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8.3: Source Code to Tetromino

  • Page ID
    13606

    \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}} } \)

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    \(\newcommand{\avec}{\mathbf a}\) \(\newcommand{\bvec}{\mathbf b}\) \(\newcommand{\cvec}{\mathbf c}\) \(\newcommand{\dvec}{\mathbf d}\) \(\newcommand{\dtil}{\widetilde{\mathbf d}}\) \(\newcommand{\evec}{\mathbf e}\) \(\newcommand{\fvec}{\mathbf f}\) \(\newcommand{\nvec}{\mathbf n}\) \(\newcommand{\pvec}{\mathbf p}\) \(\newcommand{\qvec}{\mathbf q}\) \(\newcommand{\svec}{\mathbf s}\) \(\newcommand{\tvec}{\mathbf t}\) \(\newcommand{\uvec}{\mathbf u}\) \(\newcommand{\vvec}{\mathbf v}\) \(\newcommand{\wvec}{\mathbf w}\) \(\newcommand{\xvec}{\mathbf x}\) \(\newcommand{\yvec}{\mathbf y}\) \(\newcommand{\zvec}{\mathbf z}\) \(\newcommand{\rvec}{\mathbf r}\) \(\newcommand{\mvec}{\mathbf m}\) \(\newcommand{\zerovec}{\mathbf 0}\) \(\newcommand{\onevec}{\mathbf 1}\) \(\newcommand{\real}{\mathbb R}\) \(\newcommand{\twovec}[2]{\left[\begin{array}{r}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\ctwovec}[2]{\left[\begin{array}{c}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\threevec}[3]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\cthreevec}[3]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\fourvec}[4]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\cfourvec}[4]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\fivevec}[5]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\cfivevec}[5]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\mattwo}[4]{\left[\begin{array}{rr}#1 \amp #2 \\ #3 \amp #4 \\ \end{array}\right]}\) \(\newcommand{\laspan}[1]{\text{Span}\{#1\}}\) \(\newcommand{\bcal}{\cal B}\) \(\newcommand{\ccal}{\cal C}\) \(\newcommand{\scal}{\cal S}\) \(\newcommand{\wcal}{\cal W}\) \(\newcommand{\ecal}{\cal E}\) \(\newcommand{\coords}[2]{\left\{#1\right\}_{#2}}\) \(\newcommand{\gray}[1]{\color{gray}{#1}}\) \(\newcommand{\lgray}[1]{\color{lightgray}{#1}}\) \(\newcommand{\rank}{\operatorname{rank}}\) \(\newcommand{\row}{\text{Row}}\) \(\newcommand{\col}{\text{Col}}\) \(\renewcommand{\row}{\text{Row}}\) \(\newcommand{\nul}{\text{Nul}}\) \(\newcommand{\var}{\text{Var}}\) \(\newcommand{\corr}{\text{corr}}\) \(\newcommand{\len}[1]{\left|#1\right|}\) \(\newcommand{\bbar}{\overline{\bvec}}\) \(\newcommand{\bhat}{\widehat{\bvec}}\) \(\newcommand{\bperp}{\bvec^\perp}\) \(\newcommand{\xhat}{\widehat{\xvec}}\) \(\newcommand{\vhat}{\widehat{\vvec}}\) \(\newcommand{\uhat}{\widehat{\uvec}}\) \(\newcommand{\what}{\widehat{\wvec}}\) \(\newcommand{\Sighat}{\widehat{\Sigma}}\) \(\newcommand{\lt}{<}\) \(\newcommand{\gt}{>}\) \(\newcommand{\amp}{&}\) \(\definecolor{fillinmathshade}{gray}{0.9}\)

    This source code can be downloaded from http://invpy.com/tetromino.py. If you get any error messages, look at the line number that is mentioned in the error message and check your code for any typos. You can also copy and paste your code into the web form at http://invpy.com/diff/tetromino to see if the differences between your code and the code in the book.

