-
Notifications
You must be signed in to change notification settings - Fork 214
/
tetris.py
506 lines (427 loc) · 17.7 KB
/
tetris.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
# Tetromino (a Tetris clone)
# By Al Sweigart [email protected]
# http://inventwithpython.com/pygame
# Released under a "Simplified BSD" license
import random, time, pygame, sys
from pygame.locals import *
FPS = 25
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
BOXSIZE = 20
BOARDWIDTH = 10
BOARDHEIGHT = 20
BLANK = '.'
MOVESIDEWAYSFREQ = 0.15
MOVEDOWNFREQ = 0.1
XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * BOXSIZE) / 2)
TOPMARGIN = WINDOWHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5
# R G B
WHITE = (255, 255, 255)
GRAY = (185, 185, 185)
BLACK = ( 0, 0, 0)
RED = (155, 0, 0)
LIGHTRED = (175, 20, 20)
GREEN = ( 0, 155, 0)
LIGHTGREEN = ( 20, 175, 20)
BLUE = ( 0, 0, 155)
LIGHTBLUE = ( 20, 20, 175)
YELLOW = (155, 155, 0)
LIGHTYELLOW = (175, 175, 20)
BORDERCOLOR = BLUE
BGCOLOR = BLACK
TEXTCOLOR = WHITE
TEXTSHADOWCOLOR = GRAY
COLORS = ( BLUE, GREEN, RED, YELLOW)
LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW)
assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color
TEMPLATEWIDTH = 5
TEMPLATEHEIGHT = 5
S_SHAPE_TEMPLATE = [['.....',
'.....',
'..OO.',
'.OO..',
'.....'],
['.....',
'..O..',
'..OO.',
'...O.',
'.....']]
Z_SHAPE_TEMPLATE = [['.....',
'.....',
'.OO..',
'..OO.',
'.....'],
['.....',
'..O..',
'.OO..',
'.O...',
'.....']]
I_SHAPE_TEMPLATE = [['..O..',
'..O..',
'..O..',
'..O..',
'.....'],
['.....',
'.....',
'OOOO.',
'.....',
'.....']]
O_SHAPE_TEMPLATE = [['.....',
'.....',
'.OO..',
'.OO..',
'.....']]
J_SHAPE_TEMPLATE = [['.....',
'.O...',
'.OOO.',
'.....',
'.....'],
['.....',
'..OO.',
'..O..',
'..O..',
'.....'],
['.....',
'.....',
'.OOO.',
'...O.',
'.....'],
['.....',
'..O..',
'..O..',
'.OO..',
'.....']]
L_SHAPE_TEMPLATE = [['.....',
'...O.',
'.OOO.',
'.....',
'.....'],
['.....',
'..O..',
'..O..',
'..OO.',
'.....'],
['.....',
'.....',
'.OOO.',
'.O...',
'.....'],
['.....',
'.OO..',
'..O..',
'..O..',
'.....']]
T_SHAPE_TEMPLATE = [['.....',
'..O..',
'.OOO.',
'.....',
'.....'],
['.....',
'..O..',
'..OO.',
'..O..',
'.....'],
['.....',
'.....',
'.OOO.',
'..O..',
'.....'],
['.....',
'..O..',
'.OO..',
'..O..',
'.....']]
