260 lines
9.6 KiB
Python
260 lines
9.6 KiB
Python
# A clone of the arcade game Stacker
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# Copyright (C) 2007 Clint Herron
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# Copyright (C) 2017-2020 Nguyễn Gia Phong
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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"""A clone of the arcade game Stacker"""
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from __future__ import annotations
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from contextlib import ExitStack, redirect_stdout
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from importlib.resources import path
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from io import StringIO
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from math import cos, pi
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from random import randrange
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from typing import List, Optional
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with redirect_stdout(StringIO()): import pygame
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from pygame import (K_0, K_1, K_9, K_ESCAPE, K_SPACE, KEYDOWN,
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QUIT, K_q, Rect, draw, event, image)
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from pygame.display import flip, set_caption, set_icon, set_mode
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from pygame.font import Font
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from pygame.surface import Surface
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from pygame.time import get_ticks
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__version__ = '2.1.1'
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TANGO = {'Butter': ((252, 233, 79), (237, 212, 0), (196, 160, 0)),
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'Orange': ((252, 175, 62), (245, 121, 0), (206, 92, 0)),
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'Chocolate': ((233, 185, 110), (193, 125, 17), (143, 89, 2)),
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'Chameleon': ((138, 226, 52), (115, 210, 22), (78, 154, 6)),
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'Sky Blue': ((114, 159, 207), (52, 101, 164), (32, 74, 135)),
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'Plum': ((173, 127, 168), (117, 80, 123), (92, 53, 102)),
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'Scarlet Red': ((239, 41, 41), (204, 0, 0), (164, 0, 0)),
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'Aluminium': ((238, 238, 236), (211, 215, 207), (186, 189, 182),
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(136, 138, 133), (85, 87, 83), (46, 52, 54))}
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BG_COLOR = TANGO['Aluminium'][5]
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COLOR_MAJOR = TANGO['Scarlet Red']
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COLOR_MINOR = TANGO['Sky Blue']
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MAJOR = 5
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INTRO, PLAYING, LOSE, WIN = range(4)
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MAX_WIDTH = (1,)*7 + (2,)*5 + (3,)*3
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WIN_LEVEL = 15
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SCREEN_SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = 280, 600
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BOARD_SIZE = BOARD_WIDTH, BOARD_HEIGHT = 7, 15
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TILE_SIZE = 40
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MAX_SPEED, WIN_SPEED, SPEED_DIFF = 70, 100, 5
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INIT_SPEED = MAX_SPEED + (BOARD_HEIGHT + 1)*SPEED_DIFF
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class SlackerTile:
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"""SlackerTile(x, y) -> SlackerTile
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Slacker object for storing tiles.
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"""
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def __init__(self, screen: Surface,
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x: float, y: float, state: int = PLAYING,
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missed_time: Optional[int] = None) -> None:
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self.screen, self.x, self.y = screen, x, y
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if state == LOSE:
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self.dim = 1
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elif missed_time is None:
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self.dim = 0
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else:
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self.dim = 2
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self.missed_time = missed_time
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self.wiggle = state in (INTRO, WIN)
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def get_xoffset(self, maxoffset: float, duration: int = 820) -> float:
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"""Return the offset on x-axis for wiggling oscillation.
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The oscillation's cycle can be specified
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in milliseconds as duration.
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"""
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if not self.wiggle: return 0
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return maxoffset * cos((get_ticks()/duration+self.y/BOARD_HEIGHT)*pi)
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def get_yoffset(self) -> float:
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"""Return the offset on y-axis when the tile is falling."""
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if self.missed_time is None: return 0
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return (get_ticks()-self.missed_time)**2 / 25000
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def isfallen(self) -> bool:
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"""Return if the tile has fallen off the screen."""
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return self.y + self.get_yoffset() > BOARD_HEIGHT
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def draw(self, max_x_offset: float = 2.0) -> None:
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"""Draw the tile."""
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if self.y < MAJOR:
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color = COLOR_MAJOR
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else:
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color = COLOR_MINOR
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rect = Rect((self.x+self.get_xoffset(max_x_offset))*TILE_SIZE,
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(self.y+self.get_yoffset())*TILE_SIZE,
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TILE_SIZE, TILE_SIZE)
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draw.rect(self.screen, color[self.dim], rect)
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draw.rect(self.screen, BG_COLOR, rect, TILE_SIZE//11)
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class Slacker:
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"""Game object."""
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def __init__(self, restart: bool = False) -> None:
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self.exit_stack = ExitStack()
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self.font = self.data('VT323-Regular.ttf')
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self.board = [[False]*BOARD_WIDTH for h in range(BOARD_HEIGHT)]
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self.game_state = PLAYING if restart else INTRO
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self.falling_tiles: List[SlackerTile] = []
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self.speed = INIT_SPEED + randrange(5)
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self.speed_ratio = 1.0
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self.width = MAX_WIDTH[-1]
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self.y = BOARD_HEIGHT - 1
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def __enter__(self) -> Slacker:
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pygame.init()
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set_caption('Slacker')
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set_icon(image.load(self.data('icon.png')))
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self.screen = set_mode(SCREEN_SIZE)
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return self
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def __exit__(self, *exc) -> None:
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pygame.quit()
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self.exit_stack.close()
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def data(self, resource: str) -> str:
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"""Return a true filesystem path for specified resource."""
