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Tetris.py
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import pygame, random
pygame.init()
#Set up display window
screenSize = (800, 600)
display = pygame.display.set_mode(screenSize)
pygame.display.set_caption("Tetris Game")
centerX = (800 / 2)
centerY = (600 / 2)
#Colors
black = (0, 0, 0)
white = (255, 255, 255)
gray = (192, 192, 192)
red = (255, 0, 0)
darkGreen = (0, 102, 0)
green = (0, 255, 0)
lightBlue = (0, 128, 255)
blue = (0, 0, 255)
pink = (255, 0, 255)
yellow = (255, 255, 0)
#Fonts
bigArialFont = pygame.font.SysFont("arial", 75, bold = True)
mediumArialFont = pygame.font.SysFont("arial", 45)
smallArialFontBold = pygame.font.SysFont("arial", 30, bold = True)
smallArialFont = pygame.font.SysFont("arial", 30)
#10x20 game board
grid = []
for row in range(20):
grid.append([0, 0, 0, 0, 0, 0, 0, 0, 0, 0])
grid.append([2, 2, 2, 2, 2, 2, 2, 2, 2, 2])
score = 0
ticks = 0
running = True
menu = True
game = False
final = False
def block_draw(color, x, y):
pygame.draw.rect(display, color, (x, y, 30, 30))
pygame.draw.rect(display, black, (x, y, 30, 30), 2)
def menu_display():
global playButton
playButton = pygame.Rect(centerX - 80, 320, 160, 100)
pygame.draw.rect(display, white, (playButton), 5)
textMenu1 = bigArialFont.render("TETRIS", False, white)
textMenu2 = mediumArialFont.render("PLAY", False, white)
menuRect1 = textMenu1.get_rect()
menuRect2 = textMenu2.get_rect()
menuRect1.center = (centerX, 150)
menuRect2.center = playButton.center
display.blit(textMenu1, menuRect1)
display.blit(textMenu2, menuRect2)
#Draw 'I' piece
i = 100
for block in range(4):
block_draw(red, 150, i)
i += 30
#Draw 'L' piece
l = 275
for block in range(3):
block_draw(green, 50, l)
l += 30
block_draw(green, 80, 335)
#Draw 'S' piece
s = 125
for block in range(2):
block_draw(lightBlue, s, 450)
s += 30
s = 155
for block in range(2):
block_draw(lightBlue, s, 420)
s += 30
#Draw 'Z' piece
z = 580
for block in range(2):
block_draw(pink, z, 100)
z += 30
z = 610
for block in range(2):
block_draw(pink, z, 130)
z += 30
#Draw 'T' piece
t = 650
for block in range(3):
block_draw(blue, t, 225)
t += 30
block_draw(blue, 680, 255)
#Draw 'O' piece
o = 580
for block in range(2):
block_draw(darkGreen, o, 340)
o += 30
o = 580
for block in range(2):
block_draw(darkGreen, o, 370)
o += 30
#Draw 'J' piece
j = 430
for block in range(3):
block_draw(yellow, 700, j)
j += 30
block_draw(yellow, 670, 490)
def draw_square(x, y, gridRow, gridColumn):
if grid[gridRow][gridColumn] == 0:
pygame.draw.rect(display, black, (x, y, 25, 25))
pygame.draw.rect(display, white, (x, y, 25, 25), 1)
elif grid[gridRow][gridColumn] == 1:
pygame.draw.rect(display, white, (x, y, 25, 25))
pygame.draw.rect(display, white, (x, y, 25, 25), 1)
elif grid[gridRow][gridColumn] == 2:
pygame.draw.rect(display, gray, (x, y, 25, 25))
pygame.draw.rect(display, white, (x, y, 25, 25), 1)
def game_display():
x = 275
y = 50
for row in range(20):
for column in range(10):
draw_square(x, y, row, column)
x += 25
y += 25
x = 275
pygame.draw.rect(display, lightBlue, (275, 50, 250, 500), 3)
textScore1 = smallArialFontBold.render("Score", True, white)
textScore2 = smallArialFont.render(str(score), False, white)
scoreRect1 = textScore1.get_rect()
scoreRect2 = textScore2.get_rect()
scoreRect1.center = (650, 125)
scoreRect2.center = (650, 175)
