UI update 2

This commit is contained in:
dan63047 2021-05-25 22:55:39 +03:00
parent e291a01882
commit 9e6444ec07
1 changed files with 102 additions and 93 deletions

View File

@ -40,7 +40,7 @@ def strfdelta(tdelta, fmt):
class TetrisGameplay: class TetrisGameplay:
def __init__(self, level=0, buffer_zone=20, srs=True, lock_delay=True, seven_bag=True, ghost_piece=True, hold=True, hard_drop=True, handling=(167, 33), nes_mechanics=False, next_len=3): def __init__(self, level=0, buffer_zone=20, srs=True, lock_delay=True, seven_bag=True, ghost_piece=True, hold=True, hard_drop=True, handling=(167, 33), nes_mechanics=False, next_len=4):
self.buffer_y = buffer_zone self.buffer_y = buffer_zone
self.FIELD = list(range(20 + buffer_zone)) self.FIELD = list(range(20 + buffer_zone))
y = 0 y = 0
@ -227,6 +227,8 @@ class TetrisGameplay:
self.support_srs = srs self.support_srs = srs
self.handling = handling self.handling = handling
self.support_hold = hold self.support_hold = hold
self.soft_drop = False
self.soft_drop_speed = 0.5
self.nes_mechanics = nes_mechanics self.nes_mechanics = nes_mechanics
self.support_ghost_piece = ghost_piece self.support_ghost_piece = ghost_piece
self.support_lock_delay = lock_delay self.support_lock_delay = lock_delay
@ -465,7 +467,7 @@ class TetrisGameplay:
def spin(self, reverse=False): def spin(self, reverse=False):
self.reset_lock_delay() self.reset_lock_delay()
if self.current_id != 6: if self.current_id is not None and self.current_id != 6:
if reverse: if reverse:
future_spin_id = self.current_spin_id - 1 future_spin_id = self.current_spin_id - 1
else: else:
@ -476,7 +478,7 @@ class TetrisGameplay:
self.spin_is_last_move = True self.spin_is_last_move = True
return return
if self.support_srs: if self.support_srs:
if self.current_id != 5: if self.current_id is not None and self.current_id != 5:
if (self.current_spin_id == 0 or self.current_spin_id == 2) and future_spin_id == 1: if (self.current_spin_id == 0 or self.current_spin_id == 2) and future_spin_id == 1:
if not self.collision(self.current_posx-1, self.current_posy, self.current_id, future_spin_id): if not self.collision(self.current_posx-1, self.current_posy, self.current_id, future_spin_id):
self.current_spin_id = future_spin_id self.current_spin_id = future_spin_id
@ -668,7 +670,7 @@ class TetrisGameplay:
return return
def move_side(self, x_change): def move_side(self, x_change):
if not self.collision(self.current_posx + x_change, self.current_posy, self.current_id, self.current_spin_id): if self.current_id is not None and not self.collision(self.current_posx + x_change, self.current_posy, self.current_id, self.current_spin_id):
self.current_posx += x_change self.current_posx += x_change
self.reset_lock_delay() self.reset_lock_delay()
self.spin_is_last_move = False self.spin_is_last_move = False
@ -698,7 +700,7 @@ class TetrisGameplay:
self.lock_delay_run = False self.lock_delay_run = False
def move_down(self, instant=False): def move_down(self, instant=False):
if not self.collision(self.current_posx, self.current_posy + 1, self.current_id, self.current_spin_id): if self.current_id is not None and not self.collision(self.current_posx, self.current_posy + 1, self.current_id, self.current_spin_id):
