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tetris.py
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tetris.py
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import pygame, sys, time, random
from collections import defaultdict
from pharmacontroller import SCREEN_SIZE, PANEL_SIZE, PharmaScreen
"""
TETRIS, pharmacy cross edition
- Use left/right arrows or q/s to move to the side
- Use up arrow or z to rotate 90° clockwise
- Use down arrow or s to move down faster
- Press enter to restart
"""
# Parameters
KEY_COOLDOWN = .1 # Time before checking again sideways displacements (in s)
START_SPEED = .5 # Time between two down movements of the falling piece at the start (in s)
SPEEDUP_FACTOR = .94 # Factor by which the previously mentionned time is multiplied when completing a line
SCALE = 2 # Width in cross pixels of a single piece pixel (should be 1 or 2)
SHOW_FINAL_POS = True # Whether or not to show the final position
FINAL_POS_BLINK_DELAY = .2 # Blinking period of the final position (in s)
FULL_BRIGHT = 1 # Brightness of the main elements (between 0 and 1)
LIGHT_BRIGHT = 2/8 # Brightness of the edge and final position (between 0 and 1)
POINTS = [1, 4, 9, 16] # Points earned by completing 1, 2, 3 and 4 lines at once respectively
DEBUG = False
# Constants
HEIGHT = SCREEN_SIZE // SCALE
WIDTH = PANEL_SIZE // SCALE
PIECES = [
[[0, 0, 0, 0], [1, 1, 1, 1], [0, 0, 0, 0], [0, 0, 0, 0]], # I
[[1, 1], [1, 1]], # O
[[0, 1, 1], [1, 1, 0], [0, 0, 0]], # S
[[1, 1, 0], [0, 1, 1], [0, 0, 0]], # Z
[[0, 1, 0], [0, 1, 0], [0, 1, 1]], # L
[[0, 1, 0], [0, 1, 0], [1, 1, 0]], # J
[[0, 0, 0], [1, 1, 1], [0, 1, 0]], # T
]
LETTERS = {
'A': [[1, 1, 1], [1, 0, 1], [1, 1, 1], [1, 0, 1], [1, 0, 1]],
'C': [[1, 1, 1], [1, 0, 0], [1, 0, 0], [1, 0, 0], [1, 1, 1]],
'E': [[1, 1, 1], [1, 0, 0], [1, 1, 0], [1, 0, 0], [1, 1, 1]],
'G': [[1, 1, 1], [1, 0, 0], [1, 0, 0], [1, 0, 1], [1, 1, 1]],
'N': [[1, 1, 0], [1, 0, 1], [1, 0, 1], [1, 0, 1], [1, 0, 1]],
'M': [[1, 0, 0, 0, 1], [1, 1, 0, 1, 1], [1, 0, 1, 0, 1], [1, 0, 0, 0, 1], [1, 0, 0, 0, 1]],
'O': [[1, 1, 1], [1, 0, 1], [1, 0, 1], [1, 0, 1], [1, 1, 1]],
'P': [[1, 1, 1], [1, 0, 1], [1, 1, 1], [1, 0, 0], [1, 0, 0]],
'R': [[1, 1, 1], [1, 0, 1], [1, 1, 0], [1, 0, 1], [1, 0, 1]],
'S': [[1, 1, 1], [1, 0, 0], [1, 1, 1], [0, 0, 1], [1, 1, 1]],
'T': [[1, 1, 1], [0, 1, 0], [0, 1, 0], [0, 1, 0], [0, 1, 0]],
'V': [[1, 0, 1], [1, 0, 1], [1, 0, 1], [1, 0, 1], [0, 1, 0]],
'X': [[1, 0, 1], [1, 0, 1], [0, 1, 0], [1, 0, 1], [1, 0, 1]],
'0': [[1, 1, 1], [1, 0, 1], [1, 0, 1], [1, 0, 1], [1, 1, 1]],
'1': [[0, 1, 0], [1, 1, 0], [0, 1, 0], [0, 1, 0], [1, 1, 1]],
'2': [[1, 1, 1], [0, 0, 1], [1, 1, 1], [1, 0, 0], [1, 1, 1]],
'3': [[1, 1, 1], [0, 0, 1], [0, 1, 1], [0, 0, 1], [1, 1, 1]],
'4': [[1, 0, 1], [1, 0, 1], [1, 1, 1], [0, 0, 1], [0, 0, 1]],
'5': [[1, 1, 1], [1, 0, 0], [1, 1, 1], [0, 0, 1], [1, 1, 1]],
'6': [[1, 1, 1], [1, 0, 0], [1, 1, 1], [1, 0, 1], [1, 1, 1]],
'7': [[1, 1, 1], [0, 0, 1], [0, 1, 0], [1, 0, 0], [1, 0, 0]],
'8': [[1, 1, 1], [1, 0, 1], [1, 1, 1], [1, 0, 1], [1, 1, 1]],
'9': [[1, 1, 1], [1, 0, 1], [1, 1, 1], [0, 0, 1], [1, 1, 1]],
':': [[0], [1], [0], [1], [0]],
' ': [[0], [0], [0], [0], [0]],
}
# Code to handle pieces
def random_piece():
piece = random.choice(PIECES)
for _ in range(random.randrange(4)):
piece = rotate_piece(piece)
return piece
def rotate_piece(piece):
piece = [line for line in piece[::-1]]
piece = [[piece[x][y] for x in range(len(piece))] for y in range(len(piece))]
return piece
# Drawing code
def draw_pixel(image, y, x, bright=FULL_BRIGHT):
if not (0 <= y < SCREEN_SIZE and 0 <= x < SCREEN_SIZE):
if DEBUG:
print(f'Warning: Trying to draw pixel out of bounds at ({y}, {x}).')
