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quadrominos.py
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quadrominos.py
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# Alex Wills
# 18 Nov 2020
# quadrominos.py
# -a set of classes to play a game of Quatis/Tetris. Contains several different shaped
# Quadrominos, which each have their own methods of rotation and initialization
#
# Credits to Alexey Pajitnov for original game design of Tetris
# to John Zelle for the graphics.py package
# to Professor Eaton for teaching me everything I know about Python
# to Python for being helpful for this project
# to Hope for always being there for me <3
# to Jacob for being a fellow Tetris fan and inspiring this journey
# to Eirinn for putting up with me and Jacob and our Tetris
# to Ray for teaching me epic key shortcuts
# to Lucas for playtesting
# to Tetris for giving me the chance to win $5 on their mobile Tetris app
# to Honest Tea and Sparkling Ice for quenching my thirst
# to the Metz crew for giving me food (shoutouts to Kevin)
#
# To run: Open the terminal at this file location and type "py game.py"
import graphics as gr
class Block():
''' Blocks take up spaces in the play grid and have collision
These blocks make up Quadromino pieces'''
def __init__(self, init_col, init_row, color):
''' Initializes Block object
INPUT
init_col (int) [0, 9] - the column for the block to start in
init_row (int) [0, 19] - the row for the block to start in
color (Str) - the Block's color '''
self.col = init_col
self.row = init_row
# Each block is a 20 x 20 pixel rectangle
point1 = gr.Point(300 + self.col * 20, 200 + self.row * 20)
point2 = gr.Point(point1.getX() + 20, point1.getY() + 20)
self.square = gr.Rectangle(point1, point2)
self.square.setFill(color)
def getColPos(self):
''' Returns the x position / column number on the grid '''
return self.col
def getRowPos(self):
''' Returns the y position / row number on the grid '''
return self.row
def getSquare(self):
''' Returns the main graphics.Rectangle object of the Block object '''
return self.square
def setColor(self, color):
''' Changes the color of the block
INPUT
color (Str) - the color to change the block to '''
self.square.setFill(color)
def draw(self, win):
''' Draws the Block to the window
INPUT
win (gr.GraphWin) the current graphics window'''
self.square.draw(win)
def undraw(self):
''' Undraws the Block object '''
self.square.undraw()
def move(self, dx, dy):
''' Moves piece dx and dy units (each unit is 20 pixels / 1 grid space)
INPUT
dx (int) - the desired change in x / column number
dy (int) - the desired change in y / row number'''
self.col += dx
self.row += dy
self.square.move(20 * dx, 20 * dy)
class Quadromino():
''' A Quadromino is made of four Blocks that can move and rotate.
This class is a template. Specific Quadromino classes need to implement the rotate and canRotate functions
and initialize locations of Blocks differently '''
def __init__(self):
# Initialize ghost piece (projected landing spot)
self.ghost1 = Block(3, 0, "lightgrey")
self.ghost2 = Block(3, 0, "lightgrey")
self.ghost3 = Block(3, 0, "lightgrey")
self.ghost4 = Block(3, 0, "lightgrey")
self.ghosts = [self.ghost1, self.ghost2, self.ghost3, self.ghost4]
self.mini_squares = []
self.orientation = 1 # Used for proper rotation
self.can_hold = True # Every piece can only be held once
# Attributes from child classes
#self.squares = [self.square1, ... self.square4]
#self.color = "color"
def draw(self, win):
''' Draws the piece to the screen
INPUT
win (gr.GraphWin) - the main graphics window'''
for ghost in self.ghosts:
ghost.draw(win)
for block in self.squares:
block.draw(win)
def undraw(self):
''' Undraws the piece and its ghost '''
for ghost in self.ghosts:
ghost.undraw()
for block in self.squares:
block.undraw()
def checkMove(self, dx, dy, grid):
''' Returns true if piece can move dx dy units on the grid
INPUT
dx (int) - the desired change in x / column number
dy (int) - the desired change in y / row number
grid (PlayGrid) - the game's PlayGrid
OUTPUT
canMove (bool) - True if the piece can move to the desired position without collision'''
canMove = True
for block in self.squares:
# Skip checking if movement is not possible
if canMove:
# Get the projected landing spot
col = block.getColPos() + dx
row = block.getRowPos() + dy
# If projected space is occupied or out of bounds
if grid.spaceOccupied(col, row):
canMove = False
return canMove
def move(self, dx, dy, grid):
''' Moves the entire piece dx, dy units / grid spaces (20 pixels)
grid (PlayGrid) is the current PlayGrid for the game
INPUT
dx (int) - the desired change in x / column number
dy (int) - the desired change in y / row number
grid (PlayGrid) - the game's PlayGrid object'''
# If projected space is not occupied, move block:
if self.checkMove(dx, dy, grid):
for block in self.squares:
block.move(dx, dy)
def hardDrop(self, grid):
''' Drops piece as far as it will go and deposits it in place
INPUT
grid (PlayGrid) - the game's current PlayGrid'''
# Calls move down method enough times to collide
for i in range(21):
self.move(0, 1, grid)
# Deposits blocks
self.depositQuadromino(grid)
def canRotate(self, grid):
''' Returns true if piece can rotate
INPUT
grid (PlayGrid) - the game's PlayGrid'''
pass
def rotate(self, direction, grid):
''' Rotates the piece in the direction specified.