if instant: if instant:
add_to_score = 0 add_to_score = 0
while not self.collision(self.current_posx, self.current_posy + 1, self.current_id, while not self.collision(self.current_posx, self.current_posy + 1, self.current_id,
@ -710,6 +712,8 @@ class TetrisGameplay:
else: else:
self.current_posy += 1 self.current_posy += 1
self.spin_is_last_move = False self.spin_is_last_move = False
if self.soft_drop:
self.score[0] += 1
return True return True
else: else:
return False return False
@ -753,25 +757,25 @@ class TetrisGameplay:
if k is not None: if k is not None:
window_x = 130 + BLOCK_SIZE * k1 window_x = 130 + BLOCK_SIZE * k1
window_y = (BLOCK_SIZE * 2 + 5) + BLOCK_SIZE * i1 window_y = (BLOCK_SIZE * 2 + 5) + BLOCK_SIZE * i1
pygame.draw.rect(win, (k.color[0], k.color[1], k.color[2]), (window_x+5, window_y+5, BLOCK_SIZE-10, BLOCK_SIZE-10), width=10, border_radius=1) pygame.draw.rect(win, (k.color[0], k.color[1], k.color[2]), (window_x+5, window_y+5, BLOCK_SIZE-10, BLOCK_SIZE-10), width=5, border_radius=1)
k1 += 1 k1 += 1
k1 = self.current_posx k1 = self.current_posx
i1 += 1 i1 += 1
x_offset = 0 y_offset = 0
for q in range(0, self.next_length): for q in range(0, self.next_length):
i1 = 0 i1 = 0
k1 = 0 k1 = 0
for i in self.TETROMINOS[self.next_queue[q]][0]: for i in self.TETROMINOS[self.next_queue[q]][0]:
for k in i: for k in i:
if k is not None: if k is not None:
window_x = 470 + 10 * k1 + x_offset window_x = 470 + 25 * k1
window_y = (BLOCK_SIZE * 2 + 30) + 10 * i1 window_y = 65 + 25 * i1 + y_offset
pygame.draw.rect(win, k.color, (window_x, window_y, 10, 10)) pygame.draw.rect(win, k.color, (window_x, window_y, 25, 25))
pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, 10, 10), width=1) pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, 25, 25), width=2)
k1 += 1 k1 += 1
k1 = 0 k1 = 0
i1 += 1 i1 += 1
x_offset += 45 y_offset += 60
if self.support_hold: if self.support_hold:
if self.hold_id is not None: if self.hold_id is not None:
i1 = 0 i1 = 0
@ -779,10 +783,10 @@ class TetrisGameplay:
for i in self.TETROMINOS[self.hold_id][0]: for i in self.TETROMINOS[self.hold_id][0]:
for k in i: for k in i:
if k is not None: if k is not None:
window_x = 90 + 10 * k1 window_x = 20 + 25 * k1
window_y = (BLOCK_SIZE * 2 + 30) + 10 * i1 window_y = 65 + 25 * i1
pygame.draw.rect(win, k.color, (window_x, window_y, 10, 10)) pygame.draw.rect(win, k.color, (window_x, window_y, 25, 25))
pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, 10, 10), width=1) pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, 25, 25), width=1)
k1 += 1 k1 += 1
k1 = 0 k1 = 0
i1 += 1 i1 += 1
@ -802,27 +806,28 @@ class TetrisGameplay:
win.blit(MEDIUM_FONT.render(f"{strfdelta(datetime.timedelta(seconds=self.game_time), '%m:%S'):>6s}", 1, (255, 255, 255)), (0, 642)) win.blit(MEDIUM_FONT.render(f"{strfdelta(datetime.timedelta(seconds=self.game_time), '%m:%S'):>6s}", 1, (255, 255, 255)), (0, 642))
if self.for_what_delay > 0.1: if self.for_what_delay > 0.1:
win.blit(FONT.render(self.for_what_score[self.for_what_id], 1, (230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25)), win.blit(FONT.render(self.for_what_score[self.for_what_id], 1, (230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25)),
