forked from Uglemat/MaTris
/
matris.py
executable file
·507 lines (380 loc) · 18.6 KB
/
matris.py
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#!/usr/bin/env python
import pygame
from pygame import Rect, Surface
import random
import os
import kezmenu
from tetrominoes import list_of_tetrominoes
from tetrominoes import rotate
from scores import load_score, write_score
class BrokenMatrixException(Exception):
pass
def get_sound(filename):
return pygame.mixer.Sound(os.path.join(os.path.dirname(__file__), "resources", filename))
BGCOLOR = (15, 15, 20)
BORDERCOLOR = (140, 140, 140)
BLOCKSIZE = 30
BORDERWIDTH = 10
MATRIS_OFFSET = 20
WIDTH = 700
HEIGHT = 20*BLOCKSIZE + BORDERWIDTH*2 + MATRIS_OFFSET*2
MATRIX_WIDTH = 10
MATRIX_HEIGHT = 22
VISIBLE_MATRIX_HEIGHT = MATRIX_HEIGHT - 2
class Matris(object):
def __init__(self, size=(MATRIX_WIDTH, MATRIX_HEIGHT), blocksize=BLOCKSIZE):
self.size = {'width': size[0], 'height': size[1]}
self.blocksize = blocksize
self.surface = Surface((self.size['width'] * self.blocksize,
(self.size['height']-2) * self.blocksize))
self.matrix = dict()
for y in range(self.size['height']):
for x in range(self.size['width']):
self.matrix[(y,x)] = None
self.next_tetromino = random.choice(list_of_tetrominoes)
self.set_tetrominoes()
self.tetromino_rotation = 0
self.downwards_timer = 0
self.base_downwards_speed = 0.4 # Move down every 400 ms
self.movement_keys = {'left': 0, 'right': 0}
self.movement_keys_speed = 0.05
self.movement_keys_timer = (-self.movement_keys_speed)*2
self.level = 1
self.score = 0
self.lines = 0
self.combo = 1 # Combo will increase when you clear lines with several tetrominos in a row
self.paused = False
self.gameover = False
self.highscore = load_score()
self.played_highscorebeaten_sound = False
self.levelup_sound = get_sound("levelup.wav")
self.gameover_sound = get_sound("gameover.wav")
self.linescleared_sound = get_sound("linecleared.wav")
self.highscorebeaten_sound = get_sound("highscorebeaten.wav")
def set_tetrominoes(self):
self.current_tetromino = self.next_tetromino
self.next_tetromino = random.choice(list_of_tetrominoes)
self.surface_of_next_tetromino = self.construct_surface_of_next_tetromino()
self.tetromino_position = (0,4) if len(self.current_tetromino.shape) == 2 else (0, 3)
self.tetromino_rotation = 0
self.tetromino_block = self.block(self.current_tetromino.color)
self.shadow_block = self.block(self.current_tetromino.color, shadow=True)
def hard_drop(self):
amount = 0
while self.request_movement('down'):
amount += 1
self.lock_tetromino()
self.score += 10*amount
def update(self, timepassed):
pressed = lambda key: event.type == pygame.KEYDOWN and event.key == key
unpressed = lambda key: event.type == pygame.KEYUP and event.key == key
events = pygame.event.get()
for event in events:
if pressed(pygame.K_p):
self.surface.fill((0,0,0))
self.paused = not self.paused
elif event.type == pygame.QUIT:
self.prepare_and_execute_gameover(playsound=False)
exit()
elif pressed(pygame.K_ESCAPE):
self.prepare_and_execute_gameover(playsound=False)
if self.paused:
return
for event in events:
if pressed(pygame.K_SPACE):
self.hard_drop()
elif pressed(pygame.K_UP) or pressed(pygame.K_w):
self.request_rotation()
elif pressed(pygame.K_LEFT) or pressed(pygame.K_a):
self.request_movement('left')
self.movement_keys['left'] = 1
elif pressed(pygame.K_RIGHT) or pressed(pygame.K_d):
self.request_movement('right')
self.movement_keys['right'] = 1
elif unpressed(pygame.K_LEFT) or unpressed(pygame.K_a):
self.movement_keys['left'] = 0
self.movement_keys_timer = (-self.movement_keys_speed)*2
elif unpressed(pygame.K_RIGHT) or unpressed(pygame.K_d):
self.movement_keys['right'] = 0
self.movement_keys_timer = (-self.movement_keys_speed)*2
self.downwards_speed = self.base_downwards_speed ** (1 + self.level/10.)
