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Tetris implementation in Python
#!/usr/bin/env python2
#-*- coding: utf-8 -*-
# NOTE FOR WINDOWS USERS:
# You can download a "exefied" version of this game at:
# http://hi-im.laria.me/progs/tetris_py_exefied.zip
# If a DLL is missing or something like this, write an E-Mail (me@laria.me)
# or leave a comment on this gist.
# Very simple tetris implementation
#
# Control keys:
# Down - Drop stone faster
# Left/Right - Move stone
# Up - Rotate Stone clockwise
# Escape - Quit game
# P - Pause game
# Return - Instant drop
#
# Have fun!
# Copyright (c) 2010 "Laria Carolin Chabowski"<me@laria.me>
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
from random import randrange as rand
import pygame, sys
# The configuration
cell_size = 18
cols = 10
rows = 22
maxfps = 30
colors = [
(0, 0, 0 ),
(255, 85, 85),
(100, 200, 115),
(120, 108, 245),
(255, 140, 50 ),
(50, 120, 52 ),
(146, 202, 73 ),
(150, 161, 218 ),
(35, 35, 35) # Helper color for background grid
]
# Define the shapes of the single parts
tetris_shapes = [
[[1, 1, 1],
[0, 1, 0]],
[[0, 2, 2],
[2, 2, 0]],
[[3, 3, 0],
[0, 3, 3]],
[[4, 0, 0],
[4, 4, 4]],
[[0, 0, 5],
[5, 5, 5]],
[[6, 6, 6, 6]],
[[7, 7],
[7, 7]]
]
def rotate_clockwise(shape):
return [ [ shape[y][x]
for y in xrange(len(shape)) ]
for x in xrange(len(shape[0]) - 1, -1, -1) ]
def check_collision(board, shape, offset):
off_x, off_y = offset
for cy, row in enumerate(shape):
for cx, cell in enumerate(row):
try:
if cell and board[ cy + off_y ][ cx + off_x ]:
return True
except IndexError:
return True
return False
def remove_row(board, row):
del board[row]
return [[0 for i in xrange(cols)]] + board
def join_matrixes(mat1, mat2, mat2_off):
off_x, off_y = mat2_off
for cy, row in enumerate(mat2):
for cx, val in enumerate(row):
mat1[cy+off_y-1 ][cx+off_x] += val
return mat1
def new_board():
board = [ [ 0 for x in xrange(cols) ]
for y in xrange(rows) ]
board += [[ 1 for x in xrange(cols)]]
return board
class TetrisApp(object):
def __init__(self):
pygame.init()
pygame.key.set_repeat(250,25)
self.width = cell_size*(cols+6)
self.height = cell_size*rows
self.rlim = cell_size*cols
self.bground_grid = [[ 8 if x%2==y%2 else 0 for x in xrange(cols)] for y in xrange(rows)]
self.default_font = pygame.font.Font(
pygame.font.get_default_font(), 12)
self.screen = pygame.display.set_mode((self.width, self.height))
pygame.event.set_blocked(pygame.MOUSEMOTION) # We do not need
# mouse movement
# events, so we
# block them.
self.next_stone = tetris_shapes[rand(len(tetris_shapes))]
self.init_game()
def new_stone(self):
self.stone = self.next_stone[:]
self.next_stone = tetris_shapes[rand(len(tetris_shapes))]
self.stone_x = int(cols / 2 - len(self.stone[0])/2)
self.stone_y = 0
if check_collision(self.board,
self.stone,
(self.stone_x, self.stone_y)):
self.gameover = True
def init_game(self):
self.board = new_board()
self.new_stone()
self.level = 1
self.score = 0
self.lines = 0
pygame.time.set_timer(pygame.USEREVENT+1, 1000)
def disp_msg(self, msg, topleft):
x,y = topleft
for line in msg.splitlines():
self.screen.blit(
self.default_font.render(
line,
False,
(255,255,255),
(0,0,0)),
(x,y))
y+=14
def center_msg(self, msg):
for i, line in enumerate(msg.splitlines()):
msg_image = self.default_font.render(line, False,
(255,255,255), (0,0,0))
msgim_center_x, msgim_center_y = msg_image.get_size()
