TetrisRL/block.py

184 lines
4.8 KiB
Python

from turtle import right
from torch import true_divide
from traitlets import Bool
import copy
BLOCK_FILL_LOC = [
[[9, 10, 12, 13], [4, 8, 9, 13]],
[[8, 9, 13, 14], [5, 8, 9, 12]],
[[8, 12, 13, 14], [4, 5, 8, 12], [8, 9, 10, 14], [5, 9, 12, 13]],
[[10, 12, 13, 14], [4, 8, 12, 13], [8, 9, 10, 12], [4, 5, 9, 13]],
[[9, 12, 13, 14], [4, 8, 9, 12], [8, 9, 10, 13], [5, 8, 9, 13]],
[[8, 9, 12, 13]],
[[12, 13, 14, 15], [1, 5, 9, 13]]
]
class Board():
'''
|
--|-------------
0 | |----
| |
| |
|
|
19 |
'''
def __init__(self) -> None:
self.block = [[0 for _ in range(10)] for _ in range(20)]
def show(self):
self.block[19] = [1 for i in range(10)]
for i in range(20):
print(str(i).rjust(2), end=' ')
for j in range(10):
if self.block[i][j]:
print('', end='')
else:
print('', end='')
print()
class Block():
def __init__(self, block_id:int, board:Board) -> None:
self.block_id = block_id
self.x, self.y = 3, -2
self.status = 0
self.block = [[0 for i in range(4)] for i in range(4)]
self.board = board
self.update()
def update(self):
id = self.block_id
status = self.status
block = [[0 for i in range(4)] for i in range(4)]
counter = 0
for i in range(4):
for j in range(4):
if counter in BLOCK_FILL_LOC[id][status]:
block[i][j] = 1
counter += 1
self.block = block
def show(self) -> None:
for i in range(4):
for j in range(4):
if self.block[i][j]:
print('', end='')
else:
print('', end='')
print()
def rotate(self) -> None:
self.status = (self.status+1)%len(BLOCK_FILL_LOC[self.block_id])
self.update()
if(isCollision(self, self.board)):
self.status = (self.status-1)%len(BLOCK_FILL_LOC[self.block_id])
self.update()
return False
else:
return True
def fall(self) -> None:
self.y += 1
if(isCollision(self, self.board)):
self.y -= 1
return False
else:
return True
def shiftRight(self) -> bool:
rightLimit = 0
for col in range(4):
for row in range(4):
if self.block[row][col] and col>rightLimit:
rightLimit = col
if (self.x+rightLimit)==9:
return False
else:
self.x += 1
if(isCollision(self, self.board)):
self.x -= 1
return False
else:
return True
def shiftLeft(self) -> bool:
if (self.block_id == 6 and self.x == -1) or (self.block_id != 6 and self.x == 0):
# 長條判斷條件是-1
return False
else:
self.x -= 1
if(isCollision(self, self.board)):
self.x += 1 # 修正
return False
else:
return True
class TetrisGame():
def __init__(self) -> None:
def view(block:Block, board:Board) -> list:
views = []
for row in board.block:
views.append([])
for col in row:
views[-1].append(col)
for onBlockY in range(4):
onBoardY = block.y+onBlockY
if onBoardY >= 0:
for onBlockX in range(4):
onBoardX = block.x+onBlockX
if onBoardX >= 10:
break
views[onBoardY][onBoardX] = block.block[onBlockY][onBlockX]
return views
def isCollision(block:Block, board:Board) -> bool:
for onBlockY in range(4):
onBoardY = block.y+onBlockY
for onBlockX in range(4):
onBoardX = block.x+onBlockX
if block.block[onBlockY][onBlockX]==1:
if onBoardX >= 10 or onBoardX < 0 or onBoardY >= 20 or onBoardY < 0:
return True
if board.block[onBoardY][onBoardX]==1:
return True
return False
board = Board()
# board.show()
block = Block(0, board)
# block.show()
# print()
views = view(block, board)
while 1:
views = view(block, board)
for i in range(20):
print(str(i).rjust(2), end=' ')
for j in range(10):
if views[i][j]:
print('', end='')
else:
print('', end='')
print()
action = input("Action: ")
if action == 'd':
block.fall()
elif action == 'l':
block.shiftLeft()
elif action == 'r':
block.shiftRight()
elif action == 'f':
block.rotate()
else:
continue