Beispiel #1
0
 def __init__(self, frame, tile_factory, level):
     self.frame = frame
     self.tile_factory = tile_factory
     self.level = FrutrisLevel(frame, tile_factory, level)
     self.moving_blocks = None
     self.insert_random_fruit_pair()
     self.drop_delay = DROP_DELAY
     self.drop_counter = self.drop_delay
     self._queued_command = None
     self._fast_drop = 0
     self.diamonds_queued = 0
     self.update_mode = self.update_drop
     self.counter = MultipletCounter()
     self.game_over = False
Beispiel #2
0
class FrutrisBox:
    def __init__(self, frame, tile_factory, level):
        self.frame = frame
        self.tile_factory = tile_factory
        self.level = FrutrisLevel(frame, tile_factory, level)
        self.moving_blocks = None
        self.insert_random_fruit_pair()
        self.drop_delay = DROP_DELAY
        self.drop_counter = self.drop_delay
        self._queued_command = None
        self._fast_drop = 0
        self.diamonds_queued = 0
        self.update_mode = self.update_drop
        self.counter = MultipletCounter()
        self.game_over = False

    def insert_diamond(self, column):
        self.moving_blocks = Diamond(self.frame, self.tile_factory, self.level, 2)

    def insert_fruit_pair(self, first, second):
        self.moving_blocks = FruitPair(self.frame, self.tile_factory, self.level, (first, second))

    def insert_random_fruit_pair(self):
        blocks = 'abcefg'
        first = blocks[randint(0, MAX_FRUIT)]
        second = blocks[randint(0, MAX_FRUIT)]
        self.insert_fruit_pair(first, second)

    @property
    def fast_drop(self):
        return self._fast_drop >= 2

    def insert_new_block(self):
        """Inserts a random block at top center."""
        if self.diamonds_queued > 0:
            self.insert_diamond(randint(1, 6))
            self.diamonds_queued -= 1
            play_effect('diamond_drop')
            self.update_mode = self.update_autodrop
        else:
            self.insert_random_fruit_pair()
            self.update_mode = self.update_drop

    def remove_blocks(self):
        """Find vanishing blocks."""
        multiplets = self.level.find_multiplets()
        if len(multiplets) > 0:
            self.counter.count(multiplets)
            self.moving_blocks = self.level.get_explosions(multiplets)
            play_effect('fruit_drop_after_vanish')
            self.update_mode = self.update_remove
        else:
            self.all_moves_finished()

    def all_moves_finished(self):
        """All explosions and drops finished."""
        # play_effect(self.counter.get_category())
        self.counter.reset()
        if self.level.box_overflow():
            self.game_over = True
        else:
            self.insert_new_block()

    def update_autodrop(self):
        """Drops fruit without user interaction."""
        self.moving_blocks = self.level.get_dropped_bricks()
        if self.moving_blocks.finished:
            self.remove_blocks()

    def update_drop(self):
        """Dropping fruit after some time."""
        self.handle_command()
        if self.moving_blocks.finished:
            self.drop_counter -= 1
            if self.drop_counter == 0 or self.fast_drop:
                self.drop_counter = self.drop_delay
                self.moving_blocks.drop()
                if self.moving_blocks.finished:
                    self.remove_blocks()
                    self._fast_drop = 0

    def update_remove(self):
        """Explosions or dropping finished."""
        self.moving_blocks = self.level.get_dropped_bricks()
        if self.moving_blocks:
            # play_effect('fruit_drop_after_vanish')
            self.update_mode = self.update_autodrop
        else:
            self.all_moves_finished()

    def draw(self):
        if self.moving_blocks.finished:
            self.update_mode()
        if not self.moving_blocks.finished:
            self.moving_blocks.move()
        self.level.draw()
        self.moving_blocks.draw()

    def store_command(self, direction):
        self._queued_command = direction

    def handle_command(self):
        if self._queued_command:
            direction = self._queued_command
            self._queued_command = None
            if direction == DOWN:
                self.moving_blocks.drop()
                self._fast_drop += 1
            else:
                self._fast_drop = 0
            if direction in (LEFT, RIGHT):
                self.moving_blocks.shift(direction)
            elif direction == UP:
                self.moving_blocks.rotate()