Initial game. /JL

This commit is contained in:
2025-04-21 20:33:36 +02:00
parent bf0f4d02da
commit a4a4b19d86
10 changed files with 377 additions and 0 deletions

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assets/cyan_block.png Normal file

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assets/magenta_block.png Normal file

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bricks.py Normal file
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import pygame
import enums
from random import choice
BRICKS = [
" X " + "\n" + "XXX" + "\n" + " X ",
" X" + "\n" + "XXX",
"X " + "\n" + "XXX",
"X",
"XXXX",
"XX" + "\n" + "XX",
" XX" + "\n" + "XX ",
"XX " + "\n" + " XX",
"X X" + "\n" + "XXX",
"XXX" + "\n" + " X "
]
TILE_SIZE = 48
class Brick:
def __init__(self, brick, state = enums.BrickState.Next):
self.layout = []
self.color = choice(list(enums.BrickColor))
self.set_state(state)
self.angle = 0
self.direction = None
self.load_brick(brick)
self.get_image()
self.block_image = pygame.transform.scale(self.img, (48, 48)) if self.img else None
self.draw_brick()
def get_image(self):
match self.color:
case enums.BrickColor.Magenta:
self.img = pygame.image.load("assets/magenta_block.png").convert_alpha()
case enums.BrickColor.Cyan:
self.img = pygame.image.load("assets/cyan_block.png").convert_alpha()
case enums.BrickColor.Yellow:
self.img = pygame.image.load("assets/yellow_block.png").convert_alpha()
case _:
self.img = pygame.image.load("assets/magenta_block.png").convert_alpha()
def load_brick(self, brick):
self.layout = [l for l in BRICKS[brick].splitlines()]
self.rows = len(self.layout)
self.cols = len(self.layout[0])
self.width = self.cols * TILE_SIZE
self.height = self.rows * TILE_SIZE
def draw_brick(self):
self.brick = pygame.Surface((self.width, self.height))
for y, row in enumerate(self.layout):
for x, char in enumerate(row):
if char == "X":
self.brick.blit(self.block_image, (1 + x * TILE_SIZE, 1 + y * TILE_SIZE))
def is_current(self):
return True if self.state == enums.BrickState.Current else False
def update(self):
pass
def rotate(self):
print("Rotating")
def set_state(self, state):
self.state = state
print(f"State set to {self.state}")
def move_right(self):
print("Moving right")
def move_left(self):
print("Moving left")
def drop(self):
print("Dropping")

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dropnext.py Normal file
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import pygame
class DropNext():
def __init__(self, width, height):
self.dropnext = pygame.Surface((width, height))
self.width = width
self.height = height
self.dropnext.fill((0, 0, 0)) # Fill with black
def draw(self, screen, tile_size):
screen.blit(self.dropnext, (tile_size * 15, tile_size * 2))
def draw_block(self, brick):
self.dropnext.blit(brick, ((self.width - brick.get_width()) / 2, (self.height - brick.get_height()) / 2))

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dropzone.py Normal file
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import pygame
class DropZone():
def __init__(self, width, height):
self.dropzone = pygame.Surface((width, height))
self.width = width
self.height = height
self.dropzone.fill((0, 0, 0)) # Fill with black
def draw(self, screen, tile_size):
screen.blit(self.dropzone, (tile_size * 4, tile_size * 1))

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enums.py Normal file
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from enum import Enum
class BrickColor(Enum):
White = (255, 255, 255)
Red = (255, 0, 0)
Green = (0, 255, 0)
Blue = (0, 0, 255)
Magenta = (255, 0, 255)
Yellow = (255, 255, 0)
Cyan = (0, 255, 255)
class BrickState(Enum):
Current = 0
Next = 1
class BrickDirection(Enum):
Left = 0
Right = 1
Dropped = 2

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hud.py Normal file
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import pygame
import os
from enums import BrickColor
class Hud:
def __init__(self, screen_width, screen_height, tile_size, font_size=36, highscore_file="highscore.txt"):
self.score = 0
self.lines = 0
self.level = 0
self.highscore_file = highscore_file
self.highscore = self.load_highscore()
self.font = pygame.font.Font(None, font_size)
self.color = BrickColor.Red.value
self.screen_width = screen_width
self.screen_height = screen_height
self.tile_size = tile_size
def load_highscore(self):
if os.path.exists(self.highscore_file):
with open(self.highscore_file, 'r') as file:
try:
return int(file.read())
except ValueError:
return 0
return 0
def save_highscore(self):
with open(self.highscore_file, 'w') as file:
file.write(str(self.highscore))
def add_points(self, points):
self.score += points
if self.score > self.highscore:
self.highscore = self.score
self.save_highscore()
def add_lines(self, lines):
self.lines += lines
if lines > 2:
self.add_points(lines * lines * 100)
else:
self.add_points(lines * 100)
def level_up(self):
self.level += 1
def reset(self, reset_score=True):
if reset_score:
self.score = 0
def draw(self, screen):
# Score (top-left)
score_text = self.font.render(f"Score:", True, self.color)
score = self.font.render(f"{self.score}", True, self.color)
screen.blit(score_text, (self.tile_size / 2, self.tile_size))
screen.blit(score,(self.tile_size / 2, self.tile_size + 24))
lines_text = self.font.render(f"Lines:", True, self.color)
lines = self.font.render(f"{self.lines}", True, self.color)
screen.blit(lines_text, (self.tile_size / 2, self.tile_size * 2 + 24))
screen.blit(lines, (self.tile_size / 2, self.tile_size * 3))
level_text = self.font.render(f"Level:", True, self.color)
level = self.font.render(f"{self.level}", True, self.color)
screen.blit(level_text, (self.tile_size / 2, self.tile_size * 4))
screen.blit(level, (self.tile_size / 2, self.tile_size * 4 + 24))
# Highscore (top-center)
highscore_text = self.font.render(f"High Score:", True, self.color)
highscore = self.font.render(f"{self.highscore}", True, self.color)
screen.blit(highscore_text, (self.tile_size / 2, self.tile_size * 5 + 24))
screen.blit(highscore, (self.tile_size / 2, self.tile_size * 6))
next_text = self.font.render("Next:", True, self.color)
screen.blit(next_text, (self.tile_size * 15, self.tile_size))

