-
Notifications
You must be signed in to change notification settings - Fork 10
/
Copy pathtetris_lite.py
441 lines (371 loc) · 15.1 KB
/
tetris_lite.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
import pygame as pg
import random, time, sys
from pygame.locals import *
fps = 25
window_w, window_h = 600, 500
block, cup_h, cup_w = 20, 20, 10
side_freq, down_freq = 0.15, 0.1 # передвижение в сторону и вниз
side_margin = int((window_w - cup_w * block) / 2)
top_margin = window_h - (cup_h * block) - 5
colors = ((0, 0, 225), (0, 225, 0), (225, 0, 0), (225, 225, 0)) # синий, зеленый, красный, желтый
lightcolors = ((30, 30, 255), (50, 255, 50), (255, 30, 30), (255, 255, 30)) # светло-синий, светло-зеленый, светло-красный, светло-желтый
white, gray, black = (255, 255, 255), (185, 185, 185), (0, 0, 0)
brd_color, bg_color, txt_color, title_color, info_color = white, black, white, colors[3], colors[0]
fig_w, fig_h = 5, 5
empty = 'o'
figures = {'S': [['ooooo',
'ooooo',
'ooxxo',
'oxxoo',
'ooooo'],
['ooooo',
'ooxoo',
'ooxxo',
'oooxo',
'ooooo']],
'Z': [['ooooo',
'ooooo',
'oxxoo',
'ooxxo',
'ooooo'],
['ooooo',
'ooxoo',
'oxxoo',
'oxooo',
'ooooo']],
'J': [['ooooo',
'oxooo',
'oxxxo',
'ooooo',
'ooooo'],
['ooooo',
'ooxxo',
'ooxoo',
'ooxoo',
'ooooo'],
['ooooo',
'ooooo',
'oxxxo',
'oooxo',
'ooooo'],
['ooooo',
'ooxoo',
'ooxoo',
'oxxoo',
'ooooo']],
'L': [['ooooo',
'oooxo',
'oxxxo',
'ooooo',
'ooooo'],
['ooooo',
'ooxoo',
'ooxoo',
'ooxxo',
'ooooo'],
['ooooo',
'ooooo',
'oxxxo',
'oxooo',
'ooooo'],
['ooooo',
'oxxoo',
'ooxoo',
'ooxoo',
'ooooo']],
'I': [['ooxoo',
'ooxoo',
'ooxoo',
'ooxoo',
'ooooo'],
['ooooo',
'ooooo',
'xxxxo',
'ooooo',
'ooooo']],
'O': [['ooooo',
'ooooo',
'oxxoo',
'oxxoo',
'ooooo']],
'T': [['ooooo',
'ooxoo',
'oxxxo',
'ooooo',
'ooooo'],
['ooooo',
'ooxoo',
'ooxxo',
'ooxoo',
'ooooo'],
['ooooo',
'ooooo',
'oxxxo',
'ooxoo',
'ooooo'],
['ooooo',
'ooxoo',
'oxxoo',
'ooxoo',
'ooooo']]}
def pauseScreen():
pause = pg.Surface((600, 500), pg.SRCALPHA)
pause.fill((0, 0, 255, 127))
display_surf.blit(pause, (0, 0))
def main():
global fps_clock, display_surf, basic_font, big_font
pg.init()
fps_clock = pg.time.Clock()
display_surf = pg.display.set_mode((window_w, window_h))
basic_font = pg.font.SysFont('arial', 20)
big_font = pg.font.SysFont('verdana', 45)
pg.display.set_caption('Тетрис Lite')
showText('Тетрис Lite')
while True: # начинаем игру
runTetris()
pauseScreen()
showText('Игра закончена')
def runTetris():
cup = emptycup()
last_move_down = time.time()
last_side_move = time.time()
last_fall = time.time()
going_down = False
going_left = False
going_right = False
points = 0
level, fall_speed = calcSpeed(points)
fallingFig = getNewFig()
nextFig = getNewFig()
while True:
if fallingFig == None:
# если нет падающих фигур, генерируем новую
fallingFig = nextFig
nextFig = getNewFig()
last_fall = time.time()
if not checkPos(cup, fallingFig):
return # если на игровом поле нет свободного места - игра закончена
quitGame()
for event in pg.event.get():
if event.type == KEYUP:
if event.key == K_SPACE:
pauseScreen()
showText('Пауза')
last_fall = time.time()
last_move_down = time.time()
last_side_move = time.time()
elif event.key == K_LEFT:
going_left = False
elif event.key == K_RIGHT:
going_right = False
elif event.key == K_DOWN:
going_down = False
elif event.type == KEYDOWN:
# перемещение фигуры вправо и влево
if event.key == K_LEFT and checkPos(cup, fallingFig, adjX=-1):
fallingFig['x'] -= 1
going_left = True
going_right = False
last_side_move = time.time()
elif event.key == K_RIGHT and checkPos(cup, fallingFig, adjX=1):
