Some improvements and corrections. Added 'Dot' 1x1 sape
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5833b7251b
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@ -3,6 +3,14 @@
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"__type__": "EnumClass",
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"__type__": "EnumClass",
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"name": "BlockType",
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"name": "BlockType",
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"members": {
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"members": {
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"D": {
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"name": "Dot",
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"color": [255, 255, 100],
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"min_score": 3500,
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"shapes": [
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[[1]]
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]
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},
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"U": {
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"U": {
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"name": "U-Shape",
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"name": "U-Shape",
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"color": [135, 135, 135],
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"color": [135, 135, 135],
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@ -63,15 +63,15 @@ class TetrisGame:
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# Initialize game
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# Initialize game
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self.spawn_piece()
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self.spawn_piece()
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def get_block_min_score(self, block_type: cfg.BlockType) -> int:
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def get_block_min_score(self, block_type: BLOCK_TYPE) -> int:
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"""Get minimal score of block to be shown"""
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"""Get minimal score of block to be shown"""
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return block_type.value['min_score']
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return block_type.value['min_score']
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def get_block_shapes(self, block_type: cfg.BlockType) -> List[List[List[int]]]:
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def get_block_shapes(self, block_type: BLOCK_TYPE) -> List[List[List[int]]]:
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"""Get all rotation shapes for a block type"""
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"""Get all rotation shapes for a block type"""
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return block_type.value['shapes']
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return block_type.value['shapes']
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def get_block_color(self, block_type: cfg.BlockType) -> Tuple[int, int, int]:
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def get_block_color(self, block_type: BLOCK_TYPE) -> Tuple[int, int, int]:
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"""Get color for a block type"""
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"""Get color for a block type"""
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return block_type.value['color']
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return block_type.value['color']
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@ -97,18 +97,18 @@ class TetrisGame:
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self.current_block_rotation, self.current_block):
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self.current_block_rotation, self.current_block):
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self.game_over = True
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self.game_over = True
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def choice_random_block(self) -> cfg.BlockType:
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def choice_random_block(self) -> BLOCK_TYPE:
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block: cfg.BlockType = random.choice(list(cfg.BlockType))
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block: BLOCK_TYPE = random.choice(list(BLOCK_TYPE))
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while self.get_block_min_score(block) > self.score:
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while self.get_block_min_score(block) > self.score:
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block = random.choice(list(cfg.BlockType))
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block = random.choice(list(BLOCK_TYPE))
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return block
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return block
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def get_block_shape(self, block_type: cfg.BlockType, rotation: int) -> List[List[int]]:
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def get_block_shape(self, block_type: BLOCK_TYPE, rotation: int) -> List[List[int]]:
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"""Get the shape matrix for a block at specific rotation"""
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"""Get the shape matrix for a block at specific rotation"""
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shapes = self.get_block_shapes(block_type)
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shapes = self.get_block_shapes(block_type)
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return shapes[rotation % len(shapes)]
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return shapes[rotation % len(shapes)]
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def can_place_block(self, x: int, y: int, rotation: int, block_type: cfg.BlockType) -> bool:
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def can_place_block(self, x: int, y: int, rotation: int, block_type: BLOCK_TYPE) -> bool:
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"""Check if a block can be placed at given position"""
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"""Check if a block can be placed at given position"""
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shape = self.get_block_shape(block_type, rotation)
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shape = self.get_block_shape(block_type, rotation)
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@ -130,7 +130,7 @@ class TetrisGame:
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return True
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return True
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def place_block(self, x: int, y: int, rotation: int, block_type: cfg.BlockType, block_id: int):
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def place_block(self, x: int, y: int, rotation: int, block_type: BLOCK_TYPE, block_id: int):
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"""Place a block on the field"""
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"""Place a block on the field"""
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shape = self.get_block_shape(block_type, rotation)
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shape = self.get_block_shape(block_type, rotation)
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@ -176,7 +176,7 @@ class TetrisGame:
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# Block can't move down, place it
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# Block can't move down, place it
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self.place_block(self.current_block_x, self.current_block_y,
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self.place_block(self.current_block_x, self.current_block_y,
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self.current_block_rotation, self.current_block,
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self.current_block_rotation, self.current_block,
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list(cfg.BlockType).index(self.current_block) + 1)
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list(BLOCK_TYPE).index(self.current_block) + 1)
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# Check for complete lines
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# Check for complete lines
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self.clear_lines()
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self.clear_lines()
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@ -348,7 +348,7 @@ class TetrisRenderer:
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for row_idx, row in enumerate(game.field):
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for row_idx, row in enumerate(game.field):
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for col_idx, cell in enumerate(row):
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for col_idx, cell in enumerate(row):
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if cell != 0:
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if cell != 0:
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block_type = list(cfg.BlockType)[cell - 1]
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block_type = list(BLOCK_TYPE)[cell - 1]
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color = game.get_block_color(block_type)
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color = game.get_block_color(block_type)
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x = self.field_x + col_idx * self.block_size
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x = self.field_x + col_idx * self.block_size
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y = self.field_y + row_idx * self.block_size
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y = self.field_y + row_idx * self.block_size
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@ -23,6 +23,7 @@ class BlockType(Enum):
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"""
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"""
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Define block types with their shapes and colors
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Define block types with their shapes and colors
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All shapes draws starting in top left corner from left to right
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All shapes draws starting in top left corner from left to right
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Every line mean the share rotated in clockwise direction
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"""
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"""
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O = {
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O = {
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'name': 'Square',
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'name': 'Square',
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@ -95,47 +96,6 @@ class BlockType(Enum):
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[[0, 1], [1, 1], [0, 1]]
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[[0, 1], [1, 1], [0, 1]]
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]
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]
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}
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}
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U = {
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'name': 'U-Shape',
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'color': (135, 135, 135), # Change color
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'min_score': 4500,
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'shapes': [
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[[1, 0, 1], [1, 1, 1]],
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[[1, 1], [1, 0], [1, 1]],
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[[1, 1, 1], [1, 0, 1]],
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[[1, 1], [0, 1], [1, 1]]
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]
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}
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# T1 = {
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# 'name': 'T-Shape+',
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# 'color': (200, 200, 200), # Change color
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# 'min_score': 10000,
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# 'shapes': [
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# [[1, 1, 1], [0, 1, 0], [0, 1, 0]],
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# [[0, 0, 1], [1, 1, 1], [0, 0, 1]],
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# [[0, 1, 0], [0, 1, 0], [1, 1, 1]],
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# [[1, 0, 0], [1, 1, 1], [1, 0, 0]]
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# ]
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# }
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# U1 = {
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# 'name': 'U-Shape+',
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# 'color': (250, 250, 250), # Change color
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# 'min_score': 10000,
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# 'shapes': [
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# [[1, 1, 1], [1, 0, 1], [1, 0, 1]],
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# [[1, 1, 1], [1, 0, 0], [1, 1, 1]],
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# [[1, 0, 1], [1, 0, 1], [1, 1, 1]],
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# [[1, 1, 1], [0, 0, 1], [1, 1, 1]]
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# ]
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# }
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# X = {
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# 'name': 'X-Shape',
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# 'color': (250, 250, 250), # Change color
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# 'min_score': 15000,
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# 'shapes': [
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# [[0, 1, 0], [1, 1, 1], [0, 1, 0]]
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# ]
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# }
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BLOCK_TYPE = BlockType
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BLOCK_TYPE = BlockType
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