msgim_center_x //= 2
msgim_center_y //= 2
self.screen.blit(msg_image, (
self.width // 2-msgim_center_x,
self.height // 2-msgim_center_y+i*22))
def draw_matrix(self, matrix, offset):
off_x, off_y = offset
for y, row in enumerate(matrix):
for x, val in enumerate(row):
if val:
pygame.draw.rect(
self.screen,
colors[val],
pygame.Rect(
(off_x+x) *
cell_size,
(off_y+y) *
cell_size,
cell_size,
cell_size),0)
def add_cl_lines(self, n):
linescores = [0, 40, 100, 300, 1200]
self.lines += n
self.score += linescores[n] * self.level
if self.lines >= self.level*6:
self.level += 1
newdelay = 1000-50*(self.level-1)
newdelay = 100 if newdelay < 100 else newdelay
pygame.time.set_timer(pygame.USEREVENT+1, newdelay)
def move(self, delta_x):
if not self.gameover and not self.paused:
new_x = self.stone_x + delta_x
if new_x < 0:
new_x = 0
if new_x > cols - len(self.stone[0]):
new_x = cols - len(self.stone[0])
if not check_collision(self.board,
self.stone,
(new_x, self.stone_y)):
self.stone_x = new_x
def quit(self):
self.center_msg("Exiting...")
pygame.display.update()
sys.exit()
def drop(self, manual):
if not self.gameover and not self.paused:
self.score += 1 if manual else 0
self.stone_y += 1
if check_collision(self.board,
self.stone,
(self.stone_x, self.stone_y)):
self.board = join_matrixes(
self.board,
self.stone,
(self.stone_x, self.stone_y))
self.new_stone()
cleared_rows = 0
while True:
for i, row in enumerate(self.board[:-1]):
if 0 not in row:
self.board = remove_row(
self.board, i)
cleared_rows += 1
break
else:
break
self.add_cl_lines(cleared_rows)
return True
return False
def insta_drop(self):
if not self.gameover and not self.paused:
while(not self.drop(True)):
pass
def rotate_stone(self):
if not self.gameover and not self.paused:
new_stone = rotate_clockwise(self.stone)
if not check_collision(self.board,
new_stone,
(self.stone_x, self.stone_y)):
self.stone = new_stone
def toggle_pause(self):
self.paused = not self.paused
def start_game(self):
if self.gameover:
self.init_game()
self.gameover = False
def run(self):
key_actions = {
'ESCAPE': self.quit,
'LEFT': lambda:self.move(-1),
'RIGHT': lambda:self.move(+1),
'DOWN': lambda:self.drop(True),
'UP': self.rotate_stone,
'p': self.toggle_pause,
'SPACE': self.start_game,
'RETURN': self.insta_drop
}
self.gameover = False
self.paused = False
dont_burn_my_cpu = pygame.time.Clock()
while 1:
self.screen.fill((0,0,0))
if self.gameover:
self.center_msg("""Game Over!\nYour score: %d
Press space to continue""" % self.score)
else:
if self.paused:
self.center_msg("Paused")
else:
pygame.draw.line(self.screen,
(255,255,255),
(self.rlim+1, 0),
(self.rlim+1, self.height-1))
self.disp_msg("Next:", (
self.rlim+cell_size,
2))
self.disp_msg("Score: %d\n\nLevel: %d\
\nLines: %d" % (self.score, self.level, self.lines),
(self.rlim+cell_size, cell_size*5))
self.draw_matrix(self.bground_grid, (0,0))
self.draw_matrix(self.board, (0,0))
self.draw_matrix(self.stone,
(self.stone_x, self.stone_y))
self.draw_matrix(self.next_stone,
(cols+1,2))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.USEREVENT+1:
self.drop(False)
elif event.type == pygame.QUIT:
self.quit()
elif event.type == pygame.KEYDOWN:
for key in key_actions:
if event.key == eval("pygame.K_"
+key):
key_actions[key]()
dont_burn_my_cpu.tick(maxfps)
if __name__ == '__main__':
App = TetrisApp()
App.run()
@ghost