    You will also need the background music files in the same folder of as the tetromino.py file. You can download them from here:

    # Tetromino (a Tetris clone)
    # By Al Sweigart al@inventwithpython.com
    # http://inventwithpython.com/pygame
    # Released under a "Simplified BSD" license
    
    import random, time, pygame, sys
    from pygame.locals import *
    
    FPS = 25
    WINDOWWIDTH = 640
    WINDOWHEIGHT = 480
    BOXSIZE = 20
    BOARDWIDTH = 10
    BOARDHEIGHT = 20
    BLANK = '.'
    
    MOVESIDEWAYSFREQ = 0.15
    MOVEDOWNFREQ = 0.1
    
    XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * BOXSIZE) / 2)
    TOPMARGIN = WINDOWHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5
    
    #               R    G    B
    WHITE       = (255, 255, 255)
    GRAY        = (185, 185, 185)
    BLACK       = (  0,   0,   0)
    RED         = (155,   0,   0)
    LIGHTRED    = (175,  20,  20)
    GREEN       = (  0, 155,   0)
    LIGHTGREEN  = ( 20, 175,  20)
    BLUE        = (  0,   0, 155)
    LIGHTBLUE   = ( 20,  20, 175)
    YELLOW      = (155, 155,   0)
    LIGHTYELLOW = (175, 175,  20)
    
    BORDERCOLOR = BLUE
    BGCOLOR = BLACK
    TEXTCOLOR = WHITE
    TEXTSHADOWCOLOR = GRAY
    COLORS      = (     BLUE,      GREEN,      RED,      YELLOW)
    LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW)
    assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color
    
    TEMPLATEWIDTH = 5
    TEMPLATEHEIGHT = 5
    
    S_SHAPE_TEMPLATE = [['.....',
                         '.....',
                         '..OO.',
                         '.OO..',
                         '.....'],
                        ['.....',
                         '..O..',
                         '..OO.',
                         '...O.',
                         '.....']]
    
    Z_SHAPE_TEMPLATE = [['.....',
                         '.....',
                         '.OO..',
                         '..OO.',
                         '.....'],
                        ['.....',
                         '..O..',
                         '.OO..',
                         '.O...',
                         '.....']]
    
    I_SHAPE_TEMPLATE = [['..O..',
                         '..O..',
                         '..O..',
                         '..O..',
                         '.....'],
                        ['.....',
                         '.....',
                         'OOOO.',
                         '.....',
                         '.....']]
    
    O_SHAPE_TEMPLATE = [['.....',
                         '.....',
                         '.OO..',
                         '.OO..',
                         '.....']]
    
    J_SHAPE_TEMPLATE = [['.....',
                         '.O...',
                         '.OOO.',
                         '.....',
                         '.....'],
                        ['.....',
                         '..OO.',
                         '..O..',
                         '..O..',
                         '.....'],
                        ['.....',
                         '.....',
                         '.OOO.',
                         '...O.',
                         '.....'],
                        ['.....',
                         '..O..',
                         '..O..',
                         '.OO..',
                         '.....']]
    
    L_SHAPE_TEMPLATE = [['.....',
                         '...O.',
                         '.OOO.',
                         '.....',
                         '.....'],
                        ['.....',
                         '..O..',
                         '..O..',
                         '..OO.',
                         '.....'],
                        ['.....',
                         '.....',
                         '.OOO.',
                         '.O...',
                         '.....'],
                        ['.....',
                         '.OO..',
                         '..O..',
                         '..O..',
                         '.....']]
    
    T_SHAPE_TEMPLATE = [['.....',
                         '..O..',
                         '.OOO.',
                         '.....',
                         '.....'],
                        ['.....',
                         '..O..',
                         '..OO.',
                         '..O..',
                         '.....'],
                        ['.....',
                         '.....',
                         '.OOO.',
                         '..O..',
                         '.....'],
                        ['.....',
                         '..O..',
                         '.OO..',
                         '..O..',
                         '.....']]
    
