import pygame import random """ 10 x 20 square grid shapes: S, Z, I, O, J, L, T represented in order by 0 - 6 """ pygame.font.init() # GLOBALS VARS s_width = 800 s_height = 700 play_width = 300 # meaning 300 // 10 = 30 width per block play_height = 600 # meaning 600 // 20 = 20 height per blo ck block_size = 30 top_left_x = (s_width - play_width) // 2 top_left_y = s_height - play_height # SHAPE FORMATS S = [['.....', '.....', '..00.', '.00..', '.....'], ['.....', '..0..', '..00.', '...0.', '.....']] Z = [['.....', '.....', '.00..', '..00.', '.....'], ['.....', '..0..', '.00..', '.0...', '.....']] I = [['..0..', '..0..', '..0..', '..0..', '.....'], ['.....', '0000.', '.....', '.....', '.....']] O = [['.....', '.....', '.00..', '.00..', '.....']] J = [['.....', '.0...', '.000.', '.....', '.....'], ['.....', '..00.', '..0..', '..0..', '.....'], ['.....', '.....', '.000.', '...0.', '.....'], ['.....', '..0..', '..0..', '.00..', '.....']] L = [['.....', '...0.', '.000.', '.....', '.....'], ['.....', '..0..', '..0..', '..00.', '.....'], ['.....', '.....', '.000.', '.0...', '.....'], ['.....', '.00..', '..0..', '..0..', '.....']] T = [['.....', '..0..', '.000.', '.....', '.....'], ['.....', '..0..', '..00.', '..0..', '.....'], ['.....', '.....', '.000.', '..0..', '.....'], ['.....', '..0..', '.00..', '..0..', '.....']] shapes = [S, Z, I, O, J, L, T] shape_colors = [(0, 255, 0), (255, 0, 0), (0, 255, 255), (255, 255, 0), (255, 165, 0), (0, 0, 255), (128, 0, 128)] # index 0 - 6 represent shape class Piece(object): rows = 20 # y columns = 10 # x def __init__(self, column, row, shape): self.x = column self.y = row self.shape = shape self.color = shape_colors[shapes.index(shape)] self.rotation = 0 # number from 0-3 def create_grid(locked_positions={}): grid = [[(0,0,0) for x in range(10)] for x in range(20)] for i in range(len(grid)): for j in range(len(grid[i])): if (j,i) in locked_positions: c = locked_positions[(j,i)] grid[i][j] = c return grid def convert_shape_format(shape): positions = [] format = shape.shape[shape.rotation % len(shape.shape)] for i, line in enumerate(format): row = list(line) for j, column in enumerate(row): if column == '0': positions.append((shape.x + j, shape.y + i)) for i, pos in enumerate(positions): positions[i] = (pos[0] - 2, pos[1] - 4) return positions def valid_space(shape, grid): accepted_positions = [[(j, i) for j in range(10) if grid[i][j] == (0,0,0)] for i in range(20)] accepted_positions = [j for sub in accepted_positions for j in sub] formatted = convert_shape_format(shape) for pos in formatted: if pos not in accepted_positions: if pos[1] > -1: return False return True def check_lost(positions): for pos in positions: x, y = pos if y < 1: return True return False def get_shape(): global shapes, shape_colors return Piece(5, 0, random.choice(shapes)) def draw_text_middle(text, size, color, surface): font = pygame.font.SysFont('comicsans', size, bold=True) label = font.render(text, 1, color) surface.blit(label, (top_left_x + play_width/2 - (label.get_width() / 2), top_left_y + play_height/2 - label.get_height()/2)) def draw_grid(surface, row, col): sx = top_left_x sy = top_left_y for i in range(row): pygame.draw.line(surface, (128,128,128), (sx, sy+ i*30), (sx + play_width, sy + i * 30)) # horizontal lines for j in range(col): pygame.draw.line(surface, (128,128,128), (sx + j * 30, sy), (sx + j * 30, sy + play_height)) # vertical lines def clear_rows(grid, locked): # need to see if row is clear the shift every other row above down one inc = 0 for i in range(len(grid)-1,-1,-1): row = grid[i] if (0, 0, 0) not in row: inc += 1 # add positions to remove from locked ind = i for j in range(len(row)): try: del locked[(j, i)] except: continue if inc > 0: for key in sorted(list(locked), key=lambda x: x[1])[::-1]: x, y = key if y < ind: newKey = (x, y + inc) locked[newKey] = locked.pop(key) def draw_next_shape(shape, surface): font = pygame.font.SysFont('comicsans', 30) label = font.render('Next Shape', 1, (255,255,255)) sx = top_left_x + play_width + 50 sy = top_left_y + play_height/2 - 100 format = shape.shape[shape.rotation % len(shape.shape)] for i, line in enumerate(format): row = list(line) for j, column in enumerate(row): if column == '0': pygame.draw.rect(surface, shape.color, (sx + j*30, sy + i*30, 30, 30), 0) surface.blit(label, (sx + 10, sy- 30)) def draw_window(surface): surface.fill((0,0,0)) # Tetris Title font = pygame.font.SysFont('comicsans', 60) label = font.render('TETRIS', 1, (255,255,255)) surface.blit(label, (top_left_x + play_width / 2 - (label.get_width() / 2), 30)) for i in range(len(grid)): for j in range(len(grid[i])): pygame.draw.rect(surface, grid[i][j], (top_left_x + j* 30, top_left_y + i * 30, 30, 30), 0) # draw grid and border draw_grid(surface, 20, 10) pygame.draw.rect(surface, (255, 0, 0), (top_left_x, top_left_y, play_width, play_height), 5) # pygame.display.update() def main(): global grid locked_positions = {} # (x,y):(255,0,0) grid = create_grid(locked_positions) change_piece = False run = True current_piece = get_shape() next_piece = get_shape() clock = pygame.time.Clock() fall_time = 0 level_time = 0 fall_speed = 0.27 score = 0 while run: grid = create_grid(locked_positions) fall_time += clock.get_rawtime() level_time += clock.get_rawtime() clock.tick() if level_time/1000 > 4: level_time = 0 if fall_speed > 0.15: fall_speed -= 0.005 # PIECE FALLING CODE if fall_time/1000 >= fall_speed: fall_time = 0 current_piece.y += 1 if not (valid_space(current_piece, grid)) and current_piece.y > 0: current_piece.y -= 1 change_piece = True for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: current_piece.x -= 1 if not valid_space(current_piece, grid): current_piece.x += 1 elif event.key == pygame.K_RIGHT: current_piece.x += 1 if not valid_space(current_piece, grid): current_piece.x -= 1 elif event.key == pygame.K_UP: # rotate shape current_piece.rotation = current_piece.rotation + 1 % len(current_piece.shape) if not valid_space(current_piece, grid): current_piece.rotation = current_piece.rotation - 1 % len(current_piece.shape) if event.key == pygame.K_DOWN: # move shape down current_piece.y += 1 if not valid_space(current_piece, grid): current_piece.y -= 1 '''if event.key == pygame.K_SPACE: while valid_space(current_piece, grid): current_piece.y += 1 current_piece.y -= 1 print(convert_shape_format(current_piece))''' # todo fix shape_pos = convert_shape_format(current_piece) # add piece to the grid for drawing for i in range(len(shape_pos)): x, y = shape_pos[i] if y > -1: grid[y][x] = current_piece.color # IF PIECE HIT GROUND if change_piece: for pos in shape_pos: p = (pos[0], pos[1]) locked_positions[p] = current_piece.color current_piece = next_piece next_piece = get_shape() change_piece = False # call four times to check for multiple clear rows if clear_rows(grid, locked_positions): score += 10 draw_window(win) draw_next_shape(next_piece, win) pygame.display.update() # Check if user lost if check_lost(locked_positions): run = False draw_text_middle("You Lost", 40, (255,255,255), win) pygame.display.update() pygame.time.delay(2000) def main_menu(): run = True while run: win.fill((0,0,0)) draw_text_middle('Press any key to begin.', 60, (255, 255, 255), win) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: main() pygame.quit() win = pygame.display.set_mode((s_width, s_height)) pygame.display.set_caption('Tetris') main_menu() # start game