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February 4, 2025 02:44
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tetris python by o3-mini
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import pygame | |
import random | |
# Global Variables | |
CELL_SIZE = 30 | |
COLS = 10 | |
ROWS = 20 | |
WIDTH = CELL_SIZE * COLS | |
HEIGHT = CELL_SIZE * ROWS | |
# Define colors (RGB) | |
colors = [ | |
(0, 0, 0), # 0 = empty | |
(0, 255, 255), # I piece | |
(0, 0, 255), # J piece | |
(255, 127, 0), # L piece | |
(255, 255, 0), # O piece | |
(0, 255, 0), # S piece | |
(128, 0, 128), # T piece | |
(255, 0, 0) # Z piece | |
] | |
# Define the shapes and their rotations as 5x5 grids | |
S = [ | |
['.....', | |
'.....', | |
'..00.', | |
'.00..', | |
'.....'], | |
['.....', | |
'..0..', | |
'..00.', | |
'...0.', | |
'.....'] | |
] | |
Z = [ | |
['.....', | |
'.....', | |
'.00..', | |
'..00.', | |
'.....'], | |
['.....', | |
'..0..', | |
'.00..', | |
'.0...', | |
'.....'] | |
] | |
I = [ | |
['..0..', | |
'..0..', | |
'..0..', | |
'..0..', | |
'.....'], | |
['.....', | |
'0000.', | |
'.....', | |
'.....', | |
'.....'] | |
] | |
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 = [colors[1], colors[2], colors[3], colors[4], colors[5], colors[6], colors[7]] | |
class Piece: | |
def __init__(self, x, y, shape): | |
self.x = x # grid x position | |
self.y = y # grid y position | |
self.shape = shape | |
self.color = shape_colors[shapes.index(shape)] | |
self.rotation = 0 # current rotation state | |
def create_grid(locked_positions={}): | |
grid = [[(0, 0, 0) for _ in range(COLS)] for _ in range(ROWS)] | |
for r in range(ROWS): | |
for c in range(COLS): | |
if (c, r) in locked_positions: | |
grid[r][c] = locked_positions[(c, r)] | |
return grid | |
def convert_shape_format(piece): | |
"""Convert the 5x5 shape format into grid positions.""" | |
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': | |
# Adjust for the grid offset inside the 5x5 representation | |
positions.append((piece.x + j - 2, piece.y + i - 4)) | |
return positions | |
def valid_space(piece, grid): | |
accepted_positions = [[(j, i) for j in range(COLS) if grid[i][j] == (0, 0, 0)] for i in range(ROWS)] | |
accepted_positions = [pos for sub in accepted_positions for pos 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(locked_positions): | |
for pos in locked_positions: | |
x, y = pos | |
if y < 1: | |
return True | |
return False | |
def get_shape(): | |
return Piece(COLS // 2 - 2, 0, random.choice(shapes)) | |
def draw_grid(surface, grid): | |
for i in range(ROWS): | |
# Horizontal lines | |
pygame.draw.line(surface, (128, 128, 128), (0, i * CELL_SIZE), (WIDTH, i * CELL_SIZE)) | |
for j in range(COLS): | |
# Vertical lines | |
pygame.draw.line(surface, (128, 128, 128), (j * CELL_SIZE, 0), (j * CELL_SIZE, HEIGHT)) | |
def clear_rows(grid, locked): | |
"""Check and clear full rows. Returns the number of rows cleared.""" | |
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(COLS): | |
try: | |
del locked[(j, i)] | |
except: | |
continue | |
if inc > 0: | |
# Shift rows above cleared row down | |
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_window(surface, grid, score=0): | |
surface.fill((0, 0, 0)) | |
# Title | |
font = pygame.font.SysFont('comicsans', 40) | |
label = font.render('Tetris', 1, (255, 255, 255)) | |
surface.blit(label, (WIDTH / 2 - label.get_width() / 2, 10)) | |
# Score | |
font_small = pygame.font.SysFont('comicsans', 20) | |
score_label = font_small.render('Score: ' + str(score), 1, (255, 255, 255)) | |
surface.blit(score_label, (WIDTH - score_label.get_width() - 10, HEIGHT / 2)) | |
# Draw the grid blocks | |
for i in range(ROWS): | |
for j in range(COLS): | |
pygame.draw.rect(surface, grid[i][j], (j * CELL_SIZE, i * CELL_SIZE, CELL_SIZE, CELL_SIZE), 0) | |
draw_grid(surface, grid) | |
# Border around the grid | |
pygame.draw.rect(surface, (255, 0, 0), (0, 0, WIDTH, HEIGHT), 5) | |
def main(win): | |
locked_positions = {} | |
grid = create_grid(locked_positions) | |
change_piece = False | |
current_piece = get_shape() | |
next_piece = get_shape() | |
clock = pygame.time.Clock() | |
fall_time = 0 | |
fall_speed = 0.5 # seconds per fall step | |
score = 0 | |
running = True | |
while running: | |
grid = create_grid(locked_positions) | |
fall_time += clock.get_rawtime() | |
clock.tick() | |
# Handle falling | |
if fall_time / 1000 > fall_speed: | |
fall_time = 0 | |
current_piece.y += 1 | |
if not valid_space(current_piece, grid) and current_piece.y > 0: | |
current_piece.y -= 1 | |
change_piece = True | |
# Event handling | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
running = False | |
pygame.display.quit() | |
quit() | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_LEFT: | |
current_piece.x -= 1 | |
if not valid_space(current_piece, grid): | |
current_piece.x += 1 | |
if event.key == pygame.K_RIGHT: | |
current_piece.x += 1 | |
if not valid_space(current_piece, grid): | |
current_piece.x -= 1 | |
if event.key == pygame.K_DOWN: | |
current_piece.y += 1 | |
if not valid_space(current_piece, grid): | |
current_piece.y -= 1 | |
if event.key == pygame.K_UP: | |
current_piece.rotation = (current_piece.rotation + 1) % len(current_piece.shape) | |
if not valid_space(current_piece, grid): | |
current_piece.rotation = (current_piece.rotation - 1) % len(current_piece.shape) | |
shape_pos = convert_shape_format(current_piece) | |
# Draw current piece onto grid | |
for pos in shape_pos: | |
x, y = pos | |
if y > -1: | |
grid[y][x] = current_piece.color | |
# If the piece hit the ground, lock it and generate a new piece | |
if change_piece: | |
for pos in shape_pos: | |
locked_positions[(pos[0], pos[1])] = 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, score) | |
pygame.display.update() | |
if check_lost(locked_positions): | |
font = pygame.font.SysFont('comicsans', 60) | |
label = font.render("Game Over", 1, (255, 255, 255)) | |
win.blit(label, (WIDTH / 2 - label.get_width() / 2, HEIGHT / 2 - label.get_height() / 2)) | |
pygame.display.update() | |
pygame.time.delay(2000) | |
running = False | |
def main_menu(win): | |
run = True | |
while run: | |
win.fill((0, 0, 0)) | |
font = pygame.font.SysFont('comicsans', 60) | |
label = font.render("Press any key to start", 1, (255, 255, 255)) | |
win.blit(label, (WIDTH / 2 - label.get_width() / 2, HEIGHT / 2 - label.get_height() / 2)) | |
pygame.display.update() | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
run = False | |
if event.type == pygame.KEYDOWN: | |
main(win) | |
pygame.quit() | |
if __name__ == '__main__': | |
pygame.init() | |
win = pygame.display.set_mode((WIDTH, HEIGHT)) | |
pygame.display.set_caption('Tetris') | |
main_menu(win) |
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