11.2. Tetris¶
Complete Coding¶
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 | # Tetris game for mPython
# MIT license,Copyright (c) 2019 labplus@Tangliufeng
from mpython import *
import math
import random, time
class Brick():
def __init__(self, p_position):
self.position = p_position
def draw(self):
x = self.position[1] * brick_size
y = self.position[0] * brick_size
oled.fill_rect(brick_size * (field_height - 1) - x, y, brick_size, brick_size, 1)
class Block():
def __init__(self, p_bricks_layout, p_direction):
self.bricks_layout = p_bricks_layout
self.direction = p_direction
self.init_position = (field_width // 2 - 2, 0)
self.cur_layout = self.bricks_layout[self.direction]
self.position = self.init_position
self.stopped = False
self.move_interval = 500
self.last_move = 0
self.bricks = []
for (x, y) in self.cur_layout:
self.bricks.append(Brick((self.position[0] + x, self.position[1] + y)))
def draw(self):
for brick in self.bricks:
brick.draw()
def isLegal(self, layout, position):
(x0, y0) = position
for (x, y) in layout:
if x + x0 < 0 or y + y0 < 0 or x + x0 >= field_width or y + y0 >= field_height:
return False
if field_map[y + y0][x + x0] != 0:
return False
return True
def left(self):
new_position = (self.position[0] - 1, self.position[1])
if self.isLegal(self.cur_layout, new_position):
self.position = new_position
self.refresh_bircks()
def right(self):
new_position = (self.position[0] + 1, self.position[1])
if self.isLegal(self.cur_layout, new_position):
self.position = new_position
self.refresh_bircks()
def down(self):
(x, y) = (self.position[0], self.position[1] + 1)
while self.isLegal(self.cur_layout, (x, y)):
self.position = (x, y)
self.refresh_bircks()
y += 1
def refresh_bircks(self):
for (brick, (x, y)) in zip(self.bricks, self.cur_layout):
brick.position = (self.position[0] + x, self.position[1] + y)
def stop(self):
global field_bricks
global score
self.stopped = True
ys = []
for brick in self.bricks:
field_bricks.append(brick)
(x, y) = brick.position
if y not in ys:
ys.append(y)
field_map[y][x] = 1
eliminate_count = 0
ys.sort()
for y in ys:
if 0 in field_map[y]:
continue
eliminate_count += 1
for fy in range(y, 0, -1):
field_map[fy] = field_map[fy - 1][:]
field_map[0] = [0 for i in range(field_width)]
tmp_field_bricks = []
for fb in field_bricks:
(fx, fy) = fb.position
if fy < y:
fb.position = (fx, fy + 1)
tmp_field_bricks.append(fb)
elif fy > y:
tmp_field_bricks.append(fb)
field_bricks = tmp_field_bricks
if eliminate_count == 1:
score += 1
elif eliminate_count == 2:
score += 2
elif eliminate_count == 3:
score += 4
elif eliminate_count == 4:
score += 6
def update(self, time):
self.draw()
if time - self.last_move >= self.move_interval:
new_position = (self.position[0], self.position[1] + 1)
if self.isLegal(self.cur_layout, new_position):
self.position = new_position
self.refresh_bircks()
self.last_move = time
else:
self.stop()
def rotate(self):
new_direction = (self.direction + 1) % len(self.bricks_layout)
new_layout = self.bricks_layout[new_direction]
if not self.isLegal(new_layout, self.position):
return
self.direction = new_direction