self.downwards_timer += timepassed
downwards_speed = self.downwards_speed*0.10 if any([pygame.key.get_pressed()[pygame.K_DOWN],
pygame.key.get_pressed()[pygame.K_s]]) else self.downwards_speed
if self.downwards_timer > downwards_speed:
if not self.request_movement('down'):
self.lock_tetromino()
self.downwards_timer %= downwards_speed
if any(self.movement_keys.values()):
self.movement_keys_timer += timepassed
if self.movement_keys_timer > self.movement_keys_speed:
result = self.request_movement('right' if self.movement_keys['right'] else 'left')
self.movement_keys_timer %= self.movement_keys_speed
with_shadow = self.place_shadow()
try:
with_tetromino = self.blend(self.rotated(), allow_failure=False, matrix=with_shadow)
except BrokenMatrixException:
self.prepare_and_execute_gameover()
return
for y in range(self.size['height']):
for x in range(self.size['width']):
# I hide the 2 first rows by drawing them outside of the surface
block_location = Rect(x*self.blocksize, (y*self.blocksize - 2*self.blocksize), self.blocksize, self.blocksize)
if with_tetromino[(y,x)] is None:
self.surface.fill(BGCOLOR, block_location)
else:
if with_tetromino[(y,x)][0] == 'shadow':
self.surface.fill(BGCOLOR, block_location)
self.surface.blit(with_tetromino[(y,x)][1], block_location)
def prepare_and_execute_gameover(self, playsound=True):
if playsound:
self.gameover_sound.play()
write_score(self.score)
self.gameover = True
def place_shadow(self):
posY, posX = self.tetromino_position
while self.blend(position=(posY, posX)):
posY += 1
position = (posY-1, posX)
return self.blend(position=position, block=self.shadow_block, shadow=True) or self.matrix
# If the blend isn't successful just return the old matrix. The blend will fail later in self.update, it's game over.
def fits_in_matrix(self, shape, position):
posY, posX = position
for x in range(posX, posX+len(shape)):
for y in range(posY, posY+len(shape)):
if self.matrix.get((y, x), False) is False and shape[y-posY][x-posX]: # outside matrix
return False
return position
def request_rotation(self):
rotation = (self.tetromino_rotation + 1) % 4
shape = self.rotated(rotation)
y, x = self.tetromino_position
position = (self.fits_in_matrix(shape, (y, x)) or
self.fits_in_matrix(shape, (y, x+1)) or
self.fits_in_matrix(shape, (y, x-1)) or
self.fits_in_matrix(shape, (y, x+2)) or
self.fits_in_matrix(shape, (y, x-2)))
# ^ Thats how wall-kick is implemented
if position and self.blend(shape, position):
self.tetromino_rotation = rotation
self.tetromino_position = position
return self.tetromino_rotation
else:
return False
def request_movement(self, direction):
posY, posX = self.tetromino_position
if direction == 'left' and self.blend(position=(posY, posX-1)):
self.tetromino_position = (posY, posX-1)
return self.tetromino_position
elif direction == 'right' and self.blend(position=(posY, posX+1)):
self.tetromino_position = (posY, posX+1)
return self.tetromino_position
elif direction == 'up' and self.blend(position=(posY-1, posX)):
self.tetromino_position = (posY-1, posX)
return self.tetromino_position
elif direction == 'down' and self.blend(position=(posY+1, posX)):
self.tetromino_position = (posY+1, posX)
return self.tetromino_position
else:
return False
def rotated(self, rotation=None):
if rotation is None:
rotation = self.tetromino_rotation
return rotate(self.current_tetromino.shape, rotation)
def block(self, color, shadow=False):
colors = {'blue': (27, 34, 224),
'yellow': (225, 242, 41),
'pink': (242, 41, 195),
'green': (22, 181, 64),
'red': (204, 22, 22),
'orange': (245, 144, 12),
'cyan': (10, 255, 226)}
if shadow:
end = [40] # end is the alpha value
else:
end = [] # Adding this to the end will not change the array, thus no alpha value
border = Surface((self.blocksize, self.blocksize), pygame.SRCALPHA, 32)
border.fill(map(lambda c: c*0.5, colors[color]) + end)
borderwidth = 2
box = Surface((self.blocksize-borderwidth*2, self.blocksize-borderwidth*2), pygame.SRCALPHA, 32)
boxarr = pygame.PixelArray(box)
for x in range(len(boxarr)):
for y in range(len(boxarr)):
boxarr[x][y] = tuple(map(lambda c: min(255, int(c*random.uniform(0.8, 1.2))), colors[color]) + end)
del boxarr # deleting boxarr or else the box surface will be 'locked' or something like that and won't blit.
