コード例 #1
0
ファイル: tetrisgame.py プロジェクト: rzzzwilson/pyqt5
class TetrisPreviewWidget(DrawabaleTetrisBoard):
    """ A preview window for figures. Only shows a single figure, trying to
        center it vertically.
        Note: the success of this method depends on the actual figures that
        participate in the game. It works well for the default 7 Tetris
        figures.
    """
    def __init__(self, parent, nrows, ncols, blocksize):
        super(TetrisPreviewWidget, self).__init__(parent, nrows, ncols, blocksize)

        self.showgrid = False
        self.figure = None

    def set_figure(self, figure):
        self.figure = figure
        self.board = TetrisBoard(self.nrows, self.ncols)
        self.board.spawn_figure(figure)
        self.board.move_figure_down()
        self.board.move_figure_down()

        self.update()
コード例 #2
0
ファイル: tetrisgame.py プロジェクト: gregpuzzles1/Sandbox
class TetrisPreviewWidget(DrawabaleTetrisBoard):
    """ A preview window for figures. Only shows a single figure, trying to
        center it vertically.
        Note: the success of this method depends on the actual figures that
        participate in the game. It works well for the default 7 Tetris
        figures.
    """
    def __init__(self, parent, nrows, ncols, blocksize):
        super(TetrisPreviewWidget, self).__init__(parent, nrows, ncols,
                                                  blocksize)

        self.showgrid = False
        self.figure = None

    def set_figure(self, figure):
        self.figure = figure
        self.board = TetrisBoard(self.nrows, self.ncols)
        self.board.spawn_figure(figure)
        self.board.move_figure_down()
        self.board.move_figure_down()

        self.update()
コード例 #3
0
ファイル: tetrisgame.py プロジェクト: gregpuzzles1/Sandbox
class MainTetrisWidget(DrawabaleTetrisBoard):
    """ The main tetris window type, with an active figure that can be moved
        around, dropped, etc. and a bunch of inactive blocks.
        Supports all the expected tetris operations, like removing completed
        rows and generating new figures.
    """
    def __init__(self, parent, nrows, ncols, blocksize, startfigure):
        super(MainTetrisWidget, self).__init__(parent, nrows, ncols, blocksize)

        self.board.spawn_figure(startfigure)

        # Keeps track of the amount of rows the active figure
        # fell in the last "drop" command. This is used to
        # update the score.
        #
        self.last_drop_height = 0

    def restart(self, startfigure):
        self.board = TetrisBoard(self.nrows, self.ncols)
        self.board.spawn_figure(startfigure)
        self.update()

    def keyPressEvent(self, event):
        if event.key() == Qt.Key_Up:
            self.board.rotate_figure()
        elif event.key() == Qt.Key_Down:
            self.board.move_figure_down()
        elif event.key() == Qt.Key_Left:
            self.board.move_figure_left()
        elif event.key() == Qt.Key_Right:
            self.board.move_figure_right()
        elif event.key() == Qt.Key_Space:
            for i in range(self.nrows):
                if not self.board.move_figure_down():
                    self.last_drop_height = i
                    break
        else:
            return

        self.update()

    Result = namedtuple('Result', 'state completed_rows drop_height')

    def timer_tick(self, nextfigure):
        """ One timer tick for the tetris game.
            
            Advances the game by one step and returns a result as 
            a namedtuple: 
            
                result.state:   
                    The game state.
                        running -   The current figure was moved 
                                    down by one cell successfully.
                        newfigure - The current figure could no 
                                    longer be moved down, so a new 
                                    figure was created.
                        gameover -  The current figure could no 
                                    longer be moved down, and a 
                                    new figure could not be
                                    created.
                                    
                result.completed_rows:
                    A list of row numbers that were completed with 
                    the current figure reaching bottom. It is 
                    applicable in the "newfigure" state
                
                result.drop_height: 
                    The amount of lines the figure was dropped in 
                    the last drop.
        """
        state = 'running'
        completed_rows = []
        drop_height = 0

        if self.board.move_figure_down():
            state = 'running'
        else:
            completed_rows = self.board.finish_fall()

            if self.board.spawn_figure(nextfigure):
                state = 'newfigure'
            else:
                state = 'gameover'

        drop_height = self.last_drop_height
        self.last_drop_height = 0

        self.update()
        return self.Result(state, completed_rows, drop_height)
コード例 #4
0
class MainTetrisWidget(DrawabaleTetrisBoard):
    """ The main tetris window type, with an active figure that can be moved
        around, dropped, etc. and a bunch of inactive blocks.
        Supports all the expected tetris operations, like removing completed
        rows and generating new figures.
    """

    def __init__(self, parent, nrows, ncols, blocksize, startfigure):
        super(MainTetrisWidget, self).__init__(parent, nrows, ncols, blocksize)

        self.board.spawn_figure(startfigure)

        # Keeps track of the amount of rows the active figure
        # fell in the last "drop" command. This is used to
        # update the score.
        #
        self.last_drop_height = 0

    def restart(self, startfigure):
        self.board = TetrisBoard(self.nrows, self.ncols)
        self.board.spawn_figure(startfigure)
        self.update()

    def keyPressEvent(self, event):
        if event.key() == Qt.Key_Up:
            self.board.rotate_figure()
        elif event.key() == Qt.Key_Down:
            self.board.move_figure_down()
        elif event.key() == Qt.Key_Left:
            self.board.move_figure_left()
        elif event.key() == Qt.Key_Right:
            self.board.move_figure_right()
        elif event.key() == Qt.Key_Space:
            for i in range(self.nrows):
                if not self.board.move_figure_down():
                    self.last_drop_height = i
                    break
        else:
            return

        self.update()

    Result = namedtuple("Result", "state completed_rows drop_height")

    def timer_tick(self, nextfigure):
        """ One timer tick for the tetris game.
            
            Advances the game by one step and returns a result as 
            a namedtuple: 
            
                result.state:   
                    The game state.
                        running -   The current figure was moved 
                                    down by one cell successfully.
                        newfigure - The current figure could no 
                                    longer be moved down, so a new 
                                    figure was created.
                        gameover -  The current figure could no 
                                    longer be moved down, and a 
                                    new figure could not be
                                    created.
                                    
                result.completed_rows:
                    A list of row numbers that were completed with 
                    the current figure reaching bottom. It is 
                    applicable in the "newfigure" state
                
                result.drop_height: 
                    The amount of lines the figure was dropped in 
                    the last drop.
        """
        state = "running"
        completed_rows = []
        drop_height = 0

        if self.board.move_figure_down():
            state = "running"
        else:
            completed_rows = self.board.finish_fall()

            if self.board.spawn_figure(nextfigure):
                state = "newfigure"
            else:
                state = "gameover"

        drop_height = self.last_drop_height
        self.last_drop_height = 0

        self.update()
        return self.Result(state, completed_rows, drop_height)