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357 lines
10 KiB
357 lines
10 KiB
#!/usr/bin/env python3 |
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import socket |
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import time |
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import enum |
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import math |
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import collections |
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import blup.frame |
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import blup.output |
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import random |
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class InvalidMoveError(Exception): |
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pass |
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class Point(collections.namedtuple('Point', ['x', 'y'])): |
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__slots__ = () |
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def __add__(self, other): |
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return Point(self.x + other.x, self.y + other.y) |
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def floored(self): |
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return Point(math.floor(self.x), math.floor(self.y)) |
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Block = collections.namedtuple('Block', ['pos', 'color']) |
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class Tetrimino(): |
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def __init__(self, shape, playground, pos): |
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self.shape = shape |
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self.playground = playground |
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self.pos = pos |
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@property |
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def width(self): |
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x = list(map(lambda s: s.pos.x, self.shape)) |
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return max(x) - min(x) |
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@property |
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def height(self): |
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y = list(map(lambda s: s.pos.y, self.shape)) |
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return max(y) - min(y) |
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@property |
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def blocks(self): |
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ret = { Block((self.pos + b.pos).floored(), b.color) for b in |
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self.shape } |
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return ret |
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def __calc_points(self, pos=None, shape=None): |
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if pos is None: |
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pos = self.pos |
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if shape is None: |
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shape = self.shape |
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return { (pos + b.pos).floored() for b in shape } |
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@property |
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def points(self): |
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return self.__calc_points() |
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def __check_collision(self, newpoints): |
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if not self.playground.contains_points(newpoints): |
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raise InvalidMoveError('out of playground bounds') |
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print(self.playground.block_points) |
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print(self.playground.blocks) |
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print('new', newpoints) |
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if not self.playground.block_points.isdisjoint(newpoints): |
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raise InvalidMoveError('new position already occupied') |
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other_mino_points = self.playground.mino_points - self.points |
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if not other_mino_points.isdisjoint(newpoints): |
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raise InvalidMoveError('other Tetrimino at new position') |
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def rotate(self, ccw=False): |
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if ccw: |
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transform = lambda s: Block(Point(s.pos.y, -s.pos.x), s.color) |
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else: |
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transform = lambda s: Block(Point(-s.pos.y, s.pos.x), s.color) |
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newshape = set(map(transform, self.shape)) |
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newpoints = self.__calc_points(shape=newshape) |
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self.__check_collision(newpoints) |
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self.shape = newshape |
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def move(self, m): |
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newpos = self.pos + m |
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newpoints = self.__calc_points(pos=newpos) |
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self.__check_collision(newpoints) |
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self.pos = newpos |
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class TetriL(Tetrimino): |
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def __init__(self, playground, pos): |
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color = (255,165,0) |
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points = [(-1, 1), (-1, 0), (0, 0), (1, 0)] |
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shape = { Block(Point(x, y), color) for (x, y) in points } |
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Tetrimino.__init__(self, shape, playground, pos) |
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class TetriJ(Tetrimino): |
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def __init__(self, playground, pos): |
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color = (0,0,255) |
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points = [(-1, 0), (0, 0), (1, 0), (1, 1)] |
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shape = { Block(Point(x, y), color) for (x, y) in points } |
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Tetrimino.__init__(self, shape, playground, pos) |
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class TetriI(Tetrimino): |
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def __init__(self, playground, pos): |
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color = (0,255,255) |
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points = {(1.5, -0.5), (0.5, -0.5), (-0.5, -0.5), (-1.5, -0.5)} |
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shape = { Block(Point(x, y), color) for (x, y) in points } |
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Tetrimino.__init__(self, shape, playground, pos) |
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class TetriO(Tetrimino): |
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def __init__(self, playground, pos): |
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color = (255,255,0) |
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points = {(-0.5, -0.5), (-0.5, 0.5), (0.5, -0.5), (0.5, 0.5)} |
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shape = { Block(Point(x, y), color) for (x, y) in points } |
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Tetrimino.__init__(self, shape, playground, pos) |
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class TetriS(Tetrimino): |
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def __init__(self, playground, pos): |
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color = (128,255,0) |
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points = {(-1, 0), (0, 0), (0, -1), (1, -1)} |
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shape = { Block(Point(x, y), color) for (x, y) in points } |
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Tetrimino.__init__(self, shape, playground, pos) |
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class TetriZ(Tetrimino): |
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def __init__(self, playground, pos): |
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color = (255,0,0) |
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points = {(-1, 0), (0, 0), (0, 1), (1, 1)} |
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shape = { Block(Point(x, y), color) for (x, y) in points } |
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Tetrimino.__init__(self, shape, playground, pos) |
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class TetriT(Tetrimino): |
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def __init__(self, playground, pos): |
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color = (128,0,128) |
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points = {(-1, 0), (0, 0), (1, 0), (0, 1)} |
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shape = { Block(Point(x, y), color) for (x, y) in points } |
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Tetrimino.__init__(self, shape, playground, pos) |
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class Playground(): |
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def __init__(self, width=10, height=22): |
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self.width = width |
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self.height = height |
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self.blocks = set() |
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self.minos = set() |
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@property |
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def block_points(self): |
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return set([ b.pos for b in self.blocks ]) |
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@property |
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def mino_points(self): |
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return set.union(set(), *[ m.points for m in self.minos ]) |
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def contains_points(self, points): |
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for p in points: |
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if p.x >= self.width or p.y >= self.height or p.x < 0 or p.y < 0: |
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return False |
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return True |
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def paint(self, frame, xpos, ypos): |
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for x in range(self.width): |
