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