Initial commit
This commit is contained in:
@@ -0,0 +1,638 @@
|
||||
import os
|
||||
import sys
|
||||
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
|
||||
import pygame
|
||||
import random
|
||||
from typing import List, Tuple
|
||||
import tetris_config as cfg
|
||||
|
||||
# Initialize Pygame
|
||||
pygame.init()
|
||||
|
||||
# ============================================================================
|
||||
# CONFIGURATION SECTION
|
||||
# ============================================================================
|
||||
|
||||
cfg.load_config()
|
||||
BLOCK_TYPE = cfg.BLOCK_TYPE
|
||||
KEY_CONFIG = cfg.KEY_CONFIG
|
||||
CONTROLS_TEXT = cfg.CONTROLS_TEXT
|
||||
COLORS = cfg.COLORS
|
||||
STORE_WIDTH = cfg.STORE_WIDTH
|
||||
BLOCK_SIZE = cfg.BLOCK_SIZE
|
||||
|
||||
# Be carefully with this method call due to it may rewrite current configuration
|
||||
# cfg.store_config()
|
||||
|
||||
# ============================================================================
|
||||
# TETRIS GAME CLASS
|
||||
# ============================================================================
|
||||
|
||||
class TetrisGame:
|
||||
def __init__(self, width: int = STORE_WIDTH):
|
||||
self.width = width
|
||||
self.height = 20
|
||||
|
||||
self.score = 0
|
||||
self.lines_cleared = 0
|
||||
self.game_over = False
|
||||
self.paused = False
|
||||
|
||||
# Game field: 0 = empty, 1-7 = block type
|
||||
self.field = [[0 for _ in range(self.width)] for _ in range(self.height)]
|
||||
|
||||
# Current falling piece
|
||||
self.current_block = None
|
||||
self.current_block_x = 0
|
||||
self.current_block_y = 0
|
||||
self.current_block_rotation = 0
|
||||
|
||||
# Next piece preview
|
||||
self.next_block = None
|
||||
self.next_block_rotation = 0
|
||||
|
||||
# Timing
|
||||
self.fall_time = 0
|
||||
self.fall_speed = 0.5 # seconds
|
||||
self.last_time = pygame.time.get_ticks()
|
||||
self.key_pressed = {} # Track which keys are pressed
|
||||
self.key_cooldown = {} # Cooldown timers for each key
|
||||
self.key_cooldown_time = 100 # milliseconds
|
||||
self.pause_key_pressed = False # Track pause key state for toggle
|
||||
|
||||
# Initialize game
|
||||
self.spawn_piece()
|
||||
|
||||
def get_block_min_score(self, block_type: cfg.BlockType) -> int:
|
||||
"""Get minimal score of block to be shown"""
|
||||
return block_type.value['min_score']
|
||||
|
||||
def get_block_shapes(self, block_type: cfg.BlockType) -> List[List[List[int]]]:
|
||||
"""Get all rotation shapes for a block type"""
|
||||
return block_type.value['shapes']
|
||||
|
||||
def get_block_color(self, block_type: cfg.BlockType) -> Tuple[int, int, int]:
|
||||
"""Get color for a block type"""
|
||||
return block_type.value['color']
|
||||
|
||||
def spawn_piece(self):
|
||||
"""Spawn a new piece at the top"""
|
||||
if self.next_block is None:
|
||||
self.current_block = self.choice_random_block()
|
||||
self.current_block_rotation = 0
|
||||
self.next_block = self.choice_random_block()
|
||||
self.next_block_rotation = 0
|
||||
else:
|
||||
self.current_block = self.next_block
|
||||
self.current_block_rotation = self.next_block_rotation
|
||||
while self.current_block == self.next_block:
|
||||
self.next_block = self.choice_random_block()
|
||||
self.next_block_rotation = 0
|
||||
|
||||
self.current_block_x = self.width // 2 - 2
|
||||
self.current_block_y = 0
|
||||
|
||||
# Check if game is over (can't place new piece)
|
||||
if not self.can_place_block(self.current_block_x, self.current_block_y,
|
||||
self.current_block_rotation, self.current_block):
|
||||
self.game_over = True
|
||||
|
||||
def choice_random_block(self) -> cfg.BlockType:
|
||||
block: cfg.BlockType = random.choice(list(cfg.BlockType))
|
||||
while self.get_block_min_score(block) > self.score:
