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blockstuff.py
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154 lines (128 loc) · 4.21 KB
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from geom import *
import random
BLOCKS = []
B = Matrix(1, 4)
B[0, 0] = B[0, 1] = B[0, 2] = B[0, 3] = 1 # I block
BLOCKS.append(Shape(B))
B = Matrix(3, 2)
B[0, 1] = B[1, 1] = B[2, 1] = B[2, 0] = 1 # J block
BLOCKS.append(Shape(B))
B = Matrix(3, 2)
B[0, 0] = B[1, 0] = B[2, 0] = B[2, 1] = 1 # L block
BLOCKS.append(Shape(B))
B = Matrix(2, 3)
B[0, 0] = B[0, 1] = B[1, 1] = B[1, 2] = 1 # Z block
BLOCKS.append(Shape(B))
B = Matrix(2, 3)
B[1, 0] = B[1, 1] = B[0, 1] = B[0, 2] = 1 # S block
BLOCKS.append(Shape(B))
B = Matrix(2, 3)
B[1, 0] = B[1, 1] = B[1, 2] = B[0, 1] = 1 # T block
BLOCKS.append(Shape(B))
B = Matrix(2, 2)
B[0, 0] = B[0, 1] = B[1, 0] = B[1, 1] = 1 # O block
BLOCKS.append(Shape(B))
COLORS = [
(0.0, 0.75, 1.0),
(0.9, 0.5, 0.0),
(0.3, 1.0, 0.3),
(0.75, 0.0, 0.0),
(0.9, 0.9, 0.0),
(0.75, 0.0, 1.0),
(0.0, 0.0, 0.75),
]
class BlockField:
LEFT = -1
RIGHT = 1
QUEUE_LEN = 4
MIN_SPEED = 5
MAX_SPEED = 20
SPEED_STEP = 1
LEVEL_INTERVAL = 10
PLAY = 0
OVER = 1
def __init__(self, w, h):
self.w = w
self.h = h
self.dump = BlockDump(w, h)
self.block = None
self.queue = []
while len(self.queue) < self.QUEUE_LEN:
self.queue_new_block()
self.get_new_block()
self.lines = 0
self.level = 1
self.next_level = self.LEVEL_INTERVAL
self.points = 0
self.state = self.PLAY
self.last_update = 0
self.speed = self.MIN_SPEED
def update(self, dt):
if self.state == self.OVER:
return
self.last_update += dt
if self.last_update > 1.0 / self.speed:
self.last_update -= 1.0 / self.speed
self.fall()
if self.lines >= self.next_level:
self.level += 1
self.speed = min(self.speed + self.SPEED_STEP, self.MAX_SPEED)
self.next_level += self.LEVEL_INTERVAL
def queue_new_block(self):
choice = random.randrange(len(BLOCKS))
block = Block(BLOCKS[choice], COLORS[choice])
self.queue.append(block)
def get_new_block(self):
self.block = self.queue.pop(0)
self.block.x = self.dump.cols / 2 - self.block.matrix.cols / 2
self.block.y = -self.block.matrix.rows
self.queue_new_block()
def move(self, drc):
self.block.x += drc
collision = self.dump.collision(self.block)
if collision != BlockDump.NO_COL:
self.block.x -= drc
def rotate(self, drc):
block = self.block.clone()
block.rotate(drc)
collision = self.dump.collision(block)
if collision == BlockDump.SIDE_COL | BlockDump.BLOCK_COL:
return
elif collision & BlockDump.SIDE_COL:
block.x = self.dump.cols - block.matrix.cols
if not self.dump.collision(block):
self.block = block
elif collision & BlockDump.BLOCK_COL:
block.x += 1
if self.dump.collision(block) == BlockDump.NO_COL:
self.block = block
return
block.x -= 2
if self.dump.collision(block) == BlockDump.NO_COL:
self.block = block
return
elif collision & BlockDump.BOTTOM_COL:
block.y = self.dump.rows - block.matrix.rows
if not self.dump.collision(block):
self.block = block
else:
self.block = block
def fall(self):
self.block.y += 1
collision = self.dump.collision(self.block)
if collision & (BlockDump.BLOCK_COL | BlockDump.BOTTOM_COL):
self.block.y -= 1
self.dump.add_block(self.block)
if self.block.y < 0:
self.state = self.OVER
new_lines = self.dump.remove_filled_lines()
self.lines += new_lines
self.points += self.level * new_lines**2
self.get_new_block()
def drop(self):
cur_block = self.block
points = 0
while self.block == cur_block:
self.fall()
points += 1
self.points += points / (self.h / 3)