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Block.py
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Block.py
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import random
from Defs import Defs
from Board import Board
class Block:
def __init__(self, board):
self.defs = Defs()
self.board = board
self.deltaX = 0
self.block_shapes = [
# [[0, 1, 0],
[[1, 1, 1],
[0, 1, 0]],
#
[[0, 2, 2],
[2, 2, 0]],
# [[2, 2, 2, 0, 2],
# [0, 0, 2, 0, 2],
# [2, 2, 2, 2, 2],
# [2, 0, 2, 0, 0],
# [2, 0, 2, 2, 2]],
[[3, 3, 0],
[0, 3, 3]],
# [[3, 0, 3, 3, 3],
# [3, 0, 3, 0, 0],
# [3, 3, 3, 3, 3],
# [0, 0, 3, 0, 3],
# [3, 3, 3, 0, 3]],
[[4, 0, 0],
[4, 4, 4]],
# [[0, 4, 0],
# [0, 4, 0],
# [4, 4, 4],
# [0, 4, 0]
# ],
[[0, 0, 5],
[5, 5, 5]],
# [[0, 0, 5, 0, 0],
# [0, 5, 0, 5, 0],
# [0, 5, 5, 5, 0],
# [0, 0, 5, 0, 0],
# [0, 0, 5, 0, 0]],
[[6, 6, 6, 6]],
[[7, 7],
[7, 7]],
# [[0, 7, 7, 0],
# [7, 0, 0, 7],
# [7, 0, 0, 7],
# [7, 7, 7, 7]],
# [[0, 8, 0],
# [8, 8, 8],
# [0, 8, 0],
# [0, 8, 0]]
]
self.shape = self.block_shapes[random.randint(0, len(self.block_shapes) - 1)]
self.x = int(self.defs.cols / 2 - len(self.shape[0])/2)
self.y = 0
self.prevX = 0
self.prevY = 0
self.nshape = self.block_shapes[random.randint(0, len(self.block_shapes) - 1)]
self.nx = int(self.defs.cols / 2 - len(self.shape[0])/2)
self.ny = 0
def rotate_clockwise(self, shape):
# we take each part of subarray in array
# so that in case of L
# we'll have
# [5, 5]
# [0, 5]
# [0, 5]
self.shape = [ [ shape[y][x] for y in range(len(shape)) ] for x in range(len(shape[0]) - 1, -1, -1) ]
def new_block(self):
self.shape = self.nshape
self.x = self.nx
self.y = self.ny
self.nshape = self.block_shapes[random.randint(0, len(self.block_shapes) - 1)]
self.nx = int(self.defs.cols / 2 - len(self.shape[0])/2)
self.ny = 0
def drop(self):
if self.y < self.defs.rows - 1:
self.prevY = self.y
self.prevX = self.x
self.y += 1
self.deltaX = 0
def move(self, dx):
print("Drop!", self.x)
if self.x > 1 and self.x < (self.defs.cols - 3) and not self.defs.check_collision(self.board, self.shape, (self.x + dx, self.y)):
print("Drop!", self.defs.cols)
self.prevY = self.y
self.prevX = self.x
self.x += dx
self.deltaX = dx