diff --git a/LICENSE b/LICENSE
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--- /dev/null
+++ b/LICENSE
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+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
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+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/lib/Slacker.icns b/data/Slacker.icns
similarity index 100%
rename from lib/Slacker.icns
rename to data/Slacker.icns
diff --git a/data/_game.png b/data/_game.png
new file mode 100644
index 0000000..bdb2758
Binary files /dev/null and b/data/_game.png differ
diff --git a/data/_intro.png b/data/_intro.png
new file mode 100644
index 0000000..ae042cb
Binary files /dev/null and b/data/_intro.png differ
diff --git a/data/_lose.png b/data/_lose.png
new file mode 100644
index 0000000..3c05f51
Binary files /dev/null and b/data/_lose.png differ
diff --git a/data/_win.png b/data/_win.png
new file mode 100644
index 0000000..4c6344c
Binary files /dev/null and b/data/_win.png differ
diff --git a/lib/Slacker.py b/lib/Slacker.py
deleted file mode 100755
index f6372ae..0000000
--- a/lib/Slacker.py
+++ /dev/null
@@ -1,3 +0,0 @@
-#This is an automatically generated file that can be deleted
-import main
-main.main()
\ No newline at end of file
diff --git a/lib/data.py b/lib/data.py
deleted file mode 100644
index 022c372..0000000
--- a/lib/data.py
+++ /dev/null
@@ -1,27 +0,0 @@
-'''Simple data loader module.
-
-Loads data files from the "data" directory shipped with a game.
-
-Enhancing this to handle caching etc. is left as an exercise for the reader.
-'''
-
-import os
-import pygame
-
-data_py = os.path.abspath(os.path.dirname(__file__))
-data_dir = os.path.normpath(os.path.join(data_py, '..', 'data'))
-
-# The following is only used when packaging for .app
-#data_dir = os.path.normpath(os.path.join(data_py, '..', '..', '..', 'data'))
-
-
-def filepath(filename):
- '''Determine the path to a file in the data directory.
- '''
- return os.path.join(data_dir, filename)
-
-def load_image(filename):
- # Open a file in the data directory.
- return pygame.image.load(os.path.join(data_dir, filename))
- #return open(os.path.join(data_dir, filename), mode)
-
diff --git a/lib/data.pyc b/lib/data.pyc
deleted file mode 100644
index 67606b9..0000000
Binary files a/lib/data.pyc and /dev/null differ
diff --git a/lib/main.py b/lib/main.py
deleted file mode 100644
index 097c9d1..0000000
--- a/lib/main.py
+++ /dev/null
@@ -1,237 +0,0 @@
-'''Game main module.
-
-Last Day Game Entry, by Clint Herron
-'''
-
-import data
-import pygame
-from pygame.locals import *
-from data import *
-from math import sin
-
-BOARD_SIZE = BOARD_WIDTH, BOARD_HEIGHT = 12, 20
-SCREEN_SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 240, 400
-TILE_SIZE = TILE_WIDTH, TILE_HEIGHT = SCREEN_WIDTH / BOARD_WIDTH, SCREEN_HEIGHT / BOARD_HEIGHT
-
-TILE_COLOR = (127, 127, 255)
-TILE_COLOR_ALT = (255, 127, 127)
-TILE_COLOR_LOSE = (64, 64, 128)
-TILE_COLOR_ALT_LOSE = (127, 64, 64)
-
-BLACK = (0,0,0)
-
-LEVEL_SPEED = ( 80, 80, 75, 75, 70, 70, 65, 60, 55, 50,
- 45, 40, 35, 30, 32 )
-MAX_WIDTH = (3, 3, 3, 3, 2, 2, 2, 2, 1, 1,
- 1, 1, 1, 1, 1)
-
-COLOR_CHANGE_Y = 10 # The block below which are displayed in the alternate color
-WIN_LEVEL = 15
-
-current_speed = 50 # Current tile speed in milliseconds
-board = []
-lose_tiles = []
-current_direction = 1
-current_x, current_y, current_width = 0, BOARD_HEIGHT - 1, 3
-current_level = 0
-
-INTRO = 0
-PLAYING = 1
-LOSE = 2
-WIN = 3
-
-game_state = INTRO
-
-bg_images = ( load_image("intro.png"), load_image("game.png"), load_image("lose.png"), load_image("win.png") )
-
-bg_images[WIN].set_colorkey(BLACK)
-bg_images[LOSE].set_colorkey(BLACK)
-
-keep_running = True
-
-def main():
- global game_state, current_x, current_y, current_speed, keep_running, current_width, current_level
-
- pygame.init()
- screen = pygame.display.set_mode( SCREEN_SIZE )
-
- reset_game()
-
- while(keep_running):
- update_movement()
- update_board_info()
- update_screen(screen)
-
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- keep_running = False
- elif event.type == KEYDOWN:
if event.key == K_SPACE:
key_hit()
- elif event.key == K_ESCAPE:
- if game_state == INTRO:
- keep_running = False
- else:
- reset_game()
- elif event.key == K_F1: # Yes, this is a cheat.
