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tetris/tetris.py
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import pygame
import pygame.draw as draw
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from collections import namedtuple, defaultdict
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from typing import NamedTuple, Any, Iterable, Optional
from functools import cache
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import random
import math
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from enum import Enum, auto
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Cell = namedtuple("Cell", ["x", "y"])
Size = namedtuple("Size", ["width", "height"])
ColorSet = namedtuple("ColorSet", ["norm", "light", "dark"])
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class Direction(int, Enum):
LEFT = -1
RIGHT = 1
def make_matrix(w: int, h: int, elt: Any = None) -> list[list]:
if not w:
return []
return [[elt] * w for _ in range(h)]
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def flip(mat: list[list]) -> list[list]:
return list(reversed(mat))
def transpose(mat: list[list]) -> list[list]:
if not mat:
return []
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out = make_matrix(len(mat), len(mat[0]))
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for x in range(len(mat[0])):
for y in range(len(mat)):
out[x][y] = mat[y][x]
return out
def mirror(mat: list[list]) -> list[list]:
return [list(reversed(row)) for row in mat]
class Tetromino(NamedTuple):
color: str
shape: list[list[str]]
@property
def width(self):
return len(self.shape[0])
@property
def height(self):
return len(self.shape)
def rotated(self, times: int):
"""Return self rotated TIMES times to the right."""
times %= 4
if times == 0:
return self
if times == 1:
return Tetromino(self.color, mirror(transpose(self.shape)))
if times == 2:
return Tetromino(self.color, mirror(flip(self.shape)))
if times == 3:
return Tetromino(self.color, flip(transpose(self.shape)))
def __repr__(self):
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out = []
for row in self.shape:
for cell in row:
out.append("*" if cell else " ")
out.append("\n")
return "".join(out)
class Action(NamedTuple):
key: int
type: Type
repeat: bool
desc: str
class Type(Enum):
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# In Game
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ROTATE_LEFT = auto()
ROTATE_RIGHT = auto()
DROP = auto()
SWAP_HOLD = auto()
MOVE_LEFT = auto()
MOVE_RIGHT = auto()
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# Game over
RESTART = auto()
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@staticmethod
def make_map(*acts):
return {act.key: act for act in acts}
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class Font:
class Glyph(NamedTuple):
char: str
bitmap: list[str]
@property
def width(self):
return len(self.bitmap[0])
@property
def height(self):
return len(self.bitmap)
@property
def size(self) -> Size:
return Size(self.width, self.height)
def __init__(
self,
scale: int,
kern: int,
row_kern: int,
glyphs: Iterable[Glyph] | dict[str, Glyph],
):
self.scale = scale
self.kern = kern
self.row_kern = row_kern
if isinstance(glyphs, dict):
self.glyphs: dict[str, Font.Glyph] = dict(glyphs)
else:
self.glyphs: dict[str, Font.Glyph] = {g.char: g for g in glyphs}
def scaled(
self,
new_scale: int,
new_kern: Optional[int],
new_row_kern: Optional[int],
):
return Font(
new_scale,
self.kern if new_kern is None else new_kern,
self.row_kern if new_row_kern is None else new_row_kern,
self.glyphs,
)
@cache
def compute_extents(self, text: str) -> Size:
text = text.lower()
multi_row = False
total_width = 0
total_height = 0
last_width = 0
last_height = 0
for char in text:
if char == "\n":
multi_row = True
total_width = max(total_width, last_width)
last_width = 0
total_height += last_height
