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matris.py
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matris.py
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#!/usr/bin/env python
import pygame
from pygame import Rect, Surface
import random
import os
import kezmenu
from multiprocessing import shared_memory
import numpy as np
from tetrominoes import list_of_tetrominoes
from tetrominoes import rotate
from scores import load_score, write_score
class GameOver(Exception):
"""Exception used for its control flow properties"""
def get_sound(filename):
return pygame.mixer.Sound(os.path.join(os.path.dirname(__file__), "resources", filename))
BGCOLOR = (15, 15, 20)
BORDERCOLOR = (140, 140, 140)
BLOCKSIZE = 30
BORDERWIDTH = 10
MATRIS_OFFSET = 20
MATRIX_WIDTH = 10
MATRIX_HEIGHT = 22
LEFT_MARGIN = 340
WIDTH = MATRIX_WIDTH*BLOCKSIZE + BORDERWIDTH*2 + MATRIS_OFFSET*2 + LEFT_MARGIN
HEIGHT = (MATRIX_HEIGHT-2)*BLOCKSIZE + BORDERWIDTH*2 + MATRIS_OFFSET*2
TRICKY_CENTERX = WIDTH-(WIDTH-(MATRIS_OFFSET+BLOCKSIZE*MATRIX_WIDTH+BORDERWIDTH*2))/2
VISIBLE_MATRIX_HEIGHT = MATRIX_HEIGHT - 2
#shm
shm_a = shared_memory.SharedMemory(name='matris',create=True, size=3*np.dtype(np.uint32).itemsize)
class Matris(object):
def __init__(self):
self.surface = screen.subsurface(Rect((MATRIS_OFFSET+BORDERWIDTH, MATRIS_OFFSET+BORDERWIDTH),
(MATRIX_WIDTH * BLOCKSIZE, (MATRIX_HEIGHT-2) * BLOCKSIZE)))
self.matrix = dict()
for y in range(MATRIX_HEIGHT):
for x in range(MATRIX_WIDTH):
self.matrix[(y,x)] = None
"""
`self.matrix` is the current state of the tetris board, that is, it records which squares are
currently occupied. It does not include the falling tetromino. The information relating to the
falling tetromino is managed by `self.set_tetrominoes` instead. When the falling tetromino "dies",
it will be placed in `self.matrix`.
"""
self.next_tetromino = random.choice(list_of_tetrominoes)
self.set_tetrominoes()
self.tetromino_rotation = 0
self.downwards_timer = 0
self.base_downwards_speed = 0.4 # Move down every 400 ms
self.movement_keys = {'left': 0, 'right': 0}
self.movement_keys_speed = 0.05
self.movement_keys_timer = (-self.movement_keys_speed)*2
self.level = 1
self.score = 0
self.lines = 0
self.combo = 1 # Combo will increase when you clear lines with several tetrominos in a row
self.paused = False
self.highscore = load_score()
self.played_highscorebeaten_sound = False
self.levelup_sound = get_sound("levelup.wav")
self.gameover_sound = get_sound("gameover.wav")
self.linescleared_sound = get_sound("linecleared.wav")
self.highscorebeaten_sound = get_sound("highscorebeaten.wav")
#shared memory for tetris agent
def update_shm(self, gameover=0):
#shm
a=np.array([self.score, self.lines, gameover]).astype(np.uint32)
b=np.ndarray(a.shape, dtype=a.dtype, buffer=shm_a.buf)
b[:] = a[:]
def set_tetrominoes(self):
"""
Sets information for the current and next tetrominos
"""
self.current_tetromino = self.next_tetromino
self.next_tetromino = random.choice(list_of_tetrominoes)
self.surface_of_next_tetromino = self.construct_surface_of_next_tetromino()
self.tetromino_position = (0,4) if len(self.current_tetromino.shape) == 2 else (0, 3)
self.tetromino_rotation = 0
self.tetromino_block = self.block(self.current_tetromino.color)
self.shadow_block = self.block(self.current_tetromino.color, shadow=True)
def hard_drop(self):
"""
Instantly places tetrominos in the cells below
"""
amount = 0
while self.request_movement('down'):
amount += 1
self.score += 10*amount
#shm
self.update_shm()
self.lock_tetromino()
def update(self, timepassed):
"""
Main game loop
"""
self.needs_redraw = False
pressed = lambda key: event.type == pygame.KEYDOWN and event.key == key
unpressed = lambda key: event.type == pygame.KEYUP and event.key == key
events = pygame.event.get()
#Controls pausing and quitting the game.
