#!/usr/bin/env python3 import contextlib import random import sys import time import pygame class WouldCollide(Exception): pass class Piece(): def __init__(self): self.square = square_template.copy() def rotate_clockwise(self): self.elements = list(zip(*self.elements[::-1])) def rotate_counter_clockwise(self): self.rotate_clockwise() self.rotate_clockwise() self.rotate_clockwise() class ZPiece(Piece): def __init__(self): super().__init__() self.square.fill(blue) self.elements = (self.square, self.square, None), (None, self.square, self.square), (None, None, None) self.vertical = False def rotate_clockwise(self): self.rotate() def rotate_counter_clockwise(self): self.rotate() def rotate(self): if self.vertical: self.elements = (self.square, self.square, None), (None, self.square, self.square), (None, None, None) else: self.elements = (None, None, self.square), (None, self.square, self.square), (None, self.square, None) self.vertical = not self.vertical class SPiece(Piece): def __init__(self): super().__init__() self.square.fill(green) self.elements = (None, None, None), (None, self.square, self.square), (self.square, self.square, None) self.vertical = False def rotate_clockwise(self): self.rotate() def rotate_counter_clockwise(self): self.rotate() def rotate(self): if self.vertical: self.elements = (None, self.square, self.square), (self.square, self.square, None), (None, None, None) else: self.elements = (None, self.square, None), (None, self.square, self.square), (None, None, self.square) self.vertical = not self.vertical class SquarePiece(Piece): def __init__(self): super().__init__() self.square.fill(brown) self.elements = ((self.square, self.square), (self.square, self.square)) class IPiece(Piece): def __init__(self): super().__init__() self.square.fill(red) self.elements = (None, None, None, None), (None, None, None, None), (self.square, self.square, self.square, self.square), (None, None, None, None) self.vertical = False def rotate_clockwise(self): self.rotate() def rotate_counter_clockwise(self): self.rotate() def rotate(self): if self.vertical: self.elements = (None, None, None, None), (None, None, None, None), (self.square, self.square, self.square, self.square), (None, None, None, None) else: self.elements = (None, None, self.square, None), (None, None, self.square, None), (None, None, self.square, None), (None, None, self.square, None) self.vertical = not self.vertical class LPiece(Piece): def __init__(self): super().__init__() self.square.fill(cyan) self.elements = (None, None, None), (self.square, self.square, self.square), (None, None, self.square) class JPiece(Piece): def __init__(self): super().__init__() self.square.fill(red) self.elements = (None, None, None), (self.square, self.square, self.square), (self.square, None, None) class TPiece(Piece): def __init__(self): super().__init__() self.square.fill(yellow) self.elements = [[self.square, self.square, self.square], [None, self.square, None], [None, None, None]] def refresh_game_canvas(): game_canvas.fill(black) for row_idx, row in enumerate(grid): for col_idx, element in enumerate(row): if element is not None: game_canvas.blit(element, (col_idx * 50 + 1, row_idx * 50 + 1)) # Display the current piece for row_idx, row in enumerate(current_piece.elements): for col_idx, element in enumerate(row): if element is not None: game_canvas.blit(element, ((col_idx + current_piece_position[1]) * 50 + 1, (row_idx + current_piece_position[0]) * 50 + 1)) def refresh_right_pane_canvas(): score_canvas.fill(black) if pygame.font: score_font = pygame.font.Font(None, 56) score_canvas.blit(score_font.render(f"{score:08d}", True, white), (0, 0)) right_pane_canvas.blit(score_canvas, (2, 10)) def refresh_piece_preview_canvas(): piece_preview_canvas.fill(black) non_empty_rows = list() for row in next_piece.elements: if any(map(lambda element: element is not None, row)): non_empty_rows.append(row) non_empty_cols = set() for row in next_piece.elements: for col_id, element in enumerate(row): if element is not None: non_empty_cols.add(col_id) y_offset = (4 - len(non_empty_rows)) / 2 x_offset = (4 - len(non_empty_cols)) / 2 # Display the next piece for row_idx, row in enumerate(non_empty_rows): for col_idx, element in enumerate(row): if element is not None: piece_preview_canvas.blit(element, ((col_idx + x_offset) * 50 + 1, (row_idx + y_offset) * 50 + 1)) right_pane_canvas.blit(piece_preview_canvas, (50, 200)) def refresh_screen(): refresh_game_canvas() screen.blit(game_canvas, (0, 0)) refresh_right_pane_canvas() screen.blit(right_pane_canvas, (501, 0)) def has_collision(y: int, x: int) -> bool: try: for row_id, row in enumerate(current_piece.elements): for col_id, element in enumerate(row): if element is None: continue if row_id + y < 0: continue if col_id + x < 0: return True if grid[row_id + y][col_id + x] is not None: return