last_height = 0
else:
glyph = self.glyphs[char]
last_width += glyph.width * self.scale + self.kern
last_height = max(last_height, glyph.height * self.scale)
total_width = max(last_width, total_width) - self.kern
total_height += last_height
return Size(total_width, total_height + (multi_row * self.row_kern))
def render_text(
self, text: str, dest: pygame.surface.Surface, x: int, y: int, color
):
text = text.lower()
initial_x = x
max_height = 0
for char in text:
if char == "\n":
y += max_height + self.row_kern
max_height = 0
x = initial_x
else:
glyph = self.glyphs[char]
dest.blit(self.render_glyph(char, color), (x, y))
x += glyph.width * self.scale + self.kern
max_height = max(max_height, glyph.height * self.scale)
def center_text(
self, text: str, dest: pygame.surface.Surface, x: int, y: int, color
):
text = text.lower()
exts = self.compute_extents(text)
self.render_text(
text, dest, x - (exts.width // 2), y - (exts.height // 2), color
)
@cache
def render_glyph(self, char: str, color) -> pygame.surface.Surface:
char = char.lower()
glyph = self.glyphs[char]
size = tuple(map(lambda d: d * self.scale, glyph.size))
surf = pygame.surface.Surface(size, pygame.SRCALPHA)
for y, row in enumerate(glyph.bitmap):
for x, cell in enumerate(row):
if cell != " ":
pygame.draw.rect(
surf,
color,
(
x * self.scale,
y * self.scale,
self.scale,
self.scale,
),
)
return surf
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class Game:
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PLACE_POINTS = 10
CLEAR_POINTS = 100
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MOVE_SPEED = 20 # cells per second
NORMAL_DROP_SPEED = 3 # cells per second
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FAST_DROP_SPEED = 30 # cells per second
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CLEAR_SPEED = 5 # frames per block
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BOARD_SIZE = Size(10, 20) # Cell count
CELL_SIZE = Size(30, 30)
CELL_BORDER_SIZE = CELL_SIZE.width // 10
CONTROLS_WIDTH = 160
FRAMERATE = 120
WINDOW_SIZE = Size(
(BOARD_SIZE.width + 2) * CELL_SIZE.width + CONTROLS_WIDTH,
(BOARD_SIZE.height + 2) * CELL_SIZE.height,
)
PALETTE = {
"gray": ColorSet("#787878", "#9a9a9a", "#303030"),
"purple": ColorSet("#9a00cd", "#cd00ff", "#66009a"),
"yellow": ColorSet("#cdcd00", "#ffff00", "#9a9a00"),
"red": ColorSet("#cd0000", "#ff0000", "#9a0000"),
"orange": ColorSet("#cd6600", "#ff8900", "#9a4200"),
"blue": ColorSet("#0000cd", "#0000ff", "#00009a"),
"aqua": ColorSet("#00cdcd", "#00ffff", "#009a9a"),
"green": ColorSet("#00cd00", "#00ff00", "#009a00"),
}
TETROMINOS = [
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Tetromino("aqua", [[1, 1, 1, 1]]),
Tetromino("yellow", [[1, 1], [1, 1]]),
Tetromino("purple", [[1, 1, 1], [0, 1, 0]]),
Tetromino("blue", [[0, 1], [0, 1], [1, 1]]),
Tetromino("orange", [[1, 0], [1, 0], [1, 1]]),
Tetromino("green", [[0, 1, 1], [1, 1, 0]]),
Tetromino("red", [[1, 1, 0], [0, 1, 1]]),
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]
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GAME_ACTION_MAP = Action.make_map(
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Action(
pygame.K_z,
Action.Type.ROTATE_LEFT,
False,
"Rotate the current piece left.",
),
Action(
pygame.K_x,
Action.Type.ROTATE_RIGHT,
False,
"Rotate the current piece right.",
),
Action(
pygame.K_s,
Action.Type.SWAP_HOLD,
False,
"Swap the current piece and the held piece.",
),
Action(
pygame.K_DOWN, Action.Type.DROP, True, "Drop the current piece."
),
Action(
pygame.K_LEFT,
Action.Type.MOVE_LEFT,
True,
"Move the current piece left.",
),
Action(
pygame.K_RIGHT,
Action.Type.MOVE_RIGHT,
True,
"Move the current piece right.",
),
)
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GAME_OVER_ACTION_MAP = Action.make_map(
Action(pygame.K_r, Action.Type.RESTART, False, "Start a new game.")
