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TetrisPieces.py
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import pygame
import random
# global properties of the instance of the application
class TetrisApp():
def __init__(self):
self.block_list = [['I', 'O', 'S', 'Z', 'J', 'L', 'T'], ['I', 'O', 'S', 'Z', 'J', 'L', 'T']]
random.shuffle(self.block_list[0])
random.shuffle(self.block_list[1])
self.block_in_sequence = 0
self.passive = Blocks()
self.active = MovingBlocks(self.block_list[0][self.block_in_sequence])
self.play_field = PlayingField(360, 0, 200, 485)
def new_active(self):
self.block_in_sequence += 1
self.block_in_sequence %= 7
if self.block_in_sequence == 0:
self.block_list[0], self.block_list[1] = self.block_list[1], self.block_list[0]
random.shuffle(self.block_list[1])
self.active = MovingBlocks(self.block_list[0][self.block_in_sequence])
# Makes a sprite of the rectangle that would be passed into pygame.Rect
# useful for sprite.collide type methods
class PlayingField(pygame.sprite.Sprite):
def __init__(self, left, top, w, h):
pygame.sprite.Sprite.__init__(self)
self.rect = pygame.Rect(left, top, w, h)
# any group of blocks
class Blocks(pygame.sprite.Group):
def move_down(self, t_game):
for sprite in iter(self):
sprite.rect = sprite.rect.move(0, 20)
self.center[1] += 20
if t_game is not None and self.check_for_collisions(t_game.passive, t_game.play_field):
self.move_up()
for sprite in iter(self):
self.remove(sprite)
t_game.passive.add(sprite)
t_game.passive.check_for_point()
t_game.new_active()
return False
else:
return True
def move_up(self):
for sprite in iter(self):
sprite.rect = sprite.rect.move(0, -20)
def check_for_collisions(self, group_of_blocks, play_field):
if len(pygame.sprite.spritecollide(play_field, self, False)) != 4:
return True
elif pygame.sprite.groupcollide(self, group_of_blocks, False, False):
return True
else:
return False
def check_for_point(self):
rows_down = 0
rows_removed = False
for x in range(20):
check_row = PlayingField(360, 480-20*x, 200, 20)
num_collisions = pygame.sprite.spritecollide(check_row, self, False)
if len(num_collisions) == 10:
self.remove(num_collisions)
rows_removed = True
rows_down += 1
for sprite in num_collisions:
sprite.rect = sprite.rect.move(0, 20*rows_down)
return rows_removed
#active 4 block unit
class MovingBlocks(Blocks):
def __init__(self, tetranimo):
pygame.sprite.Group.__init__(self)
self.rotate_state = 0
self.type = tetranimo
self.center = self.initialize_center()
if self.type == 'I':
for x in range(4):
self.add(Block(tetranimo, 420+20*x, 60))
elif tetranimo == 'O':
for x in range(2):
self.add(Block(tetranimo, 440+20*x, 60))
self.add(Block(tetranimo, 440+20*x, 80))
elif tetranimo == 'T':
self.center = [440, 80]
self.add(Block(tetranimo, 440, 60))
for x in range(3):
self.add(Block(tetranimo, 420+20*x, 80))
elif tetranimo == 'S':
self.center = [440, 80]
for x in range(2):
self.add(Block(tetranimo, 440+20*x, 60))
self.add(Block(tetranimo, 420+20*x, 80))
elif tetranimo == 'Z':
self.center = [440, 80]
for x in range(2):
self.add(Block(tetranimo, 420+20*x, 60))
self.add(Block(tetranimo, 440+20*x, 80))
elif tetranimo == 'J':
self.center = [440, 80]
self.add(Block(tetranimo, 420, 60))
for x in range(3):
self.add(Block(tetranimo, 420+20*x, 80))
elif tetranimo == 'L':
self.center = [440, 80]
self.add(Block(tetranimo, 460, 60))
for x in range(3):
self.add(Block(tetranimo, 420+20*x, 80))
def initialize_center(self):
