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columns: simple falling-blocks game
This is a start of falling-blocks game. More improvements are possible (and some are described in the sources), but this is already playable. You can try to beat score of 120 :-).
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{
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"name": "Columns",
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"publisher": "Pavel Machek",
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"short_description": "Falling columns game",
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"long_description": "Blocks of 3 colors are falling. Align the colors to make blocks di\
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sappear.",
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"icon_url": "https://apps.micropythonos.com/apps/cz.ucw.pavel.columns/icons/cz.ucw.pavel.columns_0.0.1_64x64.png",
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"download_url": "https://apps.micropythonos.com/apps/cz.ucw.pavel.columns/mpks/cz.ucw.pavel.columns_0.0.1.mpk",
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"fullname": "cz.ucw.pavel.columns",
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"version": "0.0.1",
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"category": "utilities",
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"activities": [
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{
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"entrypoint": "assets/main.py",
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"classname": "Main",
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"intent_filters": [
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{
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"action": "main",
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"category": "launcher"
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}
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]
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}
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]
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}
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import time
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import random
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"""
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Columns -- falling columns game
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Possible TODOs:
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should blink explosions
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explodes while moving?
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/ in bottom left part may not explode
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smooth moving?
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music?
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some kind of game over?
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more contrast colors?
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different shapes?
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"""
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from mpos import Activity
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try:
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import lvgl as lv
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except ImportError:
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pass
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class Main(Activity):
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COLS = 6
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ROWS = 12
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COLORS = [
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0xE74C3C, # red
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0xF1C40F, # yellow
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0x2ECC71, # green
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0x3498DB, # blue
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0x9B59B6, # purple
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]
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EMPTY = -1
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FALL_INTERVAL = 1000 # ms
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# I can do 120 in this config :-).
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def __init__(self):
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super().__init__()
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self.board = [[self.EMPTY for _ in range(self.COLS)] for _ in range(self.ROWS)]
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self.cells = []
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self.active_col = self.COLS // 2
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self.active_row = -3
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self.active_colors = []
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self.timer = None
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self.animating = False
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# ---------------------------------------------------------------------
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def onCreate(self):
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self.screen = lv.obj()
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self.screen.remove_flag(lv.obj.FLAG.SCROLLABLE)
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vert = 60
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horiz = 60
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font = lv.font_montserrat_20
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score = lv.label(self.screen)
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score.align(lv.ALIGN.TOP_LEFT, 5, 25)
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score.set_text("Score")
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score.set_style_text_font(font, 0)
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self.lb_score = score
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btn_left = lv.button(self.screen)
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btn_left.set_size(horiz, vert)
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btn_left.align(lv.ALIGN.BOTTOM_LEFT, 5, -10-vert)
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btn_left.add_event_cb(lambda e: self.move(-1), lv.EVENT.CLICKED, None)
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lc = lv.label(btn_left)
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lc.set_style_text_font(font, 0)
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lc.set_text("<")
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lc.center()
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btn_right = lv.button(self.screen)
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btn_right.set_size(horiz, vert)
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btn_right.align(lv.ALIGN.BOTTOM_RIGHT, -5, -10-vert)
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btn_right.add_event_cb(lambda e: self.move(1), lv.EVENT.CLICKED, None)
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lc = lv.label(btn_right)
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lc.set_style_text_font(font, 0)
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lc.set_text(">")
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lc.center()
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btn_rotate = lv.button(self.screen)
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btn_rotate.set_size(horiz, vert)
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btn_rotate.align(lv.ALIGN.BOTTOM_RIGHT, -5, -15-vert-vert)
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btn_rotate.add_event_cb(lambda e: self.rotate(), lv.EVENT.CLICKED, None)
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lc = lv.label(btn_rotate)
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lc.set_style_text_font(font, 0)
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lc.set_text("R")
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lc.center()
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btn_down = lv.button(self.screen)
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btn_down.set_size(horiz, vert)
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btn_down.align(lv.ALIGN.BOTTOM_LEFT, 5, -5)
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btn_down.add_event_cb(lambda e: self.tick(0), lv.EVENT.CLICKED, None)
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lc = lv.label(btn_down)
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lc.set_style_text_font(font, 0)
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lc.set_text("v")
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lc.center()
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d = lv.display_get_default()
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self.SCREEN_WIDTH = d.get_horizontal_resolution()
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self.SCREEN_HEIGHT = d.get_vertical_resolution()
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self.CELL = min(
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self.SCREEN_WIDTH // (self.COLS + 1),
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self.SCREEN_HEIGHT // (self.ROWS + 1)
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)
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board_x = (self.SCREEN_WIDTH - self.CELL * self.COLS) // 2
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board_y = (self.SCREEN_HEIGHT - self.CELL * self.ROWS) // 2
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for r in range(self.ROWS):
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row = []
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for c in range(self.COLS):
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o = lv.obj(self.screen)
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o.set_size(self.CELL - 2, self.CELL - 2)
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o.set_pos(
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board_x + c * self.CELL + 1,
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board_y + r * self.CELL + 1
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)
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o.set_style_radius(4, 0)
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o.set_style_bg_color(lv.color_hex(0x1C2833), 0)
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o.set_style_border_width(1, 0)
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row.append(o)
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self.cells.append(row)
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# Make screen focusable for keyboard input
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focusgroup = lv.group_get_default()
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if focusgroup:
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focusgroup.add_obj(self.screen)
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#self.screen.add_event_cb(self.on_touch, lv.EVENT.CLICKED, None)
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self.screen.add_event_cb(self.on_key, lv.EVENT.KEY, None)
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self.setContentView(self.screen)
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self.new_game()
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self.spawn_piece()
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def new_game(self):
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self.score = 0
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# ---------------------------------------------------------------------
