Hard drops and fix moving
This commit is contained in:
@@ -96,7 +96,8 @@ class Action(NamedTuple):
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# In Game
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ROTATE_LEFT = auto()
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ROTATE_RIGHT = auto()
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DROP = auto()
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SOFT_DROP = auto()
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HARD_DROP = auto()
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SWAP_HOLD = auto()
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MOVE_LEFT = auto()
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MOVE_RIGHT = auto()
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@@ -259,11 +260,13 @@ class LazyVariable:
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class Game:
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PLACE_POINTS = 10
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NORMAL_PLACE_POINTS = 10
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HARD_PLACE_POINTS = 20
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CLEAR_POINTS = 100
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MOVE_SPEED = 20 # cells per second
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NORMAL_DROP_SPEED = 3 # cells per second
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FAST_DROP_SPEED = 30 # cells per second
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MOVED_PROP_SPEED = 1 # cells per second
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CLEAR_SPEED = 5 # frames per block
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BOARD_SIZE = Size(10, 20) # Cell count
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CELL_SIZE = Size(30, 30)
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@@ -307,13 +310,22 @@ class Game:
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"Rotate the current piece right.",
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),
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Action(
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pygame.K_s,
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pygame.K_c,
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Action.Type.SWAP_HOLD,
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False,
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"Swap the current and held pieces.",
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),
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Action(
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pygame.K_DOWN, Action.Type.DROP, True, "Drop the current piece."
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pygame.K_DOWN,
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Action.Type.SOFT_DROP,
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True,
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"Soft drop the current piece.",
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),
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Action(
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pygame.K_SPACE,
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Action.Type.HARD_DROP,
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True,
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"Hard drop the current piece.",
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),
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Action(
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pygame.K_LEFT,
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@@ -537,6 +549,8 @@ class Game:
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self.handle_key_event(event.type, event.key)
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def swap_with_hold(self):
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if self.did_swap:
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return
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to_swap = self.held_piece
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used_next = False
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if not to_swap:
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@@ -544,6 +558,8 @@ class Game:
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used_next = True
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if not self.intersects_board(*self.current_block_pos, to_swap):
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self.held_piece = self.current_block
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self.move_piece_back_to_top()
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self.did_swap = True
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self.current_block = to_swap
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if used_next:
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self.next_piece = self.random_tetromino()
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@@ -570,8 +586,7 @@ class Game:
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if not self.intersects_board(*np, new_piece):
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self.current_block = new_piece
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self.current_block_pos = np
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# give the user some leeway to splin many times
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self.subcell_drop = 0
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self.did_user_move_or_spin = True
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return
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def move_current_piece(self, dir: Direction):
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@@ -579,8 +594,7 @@ class Game:
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self.subcell_move += dx
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move_cell = int(self.subcell_move)
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self.subcell_move -= move_cell
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# give the user some leeway to move in tight quarters
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self.subcell_drop = 0
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self.did_user_move_or_spin = True
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if move_cell:
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new_pos = Cell(
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self.current_block_pos.x + move_cell, self.current_block_pos.y
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@@ -594,7 +608,10 @@ class Game:
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& set(self.pending_actions)
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):
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self.subcell_move = 0
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if Action.Type.DROP not in self.pending_actions:
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if not (
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{Action.Type.SOFT_DROP, Action.Type.HARD_DROP}
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& set(self.pending_actions)
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):
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self.stop_drop = False
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while self.pending_actions:
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match self.pending_actions.pop(0):
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@@ -604,8 +621,10 @@ class Game:
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self.rotate_current_piece(Direction.RIGHT)
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case Action.Type.SWAP_HOLD:
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self.swap_with_hold()
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case Action.Type.DROP if not self.stop_drop:
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self.doing_drop = True
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case Action.Type.SOFT_DROP if not self.stop_drop:
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self.soft_drop = True
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case Action.Type.HARD_DROP if not self.stop_drop:
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self.hard_drop = True
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case Action.Type.MOVE_LEFT:
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self.move_current_piece(Direction.LEFT)
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case Action.Type.MOVE_RIGHT:
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@@ -615,33 +634,50 @@ class Game:
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self.pending_actions = []
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def place_piece(self, x: int, y: int, piece: Tetromino):
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self.score += Game.PLACE_POINTS
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if self.hard_drop:
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self.score += Game.HARD_PLACE_POINTS
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else:
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self.score += Game.NORMAL_PLACE_POINTS
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for dy, row in enumerate(piece.shape):
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for dx, cell in enumerate(row):
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if cell:
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self.board[y + dy][x + dx] = piece.color
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# prevent user from accidentally dropping next piece too
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self.stop_drop = True
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self.subcell_drop = 0
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def cells_for_hard_drop(self):
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cx, cy = self.current_block_pos
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dy = 0
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while not self.intersects_board(cx, cy + dy, self.current_block):
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dy += 1
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return dy
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def advance_piece(self):
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speed = (
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Game.FAST_DROP_SPEED if self.doing_drop else Game.NORMAL_DROP_SPEED
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)
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speed = Game.NORMAL_DROP_SPEED
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if self.did_user_move_or_spin:
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speed = Game.MOVED_PROP_SPEED
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elif self.soft_drop:
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speed = Game.FAST_DROP_SPEED
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self.subcell_drop += speed * self.frame_time()
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move_cell = int(self.subcell_drop)
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self.subcell_drop -= move_cell
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if self.hard_drop:
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move_cell = self.cells_for_hard_drop()
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cp = self.current_block_pos
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if not self.intersects_board(
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cp.x, cp.y + move_cell, self.current_block
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):
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self.current_block_pos = Cell(cp.x, cp.y + move_cell)
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else:
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# don't place the pice if the user moved it
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elif not self.did_user_move_or_spin:
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for dy in range(move_cell, -1, -1):
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if not self.intersects_board(
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cp.x, cp.y + dy, self.current_block
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):
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self.place_piece(cp.x, cp.y + dy, self.current_block)
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self.current_block = None
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self.did_swap = False
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return
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self.game_over = True
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@@ -811,7 +847,9 @@ class Game:
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self.help_mode = False
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def game_loop(self):
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self.doing_drop = False
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self.soft_drop = False
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self.hard_drop = False
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self.did_user_move_or_spin = False
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self.maybe_clear_rows()
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if Action.Type.OPEN_HELP in self.pending_actions:
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@@ -846,6 +884,7 @@ class Game:
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self.next_piece = None
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self.swap_in_next_piece(True)
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self.held_piece = None
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self.did_swap = False
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self.subcell_move = 0
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self.subcell_drop = 0
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self.clearing_rows = set()
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@@ -945,6 +984,13 @@ class Game:
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pygame.display.flip()
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self.clock.tick(Game.FRAMERATE)
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def move_piece_back_to_top(self):
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self.current_block_pos = Cell(
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self.BOARD_SIZE.width // 2
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- math.ceil(self.current_block.width / 2),
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0,
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)
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def swap_in_next_piece(self, force: bool = False):
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if not self.next_piece or force:
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self.next_piece = self.random_tetromino()
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@@ -952,12 +998,7 @@ class Game:
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else:
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self.current_block = self.next_piece
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self.next_piece = self.random_tetromino()
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# top left corner
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self.current_block_pos = Cell(
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self.BOARD_SIZE.width // 2
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- math.ceil(self.current_block.width / 2),
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0,
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)
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self.move_piece_back_to_top()
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def clear_board(self):
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self.board = make_matrix(*Game.BOARD_SIZE)
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