self.cur_layout = new_layout
for (brick, (x, y)) in zip(self.bricks, self.cur_layout):
brick.position = (self.position[0] + x, self.position[1] + y)
self.refresh_bircks()
self.draw()
# 0: oooo
# 1: oo
# oo
# 2: o
# ooo
# 3: o
# oo
# o
# 4: o
# oo
# o
# 5: ooo
# o
# 6: ooo
# o
bricks_layout_0 = (((0, 0), (0, 1), (0, 2), (0, 3)), ((0, 1), (1, 1), (2, 1), (3, 1)))
bricks_layout_1 = (((1, 0), (2, 0), (1, 1), (2, 1)), )
bricks_layout_2 = (
((1, 0), (0, 1), (1, 1), (2, 1)),
((0, 1), (1, 0), (1, 1), (1, 2)),
((1, 2), (0, 1), (1, 1), (2, 1)),
((2, 1), (1, 0), (1, 1), (1, 2)),
)
bricks_layout_3 = (
((0, 1), (1, 1), (1, 0), (2, 0)),
((0, 0), (0, 1), (1, 1), (1, 2)),
)
bricks_layout_4 = (
((0, 0), (1, 0), (1, 1), (2, 1)),
((1, 0), (1, 1), (0, 1), (0, 2)),
)
bricks_layout_5 = (
((0, 0), (1, 0), (1, 1), (1, 2)),
((0, 2), (0, 1), (1, 1), (2, 1)),
((1, 0), (1, 1), (1, 2), (2, 2)),
((2, 0), (2, 1), (1, 1), (0, 1)),
)
bricks_layout_6 = (
((2, 0), (1, 0), (1, 1), (1, 2)),
((0, 0), (0, 1), (1, 1), (2, 1)),
((0, 2), (1, 2), (1, 1), (1, 0)),
((2, 2), (2, 1), (1, 1), (0, 1)),
)
field_width, field_height = 16, 30
brick_size = 4
field_map = [[0 for i in range(field_width)] for i in range(field_height)]
field_bricks = []
score = 0
running = True
threshhold = 400
def drawField():
for brick in field_bricks:
brick.draw()
def getBlock():
block_type = random.randint(0, 6)
if block_type == 0:
return Block(bricks_layout_0, random.randint(0, len(bricks_layout_0) - 1))
elif block_type == 1:
return Block(bricks_layout_1, random.randint(0, len(bricks_layout_1) - 1))
elif block_type == 2:
return Block(bricks_layout_2, random.randint(0, len(bricks_layout_2) - 1))
elif block_type == 3:
return Block(bricks_layout_3, random.randint(0, len(bricks_layout_3) - 1))
elif block_type == 4:
return Block(bricks_layout_4, random.randint(0, len(bricks_layout_4) - 1))
elif block_type == 5:
return Block(bricks_layout_5, random.randint(0, len(bricks_layout_5) - 1))
elif block_type == 6:
return Block(bricks_layout_6, random.randint(0, len(bricks_layout_6) - 1))
def run():
global running
btn_n_stat, btn_o_stat, btn_t_stat, btn_p_stat = [0] * 4
while running:
cur_block = getBlock()
if not cur_block.isLegal(cur_block.cur_layout, cur_block.position):
cur_block.draw()
running = False
continue
while not cur_block.stopped:
oled.fill(0)
ticks = time.ticks_ms()
cur_block.update(ticks)
drawField()
oled.show()
if touchPad_T.read() < threshhold and btn_t_stat == 0:
cur_block.rotate()
btn_t_stat = 1
elif touchPad_T.read() >= threshhold:
btn_t_stat = 0
if touchPad_P.read() < threshhold and btn_p_stat == 0:
cur_block.down()
btn_p_stat = 1
elif touchPad_P.read() >= threshhold:
btn_p_stat = 0
if touchPad_N.read() < threshhold and btn_n_stat == 0:
cur_block.left()
btn_n_stat = 1
elif touchPad_N.read() >= threshhold:
btn_n_stat = 0
if touchPad_O.read() < threshhold and btn_o_stat == 0:
cur_block.right()
btn_o_stat = 1
elif touchPad_O.read() >= threshhold:
btn_o_stat = 0
oled.fill(0)
oled.text('Game over!', 25, 20)
oled.text('Score:%d' % score, 25, 32)
oled.show()
if __name__ == '__main__':
run()
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