    PIECES = {'S': S_SHAPE_TEMPLATE,
              'Z': Z_SHAPE_TEMPLATE,
              'J': J_SHAPE_TEMPLATE,
              'L': L_SHAPE_TEMPLATE,
              'I': I_SHAPE_TEMPLATE,
              'O': O_SHAPE_TEMPLATE,
              'T': T_SHAPE_TEMPLATE}
    
    
    def main():
        global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONT
        pygame.init()
        FPSCLOCK = pygame.time.Clock()
        DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
        BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
        BIGFONT = pygame.font.Font('freesansbold.ttf', 100)
        pygame.display.set_caption('Tetromino')
    
        showTextScreen('Tetromino')
        while True: # game loop
            if random.randint(0, 1) == 0:
                pygame.mixer.music.load('tetrisb.mid')
            else:
                pygame.mixer.music.load('tetrisc.mid')
            pygame.mixer.music.play(-1, 0.0)
            runGame()
            pygame.mixer.music.stop()
            showTextScreen('Game Over')
    
    
    def runGame():
        # setup variables for the start of the game
        board = getBlankBoard()
        lastMoveDownTime = time.time()
        lastMoveSidewaysTime = time.time()
        lastFallTime = time.time()
        movingDown = False # note: there is no movingUp variable
        movingLeft = False
        movingRight = False
        score = 0
        level, fallFreq = calculateLevelAndFallFreq(score)
    
        fallingPiece = getNewPiece()
        nextPiece = getNewPiece()
    
        while True: # game loop
            if fallingPiece == None:
                # No falling piece in play, so start a new piece at the top
                fallingPiece = nextPiece
                nextPiece = getNewPiece()
                lastFallTime = time.time() # reset lastFallTime
    
                if not isValidPosition(board, fallingPiece):
                    return # can't fit a new piece on the board, so game over
    
            checkForQuit()
            for event in pygame.event.get(): # event handling loop
                if event.type == KEYUP:
                    if (event.key == K_p):
                        # Pausing the game
                        DISPLAYSURF.fill(BGCOLOR)
                        pygame.mixer.music.stop()
                        showTextScreen('Paused') # pause until a key press
                        pygame.mixer.music.play(-1, 0.0)
                        lastFallTime = time.time()
                        lastMoveDownTime = time.time()
                        lastMoveSidewaysTime = time.time()
                    elif (event.key == K_LEFT or event.key == K_a):
                        movingLeft = False
                    elif (event.key == K_RIGHT or event.key == K_d):
                        movingRight = False
                    elif (event.key == K_DOWN or event.key == K_s):
                        movingDown = False
    
                elif event.type == KEYDOWN:
                    # moving the piece sideways
                    if (event.key == K_LEFT or event.key == K_a) and isValidPosition(board, fallingPiece, adjX=-1):
                        fallingPiece['x'] -= 1
                        movingLeft = True
                        movingRight = False
                        lastMoveSidewaysTime = time.time()
    
                    elif (event.key == K_RIGHT or event.key == K_d) and isValidPosition(board, fallingPiece, adjX=1):
                        fallingPiece['x'] += 1
                        movingRight = True
                        movingLeft = False
                        lastMoveSidewaysTime = time.time()
    
                    # rotating the piece (if there is room to rotate)
                    elif (event.key == K_UP or event.key == K_w):
                        fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
                        if not isValidPosition(board, fallingPiece):
                            fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
                    elif (event.key == K_q): # rotate the other direction
                        fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
                        if not isValidPosition(board, fallingPiece):
                            fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
    
                    # making the piece fall faster with the down key
                    elif (event.key == K_DOWN or event.key == K_s):
                        movingDown = True
                        if isValidPosition(board, fallingPiece, adjY=1):
                            fallingPiece['y'] += 1
                        lastMoveDownTime = time.time()
    
