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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',
'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 - 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 = 60
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(i):
self.matrix.pixel(self.matrix.width - 1, ii, 'green')
for yy in range(y):
self.matrix.pixel(self.matrix.width - 2, yy, 'green')
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 *= 0.8
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
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