(120, 670)) (300-int(FONT.size(self.for_what_score[self.for_what_id])[0]/2), 670))
win.blit( win.blit(
FONT.render(f"+{self.score_up}", 1, (230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25)), FONT.render(f"+{self.score_up}", 1, (230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25)),
(120, 695)) (300-int(FONT.size(f"+{self.score_up}")[0]/2), 695))
if self.combo > 0: if self.combo > 0:
win.blit( win.blit(
FONT.render(f"COMBO × {self.combo}", 1, ( FONT.render(f"COMBO × {self.combo}", 1, (
230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25,
230 * (min(self.for_what_delay, 1)) + 25)), 230 * (min(self.for_what_delay, 1)) + 25)),
(120, 720)) (300-int(FONT.size(f"COMBO × {self.combo}")[0]/2), 720))
if self.back_to_back > 0: if self.back_to_back > 0:
win.blit( win.blit(
FONT.render(f"BACK-TO-BACK × {self.back_to_back}", 1, ( FONT.render(f"BACK-TO-BACK × {self.back_to_back}", 1, (
230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25,
230 * (min(self.for_what_delay, 1)) + 25)), 230 * (min(self.for_what_delay, 1)) + 25)),
(120, 745)) (300-int(FONT.size(f"BACK-TO-BACK × {self.back_to_back}")[0]/2), 745))
if self.game_over: if self.game_over:
text_size_x = FONT.size("GAME")[0] text_size_x = FONT.size("GAME")[0]
pygame.draw.rect(win, (0, 0, 0), (BLOCK_SIZE * (10 / 2) - text_size_x, BLOCK_SIZE * 20 / 2, text_size_x * 2 + 10, 60)) pygame.draw.rect(win, (0, 0, 0), (223, 327, text_size_x+10, 60))
win.blit(FONT.render("GAME", 1, (255, 255, 255)), (5 + BLOCK_SIZE * 10 / 2 - text_size_x / 2, 5 + BLOCK_SIZE * 20 / 2)) pygame.draw.rect(win, (255, 0, 0), (223, 327, text_size_x + 10, 60), width=2)
win.blit(FONT.render("OVER", 1, (255, 255, 255)), (5 + BLOCK_SIZE * 10 / 2 - text_size_x / 2, 5 + BLOCK_SIZE * 20 / 2 + 25)) win.blit(FONT.render("GAME", 1, (255, 255, 255)), (230, 335))
win.blit(FONT.render("OVER", 1, (255, 255, 255)), (230, 360))
pygame.display.update() pygame.display.update()
def draw_game_stats(self, on_pause): def draw_game_stats(self, on_pause):
@ -879,8 +884,8 @@ class TetrisGameplay:
class NesLikeTetris(TetrisGameplay): class NesLikeTetris(TetrisGameplay):
def __init__(self, size_x=10, size_y=20, level=0): def __init__(self, level=0):
super().__init__(size_x, size_y, level, 2, False, False, False, False, False, False, (267, 100), True, 1) super().__init__(level, 2, False, False, False, False, False, False, (267, 100), True, 1)
def __str__(self): def __str__(self):
ans = f"size_x={len(self.FIELD[0])}, size_y={len(self.FIELD)}, Field:" ans = f"size_x={len(self.FIELD[0])}, size_y={len(self.FIELD)}, Field:"
@ -989,12 +994,12 @@ class NesLikeTetris(TetrisGameplay):
def draw_game(self): def draw_game(self):
win.fill((25, 25, 25)) win.fill((25, 25, 25))
pygame.draw.rect(win, (0, 0, 0), pygame.draw.rect(win, (0, 0, 0),
(5, (BLOCK_SIZE * 2 + 5), BLOCK_SIZE * 10, BLOCK_SIZE * 20)) (130, (BLOCK_SIZE * 2 + 5), BLOCK_SIZE * 10, BLOCK_SIZE * 20))
x = 0 x = 0
y = -self.buffer_y y = -self.buffer_y
for i in self.FIELD: for i in self.FIELD:
for k in i: for k in i:
window_x = 5 + BLOCK_SIZE * x window_x = 130 + BLOCK_SIZE * x