- current_x -= 1
- if (current_x < 0): current_x = 0
- current_width += 1
- if (current_width >= BOARD_WIDTH): current_width = BOARD_WIDTH - 1
-
- pygame.display.quit()
-
-def reset_game():
- global game_state, current_x, current_y, current_speed, keep_running, current_width, current_level, lose_tiles
-
- clear_board()
- lose_tiles = []
-
- keep_running = True
-
- game_state = INTRO
-
- current_x = 0
- current_y = BOARD_HEIGHT - 1
- current_level = 0
- current_speed = LEVEL_SPEED[current_level]
- current_width = MAX_WIDTH[current_level]
-
-def key_hit():
- global keep_running, game_state, current_x, current_y, current_width, current_speed, current_level, lose_tiles
-
- if game_state == PLAYING:
- if current_y < BOARD_HEIGHT - 1:
- for x in range(current_x, current_x + current_width):
- if board[x][current_y + 1] == 0: # If they're standing on a block that did not work
- current_width -= 1 # Then next time, give them one less block
- board[x][current_y] = 0 # Also, get rid of this block that isn't standing on solid ground.
- # Then, add a lose tile for that missed block
- # Lose tile format is (x, y, color, start time)
- lose_tiles.append( (x, current_y,
- pygame.time.get_ticks()) )
-
- current_level += 1
- check_win_lose()
- current_y -= 1
- elif game_state == INTRO:
- game_state = PLAYING
- elif (game_state == LOSE) or (game_state == WIN):
- reset_game()
- game_state = INTRO
- else:
- keep_running = False
-
-def check_win_lose():
- global game_state, current_width, current_level, current_speed, keep_running, TILE_COLOR
-
- if current_width == 0:
- game_state = LOSE
- elif current_level == WIN_LEVEL:
- current_speed = 100
- game_state = WIN
- else:
- current_speed = LEVEL_SPEED[current_level]
- if current_width > MAX_WIDTH[current_level]:
- current_width = MAX_WIDTH[current_level]
-
-last_time = 0
-def update_movement():
- global game_state, last_time, current_x, current_y, current_width, current_speed, current_direction
-
- current_time = pygame.time.get_ticks()
- if (last_time + current_speed <= current_time):
- if game_state == PLAYING:
- new_x = current_x + current_direction
-
- if (new_x < 0) or (new_x + current_width > BOARD_WIDTH):
- current_direction = -current_direction
-
- current_x += current_direction
-
- last_time = current_time
-
-def update_screen(screen):
- global game_state
-
- if game_state == PLAYING:
- draw_background(screen)
- draw_board(screen)
- elif game_state == INTRO:
- draw_background(screen)
- pass
- elif (game_state == LOSE) or (game_state == WIN):
- screen.fill(BLACK)
- draw_board(screen)
- draw_background(screen)
-
- pygame.display.flip()
-
-def draw_background(screen):
- global game_state
- screen.blit(bg_images[game_state], (0,0,SCREEN_WIDTH,SCREEN_HEIGHT), (0,0,SCREEN_WIDTH,SCREEN_HEIGHT))
-
-
-def update_board_info():
- global game_state
-
- if game_state == PLAYING:
- clear_row(current_y)
- fill_current_row()
-
-def draw_board(screen):
- for x in range(BOARD_WIDTH):
- for y in range(BOARD_HEIGHT):
- if board[x][y] == 1:
- draw_tile(screen, x, y)
-
- draw_lose_tiles(screen)
-
-def draw_tile(screen, x, y):
- xoffset = 0 # XOffset is used to draw some wiggle in the tower when you win
- col = TILE_COLOR
- if (y < COLOR_CHANGE_Y):
- col = TILE_COLOR_ALT
-
- if (game_state == LOSE):
- col = TILE_COLOR_LOSE
- if (y < COLOR_CHANGE_Y):
- col = TILE_COLOR_ALT_LOSE
-
- if game_state == WIN:
- xoffset = sin(pygame.time.get_ticks() * 0.004 + y * 0.5) * (SCREEN_WIDTH / 4)
-
- pygame.draw.rect(screen, col, (x * TILE_WIDTH + xoffset, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT))
- pygame.draw.rect(screen, BLACK, (x * TILE_WIDTH + xoffset, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT), 2)
