import time 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', 'FFFF00', '88FF00', '00FF88', 'FF8800', '0088FF', '8800FF', 'FF0088' ] class Game: "game it self" def __init__(self, matrix): self.matrix = matrix matrix.fill('black') # Clear game area self.mx = [None]*(matrix.width - 2) for i in range(len(self.mx)): 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 if not self.new_stone(): raise Exception('New game but we can\'t place stone') self.step = 0 self.step_edge = 100 self.score = 0 self.__show_score__() 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 = 4 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 - 2) and \ self.__check_collision__(self.stone_x, self.stone_y, self.stone): self.stone_x += 1 if self.stone_x >= (self.matrix.width - 2): # 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]) and self.stone_next[x][y] != 0): self.matrix.pixel(self.matrix.width - 1 - x, self.matrix.height - 1 - y, 'red') else: self.matrix.pixel(self.matrix.width - 1 - x, self.matrix.height - 1 - y, 'black') return True 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(self.matrix.width - x - 3 - self.stone_x, self.matrix.height - 1 - 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(self.matrix.width - x - 3 - 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 = 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 >= len(self.mx) or sy >= len(self.mx[a]) or self.mx[sx][sy] != 0): return True return False def __show_score__(self): "Show score in bottom right" i = self.score % 5 y = int(self.score / 5) for ii in range(5): if ii < i: self.matrix.pixel(self.matrix.width - 1, ii, 'green') else: self.matrix.pixel(self.matrix.width - 1, ii, 'black') if ii < y: self.matrix.pixel(self.matrix.width - 2, ii, 'green') else: self.matrix.pixel(self.matrix.width - 2, ii, 'black') def __place__(self): "Stone can't move so place it, check lines and generate new one" for x in range(len(self.stone)): for y in range(len(self.stone[x])): if self.stone[x][y] != 0: 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(x, 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] # Note: mx is already inverted self.matrix.pixel(x, yy, COLORS[self.mx[x][yy]]) # Make ticks faster self.step_edge *= 0.9 self.score += 1 self.__show_score__() else: # Note that this ensures that we check same line again after # line is located y += 1 # Create new stone (if possible) return self.new_stone() def __down__(self): "Move stone down" new_y = self.stone_y + 1 if self.__check_collision__(self.stone_x, new_y, self.stone): return self.__place__() else: self.__clear_stone__() self.stone_y = new_y self.__render_stone__() return True def __rotate__(self): "Rotate stone" rotated = [ [self.stone[y][x] for y in range(len(self.stone))] for x in range(len(self.stone[0]) - 1, -1, -1)] for shift in [0, 1, -1, 2, -2]: shifted_x = self.stone_x + shift if not self.__check_collision__(shifted_x, self.stone_y, rotated): self.__clear_stone__() self.stone = rotated self.stone_x = shifted_x self.__render_stone__() break def __move__(self, left): "Move stone left or right" new_x = self.stone_x if left: new_x += 1 else: new_x -= 1 if not self.__check_collision__(new_x, self.stone_y, self.stone): self.__clear_stone__() self.stone_x = new_x self.__render_stone__() def tick(self, input): "Do game tick" gameover = False if input['up']: self.__rotate__() if input['left'] != input['right']: self.__move__(input['left']) if self.step >= self.step_edge or input['down']: gameover = not self.__down__() self.step = 0 else: self.step += 1 self.matrix.display() return not gameover