tetrys/tetris.py

297 lines
8.4 KiB
Python
Executable File

#!/usr/bin/env python
import pygame
import random
#
# Tetrad
#
class Tetrad:
block_rotations = 4
block_configs = [
(1, [[(1, 0), (1, 1), (1, 2), (1, 3)], [(0, 1), (1, 1), (2, 1), (3, 1)], [(1, 0), (1, 1), (1, 2), (1, 3)], [(0, 1), (1, 1), (2, 1), (3, 1)]]), # Shape_I
(2, [[(0, 1), (1, 1), (2, 1), (1, 2)], [(1, 0), (1, 1), (2, 1), (1, 2)], [(1, 0), (0, 1), (1, 1), (2, 1)], [(1, 0), (0, 1), (1, 1), (1, 2)]]), # Shape T
(3, [[(0, 0), (0, 1), (1, 0), (1, 1)], [(0, 0), (0, 1), (1, 0), (1, 1)], [(0, 0), (0, 1), (1, 0), (1, 1)], [(0, 0), (0, 1), (1, 0), (1, 1)]]), # Shape O
(4, [[(1, 0), (1, 1), (1, 2), (2, 2)], [(2, 0), (2, 1), (1, 1), (0, 1)], [(0, 0), (1, 0), (1, 1), (1, 2)], [(0, 1), (1, 1), (2, 1), (0, 2)]]), # Shape L
(5, [[(1, 0), (1, 1), (1, 2), (0, 2)], [(2, 1), (2, 2), (1, 1), (0, 1)], [(1, 0), (2, 0), (1, 1), (1, 2)], [(0, 0), (1, 1), (2, 1), (0, 1)]]), # Shape J
(6, [[(1, 1), (2, 1), (0, 2), (1, 2)], [(1, 0), (1, 1), (2, 1), (2, 2)], [(1, 1), (2, 1), (0, 2), (1, 2)], [(1, 0), (1, 1), (2, 1), (2, 2)]]), # Shape S
(7, [[(0, 1), (1, 1), (1, 2), (2, 2)], [(1, 1), (1, 2), (2, 0), (2, 1)], [(0, 1), (1, 1), (1, 2), (2, 2)], [(1, 1), (1, 2), (2, 0), (2, 1)]]) # Shape Z
]
def __init__(self, position, config, rotation):
self.position = position
self.config = config
self.rotation = rotation
def color(self):
return self.block_configs[self.config][0]
def layout(self):
layout = self.block_configs[self.config][1][self.rotation]
return map(lambda p: (self.position[0]+p[0], self.position[1]+p[1]), layout)
def moved_left(self):
return Tetrad((self.position[0]-1, self.position[1]), self.config, self.rotation)
def moved_right(self):
return Tetrad((self.position[0]+1, self.position[1]), self.config, self.rotation)
def moved_down(self):
return Tetrad((self.position[0], self.position[1]+1), self.config, self.rotation)
def rotated(self):
return Tetrad(self.position, self.config, (self.rotation + 1) % self.block_rotations)
@staticmethod
def random(position=(0, 0)):
config = random.randrange(len(Tetrad.block_configs))
rotation = random.randrange(Tetrad.block_rotations)
return Tetrad(position, config, rotation)
#
# Board
#
class Board:
border_color = pygame.Color(0xff, 0xff, 0xff, 0xff)
grid_color = pygame.Color(0x80, 0x80, 0x80, 0xff)
block_colors = [
pygame.Color(0x00, 0x00, 0x00, 0xff), # Black
pygame.Color(0x00, 0xff, 0xff, 0xff), # Cyan
pygame.Color(0x00, 0x00, 0xff, 0xff), # Blue
pygame.Color(0xff, 0x80, 0x00, 0xff), # Orange
pygame.Color(0xff, 0xff, 0x00, 0xff), # Yellow
pygame.Color(0x00, 0xff, 0x00, 0xff), # Green
pygame.Color(0x80, 0x00, 0x80, 0xff), # Purple
pygame.Color(0xff, 0x00, 0x00, 0xff) # Red
]
def __init__(self, grid_position, grid_dims, grid_border_width, block_dims):
self.grid_dims = grid_dims
self.grid_border_width = grid_border_width
self.block_dims = block_dims
grid_screen_dims = grid_border_width*2+grid_dims[0]*block_dims[0], grid_border_width*2+grid_dims[1]*block_dims[1]
self.grid_rect = pygame.Rect(grid_position, grid_screen_dims)
self.blocks = [[0]*grid_dims[0] for i in range(grid_dims[1])]
def render(self, surface, tetrad):
self.render_frame(surface)
self.render_blocks(surface)
self.render_tetrad(surface, tetrad)
def render_frame(self, surface):
pygame.draw.rect(surface, self.border_color, self.grid_rect, self.grid_border_width)
def render_blocks(self, surface):
for y in xrange(self.grid_dims[1]):
for x in xrange(self.grid_dims[0]):
self.render_block(surface, self.blocks[y][x], (x, y))