-
-# Lose tiles are ones that fall off from the edge when you miss placing them on the proper stack
-def draw_lose_tiles(screen):
- for lt in lose_tiles:
- deltaT = (pygame.time.get_ticks() - lt[2]) * 0.008 # How long it has been falling
- x = lt[0] * TILE_WIDTH
- y = lt[1] * TILE_HEIGHT + deltaT * deltaT
-
- col = TILE_COLOR_LOSE
- if (lt[1] < COLOR_CHANGE_Y):
- col = TILE_COLOR_ALT_LOSE
-
- if (y > SCREEN_HEIGHT):
- lose_tiles.remove(lt)
- else:
- pygame.draw.rect(screen, col, (x+2, y+2, TILE_WIDTH-3, TILE_HEIGHT-3))
-
-def clear_board():
- global board
-
- board = []
- for x in range(BOARD_WIDTH):
- board.append([])
- for y in range (BOARD_HEIGHT):
- board[x].append(0)
-
-def clear_row(y):
- for x in range(BOARD_WIDTH):
- board[x][y] = 0
-
-def fill_current_row():
- global current_x, current_y, current_width
- for x in range(current_x, current_x + current_width):
- board[x][current_y] = 1
\ No newline at end of file
diff --git a/lib/main.pyc b/lib/main.pyc
deleted file mode 100644
index b1cf47b..0000000
Binary files a/lib/main.pyc and /dev/null differ
diff --git a/lib/setup_py2app.py b/lib/setup_py2app.py
deleted file mode 100644
index 2bfcc88..0000000
--- a/lib/setup_py2app.py
+++ /dev/null
@@ -1,27 +0,0 @@
-"""
-Script for building the example.
-
-Usage:
- python setup.py py2app
-"""
-from setuptools import setup
-
-NAME = 'Slacker'
-VERSION = '1.2'
-
-plist = dict(
- CFBundleIconFile='Slacker.icns',
- CFBundleName=NAME,
- CFBundleShortVersionString=VERSION,
- CFBundleGetInfoString=' '.join([NAME, VERSION]),
- CFBundleExecutable=NAME,
- CFBundleIdentifier='pyweek.4.slacker',
-)
-
-setup(
- data_files=['../data'],
- app=[
- dict(script="Slacker.py", plist=plist),
- ],
- setup_requires=["py2app"],
-)
diff --git a/run_game.py b/run_game.py
deleted file mode 100644
index 7b2077a..0000000
--- a/run_game.py
+++ /dev/null
@@ -1,13 +0,0 @@
-#! /usr/bin/env python
-
-import sys
-import os
-try:
- libdir = os.path.abspath(os.path.join(os.path.dirname(__file__), 'lib'))
- sys.path.insert(0, libdir)
-except:
- # probably running inside py2exe which doesn't set __file__
- pass
-
-import main
-main.main()
diff --git a/setup.py b/setup.py
new file mode 100755
index 0000000..a427cbd
--- /dev/null
+++ b/setup.py
@@ -0,0 +1,32 @@
+#!/usr/bin/env python
+from setuptools import setup
+
+with open('README.txt') as f:
+ long_description = f.read()
+
+setup(
+ name='slacker-game',
+ version='1.3.0',
+ description='A clone of the arcade game Stacker',
+ long_description=long_description,
+ url='https://github.com/McSinyx/slacker-game',
+ author='Clint Herron',
+ maintainer='Nguyễn Gia Phong',
+ maintainer_email='vn.mcsinyx@gmail.com',
+ license='GPLv3+',
+ classifiers=[
+ 'Development Status :: 4 - Beta',
+ 'Environment :: MacOS X',
+ 'Environment :: MacOS X',
+ 'Environment :: Win32 (MS Windows)',
+ 'Environment :: X11 Applications',
+ 'Intended Audience :: End Users/Desktop',
+ 'License :: OSI Approved :: GNU General Public License v3 or later (GPLv3+)',
+ 'Natural Language :: English',
+ 'Operating System :: OS Independent',
+ 'Programming Language :: Python',
+ 'Topic :: Games/Entertainment :: Arcade'],
+ keywords='stacker arcade-game pygame-application',
+ install_requires=['pygame'],
+ data_files=[('data/*', ['slacker-game'])],
+ scripts=['slacker-game'])
diff --git a/slacker-game b/slacker-game
new file mode 100755
index 0000000..7c5fbae
--- /dev/null
+++ b/slacker-game
@@ -0,0 +1,258 @@
+#!/usr/bin/env python
+# slacker-game - A clone of the arcade game Stacker
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program. If not, see .