return
bright = max(0, min(1, bright))
image[y][x] = bright
def draw_letter(image, c, y, x, bright=FULL_BRIGHT, letter_scale=1):
letter = LETTERS[c]
for dy in range(len(letter)):
for dx in range(len(letter[0])):
for ddy in range(letter_scale):
for ddx in range(letter_scale):
draw_pixel(image, y + letter_scale * dy + ddy, x + letter_scale * dx + ddx, letter[dy][dx] * bright)
return letter_scale * (len(letter[0]) + 1)
def draw_text(image, text, y, x, bright=FULL_BRIGHT, letter_scale=1):
for c in text:
x += draw_letter(image, c, y, x, bright, letter_scale)
return x
def draw_piece(image, piece, y, x, bright=FULL_BRIGHT, scale=SCALE):
"""Draw piece by its absolute coordinates"""
for dy in range(len(piece)):
for dx in range(len(piece[0])):
if piece[dy][dx]:
for ddy in range(scale):
for ddx in range(scale):
draw_pixel(image, y + scale * dy + ddy, x + scale * dx + ddx, bright)
def draw_piece_grid(image, piece, y, x, bright=FULL_BRIGHT):
"""Draw piece by its grid coordinates"""
draw_piece(image, piece, SCALE * y, PANEL_SIZE + SCALE * x, bright)
# Main game code
class Tetris:
def __init__(self):
# Init grid
self.grid = [[0 for _ in range(WIDTH)] for _ in range(HEIGHT)]
# Generate first piece
self.next_piece = random_piece()
self.new_piece()
# Parameters
self.speed = START_SPEED
self.score = 0
self.running = True
self.last_event_time = defaultdict(int)
self.show_final_pos = True
self.game_over_scrolling = 0
def new_piece(self):
# If we can't place the new piece, game over
if not self.check_piece(0, (WIDTH - 1) // 2, self.next_piece):
return self.game_over()
# Initialize the new piece
self.current_piece = self.next_piece
self.next_piece = random_piece()
self.piece_y = 0
self.piece_x = (WIDTH - 1) // 2
def update(self, force=False):
# Check if enough time has elapsed since last time
if not force and time.time() - self.last_event_time['move'] < self.speed:
return
self.last_event_time['move'] = time.time()
# Check if the piece can go down
new_y = self.piece_y + 1
if self.check_piece(new_y, self.piece_x, self.current_piece):
self.piece_y = new_y
else:
self.deposit_piece()
self.new_piece()
def step(self):
if self.running:
self.handle_input(pygame.key.get_pressed())
self.update()
return self.generate_image()
else:
image = [[0 for _ in range(SCREEN_SIZE)] for _ in range(SCREEN_SIZE)]
final_pix_x = draw_text(
image,
f'GAME OVER SCORE: {game.score} ',
PANEL_SIZE + 3,
SCREEN_SIZE - self.game_over_scrolling,
letter_scale=2
)
# Handle text scrolling
self.game_over_scrolling += 1
if final_pix_x < 0:
self.game_over_scrolling = 0
return image
def game_over(self):
self.running = False
def handle_keydown(self, key_pressed):
"""Handle keydown events"""
if key_pressed == pygame.K_UP or key_pressed == pygame.K_z:
# Arrow up / z: rotate piece
new_piece = rotate_piece(self.current_piece)
if self.check_piece(self.piece_y, self.piece_x, new_piece):
self.current_piece = new_piece
elif self.check_piece(self.piece_y, self.piece_x + 1, new_piece):
self.current_piece = new_piece
self.piece_x += 1
elif self.check_piece(self.piece_y, self.piece_x - 1, new_piece):
self.current_piece = new_piece
self.piece_x -= 1
elif key_pressed == pygame.K_RETURN and (DEBUG or not self.running):
# Enter: restart game
self.__init__()
def handle_input(self, key_pressed):
"""Handle currently pressed keys"""
if (key_pressed[pygame.K_LEFT] or key_pressed[pygame.K_q]) and time.time() - self.last_event_time['left'] > KEY_COOLDOWN:
# Arrow left / q: move current piece left
self.last_event_time['left'] = time.time()
new_piece_x = self.piece_x - 1
if self.check_piece(self.piece_y, new_piece_x, self.current_piece):
self.piece_x = new_piece_x
elif (key_pressed[pygame.K_RIGHT] or key_pressed[pygame.K_d]) and time.time() - self.last_event_time['right'] > KEY_COOLDOWN:
# Arrow right / d: move current piece right
self.last_event_time['right'] = time.time()
new_piece_x = self.piece_x + 1
if self.check_piece(self.piece_y, new_piece_x, self.current_piece):
self.piece_x = new_piece_x
elif key_pressed[pygame.K_DOWN] or key_pressed[pygame.K_s]:
# Arrow down / s: move the piece down one pixel
self.update(True)
elif DEBUG and key_pressed[pygame.K_r]:
# (Debug) r: Force a game over
self.game_over()
def deposit_piece(self):
assert self.check_piece(self.piece_y, self.piece_x, self.current_piece)
# Place the piece on the grid
for dy in range(len(self.current_piece)):
for dx in range(len(self.current_piece)):
if self.current_piece[dy][dx]:
self.grid[self.piece_y + dy][self.piece_x + dx] = 1
# Check if rows were completed
completed_rows = 0
for y in range(HEIGHT):
if all(self.grid[y]):
self.grid.pop(y)
self.grid = [[0 for _ in range(WIDTH)]] + self.grid
completed_rows += 1
self.speed *= SPEEDUP_FACTOR
if completed_rows > 0:
self.score += POINTS[completed_rows - 1]
def check_piece(self, piece_y, piece_x, piece):
for dy in range(len(piece)):
for dx in range(len(piece)):
if not piece[dy][dx]:
continue
grid_y, grid_x = piece_y + dy, piece_x + dx
if not (0 <= grid_y < HEIGHT and 0 <= grid_x < WIDTH):
return False
if self.grid[grid_y][grid_x]:
return False
return True
def get_end_pos(self):
y = self.piece_y
while self.check_piece(y + 1, self.piece_x, self.current_piece):
y += 1
return (y, self.piece_x)
def generate_image(self):
image = [[0.0 for _ in range(SCREEN_SIZE)] for _ in range(SCREEN_SIZE)]
# Draw center region sides
for y in range(PANEL_SIZE, 2 * PANEL_SIZE):
draw_pixel(image, y, PANEL_SIZE - 1, LIGHT_BRIGHT)
draw_pixel(image, y, PANEL_SIZE * 2, LIGHT_BRIGHT)
# Draw the fallen pieces
for y in range(HEIGHT):
for x in range(WIDTH):
for dy in range(SCALE):
for dx in range(SCALE):
draw_pixel(image, SCALE * y + dy, PANEL_SIZE + SCALE * x + dx, self.grid[y][x])
# Draw the final position of the falling piece
if SHOW_FINAL_POS:
final_y, final_x = self.get_end_pos()
if self.show_final_pos:
draw_piece_grid(image, self.current_piece, final_y, final_x, LIGHT_BRIGHT)
if time.time() - self.last_event_time['final_pos'] > FINAL_POS_BLINK_DELAY:
self.show_final_pos = not self.show_final_pos
self.last_event_time['final_pos'] = time.time()
# Draw the falling piece
draw_piece_grid(image, self.current_piece, self.piece_y, self.piece_x)
# Draw the next piece
draw_text(image, 'NXT', PANEL_SIZE + 1, PANEL_SIZE * 2 + 3)
y_next_piece_offset, x_next_piece_offset = {4: (7, 5), 3: (8, 6), 2: (9, 7)}[len(self.next_piece)]
draw_piece(image, self.next_piece, PANEL_SIZE + y_next_piece_offset, PANEL_SIZE * 2 + x_next_piece_offset)
# Draw the score
draw_text(image, 'PTS', PANEL_SIZE + 1, 2)
draw_text(image, str(self.score), PANEL_SIZE + 9, 2)
return image
if __name__ == "__main__":
pygame.init()
screen = PharmaScreen(True)
game = Tetris()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
game.handle_keydown(event.key)
screen.set_image(game.step())