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broken tetris implementation

Thomas Buck vor 1 Jahr
Ursprung
Commit
9de90e735c
2 geänderte Dateien mit 272 neuen und 7 gelöschten Zeilen
  1. 6
    7
      pi.py
  2. 266
    0
      tetris.py

+ 6
- 7
pi.py Datei anzeigen

@@ -17,14 +17,13 @@ from rgbmatrix import RGBMatrix, RGBMatrixOptions
17 17
 from PIL import Image
18 18
 
19 19
 class PiMatrix:
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-    def __init__(self):
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-        # TODO configurable
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-        self.width = 32
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-        self.height = 32
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+    def __init__(self, w = 32, h = 32):
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+        self.width = w
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+        self.height = h
24 23
 
25 24
         options = RGBMatrixOptions()
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-        options.rows = 32
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-        options.cols = 32
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+        options.rows = w
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+        options.cols = h
28 27
         options.chain_length = 1
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         options.parallel = 1
30 29
         options.row_address_type = 0
@@ -63,5 +62,5 @@ class PiMatrix:
63 62
         self.image.putpixel((int(x), int(y)), color)
64 63
 
65 64
 if __name__ == "__main__":
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-    t = PiMatrix()
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+    t = PiMatrix(32, 32)
67 66
     t.debug_loop(lambda: t.set_pixel(15, 15, (255, 255, 255)))

