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main.py
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main.py
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import pygame
import random
pygame.font.init()
s_width = 800
s_height = 750
play_width = 300
play_height = 600
block_size = 30
button_width = 100
button_height = 50
button_margin = 2
top_left_x = (s_width - play_width) // 2
top_left_y = s_height - play_height - 50
pygame.mixer.init()
move_sound = pygame.mixer.Sound("asset/sound.mp3")
move_sound.set_volume(0.5)
pygame.display.set_caption("Tetris")
# SHAPE FORMATS
S = [
[".....", ".....", "..00.", ".00..", "....."],
[".....", "..0..", "..00.", "...0.", "....."],
]
Z = [
[".....", ".....", ".00..", "..00.", "....."],
[".....", "..0..", ".00..", ".0...", "....."],
]
I = [
[".....", ".....", "0000.", ".....", "....."],
[".....", "..0..", "..0..", "..0..", "..0.."],
]
O = [[".....", ".....", ".00..", ".00..", "....."]]
J = [
[".....", ".0...", "000..", ".....", "....."],
[".....", "..00.", "..0..", "..0..", "....."],
[".....", ".....", "..000", "...0.", "....."],
[".....", "..0..", "..0..", ".00..", "....."],
]
L = [
[".....", "...0.", "000..", ".....", "....."],
[".....", "..0..", "..0..", "..00.", "....."],
[".....", ".....", "..000", ".0...", "....."],
[".....", ".00..", "..0..", "..0..", "....."],
]
T = [
[".....", "..0..", "000..", ".....", "....."],
[".....", "..0..", "..00.", "..0..", "....."],
[".....", ".....", "..000", "..0..", "....."],
[".....", "..0..", ".00..", "..0..", "....."],
]
shapes = [S, Z, I, O, J, L, T]
shape_colors = [
(0, 255, 0),
(255, 0, 0),
(0, 255, 255),
(255, 255, 0),
(255, 165, 0),
(0, 0, 255),
(128, 0, 128),
]
class Piece(object):
def __init__(self, column, row, shape):
self.x = column
self.y = row
self.shape = shape
self.color = shape_colors[shapes.index(shape)]
self.rotation = 0
class Button:
def __init__(self, color, x, y, width, height, text=""):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
def draw(self, win, outline=None):
if outline:
pygame.draw.rect(
win,
outline,
(self.x - 2, self.y - 2, self.width + 4, self.height + 4),
0,
)
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height), 0)
if self.text != "":
font = pygame.font.SysFont(None, 50)
text = font.render(self.text, 1, (0, 0, 0))
win.blit(
text,
(
self.x + (self.width / 2 - text.get_width() / 2),
self.y + (self.height / 2 - text.get_height() / 2),
),
)
def isOver(self, pos):
if self.x < pos[0] < self.x + self.width:
if self.y < pos[1] < self.y + self.height:
return True
return False
def main_menu(win):
run = True
colors = [
(255, 0, 0),
(0, 255, 0),
(0, 0, 255),
(255, 255, 0),
(0, 255, 255),
(255, 0, 255),
] # Define a list of colors
while run:
win.fill((0, 0, 0))
font = pygame.font.SysFont("comicsans", 60)
letters = ["T", "E", "T", "R", "I", "S"]
colors = [
(255, 0, 0),
(0, 255, 0),
(0, 0, 255),
(255, 255, 0),
(0, 255, 255),
(255, 0, 255),
] # Define a list of colors
x_offset = 0
spacing = 10 # Define a spacing between letters
for i, letter in enumerate(letters):
label = font.render(letter, 1, colors[i])
win.blit(
label,
(
top_left_x
+ play_width / 2
- (
label.get_width() * len(letters) / 2
+ spacing * (len(letters) - 1) / 2
)
+ x_offset,
top_left_y + play_height / 2 - 100,
),
)
x_offset += label.get_width() + spacing # Add spacing to x_offset
draw_text_middle(
win, "Press any key to begin", 60, (255, 255, 255), offset_y=30
)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
run = False
def load_image_with_transparency(image_path, transparency):
