commit efb571332eca6f7c95e12adc0e4c4f2975f900cb Author: Stephen Kerr Date: Mon Jan 30 16:14:27 2023 +0100 initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..f5242d6 --- /dev/null +++ b/.gitignore @@ -0,0 +1,7 @@ +/env + +# Byte-compiled / optimized / DLL files +__pycache__ +*.py[cod] +*$py.class +.env \ No newline at end of file diff --git a/LICENSE.md b/LICENSE.md new file mode 100644 index 0000000..d212e58 --- /dev/null +++ b/LICENSE.md @@ -0,0 +1,610 @@ +# GNU GENERAL PUBLIC LICENSE + +Version 3, 29 June 2007 + +Copyright © 2007 Free Software Foundation, Inc. +[http://fsf.org/](http://fsf.org/) + +Everyone is permitted to copy and distribute verbatim copies of this +license document, but changing it is not allowed. + +## Preamble + +The GNU General Public License is a free, copyleft license for software +and other kinds of works. + +The licenses for most software and other practical works are designed to +take away your freedom to share and change the works. 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No Surrender of Others' Freedom. + +If conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot convey a +covered work so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you +may not convey it at all. For example, if you agree to terms that +obligate you to collect a royalty for further conveying from those to +whom you convey the Program, the only way you could satisfy both those +terms and this License would be to refrain entirely from conveying the +Program. + +### 13. Use with the GNU Affero General Public License. + +Notwithstanding any other provision of this License, you have permission +to link or combine any covered work with a work licensed under version 3 +of the GNU Affero General Public License into a single combined work, +and to convey the resulting work. The terms of this License will +continue to apply to the part which is the covered work, but the special +requirements of the GNU Affero General Public License, section 13, +concerning interaction through a network will apply to the combination +as such. + +### 14. Revised Versions of this License. + +The Free Software Foundation may publish revised and/or new versions of +the GNU General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + +Each version is given a distinguishing version number. If the Program +specifies that a certain numbered version of the GNU General Public +License “or any later version” applies to it, you have the option of +following the terms and conditions either of that numbered version or of +any later version published by the Free Software Foundation. If the +Program does not specify a version number of the GNU General Public +License, you may choose any version ever published by the Free Software +Foundation. + +If the Program specifies that a proxy can decide which future versions +of the GNU General Public License can be used, that proxy's public +statement of acceptance of a version permanently authorizes you to +choose that version for the Program. + +Later license versions may give you additional or different permissions. +However, no additional obligations are imposed on any author or +copyright holder as a result of your choosing to follow a later version. + +### 15. Disclaimer of Warranty. + +THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY +APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT +HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT +WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A +PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF +THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME +THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + +### 16. Limitation of Liability. + +IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR +CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, +INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT +NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES +SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE +WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN +ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + +### 17. Interpretation of Sections 15 and 16. + +If the disclaimer of warranty and limitation of liability provided above +cannot be given local legal effect according to their terms, reviewing +courts shall apply local law that most closely approximates an absolute +waiver of all civil liability in connection with the Program, unless a +warranty or assumption of liability accompanies a copy of the Program in +return for a fee. + +END OF TERMS AND CONDITIONS diff --git a/README.md b/README.md new file mode 100644 index 0000000..f47a24a --- /dev/null +++ b/README.md @@ -0,0 +1,35 @@ +# Python Tetris + +This is the repository with non-finished implementation of the tetris. Please, be patient because I am writing it in my free time :-). + +### Prerequisites + +The game is based on the pygame library. You can install it using the pip tool. + +``` +pip3 install --user pygame +``` + +Provided code is written for Python3. After that, you can run the game with: + +``` +python3 tetris.py +``` + + +## Control + +The following list contains used control keys: + +* *Arrows* - used for the moving of a tetris block +* *Space* - rotates the tetris block +* *q* - quit the game +* *p* - pause the game + +## Authors + +* **Pavel Benáček** - *coding of the game* + +## License + +This project is licensed under the GNU GPL License - see the [LICENSE.md](LICENSE.md) file for details diff --git a/block.py b/block.py new file mode 100644 index 0000000..d6375ed --- /dev/null +++ b/block.py @@ -0,0 +1,203 @@ +#!/usr/bin/env python3 + +# File: block.py +# Description: This file contains the declaration of basic tetris block class. +# Author: Pavel Benáček + +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program. If not, see . + +import pdb + +import constants +import pygame +import math +import copy +import sys + +class Block(object): + """ + Class for handling of tetris block + """ + + def __init__(self,shape,x,y,screen,color,rotate_en): + """ + Initialize the tetris block class + + Parameters: + - shape - list of block data. The list contains [X,Y] coordinates of + building blocks. + - x - X coordinate of first tetris shape block + - y - Y coordinate of first tetris shape block + - screen - screen to draw on + - color - the color of each shape block in RGB notation + - rotate_en - enable or disable the rotation + """ + # The initial shape (convert all to Rect objects) + self.shape = [] + for sh in shape: + bx = sh[0]*constants.BWIDTH + x + by = sh[1]*constants.BHEIGHT + y + block = pygame.Rect(bx,by,constants.BWIDTH,constants.BHEIGHT) + self.shape.append(block) + # Setup the rotation attribute + self.rotate_en = rotate_en + # Setup the rest of variables + self.x = x + self.y = y + # Movement in the X,Y coordinates + self.diffx = 0 + self.diffy = 0 + # Screen to drawn on + self.screen = screen + self.color = color + # Rotation of the screen + self.diff_rotation = 0 + + def draw(self): + """ + Draw the block from shape blocks. Each shape block + is filled with a color and black border. + """ + for bl in self.shape: + pygame.draw.rect(self.screen,self.color,bl) + pygame.draw.rect(self.screen,constants.BLACK,bl,constants.MESH_WIDTH) + + def get_rotated(self,x,y): + """ + Compute the new coordinates based on the rotation angle. + + Parameters: + - x - the X coordinate to transfer + - y - the Y coordinate to transfer + + Returns the tuple with new (X,Y) coordinates. + """ + # Use the classic transformation matrix: + # https://www.siggraph.org/education/materials/HyperGraph/modeling/mod_tran/2drota.htm + rads = self.diff_rotation * (math.pi / 180.0) + newx = x*math.cos(rads) - y*math.sin(rads) + newy = y*math.cos(rads) + x*math.sin(rads) + return (newx,newy) + + def move(self,x,y): + """ + Move all elements of the block using the given offset. + + Parameters: + - x - movement in the X coordinate + - y - movement in the Y coordinate + """ + # Accumulate X,Y coordinates and call the update function + self.diffx += x + self.diffy += y + self._update() + + def remove_blocks(self,y): + """ + Remove blocks on the Y coordinate. All blocks + above the Y are moved one step down. + + Parameters: + - y - Y coordinate to work with. + """ + new_shape = [] + for shape_i in range(len(self.shape)): + tmp_shape = self.shape[shape_i] + if tmp_shape.y < y: + # Block is above the y, move down and add it to the list of active shape + # blocks. + new_shape.append(tmp_shape) + tmp_shape.move_ip(0,constants.BHEIGHT) + elif tmp_shape.y > y: + # Block is below the y, add it to the list. The block doesn't need to be moved because + # the removed line is above it. + new_shape.append(tmp_shape) + # Setup the new list of block shapes. + self.shape = new_shape + + def has_blocks(self): + """ + Returns true if the block has some shape blocks in the shape list. + """ + return True if len(self.shape) > 0 else False + + def rotate(self): + """ + Setup the rotation value to 90 degrees. + """ + # Setup the rotation and update coordinates of all shape blocks. + # The block is rotated iff the rotation is enabled + if