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Piece.py
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Piece.py
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from ct_cell import *
from ct_draw import *
# Boolean that enables the ghost piece
# (Werid stuff happens if it changes during an unpaused game)
doGhost = [True]
pieceSchemaChecks = {
'C': {
"movement": {
'': {
'L': { "empty": [(-1, 0), (-1, 1)], "bounds": [(-1, 1)] },
'R': { "empty": [(2, 0), (2, 1)], "bounds": [(2, 1)] },
'D': { "empty": [(0, 2), (1, 2)], "bounds": [(0, 2)] }
}
}
}, 'S': {
"rotation": {
'H': { "empty": [(0, 0), (0, 1)], "bounds": [] },
'V': { "empty": [(2, 1), (0, 2)], "bounds": [(2, 2)] }
}, "movement": {
'H': {
'L': { "empty": [(-1, 2), (0, 1)], "bounds": [(-1, 2)] },
'R': { "empty": [(3, 1), (2, 2)], "bounds": [(3, 2)] },
'D': { "empty": [(0, 3), (1, 3), (2, 2)], "bounds": [(0, 3)] }
}, 'V': {
'L': { "empty": [(-1, 0), (-1, 1), (0, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(2, 1), (2, 2), (1, 0)], "bounds": [(2, 2)] },
'D': { "empty": [(1, 3), (0, 2)], "bounds": [(1, 3)] }
}
}
}, 'Z': {
"rotation": {
'H': { "empty": [(1, 0), (0, 2)], "bounds": [] },
'V': { "empty": [(1, 2), (2, 2)], "bounds": [(2, 2)] }
}, "movement": {
'H': {
'L': { "empty": [(-1, 1), (0, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(3, 2), (2, 1)], "bounds": [(3, 2)] },
'D': { "empty": [(0, 2), (1, 3), (2, 3)], "bounds": [(0, 3)] }
}, 'V': {
'L': { "empty": [(-1, 1), (-1, 2), (0, 0)], "bounds": [(-1, 2)] },
'R': { "empty": [(2, 0), (2, 1), (1, 2)], "bounds": [(2, 2)] },
'D': { "empty": [(0, 3), (1, 2)], "bounds": [(0, 3)] }
}
}
}, 'L': {
"rotation": {
'H': {
"CW": { "empty": [(0, 1), (0, 2), (2, 1)], "bounds": [(0, 2)] },
"CCW": { "empty": [(0, 1), (2, 0), (2, 1)], "bounds": [(0, 2)] }
}, 'V': {
"CW": { "empty": [(0, 0), (1, 0), (1, 2)], "bounds": [] },
"CCW": { "empty": [(1, 0), (1, 2), (2, 2)], "bounds": [] }
}, 'HP': {
"CW": { "empty": [(0, 1), (2, 0), (2, 1)], "bounds": [(2, 2)] },
"CCW": { "empty": [(0, 1), (0, 2), (2, 1)], "bounds": [(2, 2)] }
}, 'VP': {
"CW": { "empty": [(1, 0), (1, 2), (2, 2)], "bounds": [] },
"CCW": { "empty": [(0, 0), (1, 0), (1, 2)], "bounds": [] }
}
}, "movement": {
'H': {
'L': { "empty": [(0, 0), (0, 1), (0, 2)], "bounds": [(0, 2)] },
'R': { "empty": [(2, 0), (2, 1), (3, 2)], "bounds": [(3, 2)] },
'D': { "empty": [(1, 3), (2, 3)], "bounds": [(1, 3)] }
}, 'V': {
'L': { "empty": [(-1, 1), (-1, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(1, 2), (3, 1)], "bounds": [(3, 2)] },
'D': { "empty": [(0, 3), (1, 2), (2, 2)], "bounds": [(0, 3)] }
}, 'HP': {
'L': { "empty": [(-1, 0), (0, 1), (0, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(2, 0), (2, 1), (2, 2)], "bounds": [(2, 2)] },
'D': { "empty": [(0, 1), (1, 3)], "bounds": [(1, 3)] }
}, 'VP': {
'L': { "empty": [(-1, 1), (1, 0)], "bounds": [(-1, 1)] },
'R': { "empty": [(3, 0), (3, 1)], "bounds": [(3, 1)] },
'D': { "empty": [(0, 2), (1, 2), (2, 2)], "bounds": [(0, 2)] }
}
}
}, 'R': {
"rotation": {
'H': {
"CW": { "empty": [(0, 1), (0, 0), (2, 1)], "bounds": [(2, 2)] },
"CCW": { "empty": [(0, 1), (2, 2), (2, 1)], "bounds": [(2, 2)] }
}, 'V': {
"CW": { "empty": [(1, 0), (2, 0), (1, 2)], "bounds": [] },
"CCW": { "empty": [(1, 0), (1, 2), (0, 2)], "bounds": [] }