for event in events:
if pressed(pygame.K_p):
self.surface.fill((0,0,0))
self.needs_redraw = True
self.paused = not self.paused
elif event.type == pygame.QUIT:
self.gameover(full_exit=True)
elif pressed(pygame.K_ESCAPE):
self.gameover()
if self.paused:
return self.needs_redraw
for event in events:
#Controls movement of the tetromino
if pressed(pygame.K_SPACE):
self.hard_drop()
elif pressed(pygame.K_UP) or pressed(pygame.K_w):
self.request_rotation()
elif pressed(pygame.K_LEFT) or pressed(pygame.K_a):
self.request_movement('left')
self.movement_keys['left'] = 1
elif pressed(pygame.K_RIGHT) or pressed(pygame.K_d):
self.request_movement('right')
self.movement_keys['right'] = 1
elif unpressed(pygame.K_LEFT) or unpressed(pygame.K_a):
self.movement_keys['left'] = 0
self.movement_keys_timer = (-self.movement_keys_speed)*2
elif unpressed(pygame.K_RIGHT) or unpressed(pygame.K_d):
self.movement_keys['right'] = 0
self.movement_keys_timer = (-self.movement_keys_speed)*2
self.downwards_speed = self.base_downwards_speed ** (1 + self.level/10.)
self.downwards_timer += timepassed
downwards_speed = self.downwards_speed*0.10 if any([pygame.key.get_pressed()[pygame.K_DOWN],
pygame.key.get_pressed()[pygame.K_s]]) else self.downwards_speed
if self.downwards_timer > downwards_speed:
if not self.request_movement('down'): #Places tetromino if it cannot move further down
self.lock_tetromino()
self.downwards_timer %= downwards_speed
if any(self.movement_keys.values()):
self.movement_keys_timer += timepassed
if self.movement_keys_timer > self.movement_keys_speed:
self.request_movement('right' if self.movement_keys['right'] else 'left')
self.movement_keys_timer %= self.movement_keys_speed
return self.needs_redraw
def draw_surface(self):
"""
Draws the image of the current tetromino
"""
with_tetromino = self.blend()
for y in range(MATRIX_HEIGHT):
for x in range(MATRIX_WIDTH):
# I hide the 2 first rows by drawing them outside of the surface
block_location = Rect(x*BLOCKSIZE, (y*BLOCKSIZE - 2*BLOCKSIZE), BLOCKSIZE, BLOCKSIZE)
if with_tetromino[(y,x)] is None:
self.surface.fill(BGCOLOR, block_location)
else:
if with_tetromino[(y,x)][0] == 'shadow':
self.surface.fill(BGCOLOR, block_location)
self.surface.blit(with_tetromino[(y,x)][1], block_location)
def gameover(self, full_exit=False):
"""
Gameover occurs when a new tetromino does not fit after the old one has died, either
after a "natural" drop or a hard drop by the player. That is why `self.lock_tetromino`
is responsible for checking if it's game over.
"""
write_score(self.score)
if full_exit:
exit()
else:
raise GameOver("Sucker!")
