#!/usr/bin/env python3 # ---------------------------------------------------------------------------- # "THE BEER-WARE LICENSE" (Revision 42): # wrote this file. As long as you retain this notice # you can do whatever you want with this stuff. If we meet some day, and you # think this stuff is worth it, you can buy me a beer in return. Thomas Buck # ---------------------------------------------------------------------------- from scroll import ScrollText import time import random import util class Tetris: def __init__(self, g, i, ts = 0.5, to = 60.0, w = 10, h = 22): self.gui = g self.input = i self.timestep = ts self.timeout = to self.width = min(w, self.gui.width) self.height = min(h, self.gui.height) self.endText = ScrollText(self.gui, "Game Over!", "uushi", 2, 50, (251, 72, 196)) self.scoreText = ScrollText(self.gui, "Score:", "uushi", 2, 50, (63, 255, 33)) self.bg = (0, 0, 0) self.colors = [ (251, 72, 196), # camp23 pink (63, 255, 33), # camp23 green (255, 0, 0), #(0, 255, 0), (0, 0, 255), (255, 255, 0), (0, 255, 255), (255, 0, 255), #(255, 255, 255), ] DrawText = util.getTextDrawer() self.text = [] self.text.append(DrawText(self.gui, self.colors[1])) # Green, "Score" self.text.append(DrawText(self.gui, self.colors[0])) # Pink, Score Number self.text.append(DrawText(self.gui, self.colors[4])) # Yellow, "Paused" self.text.append(DrawText(self.gui, self.colors[5])) # Blue, "next" self.text.append(DrawText(self.gui, self.colors[0])) # Pink, "Tetris" self.text.append(DrawText(self.gui, self.colors[5])) # Blue, "up" self.text[0].setText("Score:", "tom-thumb") self.text[1].setText("0", "tom-thumb") self.text[2].setText("Paused", "tom-thumb") self.text[3].setText("next", "tom-thumb") self.text[4].setText("Tetris", "tom-thumb") self.text[5].setText("up", "tom-thumb") # all [y][x] sub-lists must be the same length self.pieces = [ # "I" [ [1], [1], [1], [1], ], # "L" [ [1, 0], [1, 0], [1, 1], ], # "J" [ [0, 1], [0, 1], [1, 1], ], # "T" [ [1, 1, 1], [0, 1, 0], ], # "O" [ [1, 1], [1, 1], ], # "S" [ [0, 1, 1], [1, 1, 0], ], # "Z" [ [1, 1, 0], [0, 1, 1], ], ] self.max_width = 0 self.max_height = 0 for piece in self.pieces: if len(piece) > self.max_height: self.max_height = len(piece) if len(piece[0]) > self.max_width: self.max_width = len(piece[0]) self.max_width += 2 self.max_height += 2 self.x_off = 1 self.y_off = self.gui.height - self.height - 3 self.next_x_off = self.gui.panelW - self.max_width - 3 self.next_y_off = self.gui.panelH - self.max_height - 3 random.seed() self.restart() def restart(self): self.start = time.time() self.last = time.time() self.button = None self.score = 0 self.text[1].setText(str(self.score), "tom-thumb") self.done = False self.data = [[self.bg for y in range(self.height)] for x in range(self.width)] self.piece = None self.next_piece = None self.old_keys = { "left": False, "right": False, "up": False, "down": False, "a": False, "b": False, "x": False, "y": False, "l": False, "r": False, "start": False, "select": False, } self.pause = False def finished(self): if self.input == None: # backup timeout for "AI" if (time.time() - self.start) >= self.timeout: return True if self.done: # game over screen return self.scoreText.finished() return False def collision(self): # check for collision of piece with data pos = (self.piece[2], self.piece[3]) for y in range(0, len(self.piece[0])): for x in range(0, len(self.piece[0][y])): # only check where piece actually is if self.piece[0][y][x] == 0: continue # check for collision with bottom wall if (y + pos[1]) >= self.height: return True # check for collision with right wall if (x + pos[0]) >= self.width: return True # check for collision with previous pieces if self.data[x + pos[0]][y + pos[1]] != self.bg: return True return False # copy piece into data buffer def put(self, clear, pos = None, pie = None): position = pos if position == None: position = (self.piece[2], self.piece[3]) piece = pie if piece == None: piece = self.piece[0] for y in range(0, len(piece)): for x in range(0, len(piece[y])): # only set or clear where piece actually is if piece[y][x] == 0: continue if clear: self.data[x + position[0]][y + position[1]] = self.bg else: self.data[x + position[0]][y + position[1]] = self.piece[1] def checkWin(self): had_data = False for y in range(0, self.height): line_full = True for x in range(0, self.width): if self.data[x][y] == self.bg: line_full = False else: had_data = True if had_data and line_full: self.score += 1 self.text[1].setText(str(self.score), "tom-thumb") # move stuff above into this line for y2 in reversed(range(1, y + 1)): for x in range(0, self.width): self.data[x][y2] = self.data[x][y2 - 1] # clear out top line for x in range(0, self.width): self.data[x][0] = self.bg # check for complete win board_clear = (self.piece == None) for y in range(0, self.height): for x in range(0, self.width): if self.data[x][y] != self.bg: board_clear = False if board_clear == False: break if board_clear == False: break return board_clear def step(self): if self.next_piece == None: # select a new piece type and color self.next_piece = [ self.pieces[random.randrange(0, len(self.pieces))], # piece self.colors[random.randrange(0, len(self.colors))], # color 0, # x 0, # y ] # center the piece on top of the playing board self.next_piece[2] = int((self.width - len(self.next_piece[0][0])) / 2) # offsets for drawing the next piece self.piece_x_off = int((self.max_width - len(self.next_piece[0][0])) / 2) self.piece_y_off = int((self.max_height - len(self.next_piece[0])) / 2) if self.piece == None: justPlaced = True self.piece = self.next_piece self.next_piece = None if self.collision(): # new piece immediately collided. game over! return False # copy piece into data buffer self.put(False) # don't move in the placement-step return True oldPosition = (self.piece[2], self.piece[3]) oldPiece = [x[:] for x in self.piece[0]] # button input if self.button == "u": # rotate piece # https://stackoverflow.com/a/48444999 self.piece[0] = [list(x) for x in zip(*self.piece[0][::-1])] elif self.button == "l": if self.piece[2] > 0: self.piece[2] -= 1 elif self.button == "r": if self.piece[2] < (self.width - 1): self.piece[2] += 1 else: # one pixel down self.piece[3] += 1 # clear out piece from its old location self.put(True, oldPosition, oldPiece) collision = self.collision() if collision: # piece collided, put it back self.put(False, oldPosition, oldPiece) self.piece[0] = oldPiece self.piece[2] = oldPosition[0] self.piece[3] = oldPosition[1] if (self.button != "l") and (self.button != "r") and (self.button != "u"): # but only stop playing it if it was moving down self.piece = None # check for cleared line if self.checkWin(): return False else: # copy piece at new location into buffer self.put(False) # clear previous input self.button = None return True def buttons(self): keys = self.input.get() if keys["left"] and (not self.old_keys["left"]) and (not self.old_keys["select"]): self.button = "l" elif keys["right"] and (not self.old_keys["right"]) and (not self.old_keys["select"]): self.button = "r" elif keys["up"] and (not self.old_keys["up"]) and (not self.old_keys["select"]): self.button = "u" elif keys["down"] and (not self.old_keys["select"]): self.button = "d" elif (keys["select"] and keys["start"] and (not self.old_keys["start"])) or (keys["start"] and keys["select"] and (not self.old_keys["select"])): self.restart() elif keys["start"] and (not self.old_keys["start"]) and (not self.old_keys["select"]): self.pause = not self.pause elif self.done and keys["start"] and (not self.old_keys["start"]): self.restart() elif self.done and keys["a"] and (not self.old_keys["a"]): self.restart() elif self.done and keys["b"] and (not self.old_keys["b"]): self.restart() elif self.done and keys["x"] and (not self.old_keys["x"]): self.restart() elif self.done and keys["y"] and (not self.old_keys["y"]): self.restart() self.old_keys = keys.copy() def draw_stats(self, off): x_off, y_off = off self.text[0].draw(-x_off - 2, y_off - 11) self.text[1].draw(-x_off - 2, y_off - 5) if self.pause: self.text[2].draw(-x_off - 2, -y_off + 11) def draw(self): if self.input != None: self.buttons() else: # TODO "AI" self.button = None if self.done: if self.endText.finished(): self.scoreText.draw() else: self.endText.draw() self.scoreText.restart() return now = time.time() if (not self.pause) and ((self.button != None) or ((now - self.last) >= self.timestep) or (now < self.last)): # don't let user stop falling pieces by moving/rotating endlessly if (self.button != "l") and (self.button != "r") and (self.button != "u"): self.last = now cont = self.step() if cont == False: self.done = True self.scoreText.setText("Score: " + str(self.score), "uushi") self.endText.restart() # static text self.text[4].draw(-2, -11) self.text[3].draw(-14, 5) self.text[5].draw(-14, 12) # draw play area and border for x in range(-1, self.width + 1): for y in range(-1, self.height + 1): c = self.colors[1] # border color if (x >= 0) and (y >= 0) and (x < self.width) and (y < self.height): c = self.data[x][y] self.gui.set_pixel(x + 1 + self.x_off, y + 1 + self.y_off, c) # draw next piece and border for x in range(-1, self.max_width + 1): for y in range(-1, self.max_height + 1): c = self.colors[0] # border color if (x >= 0) and (y >= 0) and (x < self.max_width) and (y < self.max_height): if self.next_piece == None: c = (0, 0, 0) else: if (y >= self.piece_y_off) and (y < (len(self.next_piece[0]) + self.piece_y_off)) and (x >= self.piece_x_off) and (x < (len(self.next_piece[0][0]) + self.piece_x_off)): if self.next_piece[0][y - self.piece_y_off][x - self.piece_x_off] != 0: c = self.next_piece[1] else: c = (0, 0, 0) else: c = (0, 0, 0) self.gui.set_pixel(x + 1 + self.next_x_off, y + 1 + self.next_y_off, c) # find position for stats stats_off = None if self.gui.width > self.gui.panelW: stats_off = (self.gui.panelW, 0) elif self.gui.height > self.gui.panelH: stats_off = (0, self.gui.panelH) # second screen with stats if stats_off != None: self.draw_stats(stats_off) if __name__ == "__main__": # Need to import InputWrapper before initializing RGB Matrix on Pi from gamepad import InputWrapper i = InputWrapper() t = util.getTarget(i) # show splash screen while initializing from splash import SplashScreen splash = SplashScreen(t) t.loop_start() splash.draw() t.loop_end() d = Tetris(t, i) util.loop(t, d.draw)