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old main.py
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#!/usr/bin/env python3
#TODO: fix the row animation
import pygame
import sys
import random
import time
from copy import deepcopy
BOX_SIZE = 20 # how big each square is
SCREEN_WIDTH, SCREEN_HEIGHT = (350, 530)
X_MARGIN, Y_MARGIN = (15, 115) # padding between game board and SCREEN edge
BOARD_WIDTH, BOARD_HEIGHT = (10, 20) # rows and columns of game board
BG_COLOR = (120, 120, 120)
BOARD_COLOR = (0, 0, 0)
BORDER_COLOR = (255, 255, 255)
TEXT_COLOR = (255, 255, 255)
MOVEMENT_FREQ = .2 # how quickly the player can move the pieces
FPS = 30
COLORS = ['red', 'blue', 'white', 'black', 'green'] # also used for filenames
SOUNDS = ['break', 'over', 'rotate', 'select']
# o = block, / = next row, _ = blank
SHAPES = {
'O': 'oo/oo',
'J': 'o/ooo',
'L': 'ooo/o',
'I': 'oooo',
'S': '_oo/oo',
'Z': 'oo/_oo',
'T': 'ooo/_o',
'*': 'o'
}
NEXT_RECT = pygame.Rect(X_MARGIN*2+BOX_SIZE*BOARD_WIDTH, Y_MARGIN+25, 100, 100)
PAUSE_RECT = pygame.Rect(X_MARGIN*2+BOX_SIZE*BOARD_WIDTH, Y_MARGIN+25*2+NEXT_RECT.height, 100, 100)
HELP_RECT = pygame.Rect(X_MARGIN*2+BOX_SIZE*BOARD_WIDTH, 25+PAUSE_RECT.bottomleft[1], 100, 100)
def terminate():
pygame.quit()
sys.exit()
class Piece:
@staticmethod
def to_array(shape_string):
rows = shape_string.split('/')
height = len(rows)
width = max(len(r) for r in rows)
arr = [[None for x in range(width)] for y in range(height)]
#print('Rows: %s'%rows)
#print('Size: %sx%s'%(width, height))
for x in range(width):
for y in range(height):
try:
value = rows[y][x]
except IndexError:
value = None
if value is not None:
if value == '_':
continue
else:
arr[y][x] = 'o'
return arr
# x, y on board, shape is either string or shape key
def __init__(self, x=None, y=-2, shape=None, color=None):
# must initialize shape first
# take shape input
if shape is None:
self.shape = random.choice(list(SHAPES.values()))
else:
if shape in list(SHAPES.keys()):
self.shape = SHAPES[shape]
else:
self.shape = shape
# convert shape string to array
if isinstance(self.shape, str):
self.shape = self.to_array(self.shape)
if x is None:
self.x = int(BOARD_WIDTH / 2) - int(self.width / 2)
else:
self.x = x
self.y = y
if color is None:
self.color = random.choice(COLORS)
else:
self.color = color
def rotate(self):
# some explain: convert zip to list and each tuple inside to list
center = (self.width//2, self.height//2)
self.shape = list(list(x) for x in zip(*reversed(self.shape)))
new_center = (self.width//2, self.height//2)
self.x -= new_center[0] - center[0]
self.y -= new_center[1] - center[1]
return self
def is_valid_index(self, x, y):
if self.get_at(x, y):
return True
return False
@property
def max_size(self):
return max([self.width, self.height])
@property
def width(self):
return len(self.shape[0])
@property
def height(self):
return len(self.shape)
def get_at(self, x, y):
return self.shape[y][x]
def draw(self, pixel_x=None, pixel_y=None):
if pixel_x is None and pixel_y is None:
pixel_x, pixel_y = to_pixel_coords(self.x, self.y)
for x in range(self.width):
for y in range(self.height):
value = self.get_at(x, y)
if value:
draw_box(None, None, self.color, pixel_x + (BOX_SIZE*x), pixel_y + (BOX_SIZE*y))
def __str__(self):
return str(self.shape)
def __repr__(self):
return 'Piece(x=%s, y=%s, shape=%s, rotation=%s, color=%s)'%(self.x, self.y, self.shape, self.rotation, self.color)
def draw_buttons():
pygame.draw.rect(SCREEN, (0, 0, 0), PAUSE_RECT, 5)
pygame.draw.rect(SCREEN, (125, 255, 0), PAUSE_RECT)
surf = NORMAL_FONT.render('Pause', True, TEXT_COLOR)
surf_rect = surf.get_rect()
surf_rect.center = PAUSE_RECT.center
SCREEN.blit(surf, surf_rect)
pygame.draw.rect(SCREEN, (0, 0, 0), HELP_RECT, 5)
pygame.draw.rect(SCREEN, (255, 125, 0), HELP_RECT)
surf = NORMAL_FONT.render('Help', True, TEXT_COLOR)
surf_rect = surf.get_rect()
surf_rect.center = HELP_RECT.center
SCREEN.blit(surf, surf_rect)
def wait_for_keypress():
while True:
if check_for_keypress():
return
def check_for_keypress():
for event in pygame.event.get([pygame.KEYUP, pygame.KEYDOWN]):
if event.type == pygame.QUIT:
terminate()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
terminate()
continue
return event.key
return None
def draw_background():
SCREEN.fill(BG_COLOR)
SCREEN.blit(IMAGES['title'], (0,0))
# run one round of brick game
def run_game():
board = get_empty_board()
last_move_down_time = time.time()
last_move_sideways_time = time.time()
last_fall_time = time.time()
moving_down = False
moving_left = False
moving_right = False
score = 0
level, fall_freq = calculate_lvl_and_freq(score)
next_piece = Piece()
falling_piece = Piece()
paused = False
helping = False
while True:
# events
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()
elif event.type == pygame.MOUSEBUTTONDOWN:
if PAUSE_RECT.collidepoint(pygame.mouse.get_pos()) and not helping:
paused = not paused
elif HELP_RECT.collidepoint(pygame.mouse.get_pos()):
helping = not helping
paused = helping
elif event.type == pygame.KEYDOWN:
k = event.key
if k == pygame.K_ESCAPE:
terminate()
if k == pygame.K_p:
# toggle pause
paused = not paused
if k == pygame.K_UP:
# rotate
rotated = deepcopy(falling_piece)
rotated.rotate()
if is_valid_position(board, rotated):
falling_piece = rotated
elif k == pygame.K_DOWN:
# move downwards faster
moving_down = True
if is_valid_position(board, falling_piece, adj_y=1):
falling_piece.y += 1
last_move_down_time = time.time()
elif k == pygame.K_LEFT and is_valid_position(board, falling_piece, adj_x=-1):
# move left
falling_piece.x -= 1
moving_left = True
moving_right = False
last_move_sideways_time = time.time()
elif k == pygame.K_RIGHT and is_valid_position(board, falling_piece, adj_x=1):
# move right
falling_piece.x += 1
moving_left = False
moving_right = True
last_move_sideways_time = time.time()
elif k == pygame.K_SPACE:
# drop to bottom
moving_down = False
moving_left = False
moving_right = False
y = 0
for i in range(1, BOARD_HEIGHT):
if not is_valid_position(board, falling_piece, adj_y=i):
break
y = i
falling_piece.y += y
elif event.type == pygame.KEYUP:
k = event.key
if k == pygame.K_LEFT:
moving_left = False
elif k == pygame.K_RIGHT:
moving_right = False
elif k == pygame.K_DOWN:
moving_down = False
#don't update if paused
hide_info = paused or helping
# do updating:
# no more input, now for updating
# user move it sideways
if not hide_info:
pygame.mixer.music.unpause()
if (moving_left or moving_right) and time.time() - last_move_sideways_time > MOVEMENT_FREQ:
if moving_left and is_valid_position(board, falling_piece, adj_x=-1):
falling_piece.x -= 1
if moving_right and is_valid_position(board, falling_piece, adj_x=1):
falling_piece.x += 1
last_move_sideways_time = time.time()
# user move down
if moving_down and time.time() - last_move_down_time > MOVEMENT_FREQ and is_valid_position(board, falling_piece, adj_y=1):
falling_piece.y += 1
last_move_down_time = time.time()
# natural fall`
if time.time() - last_fall_time > fall_freq:
# landed?
if not is_valid_position(board, falling_piece, adj_y=1):
add_to_board(board, falling_piece)
# use list from removing lines to change score and animate
removed_lines = remove_complete_lines(board)
score += removed_lines
level, fall_freq = calculate_lvl_and_freq(score)
falling_piece = None
else:
falling_piece.y += 1
last_fall_time = time.time()
# tick falling piece or detect lose
if falling_piece is None:
falling_piece = next_piece
next_piece = Piece()
last_fall_time = time.time()
# check top blocks to determine GAME OVER
if not is_valid_position(board, falling_piece):
return (level, score)
for x in range(3, BOARD_WIDTH-4):
if board[0][x] is not None:
return (level, score)
else:
pygame.mixer.music.pause()
# display, but don't draw crucial game info if help or pause is shown
draw_background()
draw_board(board, hide_info)
draw_next_piece(next_piece, hide_info)
draw_buttons()
if falling_piece is not None and not hide_info: # there might not be a current falling piece
falling_piece.draw()
draw_status(score, level)
if helping:
show_help()
elif paused:
show_pause()
pygame.display.flip()
FPS_CLOCK.tick(FPS)
def show_game_over():
surf = BIG_FONT.render('GAME OVER', True, (0, 0, 255))
surf_rect = surf.get_rect()
surf_rect.center = (X_MARGIN + (BOX_SIZE * BOARD_WIDTH / 2), SCREEN_HEIGHT / 2)
SCREEN.blit(surf, surf_rect)
surf = BIG_FONT.render('GAME OVER', True, TEXT_COLOR)
surf_rect = surf.get_rect()
surf_rect.center = (2 + X_MARGIN + (BOX_SIZE * BOARD_WIDTH / 2), 2 + SCREEN_HEIGHT / 2)
SCREEN.blit(surf, surf_rect)
def to_pixel_coords(box_x, box_y):
x = X_MARGIN + (box_x * BOX_SIZE)
y = Y_MARGIN + (box_y * BOX_SIZE)
return x, y
def draw_box(box_x, box_y, color, pixel_x=None, pixel_y=None, draw_blank=False):
# pixel args override box coords
if pixel_x is None and pixel_y is None:
pixel_x, pixel_y = to_pixel_coords(box_x, box_y)
the_rect = (pixel_x, pixel_y, BOX_SIZE, BOX_SIZE)
if color is None:
if draw_blank:
pygame.draw.rect(SCREEN, BOARD_COLOR, the_rect)
else:
return
else:
SCREEN.blit(IMAGES[color], the_rect)
def draw_board(board, hide_info=False):
# draw border
pygame.draw.rect(SCREEN, BORDER_COLOR, (X_MARGIN, Y_MARGIN, BOARD_WIDTH*BOX_SIZE, BOARD_HEIGHT*BOX_SIZE), 5)
# draw background
pygame.draw.rect(SCREEN, BOARD_COLOR, (X_MARGIN, Y_MARGIN, BOARD_WIDTH*BOX_SIZE, BOARD_HEIGHT*BOX_SIZE))
if hide_info:
return
for x in range(BOARD_WIDTH):
for y in range(BOARD_HEIGHT):
cell = board[y][x]
draw_box(x, y, cell)
def get_empty_board():
return [[None for x in range(BOARD_WIDTH)] for y in range(BOARD_HEIGHT)]
def is_on_board(x, y):
return 0 <= x < BOARD_WIDTH and y < BOARD_HEIGHT
def add_to_board(board, piece):
for x in range(piece.width):
for y in range(piece.height):
if piece.get_at(x, y) is not None:
board[y + piece.y][x + piece.x] = piece.color
def calculate_lvl_and_freq(score):
level = int(score / 10) + 1
fall_freq = .27 - (level * .02)
return level, fall_freq
def is_complete_line(board, y):
for x in range(BOARD_WIDTH):
if board[y][x] is None:
return False
return True
def remove_complete_lines(board):
lines_removed = 0
y = BOARD_HEIGHT - 1 # start from bottom
while y >= 0:
if is_complete_line(board, y):
lines_removed += 1
for pull_down_y in range(y, 0, -1):