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for y in range(self.height): |
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frame.setPixel(xpos + x, ypos + y, (0, 0, 0)) |
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for b in set.union(self.blocks, *[ m.blocks for m in self.minos ]): |
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frame.setPixel(xpos + int(b.pos.x), ypos + int(b.pos.y), b.color) |
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class TtrsPlayer(): |
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def __init__(self): |
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self.move = 0 |
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self.drop = False |
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self.rotate = False |
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self.quit = False |
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class TestTtrsPlayer(TtrsPlayer): |
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def __init__(self): |
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self.__move = 0 |
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self.__drop = False |
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self.__rotate = False |
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self.__quit = False |
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import pygame |
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self.__pygame = pygame |
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self.screen = pygame.display.set_mode((100, 100)) |
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pygame.display.update() |
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def __process_events(self): |
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pygame = self.__pygame |
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for event in pygame.event.get(): |
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if event.type == pygame.KEYDOWN: |
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if event.key == pygame.K_a: |
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self.__move = -1 |
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elif event.key == pygame.K_d: |
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self.__move = 1 |
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elif event.key == pygame.K_w: |
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self.__rotate = True |
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elif event.key == pygame.K_s: |
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self.__drop = True |
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elif event.key == pygame.K_ESCAPE: |
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self.__quit = True |
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elif event.type == pygame.KEYUP: |
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if event.key == pygame.K_a or event.key == pygame.K_d: |
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self.__move = 0 |
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elif event.key == pygame.K_w: |
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self.__rotate = False |
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elif event.key == pygame.K_s: |
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self.__drop = False |
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@property |
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def move(self): |
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self.__process_events() |
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return self.__move |
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@property |
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def drop(self): |
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self.__process_events() |
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return self.__drop |
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@property |
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def rotate(self): |
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self.__process_events() |
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return self.__rotate |
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@property |
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def quit(self): |
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self.__process_events() |
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return self.__quit |
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class TtrsGame(): |
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def __init__(self, playground, player): |
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self.playground = playground |
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self.player = player |
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self.running = False |
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self.tick_callbacks = [] |
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def add_tick_callback(self, cb): |
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self.tick_callbacks.append(cb) |
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def run(self): |
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self.running = True |
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spawnpos = Point(self.playground.width // 2, 0) |
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mino = None |
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TICK_TIME = 0.1 |
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FALL_INTERVAL = 5 |
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MOVE_INTERVAL = 1 |
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ticks = 0 |
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lastfall = 0 |
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lastmove = 0 |
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while self.running: |
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for cb in self.tick_callbacks: |
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cb() |
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time.sleep(TICK_TIME) |
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ticks += 1 |
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if self.player.quit: |
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self.running = False |
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break |
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if mino is None: |
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newminocls = random.choice(Tetrimino.__subclasses__()) |
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mino = newminocls(self.playground, spawnpos) |
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self.playground.minos = {mino} |
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for y in range(self.playground.height): |
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row = { Point(x, y) for x in range(self.playground.width) } |
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if row.issubset(self.playground.block_points): |
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for b in list(self.playground.blocks): |
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if b.pos.y == y: |
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self.playground.blocks.remove(b) |
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elif b.pos.y < y: |
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self.playground.blocks.remove(b) |
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newb = Block(b.pos + Point(0, 1), b.color) |
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self.playground.blocks.add(newb) |
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if ticks - lastfall >= FALL_INTERVAL or self.player.drop: |
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lastfall = ticks |
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try: |
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mino.move(Point(0, 1)) |
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except InvalidMoveError: |
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self.playground.blocks.update(mino.blocks) |
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mino = None |
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self.playground.minos = set() |
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continue |
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if ticks - lastmove >= MOVE_INTERVAL and self.player.move != 0: |
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lastmove = ticks |
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try: |
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mino.move(Point(self.player.move, 0)) |
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except InvalidMoveError: |
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pass |
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if self.player.rotate: |
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try: |
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mino.rotate() |
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except InvalidMoveError: |
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pass |
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if __name__ == '__main__': |
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w = 22 |
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h = 16 |
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dim = blup.frame.FrameDimension(w, h, 256, 3) |
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frame = blup.frame.Frame(dim) |
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out = blup.output.getOutput('e3blp') |
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pg = Playground(10, 16) |
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pg.paint(frame, 0, 0) |
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out.sendFrame(frame) |
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time.sleep(0.5) |
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def repaint(): |
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pg.paint(frame, 0, 0) |
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out.sendFrame(frame) |
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player = TestTtrsPlayer() |
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game = TtrsGame(pg, player) |
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game.add_tick_callback(repaint) |
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game.run() |
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#t = TetriL(pg, Point(2, 2)) |
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#pg.minos.add(t) |
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#pg.paint(frame, 0, 0) |
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#out.sendFrame(frame) |
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#time.sleep(0.5) |
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#for i in range(10): |
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# t.rotate(ccw=(i>=5)) |
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# pg.paint(frame, 0, 0) |
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# out.sendFrame(frame) |
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# time.sleep(0.1) |
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