Пример #1
0
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            quit = True
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                shape.moveLeft()
            elif event.key == pygame.K_RIGHT:
                shape.moveRight()
            elif event.key == pygame.K_DOWN:
                shape.moveDown()
            elif event.key == pygame.K_UP:
                shape.rotateClockWise()
            elif event.key == pygame.K_s:
                gameBoard.score += (gameBoardHeight -
                                    shape.blocklist[0].gridYpos)
                shape.drop()

    screen.fill(BLACK)
    shape.draw(screen)

    if gameBoard.checkloss():
        gameBoard = GameBoard(WHITE, shape.blocklist[0].size)

        shape = Shape()
        nextshape = Shape()
    if shape.active == False:
        shape = nextshape
        nextshape = Shape()

    gameBoard.clearFullRows()
    gameBoard.draw(screen)
Пример #2
0
class Level:
    def __init__(self, num_level):
        self.level = num_level
        self.shape = Shape()
        self.next_shape = Shape()
        self.gameboard = GameBoard(WHITE, self.shape.block_list[0].size)
        self.last_time = time.perf_counter()
        self.slow_activation_time = time.perf_counter()
        self.done_level = False
        self.start_time = time.perf_counter()

    def key_check(self):
        if self.event.key == pygame.K_LEFT:
            self.shape.move_left()
        elif self.event.key == pygame.K_RIGHT:
            self.shape.move_right()
        elif self.event.key == pygame.K_SPACE:
            self.gameboard.score += 0.1 - self.shape.block_list[
                0].grid_ypos * (0.1 / GAMEBOARD_HEIGHT)
            self.shape.drop()
        elif self.event.key == pygame.K_UP:
            self.shape.rotate_clockwise()
        elif self.event.key == pygame.K_DOWN:
            self.shape.rotate_counterclockwise()
        elif self.event.key == pygame.K_t and self.gameboard.num_slow_time > 0:
            self.gameboard.num_slow_time -= 1
            self.gameboard.slow_time_on = True
            self.slow_activation_time = time.perf_counter()
        elif self.event.key == pygame.K_s and self.gameboard.num_swap > 0:
            self.gameboard.num_swap -= 1
            self.gameboard.swap_shape = True

    def update(self):
        # Main event loop
        for self.event in pygame.event.get():
            if self.event.type == pygame.KEYDOWN:
                self.key_check()

        delay = 0.27 - self.level * 0.005
        if self.gameboard.slow_time_on:
            delay *= 2
            if time.perf_counter() - self.slow_activation_time > 6:
                self.gameboard.slow_time_on = False

        if self.gameboard.swap_shape:
            self.shape = self.next_shape
            self.next_shape = Shape()
            self.gameboard.swap_shape = False

        if time.perf_counter() - self.last_time > delay:
            self.last_time = time.perf_counter()
            self.shape.falling()

        if self.shape.active == False:
            self.gameboard.clear_full_rows()
            self.shape = self.next_shape
            self.next_shape = Shape()
        if self.gameboard.check_loss():
            new_score = self.gameboard.score / 2
            num_lines = self.gameboard.num_lines
            self.gameboard = GameBoard(WHITE, self.shape.block_list[0].size)
            self.gameboard.score = new_score
            self.gameboard.num_lines = num_lines
            self.shape = Shape()
            self.next_shape = Shape()
        if time.perf_counter() - self.start_time > 120:
            self.done_level = True

    def draw(self, screen):
        screen.fill(BLACK)
        self.shape.draw(screen)
        self.next_shape.draw_next_shape(screen)
        self.gameboard.draw(screen)
        line_text = my_font.render(
            "Lines: {}".format(self.gameboard.num_lines), 1, WHITE)
        screen.blit(line_text, (325, 270))
        score_text = my_font.render("Pay: {:.3f}".format(self.gameboard.score),
                                    1, WHITE)
        screen.blit(score_text, (325, 300))
        next_shape_text = my_font.render("Next: ", 1, WHITE)
        screen.blit(next_shape_text, (325, 50))
        pygame.draw.rect(screen, WHITE, [
            325, 100, 6 * self.shape.block_list[0].size,
            6 * self.shape.block_list[0].size
        ], 1)
        power_up_text = my_font.render("Power Ups: ", 1, WHITE)
        screen.blit(power_up_text, (350, 525))

        num_swap_text = my_font.render(" x" + str(self.gameboard.num_swap), 1,
                                       WHITE)
        screen.blit(num_swap_text, (735, 525))
        swap_image = pygame.image.load("swap.png")
        screen.blit(swap_image, (675, 515))

        num_slow_time_text = my_font.render(
            " x" + str(self.gameboard.num_slow_time), 1, WHITE)
        screen.blit(num_slow_time_text, (610, 525))
        slow_time_image = pygame.image.load("clock.png")
        screen.blit(slow_time_image, (550, 515))

        level_text = my_font.render("Day: " + str(self.level), 1, WHITE)
        screen.blit(level_text, (325, 325))