File: minetris.py

package info (click to toggle)
minetest-mod-pycraft 0.22-5
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 2,744 kB
  • sloc: python: 79,282; makefile: 10
file content (356 lines) | stat: -rwxr-xr-x 11,037 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
#
# requires Windows (for input.py to work)
# Copyright (c) 2016 Alexander Pruss. MIT License.
#

#
# Make sure to have input.py and text.py in the same directory.
#


from mc import *
from time import sleep,time
from random import randint
import input
import text
from fonts import FONTS

FONT = 'thin9pt' #metrix7pt
HEIGHT = 20
WIDTH = 10
BORDER = WOOL_BLACK
BACKGROUND = STAINED_GLASS_BLACK

DELAYS = ( 0.5, 0.45, 0.4, 0.35, 0.3, 0.25, 0.2, 0.15, 0.1, 0.05)

PIECES = (  (('XXXX',), ('.X','.X','.X','.X')),
            (('XX','XX'),),
            (('XXX', '..X'), ('.X', '.X', 'XX'), ('X','XXX'), ('XX', 'X', 'X')),
            (('XXX', 'X'), ('XX', '.X', '.X'), ('..X', 'XXX'), ('X.', 'X.', 'XX')),
            (('XX', '.XX'), ('.X','XX', 'X.')),
            (('.XX', 'XX'), ('X.', 'XX', '.X')) )

def inputMoveDown():
    return input.wasPressedSinceLast(input.DOWN)
    
def inputMoveLeft():
    return input.wasPressedSinceLast(input.LEFT)
    
def inputMoveRight():
    return input.wasPressedSinceLast(input.RIGHT)

def inputRotateLeft():
    return input.wasPressedSinceLast(input.PRIOR)
    
def inputRotateRight():
    return input.wasPressedSinceLast(input.NEXT)
                
def inputNext():
    return input.wasPressedSinceLast(ord('N'))
    
def inputLevelUp():
    return input.wasPressedSinceLast(ord('L'))
    
def inputPause():
    return input.wasPressedSinceLast(ord('P'))
    
def answerYes():
    input.clearPressBuffer(ord('Y'))
    input.clearPressBuffer(ord('N'))
    while True:
        if input.wasPressedSinceLast(ord('Y')):
            return True
        if input.wasPressedSinceLast(ord('N')):
            return False
        sleep(0.1)

def clearInput():
    for k in (input.DOWN, input.LEFT, input.RIGHT,
                input.PRIOR, input.NEXT, input.UP,
                ord('N'), ord('L'), ord('P'), ord('Y')):
        input.clearPressBuffer(k)
    
def drawBoard():
    mc.setBlocks(left-1, bottom-1, plane, left+WIDTH, bottom-1, plane, BORDER)
    mc.setBlocks(left-1, bottom+HEIGHT, plane, left+WIDTH, bottom+HEIGHT, plane, BORDER)
    mc.setBlocks(left-1, bottom, plane, left, bottom+HEIGHT-1, plane, BORDER)
    mc.setBlocks(left+WIDTH, bottom, plane, left+WIDTH, bottom+HEIGHT-1, plane, BORDER)
    mc.setBlocks(left-1, bottom-1, plane-1, left+WIDTH, bottom+HEIGHT, plane-1, BACKGROUND)
    mc.setBlocks(left, bottom, plane, left+WIDTH-1, bottom+HEIGHT-1, plane, AIR)
    
def pieceWidth(piece):
    return max((len(a) for a in piece))
    
def enumeratePiece(x, y, piece):
    for row in range(len(piece)):
        if y-row < HEIGHT:
            for col in range(len(piece[row])):
                if piece[row][col] == 'X':
                    yield (x+col,y-row)

def movePiece(oldX, oldY, oldPiece, x, y, piece, color):
    new = set(enumeratePiece(x, y, piece))
    if oldPiece:
        old = set(enumeratePiece(oldX, oldY, oldPiece))
        
        for (x,y) in old-new:
            mc.setBlock(x+left, y+bottom, plane, AIR)

        new = new - old

    for (x,y) in new:
        mc.setBlock(x+left, y+bottom, plane, color)

