|
@@ -0,0 +1,266 @@
|
|
1
|
+#!/usr/bin/env python3
|
|
2
|
+
|
|
3
|
+# ----------------------------------------------------------------------------
|
|
4
|
+# "THE BEER-WARE LICENSE" (Revision 42):
|
|
5
|
+# <xythobuz@xythobuz.de> wrote this file. As long as you retain this notice
|
|
6
|
+# you can do whatever you want with this stuff. If we meet some day, and you
|
|
7
|
+# think this stuff is worth it, you can buy me a beer in return. Thomas Buck
|
|
8
|
+# ----------------------------------------------------------------------------
|
|
9
|
+
|
|
10
|
+from draw import ScrollText
|
|
11
|
+import time
|
|
12
|
+import random
|
|
13
|
+
|
|
14
|
+class Tetris:
|
|
15
|
+ def __init__(self, g, i, ts = 0.5, to = 60.0):
|
|
16
|
+ self.gui = g
|
|
17
|
+ self.input = i
|
|
18
|
+ self.timestep = ts
|
|
19
|
+ self.timeout = to
|
|
20
|
+
|
|
21
|
+ self.endText = ScrollText(self.gui, "Game Over!", "uushi",
|
|
22
|
+ 2, 75, (251, 72, 196))
|
|
23
|
+ self.scoreText = ScrollText(self.gui, "Score:", "uushi",
|
|
24
|
+ 2, 75, (63, 255, 33))
|
|
25
|
+
|
|
26
|
+ self.bg = (0, 0, 0)
|
|
27
|
+ self.colors = [
|
|
28
|
+ (251, 72, 196), # camp23 pink
|
|
29
|
+ (63, 255, 33), # camp23 green
|
|
30
|
+ (255, 0, 0),
|
|
31
|
+ #(0, 255, 0),
|
|
32
|
+ (0, 0, 255),
|
|
33
|
+ (255, 255, 0),
|
|
34
|
+ (0, 255, 255),
|
|
35
|
+ (255, 0, 255),
|
|
36
|
+ #(255, 255, 255),
|
|
37
|
+ ]
|
|
38
|
+
|
|
39
|
+ # all [y][x] sub-lists must be the same length
|
|
40
|
+ self.pieces = [
|
|
41
|
+ # "I"
|
|
42
|
+ [
|
|
43
|
+ [1],
|
|
44
|
+ [1],
|
|
45
|
+ [1],
|
|
46
|
+ [1],
|
|
47
|
+ ],
|
|
48
|
+
|
|
49
|
+ # "L"
|
|
50
|
+ [
|
|
51
|
+ [1, 0],
|
|
52
|
+ [1, 0],
|
|
53
|
+ [1, 1],
|
|
54
|
+ ],
|
|
55
|
+
|
|
56
|
+ # "J"
|
|
57
|
+ [
|
|
58
|
+ [0, 1],
|
|
59
|
+ [0, 1],
|
|
60
|
+ [1, 1],
|
|
61
|
+ ],
|
|
62
|
+
|
|
63
|
+ # "T"
|
|
64
|
+ [
|
|
65
|
+ [1, 1, 1],
|
|
66
|
+ [0, 1, 0],
|
|
67
|
+ ],
|
|
68
|
+
|
|
69
|
+ # "O"
|
|
70
|
+ [
|
|
71
|
+ [1, 1],
|
|
72
|
+ [1, 1],
|
|
73
|
+ ],
|
|
74
|
+
|
|
75
|
+ # "S"
|
|
76
|
+ [
|
|
77
|
+ [0, 1, 1],
|
|
78
|
+ [1, 1, 0],
|
|
79
|
+ ],
|
|
80
|
+
|
|
81
|
+ # "Z"
|
|
82
|
+ [
|
|
83
|
+ [1, 1, 0],
|
|
84
|
+ [0, 1, 1],
|
|
85
|
+ ],
|
|
86
|
+ ]
|
|
87
|
+
|
|
88
|
+ random.seed()
|
|
89
|
+ self.restart()
|
|
90
|
+
|
|
91
|
+ def restart(self):
|
|
92
|
+ self.start = time.time()
|
|
93
|
+ self.last = time.time()
|
|
94
|
+ self.button = None
|
|
95
|
+ self.score = 0
|
|
96
|
+ self.done = False
|
|
97
|
+ self.data = [[self.bg for y in range(self.gui.height)] for x in range(self.gui.width)]
|
|
98
|
+ self.piece = None
|
|
99
|
+
|
|
100
|
+ def finished(self):
|
|
101
|
+ if self.input == None:
|
|
102
|
+ # backup timeout for "AI"
|
|
103
|
+ if (time.time() - self.start) >= self.timeout:
|
|
104
|
+ return True
|
|
105
|
+
|
|
106
|
+ if self.done:
|
|
107
|
+ # game over screen
|
|
108
|
+ return self.scoreText.finished()
|
|
109
|
+
|
|
110
|
+ return False
|
|
111
|
+
|
|
112
|
+ # TODO collision detection is broken
|
|
113
|
+ # TODO not working for pixels outside of vertical center line???