# Load the original image
image = pygame.image.load(image_path)
# Create a new Surface with the same size as the image
overlay = pygame.Surface(image.get_size(), pygame.SRCALPHA)
# Fill the new Surface with the semi-transparent black color
overlay.fill((0, 0, 0, transparency))
# Blit the overlay onto the image
image.blit(overlay, (0, 0))
return image
def text_objects(text, font):
text_surface = font.render(text, True, (0, 0, 0))
return text_surface, text_surface.get_rect()
def create_grid(locked_positions={}):
grid = [[(0, 0, 0) for _ in range(10)] for _ in range(20)]
for y in range(len(grid)):
for x in range(len(grid[y])):
if (x, y) in locked_positions:
c = locked_positions[(x, y)]
grid[y][x] = c
return grid
def convert_shape_format(piece):
positions = []
format = piece.shape[piece.rotation % len(piece.shape)]
for i, line in enumerate(format):
row = list(line)
for j, column in enumerate(row):
if column == "0":
positions.append((piece.x + j, piece.y + i))
for i, pos in enumerate(positions):
positions[i] = (pos[0] - 2, pos[1] - 4)
return positions
def valid_space(grid, piece):
accepted_positions = [
[(j, i) for j in range(10) if grid[i][j] == (0, 0, 0)] for i in range(20)
]
accepted_positions = [j for sub in accepted_positions for j in sub]
formatted = convert_shape_format(piece)
for pos in formatted:
if pos not in accepted_positions:
if pos[1] > -1:
return False
return True
def check_lost(positions):
for pos in positions:
x, y = pos
if y < 1:
return True
return False
def get_shape():
return Piece(5, 0, random.choice(shapes))
def draw_text_middle(surface, text, size, color, offset_y=0):
font = pygame.font.SysFont("comicsans", size, bold=True)
label = font.render(text, 1, color)
surface.blit(
label,
(
top_left_x + play_width / 2 - (label.get_width() / 2),
top_left_y + play_height / 2 - (label.get_height() / 2) + offset_y,
),
)
def draw_grid(surface, grid):
sx = top_left_x
sy = top_left_y
for i in range(1, len(grid)): # Start from 1 to avoid drawing on the top border
pygame.draw.line(
surface,
(128, 128, 128),
(sx, sy + i * block_size),
(sx + play_width, sy + i * block_size),
)
for j in range(1, len(grid[0])): # Start from 1 to avoid drawing on the left border
pygame.draw.line(
surface,
(128, 128, 128),
(sx + j * block_size, sy),
(sx + j * block_size, sy + play_height),
)
def clear_rows(grid, locked):
inc = 0
for i in range(len(grid) - 1, -1, -1):
row = grid[i]
if (0, 0, 0) not in row:
inc += 1
ind = i
for j in range(len(row)):
try:
del locked[(j, i)]
except:
continue
if inc > 0:
for key in sorted(list(locked), key=lambda x: x[1])[::-1]:
x, y = key
if y < ind:
newKey = (x, y + inc)
locked[newKey] = locked.pop(key)
return inc
def draw_next_shape(shape, surface):
font = pygame.font.SysFont("comicsans", 30)
label = font.render("Next Shape", 1, (255, 255, 255))
sx = top_left_x + play_width + 50
sy = top_left_y + play_height / 2 - 100
format = shape.shape[shape.rotation % len(shape.shape)]
for i, line in enumerate(format):
row = list(line)
for j, column in enumerate(row):
if column == "0":
pygame.draw.rect(
surface, shape.color, (sx + j * 30, sy + i * 30, 30, 30), 0
)
surface.blit(label, (sx + 10, sy - 30))
def draw_window(
surface,
grid,
quitButton,
score=0,
):
pygame.font.init()
font = pygame.font.SysFont("comicsans", 60)
label = font.render("Tetris", 1, (255, 255, 255))
surface.blit(label, (top_left_x + play_width / 2 - (label.get_width() / 2), 10))
font = pygame.font.SysFont("comicsans", 30)
label = font.render("Score: " + str(score), 1, (255, 255, 255))