window_y = (BLOCK_SIZE * 2 + 5) + BLOCK_SIZE * y window_y = (BLOCK_SIZE * 2 + 5) + BLOCK_SIZE * y
if k is not None: if k is not None:
pygame.draw.rect(win, k.color, (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE)) pygame.draw.rect(win, k.color, (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE))
@ -1008,7 +1013,7 @@ class NesLikeTetris(TetrisGameplay):
for i in self.TETROMINOS[self.current_id][self.current_spin_id]: for i in self.TETROMINOS[self.current_id][self.current_spin_id]:
for k in i: for k in i:
if k is not None: if k is not None:
window_x = 5 + BLOCK_SIZE * k1 window_x = 130 + BLOCK_SIZE * k1
window_y = (BLOCK_SIZE * 2 + 5) + BLOCK_SIZE * i1 window_y = (BLOCK_SIZE * 2 + 5) + BLOCK_SIZE * i1
pygame.draw.rect(win, (int(k.color[0]*self.lock_delay_frames/30), int(k.color[1]*self.lock_delay_frames/30), int(k.color[2]*self.lock_delay_frames/30)), (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE)) pygame.draw.rect(win, (int(k.color[0]*self.lock_delay_frames/30), int(k.color[1]*self.lock_delay_frames/30), int(k.color[2]*self.lock_delay_frames/30)), (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE), width=2) pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE), width=2)
@ -1022,7 +1027,7 @@ class NesLikeTetris(TetrisGameplay):
for i in self.TETROMINOS[self.next_queue[q]][0]: for i in self.TETROMINOS[self.next_queue[q]][0]:
for k in i: for k in i:
if k is not None: if k is not None:
window_x = 5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1 + x_offset window_x = 130 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1 + x_offset
window_y = (BLOCK_SIZE * 2 + 30) + BLOCK_SIZE * i1 window_y = (BLOCK_SIZE * 2 + 30) + BLOCK_SIZE * i1
pygame.draw.rect(win, k.color, (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE)) pygame.draw.rect(win, k.color, (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE), width=1) pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE), width=1)
@ -1037,67 +1042,46 @@ class NesLikeTetris(TetrisGameplay):
for i in self.TETROMINOS[self.hold_id][0]: for i in self.TETROMINOS[self.hold_id][0]:
for k in i: for k in i:
if k is not None: if k is not None:
window_x = 5 + BLOCK_SIZE * 10 + 20 + 10 * k1 window_x = 10 + BLOCK_SIZE * k1
window_y = (BLOCK_SIZE * 2 + 75) + 10 * i1 window_y = (BLOCK_SIZE * 2 + 30) + 10 * i1
pygame.draw.rect(win, k.color, (window_x, window_y, 10, 10)) pygame.draw.rect(win, k.color, (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, 10, 10), width=1) pygame.draw.rect(win, (0, 0, 0), (window_x, window_y, BLOCK_SIZE, BLOCK_SIZE), width=1)
k1 += 1 k1 += 1
k1 = 0 k1 = 0
i1 += 1 i1 += 1
win.blit(MEDIUM_FONT.render("SCORE", 1, (255, 255, 255)), win.blit(MEDIUM_FONT.render("SCORE", 1, (255, 255, 255)), (440, 562))
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 25 + BLOCK_SIZE * 7)) win.blit(MEDIUM_FONT.render(f"{sum(self.score):5d}", 1, (255, 255, 255)), (440, 582))
total_score = sum(self.score) win.blit(MEDIUM_FONT.render("LINES", 1, (255, 255, 255)), (440, 622))
win.blit(FONT.render(f"{total_score:06d}", 1, (255, 255, 255)), win.blit(MEDIUM_FONT.render(f"{sum(self.cleared_lines):5d}", 1, (255, 255, 255)), (440, 642))
