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model.py
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model.py
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from random import randrange
class Point:
def __init__(self, x, y):
self.x = x
self.y = y
PieceTypes = [
0, # Space
1, # Stone
2, # O
3, # I
4, # L
5, # J
6, # Z
7, # S
8, # T
]
class Piece:
def __init__(self, type: int):
self.type = type
class Tile:
def __init__(self, x: int, y: int, piece: Piece, fixed=False):
self.x = x
self.y = y
self.piece = piece
self.fixed = fixed
class Tetromino:
def __init__(self, type: int, tiles0, tiles90, tiles180, tiles270, x=0, y=0):
self.type = type
self.current_tiles = tiles0
self.tiles = [ tiles0, tiles90, tiles180, tiles270 ]
self.position = Point(x, y)
self.rotation = 0
self.transformed_tiles = []
for i in range(len(self.current_tiles)):
self.transformed_tiles.append([
self.current_tiles[i][0] + self.position.x,
self.current_tiles[i][1] + self.position.y
])
def _update_transformed_tiles(self):
for i in range(len(self.current_tiles)):
self.transformed_tiles[i][0] = self.current_tiles[i][0] + self.position.x
self.transformed_tiles[i][1] = self.current_tiles[i][1] + self.position.y
def new_position(self, x, y):
self.position.x = x
self.position.y = y
self._update_transformed_tiles()
def move_left(self):
self.position.y -= 1
self._update_transformed_tiles()
def move_right(self):
self.position.y += 1
self._update_transformed_tiles()
def move_down(self):
self.position.x += 1
self._update_transformed_tiles()
def move_up(self):
self.position.x -= 1
self._update_transformed_tiles()
def rotate_clockwise(self):
new_rotation = self.rotation + 90
if new_rotation == 360:
new_rotation = 0
self.rotation = new_rotation
self.current_tiles = self.tiles[int(new_rotation / 90)]
self._update_transformed_tiles()
def rotate_counter_clockwise(self):
new_rotation = self.rotation - 90
if new_rotation == -90:
new_rotation = 0
self.rotation = new_rotation
self.current_tiles = self.tiles[int(new_rotation / 90)]
self._update_transformed_tiles()
Tetrominos = [
Tetromino(2, # O
[[0,0],[0,1],[1,0],[1,1]], # 0
[[0,0],[0,1],[1,0],[1,1]], # 90
[[0,0],[0,1],[1,0],[1,1]], # 180
[[0,0],[0,1],[1,0],[1,1]] # 270
),
Tetromino(3, # I
[[0,0],[1,0],[2,0],[3,0]], # 0
[[0,0],[0,1],[0,2],[0,3]], # 90
[[0,0],[1,0],[2,0],[3,0]], # 180
[[0,0],[0,1],[0,2],[0,3]] # 270
),
Tetromino(4, # L
[[1,0],[1,1],[1,2],[0,2]], # 0
[[0,0],[1,0],[2,0],[2,1]], # 90
[[0,0],[1,0],[0,1],[0,2]], # 180
[[0,1],[1,1],[2,1],[0,0]], # 270
),
Tetromino(5, # J
[[0,0],[0,1],[0,2],[1,2]], # 0
[[2,0],[0,1],[1,1],[2,1]], # 90
[[0,0],[1,0],[1,1],[1,2]], # 180
[[0,0],[1,0],[2,0],[0,1]], # 270
),
Tetromino(6, # Z
[[1,0],[2,0],[0,1],[1,1]], # 0
[[0,0],[0,1],[1,1],[1,2]], # 90
[[1,0],[2,0],[0,1],[1,1]], # 180
[[0,0],[0,1],[1,1],[1,2]], # 270
),
Tetromino(7, # S
[[0,0],[1,0],[1,1],[2,1]], # 0
[[1,0],[0,1],[1,1],[0,2]], # 90
[[0,0],[1,0],[1,1],[2,1]], # 180
[[1,0],[0,1],[1,1],[0,2]], # 270
),
Tetromino(8, # T
[[0,0],[1,0],[2,0],[1,1]], # 0
[[0,0],[0,1],[1,1],[0,2]], # 90
[[1,0],[0,1],[1,1],[2,1]], # 180
[[1,0],[0,1],[1,1],[1,2]], # 270
),
]
class Game:
def __init__(self, width=20, height=10):
self.width = width
self.height = height
self._init()
def _init(self):
self.status = "reset"
self.points = 0
self.lines = 0
self.level = 1
self.level_speed = 800.0
self.level_step = 50
self.level_max_speed = 100
self.time = 0
self.move_time = 0
self.tiles = []
self.changed_tiles = []
self.fixed_tiles = []
self.changed_next = True
self.next_tetronimo = Tetrominos[randrange(len(Tetrominos))]
self._move_left_triggered = False
self._move_right_triggered = False
self._move_down_triggered = False
self._rotate_triggered = False
self._create_next_piece()
for x in range(self.width):
self.tiles.append([])
self.fixed_tiles.append([])
for y in range(self.height):
self.tiles[x].append(Tile(x, y, Piece(0)))
self.changed_tiles.append(Tile(x, y, Piece(0)))
self.fixed_tiles[x].append(None)
self._create_next_piece()
# Update positions (consider collisions)
def _process_triggers(self):
if self._move_right_triggered:
self._active_tetronimo.move_right()
if self._has_collision():
self._active_tetronimo.move_left()
self._move_right_triggered = False
if self._move_left_triggered:
self._active_tetronimo.move_left()
if self._has_collision():
self._active_tetronimo.move_right()
self._move_left_triggered = False
if self._move_down_triggered:
self._active_tetronimo.move_down()
if self._has_collision():
self._active_tetronimo.move_up()
self._move_down_triggered = False
if self._rotate_triggered:
self._active_tetronimo.rotate_clockwise()
if self._has_collision():
self._active_tetronimo.rotate_counter_clockwise()
self._rotate_triggered = False
def _has_collision(self):
for tile in self._active_tetronimo.transformed_tiles:
if tile[0] < 0 or tile[1] < 0:
return True
if tile[0] >= self.width or tile[1] >= self.height:
return True
if self.fixed_tiles[tile[0]][tile[1]] != None:
return True
return False
# Process external inputs (button presses)
def move_left(self):
if not self._move_left_triggered:
self._move_left_triggered = True
def move_right(self):
if not self._move_right_triggered:
self._move_right_triggered = True
def move_down(self):
if not self._move_down_triggered:
self._move_down_triggered = True
def rotate(self):
if not self._rotate_triggered:
self._rotate_triggered = True
# Game loop
def _game_loop(self, delta_time):
if self.status == "ended":
self.status = "stopped"
return False
elif self.status == "reset" or self.status == "stoped":
return False
self.time += delta_time
self.move_time += delta_time
if self.move_time > self.level_speed:
self.move_time = self.move_time % self.level_speed
# Save current position to changed tiles to ensure we can erase them if needed
changed_tetronimo = self._active_tetronimo
self.changed_tiles.clear()
possible_clears = []
for tile in changed_tetronimo.transformed_tiles:
possible_clears.append(Point(tile[0], tile[1]))
# Process triggers
self._process_triggers()
# Automatic move piece down
lines_to_clear = []
self._active_tetronimo.move_down()
if self._has_collision():
self._active_tetronimo.move_up()
self._fix_tetronimo()
lines_to_clear = self._check_full_lines()
self._add_points_and_lines(len(lines_to_clear))
self._update_level()
self._clear_lines(lines_to_clear)
if self._check_game_over():
for x in range(self.width):
for y in range(self.height):
self.changed_tiles.append(Tile(x, y, Piece(1)))
self.status = "ended"
return False
else:
self._create_next_piece()
# Update fixed tiles and changed tiles
if len(lines_to_clear) == 0:
for tile in changed_tetronimo.transformed_tiles:
self.changed_tiles.append(Tile(tile[0], tile[1], Piece(changed_tetronimo.type)))
for clear in possible_clears:
found_changed = False
for tile in self.changed_tiles:
if clear.x == tile.x and clear.y == tile.y:
found_changed = True
break
if not found_changed:
self.changed_tiles.append(Tile(clear.x, clear.y, Piece(0)))
return True
def _update_level(self):
last_level = self.level
self.level = (self.lines // 10) + 1
if self.level != last_level:
self.level_speed -= self.level_step
if self.level_speed < self.level_max_speed:
self.level_speed = self.level_max_speed
def _clear_lines(self, lines):
for line_number in lines:
for i in reversed(range(line_number)):
self.fixed_tiles[i + 1] = self.fixed_tiles[i]
for i in range(len(self.fixed_tiles[0])):
self.fixed_tiles[0][i] = None
if len(lines) > 0:
x = 0
for line in self.fixed_tiles:
y = 0
for tile in line:
if tile == None:
self.changed_tiles.append(Tile(x, y, Piece(0)))
else:
self.changed_tiles.append(Tile(x, y, Piece(tile.piece.type)))
y += 1
x += 1
def _add_points_and_lines(self, lines):
if lines == 0:
return
elif lines == 1:
self.points += 100 * self.level
elif lines == 2:
self.points += 300 * self.level
elif lines == 3:
self.points += 500 * self.level
elif lines == 4:
self.points += 800 * self.level
self.lines += lines
def _check_full_lines(self):
lines_to_clear = []
line_number = 0
for line in self.fixed_tiles:
full_line = True
for tile in line:
if tile == None:
full_line = False
break
if full_line:
lines_to_clear.append(line_number)
line_number += 1
return lines_to_clear
def _fix_tetronimo(self):
for tile in self._active_tetronimo.transformed_tiles:
new_tile = Tile(tile[0], tile[1], Piece(self._active_tetronimo.type))
self.fixed_tiles[tile[0]][tile[1]] = new_tile
self.changed_tiles.append(new_tile)
def _check_game_over(self):
for tile in self._active_tetronimo.transformed_tiles:
if tile[0] == 0:
return True
return False
def _create_next_piece(self):
self.next_tetronimo.new_position(0, 4)
self._active_tetronimo = self.next_tetronimo
self.next_tetronimo = Tetrominos[randrange(len(Tetrominos))]
# Game state
def reset(self):
self._init()
def run(self, delta_time):
self.status = "running"
self._game_loop(delta_time)