|
||||
block = random.choice(list(cfg.BlockType))
|
||||
return block
|
||||
|
||||
def get_block_shape(self, block_type: cfg.BlockType, rotation: int) -> List[List[int]]:
|
||||
"""Get the shape matrix for a block at specific rotation"""
|
||||
shapes = self.get_block_shapes(block_type)
|
||||
return shapes[rotation % len(shapes)]
|
||||
|
||||
def can_place_block(self, x: int, y: int, rotation: int, block_type: cfg.BlockType) -> bool:
|
||||
"""Check if a block can be placed at given position"""
|
||||
shape = self.get_block_shape(block_type, rotation)
|
||||
|
||||
for row_idx, row in enumerate(shape):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell == 0:
|
||||
continue
|
||||
|
||||
field_x = x + col_idx
|
||||
field_y = y + row_idx
|
||||
|
||||
# Check boundaries
|
||||
if field_x < 0 or field_x >= self.width or field_y >= self.height:
|
||||
return False
|
||||
|
||||
# Check collisions
|
||||
if field_y >= 0 and self.field[field_y][field_x] != 0:
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def place_block(self, x: int, y: int, rotation: int, block_type: cfg.BlockType, block_id: int):
|
||||
"""Place a block on the field"""
|
||||
shape = self.get_block_shape(block_type, rotation)
|
||||
|
||||
for row_idx, row in enumerate(shape):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell == 0:
|
||||
continue
|
||||
|
||||
field_x = x + col_idx
|
||||
field_y = y + row_idx
|
||||
|
||||
if field_y >= 0 and 0 <= field_x < self.width:
|
||||
self.field[field_y][field_x] = block_id
|
||||
|
||||
def move_left(self):
|
||||
"""Move current block left"""
|
||||
if self.can_place_block(self.current_block_x - 1, self.current_block_y,
|
||||
self.current_block_rotation, self.current_block):
|
||||
self.current_block_x -= 1
|
||||
|
||||
def move_right(self):
|
||||
"""Move current block right"""
|
||||
if self.can_place_block(self.current_block_x + 1, self.current_block_y,
|
||||
self.current_block_rotation, self.current_block):
|
||||
self.current_block_x += 1
|
||||
|
||||
def rotate(self):
|
||||
"""Rotate current block"""
|
||||
new_rotation = (self.current_block_rotation + 1) % len(
|
||||
self.get_block_shapes(self.current_block))
|
||||
|
||||
if self.can_place_block(self.current_block_x, self.current_block_y,
|
||||
new_rotation, self.current_block):
|
||||
self.current_block_rotation = new_rotation
|
||||
|
||||
def drop(self):
|
||||
"""Move block down, return True if block settled"""
|
||||
if self.can_place_block(self.current_block_x, self.current_block_y + 1,
|
||||
self.current_block_rotation, self.current_block):
|
||||
self.current_block_y += 1
|
||||
return False
|
||||
else:
|
||||
# Block can't move down, place it
|
||||
self.place_block(self.current_block_x, self.current_block_y,
|
||||
self.current_block_rotation, self.current_block,
|
||||
list(cfg.BlockType).index(self.current_block) + 1)
|
||||
|
||||
# Check for complete lines
|
||||
self.clear_lines()
|
||||
|
||||
# Spawn new piece
|
||||
self.spawn_piece()
|
||||
return True
|
||||
|
||||
def clear_lines(self):
|
||||
"""Clear complete lines and return number cleared"""
|
||||
# Build new field without complete lines
|
||||
new_field = []
|
||||
cleared_count = 0
|
||||
|
||||
# Check each row from bottom to top
|
||||
for row_idx in range(self.height):
|
||||
# If row is NOT complete, keep it
|
||||
if not all(cell != 0 for cell in self.field[row_idx]):
|
||||
new_field.append(self.field[row_idx][:]) # Copy the row
|
||||
else:
|
||||
cleared_count += 1
|
||||
|
||||
# Add empty rows at the top for each cleared line
|
||||
for _ in range(cleared_count):
|
||||
new_field.insert(0, [0] * self.width)
|
||||
|
||||
# Replace the field
|
||||
self.field = new_field
|
||||
|
||||
# Update score and counter
|
