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Tetris game in Python
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import pygame | |
import random | |
import time | |
colors = [ | |
(0, 0, 0), | |
(120, 37, 179), | |
(100, 179, 179), | |
(80, 34, 22), | |
(80, 134, 22), | |
(180, 34, 22), | |
(180, 34, 122), | |
] | |
class Figure: | |
x = 0 | |
y = 0 | |
figures = [ | |
[[1, 5, 9, 13], [4, 5, 6, 7]], | |
[[4, 5, 9, 10], [2, 6, 5, 9]], | |
[[6, 7, 9, 10], [1, 5, 6, 10]], | |
[[1, 2, 5, 9], [0, 4, 5, 6], [1, 5, 9, 8], [4, 5, 6, 10]], | |
[[1, 2, 6, 10], [5, 6, 7, 9], [2, 6, 10, 11], [3, 5, 6, 7]], | |
[[1, 4, 5, 6], [1, 4, 5, 9], [4, 5, 6, 9], [1, 5, 6, 9]], | |
[[1, 2, 5, 6]], | |
] | |
def __init__(self, x, y): | |
self.x = x | |
self.y = y | |
self.type = random.randint(0, len(self.figures) - 1) | |
self.color = random.randint(1, len(colors) - 1) | |
self.rotation = 0 | |
def image(self): | |
return self.figures[self.type][self.rotation] | |
def rotate(self): | |
self.rotation = (self.rotation - 1) % len(self.figures[self.type]) | |
class Tetris: | |
def __init__(self, height, width): | |
self.level = 2 | |
self.score = 0 | |
self.state = "start" | |
self.field = [] | |
self.height = 0 | |
self.width = 0 | |
self.x = 100 | |
self.y = 60 | |
self.zoom = 20 | |
self.figure = None | |
self.height = height | |
self.width = width | |
self.field = [] | |
self.score = 0 | |
self.state = "start" | |
for i in range(height): | |
new_line = [] | |
for j in range(width): | |
new_line.append(0) | |
self.field.append(new_line) | |
def new_figure(self): | |
self.figure = Figure(3, 0) | |
def intersects(self): | |
intersection = False | |
for i in range(4): | |
for j in range(4): | |
if i * 4 + j in self.figure.image(): | |
if i + self.figure.y > self.height - 1 or \ | |
j + self.figure.x > self.width - 1 or \ | |
j + self.figure.x < 0 or \ | |
self.field[i + self.figure.y][j + self.figure.x] > 0: | |
intersection = True | |
return intersection | |
def break_lines(self): | |
lines = 0 | |
for i in range(1, self.height): | |
zeros = 0 | |
for j in range(self.width): | |
if self.field[i][j] == 0: | |
zeros += 1 | |
if zeros == 0: | |
lines += 1 | |
for i1 in range(i, 1, -1): | |
for j in range(self.width): | |
self.field[i1][j] = self.field[i1 - 1][j] | |
self.score += lines ** 2 | |
def go_space(self): | |
while not self.intersects(): | |
self.figure.y += 1 | |
self.figure.y -= 1 | |
self.freeze() | |
def go_down(self): | |
self.figure.y += 1 | |
if self.intersects(): | |
self.figure.y -= 1 | |
self.freeze() | |
def freeze(self): | |
if event.key != pygame.K_SPACE: | |
time.sleep(0.8) | |
for i in range(4): | |
for j in range(4): | |
if i * 4 + j in self.figure.image(): | |
self.field[i + self.figure.y][j + self.figure.x] = self.figure.color | |
self.break_lines() | |
self.new_figure() | |
if self.intersects(): | |
self.state = "gameover" | |
def go_side(self, dx): | |
old_x = self.figure.x | |
self.figure.x += dx | |
if self.intersects(): | |
self.figure.x = old_x | |
def rotate(self): | |
old_rotation = self.figure.rotation | |
self.figure.rotate() | |
if self.intersects(): | |
self.figure.rotation = old_rotation | |
# Initialize the game engine | |
pygame.init() | |
# Define some colors | |
BLACK = (0, 0, 0) | |
WHITE = (255, 255, 255) | |
GRAY = (128, 128, 128) | |
size = (400, 500) | |
screen = pygame.display.set_mode(size) | |
pygame.display.set_caption("Tetris") | |
# Loop until the user clicks the close button. | |
done = False | |
clock = pygame.time.Clock() | |
fps = 25 | |
game = Tetris(20, 10) | |
counter = 0 | |
pressing_down = False | |
while not done: | |
if game.figure is None: | |
game.new_figure() | |
counter += 1 | |
if counter > 100000: | |
counter = 0 | |
if counter % (fps // game.level // 2) == 0 or pressing_down: | |
if game.state == "start": | |
game.go_down() | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
done = True | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_UP: | |
game.rotate() | |
pressing_down = False | |
if event.key == pygame.K_DOWN: | |
pressing_down = True | |
if event.key == pygame.K_LEFT: | |
game.go_side(-1) | |
pressing_down = False | |
if event.key == pygame.K_RIGHT: | |
game.go_side(1) | |
pressing_down = False | |
if event.key == pygame.K_SPACE: | |
game.go_space() | |
pressing_down = False | |
if event.key == pygame.K_ESCAPE: | |
game.__init__(20, 10) | |
if event.type == pygame.KEYUP: | |
if event.key == pygame.K_DOWN: | |
pressing_down = False | |
screen.fill(BLACK) | |
for i in range(game.height): | |
for j in range(game.width): | |
pygame.draw.rect(screen, GRAY, [game.x + game.zoom * j, game.y + game.zoom * i, game.zoom, game.zoom], 1) | |
if game.field[i][j] > 0: | |
pygame.draw.rect(screen, colors[game.field[i][j]], | |
[game.x + game.zoom * j + 1, game.y + game.zoom * i + 1, game.zoom - 2, game.zoom - 1]) | |
if game.figure is not None: | |
for i in range(4): | |
for j in range(4): | |
p = i * 4 + j | |
if p in game.figure.image(): | |
pygame.draw.rect(screen, colors[game.figure.color], | |
[game.x + game.zoom * (j + game.figure.x) + 1, | |
game.y + game.zoom * (i + game.figure.y) + 1, | |
game.zoom - 2, game.zoom - 2]) | |
font = pygame.font.SysFont('Calibri', 25, True, False) | |
font1 = pygame.font.SysFont('Calibri', 65, True, False) | |
text = font.render("Score: " + str(game.score), True, WHITE) | |
text_game_over = font1.render("Game Over", True, (255, 125, 0)) | |
text_game_over1 = font1.render("Press ESC", True, (255, 215, 0)) | |
screen.blit(text, [0, 0]) | |
if game.state == "gameover": | |
screen.blit(text_game_over, [20, 200]) | |
screen.blit(text_game_over1, [25, 265]) | |
pygame.display.flip() | |
clock.tick(fps) | |
pygame.quit() |
отлично вышло . Блогодарю за код
Hey! I feel good my code was useful for someone! And good job!
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fork content: Change the bg to Black, add some frames to move the piece when making contact with another piece or the floor, fixed a bug that occurred when releasing the down key, the piece didnt return to its previous speed