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