fallingFig['x'] += 1
going_right = True
going_left = False
last_side_move = time.time()
# поворачиваем фигуру, если есть место
elif event.key == K_UP:
fallingFig['rotation'] = (fallingFig['rotation'] + 1) % len(figures[fallingFig['shape']])
if not checkPos(cup, fallingFig):
fallingFig['rotation'] = (fallingFig['rotation'] - 1) % len(figures[fallingFig['shape']])
# ускоряем падение фигуры
elif event.key == K_DOWN:
going_down = True
if checkPos(cup, fallingFig, adjY=1):
fallingFig['y'] += 1
last_move_down = time.time()
# мгновенный сброс вниз
elif event.key == K_RETURN:
going_down = False
going_left = False
going_right = False
for i in range(1, cup_h):
if not checkPos(cup, fallingFig, adjY=i):
break
fallingFig['y'] += i - 1
# управление падением фигуры при удержании клавиш
if (going_left or going_right) and time.time() - last_side_move > side_freq:
if going_left and checkPos(cup, fallingFig, adjX=-1):
fallingFig['x'] -= 1
elif going_right and checkPos(cup, fallingFig, adjX=1):
fallingFig['x'] += 1
last_side_move = time.time()
if going_down and time.time() - last_move_down > down_freq and checkPos(cup, fallingFig, adjY=1):
fallingFig['y'] += 1
last_move_down = time.time()
if time.time() - last_fall > fall_speed: # свободное падение фигуры
if not checkPos(cup, fallingFig, adjY=1): # проверка "приземления" фигуры
addToCup(cup, fallingFig) # фигура приземлилась, добавляем ее в содержимое стакана
points += clearCompleted(cup)
level, fall_speed = calcSpeed(points)
fallingFig = None
else: # фигура пока не приземлилась, продолжаем движение вниз
fallingFig['y'] += 1
last_fall = time.time()
# рисуем окно игры со всеми надписями
display_surf.fill(bg_color)
drawTitle()
gamecup(cup)
drawInfo(points, level)
drawnextFig(nextFig)
if fallingFig != None:
drawFig(fallingFig)
pg.display.update()
fps_clock.tick(fps)
def txtObjects(text, font, color):
surf = font.render(text, True, color)
return surf, surf.get_rect()
def stopGame():
pg.quit()
sys.exit()
def checkKeys():
quitGame()
for event in pg.event.get([KEYDOWN, KEYUP]):
if event.type == KEYDOWN:
continue
return event.key
return None
def showText(text):
titleSurf, titleRect = txtObjects(text, big_font, title_color)
titleRect.center = (int(window_w / 2) - 3, int(window_h / 2) - 3)
display_surf.blit(titleSurf, titleRect)
pressKeySurf, pressKeyRect = txtObjects('Нажмите любую клавишу для продолжения', basic_font, title_color)
pressKeyRect.center = (int(window_w / 2), int(window_h / 2) + 100)
display_surf.blit(pressKeySurf, pressKeyRect)
while checkKeys() == None:
pg.display.update()
fps_clock.tick()
def quitGame():
for event in pg.event.get(QUIT): # проверка всех событий, приводящих к выходу из игры
stopGame()
for event in pg.event.get(KEYUP):
if event.key == K_ESCAPE:
stopGame()
pg.event.post(event)
def calcSpeed(points):
# вычисляет уровень
level = int(points / 10) + 1
fall_speed = 0.27 - (level * 0.02)
return level, fall_speed
def getNewFig():
# возвращает новую фигуру со случайным цветом и углом поворота
shape = random.choice(list(figures.keys()))
newFigure = {'shape': shape,
'rotation': random.randint(0, len(figures[shape]) - 1),
'x': int(cup_w / 2) - int(fig_w / 2),
'y': -2,
'color': random.randint(0, len(colors)-1)}
return newFigure
def addToCup(cup, fig):
for x in range(fig_w):
for y in range(fig_h):
if figures[fig['shape']][fig['rotation']][y][x] != empty:
cup[x + fig['x']][y + fig['y']] = fig['color']
def emptycup():
# создает пустой стакан
cup = []
for i in range(cup_w):
cup.append([empty] * cup_h)
return cup
def incup(x, y):
