class Game(object): def __init__(self, *args): self.board = Board() self.bag = Bag() self.nextPiece = None self.onBoard = False self.highlight = 0 self.isPlayerOne = True def drawBox(self, stdscr, X, Y, width, height): for i in range(X + 1, X + 1 + width): stdscr.addch(Y, i, curses.ACS_HLINE) stdscr.addch(Y + height, i, curses.ACS_HLINE) for i in range(Y + 1, Y + 1 + height): stdscr.addch(i, X, curses.ACS_VLINE) stdscr.addch(i, X + width, curses.ACS_VLINE) stdscr.addch(Y, X, curses.ACS_ULCORNER) stdscr.addch(Y, X + width, curses.ACS_URCORNER) stdscr.addch(Y + height, X, curses.ACS_LLCORNER) stdscr.addch(Y + height, X + width, curses.ACS_LRCORNER) def drawGame(self, stdscr): stdscr.addstr(0, 0, "Game Board") self.drawBox(stdscr, 2, 1, 21, 21) if self.onBoard: self.board.draw(stdscr, self.highlight) else: self.board.draw(stdscr) def drawNextPiece(self, stdscr): stdscr.addstr(0, 30, "Next Piece") self.drawBox(stdscr, 31, 1, 8, 8) if self.nextPiece is not None: self.nextPiece.draw(stdscr, 7, 34) else: Piece.drawBlank(stdscr, 3, 34) def drawBag(self, stdscr): stdscr.addstr(0, 45, "Remaining tiles") self.drawBox(stdscr, 46, 1, 24, 21) if not self.onBoard: self.bag.draw(stdscr, self.highlight) else: self.bag.draw(stdscr) def draw(self, stdscr): self.drawGame(stdscr) self.drawBag(stdscr) self.drawNextPiece(stdscr) if self.isPlayerOne: if self.onBoard: writeText(stdscr, "Player one: Place Piece") else: writeText(stdscr, "Player one: Choose Piece") else: if self.onBoard: writeText(stdscr, "Player two: Place Piece") else: writeText(stdscr, "Player two: Choose Piece")
class Gameplay: def __init__(self) -> None: self.matrix = Matrix() self.bag = Bag() self.piece: Piece self.score = Score() self.input: Input self.cancel_input: Input self.popups: List[Popup] = [] self.holder: Optional[Piece] = None self.hold_lock = False self.level = 1 self.countdown = 3 self.countdown_last = ctx.now - 1.0 self.game_over = False self.game_over_sent = False self.last_fall: float self.fall_interval = 1.0 self.last_piece_movement_counter = 0 self.t_spin = False self.clearing = False self.clearing_rows: List[int] = [] self.clearing_last: float self.garbage_adding = False self.garbage_hole = 0 self.garbage_left = 0 self.garbage_last: float self.send = False self.cancel = False def get_matrix(self) -> Matrix: return self.matrix def get_piece(self) -> Piece: return self.piece def get_bag(self) -> Bag: return self.bag def get_popups(self) -> List[Popup]: return self.popups def clear_popups(self) -> None: self.popups = [] def set_device(self, device: Device) -> None: self.input = Input(device) self.cancel_input = Input(device) def initialize(self) -> None: self.input.bind({ "down": self.action_down, "right": self.action_right, "left": self.action_left, "rotate_right": self.action_rotate_right, "rotate_left": self.action_rotate_left, "soft_fall": self.action_soft_fall, "hard_fall": self.action_hard_fall, "hold": self.action_hold, }) self.cancel_input.bind({"cancel": self.action_cancel}) self.new_piece() def action_cancel(self) -> None: self.cancel = True def action_down(self) -> None: if self.piece.move(0, 1, self.matrix.collision): self.reset_fall() ctx.mixer.play("move") def action_right(self) -> None: if self.piece.move(1, 0, self.matrix.collision): ctx.mixer.play("move") if self.piece.touching_floor: self.reset_fall() def action_left(self) -> None: if self.piece.move(-1, 0, self.matrix.collision): ctx.mixer.play("move") if self.piece.touching_floor: self.reset_fall() def action_rotate_right(self) -> None: if self.piece.rotate(self.matrix.collision, clockwise=True): ctx.mixer.play("rotate") if self.piece.touching_floor: self.reset_fall() def action_rotate_left(self) -> None: if self.piece.rotate(self.matrix.collision, clockwise=False): ctx.mixer.play("rotate") if self.piece.touching_floor: self.reset_fall() def action_soft_fall(self) -> None: rows = self.piece.fall(self.matrix.collision) if rows > 0: ctx.mixer.play("soft_fall") self.reset_fall() self.score.update_soft_drop(rows) def action_hard_fall(self) -> None: rows = self.piece.fall(self.matrix.collision) self.lock_piece() if rows > 0: ctx.mixer.play("hard_fall") self.score.update_hard_drop(rows) def action_hold(self) -> None: if self.hold_lock: ctx.mixer.play("hold_fail") return self.hold_lock = True if self.holder is not None: self.holder, self.piece = self.piece, self.holder self.reset_piece() else: self.holder = self.piece self.new_piece() self.send = True ctx.mixer.play("hold") def new_piece(self) -> None: self.send = True self.piece = self.bag.take() self.piece.reset() self.reset_fall() if self.matrix.collision(self.piece): self.game_over = True if self.garbage_left > 0: self.garbage_adding = True self.garbage_last = ctx.now def reset_piece(self) -> None: self.piece.reset() for rows in range(self.piece.shape.grid[0].height, 0, -1): if self.piece.move(0, rows, self.matrix.collision): break self.reset_fall() def reset_fall(self) -> None: self.last_fall = ctx.now def lock_piece(self) -> None: self.hold_lock = False self.t_spin = False if self.matrix.collision( self.piece) or not self.matrix.lock(self.piece): self.game_over = True else: if TSpin.detect(self.matrix, self.piece): self.t_spin = True self.new_piece() if self.game_over: return rows = self.matrix.get_full_rows() if rows: popup = self.score.update_clear(self.level, rows, self.t_spin) ctx.mixer.play("erase" + str(len(rows))) self.clear_rows(rows) self.popups.append(popup) else: self.score.reset_combo() def clear_rows(self, rows: List[int]) -> None: self.clearing = True self.clearing_rows = rows self.clearing_last = ctx.now + 0.15 for row in rows: self.matrix.erase_row(row) def add_garbage(self, hole: int, count: int) -> None: self.garbage_hole = hole self.garbage_left = count def update(self) -> None: self.cancel_input.update() if self.clearing: if ctx.now - self.clearing_last > 0.02: self.send = True self.matrix.collapse_row(self.clearing_rows.pop(0)) self.clearing_last = ctx.now ctx.mixer.play("line_fall") if not self.clearing_rows: self.clearing = False self.reset_piece() elif self.garbage_adding: if ctx.now - self.garbage_last > 0.03: self.send = True self.matrix.add_garbage(self.garbage_hole) self.garbage_last = ctx.now ctx.mixer.play("garbage") self.garbage_left -= 1 if self.garbage_left == 0: self.garbage_adding = False self.reset_piece() if self.game_over: if not self.game_over_sent: self.game_over_sent = True self.send = True return if self.countdown >= 0: if ctx.now - self.countdown_last > 1.0: self.send = True self.countdown_last = ctx.now ctx.mixer.play("countdown") if self.countdown == 0: self.popups.append( Popup("GO!", size=6, color="green", duration=0.4)) ctx.mixer.play("go") ctx.mixer.play_music("main_theme") else: self.popups.append( Popup(str(self.countdown), size=6, duration=0.4)) self.countdown -= 1 return self.input.update() if self.piece.movement_counter != self.last_piece_movement_counter: self.send = True self.last_piece_movement_counter = self.piece.movement_counter if ctx.now - self.last_fall > self.fall_interval: self.send = True if self.piece.move(0, 1, self.matrix.collision): self.reset_fall() else: self.lock_piece() def draw(self, x: int, y: int, draw_piece=True) -> None: self.matrix.draw(x, y) if draw_piece and self.piece: self.matrix.get_ghost(self.piece).draw(x, y) self.piece.draw(x, y) self.score.draw(x, y - 70) self.bag.draw(x + 340, y + 70) if self.holder is not None: holder_x = int(x - 65 - self.holder.shape.get_width(0) * 11.25) self.holder.shape.draw(0, holder_x, y + 60, 22, 1.0) else: shape.SHAPE_HOLD_NONE.draw(0, x - 85, y + 60, 22, 1.0) Text.draw("Hold", centerx=x - 75, top=y + 20) Text.draw("Next", centerx=x + 370, top=y + 20)