INPUT
direction (int) {1, -1}
+1 for clockwise
-1 for counterclockwise
grid (PlayGrid) - the game's PlayGrid'''
pass
def depositQuadromino(self, grid):
''' Places Quadromino onto the PlayGrid
INPUT
grid (PlayGrid) - the game's PlayGrid'''
# Places Blocks
for block in self.squares:
grid.setSpace(block)
# Undraws ghost blocks
for ghost in self.ghosts:
ghost.undraw()
def calcGhostMove(self, grid):
''' Returns the number of spaces a ghost projection can move down
INPUT
grid (PlayGrid) - the game's PlayGrid
OUTPUT
num_moves (int) the number of times the ghost projection can move down before colliding'''
num_moves = 0
canMove = True
# Increase num_moves until there is a collision
while canMove:
for ghost in self.ghosts:
# Get projected location
row = ghost.getRowPos() + num_moves + 1
col = ghost.getColPos()
# If out of bounds or space occupied, set canMove to false
if grid.spaceOccupied(col, row):
canMove = False
# If movement still possible, do another movement
if canMove:
num_moves += 1
return num_moves
def projectGhost(self, grid):
''' Projects the landing location of the Quadromino
INPUT
grid (PlayGrid) - the game's PlayGrid'''
# Match ghost with actual piece
for idx in range(4):
ghost_x = self.ghosts[idx].getColPos()
ghost_y = self.ghosts[idx].getRowPos()
target_x = self.squares[idx].getColPos()
target_y = self.squares[idx].getRowPos()
self.ghosts[idx].move(target_x - ghost_x, target_y - ghost_y)
# Move ghost piece as far as it is projected
num_moves = self.calcGhostMove(grid)
for i in range(num_moves):
for ghost in self.ghosts:
ghost.move(0, 1)
def drawMiniIcon(self, window, location):
''' draws a miniature clone of the piece to use for the up_next icon / hold
location (int): 0 - draws in the up_next position
1 - draws in the hold position '''
# Draw smaller versions of each square (scaled x 0.8, with point 1 of the first square as the center)
anchor_point = self.square1.getSquare().getP1()
anchor_x = anchor_point.getX()
anchor_y = anchor_point.getY()
for square in self.squares:
# Get Square coordinates
rectangle = square.getSquare()
point1 = rectangle.getP1()
x1 = point1.getX()
y1 = point1.getY()
point2 = rectangle.getP2()
x2 = point2.getX()
y2 = point2.getY()
# Scale to the anchor by a factor of 0.8
x1 = (x1 - anchor_x) * 0.8
y1 = (y1 - anchor_y) * 0.8
x2 = (x2 - anchor_x) * 0.8
y2 = (y2 - anchor_y) * 0.8
mini_square = gr.Rectangle(gr.Point(x1, y1), gr.Point(x2, y2))
mini_square.setFill(self.color)
mini_square.draw(window)
self.mini_squares.append(mini_square)
# Move the mini piece to the correct location
dx = 0
dy = 0
# offset pieces to center them all
if type(self) == JQuadromino:
dx += 32
elif type(self) == TQuadromino or type(self) == ZQuadromino:
dy -= 16
elif type(self) == OQuadromino:
dx += 8
dy -= 16
elif type(self) == IQuadromino:
dx -= 8
dy -= 8
# "Up Next" location
if location == 0:
dx += 520
dy += 245
# "Hold" location
elif location == 1:
dx += 231
dy += 245
for square in self.mini_squares:
square.move(dx, dy)
def undrawMini(self):
''' Undraws the mini icon, wherever it is '''
for square in self.mini_squares:
square.undraw()
def canHold(self):
''' Returns true if the piece can be held, and sets can_hold to False '''
return self.can_hold
def setCanHold(self, state):
'''Sets the can_hold value
INPUT
state (bool) - whether or not the piece can be held '''
self.can_hold = state
def resetPiece(self, grid):
''' Returns piece to its original state and location
INPUT
grid (PlayGrid) - the game's PlayGrid'''
# Move to above the grid (to avoid all collision)
while not (self.square1.getRowPos() < -3):
for square in self.squares: # Bypass checkMove to avoid collision with potential pieces above