||||
if cleared_count > 0:
|
||||
self.lines_cleared += cleared_count
|
||||
# Bonus scoring: 1 line = 100, 2 lines = 300, 3 lines = 500, 4 lines = 800
|
||||
score_bonus = [0, 100, 300, 500, 800]
|
||||
self.score += score_bonus[min(cleared_count, 4)]
|
||||
|
||||
return cleared_count
|
||||
|
||||
def update(self, current_ticks: int):
|
||||
"""Update game state"""
|
||||
elapsed = (current_ticks - self.last_time) / 1000.0 # Convert to seconds
|
||||
self.last_time = current_ticks
|
||||
|
||||
if self.score > 5000:
|
||||
self.fall_speed = 0.55
|
||||
elif self.score > 10000:
|
||||
self.fall_speed = 0.6
|
||||
elif self.score > 15000:
|
||||
self.fall_speed = 0.65
|
||||
|
||||
if not self.game_over and not self.paused:
|
||||
self.fall_time += elapsed
|
||||
if self.fall_time >= self.fall_speed:
|
||||
self.fall_time = 0
|
||||
self.drop()
|
||||
|
||||
def is_key_available(self, key: int, current_ticks: int) -> bool:
|
||||
"""Check if enough time has passed since last key press"""
|
||||
if key not in self.key_cooldown:
|
||||
self.key_cooldown[key] = 0
|
||||
|
||||
if current_ticks - self.key_cooldown[key] >= self.key_cooldown_time:
|
||||
self.key_cooldown[key] = current_ticks
|
||||
return True
|
||||
return False
|
||||
|
||||
def handle_input(self, current_ticks: int, screen):
|
||||
"""Handle keyboard input"""
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
if keys[KEY_CONFIG['exit']]:
|
||||
return not show_question_dialogue(screen, 'Are you sure to exit game?')
|
||||
|
||||
# Handle pause toggle (detect key press, not hold)
|
||||
if keys[KEY_CONFIG['pause']]:
|
||||
if not self.pause_key_pressed:
|
||||
self.paused = not self.paused
|
||||
self.pause_key_pressed = True
|
||||
else:
|
||||
self.pause_key_pressed = False
|
||||
|
||||
if keys[KEY_CONFIG['restart']]:
|
||||
self.reset()
|
||||
return True
|
||||
|
||||
if self.game_over or self.paused:
|
||||
return True
|
||||
|
||||
# Prevent double key pressing with cooldown
|
||||
if keys[KEY_CONFIG['left']] and self.is_key_available(KEY_CONFIG['left'], current_ticks):
|
||||
self.move_left()
|
||||
|
||||
if keys[KEY_CONFIG['right']] and self.is_key_available(KEY_CONFIG['right'], current_ticks):
|
||||
self.move_right()
|
||||
|
||||
if keys[KEY_CONFIG['rotate']] and self.is_key_available(KEY_CONFIG['rotate'], current_ticks):
|
||||
self.rotate()
|
||||
|
||||
if keys[KEY_CONFIG['drop']] and self.is_key_available(KEY_CONFIG['drop'], current_ticks):
|
||||
self.drop()
|
||||
|
||||
return True
|
||||
|
||||
def reset(self):
|
||||
"""Reset the game"""
|
||||
self.score = 0
|
||||
self.lines_cleared = 0
|
||||
self.game_over = False
|
||||
self.paused = False
|
||||
self.field = [[0 for _ in range(self.width)] for _ in range(self.height)]
|
||||
self.current_block = None
|
||||
self.next_block = None
|
||||
self.fall_time = 0
|
||||
self.key_cooldown = {}
|
||||
self.pause_key_pressed = False
|
||||
self.spawn_piece()
|
||||
|
||||
|
||||
class TetrisRenderer:
|
||||
def __init__(self, width: int = STORE_WIDTH):
|
||||
self.width = width
|
||||
self.height = 20
|
||||
self.block_size = BLOCK_SIZE
|
||||
|
||||
# Calculate window size
|
||||
self.field_width = self.width * self.block_size
|
||||
self.field_height = self.height * self.block_size
|
||||
self.ui_width = 250
|
||||
|
||||
self.window_width = self.field_width + self.ui_width + 60
|
||||
self.window_height = self.field_height + 80
|
||||
|
||||
self.screen = pygame.display.set_mode((self.window_width, self.window_height))
|
||||
pygame.display.set_caption("Tetris by -=:dAs:=-")
|
||||
|
||||
self.clock = pygame.time.Clock()
|
||||
self.font_large = pygame.font.Font(None, 48)
|
||||
self.font_medium = pygame.font.Font(None, 32)
|
||||
self.font_small = pygame.font.Font(None, 24)
|