if self.type == 'I':
return [460, 80]
else:
return [440, 100]
def move_left(self, t_game=None):
for sprite in iter(self):
sprite.rect = sprite.rect.move(-20, 0)
self.center[0] -= 20
if t_game is not None and self.check_for_collisions(t_game.passive, t_game.play_field):
self.move_right()
def move_right(self, t_game=None):
for sprite in iter(self):
sprite.rect = sprite.rect.move(20, 0)
self.center[0] += 20
if t_game is not None and self.check_for_collisions(t_game.passive, t_game.play_field):
self.move_left()
def drop_down(self, t_game):
while self.move_down(t_game):
pass
def rotate_cw(self):
if self.type == 'O':
pass
elif self.type == 'I':
self.rotate_state += 1
self.rotate_state %= 4
for sprite in iter(self):
self.remove(sprite)
if self.rotate_state == 0:
for x in range(4):
self.add(Block(self.type, self.center[0]-40+20*x, self.center[1]-20))
elif self.rotate_state == 1:
for x in range(4):
self.add(Block(self.type, self.center[0], self.center[1]-40+20*x))
elif self.rotate_state == 2:
for x in range(4):
self.add(Block(self.type, self.center[0]-40+20*x, self.center[1]))
else:
for x in range(4):
self.add(Block(self.type, self.center[0]-20, self.center[1]-40+20*x))
else:
for sprite in iter(self):
# left
if sprite.rect.left < self.center[0]:
# bot
if sprite.rect.top > self.center[1]:
sprite.rect.top -= 40
# mid
elif sprite.rect.top == self.center[1]:
sprite.rect.left += 20
sprite.rect.top -= 20
# top
else:
sprite.rect.left += 40
# mid
elif sprite.rect.left == self.center[0]:
# bot
if sprite.rect.top > self.center[1]:
sprite.rect.top -= 20
sprite.rect.left -= 20
# top
elif sprite.rect.top < self.center[1]:
sprite.rect.top += 20
sprite.rect.left += 20
# right
else:
# bot
if sprite.rect.top > self.center[1]:
sprite.rect.left -= 40
# mid
elif sprite.rect.top == self.center[1]:
sprite.rect.left -= 20
sprite.rect.top += 20
# top
else:
sprite.rect.top += 40
def rotate_ccw(self):
if self.type == 'O':
pass
elif self.type == 'I':
self.rotate_state += 3
self.rotate_state %= 4
for sprite in iter(self):
self.remove(sprite)
if self.rotate_state == 0:
for x in range(4):
self.add(Block(self.type, self.center[0]-40+20*x, self.center[1]-20))
elif self.rotate_state == 1:
for x in range(4):
self.add(Block(self.type, self.center[0], self.center[1]-40+20*x))
elif self.rotate_state == 2:
for x in range(4):
self.add(Block(self.type, self.center[0]-40+20*x, self.center[1]))
else:
for x in range(4):
self.add(Block(self.type, self.center[0]-20, self.center[1]-40+20*x))
# rotate for all 3x3 bricks
else:
for sprite in iter(self):
# left
if sprite.rect.left < self.center[0]:
# bot
if sprite.rect.top > self.center[1]:
sprite.rect.left += 40
# mid
elif sprite.rect.top == self.center[1]:
sprite.rect.left += 20
sprite.rect.top += 20
# top
else:
sprite.rect.top += 40
# mid
elif sprite.rect.left == self.center[0]:
# bot
if sprite.rect.top > self.center[1]:
sprite.rect.top -= 20
sprite.rect.left += 20
# top
elif sprite.rect.top < self.center[1]:
sprite.rect.top += 20
sprite.rect.left -= 20
# right
else:
# bot
if sprite.rect.top > self.center[1]:
sprite.rect.top -= 40
# mid
elif sprite.rect.top == self.center[1]:
sprite.rect.left -= 20
sprite.rect.top -= 20
# top
else:
sprite.rect.left -= 40
class Block(pygame.sprite.Sprite):
def __init__(self, colour, x_offset, y_offset):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("img/"+colour+"block.png")
self.rect = self.image.get_rect().move(x_offset, y_offset)