def render_tetrad(self, surface, tetrad):
color = tetrad.color()
for point in tetrad.layout():
self.render_block(surface, color, point)
def render_block(self, surface, color, position):
block_rect = self.block_screen_rect(position)
pygame.draw.rect(surface, self.block_colors[color], block_rect)
if color != 0:
pygame.draw.rect(surface, self.grid_color, block_rect, 1)
def block_screen_rect(self, position):
top_left = (
self.grid_border_width+self.grid_rect.x+self.block_dims[0]*position[0],
self.grid_border_width+self.grid_rect.y+self.block_dims[1]*position[1]
)
return pygame.Rect(top_left, self.block_dims)
def can_place_tetrad(self, tetrad):
for point in tetrad.layout():
if point[0] < 0 or point[1] < 0:
return False
if point[0] >= self.grid_dims[0] or point[1] >= self.grid_dims[1]:
return False
if self.blocks[point[1]][point[0]] != 0:
return False
return True
def place_tetrad(self, tetrad):
color = tetrad.color()
for point in tetrad.layout():
self.blocks[point[1]][point[0]] = color
def settle(self):
row_src = row_dst = self.grid_dims[1] - 1
while row_dst >= 0:
row_data = self.blocks[row_src] if row_src >= 0 else self.grid_dims[0] * [0]
self.blocks[row_dst] = row_data
row_src -= 1
if 0 in row_data:
row_dst -= 1
#
# Game
#
class Game:
interval = 500
def __init__(self):
self.new_game()
def new_game(self):
self.board = Board((10, 10), (10, 20), 3, (20, 20))
self.tetrad = Tetrad.random()
self.counter = 0
def render(self, surface):
self.board.render(surface, self.tetrad)
def advance(self, elapsed):
self.counter += elapsed
if self.counter > self.interval:
self.move_down()
def try_placement(self, tetrad):
if self.board.can_place_tetrad(tetrad):
self.tetrad = tetrad
return True
return False
def move_left(self):
self.try_placement(self.tetrad.moved_left())
def move_right(self):
self.try_placement(self.tetrad.moved_right())
def move_down(self):
self.counter = 0
if not self.try_placement(self.tetrad.moved_down()):
self.board.place_tetrad(self.tetrad)
self.board.settle()
self.tetrad = Tetrad.random()
def rotate(self):
self.try_placement(self.tetrad.rotated())
#
# Engine
#
class Engine:
def __init__(self):
self.surface = None
self.game = Game()
def create(self, resolution):
pygame.init()
self.surface = pygame.display.set_mode(resolution, pygame.DOUBLEBUF)
self.ticks = pygame.time.get_ticks()
if pygame.joystick.get_count() > 0:
self.joystick = pygame.joystick.Joystick(0)
self.joystick.init()
else:
self.joystick = None
def update(self):
ticks = pygame.time.get_ticks()
self.game.advance(ticks - self.ticks)
self.game.render(self.surface)
self.ticks = ticks
pygame.display.flip()
pygame.time.delay(1)
event = pygame.event.poll()
return self.handle_event(event)
def destroy(self):
self.surface = None
if self.joystick is not None:
self.joystick.quit()
pygame.quit()
def handle_event(self, event):
if event.type == pygame.QUIT:
return False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.game.move_left()
elif event.key == pygame.K_RIGHT:
self.game.move_right()
elif event.key == pygame.K_DOWN:
self.game.move_down()
elif event.key == pygame.K_UP:
self.game.rotate()
elif event.key == pygame.K_ESCAPE:
return False
elif event.type == pygame.JOYAXISMOTION:
if event.axis == 0:
if event.value > 0: self.game.move_right()
elif event.value < 0: self.game.move_left()
elif event.axis == 1:
if event.value > 0: self.game.move_down()
elif event.value < 0: self.game.rotate()
return True
#
# Entry
#
def main():
engine = Engine()
engine.create((800, 600))
while engine.update():
pass
engine.destroy()
if __name__ == '__main__':
main()