}, 'HP': {
"CW": { "empty": [(0, 1), (2, 2), (2, 1)], "bounds": [(0, 2)] },
"CCW": { "empty": [(0, 0), (0, 1), (2, 1)], "bounds": [(0, 2)] }
}, 'VP': {
"CW": { "empty": [(1, 0), (0, 2), (1, 2)], "bounds": [] },
"CCW": { "empty": [(1, 0), (2, 0), (1, 2)], "bounds": [] }
}
}, "movement": {
'H': {
'L': { "empty": [(-1, 2), (0, 1), (0, 0)], "bounds": [(-1, 2)] },
'R': { "empty": [(2, 0), (2, 1), (2, 2)], "bounds": [(2, 2)] },
'D': { "empty": [(0, 3), (1, 3)], "bounds": [(0, 3)] }
}, 'V': {
'L': { "empty": [(-1, 0), (-1, 1)], "bounds": [(-1, 1)] },
'R': { "empty": [(1, 0), (3, 1)], "bounds": [(3, 1)] },
'D': { "empty": [(0, 2), (1, 2), (2, 2)], "bounds": [(0, 2)] }
}, 'HP': {
'L': { "empty": [(0, 0), (0, 1), (0, 2)], "bounds": [(0, 2)] },
'R': { "empty": [(3, 0), (2, 1), (2, 2)], "bounds": [(3, 0)] },
'D': { "empty": [(1, 3), (2, 1)], "bounds": [(1, 3)] }
}, 'VP': {
'L': { "empty": [(-1, 1), (1, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(3, 1), (3, 2)], "bounds": [(3, 2)] },
'D': { "empty": [(0, 2), (1, 2), (2, 3)], "bounds": [(2, 3)] }
}
}
}, 'I': {
"rotation": {
'H': { "empty": [(0, 2), (2, 2), (3, 2)], "bounds": [(0, 3), (3, 3)] },
'V': { "empty": [(1, 0), (1, 1), (1, 3)], "bounds": [(1, 3)] }
}, "movement": {
'H': {
'L': { "empty": [(0, 0), (0, 1), (0, 2), (0, 3)], "bounds": [(0, 3)] },
'R': { "empty": [(2, 0), (2, 1), (2, 2), (2, 3)], "bounds": [(2, 3)] },
'D': { "empty": [(1, 4)], "bounds": [(1, 4)] }
}, 'V': {
'L': { "empty": [(-1, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(4, 2)], "bounds": [(4, 2)] },
'D': { "empty": [(0, 3), (1, 3), (2, 3), (3, 3)], "bounds": [(0, 3)] }
}
}
}, 'T': {
"rotation": {
'H': { "empty": [(1, 0)], "bounds": [] },
'V': { "empty": [(2, 1)], "bounds": [(2, 2)] },
'HP': { "empty": [(1, 2)], "bounds": [] },
'VP': { "empty": [(0, 1)], "bounds": [(0, 2)] }
}, "movement": {
'H': {
'L': { "empty": [(-1, 1), (0, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(3, 1), (2, 2)], "bounds": [(3, 2)] },
'D': { "empty": [(0, 2), (1, 3), (2, 2)], "bounds": [(0, 3)] }
}, 'V': {
'L': { "empty": [(0, 0), (-1, 1), (0, 2)], "bounds": [(-1, 2)] },
'R': { "empty": [(2, 0), (2, 1), (2, 2)], "bounds": [(2, 2)] },
'D': { "empty": [(0, 2), (1, 3)], "bounds": [(0, 3)] }
}, 'HP': {
'L': { "empty": [(0, 0), (-1, 1)], "bounds": [(-1, 1)] },
'R': { "empty": [(2, 0), (3, 1)], "bounds": [(3, 1)] },
'D': { "empty": [(0, 2), (1, 2), (2, 2)], "bounds": [(0, 2)] }
}, 'VP': {
'L': { "empty": [(0, 0), (0, 1), (0, 2)], "bounds": [(0, 2)] },
'R': { "empty": [(2, 0), (3, 1), (2, 2)], "bounds": [(3, 2)] },
'D': { "empty": [(1, 3), (2, 2)], "bounds": [(1, 3)] }
}
}
}
}
"""
Class for active block data
* Valid Constructor Values:
* y: [1, 19]
* Smallest block height-wise is Square, S, and Z; All take up two cells vertically
* x: [1, 10]
* pID: {'C', 'S', 'Z', 'L', 'R', 'I', 'T'}
* orient: {'', 'H', 'V', 'HP', 'VP'}
* Null-orientation is only valid for the Square
* Methods & Valid Values:
* draw(): Draws the piece on the board
* undraw(): Erases the piece from the board
* getGhostDepth(): Determines the y-position of the ghost piece
* drawGhost(): Draws the ghost piece on the board
* undrawGhost(): Erases the ghost piece from the board
* getNewOrient(rotDir): Gets the new orientation for the piece based on rot. dir.