square.move(0, -1)
# Return to upright rotation
while not (self.orientation == 1):
self.rotate(1, grid)
# Move to beginning location (square 1 to (3,0), with exception of J piece to (5,0))
current_x = self.square1.getColPos()
current_y = self.square1.getRowPos()
self.move(3 - current_x, 0 - current_y, grid)
if type(self) == JQuadromino:
self.move(2, 0, grid)
# # # # # # # # # # # # # # # # #
# Specific shaped Quadrominos: #
# - - - - - - - - - - - - - - - # # # # # # # # # # # # # # # # #
# Every Shape has three methods: #
# #
# __init__(self, init_win): #
# Constructs the Quadromino in the right shape and color #
# #
# canRotate(self, direction, grid): #
# Uses self.orientation, direction, and grid to determine #
# if the piece is able to rotate #
# #
# rotate(self, direction, grid): #
# Uses self.orientation and direction to move the squares #
# around for rotation, IF canRotate returns true #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
class TQuadromino(Quadromino):
''' Quadromino that looks like this: [] [] []
[] '''
def __init__(self):
# Initialize ghost pieces
super().__init__()
# Initialize piece
self.color = "purple"
self.square1 = Block(3, 0, self.color)
self.square2 = Block(4, 0, self.color)
self.square3 = Block(4, 1, self.color)
self.square4 = Block(5, 0, self.color)
self.squares = [self.square1, self.square2, self.square3, self.square4]
def rotate(self, direction, grid):
''' Rotates the piece in the direction specified.
direction = +1 for clockwise
direction = -1 for counterclockwise '''
# If rotation is possible, use current orientation and direction
# to move Blocks to the next orientation
if self.canRotate(grid): # Current orientation:
if self.orientation == 1: # orientation 1: [1][2][4]
if direction > 0: # [3]
self.orientation = 2
self.square4.move(-1, -1)
else:
self.orientation = 4
self.square1.move(1, 1)
self.square3.move(1, -1)
self.square4.move(-1, -1)
elif self.orientation == 2: # orientation 2: [4]
if direction > 0: # [1][2]
self.orientation = 3 # [3]
self.square3.move(1, -1)
else:
self.orientation = 1
self.square4.move(1, 1)
elif self.orientation == 3: # orientation 3: [4]
if direction > 0: # [1][2][3]
self.orientation = 4
self.square1.move(1, 1)
else:
self.orientation = 2
self.square3.move(-1, 1)
else:
if direction > 0: # orientation 4: [4]
self.orientation = 1 # [2][3]
self.square1.move(-1, -1) # [1]
self.square3.move(-1, 1)
self.square4.move(1, 1)
else:
self.orientation = 3
self.square1.move(-1, -1)
def canRotate(self, grid):
''' Returns true if piece can rotate '''
# With the T piece, we only check one position:
# [X] <-------- The space that a rotation will occupy
# [1][2][4]
# [3]
canRotate = True
# Square 2 is the center Block
row = self.square2.getRowPos()
col = self.square2.getColPos()
# If the target space is occupied or out of bounds, do not rotate
if self.orientation == 1:
if grid.spaceOccupied(col, row - 1):
canRotate = False
elif self.orientation == 2:
if grid.spaceOccupied(col + 1, row):
canRotate = False
elif self.orientation == 3:
if grid.spaceOccupied(col, row + 1):
canRotate = False
else:
if grid.spaceOccupied(col - 1, row):
canRotate = False
return canRotate
class IQuadromino(Quadromino):
''' Quadromino that looks like : [] [] [] [] '''
def __init__(self):
# Initialize ghost pieces
super().__init__()
self.color = "cyan"
self.square1 = Block(3, 0, self.color)
self.square2 = Block(4, 0, self.color)
self.square3 = Block(5, 0, self.color)
self.square4 = Block(6, 0, self.color)
self.squares = [self.square1, self.square2, self.square3, self.square4]
def rotate(self, direction, grid):
''' rotates the piece if it can.