self.rotate_en: + self.diff_rotation = 90 + self._update() + + def _update(self): + """ + Update the position of all shape boxes. + """ + for bl in self.shape: + # Get old coordinates and compute new x,y coordinates. + # All rotation calculates are done in the original coordinates. + origX = (bl.x - self.x)/constants.BWIDTH + origY = (bl.y - self.y)/constants.BHEIGHT + rx,ry = self.get_rotated(origX,origY) + newX = rx*constants.BWIDTH + self.x + self.diffx + newY = ry*constants.BHEIGHT + self.y + self.diffy + # Compute the relative move + newPosX = newX - bl.x + newPosY = newY - bl.y + bl.move_ip(newPosX,newPosY) + # Everyhting was moved. Setup new x,y, coordinates and reset all disable the move + # variables. + self.x += self.diffx + self.y += self.diffy + self.diffx = 0 + self.diffy = 0 + self.diff_rotation = 0 + + def backup(self): + """ + Backup the current configuration of shape blocks. + """ + # Make the deep copy of the shape list. Also, remember + # the current configuration. + self.shape_copy = copy.deepcopy(self.shape) + self.x_copy = self.x + self.y_copy = self.y + self.rotation_copy = self.diff_rotation + + def restore(self): + """ + Restore the previous configuraiton. + """ + self.shape = self.shape_copy + self.x = self.x_copy + self.y = self.y_copy + self.diff_rotation = self.rotation_copy + + def check_collision(self,rect_list): + """ + The function checks if the block colides with any other block + in the shape list. + + Parameters: + - rect_list - the function accepts the list of Rect object which + are used for the collistion detection. + """ + for blk in rect_list: + collist = blk.collidelistall(self.shape) + if len(collist): + return True + return False + diff --git a/constants.py b/constants.py new file mode 100644 index 0000000..2b85144 --- /dev/null +++ b/constants.py @@ -0,0 +1,69 @@ +#!/usr/bin/env python3 + +# File: constants.py +# Description: Basic program constants. +# Author: Pavel Benáček + +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program. If not, see . + + +from pygame.locals import * + +# Configuration of building shape block +# Width of the shape block +BWIDTH = 20 +# Height of the shape block +BHEIGHT = 20 +# Width of the line around the block +MESH_WIDTH = 1 + +# Configuration of the player board +# Board line height +BOARD_HEIGHT = 7 +# Margin of upper line (for score) +BOARD_UP_MARGIN = 40 +# Margins around all lines +BOARD_MARGIN = 2 + +# Color declarations in the RGB notation +WHITE = (255,255,255) +RED = (255,0,0) +GREEN = (0,255,0) +BLUE = (0,0,255) +ORANGE = (255,69,0) +GOLD = (255,125,0) +PURPLE = (128,0,128) +CYAN = (0,255,255) +BLACK = (0,0,0) + +# Timing constraints +# Time for the generation of TIME_MOVE_EVENT (ms) +MOVE_TICK = 1000 +# Allocated number for the move dowon event +TIMER_MOVE_EVENT = USEREVENT+1 +# Speed up ratio of the game (integer values) +GAME_SPEEDUP_RATIO = 1.5 +# Score LEVEL - first threshold of the score +SCORE_LEVEL = 2000 +# Score level ratio +SCORE_LEVEL_RATIO = 2 + +# Configuration of score +# Number of points for one building block +POINT_VALUE = 100 +# Margin of the SCORE string +POINT_MARGIN = 10 + +# Font size for all strings (score, pause, game over) +FONT_SIZE = 25 diff --git a/easy-tetris.py b/easy-tetris.py new file mode 100644 index 0000000..077b386 --- /dev/null +++ b/easy-tetris.py @@ -0,0 +1,346 @@ +#!/usr/bin/env python3 + +# File: tetris.py +# Description: Main file with tetris game. +# Author: Pavel Benáček + +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program. If not, see . + +import pygame +import pdb + +import random +import math +import block +import constants + +class Tetris(object): + """ + The class with implementation of tetris game logic. + """ + + def __init__(self,bx,by): + """ + Initialize the tetris object. + + Parameters: + - bx - number of blocks in x + - by - number of blocks in y + """ + # Compute the resolution of the play board based on the required number of blocks. + self.resx = bx*constants.BWIDTH+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN + self.resy = by*constants.BHEIGHT+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN + # Prepare the pygame board objects (white lines) + self.board_up = pygame.Rect(0,constants.BOARD_UP_MARGIN,self.resx,constants.BOARD_HEIGHT) + self.board_down = pygame.Rect(0,self.resy-constants.BOARD_HEIGHT,self.resx,constants.BOARD_HEIGHT) + self.board_left = pygame.Rect(0,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy) + self.board_right = pygame.Rect(self.resx-constants.BOARD_HEIGHT,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy) + # List