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main.py
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253 lines (219 loc) · 9.69 KB
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import os
import sounds
import pygame as pg
from menu import Menu
from default_player import DefaultPlayer
from coop_player import CoopPlayer
from grid import Grid
text_color = (255, 255, 255)
# screen variables
min_screen_coord = (0, 0)
solo_max_screen_coord = (640, 720)
coop_max_screen_coord = (960, 720)
multiplayer_max_screen_coord = (1280, 720)
screen_res = solo_max_screen_coord
menu_coord = (screen_res[0] / 2, screen_res[1] / 4)
time_coord = (20, 200)
fps_coord = (20, 250)
FPS = 60
block_size = 30
glow_size = 25
display_fps = False
display_time = True
# key repeat
delay = 100 # milliseconds
interval = 50 # milliseconds
# game resources
font_file = 'SadanaSquare.ttf'
def write(font, message, color):
text = font.render(str(message), True, color)
text = text.convert_alpha()
return text
def main():
pg.init()
pg.display.set_caption("Tetris")
screen = pg.display.set_mode(solo_max_screen_coord)
pg.key.set_repeat(delay, interval)
normal_blocks_path = os.path.join('sprites', 'blocks.png')
assist_blocks_path = os.path.join('sprites', 'assist_blocks.png')
glow_blocks_path = os.path.join('sprites', 'glow_blocks.png')
game_background_path = os.path.join('sprites', 'background.png')
menu_background_path = os.path.join('sprites', 'background.png')
grid_background_path = os.path.join('sprites', 'grid_background.png')
# load backgrounds
background_original = pg.image.load(game_background_path).convert()
grid_background = pg.image.load(grid_background_path).convert()
# load font
font = pg.font.Font(os.path.join('fonts', font_file), 38)
# load and scale all blocks (each tetromino has its own block color)
def load_blocks(path, size, blocks_number):
blocks_list = []
blocks = pg.image.load(path).convert_alpha()
blocks = pg.transform.scale(blocks, (size * blocks_number, size))
for i in range(blocks_number):
block_surface = blocks.subsurface(i * size, 0, size, size)
blocks_list.append(block_surface)
return blocks_list
normal_blocks = load_blocks(normal_blocks_path, block_size, 8)
assist_blocks = load_blocks(assist_blocks_path, block_size, 7)
glow_blocks = load_blocks(glow_blocks_path, block_size + glow_size, 7)
# (Left, Right, Rotate Clockwise, Rotate Counterclockwise, Drop, Speed Up)
arrow_keys = (pg.K_LEFT, pg.K_RIGHT, pg.K_UP, pg.K_DOWN, pg.K_SPACE, pg.K_RSHIFT)
letter_keys = (pg.K_a, pg.K_d, pg.K_w, pg.K_s, pg.K_LSHIFT, pg.K_z)
# create menu
menu_items = ['SINGLE PLAYER', 'MULTIPLAYER', 'CO-OP', 'QUIT']
main_menu = Menu('TETRIS', menu_background_path, screen_res, font_file, menu_coord)
for item in menu_items:
main_menu.add_item(item)
# when game_over is True return to main menu
while True:
display_menu = True
multiplayer = False
coop = False
while display_menu:
screen = pg.display.set_mode(solo_max_screen_coord)
background = pg.transform.scale(background_original, screen.get_size())
main_menu.show(screen)
pg.display.flip()
# wait for keyboard input
event = pg.event.wait()
user_input = main_menu.check_input(event)
if user_input == menu_items[0]: # single player
display_menu = False
elif user_input == menu_items[1]: # multiplayer
screen = pg.display.set_mode(multiplayer_max_screen_coord)
background = pg.transform.scale(background_original, screen.get_size())
multiplayer = True
display_menu = False
elif user_input == menu_items[2]: # coop
screen = pg.display.set_mode(coop_max_screen_coord)
background = pg.transform.scale(background_original, screen.get_size())
display_menu = False
coop = True
elif user_input == menu_items[3] or event.type == pg.QUIT: # quit
exit()
player_list = []
if not coop:
left_player = DefaultPlayer(grid_background, block_size, (0, 0), solo_max_screen_coord)