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def onResume(self, screen):
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self.timer = lv.timer_create(self.tick, self.FALL_INTERVAL, None)
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def onPause(self, screen):
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if self.timer:
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self.timer.delete()
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self.timer = None
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# ---------------------------------------------------------------------
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def spawn_piece(self):
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self.active_col = self.COLS // 2
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self.active_row = -3
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self.active_colors = [random.randrange(len(self.COLORS)) for _ in range(3)]
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def tick(self, t):
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if self.can_fall():
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self.active_row += 1
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else:
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self.lock_piece()
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self.clear_matches()
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self.spawn_piece()
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self.redraw()
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# ---------------------------------------------------------------------
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def can_fall(self):
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for i in range(3):
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r = self.active_row + i + 1
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c = self.active_col
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if r >= self.ROWS:
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return False
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if r >= 0 and self.board[r][c] != self.EMPTY:
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return False
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return True
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def lock_piece(self):
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for i in range(3):
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r = self.active_row + i
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if r >= 0:
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self.board[r][self.active_col] = self.active_colors[i]
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# ---------------------------------------------------------------------
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def clear_matches(self):
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to_clear = set()
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score = 0
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for r in range(self.ROWS):
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for c in range(self.COLS):
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color = self.board[r][c]
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if color == self.EMPTY:
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continue
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# horizontal
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if c <= self.COLS - 3:
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if all(self.board[r][c + i] == color for i in range(3)):
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for i in range(3):
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to_clear.add((r, c + i))
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score += 1
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# vertical
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if r <= self.ROWS - 3:
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if all(self.board[r + i][c] == color for i in range(3)):
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for i in range(3):
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to_clear.add((r + i, c))
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score += 1
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# diagonal \
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if r <= self.ROWS - 3 and c <= self.COLS - 3:
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if all(self.board[r + i][c + i] == color for i in range(3)):
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for i in range(3):
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to_clear.add((r + i, c + i))
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score += 1
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# diagonal /
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if r <= self.ROWS - 3 and c > 2:
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if all(self.board[r + i][c - i] == color for i in range(3)):
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for i in range(3):
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to_clear.add((r + i, c - i))
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score += 1
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if not to_clear:
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return
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print("Score: ", score)
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self.score += score
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self.lb_score.set_text("Score\n%d" % self.score)
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for r, c in to_clear:
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self.board[r][c] = self.EMPTY
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self.redraw()
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time.sleep(.5)
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self.apply_gravity()
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self.redraw()
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time.sleep(.5)
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self.clear_matches()
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self.redraw()
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def apply_gravity(self):
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for c in range(self.COLS):
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stack = [self.board[r][c] for r in range(self.ROWS) if self.board[r][c] != self.EMPTY]
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for r in range(self.ROWS):
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self.board[r][c] = self.EMPTY
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for i, v in enumerate(reversed(stack)):
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self.board[self.ROWS - 1 - i][c] = v
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# ---------------------------------------------------------------------
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def redraw(self):
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# draw board
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for r in range(self.ROWS):
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for c in range(self.COLS):
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v = self.board[r][c]
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if v == self.EMPTY:
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self.cells[r][c].set_style_bg_color(lv.color_hex(0x1C2833), 0)
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else:
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self.cells[r][c].set_style_bg_color(
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lv.color_hex(self.COLORS[v]), 0
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)
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# draw active piece
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for i in range(3):
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r = self.active_row + i
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if r >= 0 and r < self.ROWS:
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self.cells[r][self.active_col].set_style_bg_color(
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lv.color_hex(self.COLORS[self.active_colors[i]]), 0
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)
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# ---------------------------------------------------------------------
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def on_touch(self, e):
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return
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print("Touch event")
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p = lv.indev_get_act().get_point()
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x = p.x
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if x < self.SCREEN_WIDTH // 3:
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self.move(-1)
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elif x > self.SCREEN_WIDTH * 2 // 3:
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self.move(1)
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else:
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self.rotate()
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def on_key(self, event):
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"""Handle keyboard input"""
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print("Keyboard event")
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key = event.get_key()
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if key == ord("a"):
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self.move(-1)
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return
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if key == ord("w"):
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self.rotate()
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return
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if key == ord("d"):
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self.move(1)
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return
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if key == ord("s"):
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self.tick(0)
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return
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#if key == lv.KEY.ENTER or key == lv.KEY.UP or key == ord("A") or key == ord("a"):
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print(f"on_key: unhandled key {key}")
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def move(self, dx):
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nc = self.active_col + dx
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if not(0 <= nc < self.COLS):
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return
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for i in range(3):
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r = self.active_row + i
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if self.board[r][nc] != self.EMPTY:
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return
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self.active_col = nc
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self.redraw()
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def rotate(self):
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self.active_colors = self.active_colors[-1:] + self.active_colors[:-1]
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self.redraw()
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