def place_shadow(self):
"""
Draws shadow of tetromino so player can see where it will be placed
"""
posY, posX = self.tetromino_position
while self.blend(position=(posY, posX)):
posY += 1
position = (posY-1, posX)
return self.blend(position=position, shadow=True)
def fits_in_matrix(self, shape, position):
"""
Checks if tetromino fits on the board
"""
posY, posX = position
for x in range(posX, posX+len(shape)):
for y in range(posY, posY+len(shape)):
if self.matrix.get((y, x), False) is False and shape[y-posY][x-posX]: # outside matrix
return False
return position
def request_rotation(self):
"""
Checks if tetromino can rotate
Returns the tetromino's rotation position if possible
"""
rotation = (self.tetromino_rotation + 1) % 4
shape = self.rotated(rotation)
y, x = self.tetromino_position
position = (self.fits_in_matrix(shape, (y, x)) or
self.fits_in_matrix(shape, (y, x+1)) or
self.fits_in_matrix(shape, (y, x-1)) or
self.fits_in_matrix(shape, (y, x+2)) or
self.fits_in_matrix(shape, (y, x-2)))
# ^ That's how wall-kick is implemented
if position and self.blend(shape, position):
self.tetromino_rotation = rotation
self.tetromino_position = position
self.needs_redraw = True
return self.tetromino_rotation
else:
return False
def request_movement(self, direction):
"""
Checks if teteromino can move in the given direction and returns its new position if movement is possible
"""
posY, posX = self.tetromino_position
if direction == 'left' and self.blend(position=(posY, posX-1)):
self.tetromino_position = (posY, posX-1)
self.needs_redraw = True
return self.tetromino_position
elif direction == 'right' and self.blend(position=(posY, posX+1)):
self.tetromino_position = (posY, posX+1)
self.needs_redraw = True
return self.tetromino_position
elif direction == 'up' and self.blend(position=(posY-1, posX)):
self.needs_redraw = True
self.tetromino_position = (posY-1, posX)
return self.tetromino_position
elif direction == 'down' and self.blend(position=(posY+1, posX)):
self.needs_redraw = True
self.tetromino_position = (posY+1, posX)
return self.tetromino_position
else:
return False
def rotated(self, rotation=None):
"""
Rotates tetromino
"""
if rotation is None:
rotation = self.tetromino_rotation
return rotate(self.current_tetromino.shape, rotation)
def block(self, color, shadow=False):
"""
Sets visual information for tetromino
"""
colors = {'blue': (105, 105, 255),
'yellow': (225, 242, 41),
'pink': (242, 41, 195),
'green': (22, 181, 64),
'red': (204, 22, 22),
'orange': (245, 144, 12),
'cyan': (10, 255, 226)}
if shadow:
end = [90] # end is the alpha value
else:
end = [] # Adding this to the end will not change the array, thus no alpha value
border = Surface((BLOCKSIZE, BLOCKSIZE), pygame.SRCALPHA, 32)
border.fill(list(map(lambda c: c*0.5, colors[color])) + end)
borderwidth = 2
box = Surface((BLOCKSIZE-borderwidth*2, BLOCKSIZE-borderwidth*2), pygame.SRCALPHA, 32)
boxarr = pygame.PixelArray(box)
for x in range(len(boxarr)):
for y in range(len(boxarr)):
boxarr[x][y] = tuple(list(map(lambda c: min(255, int(c*random.uniform(0.8, 1.2))), colors[color])) + end)
del boxarr # deleting boxarr or else the box surface will be 'locked' or something like that and won't blit.
border.blit(box, Rect(borderwidth, borderwidth, 0, 0))
return border
def lock_tetromino(self):
"""
This method is called whenever the falling tetromino "dies". `self.matrix` is updated,
the lines are counted and cleared, and a new tetromino is chosen.
"""
self.matrix = self.blend()
lines_cleared = self.remove_lines()
self.lines += lines_cleared
if lines_cleared:
if lines_cleared >= 4:
self.linescleared_sound.play()
self.score += 100 * (lines_cleared**2) * self.combo
#shm
self.update_shm()
if not self.played_highscorebeaten_sound and self.score > self.highscore:
if self.highscore != 0:
self.highscorebeaten_sound.play()
self.played_highscorebeaten_sound = True
if self.lines >= self.level*10:
self.levelup_sound.play()
self.level += 1
self.combo = self.combo + 1 if lines_cleared else 1
self.set_tetrominoes()
if not self.blend():
#shm
self.update_shm()
self.gameover_sound.play()
self.gameover()
self.needs_redraw = True
def remove_lines(self):
"""
Removes lines from the board
"""
lines = []
for y in range(MATRIX_HEIGHT):
#Checks if row if full, for each row
line = (y, [])
for x in range(MATRIX_WIDTH):
if self.matrix[(y,x)]:
line[1].append(x)
if len(line[1]) == MATRIX_WIDTH:
lines.append(y)
for line in sorted(lines):
#Moves lines down one row
for x in range(MATRIX_WIDTH):
self.matrix[(line,x)] = None
for y in range(0, line+1)[::-1]:
for x in range(MATRIX_WIDTH):
self.matrix[(y,x)] = self.matrix.get((y-1,x), None)
return len(lines)
def blend(self, shape=None, position=None, matrix=None, shadow=False):
"""
Does `shape` at `position` fit in `matrix`? If so, return a new copy of `matrix` where all
the squares of `shape` have been placed in `matrix`. Otherwise, return False.
