Hard drops and fix moving

This commit is contained in:
2026-05-01 05:15:05 -07:00
parent 18f4e61761
commit 09208c3d49
+64 -23
View File
@@ -96,7 +96,8 @@ class Action(NamedTuple):
# In Game
ROTATE_LEFT = auto()
ROTATE_RIGHT = auto()
DROP = auto()
SOFT_DROP = auto()
HARD_DROP = auto()
SWAP_HOLD = auto()
MOVE_LEFT = auto()
MOVE_RIGHT = auto()
@@ -259,11 +260,13 @@ class LazyVariable:
class Game:
PLACE_POINTS = 10
NORMAL_PLACE_POINTS = 10
HARD_PLACE_POINTS = 20
CLEAR_POINTS = 100
MOVE_SPEED = 20 # cells per second
NORMAL_DROP_SPEED = 3 # cells per second
FAST_DROP_SPEED = 30 # cells per second
MOVED_PROP_SPEED = 1 # cells per second
CLEAR_SPEED = 5 # frames per block
BOARD_SIZE = Size(10, 20) # Cell count
CELL_SIZE = Size(30, 30)
@@ -307,13 +310,22 @@ class Game:
"Rotate the current piece right.",
),
Action(
pygame.K_s,
pygame.K_c,
Action.Type.SWAP_HOLD,
False,
"Swap the current and held pieces.",
),
Action(
pygame.K_DOWN, Action.Type.DROP, True, "Drop the current piece."
pygame.K_DOWN,
Action.Type.SOFT_DROP,
True,
"Soft drop the current piece.",
),
Action(
pygame.K_SPACE,
Action.Type.HARD_DROP,
True,
"Hard drop the current piece.",
),
Action(
pygame.K_LEFT,
@@ -537,6 +549,8 @@ class Game:
self.handle_key_event(event.type, event.key)
def swap_with_hold(self):
if self.did_swap:
return
to_swap = self.held_piece
used_next = False
if not to_swap:
@@ -544,6 +558,8 @@ class Game:
used_next = True
if not self.intersects_board(*self.current_block_pos, to_swap):
self.held_piece = self.current_block
self.move_piece_back_to_top()
self.did_swap = True
self.current_block = to_swap
if used_next:
self.next_piece = self.random_tetromino()
@@ -570,8 +586,7 @@ class Game:
if not self.intersects_board(*np, new_piece):
self.current_block = new_piece
self.current_block_pos = np
# give the user some leeway to splin many times
self.subcell_drop = 0
self.did_user_move_or_spin = True
return
def move_current_piece(self, dir: Direction):
@@ -579,8 +594,7 @@ class Game:
self.subcell_move += dx
move_cell = int(self.subcell_move)
self.subcell_move -= move_cell
# give the user some leeway to move in tight quarters
self.subcell_drop = 0
self.did_user_move_or_spin = True
if move_cell:
new_pos = Cell(
self.current_block_pos.x + move_cell, self.current_block_pos.y
@@ -594,7 +608,10 @@ class Game:
& set(self.pending_actions)
):
self.subcell_move = 0
if Action.Type.DROP not in self.pending_actions:
if not (
{Action.Type.SOFT_DROP, Action.Type.HARD_DROP}
& set(self.pending_actions)
):
self.stop_drop = False
while self.pending_actions:
match self.pending_actions.pop(0):
@@ -604,8 +621,10 @@ class Game:
self.rotate_current_piece(Direction.RIGHT)
case Action.Type.SWAP_HOLD:
self.swap_with_hold()
case Action.Type.DROP if not self.stop_drop:
self.doing_drop = True
case Action.Type.SOFT_DROP if not self.stop_drop:
self.soft_drop = True
case Action.Type.HARD_DROP if not self.stop_drop:
self.hard_drop = True
case Action.Type.MOVE_LEFT:
self.move_current_piece(Direction.LEFT)
case Action.Type.MOVE_RIGHT:
@@ -615,33 +634,50 @@ class Game:
self.pending_actions = []
def place_piece(self, x: int, y: int, piece: Tetromino):
self.score += Game.PLACE_POINTS
if self.hard_drop:
self.score += Game.HARD_PLACE_POINTS
else:
self.score += Game.NORMAL_PLACE_POINTS
for dy, row in enumerate(piece.shape):
for dx, cell in enumerate(row):
if cell:
self.board[y + dy][x + dx] = piece.color
# prevent user from accidentally dropping next piece too
self.stop_drop = True
self.subcell_drop = 0
def cells_for_hard_drop(self):
cx, cy = self.current_block_pos
dy = 0
while not self.intersects_board(cx, cy + dy, self.current_block):
dy += 1
return dy
def advance_piece(self):
speed = (
Game.FAST_DROP_SPEED if self.doing_drop else Game.NORMAL_DROP_SPEED
)
speed = Game.NORMAL_DROP_SPEED
if self.did_user_move_or_spin:
speed = Game.MOVED_PROP_SPEED
elif self.soft_drop:
speed = Game.FAST_DROP_SPEED
self.subcell_drop += speed * self.frame_time()
move_cell = int(self.subcell_drop)
self.subcell_drop -= move_cell
if self.hard_drop:
move_cell = self.cells_for_hard_drop()
cp = self.current_block_pos
if not self.intersects_board(
cp.x, cp.y + move_cell, self.current_block
):
self.current_block_pos = Cell(cp.x, cp.y + move_cell)
else:
# don't place the pice if the user moved it
elif not self.did_user_move_or_spin:
for dy in range(move_cell, -1, -1):
if not self.intersects_board(
cp.x, cp.y + dy, self.current_block
):
self.place_piece(cp.x, cp.y + dy, self.current_block)
self.current_block = None
self.did_swap = False
return
self.game_over = True
@@ -811,7 +847,9 @@ class Game:
self.help_mode = False
def game_loop(self):
self.doing_drop = False
self.soft_drop = False
self.hard_drop = False
self.did_user_move_or_spin = False
self.maybe_clear_rows()
if Action.Type.OPEN_HELP in self.pending_actions:
@@ -846,6 +884,7 @@ class Game:
self.next_piece = None
self.swap_in_next_piece(True)
self.held_piece = None
self.did_swap = False
self.subcell_move = 0
self.subcell_drop = 0
self.clearing_rows = set()
@@ -945,6 +984,13 @@ class Game:
pygame.display.flip()
self.clock.tick(Game.FRAMERATE)
def move_piece_back_to_top(self):
self.current_block_pos = Cell(
self.BOARD_SIZE.width // 2
- math.ceil(self.current_block.width / 2),
0,
)
def swap_in_next_piece(self, force: bool = False):
if not self.next_piece or force:
self.next_piece = self.random_tetromino()
@@ -952,12 +998,7 @@ class Game:
else:
self.current_block = self.next_piece
self.next_piece = self.random_tetromino()
# top left corner
self.current_block_pos = Cell(
self.BOARD_SIZE.width // 2
- math.ceil(self.current_block.width / 2),
0,
)
self.move_piece_back_to_top()
def clear_board(self):
self.board = make_matrix(*Game.BOARD_SIZE)