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requirements.txt Normal file
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pygame==2.6.1
pygamecontrols==0.1.9

175
tetris.py Normal file
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import pygame
import pygameControls as PC
import enums
from bricks import Brick, BRICKS, TILE_SIZE
from random import randrange
from dropzone import DropZone
from dropnext import DropNext
from hud import Hud
__version__ = "0.0.1"
# Constants
HAT_REPEAT_DELAY = 0 # milliseconds before first repeat
HAT_REPEAT_INTERVAL = 200 # milliseconds between repeats
RUMBLE_TIMEOUT = 200
class Tetris:
def __init__(self):
self.setup()
self.running = True
while self.running:
self.main_loop()
pygame.quit()
def setup(self):
pygame.init()
pygame.key.set_repeat(200)
self.joystick_count = pygame.joystick.get_count()
self.joysticks = {}
self.screen_width, self.screen_height = (20 * TILE_SIZE), (20 * TILE_SIZE)
self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))
pygame.display.set_caption("Tetris " + __version__)
self.current = Brick(brick = randrange(0, len(BRICKS)), state = enums.BrickState.Current)
print(self.current.layout)
print(self.current.color)
self.next = Brick(brick = randrange(0, len(BRICKS)))
print(self.next.layout)
print(self.next.color)
self.hud = Hud(self.screen_width, self.screen_height, TILE_SIZE)
self.dropzone = DropZone(width = TILE_SIZE * 10, height = TILE_SIZE * 18)
self.dropnext = DropNext(width = TILE_SIZE * 4, height = TILE_SIZE * 4)
self.clock = pygame.time.Clock()
self.rumble_timer = pygame.time.get_ticks()
def main_loop(self):
if self.joysticks:
if pygame.time.get_ticks() - self.rumble_timer > RUMBLE_TIMEOUT:
self.joysticks[self.joy.get_instance_id()].controllers[0].stop_rumble()
self.screen.fill(enums.BrickColor.Cyan.value)
self.hud.draw(self.screen)
self.dropzone.draw(self.screen, TILE_SIZE)
self.dropnext.draw(self.screen, TILE_SIZE)
self.dropnext.draw_block(self.next.brick)
self.handle_input()
pygame.display.flip()
self.clock.tick(60)
def handle_hat_repeat(self):
now = pygame.time.get_ticks()
if self.hat_direction != (0, 0):
if self.hat_first_press:
if now - self.hat_timer >= HAT_REPEAT_DELAY:
self.hat_timer = now
self.hat_first_press = False
self.post_hat_repeat_event()
else:
if now - self.hat_timer >= HAT_REPEAT_INTERVAL:
self.hat_timer = now
self.post_hat_repeat_event()
def post_hat_repeat_event(self):
pygame.event.post(pygame.event.Event(pygame.USEREVENT, {
"type_name": "JOYHATREPEAT",
"value": self.hat_direction
}))
def handle_input(self):
for event in pygame.event.get():
match event.type:
case pygame.QUIT:
self.running = False
case pygame.KEYDOWN:
match event.key:
case pygame.K_RIGHT:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.direction = enums.BrickDirection.Right
self.current.move_right()
case pygame.K_LEFT:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.direction = enums.BrickDirection.Left
self.current.move_left()
case pygame.K_UP:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.rotate()
case pygame.K_DOWN:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.drop()
case pygame.JOYHATMOTION:
self.hat_direction = event.value
self.hat_x, self.hat_y = self.hat_direction
self.hat_timer = pygame.time.get_ticks()
self.hat_first_press = True
if self.hat_x == 1:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.direction = enums.BrickDirection.Right
self.current.move_right()
elif self.hat_x == -1:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.direction = enums.BrickDirection.Left
self.current.move_left()
elif self.hat_y == 1:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.rotate()
elif self.hat_y == -1:
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.drop()
case pygame.USEREVENT:
if event.dict.get("type_name") == "JOYHATREPEAT":
match event.dict['value']:
case (1, 0):
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.direction = enums.BrickDirection.Right
self.current.move_right()
case (-1, 0):
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.direction = enums.BrickDirection.Left
self.current.move_left()
case (0, 1):
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.rotate()
case (0, -1):
if self.current.direction == enums.BrickDirection.Dropped:
break
self.current.drop()
# Handle hotplugging
case pygame.JOYDEVICEADDED:
# This event will be generated when the program starts for every
# joystick, filling up the list without needing to create them manually.
self.joy = pygame.joystick.Joystick(event.device_index)
self.joysticks[self.joy.get_instance_id()] = PC.controller.Controllers(self.joy)
case pygame.JOYDEVICEREMOVED:
del self.joysticks[event.instance_id]
print(f"Joystick {event.instance_id} disconnected")
def exit(self):
self.running = False
if __name__ == "__main__":
game = Tetris()