+ 266
- 0
tetris.py Datei anzeigen

@@ -0,0 +1,266 @@
1
+#!/usr/bin/env python3
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+
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+# ----------------------------------------------------------------------------
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+# "THE BEER-WARE LICENSE" (Revision 42):
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+# <xythobuz@xythobuz.de> wrote this file.  As long as you retain this notice
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+# you can do whatever you want with this stuff. If we meet some day, and you
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+# think this stuff is worth it, you can buy me a beer in return.   Thomas Buck
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+# ----------------------------------------------------------------------------
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+
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+from draw import ScrollText
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+import time
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+import random
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+
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+class Tetris:
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+    def __init__(self, g, i, ts = 0.5, to = 60.0):
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+        self.gui = g
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+        self.input = i
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+        self.timestep = ts
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+        self.timeout = to
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+
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+        self.endText = ScrollText(self.gui, "Game Over!", "uushi",
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+                                   2, 75, (251, 72, 196))
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+        self.scoreText = ScrollText(self.gui, "Score:", "uushi",
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+                                    2, 75, (63, 255, 33))
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+
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+        self.bg = (0, 0, 0)
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+        self.colors = [
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+            (251, 72, 196), # camp23 pink
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+            (63, 255, 33), # camp23 green
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+            (255, 0, 0),
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+            #(0, 255, 0),
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+            (0, 0, 255),
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+            (255, 255, 0),
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+            (0, 255, 255),
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+            (255, 0, 255),
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+            #(255, 255, 255),
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+        ]
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+
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+        # all [y][x] sub-lists must be the same length
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+        self.pieces = [
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+            # "I"
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+            [
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+                [1],
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+                [1],
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+                [1],
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+                [1],
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+            ],
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+
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+            # "L"
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+            [
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+                [1, 0],
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+                [1, 0],
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+                [1, 1],
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+            ],
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+
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+            # "J"
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+            [
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+                [0, 1],
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+                [0, 1],
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+                [1, 1],
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+            ],
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+
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+            # "T"
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+            [
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+                [1, 1, 1],
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+                [0, 1, 0],
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+            ],
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+
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+            # "O"
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+            [
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+                [1, 1],
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+                [1, 1],
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+            ],
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+
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+            # "S"
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+            [
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+                [0, 1, 1],
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+                [1, 1, 0],
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+            ],
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+
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+            # "Z"
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+            [
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+                [1, 1, 0],
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+                [0, 1, 1],
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+            ],
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+        ]
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+
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+        random.seed()
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+        self.restart()
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+
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+    def restart(self):
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+        self.start = time.time()
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+        self.last = time.time()
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+        self.button = None
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+        self.score = 0
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+        self.done = False
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+        self.data = [[self.bg for y in range(self.gui.height)] for x in range(self.gui.width)]
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+        self.piece = None
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+
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+    def finished(self):
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+        if self.input == None:
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+            # backup timeout for "AI"
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+            if (time.time() - self.start) >= self.timeout:
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+                return True
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+
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+        if self.done:
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+            # game over screen
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+            return self.scoreText.finished()
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+
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+        return False
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+
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+    # TODO collision detection is broken
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+    # TODO not working for pixels outside of vertical center line???
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+    # TODO something like that...
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+    def collision(self):
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+        # check for collision of piece with data
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+        pos = (self.piece[2], self.piece[3])
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+        for y in range(0, len(self.piece[0])):
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+            for x in range(0, len(self.piece[0][y])):
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+                # only check where piece actually is
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+                if self.piece[0][y][x] == 0:
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+                    continue
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+
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+                # check for collision with bottom wall
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+                if (y + pos[1]) >= self.gui.height:
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+                    return True
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+
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+                # check for collision with previous pieces
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+                if self.data[x + pos[0]][y + pos[1]] != self.bg:
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+                    return True
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+        return False
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+
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+    # copy piece into data buffer
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+    def put(self, clear, pos = None, pie = None):
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+        position = pos
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+        if position == None:
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+            position = (self.piece[2], self.piece[3])
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+
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+        piece = pie
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+        if piece == None:
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+            piece = self.piece[0]
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+
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+        for y in range(0, len(piece)):
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+            for x in range(0, len(piece[y])):
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+                remove = False
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+                if piece[y][x] == 0:
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+                    remove = True
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+
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+                if clear or remove:
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+                    self.data[x + position[0]][y + position[1]] = self.bg
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+                else:
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+                    self.data[x + position[0]][y + position[1]] = self.piece[1]
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+
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+    def step(self):
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+        if self.piece == None:
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+            justPlaced = True
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+
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+            # select a new piece type and color
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+            self.piece = [
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+                self.pieces[random.randrange(0, len(self.pieces))], # piece
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+                self.colors[random.randrange(0, len(self.colors))], # color
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+                0, # x
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+                0, # y
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+            ]
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+
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+            # center the piece on top of the playing board
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+            self.piece[2] = int((self.gui.width - len(self.piece[0][0])) / 2)
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+
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+            if self.collision():
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+                # new piece immediately collided. game over!
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+                return False
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+
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+            # copy piece into data buffer
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+            self.put(False)
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+
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+            # don't move in the placement-step
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+            return True
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+
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+        oldPosition = (self.piece[2], self.piece[3])
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+        oldPiece = [x[:] for x in self.piece[0]]
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+
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+        # button input
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+        if self.button == "u":
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+            # rotate piece
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+            # https://stackoverflow.com/a/48444999
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+            self.piece[0] = [list(x) for x in zip(*self.piece[0][::-1])]
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+        elif self.button == "l":
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+            if self.piece[2] > 0:
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+                self.piece[2] -= 1
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+        elif self.button == "r":
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+            if self.piece[2] < (self.gui.width - 1):
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+                self.piece[2] += 1
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+        else:
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+            # one pixel down
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+            self.piece[3] += 1
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+
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+        # clear out piece from its old location
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+        self.put(True, oldPosition, oldPiece)
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+
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+        collision = self.collision()
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+        if collision:
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+            # piece collided, put it back
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+            self.put(False, oldPosition, oldPiece)
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+            self.piece[0] = oldPiece
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+            self.piece[2] = oldPosition[0]
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+            self.piece[3] = oldPosition[1]
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+
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+            if (self.button != "l") and (self.button != "r"):
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+                # but only stop playing it if it was moving down
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+                self.piece = None
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+        else:
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+            # copy piece at new location into buffer
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+            self.put(False)
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+
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+        # clear previous input
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+        self.button = None
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+
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+        return True
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+
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+    def buttons(self):
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+        keys = self.input.get()
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+        if keys["left"]:
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+            self.button = "l"
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+        elif keys["right"]:
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+            self.button = "r"
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+        elif keys["up"]:
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+            self.button = "u"
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+        elif keys["down"]:
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+            self.button = "d"
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+
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+    def draw(self):
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+        if self.done:
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+            if self.endText.finished():
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+                self.scoreText.draw()
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+            else:
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+                self.endText.draw()
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+                self.scoreText.restart()
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+            return
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+
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+        if self.input != None:
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+            self.buttons()
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+        else:
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+            # TODO "AI"
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+            self.button = None
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+
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+        if (self.button != None) or ((time.time() - self.last) >= self.timestep):
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+            self.last = time.time()
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+            cont = self.step()
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+            if cont == False:
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+                self.done = True
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+                self.scoreText.setText("Score: " + str(self.score), "uushi")
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+                self.endText.restart()
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+
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+        for x in range(0, self.gui.width):
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+            for y in range(0, self.gui.height):
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+                self.gui.set_pixel(x, y, self.data[x][y])
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+
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+if __name__ == "__main__":
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+    import util
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+    t = util.getTarget()
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+
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+    from gamepad import InputWrapper
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+    i = InputWrapper()
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+
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+    d = Tetris(t, i, 0.1)
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+    t.debug_loop(d.draw)

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