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tetris.py
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tetris.py
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#Shared link with ChatGPT:
#https://chat.openai.com/share/5f721367-80e8-4253-8610-1a8f526bab0c
import pygame
import random
import time
# Initialize Pygame
pygame.init()
# Define constants
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
GRID_SIZE = 30
GRID_WIDTH = 10
GRID_HEIGHT = 20
# Calculate the actual screen size based on the grid dimensions
SCREEN_SIZE = (GRID_WIDTH * GRID_SIZE + GRID_SIZE * 4, GRID_HEIGHT * GRID_SIZE)
# Define colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# Sound effects
sound_breaker = False
SOUND_EFFECTS = {
'level_completion': None,
'collision': None,
'line_clear': None,
'game_over': None
}
try:
SOUND_EFFECTS['level_completion'] = pygame.mixer.Sound('level_completion.wav')
SOUND_EFFECTS['collision'] = pygame.mixer.Sound('collision.wav')
SOUND_EFFECTS['line_clear'] = pygame.mixer.Sound('line_clear.wav')
SOUND_EFFECTS['game_over'] = pygame.mixer.Sound('game_over.wav')
except FileNotFoundError:
sound_breaker = True
print()
print('Error. One of the sound effect files not present in the directory, check:')
print('level_completion.wav, collision.wav, line_clear.wav, game_over.wav')
# Game variables
level = 1
score = 0
lines = 0
best_score = 0
minute_start_time = time.time()
paused_elapsed_time = minute_start_time
# Create the game window
screen = pygame.display.set_mode(SCREEN_SIZE)
pygame.display.set_caption("Tetris")
clock = pygame.time.Clock()
class Tetrimino:
def __init__(self):
self.shapes = [
[[1, 1, 1, 1]],
[[1, 1], [1, 1]],
[[1, 1, 1], [0, 1, 0]],
[[1, 1, 1], [1, 0, 0]],
[[1, 1, 1], [0, 0, 1]],
[[1, 1, 0], [0, 1, 1]],
[[0, 1, 1], [1, 1, 0]]
]
self.shape = random.choice(self.shapes)
self.color = random.choice([RED, GREEN, BLUE])
self.x = (GRID_WIDTH - len(self.shape[0])) // 2
self.y = 0
def move_down(self):
self.y += 1
def move_left(self):
self.x -= 1
def move_right(self):
self.x += 1
def rotate(self):
self.shape = list(zip(*self.shape))[::-1] # Rotate the shape counter-clockwise
def draw(self, surface):
for i in range(len(self.shape)):
for j in range(len(self.shape[i])):
if self.shape[i][j]:
pygame.draw.rect(surface, self.color,
(self.x * GRID_SIZE + j * GRID_SIZE,
self.y * GRID_SIZE + i * GRID_SIZE,
GRID_SIZE, GRID_SIZE))
class GameGrid:
def __init__(self):
self.grid = [[BLACK] * GRID_WIDTH for _ in range(GRID_HEIGHT)]
self.cleared_lines = 0
def is_collision(self, tetrimino):
for i in range(len(tetrimino.shape)):
for j in range(len(tetrimino.shape[i])):
if tetrimino.shape[i][j] and (
tetrimino.x + j < 0 or tetrimino.x + j >= GRID_WIDTH or
tetrimino.y + i >= GRID_HEIGHT or
self.grid[tetrimino.y + i][tetrimino.x + j] != BLACK
):
return True
return False
def merge_tetrimino(self, tetrimino):
for i in range(len(tetrimino.shape)):
for j in range(len(tetrimino.shape[i])):
if tetrimino.shape[i][j]:
self.grid[tetrimino.y + i][tetrimino.x + j] = tetrimino.color
if not sound_breaker:
SOUND_EFFECTS['collision'].play()
def clear_rows(self):
full_rows = []
for i in range(GRID_HEIGHT):
if all(cell != BLACK for cell in self.grid[i]):
full_rows.append(i)
for row in full_rows:
del self.grid[row]
self.grid.insert(0, [BLACK] * GRID_WIDTH)
self.cleared_lines += 1
# Increment the score by the number of cleared rows
num_cleared_rows = len(full_rows)
if num_cleared_rows > 0:
global score, lines, best_score, level
lines += num_cleared_rows
score += num_cleared_rows * num_cleared_rows
if not sound_breaker:
SOUND_EFFECTS['line_clear'].play()
if score > best_score:
best_score = score
def draw_grid(surface, grid):
for i in range(GRID_HEIGHT):
for j in range(GRID_WIDTH):
pygame.draw.rect(surface, grid[i][j],
(j * GRID_SIZE, i * GRID_SIZE, GRID_SIZE, GRID_SIZE), 0)