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 50 + BLOCK_SIZE * 7)) win.blit(MEDIUM_FONT.render("LV", 1, (255, 255, 255)), (80, 502))
win.blit(FONT.render("LINES", 1, (255, 255, 255)), win.blit(MEDIUM_FONT.render(f"{self.level:02d}", 1, (255, 255, 255)), (80, 522))
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 90 + BLOCK_SIZE * 7)) win.blit(MEDIUM_FONT.render("TRT", 1, (255, 255, 255)), (60, 562))
total_lines = sum(self.cleared_lines)
win.blit(FONT.render(f"{total_lines:03d}", 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 115 + BLOCK_SIZE * 7))
win.blit(FONT.render("LV", 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 155 + BLOCK_SIZE * 7))
win.blit(FONT.render(f"{self.level:02d}", 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 180 + BLOCK_SIZE * 7))
try: try:
tetris_rate = int((self.cleared_lines[3] / total_lines) * 100) tetris_rate = int((self.cleared_lines[3] / sum(self.cleared_lines)) * 100)
except ZeroDivisionError: except ZeroDivisionError:
tetris_rate = 0 tetris_rate = 0
win.blit(FONT.render("TRT", 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 + 120 + BLOCK_SIZE * k1, 155 + BLOCK_SIZE * 7))
if tetris_rate == 100: if tetris_rate == 100:
win.blit(FONT.render(f"{tetris_rate}", 1, (255, 255, 255)), win.blit(MEDIUM_FONT.render(f"{tetris_rate}", 1, (255, 255, 255)), (60, 582))
(5 + BLOCK_SIZE * 10 + 120 + BLOCK_SIZE * k1, 180 + BLOCK_SIZE * 7))
else: else:
win.blit(FONT.render(f"{tetris_rate:02d}%", 1, (255, 255, 255)), win.blit(MEDIUM_FONT.render(f"{tetris_rate:02d}%", 1, (255, 255, 255)), (60, 582))
(5 + BLOCK_SIZE * 10 + 120 + BLOCK_SIZE * k1, 180 + BLOCK_SIZE * 7)) win.blit(MEDIUM_FONT.render("TIME", 1, (255, 255, 255)), (40, 622))
win.blit(FONT.render("TIME", 1, (255, 255, 255)), win.blit(MEDIUM_FONT.render(f"{strfdelta(datetime.timedelta(seconds=self.game_time), '%m:%S'):>6s}", 1, (255, 255, 255)), (0, 642))
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 220 + BLOCK_SIZE * 7)) if self.for_what_delay > 0.1:
if self.game_time < 10: win.blit(FONT.render(self.for_what_score[self.for_what_id], 1, (
win.blit(FONT.render(strfdelta(datetime.timedelta(seconds=self.game_time), '%s.%Z'), 1, (255, 255, 255)), 230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25,
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 245 + BLOCK_SIZE * 7)) 230 * (min(self.for_what_delay, 1)) + 25)),
elif self.game_time < 60: (120, 670))
win.blit(FONT.render(strfdelta(datetime.timedelta(seconds=self.game_time), '%S.%z'), 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 245 + BLOCK_SIZE * 7))
elif self.game_time < 3600:
win.blit(FONT.render(strfdelta(datetime.timedelta(seconds=self.game_time), '%m:%S'), 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 245 + BLOCK_SIZE * 7))
else:
win.blit(FONT.render(strfdelta(datetime.timedelta(seconds=self.game_time), '%H:%M:%S'), 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 + 20 + BLOCK_SIZE * k1, 245 + BLOCK_SIZE * 7))
if self.score_up > 0:
win.blit(FONT.render(self.for_what_score[self.for_what_id], 1, (230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25)),
(5, 5 + BLOCK_SIZE * (20+2) + 5))
win.blit( win.blit(
