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BlockZ.py
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300 lines (268 loc) · 12.5 KB
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import pygame
from Block import Block
black = (0, 0, 0)
class BlockZ(object):
def __init__(self, x, y, size):
self.x = x
self.y = y
self.isCurrent = False
self.size = size
self.orientation = 0
self.color = (255, 0, 0)
## |_2_|_3_|
## |_0_|_1_| orientation 0
self.blockList = [Block(x, y, size, self.color), Block(x + size, y, size, self.color), Block(x - size, y - size, size, self.color),
Block(x, y - size, size, self.color)]
## self.block1 = Block(size, x, y)
## self.block2 = Block(size, x - size, y)
## self.block3 = Block(size, x + size, y)
## self.block4 = Block(size, x, y - size)
def display(self, gameDisplay):
for i in range(0, len(self.blockList)):
self.blockList[i].display(gameDisplay)
def getLeftBoundary(self):
left = self.blockList[0].getX()
for i in range(1, len(self.blockList)):
if self.blockList[i].getX() < left:
left = self.blockList[i].getX()
return left
def getPerimeter(self):
return self.blockList
## |_2_|_3_|
## |_0_|_1_| orientation 0
## |_1_|
## |_3_|_0_|
## |_2_| orientation 1
## |_1_|_0_|
## |_3_|_2_| orientation 2
## |_2_|
## |_0_|_3_|
## |_1_| orientation 3
def rotateL(self):
if self.orientation % 4 == 0:
self.blockList[1].setRelativeX(-self.size)
self.blockList[1].setRelativeY(-self.size)
self.blockList[2].setRelativeY(2 * self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(self.size)
elif self.orientation % 4 == 1:
self.blockList[1].setRelativeX(-self.size)
self.blockList[1].setRelativeY(self.size)
self.blockList[2].setRelativeX(2 * self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(self.size)
elif self.orientation % 4 == 2:
self.blockList[1].setRelativeX(self.size)
self.blockList[1].setRelativeY(self.size)
self.blockList[2].setRelativeY(-2 * self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(-self.size)
elif self.orientation % 4 == 3:
self.blockList[1].setRelativeX(self.size)
self.blockList[1].setRelativeY(-self.size)
self.blockList[2].setRelativeX(-2 * self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(-self.size)
self.orientation = self.orientation + 1
# rotation about index 1
def rotateL4(self):
if self.orientation % 4 == 0:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[2].setRelativeX(self.size)
self.blockList[2].setRelativeY(3*self.size)
self.blockList[3].setRelativeY(2*self.size)
elif self.orientation % 4 == 1:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[2].setRelativeX(3*self.size)
self.blockList[2].setRelativeY(-self.size)
self.blockList[3].setRelativeX(2 * self.size)
elif self.orientation % 4 == 2:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[2].setRelativeX(-self.size)
self.blockList[2].setRelativeY(-3 * self.size)
self.blockList[3].setRelativeY(-2 * self.size)
elif self.orientation % 4 == 3:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[2].setRelativeX(-3*self.size)
self.blockList[2].setRelativeY(self.size)
self.blockList[3].setRelativeX(-2 * self.size)
self.orientation = self.orientation + 1
def rotateL3(self):
if self.orientation % 4 == 0:
self.blockList[0].setRelativeY(-2*self.size)
self.blockList[1].setRelativeX(-self.size)
self.blockList[1].setRelativeY(-3*self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(-self.size)
elif self.orientation % 4 == 1:
self.blockList[0].setRelativeX(-2 * self.size)
self.blockList[1].setRelativeX(-3*self.size)
self.blockList[1].setRelativeY(self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(self.size)
elif self.orientation % 4 == 2:
self.blockList[0].setRelativeY(2 * self.size)
self.blockList[1].setRelativeX(self.size)
self.blockList[1].setRelativeY(3 * self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(self.size)
elif self.orientation % 4 == 3:
self.blockList[0].setRelativeX(2 * self.size)
self.blockList[1].setRelativeX(3*self.size)
self.blockList[1].setRelativeY(-self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(-self.size)
self.orientation = self.orientation + 1
# rotation about index 3
def rotateL2(self):
if self.orientation % 4 == 0:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[1].setRelativeY(-2 * self.size)
self.blockList[2].setRelativeX(self.size)
self.blockList[2].setRelativeY(self.size)
elif self.orientation % 4 == 1:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[1].setRelativeX(-2 * self.size)
self.blockList[2].setRelativeX(self.size)
self.blockList[2].setRelativeY(-self.size)