border.blit(box, Rect(borderwidth, borderwidth, 0, 0))
return border
def lock_tetromino(self):
self.matrix = self.blend()
lines_cleared = self.remove_lines()
self.lines += lines_cleared
if lines_cleared:
if lines_cleared >= 4:
self.linescleared_sound.play()
self.score += 100 * (lines_cleared**2) * self.combo
if not self.played_highscorebeaten_sound and self.score > self.highscore:
if self.highscore != 0:
self.highscorebeaten_sound.play()
self.played_highscorebeaten_sound = True
if self.lines >= self.level*10:
self.levelup_sound.play()
self.level += 1
self.combo = self.combo + 1 if lines_cleared else 1
self.set_tetrominoes()
def remove_lines(self):
lines = []
for y in range(self.size['height']):
line = (y, [])
for x in range(self.size['width']):
if self.matrix[(y,x)]:
line[1].append(x)
if len(line[1]) == self.size['width']:
lines.append(y)
for line in sorted(lines):
for x in range(self.size['width']):
self.matrix[(line,x)] = None
for y in range(0, line+1)[::-1]:
for x in range(self.size['width']):
self.matrix[(y,x)] = self.matrix.get((y-1,x), None)
return len(lines)
def blend(self, shape=None, position=None, matrix=None, block=None, allow_failure=True, shadow=False):
if shape is None:
shape = self.rotated()
if position is None:
position = self.tetromino_position
copy = dict(self.matrix if matrix is None else matrix)
posY, posX = position
for x in range(posX, posX+len(shape)):
for y in range(posY, posY+len(shape)):
if (copy.get((y, x), False) is False and shape[y-posY][x-posX] # shape is outside the matrix
or # coordinate is occupied by something else which isn't a shadow
copy.get((y,x)) and shape[y-posY][x-posX] and copy[(y,x)][0] != 'shadow'):
if allow_failure:
return False
else:
raise BrokenMatrixException("Tried to blend a broken matrix. This should mean game over, if you see this it is certainly a bug. (or you are developing)")
elif shape[y-posY][x-posX] and not shadow:
copy[(y,x)] = ('block', self.tetromino_block if block is None else block)
elif shape[y-posY][x-posX] and shadow:
copy[(y,x)] = ('shadow', block)
return copy
def construct_surface_of_next_tetromino(self):
shape = self.next_tetromino.shape
surf = Surface((len(shape)*self.blocksize, len(shape)*self.blocksize), pygame.SRCALPHA, 32)
for y in range(len(shape)):
for x in range(len(shape)):
if shape[y][x]:
surf.blit(self.block(self.next_tetromino.color), (x*self.blocksize, y*self.blocksize))
return surf
class Game(object):
def main(self, screen):
clock = pygame.time.Clock()
background = Surface(screen.get_size())
background.blit(construct_nightmare(background.get_size()), (0,0))
self.matris = Matris()
matris_border = Surface((MATRIX_WIDTH*BLOCKSIZE+BORDERWIDTH*2, VISIBLE_MATRIX_HEIGHT*BLOCKSIZE+BORDERWIDTH*2))
matris_border.fill(BORDERCOLOR)
while 1:
dt = clock.tick(45)
self.matris.update((dt / 1000.) if not self.matris.paused else 0)
if self.matris.gameover:
return
tricky_centerx = WIDTH-(WIDTH-(MATRIS_OFFSET+BLOCKSIZE*MATRIX_WIDTH+BORDERWIDTH*2))/2
background.blit(matris_border, (MATRIS_OFFSET,MATRIS_OFFSET))
background.blit(self.matris.surface, (MATRIS_OFFSET+BORDERWIDTH, MATRIS_OFFSET+BORDERWIDTH))
nextts = self.next_tetromino_surf(self.matris.surface_of_next_tetromino)
background.blit(nextts, nextts.get_rect(top=MATRIS_OFFSET, centerx=tricky_centerx))
infos = self.info_surf()
background.blit(infos, infos.get_rect(bottom=HEIGHT-MATRIS_OFFSET, centerx=tricky_centerx))
screen.blit(background, (0, 0))
pygame.display.flip()
def info_surf(self):