def eraseNext():
    mc.setBlocks(left+WIDTH+2,bottom+3,plane,left+WIDTH+2+3,bottom+6,plane,AIR)
        
def drawNext():
    eraseNext()
    for (x,y) in enumeratePiece(WIDTH+2, 6, nextFamily[nextOrientation]):
        mc.setBlock(x+left, y+bottom, plane, nextColor)
        
def drawBuffer(buffer):
    for x,y in buffer:
        mc.setBlock(x,y,plane,buffer[(x,y)])

def makeNext():
    global nextFamily, nextColor, nextOrientation
    n = randint(0, len(PIECES)-1)
    nextFamily = PIECES[n]
    nextColor = Block(WOOL.id, (n+1) % 16)
    nextOrientation = randint(0, len(nextFamily)-1)        
        
def placePiece():
    global color, family, orientation, descendDelay, droppedFrom, didShowNext
    family = nextFamily
    orientation = nextOrientation
    color = nextColor
    makeNext()
    piece = family[orientation]
    x = WIDTH // 2 - pieceWidth(piece)
    y = HEIGHT + len(piece) - 2
    descendDelay = currentDescendDelay
    droppedFrom = None
    didShowNext = showNext
    if showNext:
        drawNext()
    return (x,y)
    
def fit(x, y, piece):
    for (xx,yy) in enumeratePiece(x, y, piece):
        if yy < 0 or xx >= WIDTH or xx < 0 or board[xx][yy] is not None:
            return False
    return True                    
                    
def descend():
    global descendTimer
    if descendTimer + descendDelay <= time():
        descendTimer += descendDelay
        return True
    return False

def hide():
    mc.setBlocks(left, bottom, plane, left+WIDTH-1, bottom+HEIGHT-1, plane, GLASS)
    text.drawText(mc, FONTS['nicefontbold'], 
                    Vec3(left+WIDTH//2,bottom+5,plane), 
                    Vec3(1,0,0), Vec3(0,1,0), 
                    "P", SEA_LANTERN, align=text.ALIGN_CENTER)

    
def restore(x, y):
    for xx in range(WIDTH):
        for yy in range(HEIGHT):
            mc.setBlock(xx+left,yy+bottom,plane,board[xx][yy] or AIR)
    movePiece(None, None, None, x, y, family[orientation], color)
    
def addPiece(x, y, piece, color):
    global score,level,totalDropped
    
    for (xx,yy) in enumeratePiece(x, y, piece):
        board[xx][yy] = color
        
    dropCount = 0
    while True:
        foundRow = False
        for y in range(HEIGHT):
            full = True
            for x in range(WIDTH):
                if board[x][y] is None:
                    full = False
                    break
            if full:
                dropCount += 1
                foundRow = True
                for y2 in range(y, HEIGHT-1):
                    for x in range(WIDTH):
                        b = board[x][y2+1]
                        board[x][y2] = b
                        mc.setBlock(left+x,bottom+y2,plane,b if b is not None else AIR)
                for x in range(WIDTH):
                    board[x][HEIGHT-1] = None
                    mc.setBlock(left+x,bottom+HEIGHT-1,plane,AIR)
                
        if not foundRow:
            break
            
    if didShowNext:
        score += 3 + (3*(level-1))//2 + droppedFrom
    else:
        score += 5 + 2*(level-1) + droppedFrom
    if dropCount:
        totalDropped += dropCount
        level = 1 + totalDropped // 10 + extraLevels
    updateScoreAndLevel()

def updateText(buffer,x,y,s,align):
    newBuffer = {}
    if s is not None:
        text.drawText(mc, FONTS['thin9pt'], 
                        Vec3(x,y,plane), 
                        Vec3(1,0,0), Vec3(0,1,0), 
                        s, SEA_LANTERN, background=None, align=align, buffer=newBuffer)
    for pos in buffer:
        if pos not in newBuffer:
            mc.setBlock(pos, AIR)
    for pos in newBuffer:
        if pos not in buffer:
            mc.setBlock(pos, SEA_LANTERN)
    return newBuffer        
        