* rotDir: {'CW', 'CCW'}
* Clockwise or Counter-Clockwise
* Only needed for L, R, and T pieces
* rotate(rotDir): Rotates the piece in the indicated rot. dir.
* rotDir: See notes in getNewOrient
* move(direction): Moves the piece in the indicated direction
* direction: {'L', 'R', 'D'}
* Left, Right, or Down
* canRotate(rotDir): Returns True if the piece can rotate in the indicated rot. dir.
* rotDir: See notes in getNewOrient
* canMove(direction): Returns True if the piece can move in the indicated direction
* direction: See notes in move
"""
class Piece:
global doGhost
def __init__(self, y, x, p, o, board):
self.y = y
self.x = x
self.pID = p
self.orient = o
self.hasLanded = False
self.ghostDepth = 0
self.drawGhost(board)
self.draw(board)
def draw(self, board):
drawPiece(self.y, 2 * self.x - 1, self.orient, self.pID, board, [crs.ACS_CKBOARD])
def undraw(self, board):
drawPiece(self.y, 2 * self.x - 1, self.orient, self.pID, board, ". ")
def getGhostDepth(self, board):
originalY = self.y
while self.canMove('D', board):
self.y += 1
self.ghostDepth = self.y
self.y = originalY
def drawGhost(self, board):
if not doGhost[0]:
return None
self.getGhostDepth(board)
drawPiece( \
self.ghostDepth, 2 * self.x - 1, \
self.orient, self.pID, board, \
ghostChars \
)
def undrawGhost(self, board):
if not doGhost[0]:
return None
drawPiece(self.ghostDepth, 2 * self.x - 1, self.orient, self.pID, board, ". ")
def getNewOrient(self, rotDir):
if self.pID == 'C':
return ''
elif self.pID in ('S', 'Z', 'I'):
return 'V' if self.orient == 'H' else 'H'
elif self.pID in ('L', 'R', 'T'):
if self.orient == 'H':
if rotDir == 'CW':
return 'V'
elif rotDir == 'CCW':
return 'VP'
elif self.orient == 'V':
if rotDir == 'CW':
return 'HP'
elif rotDir == 'CCW':
return 'H'
elif self.orient == 'HP':
if rotDir == 'CW':
return 'VP'
elif rotDir == 'CCW':
return 'V'
elif self.orient == 'VP':
if rotDir == 'CW':
return 'H'
elif rotDir == 'CCW':
return 'HP'
def rotate(self, rotDir, board):
self.undraw(board)
self.undrawGhost(board)
self.orient = self.getNewOrient(rotDir)
self.drawGhost(board)
self.draw(board)
def move(self, direction, board):
yShift = 1 if direction == 'D' else 0
xShift = 1 if direction == 'R' else -1 if direction == 'L' else 0
self.undraw(board)
self.undrawGhost(board)
self.y += yShift
self.x += xShift
self.drawGhost(board)
self.draw(board)
def canRotate(self, direction, board):
if self.pID in ('L', 'R'):
for cell in pieceSchemaChecks[self.pID]["rotation"][self.orient][direction]["empty"]:
if not isCellEmpty(self.y + cell[1], self.x + cell[0], board):
return False
for cell in pieceSchemaChecks[self.pID]["rotation"][self.orient][direction]["bounds"]:
if not isCellInBounds(self.y + cell[1], self.x + cell[0]):
return False
return True
elif self.pID in ('S', 'Z', 'I', 'T'):
for cell in pieceSchemaChecks[self.pID]["rotation"][self.orient]["empty"]:
if not isCellEmpty(self.y + cell[1], self.x + cell[0], board):
return False
for cell in pieceSchemaChecks[self.pID]["rotation"][self.orient]["bounds"]:
if not isCellInBounds(self.y + cell[1], self.x + cell[0]):
return False
return True
else:
return False
def canMove(self, direction, board):
for cell in pieceSchemaChecks[self.pID]["movement"][self.orient][direction]["empty"]:
if not isCellEmpty(self.y + cell[1], self.x + cell[0], board):
return False
for cell in pieceSchemaChecks[self.pID]["movement"][self.orient][direction]["bounds"]:
if not isCellInBounds(self.y + cell[1], self.x + cell[0]):
return False
return True