# Position the score label to the right of the game board.
surface.blit(label, (top_left_x + play_width + 50, top_left_y))
quitButton.draw(surface, (0, 0, 0))
for i in range(len(grid)):
for j in range(len(grid[i])):
pygame.draw.rect(
surface,
grid[i][j],
(top_left_x + j * 30, top_left_y + i * 30, 30, 30),
0,
)
pygame.draw.rect(
surface, "#183130", (top_left_x, top_left_y, play_width, play_height), 5
)
draw_grid(surface, grid)
def draw_button(surface, text, x, y, w, h, ic, ac, action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x + w > mouse[0] > x and y + h > mouse[1] > y:
pygame.draw.rect(surface, ac, (x, y, w, h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(surface, ic, (x, y, w, h))
small_text = pygame.font.SysFont("comicsansms", 20)
text_surf, text_rect = text_objects(text, small_text)
text_rect.center = ((x + (w / 2)), (y + (h / 2)))
surface.blit(text_surf, text_rect)
def game_over_screen(win, score):
game_over = True
while game_over:
win.fill((0, 0, 0)) # Fill the window with black
font = pygame.font.SysFont("comicsans", 30)
label = font.render(
"Game Over! Your score is " + str(score), 1, (255, 255, 255)
)
win.blit(
label,
(
top_left_x + play_width / 2 - (label.get_width() / 2),
top_left_y + play_height / 2,
),
)
label = font.render("Press any key to return to main menu", 1, (255, 255, 255))
win.blit(
label,
(
top_left_x + play_width / 2 - (label.get_width() / 2),
top_left_y + play_height / 2 + 60,
),
)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
game_over = False
# Reset the game
main(win)
def main(win):
locked_positions = {}
grid = create_grid(locked_positions)
game_over = False
change_piece = False
run = True
current_piece = get_shape()
next_piece = get_shape()
clock = pygame.time.Clock()
fall_time = 0
fall_speed = 0.27
level_time = 0
score = 0
bg = load_image_with_transparency("./asset/bg.jpeg", 128)
bg = pygame.transform.scale(bg, (s_width, s_height))
quitButton = Button(
(255, 0, 0), button_margin, button_margin, button_width, button_height, "Quit"
)
main_menu(win)
while run:
win.blit(bg, (0, 0))
grid = create_grid(locked_positions)
fall_time += clock.get_rawtime()
level_time += clock.get_rawtime()
clock.tick()
if level_time / 1000 > 5:
level_time = 0
if fall_speed > 0.12:
fall_speed -= 0.005
if fall_time / 1000 > fall_speed:
fall_time = 0
current_piece.y += 1
if not valid_space(grid, current_piece) and current_piece.y > 0:
current_piece.y -= 1
change_piece = True
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
run = False
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
if quitButton.isOver(pos):
run = False
if game_over and event.type == pygame.KEYDOWN:
score = 0
grid = create_grid()
game_over = False
if event.type == pygame.KEYDOWN:
move_sound.play()
if event.key == pygame.K_LEFT:
current_piece.x -= 1
if not valid_space(grid, current_piece):
current_piece.x += 1
if event.key == pygame.K_RIGHT:
current_piece.x += 1
if not valid_space(grid, current_piece):
current_piece.x -= 1
if event.key == pygame.K_DOWN:
current_piece.y += 1
if not valid_space(grid, current_piece):
current_piece.y -= 1
if event.key == pygame.K_UP:
current_piece.rotation += 1
if not valid_space(grid, current_piece):
current_piece.rotation -= 1
shape_pos = convert_shape_format(current_piece)
for i in range(len(shape_pos)):
x, y = shape_pos[i]
if y > -1:
grid[y][x] = current_piece.color
if change_piece:
for pos in shape_pos:
p = (pos[0], pos[1])
locked_positions[p] = current_piece.color
current_piece = next_piece
next_piece = get_shape()
change_piece = False
score += clear_rows(grid, locked_positions) * 10
draw_window(
win,
grid,
quitButton,
score,
)
draw_next_shape(next_piece, win)
pygame.display.flip()
if check_lost(locked_positions):
game_over = True
if game_over:
game_over_screen(win, score)
continue
draw_text_middle(win, "Press any key to return to main menu", 30, (255, 255, 255))
pygame.time.delay(2000)
pygame.init()
win = pygame.display.set_mode((s_width, s_height))
main(win)