Do not recreate tiles, just set colors and keep a different tile_grid variable to know which is empty and which is not, fix a pretty annoying bug which took a lot of time to figure out, make combos move-based, so you have 3 left before it is removed.

This commit is contained in:
csd4ni3l
2025-07-01 22:39:44 +02:00
parent e7d9d67475
commit e877edcdf6
2 changed files with 71 additions and 70 deletions

View File

@@ -1,7 +1,7 @@
import os, arcade, arcade.gui, random, json, time
import os, arcade, arcade.gui, random, json, time, copy
from game.sprites import Shape
from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_TIME, button_style
from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_MOVES, button_style
from utils.preload import button_texture, button_hovered_texture, click_sound, break_sound
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client):
@@ -11,21 +11,22 @@ class Game(arcade.gui.UIView):
self.pypresence_client = pypresence_client
self.occupied = {}
self.shapes = []
self.tile_grid = {}
self.sprite_grid = {}
self.shape_to_place = random.choice(list(SHAPES.keys()))
self.shape_color = random.choice(COLORS)
self.next_shape_to_place = random.choice(list(SHAPES.keys()))
self.next_shape_color = random.choice(COLORS)
self.shape_data = SHAPES[self.shape_to_place]
self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 2 + (CELL_SIZE / 2)
self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 2
self.start_y = self.window.height - (ROWS * (CELL_SIZE + OUTLINE_WIDTH)) - (CELL_SIZE / 2)
self.shape_center_x = 0
self.shape_center_y = 0
self.can_place_shape = True
self.empty_grid = {}
self.is_game_over = False
self.combo_moves_left = COMBO_MOVES
if os.path.exists("data.json"):
with open("data.json", "r") as file:
@@ -34,7 +35,6 @@ class Game(arcade.gui.UIView):
self.high_score = 0
self.tiles_to_destroy: list[tuple[int, int]] = []
self.tiles_to_destroy_classes: dict[tuple[int, int], arcade.SpriteSolidColor] = {}
self.score = 0
self.combo = 0
@@ -60,7 +60,7 @@ class Game(arcade.gui.UIView):
self.setup_grid()
self.mouse_shape = Shape(0, 0, self.shape_to_place, self.shape_color, self.mouse_shape_list)
self.next_shape_ui = Shape(self.window.width - (CELL_SIZE * 3), self.window.height - (CELL_SIZE * 3), self.next_shape_to_place, self.next_shape_color, self.shape_list)
self.next_shape_ui = Shape(self.window.width - (CELL_SIZE * 4), self.window.height - (CELL_SIZE * 4), self.next_shape_to_place, self.next_shape_color, self.shape_list)
self.score_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=10, vertical=False), anchor_x="center", anchor_y="top")
@@ -92,11 +92,11 @@ class Game(arcade.gui.UIView):
self.can_place_shape = True
tile_positions = []
for offset_col, offset_row in SHAPES[self.shape_to_place]:
for offset_col, offset_row in self.shape_data:
tile_col = grid_col + offset_col
tile_row = grid_row + offset_row
if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.occupied[tile_row][tile_col] or (tile_row, tile_col) in self.tiles_to_destroy:
if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.tile_grid[tile_row][tile_col] or (tile_row, tile_col) in self.tiles_to_destroy:
self.can_place_shape = False
break
@@ -112,23 +112,23 @@ class Game(arcade.gui.UIView):
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
if not self.tile_grid[row][col]:
self.sprite_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 self.collided_tile_positions else self.occupied[row][col].original_color
self.sprite_grid[row][col].color = (*self.shape_color[:-1], 170) if (row, col) in self.collided_tile_positions else self.sprite_grid[row][col].original_color
self.mouse_shape.update(self.shape_to_place, self.shape_color, x, y)
def setup_grid(self):
for row in range(ROWS):
self.occupied[row] = {}
self.empty_grid[row] = {}
self.tile_grid[row] = {}
self.sprite_grid[row] = {}
for col in range(COLS):
self.create_empty_tile(row, col)
def create_empty_tile(self, row, col):
self.occupied[row][col] = 0
self.tile_grid[row][col] = 0
center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
center_y = self.start_y + row * (CELL_SIZE + OUTLINE_WIDTH)
@@ -141,12 +141,12 @@ class Game(arcade.gui.UIView):
)
self.shape_list.append(tile)
self.empty_grid[row][col] = tile
self.sprite_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}
modified_grid = copy.deepcopy(self.tile_grid)
for offset_col, offset_row in SHAPES[self.shape_to_place]:
for offset_col, offset_row in self.shape_data:
tile_col = grid_col + offset_col
tile_row = grid_row + offset_row
modified_grid[tile_row][tile_col] = 1
@@ -165,79 +165,67 @@ class Game(arcade.gui.UIView):
return collided_tiles
def update_game(self):
for row, col in self.collided_tile_positions:
self.tiles_to_destroy.append((row, col))
self.tiles_to_destroy_classes[(row, col)] = self.occupied[row][col]
