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import pygame |
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import math |
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from itertools import cycle |
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white = (255, 255, 255) |
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D_UP = 0 |
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class Tetrimino(pygame.sprite.OrderedUpdates): |
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def __init__(self, definition, size, background, matrix): |
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pygame.sprite.OrderedUpdates.__init__(self) |
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self.blocks = list() |
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self.color = white |
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self.outline = 1 |
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self.direction = D_UP |
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# XXX maybe have 3 separate parameters in init |
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self.setName(definition['name']) |
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self.setColor(definition['color']) |
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self.all_blocks = definition['blocks'] |
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self.blocks_cycle = cycle(self.all_blocks) |
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self.size = size |
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self.pivot = (0, 0) |
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self.setBlocks(next(self.blocks_cycle)) |
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self.background = background |
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self.matrix = matrix |
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self.isLocked = False |
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def setName(self, name): |
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self.name = name |
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return self |
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def setBlocks(self, blocks): |
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"""Build sprites group""" |
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# use first block to draw an image |
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self.blocks = blocks |
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block = pygame.Rect(blocks[0][0] * self.size, |
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blocks[0][1] * self.size, |
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self.size, |
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self.size) |
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image = self.buildImage(block) |
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for block in blocks: |
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sprite = pygame.sprite.Sprite() |
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sprite.rect = pygame.Rect(block[0] * self.size + self.pivot[0], |
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block[1] * self.size + self.pivot[1], |
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self.size, |
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self.size) |
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sprite.image = image |
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sprite.add(self) |
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return self |
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def buildImage(self, block): |
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block.top, block.left = 0, 0 |
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image = pygame.Surface(block.size) |
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# inner block is a little smaller |
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innerblock = pygame.Rect(self.outline, |
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self.outline, |
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block.size[0] - self.outline * 2, |
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block.size[1] - self.outline * 2) |
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pygame.draw.rect(image, self.color, innerblock, self.outline) |
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return image |
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def setColor(self, color): |
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"""Set the color of the sprites""" |
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self.color = color |
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return self |
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def clear(self, matrix): |
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pygame.sprite.OrderedUpdates.clear(self, matrix, self.background) |
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def moveUp(self): |
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self._move('up') |
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return self |
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def moveDown(self): |
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moved = False |
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self._move('down') |
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if self.isColliding(): |
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self._move('up') |
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self.isLocked = True |
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else: |
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moved = True |
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self._redraw() |
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return moved |
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def moveLeft(self): |
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self._move('left') |
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if self.isColliding(): |
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self._move('right') |
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else: |
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self._redraw() |
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return self |
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def moveRight(self): |
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self._move('right') |
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if self.isColliding(): |
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self._move('left') |
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else: |
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self._redraw() |
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return self |
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def _move(self, direction): |
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if direction == 'up': |
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for sprite in self.sprites(): |
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sprite.rect.top -= self.size |
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elif direction == 'down': |
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for sprite in self.sprites(): |
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sprite.rect.top += self.size |
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elif direction == 'left': |
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for sprite in self.sprites(): |
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sprite.rect.left -= self.size |
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elif direction == 'right': |
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for sprite in self.sprites(): |
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sprite.rect.left += self.size |
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def harddrop(self): |
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harddrops = 0 |
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while not self.isColliding(): |
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self._move('down') |
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harddrops += 1 |
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self._move('up') |
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self._redraw() |
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self.isLocked = True |
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harddrops -= 1 |
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return harddrops |
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def _redraw(self): |
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self.clear(self.matrix) |
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self.draw(self.matrix) |
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def rotate(self, test_collision=True): |
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# previous set of blocks base positions |
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previous_positions = self.blocks |
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# get current position |
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positions = list() |
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for sprite in self.sprites(): |
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positions.append((sprite.rect.left / self.size, |
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sprite.rect.top / self.size)) |
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# empty sprite list |
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self.empty() |
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# get next set of blocks |
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self.setBlocks(next(self.blocks_cycle)) |
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new_positions = self.blocks |
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# set new calculated positions |
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for index, sprite in enumerate(self.sprites()): |
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sprite.rect.left = (positions[index][0] - |
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previous_positions[index][0] + |
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new_positions[index][0]) * self.size |
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sprite.rect.top = (positions[index][1] - |
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previous_positions[index][1] + |
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new_positions[index][1]) * self.size |
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if test_collision and self.isColliding(): |
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# handle matrix collisions |
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if self.colliding == 'left': |
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left = min(sprite.rect.left for sprite |
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in self.sprites()) / self.size |
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if left < 0: |
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for _ in range(0, left * - 1): |
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self.moveRight() |
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elif self.colliding == 'right': |
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right = max(sprite.rect.right for sprite |
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in self.sprites()) / self.size |
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if right > 10: |
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for _ in range(0, right - 10): |
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self.moveLeft() |
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# handle sprite group collisions |
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for _ in range(1, len(self.all_blocks)): |
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self.rotate(False) |
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# use previous positions |
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for index, sprite in enumerate(self.sprites()): |
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sprite.rect.left = positions[index][0] * self.size |
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sprite.rect.top = positions[index][1] * self.size |
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return self.isColliding() |
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return True |
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def isColliding(self): |
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# Test collisions between sprites |
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for group in self.matrix.sprites: |
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if pygame.sprite.groupcollide(group, self, False, False): |
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return True |
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# Test collisions with boundaries |
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matrix = self.matrix.get_rect() |
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bottom = max(sprite.rect.bottom for sprite in self.sprites()) |
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if bottom > matrix.bottom: |
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self.colliding = 'bottom' |
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return True |
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left = min(sprite.rect.left for sprite in self.sprites()) |
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if left < matrix.left: |
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self.colliding = 'left' |
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return True |
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right = max(sprite.rect.right for sprite in self.sprites()) |
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if right > matrix.right: |
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self.colliding = 'right' |
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return True |
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self.colliding = None |
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return False |
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def center(self, width, height=0): |
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top = min(sprite.rect.top for sprite in self.sprites()) / self.size |
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if top > 0: |
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self.moveUp() |
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groupwidth = max(sprite.rect.right for sprite |
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in self.sprites()) / self.size |
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matrixcenter = (width / self.size) / 2 |
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start = matrixcenter - int(math.ceil(float(groupwidth) / 2)) |
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for sprite in self.sprites(): |
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sprite.rect.left += (start * self.size) |
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sprite.rect.top += height |
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return self |
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