# Draw the space to the right of the grid
pygame.draw.rect(surface, BLACK, (GRID_WIDTH * GRID_SIZE, 0, GRID_SIZE * 4, SCREEN_HEIGHT), 0)
def draw_game(surface, tetrimino, next_tetrimino, game_grid, level, score, sound_breaker, game_paused):
surface.fill(BLACK)
draw_grid(surface, game_grid.grid)
tetrimino.draw(surface)
# Calculate the x position to center the next tetrimino in the interface field
next_tetrimino.x = GRID_WIDTH + (4 - len(next_tetrimino.shape[0])) // 2
next_tetrimino.draw(surface)
# Draw the border around the space
pygame.draw.rect(surface, WHITE, (GRID_WIDTH * GRID_SIZE, 0, GRID_SIZE * 4, SCREEN_HEIGHT), 2)
# Draw the "Level" label
font = pygame.font.Font(None, 36)
level_label = font.render("Level:", True, WHITE)
level_label_rect = level_label.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 3))
surface.blit(level_label, level_label_rect)
# Draw the level number
level_number = font.render(str(level), True, WHITE)
level_number_rect = level_number.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 4))
surface.blit(level_number, level_number_rect)
# Draw the "Lines" label
lines_label = font.render("Lines:", True, WHITE)
lines_label_rect = lines_label.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 6))
surface.blit(lines_label, lines_label_rect)
# Draw the lines number
lines_number = font.render(str(lines), True, WHITE)
lines_number_rect = lines_number.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 7))
surface.blit(lines_number, lines_number_rect)
# Draw the "Score" label
score_label = font.render("Score:", True, WHITE)
score_label_rect = score_label.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 8))
surface.blit(score_label, score_label_rect)
# Draw the score number
score_number = font.render(str(score), True, WHITE)
score_number_rect = score_number.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 9))
surface.blit(score_number, score_number_rect)
# Draw the "Best Score" label
best_score_label = font.render("Best:", True, WHITE)
best_score_label_rect = best_score_label.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 11))
surface.blit(best_score_label, best_score_label_rect)
# Draw the best_score number
best_score_number = font.render(str(best_score), True, WHITE)
best_score_number_rect = best_score_number.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 12))
surface.blit(best_score_number, best_score_number_rect)
# Draw the sound on/off message
message = "[S]ound " + ("On" if not sound_breaker else "Off")
font = pygame.font.Font(None, 24)
sound_label = font.render(message, True, WHITE)
sound_label_rect = sound_label.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 18))
surface.blit(sound_label, sound_label_rect)
# Draw the pause/resume message
message = "Esc to " + ("pause" if not game_paused else "resume")
resume_label = font.render(message, True, WHITE)
resume_label_rect = resume_label.get_rect(center=(GRID_WIDTH * GRID_SIZE + GRID_SIZE * 2, GRID_SIZE * 19))
surface.blit(resume_label, resume_label_rect)
pygame.display.update()
def game_loop():
tetrimino = Tetrimino()
next_tetrimino = Tetrimino()
game_grid = GameGrid()
game_paused = False
tetrimino_interval_initial = 1000 # Initial interval between tetrimino movements in milliseconds
tetrimino_interval = tetrimino_interval_initial # Interval between tetrimino movements in milliseconds
tetrimino_timer = pygame.USEREVENT + 1
pygame.time.set_timer(tetrimino_timer, tetrimino_interval)
repeat_timer = pygame.USEREVENT + 2
repeat_interval = 100 # Interval for repeated key presses in milliseconds
pygame.time.set_timer(repeat_timer, repeat_interval)
rapid_descent = False
keys_down = set()
while True:
for event in pygame.event.get():
global level, minute_start_time, paused_elapsed_time, sound_breaker
if event.type == pygame.QUIT:
pygame.quit()