This method is often used simply as a test, for example to see if an action by the player is valid.
It is also used in `self.draw_surface` to paint the falling tetromino and its shadow on the screen.
"""
if shape is None:
shape = self.rotated()
if position is None:
position = self.tetromino_position
copy = dict(self.matrix if matrix is None else matrix)
posY, posX = position
for x in range(posX, posX+len(shape)):
for y in range(posY, posY+len(shape)):
if (copy.get((y, x), False) is False and shape[y-posY][x-posX] # shape is outside the matrix
or # coordinate is occupied by something else which isn't a shadow
copy.get((y,x)) and shape[y-posY][x-posX] and copy[(y,x)][0] != 'shadow'):
return False # Blend failed; `shape` at `position` breaks the matrix
elif shape[y-posY][x-posX]:
copy[(y,x)] = ('shadow', self.shadow_block) if shadow else ('block', self.tetromino_block)
return copy
def construct_surface_of_next_tetromino(self):
"""
Draws the image of the next tetromino
"""
shape = self.next_tetromino.shape
surf = Surface((len(shape)*BLOCKSIZE, len(shape)*BLOCKSIZE), pygame.SRCALPHA, 32)
for y in range(len(shape)):
for x in range(len(shape)):
if shape[y][x]:
surf.blit(self.block(self.next_tetromino.color), (x*BLOCKSIZE, y*BLOCKSIZE))
return surf
class Game(object):
def main(self, screen):
"""
Main loop for game
Redraws scores and next tetromino each time the loop is passed through
"""
clock = pygame.time.Clock()
self.matris = Matris()
screen.blit(construct_nightmare(screen.get_size()), (0,0))
matris_border = Surface((MATRIX_WIDTH*BLOCKSIZE+BORDERWIDTH*2, VISIBLE_MATRIX_HEIGHT*BLOCKSIZE+BORDERWIDTH*2))
matris_border.fill(BORDERCOLOR)
screen.blit(matris_border, (MATRIS_OFFSET,MATRIS_OFFSET))
self.redraw()
while True:
try:
timepassed = clock.tick(50)
self.matris.update_shm()
if self.matris.update((timepassed / 1000.) if not self.matris.paused else 0):
self.redraw()
except GameOver:
#shm
self.matris.score=0
self.matris.lines=0
self.matris.update_shm(gameover=1)
return
def redraw(self):
"""
Redraws the information panel and next termoino panel
"""
if not self.matris.paused:
self.blit_next_tetromino(self.matris.surface_of_next_tetromino)
self.blit_info()
self.matris.draw_surface()
pygame.display.flip()
def blit_info(self):
"""
Draws information panel
"""
textcolor = (255, 255, 255)
font = pygame.font.Font(None, 30)
width = (WIDTH-(MATRIS_OFFSET+BLOCKSIZE*MATRIX_WIDTH+BORDERWIDTH*2)) - MATRIS_OFFSET*2
def renderpair(text, val):
text = font.render(text, True, textcolor)
val = font.render(str(val), True, textcolor)
surf = Surface((width, text.get_rect().height + BORDERWIDTH*2), pygame.SRCALPHA, 32)
surf.blit(text, text.get_rect(top=BORDERWIDTH+10, left=BORDERWIDTH+10))
surf.blit(val, val.get_rect(top=BORDERWIDTH+10, right=width-(BORDERWIDTH+10)))
return surf
#Resizes side panel to allow for all information to be display there.