self.score += 25 + (10 * self.combo)
break_sound.play()
self.combo += 1
self.last_combo = time.perf_counter()
def on_update(self, _):
self.score_label.text = f"Score: {self.score}" + (f" Combo: X{self.combo}" if self.combo else "")
if self.score > self.high_score:
self.high_score = self.score
self.high_score_label.text = f"High Score: {self.high_score}"
self.check_game_over()
def on_update(self, _):
if time.perf_counter() - self.last_combo >= COMBO_TIME:
self.combo = 0
self.score_label.text = f"Score: {self.score}"
for row, col in self.tiles_to_destroy[:]:
tile = self.tiles_to_destroy_classes.get((row, col))
tile = self.sprite_grid[row][col]
if not tile:
self.tiles_to_destroy.remove((row, col))
self.tiles_to_destroy_classes.pop((row, col), None)
continue
tile.scale = (tile.scale_x - 0.05, tile.scale_y - 0.05)
if tile.scale_x <= 0.05:
tile.color = arcade.color.GRAY
tile.original_color = arcade.color.GRAY
tile.scale = (1, 1)
self.tile_grid[row][col] = 0
self.tiles_to_destroy.remove((row, col))
self.tiles_to_destroy_classes.pop((row, col))
tile.remove_from_sprite_lists()
del tile
self.create_empty_tile(row, col)
def check_game_over(self):
for grid_row in range(ROWS):
for grid_col in range(COLS):
can_place = True
for offset_col, offset_row in SHAPES[self.shape_to_place]:
for offset_col, offset_row in self.shape_data:
tile_col = grid_col + offset_col
tile_row = grid_row + offset_row
if not (tile_row, tile_col) in self.tiles_to_destroy and (not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.occupied[tile_row][tile_col]):
if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS):
can_place = False
break
if (tile_row, tile_col) in self.tiles_to_destroy:
continue
if self.tile_grid[tile_row][tile_col]:
can_place = False
break
if can_place:
return
self.game_over_window = self.anchor.add(arcade.gui.UIBoxLayout(), anchor_x="center", anchor_y="center")
self.game_over_window._bg_color = arcade.color.BLACK
self.game_over_label = self.game_over_window.add(arcade.gui.UILabel(text="GAME OVER", font_name="Roboto", font_size=80, text_color=arcade.color.WHITE))
self.is_game_over = True
self.game_over_box = self.anchor.add(arcade.gui.UIBoxLayout(), anchor_x="center", anchor_y="center")
self.game_over_box._bg_color = arcade.color.BLACK
self.game_over_label = self.game_over_box.add(arcade.gui.UILabel(text="GAME OVER", font_name="Roboto", font_size=80, text_color=arcade.color.WHITE))
self.mouse_shape_list.clear()
self.window.set_mouse_visible(True)
def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
super().on_key_press(symbol, modifiers)
if symbol == arcade.key.ESCAPE:
self.main_exit()
def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None:
super().on_mouse_press(x, y, button, modifiers)
grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
@@ -245,32 +233,45 @@ class Game(arcade.gui.UIView):
if self.settings_dict.get("sfx", True):
click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
shape = Shape(self.shape_center_x, self.shape_center_y, self.shape_to_place, self.shape_color, self.shape_list)
self.shapes.append(shape)
n = 0
for offset_col, offset_row in SHAPES[self.shape_to_place]:
for offset_col, offset_row in self.shape_data:
tile_col = grid_col + offset_col
tile_row = grid_row + offset_row
self.occupied[tile_row][tile_col] = shape.tiles[n]
self.occupied[tile_row][tile_col].original_color = shape.shape_color
self.shape_list.remove(self.empty_grid[tile_row][tile_col])
self.empty_grid[tile_row][tile_col] = None
n += 1
self.tile_grid[tile_row][tile_col] = 1
self.sprite_grid[tile_row][tile_col].color = self.shape_color
self.sprite_grid[tile_row][tile_col].original_color = self.shape_color
self.score += 5
for row, col in self.collided_tile_positions:
self.tiles_to_destroy.append((row, col))
self.score += 25 + (10 * self.combo)
break_sound.play()
if self.collided_tile_positions:
self.combo += 1
self.combo_moves_left = COMBO_MOVES
self.last_combo = time.perf_counter()
else:
self.combo_moves_left -= 1
if self.combo_moves_left == 0:
self.combo = 0
self.shape_to_place = self.next_shape_to_place
self.shape_color = self.next_shape_color
self.shape_data = SHAPES[self.shape_to_place]
if not self.is_game_over:
self.check_game_over()
if not self.is_game_over: # This check makes sure to not re-create the next shape if its game over. This confused me, cause the shape it showed could have been placed.
self.next_shape_to_place = random.choice(list(SHAPES.keys()))
self.next_shape_color = random.choice(COLORS)
self.next_shape_ui.update(self.next_shape_to_place, self.next_shape_color)
self.update_game()
def on_draw(self):
self.window.clear()
self.shape_list.draw()

View File

@@ -7,7 +7,7 @@ menu_background_color = (30, 30, 47)
log_dir = 'logs'
discord_presence_id = 1360953272843632680
COMBO_TIME = 5
COMBO_MOVES = 3
CELL_SIZE = 80
ROWS = 8
COLS = 8