||||
|
||||
# Positioning
|
||||
self.field_x = 20
|
||||
self.field_y = 20
|
||||
self.ui_x = self.field_x + self.field_width + 30
|
||||
self.ui_y = self.field_y
|
||||
|
||||
def draw_block(self, x: int, y: int, color: Tuple[int, int, int], size: int = None):
|
||||
"""Draw a single block"""
|
||||
if size is None:
|
||||
size = self.block_size
|
||||
|
||||
pygame.draw.rect(self.screen, color, (x, y, size - 2, size - 2))
|
||||
pygame.draw.rect(self.screen, (255, 255, 255), (x, y, size - 2, size - 2), 1)
|
||||
|
||||
def render(self, game: TetrisGame):
|
||||
"""Render the entire game"""
|
||||
self.screen.fill(COLORS['background'])
|
||||
|
||||
# Draw field border
|
||||
pygame.draw.rect(self.screen, COLORS['border'],
|
||||
(self.field_x - 2, self.field_y - 2,
|
||||
self.field_width + 4, self.field_height + 4), 2)
|
||||
|
||||
# Draw field background
|
||||
pygame.draw.rect(self.screen, COLORS['field'],
|
||||
(self.field_x, self.field_y, self.field_width, self.field_height))
|
||||
|
||||
# Draw placed blocks
|
||||
for row_idx, row in enumerate(game.field):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell != 0:
|
||||
block_type = list(cfg.BlockType)[cell - 1]
|
||||
color = game.get_block_color(block_type)
|
||||
x = self.field_x + col_idx * self.block_size
|
||||
y = self.field_y + row_idx * self.block_size
|
||||
self.draw_block(x, y, color)
|
||||
|
||||
# Draw current falling piece
|
||||
if game.current_block is not None:
|
||||
shape = game.get_block_shape(game.current_block, game.current_block_rotation)
|
||||
color = game.get_block_color(game.current_block)
|
||||
|
||||
for row_idx, row in enumerate(shape):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell == 1:
|
||||
x = self.field_x + (game.current_block_x + col_idx) * self.block_size
|
||||
y = self.field_y + (game.current_block_y + row_idx) * self.block_size
|
||||
|
||||
if y >= self.field_y: # Only draw if visible
|
||||
self.draw_block(x, y, color)
|
||||
|
||||
# Draw UI panel
|
||||
self._draw_ui(game)
|
||||
|
||||
# Draw game over screen
|
||||
if game.game_over:
|
||||
self._draw_game_over()
|
||||
|
||||
# Draw pause screen
|
||||
if game.paused:
|
||||
self._draw_paused()
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
def _draw_ui(self, game: TetrisGame):
|
||||
"""Draw UI panel with score and next piece"""
|
||||
# Title
|
||||
title = self.font_medium.render("-=:dAs:=- TETRIS", True, COLORS['text'])
|
||||
self.screen.blit(title, (self.ui_x, self.ui_y))
|
||||
|
||||
# Score
|
||||
score_label = self.font_small.render("Score:", True, COLORS['text'])
|
||||
score_value = self.font_medium.render(str(game.score), True, (255, 255, 0))
|
||||
self.screen.blit(score_label, (self.ui_x, self.ui_y + 60))
|
||||
self.screen.blit(score_value, (self.ui_x, self.ui_y + 90))
|
||||
|
||||
# Lines
|
||||
lines_label = self.font_small.render("Lines:", True, COLORS['text'])
|
||||
lines_value = self.font_medium.render(str(game.lines_cleared), True, (255, 255, 0))
|
||||
self.screen.blit(lines_label, (self.ui_x, self.ui_y + 140))
|
||||
self.screen.blit(lines_value, (self.ui_x, self.ui_y + 170))
|
||||
|
||||
# Next block
|
||||
next_label = self.font_small.render("Next:", True, COLORS['text'])
|
||||
self.screen.blit(next_label, (self.ui_x, self.ui_y + 220))
|
||||
|
||||
if game.next_block is not None:
|
||||
shape = game.get_block_shape(game.next_block, game.next_block_rotation)
|
||||
color = game.get_block_color(game.next_block)
|
||||
|
||||
preview_x = self.ui_x + 10
|
||||
preview_y = self.ui_y + 260
|
||||
block_preview_size = 15
|
||||
|
||||
for row_idx, row in enumerate(shape):
|
||||
for col_idx, cell in enumerate(row):
|
||||
if cell == 1:
|
||||
x = preview_x + col_idx * block_preview_size
|
||||