|
|
114
|
+ # TODO something like that...
|
|
115
|
+ def collision(self):
|
|
116
|
+ # check for collision of piece with data
|
|
117
|
+ pos = (self.piece[2], self.piece[3])
|
|
118
|
+ for y in range(0, len(self.piece[0])):
|
|
119
|
+ for x in range(0, len(self.piece[0][y])):
|
|
120
|
+ # only check where piece actually is
|
|
121
|
+ if self.piece[0][y][x] == 0:
|
|
122
|
+ continue
|
|
123
|
+
|
|
124
|
+ # check for collision with bottom wall
|
|
125
|
+ if (y + pos[1]) >= self.gui.height:
|
|
126
|
+ return True
|
|
127
|
+
|
|
128
|
+ # check for collision with previous pieces
|
|
129
|
+ if self.data[x + pos[0]][y + pos[1]] != self.bg:
|
|
130
|
+ return True
|
|
131
|
+ return False
|
|
132
|
+
|
|
133
|
+ # copy piece into data buffer
|
|
134
|
+ def put(self, clear, pos = None, pie = None):
|
|
135
|
+ position = pos
|
|
136
|
+ if position == None:
|
|
137
|
+ position = (self.piece[2], self.piece[3])
|
|
138
|
+
|
|
139
|
+ piece = pie
|
|
140
|
+ if piece == None:
|
|
141
|
+ piece = self.piece[0]
|
|
142
|
+
|
|
143
|
+ for y in range(0, len(piece)):
|
|
144
|
+ for x in range(0, len(piece[y])):
|
|
145
|
+ remove = False
|
|
146
|
+ if piece[y][x] == 0:
|
|
147
|
+ remove = True
|
|
148
|
+
|
|
149
|
+ if clear or remove:
|
|
150
|
+ self.data[x + position[0]][y + position[1]] = self.bg
|
|
151
|
+ else:
|
|
152
|
+ self.data[x + position[0]][y + position[1]] = self.piece[1]
|
|
153
|
+
|
|
154
|
+ def step(self):
|
|
155
|
+ if self.piece == None:
|
|
156
|
+ justPlaced = True
|
|
157
|
+
|
|
158
|
+ # select a new piece type and color
|
|
159
|
+ self.piece = [
|
|
160
|
+ self.pieces[random.randrange(0, len(self.pieces))], # piece
|
|
161
|
+ self.colors[random.randrange(0, len(self.colors))], # color
|
|
162
|
+ 0, # x
|
|
163
|
+ 0, # y
|
|
164
|
+ ]
|
|
165
|
+
|
|
166
|
+ # center the piece on top of the playing board
|
|
167
|
+ self.piece[2] = int((self.gui.width - len(self.piece[0][0])) / 2)
|
|
168
|
+
|
|
169
|
+ if self.collision():
|
|
170
|
+ # new piece immediately collided. game over!