PIECES = {'S': S_SHAPE_TEMPLATE,
'Z': Z_SHAPE_TEMPLATE,
'J': J_SHAPE_TEMPLATE,
'L': L_SHAPE_TEMPLATE,
'I': I_SHAPE_TEMPLATE,
'O': O_SHAPE_TEMPLATE,
'T': T_SHAPE_TEMPLATE}
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONT
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
BIGFONT = pygame.font.Font('freesansbold.ttf', 100)
pygame.display.set_caption('Tetromino')
showTextScreen('Tetromino')
while True: # game loop
#if random.randint(0, 1) == 0:
# pygame.mixer.music.load('tetrisb.mid')
#else:
# pygame.mixer.music.load('tetrisc.mid')
#pygame.mixer.music.play(-1, 0.0)
runGame()
#pygame.mixer.music.stop()
showTextScreen('Game Over')
def runGame():
# setup variables for the start of the game
board = getBlankBoard()
lastMoveDownTime = time.time()
lastMoveSidewaysTime = time.time()
lastFallTime = time.time()
movingDown = False # note: there is no movingUp variable
movingLeft = False
movingRight = False
score = 0
level, fallFreq = calculateLevelAndFallFreq(score)
fallingPiece = getNewPiece()
nextPiece = getNewPiece()
while True: # game loop
if fallingPiece == None:
# No falling piece in play, so start a new piece at the top
fallingPiece = nextPiece
nextPiece = getNewPiece()
lastFallTime = time.time() # reset lastFallTime
if not isValidPosition(board, fallingPiece):
return # can't fit a new piece on the board, so game over
checkForQuit()
for event in pygame.event.get(): # event handling loop
if event.type == KEYUP:
if (event.key == K_p):
# Pausing the game
DISPLAYSURF.fill(BGCOLOR)
pygame.mixer.music.stop()
showTextScreen('Paused') # pause until a key press
pygame.mixer.music.play(-1, 0.0)
lastFallTime = time.time()
lastMoveDownTime = time.time()
lastMoveSidewaysTime = time.time()
elif (event.key == K_LEFT or event.key == K_a):
movingLeft = False
elif (event.key == K_RIGHT or event.key == K_d):
movingRight = False
elif (event.key == K_DOWN or event.key == K_s):
movingDown = False
elif event.type == KEYDOWN:
# moving the piece sideways
if (event.key == K_LEFT or event.key == K_a) and isValidPosition(board, fallingPiece, adjX=-1):
fallingPiece['x'] -= 1
movingLeft = True
movingRight = False
lastMoveSidewaysTime = time.time()
elif (event.key == K_RIGHT or event.key == K_d) and isValidPosition(board, fallingPiece, adjX=1):
fallingPiece['x'] += 1
movingRight = True
movingLeft = False
lastMoveSidewaysTime = time.time()
# rotating the piece (if there is room to rotate)
elif (event.key == K_UP or event.key == K_w):
fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
if not isValidPosition(board, fallingPiece):
fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
elif (event.key == K_q): # rotate the other direction
fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
if not isValidPosition(board, fallingPiece):
fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
# making the piece fall faster with the down key
elif (event.key == K_DOWN or event.key == K_s):
movingDown = True
if isValidPosition(board, fallingPiece, adjY=1):
fallingPiece['y'] += 1
lastMoveDownTime = time.time()
# move the current piece all the way down
elif event.key == K_SPACE:
movingDown = False
movingLeft = False
movingRight = False
for i in range(1, BOARDHEIGHT):
if not isValidPosition(board, fallingPiece, adjY=i):
break
fallingPiece['y'] += i - 1
# handle moving the piece because of user input
if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ:
if movingLeft and isValidPosition(board, fallingPiece, adjX=-1):
fallingPiece['x'] -= 1
elif movingRight and isValidPosition(board, fallingPiece, adjX=1):
fallingPiece['x'] += 1
lastMoveSidewaysTime = time.time()
if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1):
fallingPiece['y'] += 1
lastMoveDownTime = time.time()
# let the piece fall if it is time to fall
if time.time() - lastFallTime > fallFreq:
# see if the piece has landed
if not isValidPosition(board, fallingPiece, adjY=1):
# falling piece has landed, set it on the board
addToBoard(board, fallingPiece)
score += removeCompleteLines(board)
level, fallFreq = calculateLevelAndFallFreq(score)
fallingPiece = None
else:
# piece did not land, just move the piece down
fallingPiece['y'] += 1
lastFallTime = time.time()
# drawing everything on the screen
DISPLAYSURF.fill(BGCOLOR)
drawBoard(board)
drawStatus(score, level)
drawNextPiece(nextPiece)#Here
if fallingPiece != None:
drawPiece(fallingPiece)
pygame.display.update()
FPSCLOCK.tick(FPS)
def makeTextObjs(text, font, color):
surf = font.render(text, True, color)
return surf, surf.get_rect()
def terminate():
pygame.quit()
sys.exit()
def checkForKeyPress():
