Mowing toward numpy for grid and bricks. /JL
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@@ -21,7 +21,7 @@ class DropZone():
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for row_idx, row in enumerate(brick.shape):
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for row_idx, row in enumerate(brick.shape):
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for col_idx, cell in enumerate(row):
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for col_idx, cell in enumerate(row):
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if cell:
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if cell:
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globals.dropgrid[brick.y + row_idx][brick.x + col_idx] = 1
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globals.grid[brick.y + row_idx][brick.x + col_idx] = 1
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self.dropzone.blit(brick.brick, (brick.y + row_idx, brick.x + col_idx))
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self.dropzone.blit(brick.brick, (brick.y + row_idx, brick.x + col_idx))
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@@ -1,3 +1,3 @@
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numpy==2.2.5
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numpy==2.2.5
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pygame==2.6.1
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pygame==2.6.1
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pygamecontrols==0.2.2
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pygamecontrols==0.2.5
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@@ -100,7 +100,7 @@ class Tetris:
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case pygame.QUIT:
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case pygame.QUIT:
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self.running = False
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self.running = False
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case pygame.KEYDOWN:
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case pygame.KEYDOWN:
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new_pos = pos[:]
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#new_pos = pos[:]
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match event.key:
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match event.key:
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case pygame.K_RIGHT:
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case pygame.K_RIGHT:
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if self.current.direction == enums.BrickDirection.Dropped:
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if self.current.direction == enums.BrickDirection.Dropped:
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@@ -193,7 +193,7 @@ class Tetris:
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if not self.current.update():
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if not self.current.update():
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self.dropzone.lock(self.current)
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self.dropzone.lock(self.current)
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self.current = self.next
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self.current = self.next
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self.next = Brick(brick = randrange(0, len(BRICKS)))
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self.next = Brick(brick = random.choice(list(BRICKS.keys())))
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# Handle hotplugging
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# Handle hotplugging
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case pygame.JOYDEVICEADDED:
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case pygame.JOYDEVICEADDED:
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@@ -217,9 +217,11 @@ class Tetris:
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if "left button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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if "left button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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self.left_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["left button"]
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self.left_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["left button"]
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else: self.left_button = None
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if "right button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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if "right button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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self.right_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["right button"]
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self.right_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["right button"]
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else: self.right_button = None
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case pygame.JOYDEVICEREMOVED:
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case pygame.JOYDEVICEREMOVED:
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del self.joysticks[event.instance_id]
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del self.joysticks[event.instance_id]
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