y = preview_y + row_idx * block_preview_size
|
||||
self.draw_block(x, y, color, block_preview_size)
|
||||
|
||||
# Controls
|
||||
controls_y = self.ui_y + 380
|
||||
|
||||
for i, text in enumerate(CONTROLS_TEXT):
|
||||
if i == 0:
|
||||
control_surf = self.font_small.render(text, True, (100, 200, 255))
|
||||
else:
|
||||
control_surf = self.font_small.render(text, True, (150, 150, 200))
|
||||
self.screen.blit(control_surf, (self.ui_x - 5, controls_y + i * 25))
|
||||
|
||||
def _draw_game_over(self):
|
||||
"""Draw game over overlay"""
|
||||
overlay = pygame.Surface((self.window_width, self.window_height))
|
||||
overlay.set_alpha(128)
|
||||
overlay.fill((0, 0, 0))
|
||||
self.screen.blit(overlay, (0, 0))
|
||||
|
||||
game_over_text = self.font_large.render("GAME OVER", True, COLORS['game_over'])
|
||||
restart_text = self.font_medium.render("Press R to Restart", True, COLORS['text'])
|
||||
|
||||
text_rect = game_over_text.get_rect(center=(self.window_width // 2, self.window_height // 2 - 40))
|
||||
restart_rect = restart_text.get_rect(center=(self.window_width // 2, self.window_height // 2 + 40))
|
||||
|
||||
self.screen.blit(game_over_text, text_rect)
|
||||
self.screen.blit(restart_text, restart_rect)
|
||||
|
||||
def _draw_paused(self):
|
||||
"""Draw pause overlay"""
|
||||
overlay = pygame.Surface((self.window_width, self.window_height))
|
||||
overlay.set_alpha(128)
|
||||
overlay.fill((0, 0, 0))
|
||||
self.screen.blit(overlay, (0, 0))
|
||||
|
||||
paused_text = self.font_large.render("PAUSED", True, (100, 200, 255))
|
||||
continue_text = self.font_medium.render("Press P to Continue", True, COLORS['text'])
|
||||
|
||||
text_rect = paused_text.get_rect(center=(self.window_width // 2, self.window_height // 2 - 40))
|
||||
continue_rect = continue_text.get_rect(center=(self.window_width // 2, self.window_height // 2 + 40))
|
||||
|
||||
self.screen.blit(paused_text, text_rect)
|
||||
self.screen.blit(continue_text, continue_rect)
|
||||
|
||||
def get_fps(self) -> float:
|
||||
"""Get current FPS"""
|
||||
return self.clock.get_fps()
|
||||
|
||||
|
||||
def show_question_dialogue(screen, question_text, font=None):
|
||||
"""
|
||||
Shows a question dialogue with Yes and No buttons.
|
||||
|
||||
Args:
|
||||
screen: Pygame display surface
|
||||
question_text: The question to display
|
||||
font: Pygame font object (optional, will create default if None)
|
||||
|
||||
Returns:
|
||||
True if Yes is clicked, False if No is clicked
|
||||
"""
|
||||
# Initialize font if not provided
|
||||
if font is None:
|
||||
font = pygame.font.Font(None, 36)
|
||||
|
||||
# Get screen dimensions
|
||||
screen_width, screen_height = screen.get_size()
|
||||
|
||||
# Define colors
|
||||
OVERLAY_COLOR = (0, 0, 0, 180) # Semi-transparent black
|
||||
DIALOG_BG = (50, 50, 50)
|
||||
TEXT_COLOR = (255, 255, 255)
|
||||
YES_COLOR = (50, 150, 50)
|
||||
YES_HOVER = (70, 180, 70)
|
||||
NO_COLOR = (150, 50, 50)
|
||||
NO_HOVER = (180, 70, 70)
|
||||
BUTTON_TEXT = (255, 255, 255)
|
||||
|
||||
# Create dialogue box dimensions
|
||||
dialog_width = 500
|
||||
dialog_height = 250
|
||||
dialog_x = (screen_width - dialog_width) // 2
|
||||
dialog_y = (screen_height - dialog_height) // 2
|
||||
|
||||
# Button dimensions
|
||||
button_width = 120
|
||||
button_height = 50
|
||||
button_spacing = 40
|
||||
yes_button_x = dialog_x + dialog_width // 2 - button_width - button_spacing // 2
|
||||
no_button_x = dialog_x + dialog_width // 2 + button_spacing // 2
|
||||
button_y = dialog_y + dialog_height - button_height - 30
|
||||
|
||||
yes_button_rect = pygame.Rect(yes_button_x, button_y, button_width, button_height)
|
||||
no_button_rect = pygame.Rect(no_button_x, button_y, button_width, button_height)
|
||||
|
||||
# Render question text (word wrap)
|