# Go through event queue looking for a KEYUP event.
# Grab KEYDOWN events to remove them from the event queue.
checkForQuit()
for event in pygame.event.get([KEYDOWN, KEYUP]):
if event.type == KEYDOWN:
continue
return event.key
return None
def showTextScreen(text):
# This function displays large text in the
# center of the screen until a key is pressed.
# Draw the text drop shadow
titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTSHADOWCOLOR)
titleRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))
DISPLAYSURF.blit(titleSurf, titleRect)
# Draw the text
titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR)
titleRect.center = (int(WINDOWWIDTH / 2) - 3, int(WINDOWHEIGHT / 2) - 3)
DISPLAYSURF.blit(titleSurf, titleRect)
# Draw the additional "Press a key to play." text.
pressKeySurf, pressKeyRect = makeTextObjs('Press a key to play.', BASICFONT, TEXTCOLOR)
pressKeyRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2) + 100)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
while checkForKeyPress() == None:
pygame.display.update()
FPSCLOCK.tick()
def checkForQuit():
for event in pygame.event.get(QUIT): # get all the QUIT events
terminate() # terminate if any QUIT events are present
for event in pygame.event.get(KEYUP): # get all the KEYUP events
if event.key == K_ESCAPE:
terminate() # terminate if the KEYUP event was for the Esc key
pygame.event.post(event) # put the other KEYUP event objects back
def calculateLevelAndFallFreq(score):
# Based on the score, return the level the player is on and
# how many seconds pass until a falling piece falls one space.
level = int(score / 10) + 1
fallFreq = 0.27 - (level * 0.02)
return level, fallFreq
def getNewPiece():
# return a random new piece in a random rotation and color
shape = random.choice(list(PIECES.keys()))
newPiece = {'shape': shape,
'rotation': random.randint(0, len(PIECES[shape]) - 1),
'x': int(BOARDWIDTH / 2) - int(TEMPLATEWIDTH / 2),
'y': -2, # start it above the board (i.e. less than 0)
'color': random.randint(0, len(COLORS)-1)}
return newPiece
def addToBoard(board, piece):
# fill in the board based on piece's location, shape, and rotation
for x in range(TEMPLATEWIDTH):
for y in range(TEMPLATEHEIGHT):
if PIECES[piece['shape']][piece['rotation']][y][x] != BLANK:
board[x + piece['x']][y + piece['y']] = piece['color']
def getBlankBoard():
# create and return a new blank board data structure
board = []
for i in range(BOARDWIDTH):
board.append([BLANK] * BOARDHEIGHT)
return board
def isOnBoard(x, y):
return x >= 0 and x < BOARDWIDTH and y < BOARDHEIGHT
def isValidPosition(board, piece, adjX=0, adjY=0):
# Return True if the piece is within the board and not colliding
for x in range(TEMPLATEWIDTH):
for y in range(TEMPLATEHEIGHT):
isAboveBoard = y + piece['y'] + adjY < 0
if isAboveBoard or PIECES[piece['shape']][piece['rotation']][y][x] == BLANK:
continue
if not isOnBoard(x + piece['x'] + adjX, y + piece['y'] + adjY):
return False
if board[x + piece['x'] + adjX][y + piece['y'] + adjY] != BLANK:
return False
return True
def isCompleteLine(board, y):
