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PyTetris.py
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PyTetris.py
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# Import necessary libraries
import pygame
from pygame.image import load
from pygame.time import get_ticks
from os import path
from random import choice
from sys import exit
from os.path import join
# Game Settings
Columns = 10
Rows = 20
Cell_Size = 40
Game_Width, Game_Height = Columns * Cell_Size, Rows * Cell_Size
# Sidebar size
Sidebar_Width = 200
Preview_Height_Fraction = 0.65
Pause_Fraction = 0.1
Score_Height_Fraction = 1 - Preview_Height_Fraction - Pause_Fraction
# Window
Padding = 20
Window_Width = Game_Width + Sidebar_Width + Padding * 3
Window_Height = Game_Height + Padding * 2
# Game behaviour
Update_Start_Speed = 400
Move_Wait_Time = 200
Rotate_Wait_Time = 200
Block_Offset = pygame.Vector2(Columns // 2, -1)
# Colors
Red = '#da635b'
Orange = '#e29047'
Yellow = '#f4dd7d'
Green = '#6fc3b6'
Teal = '#008080'
Blue = '#4c5fdf'
Purple = '#7359e0'
Gray = '#1C1C1C'
Line_Color = '#FFFFFF'
# Shapes
Tetrominos = {
'T': {'shape': [(0, 0), (-1, 0), (1, 0), (0, -1)], 'color': Purple},
'O': {'shape': [(0, 0), (0, -1), (1, 0), (1, -1)], 'color': Yellow},
'J': {'shape': [(0, 0), (0, -1), (0, 1), (-1, 1)], 'color': Blue},
'L': {'shape': [(0, 0), (0, -1), (0, 1), (1, 1)], 'color': Orange},
'I': {'shape': [(0, 0), (0, -1), (0, -2), (0, 1)], 'color': Teal},
'S': {'shape': [(0, 0), (-1, 0), (0, -1), (1, -1)], 'color': Green},
'Z': {'shape': [(0, 0), (1, 0), (0, -1), (-1, -1)], 'color': Red}
}
Score_Data = {1: 40, 2: 100, 3: 300, 4: 1200}
# Timer Class
class Timer:
def __init__(self, duration, repeated=False, func=None):
self.repeated = repeated
self.func = func
self.duration = duration
self.start_time = 0
self.active = False
def activate(self):
self.active = True
self.start_time = get_ticks()
def deactivate(self):
self.active = False
self.start_time = 0
def update(self):
current_time = get_ticks()
if current_time - self.start_time >= self.duration and self.active:
# call a function
if self.func and self.start_time != 0:
self.func()
# reset timer
self.deactivate()
# repeat the timer
if self.repeated:
self.activate()
# Game Class
class Game:
def __init__(self, get_next_shape, update_score):
# general
self.surface = pygame.Surface((Game_Width, Game_Height))
self.display_surface = pygame.display.get_surface()
self.rect = self.surface.get_rect(topleft=(Padding, Padding))
self.sprites = pygame.sprite.Group()
# game connection
self.get_next_shape = get_next_shape
self.update_score = update_score
# lines
self.line_surface = self.surface.copy()
self.line_surface.fill((0, 255, 0))
self.line_surface.set_colorkey((0, 255, 0))
self.line_surface.set_alpha(120)
# Tetromino
self.field_data = [[0 for x in range(Columns)] for y in range(Rows)]
self.tetromino = Tetromino(
choice(list(Tetrominos.keys())),
self.sprites,
self.create_new_tetromino,
self.field_data)
# timer
self.down_speed = Update_Start_Speed
self.down_speed_faster = self.down_speed * 0.3
self.down_pressed = False
self.timers = {
'vertical move': Timer(self.down_speed, True, self.move_down),
'horizontal move': Timer(Move_Wait_Time),
'rotate': Timer(Rotate_Wait_Time)
}
self.timers['vertical move'].activate()
# score
self.current_level = 1
self.current_score = 0
self.current_lines = 0
# sound
self.landing_sound = pygame.mixer.Sound(join('sound', 'landing.wav'))
self.landing_sound.set_volume(0.1)
def calculate_score(self, num_lines):
self.current_lines += num_lines
self.current_score += Score_Data[num_lines] * self.current_level
if self.current_lines / 10 > self.current_level:
self.current_level += 1
self.down_speed *= 0.75
self.down_speed_faster = self.down_speed * 0.3
self.timers['vertical move'].duration = self.down_speed
self.update_score(self.current_lines, self.current_score, self.current_level)
def check_game_over(self):
for block in self.tetromino.blocks:
if block.pos.y < 0:
exit()
def create_new_tetromino(self):
self.landing_sound.play()
self.check_game_over()
self.check_finished_rows()
self.tetromino = Tetromino(
self.get_next_shape(),
self.sprites,
self.create_new_tetromino,
self.field_data)
def timer_update(self):
for timer in self.timers.values():
timer.update()
def move_down(self):
self.tetromino.move_down()
def draw_grid(self):
for col in range(1, Columns):
x = col * Cell_Size
pygame.draw.line(self.line_surface, Line_Color, (x, 0), (x, self.surface.get_height()), 1)
for row in range(1, Rows):
y = row * Cell_Size
pygame.draw.line(self.line_surface, Line_Color, (0, y), (self.surface.get_width(), y))
self.surface.blit(self.line_surface, (0, 0))
def input(self):
keys = pygame.key.get_pressed()
# checking horizontal movement
if not self.timers['horizontal move'].active:
if keys[pygame.K_LEFT]:
self.tetromino.move_horizontal(-1)
self.timers['horizontal move'].activate()
if keys[pygame.K_RIGHT]:
self.tetromino.move_horizontal(1)
self.timers['horizontal move'].activate()
# check for rotation
if not self.timers['rotate'].active:
if keys[pygame.K_UP]:
self.tetromino.rotate()
self.timers['rotate'].activate()
# down speedup
if not self.down_pressed and keys[pygame.K_DOWN]:
self.down_pressed = True
self.timers['vertical move'].duration = self.down_speed_faster
if self.down_pressed and not keys[pygame.K_DOWN]:
self.down_pressed = False
self.timers['vertical move'].duration = self.down_speed
def check_finished_rows(self):
# get the full row indexes
delete_rows = []
for i, row in enumerate(self.field_data):
if all(row):
delete_rows.append(i)
if delete_rows:
for delete_row in delete_rows:
# delete full rows
for block in self.field_data[delete_row]:
block.kill()
# move down blocks
for row in self.field_data:
for block in row:
if block and block.pos.y < delete_row:
block.pos.y += 1
# rebuild the field data
self.field_data = [[0 for x in range(Columns)] for y in range(Rows)]
for block in self.sprites:
self.field_data[int(block.pos.y)][int(block.pos.x)] = block
# update score
self.calculate_score(len(delete_rows))
def run(self):
# update
self.input()
self.timer_update()
self.sprites.update()
# drawing
self.surface.fill(Gray)
self.sprites.draw(self.surface)
self.draw_grid()
self.display_surface.blit(self.surface, (Padding, Padding))
pygame.draw.rect(self.display_surface, Line_Color, self.rect, 2, 2)
class Tetromino:
def __init__(self, shape, group, create_new_tetromino, field_data):
# setup
self.shape = shape
self.block_positions = Tetrominos[shape]['shape']
self.color = Tetrominos[shape]['color']
self.create_new_tetromino = create_new_tetromino
self.field_data = field_data
# create blocks
self.blocks = [Block(group, pos, self.color) for pos in self.block_positions]
# collisions
def next_move_horizontal_collide(self, blocks, amount):
collision_list = [block.horizontal_collide(int(block.pos.x + amount), self.field_data) for block in self.blocks]
return True if any(collision_list) else False
def next_move_vertical_collide(self, blocks, amount):
collision_list = [block.vertical_collide(int(block.pos.y + amount), self.field_data) for block in self.blocks]
return True if any(collision_list) else False
# movement
def move_horizontal(self, amount):
if not self.next_move_horizontal_collide(self.blocks, amount):
for block in self.blocks:
block.pos.x += amount
def move_down(self):
if not self.next_move_vertical_collide(self.blocks, 1):
for block in self.blocks:
block.pos.y += 1
else:
for block in self.blocks:
self.field_data[int(block.pos.y)][int(block.pos.x)] = block
self.create_new_tetromino()
# rotate
def rotate(self):
if self.shape != 'O':
# 1. pivot point
pivot_pos = self.blocks[0].pos
# 2. new block positions
new_block_positions = [block.rotate(pivot_pos) for block in self.blocks]
# 3. collision check
for pos in new_block_positions:
# horizontal
if pos.x < 0 or pos.x >= Columns:
return
# field check -> collision with other pieces
if self.field_data[int(pos.y)][int(pos.x)]:
return
# vertical / floor check
if pos.y > Rows:
return
# 4. implement new positions
for i, block in enumerate(self.blocks):
block.pos = new_block_positions[i]
class Block(pygame.sprite.Sprite):
def __init__(self, group, pos, color):
# general
super().__init__(group)
self.image = pygame.Surface((Cell_Size, Cell_Size))
self.image.fill(color)
# position
self.pos = pygame.Vector2(pos) + Block_Offset
self.rect = self.image.get_rect(topleft=self.pos * Cell_Size)
def rotate(self, pivot_pos):
return pivot_pos + (self.pos - pivot_pos).rotate(90)
def horizontal_collide(self, x, field_data):
if not 0 <= x < Columns:
return True
if field_data[int(self.pos.y)][x]:
return True
def vertical_collide(self, y, field_data):
if y >= Rows:
return True
if y >= 0 and field_data[y][int(self.pos.x)]:
return True
def update(self):
self.rect.topleft = self.pos * Cell_Size
# Preview Class
class Preview:
def __init__(self):
# general
self.display_surface = pygame.display.get_surface()
self.surface = pygame.Surface((Sidebar_Width, Game_Height * Preview_Height_Fraction))
self.rect = self.surface.get_rect(topright=(Window_Width - Padding, Padding))
# shapes
self.shape_surfaces = {shape: load(path.join('graphics', f'{shape}.png')).convert_alpha() for shape in
Tetrominos.keys()}
# image position data
self.increment_height = self.surface.get_height() / 3
def display_pieces(self, shapes):
for i, shape in enumerate(shapes):
shape_surface = self.shape_surfaces[shape]
x = self.surface.get_width() / 2
y = self.increment_height / 2 + i * self.increment_height
rect = shape_surface.get_rect(center=(x, y))
self.surface.blit(shape_surface, rect)
def run(self, next_shapes):
self.surface.fill(Gray)
self.display_pieces(next_shapes)
self.display_surface.blit(self.surface, self.rect)
pygame.draw.rect(self.display_surface, Line_Color, self.rect, 2, 2)
# Score Class
class Score:
def __init__(self):
self.surface = pygame.Surface(
(Sidebar_Width, Game_Height * Score_Height_Fraction - Padding))
self.rect = self.surface.get_rect(
bottomright=(Window_Width - Padding, Window_Height - Padding))
self.display_surface = pygame.display.get_surface()
# font
self.font = pygame.font.Font(join('graphics', 'Russo_One.ttf'), 30)
# increment
self.increment_height = self.surface.get_height() / 3
# data
self.score = 0
self.level = 1
self.lines = 0
def display_text(self, pos, text):
text_surface = self.font.render(f'{text[0]}: {text[1]}', True, 'white')
text_rext = text_surface.get_rect(center=pos)
self.surface.blit(text_surface, text_rext)
def run(self):
self.surface.fill(Gray)
for i, text in enumerate([('Score', self.score), ('Level', self.level), ('Lines', self.lines)]):
x = self.surface.get_width() / 2
y = self.increment_height / 2 + i * self.increment_height
self.display_text((x, y), text)
self.display_surface.blit(self.surface, self.rect)
pygame.draw.rect(self.display_surface, Line_Color, self.rect, 2, 2)
# PyTetris Script
class Main:
def __init__(self):
# general
pygame.init()
self.display_surface = pygame.display.set_mode((Window_Width, Window_Height))
self.clock = pygame.time.Clock()
pygame.display.set_caption('Tetris')
# shapes
self.next_shapes = [choice(list(Tetrominos.keys())) for shape in range(3)]
# components
self.game = Game(self.get_next_shape, self.update_score)
self.score = Score()
self.preview = Preview()
# Check if pasued
self.paused = False
def update_score(self, lines, score, level):
self.score.lines = lines
self.score.score = score
self.score.level = level
def get_next_shape(self):
next_shape = self.next_shapes.pop(0)
self.next_shapes.append(choice(list(Tetrominos.keys())))
return next_shape
def run(self):
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# display
self.display_surface.fill(Gray)
# components
self.game.run()
self.score.run()
self.preview.run(self.next_shapes)
# updating the game
pygame.display.update()
self.clock.tick()
if __name__ == '__main__':
main = Main()
main.run()