+#
+# Copyright (C) 2007 Clint Herron
+# Copyright (C) 2017 Nguyễn Gia Phong
+
+from math import sin
+from os.path import join
+
+import pygame
+from pygame.locals import *
+
+BOARD_SIZE = BOARD_WIDTH, BOARD_HEIGHT = 7, 15
+SCREEN_SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 280, 600
+TILE_SIZE = TILE_WIDTH, TILE_HEIGHT = SCREEN_WIDTH / BOARD_WIDTH, SCREEN_HEIGHT / BOARD_HEIGHT
+
+TILE_COLOR = (127, 127, 255)
+TILE_COLOR_ALT = (255, 127, 127)
+TILE_COLOR_LOSE = (64, 64, 128)
+TILE_COLOR_ALT_LOSE = (127, 64, 64)
+
+BLACK = (0,0,0)
+
+LEVEL_SPEED = (80, 80, 75, 75, 70, 70, 65, 60, 55, 50, 45, 40, 35, 30, 32)
+MAX_WIDTH = (3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1)
+
+COLOR_CHANGE_Y = 5 # blocks below which are displayed in the alternate color
+WIN_LEVEL = 15
+
+current_speed = 50 # Current tile speed in milliseconds
+board = []
+lose_tiles = []
+current_direction = 1
+current_x, current_y, current_width = 0, BOARD_HEIGHT - 1, 3
+current_level = 0
+
+INTRO, PLAYING, LOSE, WIN = range(4)
+
+game_state = INTRO
+
+
+def load_image(filename):
+ # Open a file in the data directory.
+ return pygame.image.load(join('data', filename))
+ #return open(os.path.join(data_dir, filename), mode)
+
+bg_images = [pygame.image.load('data/_{}.png'.format(i)) for i in ('intro', 'game', 'lose', 'win')]
+
+bg_images[WIN].set_colorkey(BLACK)
+bg_images[LOSE].set_colorkey(BLACK)
+
+keep_running = True
+
+def main():
+ global game_state, current_x, current_y, current_speed, keep_running, current_width, current_level
+
+ pygame.init()
+ screen = pygame.display.set_mode( SCREEN_SIZE )
+
+ reset_game()
+
+ while(keep_running):
+ update_movement()
+ update_board_info()
+ update_screen(screen)
+
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ keep_running = False
+ elif event.type == KEYDOWN:
+ if event.key == K_SPACE:
+ key_hit()
+ elif event.key == K_ESCAPE:
+ if game_state == INTRO:
+ keep_running = False
+ else:
+ reset_game()
+ elif event.key == K_F1: # Yes, this is a cheat.
+ current_x -= 1
+ if (current_x < 0): current_x = 0
+ current_width += 1
+ if (current_width >= BOARD_WIDTH): current_width = BOARD_WIDTH - 1
+
+ pygame.display.quit()
+
+def reset_game():
+ global game_state, current_x, current_y, current_speed, keep_running, current_width, current_level, lose_tiles
+
+ clear_board()
+ lose_tiles = []
+
+ keep_running = True
+
+ game_state = INTRO
+
+ current_x = 0
+ current_y = BOARD_HEIGHT - 1
+ current_level = 0
+ current_speed = LEVEL_SPEED[current_level]
+ current_width = MAX_WIDTH[current_level]
+
+def key_hit():
+ global keep_running, game_state, current_x, current_y, current_width, current_speed, current_level, lose_tiles
+
+ if game_state == PLAYING:
+ if current_y < BOARD_HEIGHT - 1:
+ for x in range(current_x, current_x + current_width):
+ if board[x][current_y + 1] == 0: # If they're standing on a block that did not work
+ current_width -= 1 # Then next time, give them one less block
+ board[x][current_y] = 0 # Also, get rid of this block that isn't standing on solid ground.