direction = +1 for clockwise
direction = -1 for counterclockwise'''
if(self.canRotate(direction, grid)):
if self.orientation == 1: # orientation 1: [1][2][3][4]
if direction > 0:
self.orientation = 2
self.square1.move(2, 2)
self.square2.move(1, 1)
self.square4.move(-1, -1)
else:
self.orientation = 4
self.square1.move(1, -1)
self.square3.move(-1, 1)
self.square4.move(-2, 2)
elif self.orientation == 2: # orientation 2: [4]
if direction > 0: # [3]
self.orientation = 3 # [2]
self.square4.move(-2, 2) # [1]
self.square3.move(-1, 1)
self.square1.move(1, -1)
else:
self.orientation = 1
self.square1.move(-2, -2)
self.square2.move(-1, -1)
self.square4.move(1, 1)
elif self.orientation == 3: # orientation 3: [4][3][2][1]
if direction > 0:
self.orientation = 4
self.square1.move(-2, -2)
self.square2.move(-1, -1)
self.square4.move(1, 1)
else:
self.orientation = 2
self.square1.move(-1, 1)
self.square3.move(1, -1)
self.square4.move(2, -2)
else: # orientation 4: [1]
if direction > 0: # [2]
self.orientation = 1 # [3]
self.square1.move(-1, 1) # [4]
self.square3.move(1, -1)
self.square4.move(2, -2)
else:
self.orientation = 3
self.square1.move(2, 2)
self.square2.move(1, 1)
self.square4.move(-1, -1)
def canRotate(self, direction, grid):
''' Returns true if the piece can rotate in the given direction on the given grid'''
# Set one square as the anchor that does not change position (based on orientation/direction)
# Check the spaces around the anchor, where the other squares will move to. See rotate() for orientation guide
can_rotate = True
# locations of spaces to check
cols = []
rows = []
if self.orientation == 1:
if direction > 0: # 1 -> 2 anchor: [3]
# Get locations of target squares
anchor_row = self.square3.getRowPos()
cols.append(self.square3.getColPos())
else: # 4 <- 1 anchor: [2]
anchor_row = self.square2.getRowPos()
cols.append(self.square2.getColPos())
# One block above, two below
rows += [anchor_row - 1, anchor_row + 1, anchor_row + 2]
elif self.orientation == 2:
if direction > 0: # 2 -> 3 anchor: [2]
anchor_col = self.square2.getColPos()
rows.append(self.square2.getRowPos())
else: # 1 <- 2 anchor: [3]
anchor_col = self.square3.getColPos()
rows.append(self.square3.getRowPos())
# One block right, two left
cols += [anchor_col + 1, anchor_col - 1, anchor_col - 2]
elif self.orientation == 3:
if direction > 0: # 3 -> 4 anchor: [3]
anchor_row = self.square3.getRowPos()
cols.append(self.square3.getColPos())
else: # 2 <- 3 anchor: [2]
anchor_row = self.square2.getRowPos()
cols.append(self.square2.getColPos())
# One block below, two above
cols += [anchor_row + 1, anchor_row - 1, anchor_row - 2]
else: # orientation = 4
if direction > 0: # 4 -> 1 anchor: [2]
anchor_col = self.square2.getColPos()
rows.append(self.square2.getRowPos())
else: # 3 <- 4 anchor: [3]
anchor_col = self.square3.getColPos()
rows.append(self.square3.getRowPos())
# One block left, two right
cols += [anchor_col - 1, anchor_col + 1, anchor_col + 2]
# Check all blocks until end is reached or a space is occupied
for row in rows:
for col in cols:
if can_rotate:
# Important to ensure space is in-bounds before checking the space
can_rotate = not grid.spaceOccupied(col, row)
# True if all spaces selected are not occupied
return can_rotate
class OQuadromino(Quadromino):
''' Quadromino that looks like : [] []
[] [] '''
def __init__(self):
super().__init__()
self.color = "yellow"
self.square1 = Block(4, 0, self.color)
self.square2 = Block(5, 0, self.color)
self.square3 = Block(4, 1, self.color)
self.square4 = Block(5, 1, self.color)