# Return True if the line filled with boxes with no gaps.
for x in range(BOARDWIDTH):
if board[x][y] == BLANK:
return False
return True
def removeCompleteLines(board):
# Remove any completed lines on the board, move everything above them down, and return the number of complete lines.
numLinesRemoved = 0
y = BOARDHEIGHT - 1 # start y at the bottom of the board
while y >= 0:
if isCompleteLine(board, y):
# Remove the line and pull boxes down by one line.
for pullDownY in range(y, 0, -1):
for x in range(BOARDWIDTH):
board[x][pullDownY] = board[x][pullDownY-1]
# Set very top line to blank.
for x in range(BOARDWIDTH):
board[x][0] = BLANK
numLinesRemoved += 1
# Note on the next iteration of the loop, y is the same.
# This is so that if the line that was pulled down is also
# complete, it will be removed.
else:
y -= 1 # move on to check next row up
return numLinesRemoved
def convertToPixelCoords(boxx, boxy):
# Convert the given xy coordinates of the board to xy
# coordinates of the location on the screen.
return (XMARGIN + (boxx * BOXSIZE)), (TOPMARGIN + (boxy * BOXSIZE))
def drawBox(boxx, boxy, color, pixelx=None, pixely=None):
# draw a single box (each tetromino piece has four boxes)
# at xy coordinates on the board. Or, if pixelx & pixely
# are specified, draw to the pixel coordinates stored in
# pixelx & pixely (this is used for the "Next" piece).
if color == BLANK:
return
if pixelx == None and pixely == None:
pixelx, pixely = convertToPixelCoords(boxx, boxy)
pygame.draw.rect(DISPLAYSURF, COLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 1, BOXSIZE - 1))
pygame.draw.rect(DISPLAYSURF, LIGHTCOLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 4, BOXSIZE - 4))
def drawBoard(board):
# draw the border around the board
pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (XMARGIN - 3, TOPMARGIN - 7, (BOARDWIDTH * BOXSIZE) + 8, (BOARDHEIGHT * BOXSIZE) + 8), 5)
# fill the background of the board
pygame.draw.rect(DISPLAYSURF, BGCOLOR, (XMARGIN, TOPMARGIN, BOXSIZE * BOARDWIDTH, BOXSIZE * BOARDHEIGHT))
# draw the individual boxes on the board
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
drawBox(x, y, board[x][y])
def drawStatus(score, level):
# draw the score text
scoreSurf = BASICFONT.render('Score: %s' % score, True, TEXTCOLOR)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 150, 20)
DISPLAYSURF.blit(scoreSurf, scoreRect)
# draw the level text
levelSurf = BASICFONT.render('Level: %s' % level, True, TEXTCOLOR)
levelRect = levelSurf.get_rect()
levelRect.topleft = (WINDOWWIDTH - 150, 50)
DISPLAYSURF.blit(levelSurf, levelRect)
def drawPiece(piece, pixelx=None, pixely=None):
shapeToDraw = PIECES[piece['shape']][piece['rotation']]
if pixelx == None and pixely == None:
# if pixelx & pixely hasn't been specified, use the location stored in the piece data structure
pixelx, pixely = convertToPixelCoords(piece['x'], piece['y'])
# draw each of the boxes that make up the piece
for x in range(TEMPLATEWIDTH):
for y in range(TEMPLATEHEIGHT):
if shapeToDraw[y][x] != BLANK:
drawBox(None, None, piece['color'], pixelx + (x * BOXSIZE), pixely + (y * BOXSIZE))
def drawNextPiece(piece):
# draw the "next" text
nextSurf = BASICFONT.render('Next:', True, TEXTCOLOR)
nextRect = nextSurf.get_rect()
nextRect.topleft = (WINDOWWIDTH - 120, 80)
DISPLAYSURF.blit(nextSurf, nextRect)
# draw the "next" piece
drawPiece(piece, pixelx=WINDOWWIDTH-120, pixely=100)
if __name__ == '__main__':
main()