+ # Then, add a lose tile for that missed block
+ # Lose tile format is (x, y, color, start time)
+ lose_tiles.append( (x, current_y,
+ pygame.time.get_ticks()) )
+
+ current_level += 1
+ check_win_lose()
+ current_y -= 1
+ elif game_state == INTRO:
+ game_state = PLAYING
+ elif (game_state == LOSE) or (game_state == WIN):
+ reset_game()
+ game_state = INTRO
+ else:
+ keep_running = False
+
+def check_win_lose():
+ global game_state, current_width, current_level, current_speed, keep_running, TILE_COLOR
+
+ if current_width == 0:
+ game_state = LOSE
+ elif current_level == WIN_LEVEL:
+ current_speed = 100
+ game_state = WIN
+ else:
+ current_speed = LEVEL_SPEED[current_level]
+ if current_width > MAX_WIDTH[current_level]:
+ current_width = MAX_WIDTH[current_level]
+
+last_time = 0
+def update_movement():
+ global game_state, last_time, current_x, current_y, current_width, current_speed, current_direction
+
+ current_time = pygame.time.get_ticks()
+ if (last_time + current_speed <= current_time):
+ if game_state == PLAYING:
+ new_x = current_x + current_direction
+
+ if (new_x < 1 - current_width) or (new_x + 1 > BOARD_WIDTH):
+ current_direction = -current_direction
+
+ current_x += current_direction
+
+ last_time = current_time
+
+def update_screen(screen):
+ global game_state
+
+ if game_state == PLAYING:
+ draw_background(screen)
+ draw_board(screen)
+ elif game_state == INTRO:
+ draw_background(screen)
+ pass
+ elif (game_state == LOSE) or (game_state == WIN):
+ screen.fill(BLACK)
+ draw_board(screen)
+ draw_background(screen)
+
+ pygame.display.flip()
+
+def draw_background(screen):
+ global game_state
+ screen.blit(bg_images[game_state], (0,0,SCREEN_WIDTH,SCREEN_HEIGHT), (0,0,SCREEN_WIDTH,SCREEN_HEIGHT))
+
+
+def update_board_info():
+ global game_state
+
+ if game_state == PLAYING:
+ clear_row(current_y)
+ fill_current_row()
+
+def draw_board(screen):
+ for x in range(BOARD_WIDTH):
+ for y in range(BOARD_HEIGHT):
+ if board[x][y] == 1:
+ draw_tile(screen, x, y)
+
+ draw_lose_tiles(screen)
+
+def draw_tile(screen, x, y):
+ xoffset = 0 # XOffset is used to draw some wiggle in the tower when you win
+ col = TILE_COLOR
+ if (y < COLOR_CHANGE_Y):
+ col = TILE_COLOR_ALT
+
+ if (game_state == LOSE):
+ col = TILE_COLOR_LOSE
+ if (y < COLOR_CHANGE_Y):
+ col = TILE_COLOR_ALT_LOSE
+
+ if game_state == WIN:
+ xoffset = sin(pygame.time.get_ticks() * 0.004 + y * 0.5) * (SCREEN_WIDTH / 4)
+
+ pygame.draw.rect(screen, col, (x * TILE_WIDTH + xoffset, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT))
+ pygame.draw.rect(screen, BLACK, (x * TILE_WIDTH + xoffset, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT), 2)
+
+# Lose tiles are ones that fall off from the edge when you miss placing them on the proper stack
+def draw_lose_tiles(screen):
+ for lt in lose_tiles:
+ deltaT = (pygame.time.get_ticks() - lt[2]) * 0.008 # How long it has been falling
+ x = lt[0] * TILE_WIDTH
+ y = lt[1] * TILE_HEIGHT + deltaT * deltaT
+
+ col = TILE_COLOR_LOSE
+ if (lt[1] < COLOR_CHANGE_Y):
+ col = TILE_COLOR_ALT_LOSE
+
+ if (y > SCREEN_HEIGHT):
+ lose_tiles.remove(lt)
+ else:
+ pygame.draw.rect(screen, col, (x+2, y+2, TILE_WIDTH-3, TILE_HEIGHT-3))
+
+def clear_board():
+ global board
+
+ board = []
+ for x in range(BOARD_WIDTH):
+ board.append([])
+ for y in range (BOARD_HEIGHT):
+ board[x].append(0)
+
+def clear_row(y):
+ for x in range(BOARD_WIDTH):
+ board[x][y] = 0
+
+def fill_current_row():
+ global current_x, current_y, current_width
+ for x in range(current_x, current_x + current_width):
+ if 0 <= x < BOARD_WIDTH: board[x][current_y] = 1
+
+
+if __name__ == '__main__':
+ main()