lastsave.write("\n") screen = pygame.display.set_mode((400, 500)) raise again elif g.type == pygame.KEYDOWN and g.key == pygame.K_ESCAPE: screen = pygame.display.set_mode((400, 500)) raise again pygame.display.flip() screen = pygame.display.set_mode((400, 500)) screen = pygame.display.set_mode((400, 500)) raise again if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: game.rotate() if event.key == pygame.K_DOWN: pressing_down = True if event.key == pygame.K_LEFT: game.go_side(-1) if event.key == pygame.K_RIGHT: game.go_side(1) if event.key == pygame.K_SPACE: game.go_space() if event.key == pygame.K_RETURN: game.__init__(Menu1.height, Menu1.width, speed, Menu1.width // 2 - 2) if event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: pressing_down = False
class TetrisEngine(InitEnvironment): def __init__(self, *args, **kwargs): super(TetrisEngine, self).__init__(*args, **kwargs) self._init_environment = super(TetrisEngine, self) self.BLACK = self._init_environment.BLACK self.WHITE = self._init_environment.WHITE self.GRAY = self._init_environment.GRAY self.CYAN = self._init_environment.CYAN self.clock = pygame.time.Clock() self.fps = 25 self.flag_set_level = False self.game = Tetris(20, 10) self.counter = 0 self.pressing_down = False def __enter__(self): self.clock = pygame.time.Clock() self.fps = 25 self.flag_set_level = False self.game = Tetris(20, 10) self.counter = 0 self.pressing_down = False return self def restart(self): self.game.state = "start" _field = np.asarray(self.game.field) _field = np.zeros(_field.shape) self.game.field = [list(field) for field in _field] def quit(self): pygame.display.quit() def __call__(self ): done = False _lines_popped = 0 if self.game.figure is None: self.game.new_figure() # TODO @HIGH #discuss self.counter self.counter += 1 if self.counter > 100000: self.counter = 0 if self.counter % (self.fps // self.game.level // 2) == 0 or self.pressing_down: if self.game.state == "start": _lines_popped = self.game.go_down() if self.game.score % 1 == 0 and self.game.score > 0 and self.flag_set_level: if (self.fps // self.game.level // 2) == 1: pass #self.screen.blit(text_game_master, [10, 200]) else: self.game.level += 1 self.flag_set_level = False self.screen.blit(text_game_score_update, [10, 200]) for event in pygame.event.get(): if event.type == pygame.QUIT: done = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: self.game.rotate() if event.key == pygame.K_DOWN: self.pressing_down = True if event.key == pygame.K_LEFT: self.game.go_side(-1) if event.key == pygame.K_RIGHT: self.game.go_side(1) if event.key == pygame.K_SPACE: _lines_popped = self.game.go_space() if event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: self.pressing_down = False self.screen.fill(self.CYAN) for i in range(self.game.height): for j in range(self.game.width): pygame.draw.rect( self.screen, self.GRAY, [ self.game.x + self.game.zoom * j, self.game.y + self.game.zoom * i, self.game.zoom, self.game.zoom, ], 1, ) if self.game.field[i][j] > 0: pygame.draw.rect( self.screen, self.colors[self.game.field[i][j]], [ self.game.x + self.game.zoom * j + 1, self.game.y + self.game.zoom * i + 1, self.game.zoom - 2, self.game.zoom - 1, ], ) if self.game.figure is not None: for i in range(4): for j in range(4): p = i * 4 + j if p in self.game.figure.image(): pygame.draw.rect( self.screen, self.colors[self.game.figure.color], [ self.game.x + self.game.zoom * (j + self.game.figure.x) + 1, self.game.y + self.game.zoom * (i + self.game.figure.y) + 1, self.game.zoom - 2, self.game.zoom - 2, ], ) # Loop until the user clicks the close button. font = pygame.font.SysFont("Calibri", 25, True, False) font1 = pygame.font.SysFont("Calibri", 65, True, False) font_master = pygame.font.SysFont("Calibri", 25, True, False) font_update = pygame.font.SysFont("Calibri", 25, True, False) text = font.render("Score: " + str(self.game.score), True, self.BLACK) text_game_over = font1.render("Game Over :( ", True, (255, 0, 0)) text_game_master = font_master.render("soja abbb", True, (255, 0, 0)) text_game_score_update = font_update.render( "New Level Unlocked ", True, (255, 0, 0) ) self.screen.blit(text, [0, 0]) if self.game.state == "gameover": done = True #self.screen.blit(text_game_over, [10, 200]) pygame.display.flip() self.clock.tick(self.fps) image_data = pygame.surfarray.array3d(pygame.display.get_surface()) return done ,_lines_popped , image_data , self.game.field