)
FONT = Font(
6,
3,
3,
[
Font.Glyph(
" ",
[
" ",
" ",
" ",
" ",
" ",
],
),
Font.Glyph(
"a",
[
"*****",
"* *",
"*****",
"* *",
"* *",
],
),
Font.Glyph(
"b",
[
"**** ",
"* *",
"*****",
"* *",
"**** ",
],
),
Font.Glyph(
"c",
[
"*****",
"* *",
"* ",
"* *",
"*****",
],
),
Font.Glyph(
"d",
[
"**** ",
"* *",
"* *",
"* *",
"**** ",
],
),
Font.Glyph(
"e",
[
"*****",
"* ",
"**** ",
"* ",
"*****",
],
),
Font.Glyph(
"f",
[
"*****",
"* ",
"**** ",
"* ",
"* ",
],
),
Font.Glyph(
"g",
[
"*****",
"* ",
"* **",
"* *",
"*****",
],
),
Font.Glyph(
"h",
[
"* *",
"* *",
"*****",
"* *",
"* *",
],
),
Font.Glyph(
"i",
[
"*****",
" * ",
" * ",
" * ",
"*****",
],
),
Font.Glyph(
"j",
[
"*****",
" * ",
" * ",
"* * ",
" ** ",
],
),
Font.Glyph(
"k",
[
"* *",
"* * ",
"*** ",
"* * ",
"* *",
],
),
Font.Glyph(
"l",
[
"* ",
"* ",
"* ",
"* ",
"*****",
],
),
Font.Glyph(
"m",
[
"* *",
"** **",
"* * *",
"* *",
"* *",
],
),
Font.Glyph(
"n",
[
"* *",
"** *",
"* * *",
"* **",
"* *",
],
),
Font.Glyph(
"o",
[
" *** ",
"* *",
"* *",
"* *",
" *** ",
],
),
Font.Glyph(
"p",
[
"**** ",
"* *",
"**** ",
"* ",
"* ",
],
),
Font.Glyph(
"q",
[
" *** ",
"* *",
"* * *",
"* * ",
" ** *",
],
),
Font.Glyph(
"r",
[
"**** ",
"* *",
"**** ",
"* * ",
"* *",
],
),
Font.Glyph(
"s",
[
" ****",
"* ",
" *** ",
" *",
"**** ",
],
),
Font.Glyph(
"t",
[
"*****",
" * ",
" * ",
" * ",
" * ",
],
),
Font.Glyph(
"u",
[
"* *",
"* *",
"* *",
"* *",
" *** ",
],
),
Font.Glyph(
"v",
[
"* *",
"* *",
"* *",
" * * ",
" * ",
],
),
Font.Glyph(
"w",
[
"* *",
"* *",
"* * *",
"** **",
"* *",
],
),
Font.Glyph(
"x",
[
"* *",
" * * ",
" * ",
" * * ",
"* *",
],
),
Font.Glyph(
"y",
[
"* *",
" * * ",
" * ",
" * ",
" * ",
],
),
Font.Glyph(
"z",
[
"*****",
" * ",
" * ",
" * ",
"*****",
],
),
Font.Glyph(
"0",
[
" *** ",
"* *",
"* * *",
"* *",
" *** ",
],
),
Font.Glyph(
"1",
[
" ** ",
"* * ",
" * ",
" * ",
"*****",
],
),
Font.Glyph(
"2",
[
" *** ",
"* *",
" * ",
" * ",
" ****",
],
),
Font.Glyph(
"3",
[
" *** ",
"* *",
" ***",
"* *",
" *** ",
],
),
Font.Glyph(
"4",
[
"* * ",
"* * ",
"*****",
" * ",
" * ",
],
),
Font.Glyph(
"5",
[
"*****",
"* ",
"**** ",
" *",
"**** ",
],
),
Font.Glyph(
"6",
[
" ****",
"* ",
"**** ",
"* *",
" *** ",
],
),
Font.Glyph(
"7",
[
"*****",
" * ",
" * ",
" * ",
"* ",
],
),
Font.Glyph(
"8",
[
" *** ",
"* *",
" *** ",
"* *",
" *** ",
],
),
Font.Glyph(
"9",
[
" *** ",
"* *",
" ****",
" *",
"**** ",
],
),
Font.Glyph(
".",
[
" ",
" ",
" ",
" ",
" *",
],
),
Font.Glyph(
"!",
[
" *",
" *",
" *",
" ",
" *",
],
),
Font.Glyph(
":",
[
" ",
" *",
" ",
" *",
" ",
],
),
Font.Glyph(
"<",
[
" **",
" ** ",
"* ",
" ** ",
" **",
],
),
Font.Glyph(
">",
[
"** ",
" ** ",
" *",
" ** ",
"** ",
],
),
],
)
SMALL_FONT = FONT.scaled(4, 2, 2)
TINY_FONT = FONT.scaled(2, 1, 1)
SCORE_DISPLAY_BORDER = 5
CONTROLS_START_X = (BOARD_SIZE.width + 2) * CELL_SIZE.width
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@staticmethod
def random_tetromino():
return random.choice(Game.TETROMINOS)
def __init__(self):
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self._game_over = False
@property
def game_over(self):
return self._game_over
@game_over.setter
def game_over(self, newval):
if newval != self._game_over:
self.pending_actions = []
self._game_over = newval
if self._game_over:
self.action_map = Game.GAME_OVER_ACTION_MAP
else:
self.action_map = Game.GAME_ACTION_MAP
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def draw_block(self, x: int, y: int, color):
"""Draw a block at (X, Y). Coordinates are for the top left corner."""
