Welcome folks today in this blog post we will be building a tetris game
in tkinter using python. All the full source code of the application is shown below.
Get Started
In order to get started you need to make an app.py
file and copy paste the following code
app.py
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import tkinter as Tkinter from tkinter import Canvas, Label, Tk, StringVar from tkinter import messagebox from random import choice from collections import Counter class Game(): WIDTH = 300 HEIGHT = 500 def start(self): '''Starts the game. Creates a window, a canvas, and a first shape. Binds the event handler. Then starts a GUI timer of ms interval self.speed and starts the GUI main loop. ''' #TODO start() needs to be refactored so that the creation of the # window, label, and canvas are independent from setting them to # defaults and starting the game. # # There should also be a way for the user to restart and pause # the game if he or she wishes. # # It's a little weird that level is based only on time and that # as a result it increases faster and faster. Wouldn't it make # more sense for level to be a result of completed lines? self.level = 1 self.score = 0 self.speed = 500 self.counter = 0 self.create_new_game = True self.root = Tk() self.root.title("Tetris") self.status_var = StringVar() self.status_var.set("Level: 1, Score: 0") self.status = Label(self.root, textvariable=self.status_var, font=("Helvetica", 10, "bold")) self.status.pack() self.canvas = Canvas( self.root, width=Game.WIDTH, height=Game.HEIGHT) self.canvas.pack() self.root.bind("<Key>", self.handle_events) self.timer() self.root.mainloop() def timer(self): '''Every self.speed ms, attempt to cause the current_shape to fall(). If fall() returns False, create a new shape and check if it can fall. If it can't, then the game is over. ''' if self.create_new_game == True: self.current_shape = Shape(self.canvas) self.create_new_game = False if not self.current_shape.fall(): lines = self.remove_complete_lines() if lines: self.score += 10 * self.level**2 * lines**2 self.status_var.set("Level: %d, Score: %d" % (self.level, self.score)) self.current_shape = Shape(self.canvas) if self.is_game_over(): #TODO This is a problem. You rely on the timer method to # create a new game rather than creating it here. As a # result, there is an intermittent error where the user # event keypress Down eventually causes can_move_box # to throw an IndexError, since the current shape has # no boxes. Instead, you need to cleanly start a new # game. I think refactoring start() might help a lot # here. # # Furthermore, starting a new game currently doesn't reset # the levels. You should place all your starting constants # in the same place so it's clear what needs to be reset # when. self.create_new_game = True self.game_over() self.counter += 1 if self.counter == 5: self.level += 1 self.speed -= 20 self.counter = 0 self.status_var.set("Level: %d, Score: %d" % (self.level, self.score)) self.root.after(self.speed, self.timer) def handle_events(self, event): '''Handle all user events.''' if event.keysym == "Left": self.current_shape.move(-1, 0) if event.keysym == "Right": self.current_shape.move(1, 0) if event.keysym == "Down": self.current_shape.move(0, 1) if event.keysym == "Up": self.current_shape.rotate() def is_game_over(self): '''Check if a newly created shape is able to fall. If it can't fall, then the game is over. ''' for box in self.current_shape.boxes: if not self.current_shape.can_move_box(box, 0, 1): return True return False def remove_complete_lines(self): shape_boxes_coords = [self.canvas.coords(box)[3] for box in self.current_shape.boxes] all_boxes = self.canvas.find_all() all_boxes_coords = {k : v for k, v in zip(all_boxes, [self.canvas.coords(box)[3] for box in all_boxes])} lines_to_check = set(shape_boxes_coords) boxes_to_check = dict((k, v) for k, v in all_boxes_coords.iteritems() if any(v == line for line in lines_to_check)) counter = Counter() for box in boxes_to_check.values(): counter[box] += 1 complete_lines = [k for k, v in counter.iteritems() if v == (Game.WIDTH/Shape.BOX_SIZE)] if