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authorKarel Kočí <karel.koci@nic.cz>2017-07-19 19:56:09 +0200
committerKarel Kočí <karel.koci@nic.cz>2017-07-19 20:57:52 +0200
commitebe88b130fa830b572f83a7fb7ac190a37f70c7c (patch)
tree25e79c5e20c021041a459c4eda6f237ffe8e1469 /turtetris_master/game.py
parent196b6c24a52bb4fc4bb1cb03f2aa6b314e46bf7c (diff)
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Implement game
Diffstat (limited to 'turtetris_master/game.py')
-rw-r--r--turtetris_master/game.py118
1 files changed, 117 insertions, 1 deletions
diff --git a/turtetris_master/game.py b/turtetris_master/game.py
index 9b0c7cf..2d646b7 100644
--- a/turtetris_master/game.py
+++ b/turtetris_master/game.py
@@ -1,10 +1,126 @@
+from random import randrange
+
+
+SHAPES = [
+ [[1, 1, 1],
+ [0, 1, 0]],
+
+ [[0, 2, 2],
+ [2, 2, 0]],
+
+ [[3, 3, 0],
+ [0, 3, 3]],
+
+ [[4, 0, 0],
+ [4, 4, 4]],
+
+ [[0, 0, 5],
+ [5, 5, 5]],
+
+ [[6, 6, 6, 6]],
+
+ [[7, 7],
+ [7, 7]]
+]
+
+COLORS = [
+ 'black',
+ 'FF5500',
+ '64C873',
+ '786CF5',
+ 'FF8C32',
+ '327834',
+ '92CA49',
+ '96A1DA'
+]
+
+
class Game:
"game it self"
def __init__(self, matrix):
self.matrix = matrix
+ matrix.fill('black') # Clear game area
+ self.mx = [None]*(matrix.width - 3)
+ for i in range(len(self.mx)):
+ self.mx[i] = [None]*matrix.height
+ self.stone_next = SHAPES[randrange(len(SHAPES))][:]
+ # Don't have to check result as it should always be successful
+ self.new_stone()
+ self.step = 0
+ self.step_edge = 60
+ matrix.display()
+
+ def new_stone(self):
+ "Create new stone to next one and move next one to stone"
+ self.stone = self.stone_next
+ self.stone_next = SHAPES[randrange(len(SHAPES))][:] # Note: we do copy
+ # Render stone on top
+ self.stone_x = 3
+ self.stone_y = 0
+ if self.__check_collision__(self.stone_x, self.stone_y, self.stone):
+ # locate different place
+ self.stone_x = 0
+ while self.stone_x < (self.matrix.width - 3) and \
+ self.__check_collision__(self.stone_x, self.stone_y,
+ self.stone):
+ self.stone_x += 1
+ if self.stone_x >= (self.matrix.width - 3):
+ # Than game over
+ return False
+ self.__render_stone__()
+ # Render next stone
+ 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,
+ COLORS[self.stone_next[x][y]])
+ else:
+ self.matrix.pixel(11 - x, 9 - y, 'black')
+
+ def __render_stone__(self):
+ "Render stone"
+ 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,
+ COLORS[self.stone[x][y]])
+
+ def __clear_stone__(self):
+ "Clear rendered stone"
+ 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,
+ 'black')
+
+ def __check_collision__(self, x, y, stone):
+ "Check if stone collides. Returns True of so."
+ return False
+
+ def __down__(self):
+ "Move stone down"
+ pass
+
+ def __rotate__(self):
+ "Rotate stone"
+ pass
+
+ def __move__(self, left):
+ "Move stone left or right"
pass
def tick(self, input):
"Do game tick"
- return True
+ if input['up']:
+ self.__rotate__()
+ if input['left'] != input['right']:
+ self.__move__(input['left'])
+ if self.step >= self.step_edge or \
+ (input['down'] and self.step >= self.step_edge/2):
+ self.__down__()
+ self.step = 0
+ self.matrix.display()
+ return not input['select']