FONT.render(f"+{self.score_up}", 1, (230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25, 230*(min(self.for_what_delay, 1))+25)), FONT.render(f"+{self.score_up}", 1, (
(5, 5 + BLOCK_SIZE * (20+2) + 30)) 230 * (min(self.for_what_delay, 1)) + 25, 230 * (min(self.for_what_delay, 1)) + 25,
230 * (min(self.for_what_delay, 1)) + 25)),
(120, 695))
if self.game_over: if self.game_over:
text_size_x = FONT.size("GAME")[0] text_size_x = FONT.size("GAME")[0]
pygame.draw.rect(win, (0, 0, 0), ( pygame.draw.rect(win, (0, 0, 0), (223, 327, text_size_x + 10, 60))
BLOCK_SIZE * (10 / 2) - text_size_x, BLOCK_SIZE * 20 / 2, text_size_x * 2 + 10, 60)) pygame.draw.rect(win, (255, 0, 0), (223, 327, text_size_x + 10, 60), width=2)
win.blit(FONT.render("GAME", 1, (255, 255, 255)), win.blit(FONT.render("GAME", 1, (255, 255, 255)), (230, 335))
(5 + BLOCK_SIZE * 10 / 2 - text_size_x / 2, 5 + BLOCK_SIZE * 20 / 2)) win.blit(FONT.render("OVER", 1, (255, 255, 255)), (230, 360))
win.blit(FONT.render("OVER", 1, (255, 255, 255)),
(5 + BLOCK_SIZE * 10 / 2 - text_size_x / 2, 5 + BLOCK_SIZE * 20 / 2 + 25))
pygame.display.update() pygame.display.update()
def draw_game_stats(self, on_pause): def draw_game_stats(self, on_pause):
@ -1159,9 +1143,10 @@ def main():
selected_gl = 0 selected_gl = 0
ticks_before_stats = 180 ticks_before_stats = 180
g = 0 g = 0
delay_before_spawn = -1
menu_select = 0 menu_select = 0
on_pause = False on_pause = False
corrupt_hard_drop = False corrupted_keys = []
field = None field = None
state = "main menu" state = "main menu"
pygame.key.set_repeat(267, 100) pygame.key.set_repeat(267, 100)
@ -1173,10 +1158,20 @@ def main():
GAME_RUN = False GAME_RUN = False
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
pressed_keys.append(event.key) pressed_keys.append(event.key)
if pygame.K_SPACE in pressed_keys and corrupt_hard_drop: if event.type == pygame.KEYUP:
pressed_keys.remove(pygame.K_SPACE) if event.key == pygame.K_SPACE and pygame.K_SPACE in corrupted_keys:
if event.type == pygame.KEYUP and event.key == pygame.K_SPACE: corrupted_keys.remove(pygame.K_SPACE)
corrupt_hard_drop = False if event.key == pygame.K_DOWN and state == "gameplay":
corrupted_keys.append(pygame.K_DOWN)
if event.key == pygame.K_UP and state == "gameplay" and pygame.K_UP in corrupted_keys:
corrupted_keys.remove(pygame.K_UP)
if event.key == pygame.K_x and state == "gameplay" and pygame.K_x in corrupted_keys:
corrupted_keys.remove(pygame.K_x)
if event.key == pygame.K_z and pygame.K_z in corrupted_keys:
corrupted_keys.remove(pygame.K_z)
for i in pressed_keys:
if i in corrupted_keys:
pressed_keys.remove(i)
keys = pygame.key.get_pressed() keys = pygame.key.get_pressed()
if state == "main menu": if state == "main menu":
draw_main_menu(menu_select, selected_level, selected_gl) draw_main_menu(menu_select, selected_level, selected_gl)
@ -1197,10 +1192,11 @@ def main():
selected_gl -= 1 selected_gl -= 1
elif state == "pregameplay": elif state == "pregameplay":
ticks_before_stats = 300 ticks_before_stats = 300
delay_before_spawn = -1
if selected_gl == 0: if selected_gl == 0:
field = TetrisGameplay(level=selected_level) field = TetrisGameplay(selected_level)