not complete_lines: return False for k, v in boxes_to_check.iteritems(): if v in complete_lines: self.canvas.delete(k) del all_boxes_coords[k] #TODO Would be cooler if the line flashed or something for (box, coords) in all_boxes_coords.iteritems(): for line in complete_lines: if coords < line: self.canvas.move(box, 0, Shape.BOX_SIZE) return len(complete_lines) def game_over(self): self.canvas.delete(Tkinter.ALL) tkMessageBox.showinfo( "Game Over", "You scored %d points." % self.score) class Shape: '''Defines a tetris shape.''' BOX_SIZE = 20 # START_POINT relies on screwy integer arithmetic to approximate the middle # of the canvas while remaining correctly on the grid. START_POINT = Game.WIDTH / 2 / BOX_SIZE * BOX_SIZE - BOX_SIZE SHAPES = ( ("yellow", (0, 0), (1, 0), (0, 1), (1, 1)), # square ("lightblue", (0, 0), (1, 0), (2, 0), (3, 0)), # line ("orange", (2, 0), (0, 1), (1, 1), (2, 1)), # right el ("blue", (0, 0), (0, 1), (1, 1), (2, 1)), # left el ("green", (0, 1), (1, 1), (1, 0), (2, 0)), # right wedge ("red", (0, 0), (1, 0), (1, 1), (2, 1)), # left wedge ("purple", (1, 0), (0, 1), (1, 1), (2, 1)), # symmetrical wedge ) def __init__(self, canvas): '''Create a shape. Select a random shape from the SHAPES tuple. Then, for each point in the shape definition given in the SHAPES tuple, create a rectangle of size BOX_SIZE. Save the integer references to these rectangles in the self.boxes list. Args: canvas - the parent canvas on which the shape appears ''' self.boxes = [] # the squares drawn by canvas.create_rectangle() self.shape = choice(Shape.SHAPES) # a random shape self.color = self.shape[0] self.canvas = canvas for point in self.shape[1:]: box = canvas.create_rectangle( point[0] * Shape.BOX_SIZE + Shape.START_POINT, point[1] * Shape.BOX_SIZE, point[0] * Shape.BOX_SIZE + Shape.BOX_SIZE + Shape.START_POINT, point[1] * Shape.BOX_SIZE + Shape.BOX_SIZE, fill=self.color) self.boxes.append(box) def move(self, x, y): '''Moves this shape (x, y) boxes.''' if not self.can_move_shape(x, y): return False else: for box in self.boxes: self.canvas.move(box, x * Shape.BOX_SIZE, y * Shape.BOX_SIZE) return True def fall(self): '''Moves this shape one box-length down.''' if not self.can_move_shape(0, 1): return False else: for box in self.boxes: self.canvas.move(box, 0 * Shape.BOX_SIZE, 1 * Shape.BOX_SIZE) return True def rotate(self): '''Rotates the shape clockwise.''' boxes = self.boxes[:] pivot = boxes.pop(2) def get_move_coords(box): '''Return (x, y) boxes needed to rotate a box around the pivot.''' box_coords = self.canvas.coords(box) pivot_coords = self.canvas.coords(pivot) x_diff = box_coords[0] - pivot_coords[0] y_diff = box_coords[1] - pivot_coords[1] x_move = (- x_diff - y_diff) / self.BOX_SIZE y_move = (x_diff - y_diff) / self.BOX_SIZE return x_move, y_move # Check if shape can legally move for box in boxes: x_move, y_move = get_move_coords(box) if not self.can_move_box(box, x_move, y_move): return False # Move shape for box in boxes: x_move, y_move = get_move_coords(box) self.canvas.move(box, x_move * self.BOX_SIZE, y_move * self.BOX_SIZE) return True def can_move_box(self, box, x, y): '''Check if box can move (x, y) boxes.''' x = x * Shape.BOX_SIZE y = y * Shape.BOX_SIZE coords = self.canvas.coords(box) # Returns False if moving the box would overrun the screen if coords[3] + y > Game.HEIGHT: return False if coords[0] + x < 0: return False if coords[2] + x > Game.WIDTH: return False # Returns False if moving box (x, y) would overlap another box overlap = set(self.canvas.find_overlapping( (coords[0] + coords[2]) / 2 + x, (coords[1] + coords[3]) / 2 + y, (coords[0] + coords[2]) / 2 + x, (coords[1] + coords[3]) / 2 + y )) other_items = set(self.canvas.find_all()) - set(self.boxes) if overlap & other_items: return False return True def can_move_shape(self, x, y): '''Check if the shape can move (x, y) boxes.''' for box in self.boxes: if not self.can_move_box(box, x, y): return False return True if __name__ == "__main__": game = Game() game.start() |
And now if you execute the python
script by typing the below command
python app.py