for x in range(BOARD_WIDTH):
board[pull_down_y][x] = board[pull_down_y-1][x]
# clear top line
for x in range(BOARD_WIDTH):
board[0][x] = None
else:
y -= 1
if lines_removed > 0:
SOUNDS['break'].play()
else:
SOUNDS['rotate'].play()
return lines_removed
def is_valid_position(board, piece, adj_x=0, adj_y=0):
for x in range(piece.width):
for y in range(piece.height):
is_above_board = y + piece.y + adj_y < 0
if is_above_board or piece.get_at(x, y) is None:
continue
if not is_on_board(x + piece.x + adj_x, y + piece.y + adj_y):
return False
if board[y + piece.y + adj_y][x + piece.x + adj_x] is not None:
return False
return True
def draw_status(score, level):
score_surf = NORMAL_FONT.render("Score: %s"%score, True, TEXT_COLOR)
score_rect = score_surf.get_rect()
score_rect.bottomleft = (X_MARGIN, Y_MARGIN-5)
SCREEN.blit(score_surf, score_rect)
level_surf = NORMAL_FONT.render("Level: %s"%level, True, TEXT_COLOR)
level_rect = level_surf.get_rect()
level_rect.bottomleft = (2*X_MARGIN+BOX_SIZE*BOARD_WIDTH, Y_MARGIN-5)
SCREEN.blit(level_surf, level_rect)
def draw_next_piece(next_piece, hide_info=False):
next_area = NEXT_RECT
pygame.draw.rect(SCREEN, BORDER_COLOR, next_area, 5)
pygame.draw.rect(SCREEN, BOARD_COLOR, next_area)
surf = NORMAL_FONT.render("Next:", True, TEXT_COLOR)
rect = surf.get_rect()
rect.topleft = (next_area.topleft[0], next_area.topleft[1]-25)
SCREEN.blit(surf, rect)
if hide_info:
return
center_x = BOX_SIZE * next_piece.width / 2
center_y = BOX_SIZE * next_piece.height / 2
next_piece.draw(pixel_x=next_area.center[0]-center_x, pixel_y=next_area.center[1]-center_y)
def show_pause():
surf = BIG_FONT.render("PAUSED", True, TEXT_COLOR)
surf_rect = surf.get_rect()
surf_rect.center = (X_MARGIN+(BOX_SIZE*BOARD_WIDTH/2), SCREEN_HEIGHT/2)
SCREEN.blit(surf, surf_rect)
def show_help():
x = X_MARGIN + (BOX_SIZE * BOARD_WIDTH / 2)
y = SCREEN_HEIGHT/2
surf = BIG_FONT.render("HELP", True, TEXT_COLOR)
surf_rect = surf.get_rect()
surf_rect.center = (x, y)
SCREEN.blit(surf, surf_rect)
for i, text in enumerate(['Move piece = Arrow keys', 'Rotate piece = Up arrow key', 'Drop piece = Space key']):
surf = NORMAL_FONT.render(text, True, TEXT_COLOR)
surf_rect = surf.get_rect()
surf_rect.center = (x, y + (i+1)*30)
SCREEN.blit(surf, surf_rect)
def main():
global BIG_FONT, NORMAL_FONT, SCREEN, IMAGES, FPS_CLOCK, SOUNDS
pygame.init()
SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Raining Bricks")
FPS_CLOCK = pygame.time.Clock()
# load necessary details
NORMAL_FONT = pygame.font.Font('freesansbold.ttf', 15)
BIG_FONT = pygame.font.Font('freesansbold.ttf', 25)
# load images from color list
IMAGES = {x: pygame.image.load('assets/%s brick.png'%x) for x in COLORS}
IMAGES['title'] = pygame.image.load('assets/title.png')
# load sounds in a similar way
SOUNDS = {x: pygame.mixer.Sound('assets/%s.ogg'%x) for x in SOUNDS}
for s in SOUNDS.values():
s.set_volume(.25)
while True:
# play music until g.o.
pygame.mixer.music.load('assets/song.mid')
pygame.mixer.music.play(-1)
level, score = run_game() # get level and score for game over screen
pygame.mixer.music.stop()
SOUNDS['over'].play()
show_game_over()
pygame.display.update()
time.sleep(3)
if __name__ == '__main__':
main()