True except IndexError: return True return False def move_piece_down(): if not has_collision(current_piece_position[0] + 1, current_piece_position[1]): current_piece_position[0] += 1 else: raise WouldCollide() def move_piece_up(): if not has_collision(current_piece_position[0] - 1, current_piece_position[1]): current_piece_position[0] -= 1 else: raise WouldCollide() def move_piece_left(): if not has_collision(current_piece_position[0], current_piece_position[1] - 1): current_piece_position[1] -= 1 else: raise WouldCollide() def move_piece_right(): if not has_collision(current_piece_position[0], current_piece_position[1] + 1): current_piece_position[1] += 1 else: raise WouldCollide() def rotate_piece_counter_clockwise(): current_piece.rotate_counter_clockwise() if has_collision(current_piece_position[0], current_piece_position[1]): current_piece.rotate_clockwise() raise WouldCollide() def rotate_piece_clockwise(): current_piece.rotate_clockwise() if has_collision(current_piece_position[0], current_piece_position[1]): current_piece.rotate_counter_clockwise() raise WouldCollide() def generate_piece(): piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece))() for row_id, row in enumerate(piece.elements): if list(filter(lambda x: x is not None, row)): break initial_y_position = -row_id initial_x_position = (len(grid[0]) // 2) - (len(piece.elements[0]) // 2) return (piece, [initial_y_position, initial_x_position]) def burn_rows(): rows_to_burn = list() for row in grid: if all(map(lambda element: element is not None, row)): rows_to_burn.append(row) for row in rows_to_burn: grid.insert(0, [None for _ in range(10)]) grid.remove(row) return len(rows_to_burn) def stick_piece(): global current_piece, current_piece_position, next_piece, next_piece_position, lines_burnt, level, score for row_id, row in enumerate(current_piece.elements): for col_id, element in enumerate(row): if element is None: continue grid[row_id + current_piece_position[0]][col_id + current_piece_position[1]] = element count = burn_rows() if count == 1: print("Single") rate = 1 elif count == 2: print("Double") rate = 2.5 elif count == 3: print("Triple") rate = 7.5 elif count == 4: print("Tetris!") rate = 30 else: rate = 0 lines_burnt += count score += int(level * 40 * rate) if lines_burnt >= level * 10: level += 1 print("Level up to ", level) current_piece, current_piece_position = next_piece, next_piece_position next_piece, next_piece_position = generate_piece() refresh_piece_preview_canvas() pygame.init() black = (0, 0, 0) white = (0xff, 0xff, 0xff) brown = (163, 75, 31) blue = (30, 34, 164) green = (30, 164, 59) red = (164, 30, 30) yellow = (164, 164, 30) cyan = (30, 164, 150) square_template = pygame.Surface((48, 48)) screen = pygame.display.set_mode((801, 1000)) game_canvas = pygame.Surface((500, 1000)) right_pane_canvas = pygame.Surface((300, 1000)) right_pane_canvas.fill((255, 255, 255)) piece_preview_canvas = pygame.Surface((200, 200)) score_canvas = pygame.Surface((296, 50)) grid = [[None for _ in range(10)] for _ in range(20)] current_piece, current_piece_position = generate_piece() next_piece, next_piece_position = generate_piece() refresh_piece_preview_canvas() # Number of frames frames_per_gridcell = [48, 43, 38, 33, 28, 23, 18, 13, 8, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1] piece_drop_frames = 0 starting_level = level = 1 score = 0 clock = pygame.time.Clock() print("Level is ", level) lines_burnt = 0 das = 0 pressing_down_countdown = None while True: piece_drop_frames += 1 for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: if event.key in (pygame.K_ESCAPE, pygame.K_q): sys.exit() with contextlib.suppress(WouldCollide): if event.key in (pygame.K_RIGHT, pygame.K_l): move_piece_right() das = 0 if event.key in (pygame.K_LEFT, pygame.K_h): move_piece_left() das = 0 if event.key == pygame.K_s: rotate_piece_clockwise() if event.key == pygame.K_d: rotate_piece_counter_clockwise() if event.key in (pygame.K_DOWN, pygame.K_j): piece_drop_frames = 0 pressing_down_countdown = 3 try: move_piece_down() except WouldCollide: stick_piece() elif event.type == pygame.KEYUP: if event.key in (pygame.K_DOWN, pygame.K_j): pressing_down_countdown = None das += 1 if das == 16: pressed_keys = pygame.key.get_pressed() with contextlib.suppress(WouldCollide): if pressed_keys[pygame.K_RIGHT] or pressed_keys[pygame.K_l]: move_piece_right() if pressed_keys[pygame.K_LEFT] or pressed_keys[pygame.K_h]: move_piece_left() das = 10 if pressing_down_countdown == 0: try: move_piece_down() except WouldCollide: stick_piece() pressing_down_countdown = 2 elif pressing_down_countdown is not None: pressing_down_countdown -= 1 if piece_drop_frames >= frames_per_gridcell[level - 1]: piece_drop_frames = 0 try: move_piece_down() except WouldCollide: stick_piece() refresh_screen() pygame.display.update() clock.tick(60)