From 7ef8b204fced28d31982963973de3f0d44fda5bb Mon Sep 17 00:00:00 2001 From: rcoh Date: Fri, 2 Sep 2011 13:03:44 -0400 Subject: removing dead code --- tetris_pygame/tetris.py | 322 ------------------------------------------------ 1 file changed, 322 deletions(-) delete mode 100644 tetris_pygame/tetris.py (limited to 'tetris_pygame') diff --git a/tetris_pygame/tetris.py b/tetris_pygame/tetris.py deleted file mode 100644 index e64b879..0000000 --- a/tetris_pygame/tetris.py +++ /dev/null @@ -1,322 +0,0 @@ -#!/usr/bin/env python -""" -Tetris Tk - A tetris clone written in Python using the Tkinter GUI library. - -Controls: - Left/a Move left - Right/d Move right - Up/w Rotate / add player - Down/s Move down / start game -""" - -from time import sleep, time -import random -import sys -from renderer import PygameRenderer -from tetris_shape import * -from ddrinput import DdrInput -from ddrinput import DIRECTIONS -import pygame - -MAXX = 10 -MAXY = 18 -NO_OF_LEVELS = 10 - -(LEFT, RIGHT, UP, DOWN) = range(4) - -COLORS = ["orange", "red", "green", "blue", "purple", "yellow", "magenta"] -#COLORS = ["gray"] - -class Board(): - """ - The board represents the tetris playing area. A grid of x by y blocks. - Stores blocks that have landed. - """ - def __init__(self, max_x=10, max_y=20): - # blocks are stored in dict of (x,y)->"color" - self.landed = {} - self.max_x = max_x - self.max_y = max_y - - def clear(self): - self.landed = {} - - def receive_lines(self, num_lines): - #shift lines up - for y in range(self.max_y-num_lines): - for x in xrange(self.max_x): - block_color = self.landed.pop((x,y+num_lines),None) - if block_color: - self.landed[(x,y)] = block_color - #put in new lines - for j in range(num_lines): - for i in random.sample(xrange(self.max_x), random.choice([6,7])): - self.landed[(i,self.max_y-1-j)] = random.choice(COLORS) - - def check_for_complete_row( self, blocks ): - """ - Look for a complete row of blocks, from the bottom up until the top row - or until an empty row is reached. - """ - rows_deleted = 0 - - # Add the blocks to those in the grid that have already 'landed' - for block in blocks: - self.landed[ block.coord() ] = block.color - - empty_row = 0 - # find the first empty row - for y in xrange(self.max_y -1, -1, -1): - row_is_empty = True - for x in xrange(self.max_x): - if self.landed.get((x,y), None): - row_is_empty = False - break; - if row_is_empty: - empty_row = y - break - - # Now scan up and until a complete row is found. - y = self.max_y - 1 - while y > empty_row: - - complete_row = True - for x in xrange(self.max_x): - if self.landed.get((x,y), None) is None: - complete_row = False - break; - - if complete_row: - rows_deleted += 1 - - #delete the completed row - for x in xrange(self.max_x): - self.landed.pop((x,y)) - - # move all the rows above it down - for ay in xrange(y-1, empty_row, -1): - for x in xrange(self.max_x): - block_color = self.landed.pop((x,ay), None) - if block_color: - dx,dy = (0,1) - self.landed[(x+dx, ay+dy)] = block_color - - # move the empty row index down too - empty_row +=1 - # y stays same as row above has moved down. - else: - y -= 1 - - # return the number of rows deleted. - return rows_deleted - - def check_block( self, (x, y) ): - """ - Check if the x, y coordinate can have a block placed there. - That is; if there is a 'landed' block there or it is outside the - board boundary, then return False, otherwise return true. - """ - if x < 0 or x >= self.max_x or y < 0 or y >= self.max_y: - return False - elif self.landed.has_key( (x, y) ): - return False - else: - return True - -#represents a player. each player has a board, other player's board, -#current shape, score, etc -class Player(): - def __init__(self, gs, myBoard, otherBoard, player_id = 99): - print "initialize player" - self.id = player_id - self.board = myBoard - self.other_board = otherBoard - self.score = 0 - self.gs = gs - self.shape = self.get_next_shape() - - def handle_move(self, direction): - #if you can't move then you've hit something - if self.shape: - if direction==UP: - self.shape.rotate(clockwise=False) - else: - if not self.shape.move( direction ): - # if you're heading down then the shape has 'landed' - if direction == DOWN: - points = self.board.check_for_complete_row( - self.shape.blocks) - #del self.shape - self.shape = self.get_next_shape() - - self.score += points - if self.gs.num_players == 2: - if points > 1: - self.other_board.receive_lines(points-1) - - # If the shape returned is None, then this indicates that - # that the check before creating it failed and the - # game is over! - if self.shape is None: - self.gs.state = "ending" #loss! - self.gs.winner = self.other_board - - # do we go up a level? - if (self.gs.level < NO_OF_LEVELS and - self.score >= self.gs.thresholds[self.gs.level]): - self.gs.level+=1 - self.gs.delay-=100 - - # Signal that the shape has 'landed' - return False - return True - - def move_my_shape( self ): - if self.shape: - self.handle_move( DOWN ) - - def get_next_shape( self ): - #Randomly select which tetrominoe will be used next. - the_shape = self.gs.shapes[ random.randint(0,len(self.gs.shapes)-1) ] - return the_shape.check_and_create(self.board) - -#contains variables that are shared between the players: -#levels, delay time, etc? -class GameState(): - def __init__(self, gui): - self.shapes = [square_shape, t_shape,l_shape, reverse_l_shape, - z_shape, s_shape,i_shape ] - self.num_players = 0 - self.level = 1 - self.delay = 800 - self.thresholds = range(10,100,10) - self.state = "waiting" #states: waiting (between games), playing, ending - self.winner = None #winning Board - - -#runs the overall game. initializes both player and any displays -class TwoPlayerGame(object): - - #one-time initialization for gui etc - def __init__(self): - print "initialize tetris" - self.gui = PygameRenderer() - self.input = DdrInput() - self.init_game() - - def handle_input(self): - drop_time = time() - while 1: - if self.gameState.state=="playing" and time()-drop_time > self.gameState.delay/1000.0: - self.gravity() - drop_time = time() - ev = self.input.poll() - if ev: - print "EVENT",ev - player,direction = ev - #print "Player",player,direction - if self.gameState.state=="playing": - if self.players[player]!=None: - self.players[player].handle_move(direction) - elif self.gameState.state == "waiting": - if direction==UP: - self.add_player(player) - elif direction==DOWN: - if self.players[player]!=None: - self.start_game() - self.update_gui() - - #initializes each game - def init_game(self): - print "init next game" - self.boards = [Board(MAXX,MAXY), Board(MAXX,MAXY)] - self.players = [None,None] - self.gameState = GameState(self.gui) - #display initial "animation" - self.handle_input() - #self.update_gui() - - def add_player(self,num): # 0=left, 1=right - print "adding player ",num - if self.players[num]==None: - p = Player(self.gameState, self.boards[num], self.boards[(num+1)%2]) - self.players[num] = p - self.update_gui() - self.gameState.num_players+=1 - - def start_game(self): - print "start game" - self.gameState.state = "playing" - self.update_gui() #maybe - self.gravity() - - #change to pygame - #handles gravity and checks for game over - def gravity(self): #probably shouldn't handle gravity and endgame...or rename - if self.gameState.state == "ending": - self.end_game() - return - else: - for p in self.players: - if p: - p.move_my_shape() - self.update_gui() - - def update_gui(self): - self.gui.render_game(self.to_dict()) - - def end_game(self): - winner_board = self.gameState.winner - self.animate_ending(winner_board) - self.init_game() - - def animate_ending(self,winner_board): - print "game over, display animation" - for i in range(100): - print i, - - def create_shapes(): #in progress..... - y = 4 - up_diags = [(1,y+4),(1,y+3),(2,y+3),(2,y+2),(3,y+2),(3,y+1), - (8,y+4),(8,y+3),(7,y+3),(7,y+2),(6,y+2),(6,y+1)] - down_diags = [(x0,10-y0+2*y) for (x0,y0) in up_diags] - line = [(i,j) for i in [4,5] for j in range(y,y+11)] - up_arrow = line[:] - for xy in up_diags: - up_arrow.append(xy) - down_arrow = line[:] - for xy in down_diags: - down_arrow.append(xy) - return down_arrow - - def to_dict(self): - d = {} - for n in range(2): - if self.players[n]!=None: - p = self.players[n] - offset = n*MAXX - - #blocks - for (x,y) in p.board.landed: - d[(x+offset,y)] = p.board.landed[(x,y)] - - #shapes - blocks = p.shape.blocks - for b in blocks: - d[(b.x+offset*n,b.y)] = b.color - - #score - score = p.score - for i in range(10): - bit = score%2 - score = score>>1 - coord = (MAXX-1-i + offset, MAXY+1) - if bit: - d[coord] = "yellow" - else: - d[coord] = "gray" - return d - - -if __name__ == "__main__": - tetrisGame = TwoPlayerGame() -- cgit v1.2.3