draw.rect(
self.screen,
Game.PALETTE[color].norm,
(x, y, Game.CELL_SIZE.width, Game.CELL_SIZE.height),
)
draw.polygon(
self.screen,
Game.PALETTE[color].light,
[
(x, y),
(x + Game.CELL_SIZE.width, y),
(
x + Game.CELL_SIZE.width - Game.CELL_BORDER_SIZE,
y + Game.CELL_BORDER_SIZE,
),
(x + Game.CELL_BORDER_SIZE, y + Game.CELL_BORDER_SIZE),
(
x + Game.CELL_BORDER_SIZE,
y + Game.CELL_SIZE.width - Game.CELL_BORDER_SIZE,
),
(x, y + Game.CELL_SIZE.height),
(x, y),
],
)
draw.polygon(
self.screen,
Game.PALETTE[color].dark,
[
(x + Game.CELL_SIZE.width, y),
(
x + Game.CELL_SIZE.width - Game.CELL_BORDER_SIZE,
y + Game.CELL_BORDER_SIZE,
),
(
x + Game.CELL_SIZE.width - Game.CELL_BORDER_SIZE,
y + Game.CELL_SIZE.height - Game.CELL_BORDER_SIZE,
),
(
x + Game.CELL_BORDER_SIZE,
y + Game.CELL_SIZE.width - Game.CELL_BORDER_SIZE,
),
(x, y + Game.CELL_SIZE.height),
(x + Game.CELL_SIZE.width, y + Game.CELL_SIZE.height),
(x + Game.CELL_SIZE.width, y),
],
)
def draw_board_border(self):
bwidth = (Game.BOARD_SIZE.width + 2) * Game.CELL_SIZE.width
bheight = Game.WINDOW_SIZE.height
for x in range(Game.BOARD_SIZE.width + 2):
self.draw_block(x * Game.CELL_SIZE.width, 0, "gray")
self.draw_block(
x * Game.CELL_SIZE.width,
bheight - Game.CELL_SIZE.height,
"gray",
)
for y in range(1, Game.BOARD_SIZE.height + 1):
self.draw_block(0, y * game.CELL_SIZE.height, "gray")
self.draw_block(
bwidth - Game.CELL_SIZE.width,
y * game.CELL_SIZE.height,
"gray",
)
def draw_board_content(self):
for x in range(Game.BOARD_SIZE.width):
for y in range(Game.BOARD_SIZE.height):
if self.board[y][x]:
self.draw_block(
(x + 1) * Game.CELL_SIZE.width,
(y + 1) * Game.CELL_SIZE.height,
self.board[y][x],
)
def draw_current_block(self):
start_x, start_y = self.current_block_pos
for x in range(self.current_block.width):
for y in range(self.current_block.height):
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if self.current_block.shape[y][x]:
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screen_x = (start_x + x + 1) * Game.CELL_SIZE.width
screen_y = (start_y + y + 1) * Game.CELL_SIZE.height
self.draw_block(
screen_x, screen_y, self.current_block.color
)
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def frame_time(self) -> float:
ticks = self.clock.get_time()
if not ticks:
return 1 / Game.FRAMERATE
else:
return ticks / 1000
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def handle_key_event(self, typ, key):
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if typ == pygame.KEYDOWN:
if key in self.action_map:
self.pending_actions.append(self.action_map[key].type)
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self.key_states[key] = True
elif typ == pygame.KEYUP:
self.key_states[key] = False
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def handle_events(self):
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# process already pushed keys
for key, state in self.key_states.items():
if (
state
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and key in self.action_map
and self.action_map[key].repeat
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):
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self.pending_actions.append(self.action_map[key].type)
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# now process new events
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for event in pygame.event.get():
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match event.type:
case pygame.QUIT:
self.running = False
case pygame.KEYDOWN | pygame.KEYUP:
self.handle_key_event(event.type, event.key)
def swap_with_hold(self):
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to_swap = self.held_piece or Game.random_tetromino()
if not self.intersects_board(*self.current_block_pos, to_swap):
self.held_piece = self.current_block
self.current_block = to_swap
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def intersects_board(self, x: int, y: int, piece: Tetromino):