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return str(self.exit_stack.enter_context(
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path('slacker_game', resource)))
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def draw_text(self, string: str, height: float):
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"""Width-fit the string in the screen on the given height."""
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font = Font(self.font, int(SCREEN_WIDTH*2.5/(len(string)+1)))
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text = font.render(string, False, COLOR_MINOR[0])
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self.screen.blit(text, ((SCREEN_WIDTH - text.get_width()) // 2,
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int(SCREEN_HEIGHT * height)))
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def intro(self) -> None:
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"""Draw the intro screen."""
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for i in [(2, 2), (3, 2), (4, 2), (1.5, 3), (4.5, 3),
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(1.5, 4), (2, 5), (3, 5), (4, 5), (4.5, 6),
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(1.5, 7), (4.5, 7), (2, 8), (3, 8), (4, 8)]:
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SlackerTile(self.screen, *i, state=INTRO).draw(1.5)
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if get_ticks() // 820 % 2:
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self.draw_text('Press Spacebar', 0.75)
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def draw_board(self) -> None:
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"""Draw the board and the tiles inside."""
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for y, row in enumerate(self.board):
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for x, block in enumerate(row):
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if block:
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SlackerTile(self.screen, x, y, self.game_state).draw()
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# Draw the falling tiles
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for ft in self.falling_tiles:
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if ft.isfallen():
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self.falling_tiles.remove(ft)
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else:
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ft.draw()
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def update_screen(self) -> None:
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"""Draw the whole screen and everything inside."""
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self.screen.fill(BG_COLOR)
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if self.game_state == INTRO:
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self.intro()
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elif self.game_state in (PLAYING, LOSE, WIN):
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self.draw_board()
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flip()
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def update_movement(self) -> None:
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"""Update the direction the blocks are moving in."""
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speed = self.speed * self.speed_ratio
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positions = BOARD_WIDTH + self.width - 2
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p = int(round(get_ticks()/speed)) % (positions*2)
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self.x = (-p % positions if p > positions else p) - self.width + 1
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self.board[self.y] = [0 <= x - self.x < self.width
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for x in range(BOARD_WIDTH)]
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def key_hit(self) -> None:
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"""Handle block-stacking event.
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Process the current position of the blocks, relative to the ones
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underneath when user hit the switch, then decide if the user
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will win, lose or go to the next level of the tower.
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"""
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if self.y < BOARD_HEIGHT - 1:
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for x in range(max(0, self.x),
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min(self.x+self.width, BOARD_WIDTH)):
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if self.board[self.y + 1][x]: continue
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# If there isn't any block underneath,
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# get rid of the block not standing on solid ground
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self.board[self.y][x] = False
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# Then, add that falling block to falling_tiles
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self.falling_tiles.append(SlackerTile(
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self.screen, x, self.y, missed_time=get_ticks()))
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self.width = sum(self.board[self.y])
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if not self.width:
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self.game_state = LOSE
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elif not self.y:
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self.game_state = WIN
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else:
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self.y -= 1
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self.width = min(self.width, MAX_WIDTH[self.y])
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self.speed = MAX_SPEED + self.y*SPEED_DIFF + randrange(5)
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def handle_intro(self) -> bool:
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"""Handle events in intro."""
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for e in event.get():
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if e.type == QUIT: return False
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if e.type != KEYDOWN: continue
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if e.key in (K_ESCAPE, K_q): return False
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if e.key == K_SPACE: self.game_state = PLAYING
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return True
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def handle_playing(self) -> bool:
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"""Handle events in game."""
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for e in event.get():
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if e.type == QUIT: return False
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if e.type != KEYDOWN: continue
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if e.key == K_SPACE:
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self.key_hit()
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elif e.key in (K_ESCAPE, K_q):
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Slacker.__init__(self)
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# Yes, these are cheats.
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elif e.key == K_0:
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self.width += self.width < BOARD_WIDTH
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elif K_1 <= e.key <= K_9 + 1:
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self.speed_ratio = (K_9-e.key+1) / 5.0
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self.update_movement()
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return True
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def handle_ending(self) -> bool:
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"""Handle events in ending screens."""
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for e in event.get():
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if e.type == QUIT: return False
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if e.type == KEYDOWN: Slacker.__init__(self, restart=True)
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return True
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def handle_events(self) -> bool:
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"""Handle queued events."""
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if self.game_state == INTRO: return self.handle_intro()
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if self.game_state == PLAYING: return self.handle_playing()
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if self.game_state in (LOSE, WIN): return self.handle_ending()
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return False
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