of used blocks + self.blk_list = [] + # Compute start indexes for tetris blocks + self.start_x = math.ceil(self.resx/2.0) + self.start_y = constants.BOARD_UP_MARGIN + constants.BOARD_HEIGHT + constants.BOARD_MARGIN + # Blocka data (shapes and colors). The shape is encoded in the list of [X,Y] points. Each point + # represents the relative position. The true/false value is used for the configuration of rotation where + # False means no rotate and True allows the rotation. + self.block_data = ( + ([[-8,0],[-7,0],[-6,0],[-5,0],[-4,0],[-3,0],[-2,0],[-1,0],[0,0],[1,0],[2,0],[3,0],[4,0],[5,0],[6,0],[7,0]],constants.RED,True), # I block + # ([[0,0],[1,0],[0,1],[-1,1]],constants.GREEN,True), # S block + # ([[0,0],[1,0],[2,0],[2,1]],constants.BLUE,True), # J block + # ([[0,0],[0,1],[1,0],[1,1]],constants.ORANGE,False), # O block + # ([[-1,0],[0,0],[0,1],[1,1]],constants.GOLD,True), # Z block + # ([[0,0],[1,0],[2,0],[1,1]],constants.PURPLE,True), # T block + # ([[0,0],[1,0],[2,0],[0,1]],constants.CYAN,True), # J block + ) + # Compute the number of blocks. When the number of blocks is even, we can use it directly but + # we have to decrese the number of blocks in line by one when the number is odd (because of the used margin). + self.blocks_in_line = bx if bx%2 == 0 else bx-1 + self.blocks_in_pile = by + # Score settings + self.score = 0 + # Remember the current speed + self.speed = 10 + # The score level threshold + self.score_level = constants.SCORE_LEVEL + + def apply_action(self): + """ + Get the event from the event queue and run the appropriate + action. + """ + # Take the event from the event queue. + for ev in pygame.event.get(): + # Check if the close button was fired. + if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'): + self.done = True + # Detect the key evevents for game control. + if ev.type == pygame.KEYDOWN: + if ev.key == pygame.K_DOWN: + self.active_block.move(0,constants.BHEIGHT) + if ev.key == pygame.K_LEFT: + self.active_block.move(-constants.BWIDTH,0) + if ev.key == pygame.K_RIGHT: + self.active_block.move(constants.BWIDTH,0) + if ev.key == pygame.K_SPACE: + self.active_block.rotate() + if ev.key == pygame.K_p: + self.pause() + + # Detect if the movement event was fired by the timer. + if ev.type == constants.TIMER_MOVE_EVENT: + self.active_block.move(0,constants.BHEIGHT) + + def pause(self): + """ + Pause the game and draw the string. This function + also calls the flip function which draws the string on the screen. + """ + # Draw the string to the center of the screen. + self.print_center(["PAUSE","Press \"p\" to continue"]) + pygame.display.flip() + while True: + for ev in pygame.event.get(): + if ev.type == pygame.KEYDOWN and ev.key == pygame.K_p: + return + + def set_move_timer(self): + """ + Setup the move timer to the + """ + # Setup the time to fire the move event. Minimal allowed value is 1 + speed = math.floor(constants.MOVE_TICK / self.speed) + speed = max(1,speed) + pygame.time.set_timer(constants.TIMER_MOVE_EVENT,speed) + + def run(self): + # Initialize the game (pygame, fonts) + pygame.init() + pygame.font.init() + self.myfont = pygame.font.SysFont(pygame.font.get_default_font(),constants.FONT_SIZE) + self.screen = pygame.display.set_mode((self.resx,self.resy)) + pygame.display.set_caption("Tetris") + # Setup the time to fire the move event every given time + self.set_move_timer() + # Control variables for the game. The done signal is used + # to control the main loop (it is set by the quit action), the game_over signal + # is set by the game logic and it is also used for the detection of "game over" drawing. + # Finally the new_block variable is used for the requesting of new tetris block. + self.done = False + self.game_over = False + self.new_block = True + # Print the initial score + self.print_status_line() + while not(self.done) and not(self.game_over): + # Get the block and run the game logic + self.get_block() + self.game_logic() + self.draw_game() + # Display the game_over and wait for a keypress + if self.game_over: + self.print_game_over() + # Disable the pygame stuff + pygame.font.quit() + pygame.display.quit() + + def print_status_line(self): + """ + Print the current state line + """ + string = ["SCORE: {0} SPEED: {1}x".format(self.score,self.speed)] + self.print_text(string,constants.POINT_MARGIN,constants.POINT_MARGIN) + + def print_game_over(self): + """ + Print the game over string. + """ + # Print the game over text + self.print_center(["Game Over","Press \"q\" to exit"]) + # Draw the string + pygame.display.flip() + # Wait untill the space is pressed + while True: + for ev in pygame.event.get(): + if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'): + return + + def print_text(self,str_lst,x,y): + """ + Print the text on the X,Y coordinates. + + Parameters: + - str_lst - list of strings to print. Each string is printed on new line. + - x - X coordinate of the first string + - y - Y coordinate of the first string + """ + prev_y = 0 + for string in str_lst: + size_x,size_y = self.myfont.size(string) + txt_surf = self.myfont.render(string,False,(255,255,255)) + self.screen.blit(txt_surf,(x,y+prev_y)) + prev_y += size_y + + def print_center(self,str_list): + """ + Print the string in the center of the screen. + + Parameters: + - str_lst - list of strings to print. Each string is printed on new line. + """ + max_xsize = max([tmp[0] for tmp in map(self.myfont.size,str_list)]) + self.print_text(str_list,self.resx/2-max_xsize/2,self.resy/2) + + def block_colides(self): + """ + Check if the block colides with any other block. + + The function returns True if the collision is detected. + """ + for blk in self.blk_list: + # Check if the block is not the same + if blk == self.active_block: + continue + # Detect situations + if(blk.check_collision(self.active_block.shape)): + return True + return False + + def game_logic(self): + """ + Implementation of the main game logic. This function detects colisions + and insertion of new tetris blocks. + """ + # Remember the current configuration and try to + # apply the action + self.active_block.backup() + self.apply_action() + # Border logic, check if we colide with down border or any + # other border. This check also includes the detection with other tetris blocks. + down_board = self.active_block.check_collision([self.board_down]) + any_border = self.active_block.check_collision([self.board_left,self.board_up,self.board_right]) + block_any = self.block_colides() + # Restore the configuration if any collision was detected + if down_board or any_border or block_any: + self.active_block.restore() + # So far so good, sample the previous state and try to move down (to detect the colision with other block). + # After that, detect the the insertion of new block. The block new block is inserted if we reached the boarder + # or we cannot move down. + self.active_block.backup() + self.active_block.move(0,constants.BHEIGHT) + can_move_down = not self.block_colides() + self.active_block.restore() + # We end the game if we are on the respawn and we cannot move --> bang! + if not can_move_down and (self.start_x == self.active_block.x and self.start_y == self.active_block.y): + self.game_over = True + # The new block is inserted if we reached down board or we cannot move down. + if down_board or not can_move_down: + # Request new block + self.new_block = True + # Detect the filled line and possibly remove the line from the + # screen. + self.detect_line() + + def detect_line(self): + """ + Detect if the line is filled. If yes, remove the line and + move with remaining bulding blocks to new positions. + """ + # Get each shape block of the non-moving tetris block and try + # to detect the filled line. The number of bulding blocks is passed to the class + # in the init function. + for shape_block in self.active_block.shape: + tmp_y = shape_block.y + tmp_cnt = self.get_blocks_in_line(tmp_y) + # Detect if the line contains the given number of blocks + if tmp_cnt != self.blocks_in_line: + continue + # Ok, the full line is detected! + self.remove_line(tmp_y) + # Update the score. + self.score += self.blocks_in_line * constants.POINT_VALUE + # Check if we need to speed up the game. If yes, change control variables + if self.score > self.score_level: + self.score_level *= constants.SCORE_LEVEL_RATIO + self.speed *= constants.GAME_SPEEDUP_RATIO + # Change the game speed + self.set_move_timer() + + def remove_line(self,y): + """ + Remove the line with given Y coordinates. Blocks below the filled + line are untouched. The rest of blocks (yi > y) are moved one level done. + + Parameters: + - y - Y coordinate to remove. + """ + # Iterate over all blocks in the list and remove blocks with the Y coordinate. + for block in self.blk_list: + block.remove_blocks(y) + # Setup new block list (not needed blocks are removed) + self.blk_list = [blk for blk in self.blk_list if blk.has_blocks()] + + def get_blocks_in_line(self,y): + """ + Get the number of shape blocks on the Y coordinate. + + Parameters: + - y - Y coordinate to scan. + """ + # Iteraveovel all block's shape list and increment the counter + # if the shape block equals to the Y coordinate. + tmp_cnt = 0 + for block in self.blk_list: + for shape_block in block.shape: + tmp_cnt += (1 if y == shape_block.y else 0) + return tmp_cnt + + def draw_board(self): + """ + Draw the white board. + """ + pygame.draw.rect(self.screen,constants.WHITE,self.board_up) + pygame.draw.rect(self.screen,constants.WHITE,self.board_down) + pygame.draw.rect(self.screen,constants.WHITE,self.board_left) + pygame.draw.rect(self.screen,constants.WHITE,self.board_right) + # Update the score + self.print_status_line() + + def get_block(self): + """ + Generate new block into the game if is required. + """ + if self.new_block: + # Get the block and add it into the block list(static for now) + tmp = random.randint(0,len(self.block_data)-1) + data = self.block_data[tmp] + self.active_block = block.Block(data[0],self.start_x,self.start_y,self.screen,data[1],data[2]) + self.blk_list.append(self.active_block) + self.new_block = False + + def draw_game(self): + """ + Draw the game screen. + """ + # Clean the screen, draw the board and draw + # all tetris blocks + self.screen.fill(constants.BLACK) + self.draw_board() + for blk in self.blk_list: + blk.draw() + # Draw the screen buffer + pygame.display.flip() + +if __name__ == "__main__": + Tetris(16,30).run() + +#Special add to try pull requests \ No newline at end of file diff --git a/tetris.py b/tetris.py new file mode 100644 index 0000000..f651d58 --- /dev/null +++ b/tetris.py @@ -0,0 +1,352 @@ +#!/usr/bin/env python3 + +# File: tetris.py +# Description: Main file with tetris game. +# Author: Pavel Benáček + +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program. If not, see . + +import pygame +import pdb + +import random +import math +import block +import constants + +class Tetris(object): + """ + The class with implementation of tetris game logic. + """ + + def __init__(self,bx,by): + """ + Initialize the tetris object. + + Parameters: + - bx - number of blocks in x + - by - number of blocks in y + """ + # Compute the resolution of the play board based on the required number of blocks. + self.resx = bx*constants.BWIDTH+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN + self.resy = by*constants.BHEIGHT+2*constants.BOARD_HEIGHT+constants.BOARD_MARGIN + # Prepare the pygame board objects (white lines) + self.board_up = pygame.Rect(0,constants.BOARD_UP_MARGIN,self.resx,constants.BOARD_HEIGHT) + self.board_down = pygame.Rect(0,self.resy-constants.BOARD_HEIGHT,self.resx,constants.BOARD_HEIGHT) + self.board_left = pygame.Rect(0,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy) + self.board_right = pygame.Rect(self.resx-constants.BOARD_HEIGHT,constants.BOARD_UP_MARGIN,constants.BOARD_HEIGHT,self.resy) + # List of used blocks + self.blk_list = [] + # Compute start indexes for tetris blocks + self.start_x = math.ceil(self.resx/2.0) + self.start_y = constants.BOARD_UP_MARGIN + constants.BOARD_HEIGHT + constants.BOARD_MARGIN + # Blocka data (shapes and colors). The shape is encoded in the list of [X,Y] points. Each point + # represents the relative position. The true/false value is used for the configuration of rotation where + # False means no rotate and True allows the rotation. + self.block_data = ( + ([[-8,0],[-7,0],[-6,0],[-5,0],[-4,0],[-3,0],[-2,0],[-1,0],[0,0],[1,0],[2,0],[3,0],[4,0],[5,0],[6,0],[7,0], + [-8,1],[-7,1],[-6,1],[-5,1],[-4,1],[-3,1],[-2,1],[-1,1],[0,1],[1,1],[2,1],[3,1],[4,1],[5,1],[6,1],[7,1], + [-8,2],[-7,2],[-6,2],[-5,2],[-4,2],[-3,2],[-2,2],[-1,2],[0,2],[1,2],[2,2],[3,2],[4,2],[5,2],[6,2],[7,2], + [-8,3],[-7,3],[-6,3],[-5,3],[-4,3],[-3,3],[-2,3],[-1,3],[0,3],[1,3],[2,3],[3,3],[4,3],[5,3],[6,3],[7,3], + [-8,4],[-7,4],[-6,4],[-5,4],[-4,4],[-3,4],[-2,4],[-1,4],[0,4],[1,4],[2,4],[3,4],[4,4],[5,4],[6,4],[7,4], + [-8,5],[-7,5],[-6,5],[-5,5],[-4,5],[-3,5],[-2,5],[-1,5],[0,5],[1,5],[2,5],[3,5],[4,5],[5,5],[6,5],[7,5] + ],constants.RED,True), # I block + ([[0,0]],constants.GREEN,True), # S block + # ([[0,0],[1,0],[2,0],[2,1]],constants.BLUE,True), # J block + # ([[0,0],[0,1],[1,0],[1,1]],constants.ORANGE,False), # O block + # ([[-1,0],[0,0],[0,1],[1,1]],constants.GOLD,True), # Z block + # ([[0,0],[1,0],[2,0],[1,1]],constants.PURPLE,True), # T block + # ([[0,0],[1,0],[2,0],[0,1]],constants.CYAN,True), # J block + ) + # Compute the number of blocks. When the number of blocks is even, we can use it directly but + # we have to decrese the number of blocks in line by one when the number is odd (because of the used margin). + self.blocks_in_line = bx if bx%2 == 0 else bx-1 + self.blocks_in_pile = by + # Score settings + self.score = 0 + # Remember the current speed + self.speed = 1 + # The score level threshold + self.score_level = constants.SCORE_LEVEL + + def apply_action(self): + """ + Get the event from the event queue and run the appropriate + action. + """ + # Take the event from the event queue. + for ev in pygame.event.get(): + # Check if the close button was fired. + if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'): + self.done = True + # Detect the key evevents for game control. + if ev.type == pygame.KEYDOWN: + if ev.key == pygame.K_DOWN: + self.active_block.move(0,constants.BHEIGHT) + if ev.key == pygame.K_LEFT: + self.active_block.move(-constants.BWIDTH,0) + if ev.key == pygame.K_RIGHT: + self.active_block.move(constants.BWIDTH,0) + if ev.key == pygame.K_SPACE: + self.active_block.rotate() + if ev.key == pygame.K_p: + self.pause() + + # Detect if the movement event was fired by the timer. + if ev.type == constants.TIMER_MOVE_EVENT: + self.active_block.move(0,constants.BHEIGHT) + + def pause(self): + """ + Pause the game and draw the string. This function + also calls the flip function which draws the string on the screen. + """ + # Draw the string to the center of the screen. + self.print_center(["PAUSE","Press \"p\" to continue"]) + pygame.display.flip() + while True: + for ev in pygame.event.get(): + if ev.type == pygame.KEYDOWN and ev.key == pygame.K_p: + return + + def set_move_timer(self): + """ + Setup the move timer to the + """ + # Setup the time to fire the move event. Minimal allowed value is 1 + speed = math.floor(constants.MOVE_TICK / self.speed) + speed = max(1,speed) + pygame.time.set_timer(constants.TIMER_MOVE_EVENT,speed) + + def run(self): + # Initialize the game (pygame, fonts) + pygame.init() + pygame.font.init() + self.myfont = pygame.font.SysFont(pygame.font.get_default_font(),constants.FONT_SIZE) + self.screen = pygame.display.set_mode((self.resx,self.resy)) + pygame.display.set_caption("Tetris") + # Setup the time to fire the move event every given time + self.set_move_timer() + # Control variables for the game. The done signal is used + # to control the main loop (it is set by the quit action), the game_over signal + # is set by the game logic and it is also used for the detection of "game over" drawing. + # Finally the new_block variable is used for the requesting of new tetris block. + self.done = False + self.game_over = False + self.new_block = True + # Print the initial score + self.print_status_line() + while not(self.done) and not(self.game_over): + # Get the block and run the game logic + self.get_block() + self.game_logic() + self.draw_game() + # Display the game_over and wait for a keypress + if self.game_over: + self.print_game_over() + # Disable the pygame stuff + pygame.font.quit() + pygame.display.quit() + + def print_status_line(self): + """ + Print the current state line + """ + string = ["SCORE: {0} SPEED: {1}x".format(self.score,self.speed)] + self.print_text(string,constants.POINT_MARGIN,constants.POINT_MARGIN) + + def print_game_over(self): + """ + Print the game over string. + """ + # Print the game over text + self.print_center(["Game Over","Press \"q\" to exit"]) + # Draw the string + pygame.display.flip() + # Wait untill the space is pressed + while True: + for ev in pygame.event.get(): + if ev.type == pygame.QUIT or (ev.type == pygame.KEYDOWN and ev.unicode == 'q'): + return + + def print_text(self,str_lst,x,y): + """ + Print the text on the X,Y coordinates. + + Parameters: + - str_lst - list of strings to print. Each string is printed on new line. + - x - X coordinate of the first string + - y - Y coordinate of the first string + """ + prev_y = 0 + for string in str_lst: + size_x,size_y = self.myfont.size(string) + txt_surf = self.myfont.render(string,False,(255,255,255)) + self.screen.blit(txt_surf,(x,y+prev_y)) + prev_y += size_y + + def print_center(self,str_list): + """ + Print the string in the center of the screen. + + Parameters: + - str_lst - list of strings to print. Each string is printed on new line. + """ + max_xsize = max([tmp[0] for tmp in map(self.myfont.size,str_list)]) + self.print_text(str_list,self.resx/2-max_xsize/2,self.resy/2) + + def block_colides(self): + """ + Check if the block colides with any other block. + + The function returns True if the collision is detected. + """ + for blk in self.blk_list: + # Check if the block is not the same + if blk == self.active_block: + continue + # Detect situations + if(blk.check_collision(self.active_block.shape)): + return True + return False + + def game_logic(self): + """ + Implementation of