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author | Karel Kočí <karel.koci@nic.cz> | 2017-07-20 12:09:20 +0200 |
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committer | Karel Kočí <karel.koci@nic.cz> | 2017-07-20 13:28:33 +0200 |
commit | e51ab98da06992a2fb76bb9f6e54c59924b40ee5 (patch) | |
tree | c2404de06f2d18cf5e0f6a0493fc6a0bf5d7b0be | |
parent | fcf67c83f4ea61330abf125dbe88910e46734c66 (diff) | |
download | turris-tetris-e51ab98da06992a2fb76bb9f6e54c59924b40ee5.tar.gz turris-tetris-e51ab98da06992a2fb76bb9f6e54c59924b40ee5.tar.bz2 turris-tetris-e51ab98da06992a2fb76bb9f6e54c59924b40ee5.zip |
Fixups
-rw-r--r-- | turtetris_master/game.py | 70 |
1 files changed, 52 insertions, 18 deletions
diff --git a/turtetris_master/game.py b/turtetris_master/game.py index cae6ff4..c8eab1c 100644 --- a/turtetris_master/game.py +++ b/turtetris_master/game.py @@ -1,3 +1,4 @@ +import time from random import randrange @@ -46,7 +47,8 @@ class Game: self.mx[i] = [0]*matrix.height self.stone_next = SHAPES[randrange(len(SHAPES))][:] # Don't have to check result as it should always be successful - assert self.new_stone() + if not self.new_stone(): + raise Exception('New game but we can\'t place stone') self.step = 0 self.step_edge = 60 matrix.display() @@ -73,10 +75,13 @@ class Game: for x in range(2): for y in range(4): if x < len(self.stone_next) and y < len(self.stone_next[x]): - self.matrix.pixel(11 - x, 9 - y, + self.matrix.pixel(self.matrix.width - 1 - x, + self.matrix.height - 1 - y, COLORS[self.stone_next[x][y]]) else: - self.matrix.pixel(11 - x, 9 - y, 'black') + self.matrix.pixel(self.matrix.width - 1 - x, + self.matrix.height - 1 - y, + 'black') return True def __render_stone__(self): @@ -84,8 +89,8 @@ class Game: for x in range(len(self.stone)): for y in range(len(self.stone[x])): if self.stone[x][y] != 0: - self.matrix.pixel(11 - x - 3 - self.stone_x, - 9 - y - self.stone_y, + self.matrix.pixel(self.matrix.width - x - 4 - self.stone_x, + self.matrix.height - 1 - y - self.stone_y, COLORS[self.stone[x][y]]) def __clear_stone__(self): @@ -93,21 +98,19 @@ class Game: for x in range(len(self.stone)): for y in range(len(self.stone[x])): if self.stone[x][y] != 0: - self.matrix.pixel(11 - x - 3 - self.stone_x, - 9 - y - self.stone_y, + self.matrix.pixel(self.matrix.width - x - 4 - self.stone_x, + self.matrix.height - 1 - y - self.stone_y, 'black') def __check_collision__(self, x, y, stone): "Check if stone collides. Returns True of so." for a in range(len(stone)): for b in range(len(stone[a])): - sx = 11 - a - x - sy = 9 - b - y - print("sx:{0} sy:{1} mx:{2}:{3}".format( - sx, sy, len(self.mx), len(self.mx[0]) - )) + sx = len(self.mx) - 1 - a - x + sy = len(self.mx[a]) - 1 - b - y if stone[a][b] != 0 and ( - sx < 0 or sy < 0 or sx > 11 or sy > 9 or + sx < 0 or sy < 0 or + sx >= len(self.mx) or sy >= len(self.mx[a]) or self.mx[sx][sy] != 0): return True return False @@ -117,9 +120,39 @@ class Game: for x in range(len(self.stone)): for y in range(len(self.stone[x])): if self.stone[x][y] != 0: - self.mx[11 - x - self.stone_x][9 - y - self.stone_y] =\ - self.stone[x][y] - # TODO Line completion and removal and step division + sx = len(self.mx) - 1 - x - self.stone_x + sy = len(self.mx[0]) - 1 - y - self.stone_y + if sy >= len(self.mx[0]) - 1: + # Placing in to the top most line means game-over + return False + self.mx[sx][sy] = self.stone[x][y] + # Check if we don't potentionally have full line + y = 0 + while y < len(self.mx[0]): + x = 0 + while x < len(self.mx) and self.mx[x][y] != 0: + x += 1 + if x >= len(self.mx): # We have full line + # Show red line + for x in range(len(self.mx)): + self.matrix.pixel(self.matrix.width - x, + self.matrix.height - y, 'red') + self.matrix.display() + time.sleep(0.2) + # Now move all lines down + for yy in range(y, len(self.mx[0]) - 1): + for x in range(len(self.mx)): + self.mx[x][yy] = self.mx[x][yy + 1] + self.matrix.pixel(self.matrix.width - x, + self.matrix.height - yy, + COLORS[self.mx[x][yy]]) + # Make ticks faster + self.step_edge *= 0.8 + else: + # Note that this ensures that we check same line again after + # line is located + x += 1 + # Create new stone (if possible) return self.new_stone() def __down__(self): @@ -131,6 +164,7 @@ class Game: self.__clear_stone__() self.stone_y = new_y self.__render_stone__() + return True def __rotate__(self): "Rotate stone" @@ -138,8 +172,8 @@ class Game: [self.stone[y][x] for y in range(len(self.stone))] for x in range(len(self.stone[0]) - 1, -1, -1)] if not self.__check_collision__(self.stone_x, self.stone_y, rotated): - self.stone = rotated self.__clear_stone__() + self.stone = rotated self.__render_stone__() def __move__(self, left): @@ -163,7 +197,7 @@ class Game: self.__move__(input['left']) if self.step >= self.step_edge or \ (input['down'] and self.step >= self.step_edge/2): - gameover = self.__down__() + gameover = not self.__down__() self.step = 0 else: self.step += 1 |