示例#1
0
def start():

    global grid
    # create the game grid
    grid = GameGrid(grid_h, grid_w)
    # create the first tetromino to enter the game grid
    # by using the create_tetromino function defined below
    current_tetromino = create_tetromino(grid_h, grid_w)
    # print("next tetromino:")
    next_tetromino = create_tetromino(grid_h, grid_w)

    grid.current_tetromino = current_tetromino
    grid.next_tetromino = next_tetromino
    stddraw.clearKeysTyped()
    pause = False
    # main game loop (keyboard interaction for moving the tetromino)
    while True:

        if not pause:
            mx, my = stddraw.getPosition()
            tileX = grid.current_tetromino.bottom_left_corner.x
            ax = int(mx / 42.35) - 1
            # print(ax, tileX)

            if ax > tileX:
                for i in range(ax - tileX):
                    grid.current_tetromino.move("right", grid)
            elif ax < tileX:
                for i in range(tileX - ax):
                    grid.current_tetromino.move("left", grid)

        # check user interactions via the keyboard
        if stddraw.hasNextKeyTyped():
            key_typed = stddraw.nextKeyTyped()

            # Pause
            if key_typed == 'p':
                print("Pause")
                if pause:
                    pause = False
                else:
                    pause = True

            elif not pause:

                # if the left arrow key has been pressed
                if key_typed == "left":
                    # move the tetromino left by one
                    # print("Left Typed")
                    current_tetromino.move(key_typed, grid)
                # if the right arrow key has been pressed
                elif key_typed == "right":
                    # print("Right Typed")
                    # move the tetromino right by one
                    current_tetromino.move(key_typed, grid)
                # if the down arrow key has been pressed
                elif key_typed == "down":

                    # move the tetromino down by one
                    # (causes the tetromino to fall down faster)
                    current_tetromino.move(key_typed, grid)
                # piece drop
                elif key_typed == 'space':
                    for i in range(grid_h):
                        current_tetromino.move('down', grid)
                # Speed Increase
                elif key_typed == 'w':
                    if grid.delta_time > 50:
                        grid.delta_time -= 40
                # Speed Decrease
                elif key_typed == 's':
                    if grid.delta_time < 500:
                        grid.delta_time += 40

                elif key_typed == 'e':
                    current_tetromino.rotate(grid)

                elif key_typed == 'q':
                    current_tetromino.rotate_ccw(grid)

            if key_typed == 'r':
                print("restart")
                start()

            # clear the queue that stores all the keys pressed/typed
            stddraw.clearKeysTyped()

        # move (drop) the tetromino down by 1 at each iteration
        if not pause:
            success = current_tetromino.move("down", grid)

        # place the tetromino on the game grid when it cannot go down anymore
        if not success and not pause:
            # get the tile matrix of the tetromino
            tiles_to_place = current_tetromino.tile_matrix
            # update the game grid by adding the tiles of the tetromino
            game_over = grid.update_grid(tiles_to_place)
            # end the main game loop if the game is over
            if game_over:
                if display_game_over(grid_h, grid_w + 5):
                    pause = True
                    start()

            # create the next tetromino to enter the game grid
            # by using the create_tetromino function defined below
            current_tetromino = next_tetromino
            grid.current_tetromino = current_tetromino
            print("next tetromino:")
            next_tetromino = create_tetromino(grid_h, grid_w)
            grid.next_tetromino = next_tetromino
            next_tetromino.draw_dummy()

        # display the game grid and as well the current tetromino
        grid.display(pause)

    print("Game over")
示例#2
0
def start():
    # set the dimensions of the game grid
    grid_h, grid_w = 20, 12
    # set the size of the drawing canvas
    canvas_h, canvas_w = 40 * grid_h, 40 * grid_w
    stddraw.setCanvasSize(canvas_w, canvas_h)
    # set the scale of the coordinate system
    stddraw.setXscale(-0.5, grid_w - 0.5)
    stddraw.setYscale(-0.5, grid_h - 0.5)

    # create the game grid
    grid = GameGrid(grid_h, grid_w)
    # create the first tetromino to enter the game grid
    # by using the create_tetromino function defined below
    current_tetromino = create_tetromino(grid_h, grid_w)
    next_tetromino = create_tetromino(grid_h, grid_w)
    grid.current_tetromino = current_tetromino

    # display a simple menu before opening the game
    display_game_menu(grid_h, grid_w)
    # main game loop (keyboard interaction for moving the tetromino)
    while True:
        # check user interactions via the keyboard
        if stddraw.hasNextKeyTyped():
            key_typed = stddraw.nextKeyTyped()
            # if the left arrow key has been pressed
            if key_typed == "left":
                # move the tetromino left by one
                current_tetromino.move(key_typed, grid)
            # if the right arrow key has been pressed
            elif key_typed == "right":
                # move the tetromino right by one
                current_tetromino.move(key_typed, grid)
            # if the down arrow key has been pressed
            elif key_typed == "down":
                # move the tetromino down by one
                # (causes the tetromino to fall down faster)
                current_tetromino.move(key_typed, grid)
            # clear the queue that stores all the keys pressed/typed
            elif key_typed == "up":
                current_tetromino.rotateTetromino()
            elif key_typed == "space":
                temp = current_tetromino.move("down", grid)
                while (temp):
                    temp = current_tetromino.move("down", grid)
            stddraw.clearKeysTyped()