scoresurf = renderpair("Score", self.matris.score)
levelsurf = renderpair("Level", self.matris.level)
linessurf = renderpair("Lines", self.matris.lines)
combosurf = renderpair("Combo", "x{}".format(self.matris.combo))
height = 20 + (levelsurf.get_rect().height +
scoresurf.get_rect().height +
linessurf.get_rect().height +
combosurf.get_rect().height )
#Colours side panel
area = Surface((width, height))
area.fill(BORDERCOLOR)
area.fill(BGCOLOR, Rect(BORDERWIDTH, BORDERWIDTH, width-BORDERWIDTH*2, height-BORDERWIDTH*2))
#Draws side panel
area.blit(levelsurf, (0,0))
area.blit(scoresurf, (0, levelsurf.get_rect().height))
area.blit(linessurf, (0, levelsurf.get_rect().height + scoresurf.get_rect().height))
area.blit(combosurf, (0, levelsurf.get_rect().height + scoresurf.get_rect().height + linessurf.get_rect().height))
screen.blit(area, area.get_rect(bottom=HEIGHT-MATRIS_OFFSET, centerx=TRICKY_CENTERX))
def blit_next_tetromino(self, tetromino_surf):
"""
Draws the next tetromino in a box to the side of the board
"""
area = Surface((BLOCKSIZE*5, BLOCKSIZE*5))
area.fill(BORDERCOLOR)
area.fill(BGCOLOR, Rect(BORDERWIDTH, BORDERWIDTH, BLOCKSIZE*5-BORDERWIDTH*2, BLOCKSIZE*5-BORDERWIDTH*2))
areasize = area.get_size()[0]
tetromino_surf_size = tetromino_surf.get_size()[0]
# ^^ I'm assuming width and height are the same
center = areasize/2 - tetromino_surf_size/2
area.blit(tetromino_surf, (center, center))
screen.blit(area, area.get_rect(top=MATRIS_OFFSET, centerx=TRICKY_CENTERX))
class Menu(object):
"""
Creates main menu
"""
running = True
def main(self, screen):
clock = pygame.time.Clock()
menu = kezmenu.KezMenu(
['Play!', lambda: Game().main(screen)],
['Quit', lambda: setattr(self, 'running', False)],
)
menu.position = (50, 50)
menu.enableEffect('enlarge-font-on-focus', font=None, size=60, enlarge_factor=1.2, enlarge_time=0.3)
menu.color = (255,255,255)
menu.focus_color = (40, 200, 40)
nightmare = construct_nightmare(screen.get_size())
highscoresurf = self.construct_highscoresurf() #Loads highscore onto menu
timepassed = clock.tick(30) / 1000.
while self.running:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
exit()
menu.update(events, timepassed)
timepassed = clock.tick(30) / 1000.
if timepassed > 1: # A game has most likely been played
highscoresurf = self.construct_highscoresurf()
screen.blit(nightmare, (0,0))
screen.blit(highscoresurf, highscoresurf.get_rect(right=WIDTH-50, bottom=HEIGHT-50))
menu.draw(screen)
pygame.display.flip()
def construct_highscoresurf(self):
"""
Loads high score from file
"""
font = pygame.font.Font(None, 50)
highscore = load_score()
text = "Highscore: {}".format(highscore)
return font.render(text, True, (255,255,255))
def construct_nightmare(size):
"""
Constructs background image
"""
surf = Surface(size)
boxsize = 8
bordersize = 1
vals = '1235' # only the lower values, for darker colors and greater fear
arr = pygame.PixelArray(surf)
for x in range(0, len(arr), boxsize):
for y in range(0, len(arr[x]), boxsize):
color = int(''.join([random.choice(vals) + random.choice(vals) for _ in range(3)]), 16)
for LX in range(x, x+(boxsize - bordersize)):
for LY in range(y, y+(boxsize - bordersize)):
if LX < len(arr) and LY < len(arr[x]):
arr[LX][LY] = color
del arr
return surf
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("MaTris")
Menu().main(screen)