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150 lines (123 loc) · 4.71 KB
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import pygame
from pygame.locals import KEYDOWN, K_ESCAPE, QUIT, K_w, K_a, K_SPACE, K_d, K_s, K_LSHIFT, K_q
# Project imports
from utils import Timer
from screen import Screen
from blocks import BlockManager
def run_game_loop(score, mngr, screen, timer, borders, surf):
"""Run one game loop logic."""
state = "RUNNING"
# Check for key presses
for event in pygame.event.get():
if event.type == QUIT:
state = "SCORESCREEN"
continue
elif event.type != KEYDOWN:
continue
if event.key == K_ESCAPE:
state = "SCORESCREEN"
continue
elif event.key == K_LSHIFT:
if mngr.can_hold and not (mngr.held_piece is not None\
and mngr.held_piece.block_type == mngr.active_piece.block_type):
mngr.hold_piece(screen)
elif event.key == K_SPACE:
timer.set_on()
while mngr.active_piece.move(screen, "down"):
pass
elif event.key == K_w:
mngr.active_piece.rotate(screen, "w")
elif event.key == K_q:
mngr.active_piece.rotate(screen, "e")
elif event.key == K_a:
mngr.active_piece.move(screen, "left")
elif event.key == K_d:
mngr.active_piece.move(screen, "right")
if event.key in [K_w, K_a, K_d]:
timer.delta()
# Check for continuous movement
keys = pygame.key.get_pressed()
if (keys[K_a] and keys[K_d]) or not timer.can_soft_move:
pass
elif keys[K_a]:
if mngr.active_piece.move(screen, "left"):
timer.delta()
elif keys[K_d]:
if mngr.active_piece.move(screen, "right"):
timer.delta()
elif keys[K_s]:
if mngr.active_piece.move(screen, "down"):
timer.delta()
# Natural move down
if state == "RUNNING":
if timer.can_move_down:
has_moved_down = mngr.active_piece.move(screen, "down")
if not has_moved_down:
if any([block.j <= 0 for block in mngr.active_piece.blocks]):
return "SCORESCREEN", score, mngr, screen, timer
mngr.remove_active(screen)
# Check for line clear
indices_to_clear, to_remove = [], []
for j, line in enumerate(screen.checksum):
if line.checksum != 1023:
continue
indices_to_clear.append(j)
for block in mngr.inactive_blocks:
if block.j == j:
to_remove.append(block)
# Update score
score_table = {0: 0, 1: 40, 2: 100, 3: 300, 4: 1200}
score += score_table[len(indices_to_clear)]
# Clear lines
for block in to_remove:
screen.checksum[block.j][block.i] = 0
mngr.inactive_blocks.remove(block)
# Update blocks above cleared lines
for j in indices_to_clear:
blocks_to_move = [block for block in mngr.inactive_blocks if block.j < j]
for block in blocks_to_move:
screen.checksum[block.j][block.i] = 0
for block in blocks_to_move:
block.move("down")
block.update(screen, update_grid=True)
mngr.spawn_new_piece(screen)
timer.update()
mngr.active_blocks.update(screen)
surf.fill((0, 0, 0))
for group in borders, mngr.active_blocks, mngr.inactive_blocks:
group.draw(surf)
screen.draw_queue(surf, mngr.queue)
screen.draw_held(surf, mngr.held_piece)
return state, score, mngr, screen, timer
def run(tickrate=30, n_blocks_in_queue=3):
# Define game variables
clock = pygame.time.Clock()
timer = Timer(interval=200, delta=150, soft_delay=100)
score = 0
# Process
screen = Screen(400, epsilon=0.05, left_space=4, right_space=4)
borders, surf = screen.setup_screen()
surf.fill((0, 0, 0))
borders.update(screen)
borders.draw(surf)
# Init blocks and screen
mngr = BlockManager(screen, surf, n_blocks_in_queue)
pygame.display.flip()
state = "RUNNING"
# Game loop
while True:
if state == "RUNNING":
state, score, mngr, screen, timer = run_game_loop(
score, mngr, screen, timer, borders, surf)
# Print score
screen.set_score(score)
screen.draw_score(surf)
else:
# TODO: Score screen
return
pygame.display.flip()
clock.tick(tickrate)
if __name__ == '__main__':
pygame.init()
run()
pygame.quit()