from random import randrange as rand import pygame, sys # The configuration cell_size = 18 cols = 10 rows = 22 maxfps = 30 colors = [ (0, 0, 0 ), (255, 85, 85), (100, 200, 115), (120, 108, 245), (255, 140, 50 ), (50, 120, 52 ), (146, 202, 73 ), (150, 161, 218 ), (35, 35, 35) # Helper color for background grid ] # Define the shapes of the single parts tetris_shapes = [ [[1, 1, 1], [0, 1, 0]], [[0, 2, 2], [2, 2, 0]], [[3, 3, 0], [0, 3, 3]], [[4, 0, 0], [4, 4, 4]], [[0, 0, 5], [5, 5, 5]], [[6, 6, 6, 6]], [[7, 7], [7, 7]] ] def rotate_clockwise(shape): return [ [ shape[y][x] for y in range(len(shape)) ] for x in range(len(shape[0]) - 1, -1, -1) ] def check_collision(board, shape, offset): off_x, off_y = offset for cy, row in enumerate(shape): for cx, cell in enumerate(row): try: if cell and board[ cy + off_y ][ cx + off_x ]: return True except IndexError: return True return False def remove_row(board, row): del board[row] return [[0 for i in range(cols)]] + board def join_matrixes(mat1, mat2, mat2_off): off_x, off_y = mat2_off for cy, row in enumerate(mat2): for cx, val in enumerate(row): mat1[cy+off_y-1 ][cx+off_x] += val return mat1 def new_board(): board = [ [ 0 for x in range(cols) ] for y in range(rows) ] board += [[ 1 for x in range(cols)]] return board class TetrisApp(object): def __init__(self): pygame.init() pygame.key.set_repeat(250,25) self.width = cell_size*(cols+6) self.height = cell_size*rows self.rlim = cell_size*cols self.bground_grid = [[ 8 if x%2==y%2 else 0 for x in range(cols)] for y in range(rows)] self.default_font = pygame.font.Font( pygame.font.get_default_font(), 12) self.screen = pygame.display.set_mode((self.width, self.height)) pygame.event.set_blocked(pygame.MOUSEMOTION) # We do not need # mouse movement # events, so we # block them. self.next_stone = tetris_shapes[rand(len(tetris_shapes))] self.init_game() def new_stone(self): self.stone = self.next_stone[:] self.next_stone = tetris_shapes[rand(len(tetris_shapes))] self.stone_x = int(cols / 2 - len(self.stone[0])/2) self.stone_y = 0 if check_collision(self.board, self.stone, (self.stone_x, self.stone_y)): self.gameover = True def init_game(self): self.board = new_board() self.new_stone() self.level = 1 self.score = 0 self.lines = 0 pygame.time.set_timer(pygame.USEREVENT+1, 1000) def disp_msg(self, msg, topleft): x,y = topleft for line in msg.splitlines(): self.screen.blit( self.default_font.render( line, False, (255,255,255), (0,0,0)), (x,y)) y+=14 def center_msg(self, msg): for i, line in enumerate(msg.splitlines()): msg_image = self.default_font.render(line, False, (255,255,255), (0,0,0)) msgim_center_x, msgim_center_y = msg_image.get_size() msgim_center_x //= 2 msgim_center_y //= 2 self.screen.blit(msg_image, ( self.width // 2-msgim_center_x, self.height // 2-msgim_center_y+i*22)) def draw_matrix(self, matrix, offset): off_x, off_y = offset for y, row in enumerate(matrix): for x, val in enumerate(row): if val: pygame.draw.rect( self.screen, colors[val], pygame.Rect( (off_x+x) * cell_size, (off_y+y) * cell_size, cell_size, cell_size),0) def add_cl_lines(self, n): linescores = [0, 40, 100, 300, 1200] self.lines += n self.score += linescores[n] * self.level if self.lines >= self.level*6: self.level += 1 newdelay = 1000-50*(self.level-1) newdelay = 100 if newdelay < 100 else newdelay pygame.time.set_timer(pygame.USEREVENT+1, newdelay) def move(self, delta_x): if not self.gameover and not self.paused: new_x = self.stone_x + delta_x if new_x < 0: new_x = 0 if new_x > cols - len(self.stone[0]): new_x = cols - len(self.stone[0]) if not check_collision(self.board, self.stone, (new_x, self.stone_y)): self.stone_x = new_x def quit(self): self.center_msg("Exiting...") pygame.display.update() sys.exit() def drop(self, manual): if not self.gameover and not self.paused: self.score += 1 if manual else 0 self.stone_y += 1 if check_collision(self.board, self.stone, (self.stone_x, self.stone_y)): self.board = join_matrixes( self.board, self.stone, (self.stone_x, self.stone_y)) self.new_stone() cleared_rows = 0 while True: for i, row in enumerate(self.board[:-1]): if 0 not in row: self.board = remove_row( self.board, i) cleared_rows += 1 break else: break self.add_cl_lines(cleared_rows) return True return False def insta_drop(self): if not self.gameover and not self.paused: while(not self.drop(True)): pass def rotate_stone(self): if not self.gameover and not self.paused: new_stone = rotate_clockwise(self.stone) if not check_collision(self.board, new_stone, (self.stone_x, self.stone_y)): self.stone = new_stone def toggle_pause(self): self.paused = not self.paused def start_game(self): if self.gameover: self.init_game() self.gameover = False def run(self): key_actions = { 'ESCAPE': self.quit, 'LEFT': lambda:self.move(-1), 'RIGHT': lambda:self.move(+1), 'DOWN': lambda:self.drop(True), 'UP': self.rotate_stone, 'p': self.toggle_pause, 'SPACE': self.start_game, 'RETURN': self.insta_drop } self.gameover = False self.paused = False dont_burn_my_cpu = pygame.time.Clock() while 1: self.screen.fill((0,0,0)) if self.gameover: self.center_msg("""Game Over!\nYour score: %d Press space to continue""" % self.score) else: if self.paused: self.center_msg("Paused") else: pygame.draw.line(self.screen, (255,255,255), (self.rlim+1, 0), (self.rlim+1, self.height-1)) self.disp_msg("Next:", ( self.rlim+cell_size, 2)) self.disp_msg("Score: %d\n\nLevel: %d\ \nLines: %d" % (self.score, self.level, self.lines), (self.rlim+cell_size, cell_size*5)) self.draw_matrix(self.bground_grid, (0,0)) self.draw_matrix(self.board, (0,0)) self.draw_matrix(self.stone, (self.stone_x, self.stone_y)) self.draw_matrix(self.next_stone, (cols+1,2)) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.USEREVENT+1: self.drop(False) elif event.type == pygame.QUIT: self.quit() elif event.type == pygame.KEYDOWN: for key in key_actions: if event.key == eval("pygame.K_" +key): key_actions[key]() dont_burn_my_cpu.tick(maxfps) if __name__ == '__main__': App = TetrisApp() App.run()
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 |