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model.py
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model.py
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# coding:utf-8
import pygame
from pygame.locals import *
import copy
import time
import pprint
from piece import Piece
from view import PtView
from board import Board
class PtModel:
#class variables
FPS = 60
SCORE = [0, 40, 100, 300, 1200]
TIME = {
"fell": -100,
"moved": -100,
"rotated": -20,
"stopped_moving": -30,
"stopped_rotating":-30
}
INTERVAL = {
"move": 0.3,
"rotate": 0.3,
"gravity": 0.3
}
def __init__(self, gravity = 0.3):
self.view = PtView()
self.board = Board()
self.p = Piece(self.board)
self.p_next = Piece(self.board)
self.score = 0
self.line_erasable = []
self.interval = copy.deepcopy(PtModel.INTERVAL)
self.interval['gravity'] = gravity
self.time = copy.deepcopy(PtModel.TIME)
self.flag = {
'moving': True,
'rotating': True
}
self.view.renderNext(self.p_next.getShape(), self.p_next.getType())
def getKey(self):
pygame.event.pump()
keys = pygame.key.get_pressed()
# 移動のキーn
if self.isMovable():
if keys[K_LEFT]:
self.movePiece('left')
elif keys[K_RIGHT]:
self.movePiece('right')
elif keys[K_UP]:
self.movePiece('up')
elif keys[K_DOWN]:
self.movePiece('down')
if self.p.isGround() == False:
self.time['moved'] = time.clock()
else:
# 動くのをやめた時だけインターバル回復
# if self.flag['moving']:
self.flag['moving'] = False
self.time['stopped_moving'] = time.clock()
self.interval['move'] = PtModel.INTERVAL['move']
# 回転のキー
if self.isRotatable():
if keys[K_z]:
self.rotatePiece('ccw')
elif keys[K_x]:
self.rotatePiece('cw')
else:
# if self.flag['rotating']:
self.flag['rotating'] = False
self.time['stopped_rotating'] = time.clock()
self.interval['rotate'] = PtModel.INTERVAL['rotate']
def isMovable(self):
if (time.clock() - self.time['moved']) > self.interval['move']:
return True
if (time.clock() - self.time['stopped_moving'])< PtModel.INTERVAL['move']:
return True
return False
def isRotatable(self):
if (time.clock() - self.time['rotated']) > self.interval['rotate']:
return True
if (time.clock() - self.time['stopped_rotating'])< PtModel.INTERVAL['rotate']:
return True
return False
def movePiece(self, direction):
if direction == 'up':
self.p.drop()
else:
self.p.move(direction)
self.time['moved'] = time.clock()
if self.interval['move'] > 0.1:
self.interval['move'] *= 0.9
# self.flag['moving'] = True
def rotatePiece(self, radius):
self.p.rotate(radius)
self.time['rotated'] = time.clock()
if(self.interval['rotate']>0.1):
self.interval['rotate'] *= 0.9
# self.flag['rotating'] = True
def fallPiece(self):
if time.clock() - self.time['fell'] > self.interval['gravity']:
self.time['fell'] = time.clock()
self.p.move('down')
self.time['moved'] = time.clock()
def isAlive(self):
for i in self.board.getShape()[3]:
if i!=0 and i!=8: return False
return True
def updateBoard(self):
p_shape = self.p.getShape()
p_type = self.p.getType()
self.board.update(p_shape, p_type, self.p.getX(), self.p.getY())
def updatePiece(self):
self.p = copy.deepcopy(self.p_next)
self.p.setBoard(self.board)
self.p_next = Piece(self.board)
self.view.renderNext(self.p_next.getShape(), self.p_next.getType())
def update(self):
if self.isWaiting():
return False
self.updateBoard()
self.erase()
self.updatePiece()
return True
def erase(self):
self.score += PtModel.SCORE[self.board.erase()]
def isWaiting(self):
if self.p.isGround():
if time.clock() - self.time['moved'] < self.interval['gravity']:
return True
if time.clock() - self.time['rotated'] < self.interval['gravity']:
return True
return False
return True
def gameOver(self):
pass
def tick(self):
pygame.time.Clock().tick(15)
# boardとpieceを統合して現在の画面の状態を得る
def getCurrentBoard(self):
b_shape = copy.deepcopy(self.board.getShape())
p_shape = self.p.getShape()
p_type = self.p.getType()
offset_x = self.p.getX()
offset_y = self.p.getY()
for i in range(len(p_shape)):
for j in range(len(p_shape[i])):
if p_shape[i][j]:
b_shape[i + offset_y][j + offset_x] = p_type
return b_shape
def draw(self):
self.view.renderBoard(self.getCurrentBoard())
self.view.renderScore(self.score)
pygame.display.update()
def loop(self):
self.tick()
self.update()
if self.isAlive() == False:
self.gameOver()
self.getKey()
self.fallPiece()
self.draw()