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modes.py
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#!/usr/bin/env python
import game
import pygame
from render import Render
import resources
LINES_TO_SPEED_UP = 10
BACKGROUNDS = [
resources.load_image('ingamegnd.png'),
resources.load_image('ingamegnd2.png')
]
LINES_TO_CYCLE = 19
class Stage(object):
def __init__(self, definition={
'speed_var': game.DEFAULT_SPEED,
'extra_blocks': [],
'lines_to_go': 10,
'show_next': True,
'background': None}):
self.speed = definition['speed_var']
self.extra_blocks = definition['extra_blocks']
self.lines_to_go = definition['lines_to_go']
self.show_next = definition['show_next']
self.background = definition['background']
def add_block(self, position, color):
self.extra_blocks.append((position, color))
@property
def as_dict(self):
return {
'speed_var': self.speed,
'extra_blocks': self.extra_blocks,
'lines_to_go': self.lines_to_go,
'show_next': self.show_next,
'background': self.background
}
class Mode(object):
def __init__(self,
board_size=game.DEFAULT_SIZE,
initial_speed=game.DEFAULT_SPEED,
callbacks={}):
self.__game = game.Tetris(board_size, initial_speed)
self.__render = Render(self.game)
self.__last_completed = 0
self.__lines = 0
@property
def show_next(self):
return False
@property
def size(self):
return self.game.size
@property
def game(self):
return self.__game
def set_game(self, game):
self.__game = game
self.__render = Render(self.game)
@property
def renderer(self):
return self.__render
def render(self, destination):
dirty = [destination.blit(self.renderer.update(), (20, 40))]
if self.show_next:
dirty.append(destination.blit(self.renderer.next, (250, 50)))
dirty.append(destination.blit(self.renderer.score(self.score),
(250, 10)))
return dirty
@property
def game_over(self):
return self.__game.game_over
@property
def score(self):
return 0
@property
def lines(self):
return self.__lines
@property
def last_lines_completed(self):
return self.__last_completed
@property
def completed(self):
return False
def update(self):
self.__last_completed = self.game.update()
self.__lines += self.__last_completed
def set_game_callback(self, callback_id, callback):
self.game.set_callback(callback_id, callback)
class Forever(Mode):
def __init__(self, size=game.DEFAULT_SIZE,
initial_speed=game.DEFAULT_SPEED,
callbacks=None):
Mode.__init__(self, size, initial_speed, callbacks)
self.__score = 0
self.__change_background = callbacks.get('change_background', None)
self.__current_background = 0
self.__lines_to_cycle = LINES_TO_CYCLE
self.__lines_to_speed_up = LINES_TO_SPEED_UP
self.__render = Render(self.game)
@property
def show_next(self):
return True
@property
def score(self):
return self.__score
def cycle_background(self):
if self.__change_background is not None:
self.__current_background += 1
self.__current_background %= len(BACKGROUNDS)
self.__change_background(BACKGROUNDS[self.__current_background])
def update(self):
Mode.update(self)
self.__score += (pow(self.last_lines_completed, 2) * 10)
self.__lines_to_speed_up -= self.last_lines_completed
if self.__lines_to_speed_up < 0:
self.__lines_to_speed_up = LINES_TO_SPEED_UP
self.game.increase_speed(10)
self.__lines_to_cycle -= self.last_lines_completed
if self.__lines_to_cycle < 0:
self.__lines_to_cycle = LINES_TO_CYCLE
self.cycle_background()
class Levels(Mode):
def __init__(self, size=game.DEFAULT_SIZE,
initial_speed=game.DEFAULT_SPEED,
stages=[],
callbacks=None):
Mode.__init__(self, size, initial_speed, callbacks)
self.__score = 0
self.__lines_to_go = 0
self.__current_stage = 0
self.__show_next = True
self.__stages = stages
self.__game_completed = False
self.__start_level_cb = callbacks.get('start_level', None)
self.__end_level_cb = callbacks.get('end_level', None)
self.__change_background = callbacks.get('change_background', None)
self.load_level(self.__current_stage)
@property
def show_next(self):
return self.__show_next
@property
def completed(self):
return self.__game_completed
@property
def score(self):
return self.__score
def load_level(self, level_no):
# Avoid invalid levels
if level_no not in range(len(self.__stages)):
return False
self.__current_stage = level_no
level = self.__stages[self.__current_stage]
new_speed = self.game.speed + level.speed
self.set_game(game.Tetris(self.game.size, new_speed))
for position, block in level.extra_blocks:
self.game.board[position[1]][position[0]] = block
self.__show_next = level.show_next
self.__lines_to_go = level.lines_to_go
if level.background:
self.__set_background(level.background)
self.__start_level(level_no)
return True
def update(self):
if self.completed:
return
Mode.update(self)
self.__score += (pow(self.last_lines_completed, 2) * 10)
self.__lines_to_go -= self.last_lines_completed
if self.__lines_to_go <= 0:
self.__end_level(self.__current_stage)
self.game.quit()
if not self.load_level(self.__current_stage + 1):
self.__game_completed = True
def render(self, destination):
dirty = Mode.render(self, destination)
dirty.append(destination.blit(self.renderer.level(self.__current_stage),
(350, 10)))
return dirty
def __set_background(self, background):
if self.__set_background is not None:
self.__change_background(background)
def __start_level(self, level_number):
if self.__start_level_cb is not None:
self.__start_level_cb(level_number)
def __end_level(self, level_number):
if self.__end_level_cb is not None:
self.__end_level_cb(level_number)