elif selected_gl == 1: elif selected_gl == 1:
field = NesLikeTetris(level=selected_level) field = NesLikeTetris(selected_level)
pygame.key.set_repeat(field.handling[0], field.handling[1]) pygame.key.set_repeat(field.handling[0], field.handling[1])
state = "gameplay" state = "gameplay"
elif state == "gameplay": elif state == "gameplay":
@ -1213,25 +1209,30 @@ def main():
state = "gameplay_stats" state = "gameplay_stats"
if pygame.K_UP in pressed_keys or pygame.K_x in pressed_keys: if pygame.K_UP in pressed_keys or pygame.K_x in pressed_keys:
field.spin() field.spin()
corrupted_keys.append(pygame.K_UP)
corrupted_keys.append(pygame.K_x)
if pygame.K_z in pressed_keys: if pygame.K_z in pressed_keys:
field.spin(True) field.spin(True)
corrupted_keys.append(pygame.K_z)
if pygame.K_c in pressed_keys and field.support_hold and not field.hold_locked: if pygame.K_c in pressed_keys and field.support_hold and not field.hold_locked:
field.hold_tetromino() field.hold_tetromino()
if pygame.K_DOWN in pressed_keys: if pygame.K_DOWN in pressed_keys:
g += 1 field.soft_drop = True
field.score[0] += 1 if pygame.K_DOWN in corrupted_keys:
field.soft_drop = False
corrupted_keys.remove(pygame.K_DOWN)
if pygame.K_LEFT in pressed_keys: if pygame.K_LEFT in pressed_keys:
field.move_side(-1) field.move_side(-1)
if pygame.K_RIGHT in pressed_keys: if pygame.K_RIGHT in pressed_keys:
field.move_side(1) field.move_side(1)
if pygame.K_SPACE in pressed_keys and not corrupt_hard_drop and field.can_hard_drop: if pygame.K_SPACE in pressed_keys and field.can_hard_drop:
field.move_down(True) field.move_down(True)
field.save_state() field.save_state()
field.clear_lines() field.clear_lines()
field.spawn_tetromino() field.spawn_tetromino()
field.lock_delay_run = False field.lock_delay_run = False
field.lock_delay_frames = 30 field.lock_delay_frames = 30
corrupt_hard_drop = True corrupted_keys.append(pygame.K_SPACE)
field.game_time += clock.get_time()/1000 field.game_time += clock.get_time()/1000
if field.for_what_delay > 0: if field.for_what_delay > 0:
field.for_what_delay -= clock.get_time()/1000 field.for_what_delay -= clock.get_time()/1000
@ -1239,6 +1240,8 @@ def main():
ticks_before_stats -= 1 ticks_before_stats -= 1
if not field.game_over: if not field.game_over:
g += field.gravity_and_lines_table()[0] g += field.gravity_and_lines_table()[0]
if field.soft_drop:
g += field.soft_drop_speed
if g > 22: if g > 22:
g = 22 g = 22
while g >= 1: while g >= 1:
@ -1247,10 +1250,16 @@ def main():
field.lock_delay_run = True field.lock_delay_run = True
else: else:
if not field.move_down(): if not field.move_down():
if delay_before_spawn == -1:
field.save_state() field.save_state()
ticks_gone = -field.clear_lines() delay_before_spawn = field.clear_lines()
field.spawn_tetromino() field.current_id = None
g -= 1 g -= 1
if field.nes_mechanics:
if delay_before_spawn > -1:
delay_before_spawn -= 1
if delay_before_spawn == 0:
field.spawn_tetromino()
if field.lock_delay_run: if field.lock_delay_run:
field.lock_delay_frames -= 1 field.lock_delay_frames -= 1
if field.lock_delay_frames <= 0 or not field.support_lock_delay: if field.lock_delay_frames <= 0 or not field.support_lock_delay: