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    This is the community forum for my apps Pythonista and Editorial.

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    Frame for tetris

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    • cvp
      cvp @Karina last edited by

      @Karina I want to add that, sincerely, I don't have any experience in scene module. I always have to try/test before that I can answer something. By example, for position, I've tried some values before to be able to answer something intelligent 😇

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      • Karina
        Karina last edited by

        @cvp it’s in the game class that inherited scene. And update in the class he sees

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        • Karina
          Karina last edited by Karina

          from scene import *
          import random
          import arrows
          
          sw, sh = get_screen_size()
          rect_w = sw/3  #343.33
          rect_h = 612 #668
          side = int(rect_w/10)
          colors = ['red']
          
          
          class Board(ShapeNode):
          	def __init__(self, stroke_color='lightgrey', line_width=1, parent=None, *args, **kwargs):
          			path = ui.Path.rect(0, 0, rect_w, rect_h)
          			path.line_width = line_width
          			
          			if stroke_color == 'lightgrey':
          				d = int(rect_w/10)
          				for l in range(int(rect_w/d)):
          					x = l*d
          					path.move_to(x, 0)
          					path.line_to(x, rect_h)
          			
          			super().__init__(path,
          							 fill_color='white',
          							 stroke_color=stroke_color,
          							 parent=parent,
          							 *args, **kwargs)
          		
          
          
          class Game(Scene):
          	def setup(self):
          		self.background_color = 'white'
          		self.grey_rect = Board(line_width=2, parent=self, position=(sw/3, sh/2), z_position=0)
          		self.board = Board(stroke_color='purple', line_width=15, parent=self, position=(sw/3, sh/2), 	z_position=-1)
          		
          		self.seconds = 0
          		self.figures = {}
          		self.add_buttons()
          		self.add_figure()
          		
          	
          	def update(self):
          		self.seconds += self.dt
          		if self.seconds > 0.5:
          			for f in self.figures:
          				self.figures[f][1] -= side/2
          				f.position = self.figures[f]
          				self.seconds = 0
          				if f.position.y == - rect_h/2 + side/2:
          					self.add_figure()
          					self.figures.pop(f)
          					
          					
          	def touch_began(self, touch):
          		print('touch_began')
          
          
          	def add_buttons(self):
          		ars = arrows.Main()
          		self.present_modal_scene(ars)
          
          				
          	def add_figure(self):
          		x = random.choice(range(10)) * side - rect_w/2 + side/2
          		y = rect_h/2 - side/2
          		block = SpriteNode('pzl:Yellow7', (x, y), z_position=1, size=Size(side, side), parent=self.grey_rect)
          		self.figures[block] = [x, y]
          
          
          run(Game())  
          

          Maybe you’ll check if it works?

          cvp 1 Reply Last reply Reply Quote 0
          • Karina
            Karina last edited by

            You’re talking about that position in the beginnig, when I couldn’t move the purple rect from the corner?)

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            • cvp
              cvp @Karina last edited by cvp

              @Karina said:

              Maybe you’ll check if it works?

              I don't have the arrows module thus no button, but if I touch anywhere in game, it prints touch_began

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              • Karina
                Karina last edited by

                And if with arrows? Maybe it looks on that touch_began

                from scene import *
                import sound
                
                
                def sw(): return get_screen_size()[0]
                def sh(): return get_screen_size()[1]
                def bw(): return 100
                def bh(): return 100
                
                right = left = down = up = None
                
                icons = {
                	     'iob:arrow_down_b_256' : (sw()/4*3, 60),
                	     'iob:arrow_up_b_256' : (sw()/4*3, bh() + 60),
                	     'iob:arrow_left_b_256' : (sw()/4*3 - 95, bh()),
                	     'iob:arrow_right_b_256' : (sw()/4*3 + 95, bh())
                	      }
                
                
                class Arrow(ShapeNode):
                	def __init__(self,
                				 picture,
                				 path=None,
                	             size=Size(120, 120),
                	             corner_radius=8,
                	             border_size=20,
                	             borderColor='#3f0917',
                	             position=(0,0),
                	             parent=None,
                	             *args, **kwargs):
                	             	
                	             	#for border
                	             	self.picture = picture
                	             	self.corner_radius = corner_radius
                	             	self.border_size = border_size
                	             	self.borderColor = borderColor
                	             	
                	             	self.position = position
                	             	self.size = size
                	             	
                	             	#for super()
                	             	self.x, self.y = position
                	             	self.w, self.h = size
                	             	
                	             	super().__init__(fill_color='white',
                	             					path=ui.Path.rounded_rect(self.x, 
                	             											   self.y,
                	             											   self.w/1.5, 
                	             											   self.h/1.5,
                	             											   self.corner_radius),
                	             					stroke_color=borderColor,
                	             					parent=parent,
                	             					*args, **kwargs)
                	             					