self.squares = [self.square1, self.square2, self.square3, self.square4]
class LQuadromino(Quadromino):
''' Quadromino that looks like this: []
[]
[] [] '''
def __init__(self):
super().__init__()
self.color = "orange"
self.square1 = Block(3, 1, self.color)
self.square2 = Block(4, 1, self.color)
self.square3 = Block(5, 1, self.color)
self.square4 = Block(5, 0, self.color)
self.squares = [self.square1, self.square2, self.square3, self.square4]
def canRotate(self, direction, grid):
''' Returns true if the piece can rotate in the given direction '''
# Always need to check 2 spaces, so use two booleans. True if empty X [4]
space1 = False # Space 1, regardless of direction, is the "elbow" of the piece: [1][2][3]
space2 = False # Space 2 is dependent on orientation and direction, and is found relative to space 1
if self.orientation == 1:
# Find the position of the "elbow" location
row = self.square2.getRowPos() - 1
col = self.square2.getColPos()
space1 = not grid.spaceOccupied(col, row)
# Find the position of space2
if direction > 0: # 1 -> 2
row += -1
else: # 4 <- 1
row += 2
col += 1
space2 = not grid.spaceOccupied(col, row)
elif self.orientation == 2:
row = self.square3.getRowPos() - 1
col = self.square3.getColPos()
space1 = not grid.spaceOccupied(col, row)
if direction > 0: # 2 -> 3
col += 1
else: # 1 <- 2
row += 1
col += -2
space2 = not grid.spaceOccupied(col, row)
elif self.orientation == 3:
row = self.square1.getRowPos() + 1
col = self.square1.getColPos()
space1 = not grid.spaceOccupied(col, row)
if direction > 0: # 3 -> 4
row += 1
else: # 2 <- 3
row += -2
col += -1
space2 = not grid.spaceOccupied(col, row)
else:
row = self.square1.getRowPos() + 1
col = self.square1.getColPos()
space1 = not grid.spaceOccupied(col, row)
if direction > 0: # 4 -> 1
col += -1
else: # 3 <- 4
row += -1
col += 2
space2 = not grid.spaceOccupied(col, row)
return space1 and space2
def rotate(self, direction, grid):
''' Rotates the piece in the direction if possible.
direction = +1 clockwise
direction = -1 counterclockwise '''
if self.canRotate(direction, grid):
if self.orientation == 1: # orientation 1: [4]
if direction > 0: # [1][2][3]
self.orientation = 2
self.square4.move(-1, 0)
self.square1.move(1, -2)
else:
self.orientation = 4
self.square2.move(1, 1)
self.square1.move(1, -1)
elif self.orientation == 2: # orientation 2: [1]
if direction > 0: # [4]
self.orientation = 3 # [2][3]
self.square1.move(1, 1)
self.square3.move(1, -1)
else:
self.orientation = 1
self.square1.move(-1, 2)
self.square4.move(1, 0)
elif self.orientation == 3: # orientation 3: [4][1][3]
if direction > 0: # [2]
self.orientation = 4
self.square1.move(-1, 0)
self.square2.move(1, 1)
self.square3.move(-1, 1)
self.square4.move(1, 0)
else:
self.orientation = 2
self.square1.move(-1, -1)
self.square3.move(-1, 1)
else: # orientation 4: [1][4]
if direction > 0: # [3]
self.orientation = 1 # [2]
self.square1.move(-1, 1)
self.square2.move(-1, -1)
else:
self.orientation = 3
self.square1.move(1, 0)
self.square2.move(-1, -1)
self.square3.move(1, -1)
self.square4.move(-1, 0)
class JQuadromino(Quadromino):
''' Quadromino that looks like this: []
[]
[] []
Mirror of the LQuadromino'''
def __init__(self):
super().__init__()
self.color = "blue"
self.square1 = Block(5, 1, self.color)
self.square2 = Block(4, 1, self.color)
self.square3 = Block(3, 1, self.color)
self.square4 = Block(3, 0, self.color)
self.squares = [self.square1, self.square2, self.square3, self.square4]
def canRotate(self, direction, grid):
''' Returns true if the piece is able to rotate in the given direction '''
