move some code around and remove bloat

This commit is contained in:
csd4ni3l
2025-06-25 18:22:56 +02:00
parent fbf4102d54
commit 3686b86550
2 changed files with 31 additions and 70 deletions

View File

@@ -103,16 +103,16 @@ class Game(arcade.gui.UIView):
self.shape_center_y = self.start_y + grid_row * (CELL_SIZE + OUTLINE_WIDTH)
if self.can_place_shape:
collided_tile_positions = self.check_collisions_before(grid_col, grid_row)
self.collided_tile_positions = self.check_collisions(grid_col, grid_row)
else:
collided_tile_positions = []
self.collided_tile_positions = []
for row in range(ROWS):
for col in range(COLS):
if self.empty_grid[row][col]:
self.empty_grid[row][col].color = (*self.shape_color[:-1], 170) if self.can_place_shape and (row, col) in tile_positions else arcade.color.GRAY
else:
self.occupied[row][col].color = (*self.shape_color[:-1], 170) if (row, col) in collided_tile_positions else self.occupied[row][col].original_color
self.occupied[row][col].color = (*self.shape_color[:-1], 170) if (row, col) in self.collided_tile_positions else self.occupied[row][col].original_color
self.mouse_shape.update(self.shape_to_place, self.shape_color, x, y)
@@ -122,22 +122,25 @@ class Game(arcade.gui.UIView):
self.empty_grid[row] = {}
for col in range(COLS):
self.occupied[row][col] = 0
self.create_empty_tile(row, col)
center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
center_y = self.start_y + row * (CELL_SIZE + OUTLINE_WIDTH)
tile = arcade.SpriteSolidColor(
width=CELL_SIZE,
height=CELL_SIZE,
color=arcade.color.GRAY,
center_x=center_x,
center_y=center_y
)
self.shape_list.append(tile)
def create_empty_tile(self, row, col):
self.occupied[row][col] = 0
self.empty_grid[row][col] = tile
center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
center_y = self.start_y + row * (CELL_SIZE + OUTLINE_WIDTH)
tile = arcade.SpriteSolidColor(
width=CELL_SIZE,
height=CELL_SIZE,
color=arcade.color.GRAY,
center_x=center_x,
center_y=center_y
)
self.shape_list.append(tile)
def check_collisions_before(self, grid_col, grid_row):
self.empty_grid[row][col] = tile
def check_collisions(self, grid_col, grid_row):
modified_grid = {row: {col: (1 if value else 0) for col, value in self.occupied[row].items()} for row in self.occupied}
for offset_col, offset_row in SHAPES[self.shape_to_place]:
@@ -159,61 +162,18 @@ class Game(arcade.gui.UIView):
return collided_tiles
def check_collisions(self):
for row_idx, row in self.occupied.items():
if all(row.values()):
for tile in row.values():
self.shape_list.remove(tile)
for col in range(COLS):
self.occupied[row_idx][col] = 0
center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
center_y = self.start_y + row_idx * (CELL_SIZE + OUTLINE_WIDTH)
tile = arcade.SpriteSolidColor(
width=CELL_SIZE,
height=CELL_SIZE,
color=arcade.color.GRAY,
center_x=center_x,
center_y=center_y
)
self.shape_list.append(tile)
self.empty_grid[row_idx][col] = tile
self.score += 25 + (10 * self.combo)
break_sound.play()
self.combo += 1
self.last_combo = time.perf_counter()
for col in range(COLS):
column = [row[col] for row in self.occupied.values()]
if all(column):
for tile in column:
self.shape_list.remove(tile)
for row_idx in range(ROWS):
self.occupied[row_idx][col] = 0
center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
center_y = self.start_y + row_idx * (CELL_SIZE + OUTLINE_WIDTH)
tile = arcade.SpriteSolidColor(
width=CELL_SIZE,
height=CELL_SIZE,
color=arcade.color.GRAY,
center_x=center_x,
center_y=center_y
)
self.shape_list.append(tile)
self.empty_grid[row_idx][col] = tile
self.score += 25 + (10 * self.combo)
break_sound.play()
self.combo += 1
self.last_combo = time.perf_counter()
def update_game(self):
self.check_collisions()
for row, col in self.collided_tile_positions:
self.shape_list.remove(self.occupied[row][col])
self.create_empty_tile(row, col)
self.score += 25 + (10 * self.combo)
break_sound.play()
self.combo += 1
self.last_combo = time.perf_counter()
self.score_label.text = f"Score: {self.score}" + (f" Combo: X{self.combo}" if self.combo else "")

View File

@@ -12,6 +12,7 @@ CELL_SIZE = 80
ROWS = 8
COLS = 8
OUTLINE_WIDTH = 2
SHAPES = {
"I": [(0, 0), (1, 0), (2, 0), (3, 0)],
"I_R1": [(0, 0), (0, 1), (0, 2), (0, 3)],