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assets.py
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assets.py
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import pygame
import random
from constants import SCREEN_RESOLUTION, COLORS, BLOCKS,BACKGROUND_COLORS
class World:
"""Class that defines the world in which the agents will live.
The world size is 300x600 by default and contains 20 rows by 10 colomns with a cell size of 30.
"""
def __init__(self) -> None:
self.rows = 20
self.columns = 10
self.cell_size = 30
self.size = (self.columns * self.cell_size, self.rows * self.cell_size)
self.grid = [[0 for _ in range(self.columns)] for _ in range(self.rows)]
self.block_offset = [int(self.columns / 2 - 1), 0]
self.block = self.generate_block()
self.next_block = self.generate_block()
self.score = 0
self.level = 1
self.lines_cleared = 0
def move (self, x: int, y: int) -> None:
"""Method that moves the block in the grid.
"""
self.block_offset[0] += x
if self.detect_collision():
self.block_offset[0] -= x
self.block_offset[1] += y
if self.detect_collision():
self.block_offset[1] -= y
self.fix_block()
self.clear_rows()
self.new_block()
def fix_block (self) -> None:
"""Method that fixes the block in the grid when it reachs the bottom.
"""
for i,block_row in enumerate(self.block):
for j,block_element in enumerate(block_row):
if block_element != 0:
self.grid[self.block_offset[1] + i][self.block_offset[0] + j] = block_element
self.block_offset = [int(self.columns / 2 - 1), 0]
def is_game_over(self):
"""Checks if the game is over."""
for cell in self.grid[0]:
if cell != 0:
return True
return False
def clear_rows (self) -> None:
"""Method that clears the rows that are full.
"""
for i,row in enumerate(self.grid):
if all(row):
self.grid.pop(i)
self.grid.insert(0, [0 for _ in range(self.columns)])
def rotate (self) -> None:
"""Method that rotates the block in the grid.
"""
before_state = self.block
self.block = list(zip(*self.block[::-1]))
if self.detect_collision():
self.block = before_state
def detect_collision (self) -> bool:
#detect end of screen
if self.block_offset[0] < 0 or self.block_offset[0] + len(self.block[0]) > self.columns:
return True
#Vertical collision
if self.block_offset[1] + len(self.block) > self.rows:
return True
#Block collision
for i,block_row in enumerate(self.block):
for j,block_element in enumerate(block_row):
if block_element != 0:
if self.grid[self.block_offset[1] + i][self.block_offset[0] + j] != 0:
return True
def generate_block(self):
"""Genera un nuevo bloque con un color aleatorio."""
block = random.choice(BLOCKS)
color_index = random.randint(1, len(COLORS) - 1)
return [[color_index if cell != 0 else 0 for cell in row] for row in block]
def new_block(self):
"""Actualiza el bloque actual con el próximo bloque y genera un nuevo próximo bloque."""
self.block = self.next_block
self.next_block = self.generate_block()
self.block_offset = [int(self.columns / 2 - 1), 0]
def draw (self, screen: pygame.Surface) -> None:
"""Method that draws the grid on the middle of the screen.
"""
for i in range(self.rows):
for j in range(self.columns):
pos = (
j * self.cell_size + SCREEN_RESOLUTION[0] / 2 - self.size[0] / 2,
i * self.cell_size + SCREEN_RESOLUTION[1] / 2 - self.size[1] / 2,
self.cell_size,
self.cell_size,
)
pygame.draw.rect(
screen,
COLORS[self.grid[i][j]],
pos,
1 if self.grid[i][j] == 0 else 0,
)
#Draw current block
for i,block_row in enumerate(self.block):
for j,block_element in enumerate(block_row):
pos = (
j * self.cell_size + SCREEN_RESOLUTION[0] / 2 - self.size[0] / 2 + self.block_offset[0] * self.cell_size,
i * self.cell_size + SCREEN_RESOLUTION[1] / 2 - self.size[1] / 2 + self.block_offset[1] * self.cell_size,
self.cell_size,
self.cell_size,
)
if block_element != 0:
pygame.draw.rect(
screen,
COLORS[block_element],
pos,
0,
)
#Draw next block on the top right
next_block_offset = [self.columns + 2, 2]
for i,block_row in enumerate(self.next_block):
for j,block_element in enumerate(block_row):
pos = (
j * self.cell_size + SCREEN_RESOLUTION[0] / 2 - self.size[0] / 2 + next_block_offset[0] * self.cell_size,
i * self.cell_size + SCREEN_RESOLUTION[1] / 2 - self.size[1] / 2 + next_block_offset[1] * self.cell_size,
self.cell_size,
self.cell_size,
)
if block_element != 0:
pygame.draw.rect(
screen,
COLORS[block_element],
pos,
0,
)
#Draw retry screen on top of the grid
def show_retry_screen(self, screen: pygame.Surface):
"""Displays the retry screen."""
screen.fill(BACKGROUND_COLORS[1])
font = pygame.font.Font(None, 74)
text = font.render("Game Over", True, (255, 0, 0))
screen.blit(text, (300, 200))
font = pygame.font.Font(None, 36)
text = font.render("Press SPACE to Retry", True, (255, 255, 255))
screen.blit(text, (300, 250))
#stop generatin blocks
def stop(self):
"""Stops the block generation."""
self.block = [[0 for _ in range(len(self.block[0]))] for _ in range(len(self.block))]
self.next_block = [[0 for _ in range(len(self.next_block[0]))] for _ in range(len(self.next_block))]