Cleanup code. /JL
This commit is contained in:
@@ -57,7 +57,6 @@ class Brick:
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def rotate(self):
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def rotate(self):
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new_shape = self.rotate_clockwise(self.shape)
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new_shape = self.rotate_clockwise(self.shape)
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print(new_shape)
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if not self.collision(new_shape, self.x, self.y):
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if not self.collision(new_shape, self.x, self.y):
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self.shape = new_shape
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self.shape = new_shape
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self.rows = len(self.shape)
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self.rows = len(self.shape)
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@@ -65,7 +64,6 @@ class Brick:
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self.width = self.cols * globals.TILE_SIZE
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self.width = self.cols * globals.TILE_SIZE
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self.height = self.rows * globals.TILE_SIZE
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self.height = self.rows * globals.TILE_SIZE
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self.draw_brick()
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self.draw_brick()
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print(self.shape)
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def collision(self, shape, x, y):
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def collision(self, shape, x, y):
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for row_idx, row in enumerate(shape):
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for row_idx, row in enumerate(shape):
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@@ -7,7 +7,6 @@ class DropZone():
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self.dropzone = pygame.Surface((width * globals.TILE_SIZE, height * globals.TILE_SIZE))
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self.dropzone = pygame.Surface((width * globals.TILE_SIZE, height * globals.TILE_SIZE))
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self.width = width
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self.width = width
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self.height = height
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self.height = height
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print(globals.dropgrid)
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def draw(self, screen):
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def draw(self, screen):
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screen.blit(self.dropzone, (globals.TILE_SIZE * 4, globals.TILE_SIZE * 1))
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screen.blit(self.dropzone, (globals.TILE_SIZE * 4, globals.TILE_SIZE * 1))
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@@ -1,2 +1,2 @@
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pygame==2.6.1
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pygame==2.6.1
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pygamecontrols==0.1.9
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pygamecontrols==0.1.11
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33
tetris.py
33
tetris.py
@@ -10,7 +10,7 @@ from dropzone import DropZone
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from dropnext import DropNext
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from dropnext import DropNext
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from hud import Hud
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from hud import Hud
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__version__ = "0.0.5"
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__version__ = "0.1.0"
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# Constants
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# Constants
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HAT_REPEAT_DELAY = 0 # milliseconds before first repeat
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HAT_REPEAT_DELAY = 0 # milliseconds before first repeat
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@@ -46,11 +46,7 @@ class Tetris:
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self.dropnext = DropNext(width = TILE_SIZE * 4, height = TILE_SIZE * 4)
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self.dropnext = DropNext(width = TILE_SIZE * 4, height = TILE_SIZE * 4)
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self.current = Brick(brick = randrange(0, len(BRICKS)), state = enums.BrickState.Current)
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self.current = Brick(brick = randrange(0, len(BRICKS)), state = enums.BrickState.Current)
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print(self.current.shape)
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print(self.current.color)
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self.next = Brick(brick = randrange(0, len(BRICKS)))
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self.next = Brick(brick = randrange(0, len(BRICKS)))
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print(self.next.shape)
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print(self.next.color)
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self.clock = pygame.time.Clock()
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self.clock = pygame.time.Clock()
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self.rumble_timer = pygame.time.get_ticks()
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self.rumble_timer = pygame.time.get_ticks()
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@@ -147,12 +143,13 @@ class Tetris:
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self.dropzone.draw_brick(self.current.brick, self.current.location)
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self.dropzone.draw_brick(self.current.brick, self.current.location)
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case pygame.JOYBUTTONDOWN:
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case pygame.JOYBUTTONDOWN:
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if event.button == 2:
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match event.button:
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if self.current.direction == enums.BrickDirection.Dropped:
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case self.rotate_button:
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break
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if self.current.direction == enums.BrickDirection.Dropped:
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self.current.rotate()
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break
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self.dropzone.draw_brick(self.current.brick, self.current.location)
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self.current.rotate()
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elif event.button == 0:
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self.dropzone.draw_brick(self.current.brick, self.current.location)
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case self.drop_button:
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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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break
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break
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self.current.drop()
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self.current.drop()
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@@ -188,6 +185,20 @@ class Tetris:
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# joystick, filling up the list without needing to create them manually.
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# joystick, filling up the list without needing to create them manually.
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self.joy = pygame.joystick.Joystick(event.device_index)
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self.joy = pygame.joystick.Joystick(event.device_index)
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self.joysticks[self.joy.get_instance_id()] = PC.controller.Controllers(self.joy)
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self.joysticks[self.joy.get_instance_id()] = PC.controller.Controllers(self.joy)
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# Get joypad mappings
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if "triangle button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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self.rotate_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["triangle button"]
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elif "Y button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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self.rotate_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["Y button"]
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print(f"Rotate button :{self.rotate_button}")
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if "cross button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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self.drop_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["cross button"]
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elif "A button" in self.joysticks[self.joy.get_instance_id()].controllers[0].mapping:
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self.drop_button = self.joysticks[self.joy.get_instance_id()].controllers[0].mapping["A button"]
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print(f"Drop button :{self.drop_button}")
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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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