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
Write, Run & Share Python code online using OneCompiler's Python online compiler for free. It's one of the robust, feature-rich online compilers for python language, supporting both the versions which are Python 3 and Python 2.7. Getting started with the OneCompiler's Python editor is easy and fast. The editor shows sample boilerplate code when you choose language as Python or Python2 and start coding.
OneCompiler's python online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample python program which takes name as input and print your name with hello.
import sys
name = sys.stdin.readline()
print("Hello "+ name)
Python is a very popular general-purpose programming language which was created by Guido van Rossum, and released in 1991. It is very popular for web development and you can build almost anything like mobile apps, web apps, tools, data analytics, machine learning etc. It is designed to be simple and easy like english language. It's is highly productive and efficient making it a very popular language.
When ever you want to perform a set of operations based on a condition IF-ELSE is used.
if conditional-expression
#code
elif conditional-expression
#code
else:
#code
Indentation is very important in Python, make sure the indentation is followed correctly
For loop is used to iterate over arrays(list, tuple, set, dictionary) or strings.
mylist=("Iphone","Pixel","Samsung")
for i in mylist:
print(i)
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while condition
#code
There are four types of collections in Python.
List is a collection which is ordered and can be changed. Lists are specified in square brackets.
mylist=["iPhone","Pixel","Samsung"]
print(mylist)
Tuple is a collection which is ordered and can not be changed. Tuples are specified in round brackets.
myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
Below throws an error if you assign another value to tuple again.
myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
myTuple[1]="onePlus"
print(myTuple)
Set is a collection which is unordered and unindexed. Sets are specified in curly brackets.
myset = {"iPhone","Pixel","Samsung"}
print(myset)
Dictionary is a collection of key value pairs which is unordered, can be changed, and indexed. They are written in curly brackets with key - value pairs.
mydict = {
"brand" :"iPhone",
"model": "iPhone 11"
}
print(mydict)
Following are the libraries supported by OneCompiler's Python compiler
Name | Description |
---|---|
NumPy | NumPy python library helps users to work on arrays with ease |
SciPy | SciPy is a scientific computation library which depends on NumPy for convenient and fast N-dimensional array manipulation |
SKLearn/Scikit-learn | Scikit-learn or Scikit-learn is the most useful library for machine learning in Python |
Pandas | Pandas is the most efficient Python library for data manipulation and analysis |
DOcplex | DOcplex is IBM Decision Optimization CPLEX Modeling for Python, is a library composed of Mathematical Programming Modeling and Constraint Programming Modeling |