tetrys/tetris.py
2014-05-16 14:37:15 +09:00

146 lines
3.9 KiB
Python
Executable File

#!/usr/bin/env python
import pygame
class Board:
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.grid_color = pygame.Color(0xff, 0xff, 0xff, 0xff)
self.block_colors = [
pygame.Color(0xff, 0xff, 0xff, 0xff), # None
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
]
self.blocks = [[0]*grid_dims[1] for i in range(grid_dims[0])]
def render(self, surface):
self.render_frame(surface)
self.render_blocks(surface)
def render_frame(self, surface):
pygame.draw.rect(surface, self.grid_color, self.grid_rect, 1)
def render_blocks(self, surface):
for y in xrange(self.grid_dims[1]):
for x in xrange(self.grid_dims[0]):
self.render_block(surface, self.blocks[x][y], (x, y))
def render_block(self, surface, color, position):
block_rect = self.block_screen_rect(position)
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):
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)
class Engine:
def __init__(self):
self.board = Board((10, 10), (10, 20), 1, (20, 20))
self.surface = None
def create(self, resolution):
pygame.init()
self.surface = pygame.display.set_mode(resolution, pygame.DOUBLEBUF)
if pygame.joystick.get_count() > 0:
self.joystick = pygame.joystick.Joystick(0)
self.joystick.init()
else:
self.joystick = None
def update(self):
self.board.advance()
self.board.render(self.surface)
pygame.display.flip()
pygame.time.delay(1)
event = pygame.event.poll()
return self.handle_event(event)
def destroy(self):
self.surface = None
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:
if event.key == pygame.K_LEFT:
self.move_left()
elif event.key == pygame.K_RIGHT:
self.move_right()
elif event.key == pygame.K_DOWN:
self.move_down()
elif event.key == pygame.K_UP:
self.flip()
elif event.key == pygame.K_ESCAPE:
return False
elif event.type == pygame.JOYAXISMOTION:
if event.axis == 0:
if event.value > 0: self.move_right()
elif event.value < 0: self.move_left()
elif event.axis == 1:
if event.value > 0: self.move_down()
elif event.value < 0: self.flip()
return True
def move_right(self):
print 'right'
def move_left(self):
print 'left'
def move_down(self):
print 'down'
def flip(self):
print 'flip'
def main():
engine = Engine()
engine.create((800, 600))
while engine.update():
pass
engine.destroy()
if __name__ == '__main__':
main()