def play(self): clock = pygame.time.Clock() move_down = pygame.USEREVENT + 1 pygame.time.set_timer(move_down, 1000) current = None move_right = False move_left = False while not self.done: clock.tick(50) if self.spawn: self.pieces.append(T(self.current_id)) self.current_id += 1 current = self.pieces[-1] self.spawn = False for event in pygame.event.get(): if event.type == pygame.QUIT: self.done = True if event.type == move_down: if self.legal_move(0, 1, current): current.move(0, 1) if event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT: move_right = False if event.key == pygame.K_LEFT: move_left = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: if self.legal_move(-1, 0, current): current.move(-1, 0) #move_left = True if event.key == pygame.K_RIGHT: if self.legal_move(1, 0, current): current.move(1, 0) #move_right = True if event.key == pygame.K_DOWN: if self.legal_move(0, 1, current): current.move(0, 1) if event.key == pygame.K_UP: current.rotate() if event.key == pygame.K_SPACE: while self.legal_move(0, 1, current): current.move(0, 1) for i in range(10): for j in range(20): self.display_background(i * self.block_size, j * self.block_size) if move_left: if self.legal_move(-1, 0, current): current.move(-1, 0) if move_right: if self.legal_move(1, 0, current): current.move(1, 0) self.display_pieces() pygame.display.flip()
sleep(espaceLettre) elif x.upper() == 'Q': Q() sleep(espaceLettre) elif x.upper() == 'R': R() sleep(espaceLettre) elif x.upper() == 'S': S() sleep(espaceLettre) elif x.upper() == 'T': T() sleep(espaceLettre) elif x.upper() == 'U': U() sleep(espaceLettre) elif x.upper() == 'V': V() sleep(espaceLettre) elif x.upper() == 'W': W() sleep(espaceLettre) elif x.upper() == 'X':