player_list.append(left_player)
else:
path = os.path.join('sprites', 'coop_grid_background.png')
temp = pg.image.load(path).convert()
grid = Grid(20, 20, block_size, coop_max_screen_coord, temp)
left_player = CoopPlayer(grid, block_size, (0, 0), 0)
right_player = CoopPlayer(grid, block_size, (0, 0), 1)
player_list.append(left_player)
player_list.append(right_player)
if multiplayer:
right_player = DefaultPlayer(grid_background, block_size,
(multiplayer_max_screen_coord[0] // 2, 0),
multiplayer_max_screen_coord)
player_list.append(right_player)
game_over = game_paused = False
clock = pg.time.Clock()
total_time = 0.0
dt = 1.0 / FPS
accumulator = 0.0
while not game_over:
# keyboard input
for event in pg.event.get():
if multiplayer or coop:
left_player.check_input(event, letter_keys)
right_player.check_input(event, arrow_keys)
else:
left_player.check_input(event, arrow_keys)
if event.type == pg.QUIT:
exit()
elif event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE:
game_over = True
elif event.type == pg.KEYDOWN and event.key == pg.K_m: # mute
sounds.mute = not sounds.mute
if sounds.mute:
pg.mixer.music.pause()
else:
pg.mixer.music.unpause()
elif event.type == pg.KEYDOWN and event.key == pg.K_p: # Pause the game
pause = True
sounds.pause_sound.play()
pg.mixer.music.pause()
for player in player_list:
player.display_message(screen, 'PAUSE')
pg.display.flip()
while pause:
event = pg.event.wait()
if event.type == pg.KEYDOWN and event.key == pg.K_p:
pause = False
elif event.type == pg.QUIT:
exit()
game_paused = True
pg.mixer.music.unpause()
sounds.pause_sound.play()
if game_paused:
frame_time = dt
game_paused = False
clock.tick(FPS)
else:
frame_time = clock.tick(FPS) / 1000.0 # convert to seconds
# main game loop
accumulator += frame_time
while accumulator >= dt and not game_over:
if multiplayer:
left_player.insert_lines(right_player.get_lines_cleared())
right_player.insert_lines(left_player.get_lines_cleared())
elif coop:
# all players must have the same difficulty level
max_level = 0
for player in player_list:
if player.get_difficulty_level() > max_level:
max_level = player.get_difficulty_level()
for player in player_list:
if player.get_difficulty_level() != max_level:
player.increase_difficulty_level()
for player in player_list:
player.main_loop(dt)
game_over = game_over or player.is_game_over()
accumulator -= dt
# create strings
if display_time:
total_time += frame_time
time_string = "TIME " + '{0:02d}'.format(int(total_time // 60))\
+ ":" + '{0:02d}'.format(int(total_time % 60))
time_surface = write(font, time_string, text_color)
if display_fps:
fps_string = "FPS: " + str(int(clock.get_fps()))
fps_surface = write(font, fps_string, text_color)
# Draw
screen.blit(background, min_screen_coord)
if display_time:
screen.blit(time_surface, time_coord)
if display_fps:
screen.blit(fps_surface, fps_coord)
if coop:
player_list[0].show_grid(screen, normal_blocks)
for player in player_list:
player.show(screen, normal_blocks, assist_blocks, glow_blocks)
pg.display.flip()
# end of game messages
victory_color = (0, 255, 0)
defeat_color = (255, 0, 0)
tie_color = (255, 255, 0)
tie = True
# game over is True for all the players (tie)
# game over is False for all the players (used escape to return to main menu)
for player in player_list:
tie = tie and player.is_game_over()
game_over = game_over and not player.is_game_over()
for player in player_list:
if not multiplayer or (game_over and multiplayer):
player.display_message(screen, 'GAME OVER', text_color)
elif tie:
player.display_message(screen, 'TIE', tie_color)
elif player.is_game_over():
player.display_message(screen, 'DEFEAT', defeat_color)
else:
player.display_message(screen, 'VICTORY', victory_color)
pg.display.flip()
pg.mixer.music.stop()
clock.tick(0.7)
if __name__ == '__main__':
main()