|
|
171
|
+ return False
|
|
172
|
+
|
|
173
|
+ # copy piece into data buffer
|
|
174
|
+ self.put(False)
|
|
175
|
+
|
|
176
|
+ # don't move in the placement-step
|
|
177
|
+ return True
|
|
178
|
+
|
|
179
|
+ oldPosition = (self.piece[2], self.piece[3])
|
|
180
|
+ oldPiece = [x[:] for x in self.piece[0]]
|
|
181
|
+
|
|
182
|
+ # button input
|
|
183
|
+ if self.button == "u":
|
|
184
|
+ # rotate piece
|
|
185
|
+ # https://stackoverflow.com/a/48444999
|
|
186
|
+ self.piece[0] = [list(x) for x in zip(*self.piece[0][::-1])]
|
|
187
|
+ elif self.button == "l":
|
|
188
|
+ if self.piece[2] > 0:
|
|
189
|
+ self.piece[2] -= 1
|
|
190
|
+ elif self.button == "r":
|
|
191
|
+ if self.piece[2] < (self.gui.width - 1):
|
|
192
|
+ self.piece[2] += 1
|
|
193
|
+ else:
|
|
194
|
+ # one pixel down
|
|
195
|
+ self.piece[3] += 1
|
|
196
|
+
|
|
197
|
+ # clear out piece from its old location
|
|
198
|
+ self.put(True, oldPosition, oldPiece)
|
|
199
|
+
|
|
200
|
+ collision = self.collision()
|
|
201
|
+ if collision:
|
|
202
|
+ # piece collided, put it back
|
|
203
|
+ self.put(False, oldPosition, oldPiece)
|
|
204
|
+ self.piece[0] = oldPiece
|
|
205
|
+ self.piece[2] = oldPosition[0]
|
|
206
|
+ self.piece[3] = oldPosition[1]
|
|
207
|
+
|
|
208
|
+ if (self.button != "l") and (self.button != "r"):
|
|
209
|
+ # but only stop playing it if it was moving down
|
|
210
|
+ self.piece = None
|
|
211
|
+ else:
|
|
212
|
+ # copy piece at new location into buffer
|
|
213
|
+ self.put(False)
|
|
214
|
+
|
|
215
|
+ # clear previous input
|
|
216
|
+ self.button = None
|
|
217
|
+
|
|
218
|
+ return True
|
|
219
|
+
|
|
220
|
+ def buttons(self):
|
|
221
|
+ keys = self.input.get()
|
|
222
|
+ if keys["left"]:
|
|
223
|
+ self.button = "l"
|
|
224
|
+ elif keys["right"]:
|
|
225
|
+ self.button = "r"
|
|
226
|
+ elif keys["up"]:
|
|
227
|
+ self.button = "u"
|
|
228
|
+ elif keys["down"]:
|
|
229
|
+ self.button = "d"
|
|
230
|
+
|
|
231
|
+ def draw(self):
|
|
232
|
+ if self.done:
|
|
233
|
+ if self.endText.finished():
|
|
234
|
+ self.scoreText.draw()
|
|
235
|
+ else:
|
|
236
|
+ self.endText.draw()
|
|
237
|
+ self.scoreText.restart()
|
|
238
|
+ return
|
|
239
|
+
|
|
240
|
+ if self.input != None:
|
|
241
|
+ self.buttons()
|
|
242
|
+ else:
|
|
243
|
+ # TODO "AI"
|
|
244
|
+ self.button = None
|
|
245
|
+
|
|
246
|
+ if (self.button != None) or ((time.time() - self.last) >= self.timestep):
|
|
247
|
+ self.last = time.time()
|
|
248
|
+ cont = self.step()
|
|
249
|
+ if cont == False:
|
|
250
|
+ self.done = True
|
|
251
|
+ self.scoreText.setText("Score: " + str(self.score), "uushi")
|
|
252
|
+ self.endText.restart()
|
|
253
|
+
|
|
254
|
+ for x in range(0, self.gui.width):
|
|
255
|
+ for y in range(0, self.gui.height):
|
|
256
|
+ self.gui.set_pixel(x, y, self.data[x][y])
|
|
257
|
+
|
|
258
|
+if __name__ == "__main__":
|
|
259
|
+ import util
|
|
260
|
+ t = util.getTarget()
|
|
261
|
+
|
|
262
|
+ from gamepad import InputWrapper
|
|
263
|
+ i = InputWrapper()
|
|
264
|
+
|
|
265
|
+ d = Tetris(t, i, 0.1)
|
|
266
|
+ t.debug_loop(d.draw)
|