def updateScoreAndLevel():
    global scoreBuffer, levelBuffer, currentDescendDelay, level
    if level > 10:
        level = 10
    scoreBuffer = updateText(scoreBuffer,left+WIDTH+2,bottom+HEIGHT-10,str(score),text.ALIGN_LEFT)
    levelBuffer = updateText(levelBuffer,left-1,bottom+HEIGHT-10,str(level),text.ALIGN_RIGHT)
    currentDescendDelay = DELAYS[level-1]

def clearScoreAndLevel():
    global scoreBuffer, levelBuffer, currentDescendDelay, level
    scoreBuffer = updateText(scoreBuffer,left+WIDTH+2,bottom+HEIGHT-10,None,text.ALIGN_LEFT)
    levelBuffer = updateText(levelBuffer,left-1,bottom+HEIGHT-10,None,text.ALIGN_RIGHT)

def game():
    global score, level, extraLevels, totalDropped, scoreBuffer, levelBuffer, showNext, didShowNext
    global orientation, board, descendTimer, droppedFrom, descendDelay
    
    board = [[None for i in range(HEIGHT)] for j in range(WIDTH)]

    drawBoard()
    score = 0
    level = 1
    extraLevels = 0
    totalDropped = 0
    scoreBuffer = {}
    levelBuffer = {}
    showNext = False
    updateScoreAndLevel()
    makeNext()

    newPiece = True

    while True:
        if newPiece:
            x,y = placePiece()
            oldPiece = None
            if not fit(x, y, family[orientation]):
                break
            draw = True
            newPiece = False
            fall = False
            clearInput()
            descendTimer = time()
        else:
            oldPiece = family[orientation]
            draw = False
        oldX = x
        oldY = y
        
        if inputPause():
            t0 = time()
            hide()
            while not inputPause():
                sleep(0.025)
            clearInput()
            restore(x, y)
            descendTimer += time() - t0

        if not fall:
            if inputLevelUp():
                extraLevels += 1
                level += 1
                updateScoreAndLevel()
                descendDelay = currentDescendDelay
        
            if inputMoveLeft() and fit(x-1, y, family[orientation]):
                x -= 1
                draw = True
                    
            if inputMoveRight() and fit(x+1, y, family[orientation]):
                x += 1
                draw = True
                    
            if inputRotateLeft() and fit(x, y, family[(orientation-1)%len(family)]):
                orientation = (orientation-1)%len(family)
                draw = True
                    
            if inputRotateRight() and fit(x, y, family[(orientation+1)%len(family)]):
                orientation = (orientation+1)%len(family)
                draw = True
                
            if inputMoveDown():
                fall = True
                droppedFrom = y+1-len(family[orientation]) 
                descendDelay = 0.05
                
            if inputNext():
                showNext = not showNext
                if showNext:
                    didShowNext = True
                    drawNext()
                else:
                    eraseNext()
            
        if descend():
            if not fit(x, y-1, family[orientation]):
                if droppedFrom is None:
                    droppedFrom = y+1-len(family[orientation])
                addPiece(x, y, family[orientation], color)
                newPiece = True
            else:
                draw = True
                y -= 1

        if draw:
            movePiece(oldX, oldY, oldPiece, x, y, family[orientation], color)
            
        sleep(0.025)

    return score
    
mc = Minecraft()

mc.postToChat("Left/Right arrow: move")
mc.postToChat("Up: rotate right")
mc.postToChat("PageUp/PageDown: rotate left/right")
mc.postToChat("N: toggle view next")
mc.postToChat("P: pause")
mc.postToChat("L: next level")

playerPos = mc.player.getTilePos()
mc.player.setRotation(180)
mc.player.setPitch(-26)
mc.player.setTilePos(playerPos.x, playerPos.y, playerPos.z + 14)

left = playerPos.x - WIDTH // 2
plane = playerPos.z
bottom = playerPos.y + 1

while True:
    s = game()
    mc.postToChat("Game Over: You got %d points" % s)
    mc.postToChat("Play again? (Y/N)")
    if not answerYes():
        mc.postToChat("Goodbye!")
        break
    clearScoreAndLevel()