#!/usr/bin/env python3 import sys import time import pygame class Piece(): def rotate(self): pass def rotate_clockwise(self): self.rotate() def rotate_counter_clockwise(self): self.rotate() class ZPiece(Piece): def __init__(self): self.elements = (blue_square, blue_square, None), (None, blue_square, blue_square), (None, None, None) self.vertical = False def rotate(self): if self.vertical: self.elements = (blue_square, blue_square, None), (None, blue_square, blue_square), (None, None, None) else: self.elements = (None, None, blue_square), (None, blue_square, blue_square), (None, blue_square, None) self.vertical = not self.vertical class SPiece(Piece): def __init__(self): self.elements = (None, None, None), (None, green_square, green_square), (green_square, green_square, None) self.vertical = False def rotate(self): if self.vertical: self.elements = (None, green_square, green_square), (green_square, green_square, None), (None, None, None) else: self.elements = (None, green_square, None), (None, green_square, green_square), (None, None, green_square) self.vertical = not self.vertical class SquarePiece(Piece): def __init__(self): self.elements = ((white_square, white_square), (white_square, white_square)) class IPiece(Piece): def __init__(self): self.elements = (None, None, None, None), (None, None, None, None), (red_square, red_square, red_square, red_square), (None, None, None, None) self.vertical = False def rotate(self): if self.vertical: self.elements = (None, None, None, None), (None, None, None, None), (red_square, red_square, red_square, red_square), (None, None, None, None) else: self.elements = (None, None, red_square, None), (None, None, red_square, None), (None, None, red_square, None), (None, None, red_square, None) self.vertical = not self.vertical def refresh_screen(): screen.fill(black) for row_idx, row in enumerate(grid): for col_idx, element in enumerate(row): if element is not None: screen.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: screen.blit(element, ((col_idx + current_piece_position[1]) * 50 + 1, (row_idx + current_piece_position[0]) * 50 + 1)) pygame.init() black = (0, 0, 0) white = (0xff, 0xff, 0xff) blue = (0x10, 0x20, 0xbb) green = (0x20, 0xbb, 0x10) red = (0xbb, 0x10, 0x20) white_square = pygame.Surface((48, 48)) white_square.fill(white) blue_square = pygame.Surface((48, 48)) blue_square.fill(blue) green_square = pygame.Surface((48, 48)) green_square.fill(green) red_square = pygame.Surface((48, 48)) red_square.fill(red) screen = pygame.display.set_mode((500, 1000)) grid = [[None for _ in range(10)] for _ in range(20)] # Let's start with a I piece current_piece = ZPiece() for row_id, row in enumerate(current_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(current_piece.elements[0]) / 2) current_piece_position = [initial_y_position, initial_x_position] while True: 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() if event.key in (pygame.K_DOWN, pygame.K_j): current_piece_position[0] += 1 if event.key in (pygame.K_UP, pygame.K_k): current_piece_position[0] -= 1 if event.key in (pygame.K_RIGHT, pygame.K_l): current_piece_position[1] += 1 if event.key in (pygame.K_LEFT, pygame.K_h): current_piece_position[1] -= 1 if event.key == pygame.K_s: current_piece.rotate_clockwise() if event.key == pygame.K_d: current_piece.rotate_counter_clockwise() refresh_screen() pygame.display.flip() time.sleep(.1)