pw, ph = piece.width, piece.height
if x < 0 or y < 0:
return True
elif x + pw > Game.BOARD_SIZE.width or y + ph > Game.BOARD_SIZE.height:
return True
shape = piece.shape
for cy, row in enumerate(shape):
for cx, cell in enumerate(row):
if cell and self.board[y + cy][x + cx]:
return True
return False
def rotate_current_piece(self, times: int):
new_piece = self.current_block.rotated(times)
cx, cy = self.current_block_pos
for dx in [0, -1]:
for dy in [1, 0, -1]:
np = Cell(cx + dx, cy + dy)
if not self.intersects_board(*np, new_piece):
self.current_block = new_piece
self.current_block_pos = np
return
def move_current_piece(self, dir: Direction):
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dx = dir * Game.MOVE_SPEED * self.frame_time()
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self.subcell_move += dx
move_cell = int(self.subcell_move)
self.subcell_move -= move_cell
if move_cell:
new_pos = Cell(
self.current_block_pos.x + move_cell, self.current_block_pos.y
)
if not self.intersects_board(*new_pos, self.current_block):
self.current_block_pos = new_pos
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def process_game_actions(self):
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if not (
{Action.Type.MOVE_LEFT, Action.Type.MOVE_RIGHT}
& set(self.pending_actions)
):
self.subcell_move = 0
while self.pending_actions:
match self.pending_actions.pop(0):
case Action.Type.ROTATE_LEFT:
self.rotate_current_piece(Direction.LEFT)
case Action.Type.ROTATE_RIGHT:
self.rotate_current_piece(Direction.RIGHT)
case Action.Type.SWAP_HOLD:
self.swap_with_hold()
case Action.Type.DROP:
self.doing_drop = True
case Action.Type.MOVE_LEFT:
self.move_current_piece(Direction.LEFT)
case Action.Type.MOVE_RIGHT:
self.move_current_piece(Direction.RIGHT)
def place_piece(self, x: int, y: int, piece: Tetromino):
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self.score += Game.PLACE_POINTS
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for dy, row in enumerate(piece.shape):
for dx, cell in enumerate(row):
if cell:
self.board[y + dy][x + dx] = piece.color
def advance_piece(self):
speed = (
Game.FAST_DROP_SPEED if self.doing_drop else Game.NORMAL_DROP_SPEED
)
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self.subcell_drop += speed * self.frame_time()
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move_cell = int(self.subcell_drop)
self.subcell_drop -= move_cell
cp = self.current_block_pos
if not self.intersects_board(
cp.x, cp.y + move_cell, self.current_block
):
self.current_block_pos = Cell(cp.x, cp.y + move_cell)
else:
for dy in range(move_cell, -1, -1):
if not self.intersects_board(
cp.x, cp.y + dy, self.current_block
):
self.place_piece(cp.x, cp.y + dy, self.current_block)
self.current_block = None
return
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self.game_over = True
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@staticmethod
def generate_clear_cells():
bw = Game.BOARD_SIZE.width
if bw % 2 == 0:
return zip(range(bw // 2 - 1, -1, -1), range(bw // 2, bw))
else:
return zip(range(bw // 2, -1, -1), range(bw // 2, bw))
def maybe_clear_rows(self):
def do_single_clear(y: int):
row = self.board[y]
for x1, x2 in Game.generate_clear_cells():
if row[x1]:
row[x1] = None
row[x2] = None
break
def drop_rows_above_for_clear(y: int):
self.board[: y + 1] = self.board[:y]
self.board.insert(0, [None] * Game.BOARD_SIZE.width)
if not self.clearing_rows:
for y, row in enumerate(self.board):
if all(row):
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self.score += self.CLEAR_POINTS
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self.clearing_rows.add(y)
elif not any(self.board[next(iter(self.clearing_rows))]):
for y in self.clearing_rows:
drop_rows_above_for_clear(y)
self.clearing_rows = set()
self.clearing_frames = self.CLEAR_SPEED
else:
if self.clearing_frames == self.CLEAR_SPEED:
self.clearing_frames = 0
for y in self.clearing_rows:
do_single_clear(y)
else:
self.clearing_frames += 1
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def draw_score(self):
text = f"Score: {self.score:05}"
exts = self.TINY_FONT.compute_extents(text)
x = Game.CONTROLS_START_X + Game.SCORE_DISPLAY_BORDER
y = self.screen.get_size()[1] - Game.SCORE_DISPLAY_BORDER - exts.height
self.TINY_FONT.render_text(text, self.screen, x, y, "white")
def game_loop(self):
self.doing_drop = False
self.maybe_clear_rows()
if not self.clearing_rows:
self.process_game_actions()
self.advance_piece()
else:
# ignore input while clearing
self.pending_actions = []
if not self.current_block:
self.generate_new_block()
self.screen.fill("black")
if not self.clearing_rows:
self.draw_current_block()
self.draw_board_content()
self.draw_board_border()
self.draw_score()
def start_new_game(self):
self.clear_board()
self.generate_new_block()
self.held_piece = None
self.subcell_move = 0
self.subcell_drop = 0
self.clearing_rows = set()
# immediately clear the first block
self.clearing_frames = Game.CLEAR_SPEED
self.score = 0
self.held_piece = None
self.game_over = False
def handle_game_over_actions(self):
while self.pending_actions:
act = self.pending_actions.pop(0)
if act == Action.Type.RESTART:
self.start_new_game()
def make_gray_overlay(self):
s = pygame.surface.Surface(self.screen.get_size(), pygame.SRCALPHA)
pygame.draw.rect(s, "#44444466", (0, 0, *s.get_size()))
return s
def draw_gray_overlay(self):
self.screen.blit(self.gray_overlay, (0, 0))
def game_over_loop(self):
self.handle_game_over_actions()
if not self.game_over:
return
self.screen.fill("black")
self.draw_board_content()
self.draw_current_block()
self.draw_board_border()
self.draw_score()
self.draw_gray_overlay()
ss = self.screen.get_size()
exts = self.FONT.compute_extents("Game Over!")
self.FONT.center_text(
"Game Over!", self.screen, ss[0] // 2, ss[1] // 2, "white"
)
score_text = f"Score: {self.score:05}"
self.SMALL_FONT.center_text(
score_text,
self.screen,
ss[0] // 2,
ss[1] // 2 + exts.height + self.FONT.row_kern,
"white",
)
exts2 = self.SMALL_FONT.compute_extents(score_text)
self.SMALL_FONT.center_text(
"Press <r> to retry.",
self.screen,
ss[0] // 2,
ss[1] // 2 + exts.height + exts2.height + 2 * self.FONT.row_kern,
"white",
)
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def loop(self):
self.running = True
while self.running:
self.handle_events()
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if self.game_over:
self.game_over_loop()
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else:
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self.game_loop()
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pygame.display.flip()
self.clock.tick(Game.FRAMERATE)
def generate_new_block(self):
self.current_block = Game.random_tetromino()
# top left corner
self.current_block_pos = Cell(
self.BOARD_SIZE.width // 2
- math.ceil(self.current_block.width / 2),
0,
)
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def clear_board(self):
self.board = make_matrix(*Game.BOARD_SIZE)
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def init(self):
pygame.init()
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self.screen = pygame.display.set_mode(Game.WINDOW_SIZE, pygame.SCALED)
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pygame.display.set_caption("Tetris")
self.clock = pygame.time.Clock()
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self.gray_overlay = self.make_gray_overlay()
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pygame.key.stop_text_input()
self.key_states = defaultdict(lambda: False)
self.pending_actions = []
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self.start_new_game()
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def run(self):
self.init()
self.loop()
if __name__ == "__main__":
game = Game()
game.run()