display.blit(textScore1, scoreRect1)
display.blit(textScore2, scoreRect2)
def final_display():
textFinal1 = mediumArialFont.render("Game Over!", True, white)
textFinal2 = smallArialFont.render("Your score was: " + str(score), False, white)
finalRect1 = textFinal1.get_rect()
finalRect2 = textFinal2.get_rect()
finalRect1.center = (centerX, 200)
finalRect2.center = (centerX, 350)
display.blit(textFinal1, finalRect1)
display.blit(textFinal2, finalRect2)
def get_piece():
global activePiece
pieceList = ["I", "L", "S", "Z", "T", "O", "J"]
activePiece = random.choice(pieceList)
return activePiece
def start_piece(piece):
global rotation
rotation = 1
if piece == "I":
grid[0] = [0, 0, 0, 1, 1, 1, 1, 0, 0, 0]
elif piece == "J":
grid[0] = [0, 0, 0, 1, 0, 0, 0, 0, 0, 0]
grid[1] = [0, 0, 0, 1, 1, 1, 0, 0, 0, 0]
elif piece == "L":
grid[0] = [0, 0, 0, 0, 0, 1, 0, 0, 0, 0]
grid[1] = [0, 0, 0, 1, 1, 1, 0, 0, 0, 0]
elif piece == "O":
grid[0] = [0, 0, 0, 0, 1, 1, 0, 0, 0, 0]
grid[1] = [0, 0, 0, 0, 1, 1, 0, 0, 0, 0]
elif piece == "S":
grid[0] = [0, 0, 0, 0, 1, 1, 0, 0, 0, 0]
grid[1] = [0, 0, 0, 1, 1, 0, 0, 0, 0, 0]
elif piece == "T":
grid[0] = [0, 0, 0, 0, 1, 0, 0, 0, 0, 0]
grid[1] = [0, 0, 0, 1, 1, 1, 0, 0, 0, 0]
elif piece == "Z":
grid[0] = [0, 0, 0, 1, 1, 0, 0, 0, 0, 0]
grid[1] = [0, 0, 0, 0, 1, 1, 0, 0, 0, 0]
def index_all(array, value):
indexArray = []
for index in range(10):
if array[index] == value:
indexArray.append(index)
return indexArray
def check_under():
for row in range(20):
activeBlocks = grid[row].count(1)
if activeBlocks != 0:
for slot in index_all(grid[row], 1):
if grid[row + 1][slot] >= 2:
return False
return True
def block_drop(row, column, value):
grid[row][column] = 0
grid[row + 1][column] = value
def game_over():
topRowCount = grid[0].count(2)
if topRowCount != 0:
return True
else:
return False
def piece_drop():
global game, final
empty = check_under()
if empty:
for row in range(20, -1, -1):
activeBlocks = grid[row].count(1)
if activeBlocks != 0:
indexList = index_all(grid[row], 1)
for index in indexList:
block_drop(row, index, 1)
elif not empty:
for row in range(20):
activeBlocksList = index_all(grid[row], 1)
for value in activeBlocksList:
grid[row][value] = 2
if game_over():
game = False
final = True
else:
start_piece(get_piece())
def row_drop(row, value):
indexList = index_all(grid[row], 2)
for index in indexList:
block_drop(row, index, 2)
def row_clear():
global score
rowsCleared = 0
for row in range(20):
count = grid[row].count(2)
if count == 10:
grid[row] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
for higherRow in range(row - 1, -1, -1):
row_drop(higherRow, 2)
rowsCleared += 1
score += rowsCleared * 10
def can_move(direction):
if direction == "left":
for row in range(20):
rowCount = grid[row].count(1)
if rowCount != 0:
leftmostIndex = grid[row].index(1)
if leftmostIndex == 0 or grid[row][leftmostIndex - 1] == 2:
return False
elif direction == "right":
for row in range(20):
rowCount = grid[row].count(1)
if rowCount != 0:
grid[row].reverse()
reversedRow = grid[row].copy()
grid[row].reverse()
rightmostIndex = reversedRow.index(1)
if rightmostIndex == 0 or reversedRow[rightmostIndex - 1] == 2:
return False
return True
def piece_move(direction):
empty = can_move(direction)
if empty:
if direction == "left":
for row in range(20):
rowCount = grid[row].count(1)
if rowCount != 0:
rowIndex = index_all(grid[row], 1)
for index in rowIndex:
grid[row][index] = 0
grid[row][index - 1] = 1
if direction == "right":
for row in range(20):
rowCount = grid[row].count(1)
if rowCount != 0:
rowIndex = index_all(grid[row], 1)
rowIndex.reverse()
for index in rowIndex:
grid[row][index] = 0
grid[row][index + 1] = 1
def is_occupied(row, column, value):
if grid[row][column] == value:
return True
else:
return False
def any_occupied(firstInstance, pairsList, value):
length = len(pairsList)
for pair in range(length):
result = is_occupied(firstInstance[0] + pairsList[pair][0], firstInstance[1] + pairsList[pair][1], value)
if result:
return True
return False
def find_top_left(value):
for row in range(20):
valueCount = grid[row].count(value)
if valueCount != 0:
horizontalIndex = grid[row].index(value)
return row, horizontalIndex
def can_rotate():
firstInstance = find_top_left(1)
if activePiece == "I":
if rotation == 1:
checklist = [(-2, 2), (-1, 2), (0, 2), (1, 2)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 2:
#1
#1
#1
#1
if firstInstance[1] < 2 or firstInstance[1] > 8:
return False
checklist = [(2, -2), (2, -1), (2, 0), (2, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif activePiece == "J":
if rotation == 1:
#1
#1 1 1
checklist = [(0, 1), (0, 2), (1, 1), (2, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 2:
#1 1
#1
#1
if firstInstance[1] == 0:
return False
checklist = [(0, -1), (0, 0), (0, 1), (1, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 3:
#1 1 1
# 1
checklist = [(-1, 1), (0, 1), (1, 1), (1, 0)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 4:
# 1
# 1
#1 1
if firstInstance[1] == 9:
return False
checklist = [(1, -1), (2, -1), (2, 0), (2, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif activePiece == "L":
if rotation == 1:
# 1
#1 1 1
checklist = [(-1, -1), (0, -1), (1, -1), (1, 0)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 2:
#1
#1
#1 1
if firstInstance[1] == 0:
return False
checklist = [(1, -1), (1, 0), (1, 1), (2, -1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 3:
#1 1 1
#1
checklist = [(-1, 0), (-1, 1), (0, 1), (1, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 4:
#1 1
# 1
# 1
if firstInstance[1] == 0:
return False
checklist = [(1, 1), (2, -1), (2, 0), (2, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif activePiece == "O":
#O shape has no rotations
return False
elif activePiece == "S":
if rotation == 1:
# 1 1
#1 1
checklist = [(0, 0), (1, 0), (1, 1), (2, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
if rotation == 2:
#1
#1 1
# 1
if firstInstance[1] == 0:
return False
checklist = [(0, 0), (0, 1), (1, -1), (1, 0)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif activePiece == "T":
if rotation == 1:
# 1
#1 1 1
checklist = [(0, 0), (1, 0), (1, 1), (2, 0)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 2:
#1
#1 1
#1
if firstInstance[1] == 0:
return False
checklist = [(1, -1), (1, 0), (1, 1), (2, 0)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 3:
#1 1 1
# 1
checklist = [(-1, 1), (0, 0), (0, 1), (1, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif rotation == 4:
# 1
#1 1
# 1
if firstInstance[1] == 9:
return False
checklist = [(0, 0), (1, -1), (1, 0), (1, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
elif activePiece == "Z":
if rotation == 1:
#1 1
# 1 1
checklist = [(0, 2), (1, 1), (1, 2), (2, 1)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
if rotation == 2:
# 1
#1 1
#1
if firstInstance[1] == 0:
return False
checklist = [(0, -2), (0, -1), (1, -1), (1, 0)]
result = any_occupied(firstInstance, checklist, 2)
if result:
return False
return True
def blink_piece(tupleList):
firstInstance = find_top_left(1)
for row in range(20):
rowCount = grid[row].count(1)
if rowCount != 0:
for num in range(10):
if grid[row][num] == 1:
grid[row][num] = 0
length = len(tupleList)
for each in range(length):
change = tupleList[each]
grid[firstInstance[0] + change[0]][firstInstance[1] + change[1]] = 1
def rotate_piece():
global rotation
for row in range(20):
rowCount = grid[row].count(1)
if rowCount != 0:
highestRow = row
if highestRow >= 2:
if can_rotate():
if activePiece == "I":
if rotation == 1:
blink_piece([(-2, 2), (-1, 2), (0, 2), (1, 2)])
rotation = 2
elif rotation == 2:
blink_piece([(2, -2), (2, -1), (2, 0), (2, 1)])
rotation = 1
elif activePiece == "J":
if rotation == 1:
blink_piece([(0, 1), (0, 2), (1, 1), (2, 1)])
rotation = 2
elif rotation == 2:
blink_piece([(0, -1), (0, 0), (0, 1), (1, 1)])
rotation = 3
elif rotation == 3:
blink_piece([(-1, 1), (0, 1), (1, 1), (1, 0)])
rotation = 4
elif rotation == 4:
blink_piece([(1, -1), (2, -1), (2, 0), (2, 1)])
rotation = 1
elif activePiece == "L":
if rotation == 1:
blink_piece([(-1, -1), (0, -1), (1, -1), (1, 0)])
rotation = 2
elif rotation == 2:
blink_piece([(1, -1), (1, 0), (1, 1), (2, -1)])
rotation = 3
elif rotation == 3:
blink_piece([(-1, 0), (-1, 1), (0, 1), (1, 1)])
rotation = 4
elif rotation == 4:
blink_piece([(1, 1), (2, -1), (2, 0), (2, 1)])
rotation = 1
elif activePiece == "S":
if rotation == 1:
blink_piece([(0, 0), (1, 0), (1, 1), (2, 1)])
rotation = 2
elif rotation == 2:
blink_piece([(0, 0), (0, 1), (1, -1), (1, 0)])
rotation = 1
elif activePiece == "T":
if rotation == 1:
blink_piece([(0, 0), (1, 0), (1, 1), (2, 0)])
rotation = 2
elif rotation == 2:
blink_piece([(1, -1), (1, 0), (1, 1), (2, 0)])
rotation = 3
elif rotation == 3:
blink_piece([(-1, 1), (0, 0), (0, 1), (1, 1)])
rotation = 4
elif rotation == 4:
blink_piece([(0, 0), (1, -1), (1, 0), (1, 1)])
rotation = 1
elif activePiece == "Z":
if rotation == 1:
blink_piece([(0, 2), (1, 1), (1, 2), (2, 1)])
rotation = 2
elif rotation == 2:
blink_piece([(0, -2), (0, -1), (1, -1), (1, 0)])
rotation = 1
#Main program
start_piece(get_piece())
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#Menu loop
while menu:
display.fill(black)
menu_display()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
menu = False
if event.type == pygame.MOUSEBUTTONDOWN:
mouseX, mouseY = pygame.mouse.get_pos()
if playButton.left <= mouseX and mouseX <= playButton.right:
if playButton.top <= mouseY and mouseY <= playButton.bottom:
menu = False
game = True
pygame.display.update()
#Game loop
while game:
display.fill(black)
if ticks == 10:
piece_drop()
ticks = 0
clock = pygame.time.Clock()
clock.tick(30)
ticks += 1
row_clear()
game_display()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
game = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_r:
rotate_piece()
elif event.key == pygame.K_LEFT:
piece_move("left")
elif event.key == pygame.K_RIGHT:
piece_move("right")
pygame.display.update()
#End screen loop
while final:
display.fill(black)
final_display()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
final = False
pygame.display.update()
pygame.quit()