# Just like the L piece but with different values.
# We check space1 in the "elbow" of the piece, and space2 is relative to the "elbow"
space1 = False
space2 = False
if self.orientation == 1:
row = self.square2.getRowPos() - 1
col = self.square2.getColPos()
space1 = not grid.spaceOccupied(col, row)
if direction > 0:
row += -1
else:
col += -1
row += 2
space2 = not grid.spaceOccupied(col, row)
elif self.orientation == 2:
col = self.square3.getColPos()
row = self.square3.getRowPos() - 1
space1 = not grid.spaceOccupied(col, row)
if direction > 0:
col += -1
else:
col += 2
row += 1
space2 = not grid.spaceOccupied(col, row)
elif self.orientation == 3:
col = self.square1.getColPos()
row = self.square1.getRowPos() + 1
space1 = not grid.spaceOccupied(col, row)
if direction > 0:
row += 1
else:
col += 1
row += -2
space2 = not grid.spaceOccupied(col, row)
else:
col = self.square1.getColPos()
row = self.square1.getRowPos() + 1
space1 = not grid.spaceOccupied(col, row)
if direction > 0:
col += 1
else:
col += -2
row += -1
space2 = not grid.spaceOccupied(col, row)
return space1 and space2
def rotate(self, direction, grid):
''' Rotates the piece in the givn direction if possible.
direction = +1 clockwise
direction = -1 counterclockwise '''
# Note: direction variable is reversed because this method is based off of the LQuadromino
# Class, which is mirrored. Thus clockwise <-> counterclockwise
direction = -1 * direction
if self.canRotate(direction, grid):
if self.orientation == 1: # orientation 1: [4]
if direction > 0: # [3][2][1]
self.orientation = 2
self.square1.move(-1, -2)
self.square4.move(1, 0)
else:
self.orientation = 4
self.square2.move(-1, 1)
self.square1.move(-1, -1)
elif self.orientation == 2: # orientation 2: [1]
if direction > 0: # [4]
self.orientation = 3 # [3][2]
self.square3.move(-1, -1)
self.square1.move(-1, 1)
else:
self.orientation = 1
self.square1.move(1, 2)
self.square4.move(-1, 0)
elif self.orientation == 3: # orientation 3: [3][1][4]
if direction > 0: # [2]
self.orientation = 4
self.square1.move(1, 0)
self.square4.move(-1, 0)
self.square2.move(-1, 1)
self.square3.move(1, 1)
else:
self.orientation = 2
self.square3.move(1, 1)
self.square1.move(1, -1)
else: # orientation 4: [4][1]
if direction > 0: # [3]
self.orientation = 1 # [2]
self.square2.move(1, -1)
self.square1.move(1, 1)
else:
self.orientation = 3
self.square1.move(-1, 0)
self.square4.move(1, 0)
self.square2.move(1, -1)
self.square3.move(-1, -1)
class SQuadromino(Quadromino):
''' Quadromino that looks like this: [] []
[] [] '''
def __init__(self):
super().__init__()
self.color = "lightgreen"
self.square1 = Block(3, 1, self.color)
self.square2 = Block(4, 1, self.color)
self.square3 = Block(4, 0, self.color)
self.square4 = Block(5, 0, self.color)
self.squares = [self.square1, self.square2, self.square3, self.square4]
def canRotate(self, direction, grid):
''' Returns true if the piece is able to rotate in the direction '''
#| | A | | |
#| |[3]|[4]| |
#|[1]|[2]| X | | <--- We always check this corner (like the "elbow" with the other piecees)
#| | | B | | And the other space to check is relative to the inner corner
col1 = 0 # (col1, row1) for the inner corner/space1
row1 = 0
col2 = 0 # (col2, row2) for the other space/space2
row2 = 0
# Get the correct spaces
if self.orientation == 1:
row1 = self.square4.getRowPos() + 1
col1 = self.square4.getColPos()
if direction > 0: # 1 -> 2
col2 = col1 - 1
row2 = row1 - 2
else: # 1 -> 4
row2 = row1 + 1
col2 = col1
elif self.orientation == 2:
col1 = self.square3.getColPos()
row1 = self.square3.getRowPos() + 1
if direction > 0: # 2 -> 3
col2 = col1 + 2
row2 = row1 - 1
else: # 2 -> 1
col2 = col1 -1
row2 = row1
elif self.orientation == 3:
col1 = self.square3.getColPos()
row1 = self.square3.getRowPos() - 1
if direction > 0: # 3 -> 4
col2 = col1 + 1
row2 = row1 + 2
else: # 3 -> 2
row2 = row1 - 1
col2 = col1
else:
col1 = self.square2.getColPos()
row1 = self.square2.getRowPos() - 1
if direction > 0: # 4 -> 1
col2 = col1 - 2
row2 = row1 + 1
else: # 4 -> 3
col2 = col1 + 1
row2 = row1
# True if both space1 and space2 are not occupied
return (not grid.spaceOccupied(col1, row1)) and (not grid.spaceOccupied(col2, row2))
def rotate(self, direction, grid):
''' Rotates the piece if it can.