elif self.orientation % 4 == 2:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[1].setRelativeY(2 * self.size)
self.blockList[2].setRelativeX(-self.size)
self.blockList[2].setRelativeY(-self.size)
elif self.orientation % 4 == 3:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[1].setRelativeX(2 * self.size)
self.blockList[2].setRelativeX(-self.size)
self.blockList[2].setRelativeY(self.size)
self.orientation = self.orientation + 1
def rotateR(self):
if self.orientation % 4 == 0:
self.blockList[1].setRelativeX(-self.size)
self.blockList[1].setRelativeY(self.size)
self.blockList[2].setRelativeX(2*self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(self.size)
elif self.orientation % 4 == 1:
self.blockList[1].setRelativeX(self.size)
self.blockList[1].setRelativeY(self.size)
self.blockList[2].setRelativeY(-2 * self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(-self.size)
elif self.orientation % 4 == 2:
self.blockList[1].setRelativeX(self.size)
self.blockList[1].setRelativeY(-self.size)
self.blockList[2].setRelativeX(-2 * self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(-self.size)
elif self.orientation % 4 == 3:
self.blockList[1].setRelativeX(-self.size)
self.blockList[1].setRelativeY(-self.size)
self.blockList[2].setRelativeY(2 * self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(self.size)
self.orientation = self.orientation - 1
# rotation about index 1
def rotateR4(self):
if self.orientation % 4 == 0:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[2].setRelativeX(3*self.size)
self.blockList[2].setRelativeY(-self.size)
self.blockList[3].setRelativeX(2 * self.size)
if self.orientation % 4 == 1:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[2].setRelativeX(-self.size)
self.blockList[2].setRelativeY(-3 * self.size)
self.blockList[3].setRelativeY(-2 * self.size)
if self.orientation % 4 == 2:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[2].setRelativeX(-3*self.size)
self.blockList[2].setRelativeY(self.size)
self.blockList[3].setRelativeX(-2 * self.size)
if self.orientation % 4 == 3:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[2].setRelativeX(self.size)
self.blockList[2].setRelativeY(3 * self.size)
self.blockList[3].setRelativeY(2 * self.size)
self.orientation = self.orientation - 1
def rotateR3(self):
if self.orientation % 4 == 0:
self.blockList[0].setRelativeX(-2 * self.size)
self.blockList[1].setRelativeX(-3*self.size)
self.blockList[1].setRelativeY(self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(self.size)
elif self.orientation % 4 == 1:
self.blockList[0].setRelativeY(2 * self.size)
self.blockList[1].setRelativeX(self.size)
self.blockList[1].setRelativeY(3 * self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(self.size)
elif self.orientation % 4 == 2:
self.blockList[0].setRelativeX(2 * self.size)
self.blockList[1].setRelativeX(3*self.size)
self.blockList[1].setRelativeY(-self.size)
self.blockList[3].setRelativeX(self.size)
self.blockList[3].setRelativeY(-self.size)
elif self.orientation % 4 == 3:
self.blockList[0].setRelativeY(-2 * self.size)
self.blockList[1].setRelativeX(-self.size)
self.blockList[1].setRelativeY(-3 * self.size)
self.blockList[3].setRelativeX(-self.size)
self.blockList[3].setRelativeY(-self.size)
self.orientation = self.orientation - 1
# rotation about index 3
def rotateR2(self):
if self.orientation % 4 == 0:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[1].setRelativeX(-2 * self.size)
self.blockList[2].setRelativeX(self.size)
self.blockList[2].setRelativeY(-self.size)
elif self.orientation % 4 == 1:
self.blockList[0].setRelativeX(-self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[1].setRelativeY(2 * self.size)
self.blockList[2].setRelativeX(-self.size)
self.blockList[2].setRelativeY(-self.size)
elif self.orientation % 4 == 2:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(self.size)
self.blockList[1].setRelativeX(2 * self.size)
self.blockList[2].setRelativeX(-self.size)
self.blockList[2].setRelativeY(self.size)
elif self.orientation % 4 == 3:
self.blockList[0].setRelativeX(self.size)
self.blockList[0].setRelativeY(-self.size)
self.blockList[1].setRelativeY(-2 * self.size)
self.blockList[2].setRelativeX(self.size)
self.blockList[2].setRelativeY(self.size)
self.orientation = self.orientation - 1
def getX(self):
return self.x
def getY(self):
return self.y
def setY(self, y):
dy = y - self.y
self.y = y
for i in range(0, len(self.blockList)):
self.blockList[i].setRelativeY(dy)
def setX(self, x):
dx = x - self.x
self.x = x
for i in range(0, len(self.blockList)):
self.blockList[i].setRelativeX(dx)
def getColor(self):
return self.color