Welcome folks today in this blog post we will be building a tetris game
in python using pygame
library. All the full source code of the application is shown below.
Get Started
In order to get started you need to install the following library using the pip
command as shown below
pip install pygame
After installing this library you need to make an app.py
file and copy paste the following code
app.py
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import pygame import random """ 10 x 20 square grid shapes: S, Z, I, O, J, L, T represented in order by 0 - 6 """ pygame.font.init() # GLOBALS VARS s_width = 800 s_height = 700 play_width = 300 # meaning 300 // 10 = 30 width per block play_height = 600 # meaning 600 // 20 = 20 height per blo ck block_size = 30 top_left_x = (s_width - play_width) // 2 top_left_y = s_height - play_height # SHAPE FORMATS 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 = [(0, 255, 0), (255, 0, 0), (0, 255, 255), (255, 255, 0), (255, 165, 0), (0, 0, 255), (128, 0, 128)] # index 0 - 6 represent shape class Piece(object): rows = 20 # y columns = 10 # x 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 # number from 0-3 def create_grid(locked_positions={}): grid = [[(0,0,0) for x in range(10)] for x in range(20)] for i in range(len(grid)): for j in range(len(grid[i])): if (j,i) in locked_positions: c = locked_positions[(j,i)] grid[i][j] = c return grid def convert_shape_format(shape): positions = [] 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': positions.append((shape.x + j, shape.y + i)) for i, pos in enumerate(positions): positions[i] = (pos[0] - 2, pos[1] - 4) return positions def valid_space(shape, grid): 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(shape) 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(): global shapes, shape_colors return Piece(5, 0, random.choice(shapes)) def draw_text_middle(text, size, color, surface): 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)) def draw_grid(surface, row, col): sx = top_left_x sy = top_left_y for i in range(row): pygame.draw.line(surface, (128,128,128), (sx, sy+ i*30), (sx + play_width, sy + i * 30)) # horizontal lines for j in range(col): pygame.draw.line(surface, (128,128,128), (sx + j * 30, sy), (sx + j * 30, sy + play_height)) # vertical lines def clear_rows(grid, locked): # need to see if row is clear the shift every other row above down one inc = 0 for i in range(len(grid)-1,-1,-1): row = grid[i] if (0, 0, 0) not in row: inc += 1 # add positions to remove from locked 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) 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): surface.fill((0,0,0)) # Tetris Title 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), 30)) 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) # draw grid and border draw_grid(surface, 20, 10) pygame.draw.rect(surface, (255, 0, 0), (top_left_x, top_left_y, play_width, play_height), 5) # pygame.display.update() def main(): global grid locked_positions = {} # (x,y):(255,0,0) grid = create_grid(locked_positions) change_piece = False run = True current_piece = get_shape() next_piece = get_shape() clock = pygame.time.Clock() fall_time = 0 level_time = 0 fall_speed = 0.27 score = 0 while run: grid = create_grid(locked_positions) fall_time += clock.get_rawtime() level_time += clock.get_rawtime() clock.tick() if level_time/1000 > 4: level_time = 0 if fall_speed > 0.15: fall_speed -= 0.005 # PIECE FALLING CODE 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 for event in pygame.event.get(): if event.type == pygame.QUIT: run = 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 elif event.key == pygame.K_RIGHT: current_piece.x += 1 if not valid_space(current_piece, grid): current_piece.x -= 1 elif event.key == pygame.K_UP: # rotate shape 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) if event.key == pygame.K_DOWN: # move shape down current_piece.y += 1 if not valid_space(current_piece, grid): current_piece.y -= 1 '''if event.key == pygame.K_SPACE: while valid_space(current_piece, grid): current_piece.y += 1 current_piece.y -= 1 print(convert_shape_format(current_piece))''' # todo fix shape_pos = convert_shape_format(current_piece) # add piece to the grid for drawing for i in range(len(shape_pos)): x, y = shape_pos[i] if y > -1: grid[y][x] = current_piece.color # IF PIECE HIT GROUND 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 # call four times to check for multiple clear rows if clear_rows(grid, locked_positions): score += 10 draw_window(win) draw_next_shape(next_piece, win) pygame.display.update() # Check if user lost if check_lost(locked_positions): run = False draw_text_middle("You Lost", 40, (255,255,255), win) pygame.display.update() pygame.time.delay(2000) def main_menu(): run = True while run: win.fill((0,0,0)) draw_text_middle('Press any key to begin.', 60, (255, 255, 255), win) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: main() pygame.quit() win = pygame.display.set_mode((s_width, s_height)) pygame.display.set_caption('Tetris') main_menu() # start game |
And now if you execute the python
script by typing the below command
python app.py