||||
words = question_text.split()
|
||||
lines = []
|
||||
current_line = []
|
||||
max_width = dialog_width - 40
|
||||
|
||||
for word in words:
|
||||
test_line = ' '.join(current_line + [word])
|
||||
if font.size(test_line)[0] <= max_width:
|
||||
current_line.append(word)
|
||||
else:
|
||||
if current_line:
|
||||
lines.append(' '.join(current_line))
|
||||
current_line = [word]
|
||||
if current_line:
|
||||
lines.append(' '.join(current_line))
|
||||
|
||||
# Main dialogue loop
|
||||
running = True
|
||||
result = None
|
||||
|
||||
while running:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
yes_hovered = yes_button_rect.collidepoint(mouse_pos)
|
||||
no_hovered = no_button_rect.collidepoint(mouse_pos)
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if event.button == 1: # Left click
|
||||
if yes_hovered:
|
||||
result = True
|
||||
running = False
|
||||
elif no_hovered:
|
||||
result = False
|
||||
running = False
|
||||
|
||||
# Optional: keyboard shortcuts
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_y:
|
||||
result = True
|
||||
running = False
|
||||
elif event.key == pygame.K_n:
|
||||
result = False
|
||||
running = False
|
||||
|
||||
# Draw everything
|
||||
# Create semi-transparent overlay
|
||||
overlay = pygame.Surface((screen_width, screen_height))
|
||||
overlay.set_alpha(180)
|
||||
overlay.fill((0, 0, 0))
|
||||
screen.blit(overlay, (0, 0))
|
||||
|
||||
# Draw dialogue box
|
||||
pygame.draw.rect(screen, DIALOG_BG, (dialog_x, dialog_y, dialog_width, dialog_height))
|
||||
pygame.draw.rect(screen, TEXT_COLOR, (dialog_x, dialog_y, dialog_width, dialog_height), 2)
|
||||
|
||||
# Draw question text
|
||||
text_y = dialog_y + 30
|
||||
for line in lines:
|
||||
text_surface = font.render(line, True, TEXT_COLOR)
|
||||
text_rect = text_surface.get_rect(center=(dialog_x + dialog_width // 2, text_y))
|
||||
screen.blit(text_surface, text_rect)
|
||||
text_y += font.get_height() + 5
|
||||
|
||||
# Draw Yes button
|
||||
yes_color = YES_HOVER if yes_hovered else YES_COLOR
|
||||
pygame.draw.rect(screen, yes_color, yes_button_rect, border_radius=5)
|
||||
pygame.draw.rect(screen, TEXT_COLOR, yes_button_rect, 2, border_radius=5)
|
||||
yes_text = font.render("Yes", True, BUTTON_TEXT)
|
||||
yes_text_rect = yes_text.get_rect(center=yes_button_rect.center)
|
||||
screen.blit(yes_text, yes_text_rect)
|
||||
|
||||
# Draw No button
|
||||
no_color = NO_HOVER if no_hovered else NO_COLOR
|
||||
pygame.draw.rect(screen, no_color, no_button_rect, border_radius=5)
|
||||
pygame.draw.rect(screen, TEXT_COLOR, no_button_rect, 2, border_radius=5)
|
||||
no_text = font.render("No", True, BUTTON_TEXT)
|
||||
no_text_rect = no_text.get_rect(center=no_button_rect.center)
|
||||
screen.blit(no_text, no_text_rect)
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
return result
|
||||
|
||||
|
||||
def main():
|
||||
"""Main game loop"""
|
||||
game = TetrisGame(width=STORE_WIDTH)
|
||||
renderer = TetrisRenderer(width=STORE_WIDTH)
|
||||
|
||||
running = True
|
||||
|
||||
while running:
|
||||
current_ticks = pygame.time.get_ticks()
|
||||
|
||||
# Handle events
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT and show_question_dialogue(renderer.screen, 'Are you sure to exit game?'):
|
||||
running = False
|
||||
break
|
||||
|
||||
if not running:
|
||||
break # Exit main loop if quit was requested
|
||||
|
||||
# Handle input
|
||||
if not game.handle_input(current_ticks, renderer.screen):
|
||||
running = False
|
||||
continue
|
||||
|
||||
# Update game
|
||||
game.update(current_ticks)
|
||||
|
||||
# Render
|
||||
renderer.render(game)
|
||||
renderer.clock.tick(60) # 60 FPS
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Reference in New Issue
Block a user