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authorKarel Kočí <karel.koci@nic.cz>2017-07-20 12:09:20 +0200
committerKarel Kočí <karel.koci@nic.cz>2017-07-20 13:28:33 +0200
commite51ab98da06992a2fb76bb9f6e54c59924b40ee5 (patch)
treec2404de06f2d18cf5e0f6a0493fc6a0bf5d7b0be
parentfcf67c83f4ea61330abf125dbe88910e46734c66 (diff)
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Fixups
-rw-r--r--turtetris_master/game.py70
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