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gui.py
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gui.py
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'''
A Tetris GUI
Press 'p' to pause, 's' to advance one timestep, 'r' to restart
'''
import math, copy, random
import torch
from modeling import MCTS
from numpy import rot90
from playfield_controller import PlayfieldController
from collections import deque
from cmu_112_graphics import *
def gameDimensions():
rows = 20
cols = 10
cellSize = 30
margin = 25
return(rows, cols, cellSize, margin)
def playTetris():
global tetris
rows, cols, cellSize, margin = gameDimensions()
width = cols * cellSize + cols * cellSize // 2 + 2 * margin
height = rows * cellSize + 2 * margin
tetris = Tetris(width=width, height=height)
class Tetris(App):
index2name = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
hexDigits = set('0123456789ABCDEF')
def appStarted(app):
app.model = torch.load("MCTS.pth")
app.model.eval()
app.pc = PlayfieldController()
app.pc.update()
app.tree = MCTS(model=app.model, pc=app.pc, gamma=0.95)
app.rows, app.cols, app.cellSize, app.margin = gameDimensions()
app.gameWidth = app.cols * app.cellSize
# sidebar on right side of window
app.sidebar = app.gameWidth // 2
app.timerDelay = 100
app.pause = False
# Initialize Tetris pieces
iPiece = [[ True, True, True, True ]]
jPiece = [[ True, False, False ],
[ True, True, True ]]
lPiece = [[ False, False, True ],
[ True, True, True ]]
oPiece = [[ True, True ],
[ True, True ]]
sPiece = [[ False, True, True ],
[ True, True, False ]]
tPiece = [[ False, True, False ],
[ True, True, True ]]
zPiece = [[ True, True, False ],
[ False, True, True ]]
app.tetrisPieces = [ iPiece, jPiece, lPiece, oPiece,
sPiece, tPiece, zPiece ]
app.tetrisPieceColors = [ '5FFBFD', '0029F5', 'F8AC3A', 'FFFC52',
'65F84B', '8D34F6', 'F2361F' ]
app.stepping = False
#app.board = [['blue'] * app.cols for _ in range(app.rows)]
app.moveHistory = deque(maxlen=5)
app.updateApp()
def updateApp(app):
app.board = app.pc._playfield.board
currIndex = app.pc._active_piece_num
nextIndex = app.pc._next_piece_num
app.fallingPiece = app.pc._active_piece._grid
app.fallingPieceColor = app.tetrisPieceColors[currIndex]
app.fallingPieceCol, app.fallingPieceRow = app.pc._active_piece.coords
app.nextFallingPiece = app.tetrisPieces[nextIndex]
app.nextFallingPieceColor = app.tetrisPieceColors[nextIndex]
def takeStep(app):
action = app.tree.search(app.pc, num_iter=50)
name = f'{Tetris.index2name[app.pc._active_piece_num]} '
if action == 0:
app.moveHistory.appendleft(f'{name} moved left')
app.pc.move_left()
elif action == 1:
app.moveHistory.appendleft(f'{name} moved right')
app.pc.move_right()
elif action == 2:
app.moveHistory.appendleft(f'{name} rotated clockwise')
app.pc.rotate_cw()
else:
app.moveHistory.appendleft(f'{name} did nothing')
app.tree.root = app.tree.root.child_nodes[action]
app.pc.update()
app.updateApp()
def timerFired(app):
if (app.pause or app.pc._game_over): return
app.takeStep()
def keyPressed(app, event):
if event.key == 'p':
app.pause = not app.pause
if event.key == 'r':
app.appStarted()
if event.key == 's':
app.pause = True
app.takeStep()
#######################################
# View Functions
#######################################
def drawBoard(app, canvas):
#canvas.create_rectangle(0, 0, app.width, app.height, fill='orange')
for r in range(app.rows):
for c in range(app.cols):