                	             	self._setup(self.picture)
                	             	                 
                	def _setup(self, pict):
                		if self.picture:
                			arrow = SpriteNode(self.picture,
                							   position=Point(0, 0), 
                							   size=(100, 100),
                							   parent=self)
                							   
                	             	                 
                
                class Main(Scene):            	                 
                	def setup(self):
                		fill_color = self.background_color
                		self.background_color = 'white'
                		self.arrows = [Arrow(i, position=icons[i], parent=self) for i in icons] 
                			
                			
                	def touch_began(self, touch):
                		tapped = True
                		for arw in self.arrows:
                			if touch.location in arw.frame:
                				sound.play_effect('rpg:Chop')
                				arw.fill_color = '#969696'
                				if 'right' in arw.picture:
                					global right
                					right = True
                				
                			
                	def touch_ended(self, touch):
                		for arw in self.arrows:
                			if arw.fill_color == '#969696':
                				arw.fill_color = 'white'
                				right = left = down = up = None
                				
                		
                				
                if __name__ == '__main__':				
                	run(Main(), PORTRAIT) 
                
                cvp 2 Replies Last reply Reply Quote 0
                • cvp
                  cvp @Karina last edited by

                  @Karina sorry, not at home, I’ll try later

                  cvp 1 Reply Last reply Reply Quote 0
                  • cvp
                    cvp @Karina last edited by

                    @Karina doc says for your

                            ars = arrows.Main()
                            self.present_modal_scene(ars) ```
                    

                    Doc says "Scene.present_modal_scene(other_scene)
                    Present another scene on top of this one. This can be useful for overlay menus etc.
                    While the scene is being presented, it receives all touch events."

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                    • cvp
                      cvp @cvp last edited by cvp

                      @Karina please try this

                      from scene import *
                      import random
                      from  arrows import *
                      
                      sw, sh = get_screen_size()
                      rect_w = sw/3  #343.33
                      rect_h = 612 #668
                      side = int(rect_w/10)
                      colors = ['red']
                      
                      bw = 100
                      bh = 100
                      
                      right = left = down = up = None
                      
                      icons = {
                               'iob:arrow_down_b_256' : (sw/4*3, 60),
                               'iob:arrow_up_b_256' : (sw/4*3, bh + 60),
                               'iob:arrow_left_b_256' : (sw/4*3 - 95, bh),
                               'iob:arrow_right_b_256' : (sw/4*3 + 95, bh)
                                }
                      
                      
                      class Board(ShapeNode):
                          def __init__(self, stroke_color='lightgrey', line_width=1, parent=None, *args, **kwargs):
                                  path = ui.Path.rect(0, 0, rect_w, rect_h)
                                  path.line_width = line_width
                                  
                                  if stroke_color == 'lightgrey':
                                      d = int(rect_w/10)
                                      for l in range(int(rect_w/d)):
                                          x = l*d
                                          path.move_to(x, 0)
                                          path.line_to(x, rect_h)
                                  
                                  super().__init__(path,
                                                   fill_color='white',
                                                   stroke_color=stroke_color,
                                                   parent=parent,
                                                   *args, **kwargs)
                              
                      
                      
                      class Game(Scene):
                          def setup(self):
                              self.background_color = 'white'
                              self.grey_rect = Board(line_width=2, parent=self, position=(sw/3, sh/2), z_position=0)
                              self.board = Board(stroke_color='purple', line_width=15, parent=self, position=(sw/3, sh/2),    z_position=-1)
                              
                              self.seconds = 0
                              self.figures = {}
                              self.add_buttons()
                              self.add_figure()
                              
                          
                          def update(self):
                              self.seconds += self.dt
                              if self.seconds > 0.5:
                                  for f in self.figures:
                                      self.figures[f][1] -= side/2
                                      f.position = self.figures[f]
                                      self.seconds = 0
                                      if f.position.y == - rect_h/2 + side/2:
                                          self.add_figure()
                                          self.figures.pop(f)
                                          
                                          
                              
                          def touch_began(self, touch):
                              tapped = True
                              for arw in self.arrows:
                                  if touch.location in arw.frame:
                                      sound.play_effect('rpg:Chop')
                                      arw.fill_color = '#969696'
                                      if 'right' in arw.picture:
                                          global right
                                          right = True
                                      
                                  
                          def touch_ended(self, touch):
                              for arw in self.arrows:
                                  if arw.fill_color == '#969696':
                                      arw.fill_color = 'white'
                                      right = left = down = up = None
                                      
                      
                          def add_buttons(self):
                              #ars = arrows.Main()
                              #self.present_modal_scene(ars)
                              self.arrows = [Arrow(i, position=icons[i], parent=self) for i in icons] 
                      
                                      
                          def add_figure(self):
                              x = random.choice(range(10)) * side - rect_w/2 + side/2
                              y = rect_h/2 - side/2
                              block = SpriteNode('pzl:Yellow7', (x, y), z_position=1, size=Size(side, side), parent=self.grey_rect)
                              self.figures[block] = [x, y]
                      
                      
                      run(Game())   
                      
                      1 Reply Last reply Reply Quote 0
                      • Karina
                        Karina last edited by

                        @cvp So the Tetris didn’t receive touches?
                        I thought to put the moving ➡️⬅️ into arrows, but it would be much more confusing

                        cvp 1 Reply Last reply Reply Quote 0
                        • cvp
                          cvp @Karina last edited by cvp

                          @Karina said:

                          I thought to put the moving ➡️⬅️ into arrows, but it would be much more confusing

                          Sorry, I don't understand.