        # move (drop) the tetromino down by 1 at each iteration
        success = current_tetromino.move("down", grid)

        # place the tetromino on the game grid when it cannot go down anymore
        if not success:
            # get the tile matrix of the tetromino
            tiles_to_place = current_tetromino.tile_matrix
            # update the game grid by adding the tiles of the tetromino
            game_over = grid.update_grid(tiles_to_place)
            rowSet = rowsToCheck(tiles_to_place)
            grid.rowCheck(rowSet)
            columnSet = columnsToCheck(tiles_to_place)
            grid.sumCheck(columnSet, current_tetromino)
            # end the main game loop if the game is over
            if game_over:
                break
            # create the next tetromino to enter the game grid
            # by using the create_tetromino function defined below
            current_tetromino = next_tetromino
            grid.current_tetromino = current_tetromino
            next_tetromino = create_tetromino(grid_h, grid_w)
            print("Score = " + str(grid.score))
            print("Next tetromino type is: " + next_tetromino.type)

        # display the game grid and as well the current tetromino
        grid.display()

    print("Game over")
示例#3
0
def start():
    # set the dimensions of the game grid
    grid_h, grid_w = 17, 12
    # set the size of the drawing canvas
    canvas_h, canvas_w = 40 * grid_h, 40 * grid_w + 100
    stddraw.setCanvasSize(canvas_w, canvas_h)
    # set the scale of the coordinate system
    stddraw.setXscale(-0.5, grid_w + 3)
    stddraw.setYscale(-0.5, grid_h - 0.5)

    # create the game grid
    grid = GameGrid(grid_h, grid_w)
    # create the first tetromino to enter the game grid
    # by using the create_tetromino function defined below
    current_tetromino = create_tetromino(grid_h, grid_w)
    grid.current_tetromino = current_tetromino

    # display a simple menu before opening the game
    display_game_menu(grid_h, grid_w)

    # initial score
    score = 0
    speed = 250  #initial speed

    # main game loop (keyboard interaction for moving the tetromino)
    while True:
        # check user interactions via the keyboard
        if stddraw.hasNextKeyTyped():
            key_typed = stddraw.nextKeyTyped()
            # if the left arrow key has been pressed
            if key_typed == "left":
                # move the tetromino left by one
                current_tetromino.move(key_typed, grid)
            # if the right arrow key has been pressed
            elif key_typed == "right":
                # move the tetromino right by one
                current_tetromino.move(key_typed, grid)
            # if the down arrow key has been pressed
            elif key_typed == "down":
                # move the tetromino down by one
                # (causes the tetromino to fall down faster)
                current_tetromino.move(key_typed, grid)
            elif key_typed == "up":
                # rotate the tetromino 90 degree clock-wise
                current_tetromino.rotate(grid)
            elif key_typed == "space":
                # drop the tetromino
                for i in range(grid_h):
                    current_tetromino.move("down", grid)

            # clear the queue that stores all the keys pressed/typed
            stddraw.clearKeysTyped()

        # move (drop) the tetromino down by 1 at each iteration
        success = current_tetromino.move("down", grid)
        grid.connected_4()

        # place the tetromino on the game grid when it cannot go down anymore
        if not success:
            # get the tile matrix of the tetromino
            tiles_to_place = current_tetromino.tile_matrix
            # update the game grid by adding the tiles of the tetromino
            game_over = grid.update_grid(tiles_to_place)

            indv_score = 0  # starting value for a full row's score
            ind_score = 0  # starting value for a merged tiles score

            # check is_row_full for all rows
            for i in range(grid_h):
                grid.check_2048(grid.tile_matrix)
                # score from merged tiles
                ind_score = grid.update_score(grid.tile_num2)
                if grid.is_row_full(i, grid.tile_matrix):
                    # score from deleted full rows
                    indv_score = grid.update_score(grid.tile_num)
            grid.tile_num2 = np.zeros(100)  # for merged score
            score_val = ind_score + indv_score
            score += int(score_val)

            print(score)
            # end the main game loop if the game is over
            if game_over:
                break
            # increasing difficulty by increasing speed as the game process
            if score > 450:
                speed = 10
            elif score > 250:
                speed = 50
            elif score > 150:
                speed = 100
            if score > 10000:
                break
            # create the next tetromino to enter the game grid
            # by using the create_tetromino function defined below
            current_tetromino = create_tetromino(grid_h, grid_w)
            grid.current_tetromino = current_tetromino

        # display the game grid and as well the current tetromino
        grid.display(score, speed)

    # finish the game and display game over
    finish_game(grid_h, grid_w)
    print("Game over")