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commented Jun 30, 2017

don't burn my cpu
.
.
.
.
okay

@AireneHA

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commented Feb 25, 2018

Hi Silvasur! I am designing an experiment and I would want to play tetris only during 3 minutes and then, automatically, follow with my next task. Do you know how could I do this?

Thank you very much for this script and excuse me for my English.

@frazor123

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commented Mar 1, 2018

typo in line '117' (xrange) - do u meen range lol

@FlyingDutchman42

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commented Mar 5, 2018

How can I turn off that the next shape appears in the upper right corner? Nevertheless good work and thanks for sharing! :)

@silvasur

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commented May 23, 2018

@ghost: Yeah, I probably should have just called that variable clock or tick or something. I either didn't fully understand what I was doing back then or this was me trying to be funny (and failing). Or both, who knows what past me was thinking :).

@silvasur

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commented May 23, 2018

@frazor: No, not a typo. In Python 2.x (see the #!/usr/bin/env python2 shebang line at the top) xrange was a thing and did the same thing as range does in Python 3.x. In 2.x range (without the x) returned a list instead of an iterator (list(range(...)) in 3.x terms), making it less performant / memory efficient if you would not store the list (as it's done here, after we iterated over the range, we don't need that range itself any more, so we use xrange and not range).

@silvasur

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commented May 23, 2018

@AireneHA: Really difficult to tell without knowing more of the "next task" you're talking about, sorry :(. If you don't need to return to your tetris game after the next task, you probably could just get the current system time (look into the documentation of pythons time module) and calculate the difference to the time when the tetris game started (store the time into self.started_at or something like that). Then, in the main loop of the game, check if the time difference is greater or equal to 3 minutes and the abort the game. You could then just glue the next task below the final App.run() call. This is a very hackish solution, but perhaps it is good enough ar at least gave you some ideas on how to proceed. good luck!

@silvasur

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commented May 23, 2018

@FlyingDutchman42: Just removing the self.draw_matrix(self.next_stone, (cols+1,2)) in the game drawing logic should do the trick.

@10150042

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commented Aug 31, 2018

It's a good code. Thanks 👍
How can I make '.py' to '.exe' file?
Of course I can download through the URL you wrote up there.
Just wonder.

@ozayozay

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commented Sep 30, 2018

error Traceback (most recent call last)
in ()
155
156 if name == 'main':
--> 157 App = TetrisApp()
158 App.run()

in init(self)
2 def init(self):
3 pygame.init()
----> 4 pygame.key.set_repeat(250,25)
5 self.width = config['cell_size']*config['cols']
6 self.height = config['cell_size']*config['rows']

error: video system not initialized

If you help video gives error I would appreciate

@aridab123

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commented Oct 9, 2018

@silvasur hi how could i use triangles as the shape for the tetris pieces instead of using squares? like in this example
ari schischa

@pvcraven

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commented Nov 15, 2018

Thanks! Helped me get started with my Arcade implementation:

https://github.com/pvcraven/arcade/blob/master/arcade/examples/tetris.py

@Error68

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commented Feb 25, 2019

Hey, Why is my program crash because of pygame?

@bayych

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commented Mar 18, 2019

@Error68 Not exactly sure, but you might need to change either your loop or check your IDE for any errors. I highly reccomend you using Pycharm when coding. It gives you a good overlook on whats wrong with your code. Especially if its crashing. Thanks.

@csbtwentyseven

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commented May 18, 2019

if you cant execute the code try type "range" insted of "xrange"

@silvasur

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commented Sep 16, 2019

It's a good code. Thanks +1
How can I make '.py' to '.exe' file?
Of course I can download through the URL you wrote up there.
Just wonder.

To be honest, I'm not completely sure, it's been a while... But IIRC, I used py2exe, probably with a similar configuration I used in this project, see mkexe.py and exefying.bat

@silvasur

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commented Sep 16, 2019

Hey, Why is my program crash because of pygame?

Do you have pygame for python2 installed? Try starting a python2 interpreter and type "import pygame". If you get an error there, you need to install pygame on your system first.

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commented Sep 16, 2019

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