                          The touch_began in Game is called. Then, you could check which arrow (like you do) and process the move of the block (left, right,down)

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                          • Karina
                            Karina last edited by Karina

                            @cvp I thought to write how to move blocks right and left in the touch_began of arrows. But no matter, you did it easier👍

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                            • Karina
                              Karina last edited by

                              @cvp I did also moving blocks down, in cycle for, one by one each block. Is there a way think of a figure as a single block?

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                              • Karina
                                Karina last edited by Karina

                                from scene import *
                                import random, sound
                                from arrows import *
                                
                                sw, sh = get_screen_size()
                                rect_w = sw/3  #343.33
                                rect_h = 612 #668
                                side = int(rect_w/10)
                                colors = ['red']
                                
                                x = side/2
                                y = rect_h/2 - side/2
                                dot =  [[
                                		 [x, y]
                                		 		]]
                                		 		
                                line = [
                                		 [[x, y], [x+side, y]],
                                		 [[x, y], [x, y-side]]
                                							   ]
                                							 
                                shapes = [dot, line]
                                
                                
                                class Board(ShapeNode):
                                	def __init__(self, stroke_color='lightgrey', line_width=1, parent=None, *args, **kwargs):
                                			path = ui.Path.rect(0, 0, rect_w, rect_h)
                                			path.line_width = line_width
                                			
                                			if stroke_color == 'lightgrey':
                                				d = int(rect_w/10)
                                				for l in range(int(rect_w/d)):
                                					x = l*d
                                					path.move_to(x, 0)
                                					path.line_to(x, rect_h)
                                			
                                			super().__init__(path,
                                							 fill_color='white',
                                							 stroke_color=stroke_color,
                                							 parent=parent,
                                							 *args, **kwargs)
                                		
                                
                                
                                class Game(Scene):
                                	def setup(self):
                                		self.background_color = 'white'
                                		self.grey_rect = Board(line_width=2, parent=self, position=(sw/3, sh/2), z_position=0)
                                		self.board = Board(stroke_color='purple', line_width=15, parent=self, position=(sw/3, sh/2), 	z_position=-1)
                                		
                                		self.seconds = 0
                                		self.figure = {}
                                		self.add_buttons()
                                		self.add_figure()
                                		
                                	
                                	def update(self):
                                		self.seconds += self.dt
                                		if self.seconds > 0.2:
                                			for f in self.figure:
                                				self.figure[f][1] -= side/2
                                				f.position = self.figure[f]
                                				self.seconds = 0
                                				if f.position.y == - rect_h/2 + side/2:
                                					self.figure.pop(f)
                                					self.add_figure()
                                					break
                                					
                                					
                                	def touch_began(self, touch):
                                		tapped = True
                                		for arw in self.arrows:
                                			if touch.location in arw.frame:
                                				sound.play_effect('rpg:Chop')
                                				arw.fill_color = '#969696'
                                				
                                				for f in self.figure:
                                					if -rect_w/2 < self.figure[f][0] + side < rect_w/2:
                                						if 'right' in arw.picture:
                                							self.figure[f][0] += side
                                					
                                					if -rect_w/2 < self.figure[f][0] - side < rect_w/2:
                                						if 'left' in arw.picture:
                                							self.figure[f][0] -= side
                                							
                                	def touch_ended(self, touch):
                                		for arw in self.arrows:
                                			if arw.fill_color == '#969696':
                                				arw.fill_color = 'white'
                                				right = left = down = up = None;
                                				
                                
                                	def add_buttons(self):
                                		self.arrows = [Arrow(i, position=icons[i], parent=self) for i in icons] 
                                
                                			
                                	def add_figure(self):
                                		figure = random.choice(shapes)
                                		#for example, var=0 for horizontal line, 1 - for vertical
                                		var = random.choice(range(len(figure)))
                                		print(figure[var])
                                		global x 
                                		global y
                                		x = random.choice(range(10)) * side - rect_w/2 + side/2
                                		y = rect_h/2 - side/2
                                		for pos in figure[var]:
                                			print(pos)
                                			block = SpriteNode('pzl:Gray3', pos,            color=colors[shapes.index(figure)] , size=(side, side), parent=self.grey_rect)
                                			self.figure[block] = pos
                                
                                
                                run(Game())  
                                

                                There are a lot of bugs cause I move the blocks one by one. And I added colors but they mix with the original color

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                                • ronw
                                  ronw last edited by

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