame.K_DOWN:
|
elif event.key == pygame.K_DOWN:
|
||||||
self.move_down()
|
self.game.move_down()
|
||||||
elif event.key == pygame.K_UP:
|
elif event.key == pygame.K_UP:
|
||||||
self.flip()
|
self.game.rotate()
|
||||||
elif event.key == pygame.K_ESCAPE:
|
elif event.key == pygame.K_ESCAPE:
|
||||||
return False
|
return False
|
||||||
|
|
||||||
elif event.type == pygame.JOYAXISMOTION:
|
elif event.type == pygame.JOYAXISMOTION:
|
||||||
if event.axis == 0:
|
if event.axis == 0:
|
||||||
if event.value > 0: self.move_right()
|
if event.value > 0: self.game.move_right()
|
||||||
elif event.value < 0: self.move_left()
|
elif event.value < 0: self.game.move_left()
|
||||||
elif event.axis == 1:
|
elif event.axis == 1:
|
||||||
if event.value > 0: self.move_down()
|
if event.value > 0: self.game.move_down()
|
||||||
elif event.value < 0: self.flip()
|
elif event.value < 0: self.game.rotate()
|
||||||
|
|
||||||
return True
|
return True
|
||||||
|
|
||||||
@ -130,10 +198,14 @@ class Engine:
|
|||||||
print 'down'
|
print 'down'
|
||||||
|
|
||||||
|
|
||||||
def flip(self):
|
def rotate(self):
|
||||||
print 'flip'
|
print 'rotate'
|
||||||
|
|
||||||
|
|
||||||
|
#
|
||||||
|
# Entry
|
||||||
|
#
|
||||||
|
|
||||||
def main():
|
def main():
|
||||||
engine = Engine()
|
engine = Engine()
|
||||||
engine.create((800, 600))
|
engine.create((800, 600))
|
||||||
|
Loading…
Reference in New Issue
Block a user