app.drawCell(canvas, r, c, app.board[c,r])
def drawCell(app, canvas, r, c, color):
for char in color:
if char not in Tetris.hexDigits:
fill = color
break
else:
fill = f'#{color}'
canvas.create_rectangle(app.getCoords(app.rows - r, c),
app.getCoords(app.rows - (r+1), c + 1),
fill=fill, width=1, outline='white')
def drawFallingPiece(app, canvas):
# Still seems kinda sketch but it mostly works
piece = rot90(app.fallingPiece)
rows, cols = piece.shape
for r in range(rows):
for c in range(cols):
cellRow = app.fallingPieceRow - r + rows - 1
cellCol = app.fallingPieceCol + c
if piece[r,c]:
app.drawCell(canvas, cellRow, cellCol, app.fallingPieceColor)
#else:
#app.drawCell(canvas, cellRow, cellCol, 'gray')
def getCoords(app, r, c):
# gets (x, y) coordinates of given row and cell on the board
x0 = app.margin + c * app.cellSize
y0 = app.margin + r * app.cellSize
return (x0, y0)
def getCell(app, x, y):
# gets row & column of cell on the board from the given (x, y) coordinates
# not actually used anywhere
r = (y - app.margin) // app.cellSize
c = (x - app.margin) // app.cellSize
return (r, c)
def drawSidebar(app, canvas):
center = app.gameWidth + 1.5 * app.margin + app.sidebar // 2
dy = app.height // 10
yText1 = dy
boxMargin = app.margin // 2
yText3 = dy * 3
canvas.create_text(center, yText1, text='Tetris!',
fill='black', font=f'Menlo {app.sidebar // 5} bold')
canvas.create_rectangle(app.gameWidth + app.margin + boxMargin, dy * 2,
app.width - boxMargin, dy * 6, fill = 'white', width = 5)
canvas.create_text(center, yText3, anchor='n', text='Next Piece:',
fill='black', font = f'Menlo {app.sidebar // 8} bold')
cellSize = app.sidebar / 6
xPiece = center - len(app.nextFallingPiece[0]) * cellSize // 2
yPiece = dy * 4
app.drawNextFallingPiece(canvas, (xPiece, yPiece), cellSize)
for i, move in enumerate(app.moveHistory):
canvas.create_text(center, dy * (7.5 + i/3), text=move,
font=f'Menlo {app.sidebar//12}')
def drawNextFallingPiece(app, canvas, topLeftCorner, cellSize):
xPiece, yPiece = topLeftCorner
for r in range(len(app.nextFallingPiece)):
for c in range(len(app.nextFallingPiece[0])):
if(app.nextFallingPiece[r][c]):
x0, y0, x1, y1 = c * cellSize, r * cellSize, \
(c + 1) * cellSize, (r + 1) * cellSize
canvas.create_rectangle(
x0 + xPiece, y0 + yPiece, x1 + xPiece, y1 + yPiece,
fill=f'#{app.nextFallingPieceColor}', width=3)
def drawPauseMessage(app, canvas):
(x0, y0), (x1, y1) = app.getCoords(app.rows // 2 - 1, 0), \
app.getCoords(app.rows // 2 + 1, app.cols)
canvas.create_rectangle(x0, y0, x1, y1,
fill='black', outline='white')
canvas.create_text((x0 + x1) / 2, (y0 + y1) / 2,
text = 'Game Paused', font = f'Menlo {app.gameWidth // 10}',
fill = 'white', anchor = 'center')
def drawGameOverMessage(app, canvas):
message = 'Game Over!'
(x0, y0), (x1, y1) = app.getCoords(app.rows // 4 - 1, 0), \
app.getCoords(app.rows // 4 + 1, app.cols)
canvas.create_rectangle(x0, y0, x1, y1,
fill='black', outline='white')
canvas.create_text((x0 + x1) / 2, y0 + (y1 - y0) / 2,
text = message, font = f'Menlo {app.gameWidth // 10}',
fill = 'yellow', anchor = 'center')
def redrawAll(app, canvas):
app.drawBoard(canvas)
app.drawFallingPiece(canvas)
app.drawSidebar(canvas)
if(app.pc._game_over):
app.drawGameOverMessage(canvas)
# elif(app.pause):
# app.drawPauseMessage(canvas)
#################################################
# main
#################################################
def main():
playTetris()
if __name__ == '__main__':
main()