return x >= 0 and x < cup_w and y < cup_h
def checkPos(cup, fig, adjX=0, adjY=0):
# проверяет, находится ли фигура в границах стакана, не сталкиваясь с другими фигурами
for x in range(fig_w):
for y in range(fig_h):
abovecup = y + fig['y'] + adjY < 0
if abovecup or figures[fig['shape']][fig['rotation']][y][x] == empty:
continue
if not incup(x + fig['x'] + adjX, y + fig['y'] + adjY):
return False
if cup[x + fig['x'] + adjX][y + fig['y'] + adjY] != empty:
return False
return True
def isCompleted(cup, y):
# проверяем наличие полностью заполненных рядов
for x in range(cup_w):
if cup[x][y] == empty:
return False
return True
def clearCompleted(cup):
# Удаление заполенных рядов и сдвиг верхних рядов вниз
removed_lines = 0
y = cup_h - 1
while y >= 0:
if isCompleted(cup, y):
for pushDownY in range(y, 0, -1):
for x in range(cup_w):
cup[x][pushDownY] = cup[x][pushDownY-1]
for x in range(cup_w):
cup[x][0] = empty
removed_lines += 1
else:
y -= 1
return removed_lines
def convertCoords(block_x, block_y):
return (side_margin + (block_x * block)), (top_margin + (block_y * block))
def drawBlock(block_x, block_y, color, pixelx=None, pixely=None):
#отрисовка квадратных блоков, из которых состоят фигуры
if color == empty:
return
if pixelx == None and pixely == None:
pixelx, pixely = convertCoords(block_x, block_y)
pg.draw.rect(display_surf, colors[color], (pixelx + 1, pixely + 1, block - 1, block - 1), 0, 3)
pg.draw.rect(display_surf, lightcolors[color], (pixelx + 1, pixely + 1, block - 4, block - 4), 0, 3)
pg.draw.circle(display_surf, colors[color], (pixelx + block / 2, pixely + block / 2), 5)
def gamecup(cup):
# граница игрового поля-стакана
pg.draw.rect(display_surf, brd_color, (side_margin - 4, top_margin - 4, (cup_w * block) + 8, (cup_h * block) + 8), 5)
# фон игрового поля
pg.draw.rect(display_surf, bg_color, (side_margin, top_margin, block * cup_w, block * cup_h))
for x in range(cup_w):
for y in range(cup_h):
drawBlock(x, y, cup[x][y])
def drawTitle():
titleSurf = big_font.render('Тетрис Lite', True, title_color)
titleRect = titleSurf.get_rect()
titleRect.topleft = (window_w - 425, 30)
display_surf.blit(titleSurf, titleRect)
def drawInfo(points, level):
pointsSurf = basic_font.render(f'Баллы: {points}', True, txt_color)
pointsRect = pointsSurf.get_rect()
pointsRect.topleft = (window_w - 550, 180)
display_surf.blit(pointsSurf, pointsRect)
levelSurf = basic_font.render(f'Уровень: {level}', True, txt_color)
levelRect = levelSurf.get_rect()
levelRect.topleft = (window_w - 550, 250)
display_surf.blit(levelSurf, levelRect)
pausebSurf = basic_font.render('Пауза: пробел', True, info_color)
pausebRect = pausebSurf.get_rect()
pausebRect.topleft = (window_w - 550, 420)
display_surf.blit(pausebSurf, pausebRect)
escbSurf = basic_font.render('Выход: Esc', True, info_color)
escbRect = escbSurf.get_rect()
escbRect.topleft = (window_w - 550, 450)
display_surf.blit(escbSurf, escbRect)
def drawFig(fig, pixelx=None, pixely=None):
figToDraw = figures[fig['shape']][fig['rotation']]
if pixelx == None and pixely == None:
pixelx, pixely = convertCoords(fig['x'], fig['y'])
#отрисовка элементов фигур
for x in range(fig_w):
for y in range(fig_h):
if figToDraw[y][x] != empty:
drawBlock(None, None, fig['color'], pixelx + (x * block), pixely + (y * block))
def drawnextFig(fig): # превью следующей фигуры
nextSurf = basic_font.render('Следующая:', True, txt_color)
nextRect = nextSurf.get_rect()
nextRect.topleft = (window_w - 150, 180)
display_surf.blit(nextSurf, nextRect)
drawFig(fig, pixelx=window_w-150, pixely=230)
if __name__ == '__main__':
main()