return
if event.type == tetrimino_timer and not game_paused:
tetrimino.move_down()
if game_grid.is_collision(tetrimino):
tetrimino.y -= 1
game_grid.merge_tetrimino(tetrimino)
game_grid.clear_rows()
next_tetrimino.x = (GRID_WIDTH - len(next_tetrimino.shape[0])) // 2
tetrimino = next_tetrimino
next_tetrimino = Tetrimino()
rapid_descent = False
tetrimino_interval = tetrimino_interval_initial
pygame.time.set_timer(tetrimino_timer, tetrimino_interval)
if event.type == repeat_timer and not game_paused:
if pygame.K_LEFT in keys_down and not rapid_descent:
tetrimino.move_left()
if game_grid.is_collision(tetrimino):
tetrimino.move_right()
if pygame.K_RIGHT in keys_down and not rapid_descent:
tetrimino.move_right()
if game_grid.is_collision(tetrimino):
tetrimino.move_left()
if pygame.K_DOWN in keys_down and not rapid_descent:
tetrimino.move_down()
if game_grid.is_collision(tetrimino):
tetrimino.y -= 1
game_grid.merge_tetrimino(tetrimino)
game_grid.clear_rows()
next_tetrimino.x = (GRID_WIDTH - len(next_tetrimino.shape[0])) // 2
tetrimino = next_tetrimino
next_tetrimino = Tetrimino()
if event.type == pygame.KEYDOWN and not rapid_descent:
if event.key == pygame.K_ESCAPE:
game_paused = not game_paused
if game_paused:
paused_elapsed_time = time.time()
else:
minute_start_time += time.time() - paused_elapsed_time
elif event.key == pygame.K_s:
sound_breaker = not sound_breaker
elif not game_paused:
if event.key == pygame.K_LEFT:
keys_down.add(pygame.K_LEFT)
elif event.key == pygame.K_RIGHT:
keys_down.add(pygame.K_RIGHT)
elif event.key == pygame.K_DOWN:
keys_down.add(pygame.K_DOWN)
elif event.key == pygame.K_UP:
tetrimino.rotate()
if game_grid.is_collision(tetrimino):
tetrimino.rotate()
tetrimino.rotate()
tetrimino.rotate()
elif event.key == pygame.K_SPACE:
rapid_descent = True
tetrimino_interval = 50
pygame.time.set_timer(tetrimino_timer, tetrimino_interval) # Resume the timer
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
keys_down.discard(pygame.K_LEFT)
elif event.key == pygame.K_RIGHT:
keys_down.discard(pygame.K_RIGHT)
elif event.key == pygame.K_DOWN:
keys_down.discard(pygame.K_DOWN)
draw_game(screen, tetrimino, next_tetrimino, game_grid, level, score, sound_breaker, game_paused)
if not game_paused and not rapid_descent:
# Calculate the elapsed time since the minute started
elapsed_time = time.time() - minute_start_time
# Check if a minute has passed
if elapsed_time >= 120:
level += 1
minute_start_time = time.time()
tetrimino_interval_initial -= int(tetrimino_interval_initial / 15)
tetrimino_interval = tetrimino_interval_initial
pygame.time.set_timer(tetrimino_timer, tetrimino_interval)
if not sound_breaker:
SOUND_EFFECTS['level_completion'].play()
if game_grid.is_collision(tetrimino) and tetrimino.y == 0:
font = pygame.font.Font(None, 64)
game_over_text = font.render("GAME OVER", True, WHITE)
game_over_rect = game_over_text.get_rect(center=(GRID_WIDTH * GRID_SIZE // 2, GRID_HEIGHT * GRID_SIZE // 2 - 50))
screen.blit(game_over_text, game_over_rect)
if not sound_breaker:
SOUND_EFFECTS['game_over'].play()
font = pygame.font.Font(None, 36)
press_any_key_text = font.render("Press Enter...", True, WHITE)
press_any_key_rect = press_any_key_text.get_rect(center=(GRID_WIDTH * GRID_SIZE // 2, GRID_HEIGHT * GRID_SIZE // 2))
screen.blit(press_any_key_text, press_any_key_rect)
pygame.display.update()
# Wait for a key press to restart the game
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
return
if event.type == pygame.QUIT:
pygame.quit()
return
pygame.time.Clock().tick(10)
else:
clock.tick(60)
# Start the game loop
while True:
game_loop()
level = 1
score = 0
lines = 0
minute_start_time = time.time()
tetrimino_interval_initial = 1000
tetrimino_interval = tetrimino_interval_initial
game_grid = GameGrid()
tetrimino = Tetrimino()
next_tetrimino = Tetrimino()