textcolor = (255, 255, 255)
font = pygame.font.Font(None, 30)
width = (WIDTH-(MATRIS_OFFSET+BLOCKSIZE*MATRIX_WIDTH+BORDERWIDTH*2)) - MATRIS_OFFSET*2
def renderpair(text, val):
text = font.render(text, True, textcolor)
val = font.render(str(val), True, textcolor)
surf = Surface((width, text.get_rect().height + BORDERWIDTH*2), pygame.SRCALPHA, 32)
surf.blit(text, text.get_rect(top=BORDERWIDTH+10, left=BORDERWIDTH+10))
surf.blit(val, val.get_rect(top=BORDERWIDTH+10, right=width-(BORDERWIDTH+10)))
return surf
scoresurf = renderpair("Score", self.matris.score)
levelsurf = renderpair("Level", self.matris.level)
linessurf = renderpair("Lines", self.matris.lines)
combosurf = renderpair("Combo", "x{}".format(self.matris.combo))
height = 20 + (levelsurf.get_rect().height +
scoresurf.get_rect().height +
linessurf.get_rect().height +
combosurf.get_rect().height )
area = Surface((width, height))
area.fill(BORDERCOLOR)
area.fill(BGCOLOR, Rect(BORDERWIDTH, BORDERWIDTH, width-BORDERWIDTH*2, height-BORDERWIDTH*2))
area.blit(levelsurf, (0,0))
area.blit(scoresurf, (0, levelsurf.get_rect().height))
area.blit(linessurf, (0, levelsurf.get_rect().height + scoresurf.get_rect().height))
area.blit(combosurf, (0, levelsurf.get_rect().height + scoresurf.get_rect().height + linessurf.get_rect().height))
return area
def next_tetromino_surf(self, tetromino_surf):
area = Surface((BLOCKSIZE*5, BLOCKSIZE*5))
area.fill(BORDERCOLOR)
area.fill(BGCOLOR, Rect(BORDERWIDTH, BORDERWIDTH, BLOCKSIZE*5-BORDERWIDTH*2, BLOCKSIZE*5-BORDERWIDTH*2))
areasize = area.get_size()[0]
tetromino_surf_size = tetromino_surf.get_size()[0]
# ^^ I'm assuming width and height are the same
center = areasize/2 - tetromino_surf_size/2
area.blit(tetromino_surf, (center, center))
return area
class Menu(object):
running = True
def main(self, screen):
clock = pygame.time.Clock()
menu = kezmenu.KezMenu(
['Play!', lambda: Game().main(screen)],
['Quit', lambda: setattr(self, 'running', False)],
)
menu.position = (50, 50)
menu.enableEffect('enlarge-font-on-focus', font=None, size=60, enlarge_factor=1.2, enlarge_time=0.3)
menu.color = (255,255,255)
menu.focus_color = (40, 200, 40)
nightmare = construct_nightmare(screen.get_size())
highscoresurf = self.construct_highscoresurf()
timepassed = clock.tick(30) / 1000.
while self.running:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
exit()
menu.update(events, timepassed)
timepassed = clock.tick(30) / 1000.
if timepassed > 1: # A game has most likely been played
highscoresurf = self.construct_highscoresurf()
screen.blit(nightmare, (0,0))
screen.blit(highscoresurf, highscoresurf.get_rect(right=WIDTH-50, bottom=HEIGHT-50))
menu.draw(screen)
pygame.display.flip()
def construct_highscoresurf(self):
font = pygame.font.Font(None, 50)
highscore = load_score()
text = "Highscore: {}".format(highscore)
return font.render(text, True, (255,255,255))
def construct_nightmare(size):
surf = Surface(size)
boxsize = 8
bordersize = 1
vals = '1235' # only the lower values, for darker colors and greater fear
arr = pygame.PixelArray(surf)
for x in xrange(0, len(arr), boxsize):
for y in xrange(0, len(arr[x]), boxsize):
color = int(''.join([random.choice(vals) + random.choice(vals) for _ in range(3)]), 16)
for LX in xrange(x, x+(boxsize - bordersize)):
for LY in xrange(y, y+(boxsize - bordersize)):
if LX < len(arr) and LY < len(arr[x]):
arr[LX][LY] = color
del arr
return surf
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("MaTris")
Menu().main(screen)