the main game logic. This function detects colisions + and insertion of new tetris blocks. + """ + # Remember the current configuration and try to + # apply the action + self.active_block.backup() + self.apply_action() + # Border logic, check if we colide with down border or any + # other border. This check also includes the detection with other tetris blocks. + down_board = self.active_block.check_collision([self.board_down]) + any_border = self.active_block.check_collision([self.board_left,self.board_up,self.board_right]) + block_any = self.block_colides() + # Restore the configuration if any collision was detected + if down_board or any_border or block_any: + self.active_block.restore() + # So far so good, sample the previous state and try to move down (to detect the colision with other block). + # After that, detect the the insertion of new block. The block new block is inserted if we reached the boarder + # or we cannot move down. + self.active_block.backup() + self.active_block.move(0,constants.BHEIGHT) + can_move_down = not self.block_colides() + self.active_block.restore() + # We end the game if we are on the respawn and we cannot move --> bang! + if not can_move_down and (self.start_x == self.active_block.x and self.start_y == self.active_block.y): + self.game_over = True + # The new block is inserted if we reached down board or we cannot move down. + if down_board or not can_move_down: + # Request new block + self.new_block = True + # Detect the filled line and possibly remove the line from the + # screen. + self.detect_line() + + def detect_line(self): + """ + Detect if the line is filled. If yes, remove the line and + move with remaining bulding blocks to new positions. + """ + # Get each shape block of the non-moving tetris block and try + # to detect the filled line. The number of bulding blocks is passed to the class + # in the init function. + for shape_block in self.active_block.shape: + tmp_y = shape_block.y + tmp_cnt = self.get_blocks_in_line(tmp_y) + # Detect if the line contains the given number of blocks + if tmp_cnt != self.blocks_in_line: + continue + # Ok, the full line is detected! + self.remove_line(tmp_y) + # Update the score. + self.score += self.blocks_in_line * constants.POINT_VALUE + # Check if we need to speed up the game. If yes, change control variables + if self.score > self.score_level: + self.score_level *= constants.SCORE_LEVEL_RATIO + self.speed *= constants.GAME_SPEEDUP_RATIO + # Change the game speed + self.set_move_timer() + + def remove_line(self,y): + """ + Remove the line with given Y coordinates. Blocks below the filled + line are untouched. The rest of blocks (yi > y) are moved one level done. + + Parameters: + - y - Y coordinate to remove. + """ + # Iterate over all blocks in the list and remove blocks with the Y coordinate. + for block in self.blk_list: + block.remove_blocks(y) + # Setup new block list (not needed blocks are removed) + self.blk_list = [blk for blk in self.blk_list if blk.has_blocks()] + + def get_blocks_in_line(self,y): + """ + Get the number of shape blocks on the Y coordinate. + + Parameters: + - y - Y coordinate to scan. + """ + # Iteraveovel all block's shape list and increment the counter + # if the shape block equals to the Y coordinate. + tmp_cnt = 0 + for block in self.blk_list: + for shape_block in block.shape: + tmp_cnt += (1 if y == shape_block.y else 0) + return tmp_cnt + + def draw_board(self): + """ + Draw the white board. + """ + pygame.draw.rect(self.screen,constants.WHITE,self.board_up) + pygame.draw.rect(self.screen,constants.WHITE,self.board_down) + pygame.draw.rect(self.screen,constants.WHITE,self.board_left) + pygame.draw.rect(self.screen,constants.WHITE,self.board_right) + # Update the score + self.print_status_line() + + def get_block(self): + """ + Generate new block into the game if is required. + """ + if self.new_block: + # Get the block and add it into the block list(static for now) + tmp = random.randint(0,len(self.block_data)-1) + data = self.block_data[tmp] + self.active_block = block.Block(data[0],self.start_x,self.start_y,self.screen,data[1],data[2]) + self.blk_list.append(self.active_block) + self.new_block = False + + def draw_game(self): + """ + Draw the game screen. + """ + # Clean the screen, draw the board and draw + # all tetris blocks + self.screen.fill(constants.BLACK) + self.draw_board() + for blk in self.blk_list: + blk.draw() + # Draw the screen buffer + pygame.display.flip() + +if __name__ == "__main__": + Tetris(60,45).run() + +#Special add to try pull requests \ No newline at end of file