direction = +1 clockwise
direction = -1 counterclockwise '''
if self.canRotate(direction, grid):
if self.orientation == 1: # orientation 1: [3][4]
if direction > 0: # [1][2]
self.orientation = 2
self.square2.move(1, 0)
self.square1.move(1, -2)
else:
self.orientation = 4
self.square1.move(2, 1)
self.square2.move(1, 0)
self.square3.move(0, 1)
self.square4.move(-1, 0)
elif self.orientation == 2: # orientation 2: [1]
if direction > 0: # [3][4]
self.orientation = 3 # [2]
self.square3.move(0, 1)
self.square1.move(2, 1)
else:
self.orientation = 1
self.square2.move(-1, 0)
self.square1.move(-1, 2)
elif self.orientation == 3: # orientation 3: [4][1]
if direction > 0: # [3][2]
self.orientation = 4
self.square4.move(-1, 0)
self.square1.move(-1, 2)
else:
self.orientation = 2
self.square3.move(0, -1)
self.square1.move(-2, -1)
else:
if direction > 0: # orientation 4: [4]
self.orientation = 1 # [3][2]
self.square1.move(-2, -1) # [1]
self.square2.move(-1, 0)
self.square3.move(0, -1)
self.square4.move(1, 0)
else:
self.orientation = 3
self.square4.move(1, 0)
self.square1.move(1, -2)
class ZQuadromino(Quadromino):
''' Quadromino that looks like this: [] []
[] [] '''
def __init__(self):
super().__init__()
self.color = "red"
self.square1 = Block(3, 0, self.color)
self.square2 = Block(4, 0, self.color)
self.square3 = Block(4, 1, self.color)
self.square4 = Block(5, 1, self.color)
self.squares = [self.square1, self.square2, self.square3, self.square4]
def canRotate(self, direction, grid):
''' Returns true if the piece is able to rotate in the direction '''
#| | | A | |
#|[1]|[2]| X | | <--- We always check this corner (like the "elbow" with the other piecees)
#| |[3]|[4]| | And the other space to check is relative to the inner corner
#| | B | | |
col1 = 0 # (col1, row1) for the inner corner/space1
row1 = 0
col2 = 0 # (col2, row2) for the other space/space2
row2 = 0
# Get the correct spaces
if self.orientation == 1:
col1 = self.square4.getColPos()
row1 = self.square4.getRowPos() - 1
if direction > 0:
col2 = col1
row2 = row1 - 1
else:
col2 = col1 - 1
row2 = row1 + 2
elif self.orientation == 2:
col1 = self.square4.getColPos()
row1 = self.square4.getRowPos() + 1
if direction > 0:
col2 = col1 + 1
row2 = row1
else:
col2 = col1 - 2
row2 = row1 - 1
elif self.orientation == 3:
col1 = self.square2.getColPos()
row1 = self.square2.getRowPos() + 1
if direction > 0:
col2 = col1
row2 = row1 + 1
else:
col2 = col1 + 1
row2 = row1 - 2
else:
col1 = self.square2.getColPos()
row1 = self.square2.getRowPos() - 1
if direction > 0:
col2 = col1 - 1
row2 = row1
else:
col2 = col1 + 2
row2 = row1 + 1