                    # move the current piece all the way down
                    elif event.key == K_SPACE:
                        movingDown = False
                        movingLeft = False
                        movingRight = False
                        for i in range(1, BOARDHEIGHT):
                            if not isValidPosition(board, fallingPiece, adjY=i):
                                break
                        fallingPiece['y'] += i - 1
    
            # handle moving the piece because of user input
            if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ:
                if movingLeft and isValidPosition(board, fallingPiece, adjX=-1):
                    fallingPiece['x'] -= 1
                elif movingRight and isValidPosition(board, fallingPiece, adjX=1):
                    fallingPiece['x'] += 1
                lastMoveSidewaysTime = time.time()
    
            if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1):
                fallingPiece['y'] += 1
                lastMoveDownTime = time.time()
    
            # let the piece fall if it is time to fall
            if time.time() - lastFallTime > fallFreq:
                # see if the piece has landed
                if not isValidPosition(board, fallingPiece, adjY=1):
                    # falling piece has landed, set it on the board
                    addToBoard(board, fallingPiece)
                    score += removeCompleteLines(board)
                    level, fallFreq = calculateLevelAndFallFreq(score)
                    fallingPiece = None
                else:
                    # piece did not land, just move the piece down
                    fallingPiece['y'] += 1
                    lastFallTime = time.time()
    
            # drawing everything on the screen
            DISPLAYSURF.fill(BGCOLOR)
            drawBoard(board)
            drawStatus(score, level)
            drawNextPiece(nextPiece)
            if fallingPiece != None:
                drawPiece(fallingPiece)
    
            pygame.display.update()
            FPSCLOCK.tick(FPS)
    
    
    def makeTextObjs(text, font, color):
        surf = font.render(text, True, color)
        return surf, surf.get_rect()
    
    
    def terminate():
        pygame.quit()
        sys.exit()
    
    
    def checkForKeyPress():
        # Go through event queue looking for a KEYUP event.
        # Grab KEYDOWN events to remove them from the event queue.
        checkForQuit()
    
        for event in pygame.event.get([KEYDOWN, KEYUP]):
            if event.type == KEYDOWN:
                continue
            return event.key
        return None
    
    
    def showTextScreen(text):
        # This function displays large text in the
        # center of the screen until a key is pressed.
        # Draw the text drop shadow
        titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTSHADOWCOLOR)
        titleRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))
        DISPLAYSURF.blit(titleSurf, titleRect)
    
        # Draw the text
        titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR)
        titleRect.center = (int(WINDOWWIDTH / 2) - 3, int(WINDOWHEIGHT / 2) - 3)
        DISPLAYSURF.blit(titleSurf, titleRect)
    
        # Draw the additional "Press a key to play." text.
        pressKeySurf, pressKeyRect = makeTextObjs('Press a key to play.', BASICFONT, TEXTCOLOR)
        pressKeyRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2) + 100)
        DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
    
        while checkForKeyPress() == None:
            pygame.display.update()
            FPSCLOCK.tick()
    
    
    def checkForQuit():
        for event in pygame.event.get(QUIT): # get all the QUIT events
            terminate() # terminate if any QUIT events are present
        for event in pygame.event.get(KEYUP): # get all the KEYUP events
            if event.key == K_ESCAPE:
                terminate() # terminate if the KEYUP event was for the Esc key
            pygame.event.post(event) # put the other KEYUP event objects back
    
    
    def calculateLevelAndFallFreq(score):
        # Based on the score, return the level the player is on and
        # how many seconds pass until a falling piece falls one space.
        level = int(score / 10) + 1
        fallFreq = 0.27 - (level * 0.02)
        return level, fallFreq
    
    def getNewPiece():
        # return a random new piece in a random rotation and color
        shape = random.choice(list(PIECES.keys()))
        newPiece = {'shape': shape,
                    'rotation': random.randint(0, len(PIECES[shape]) - 1),
                    'x': int(BOARDWIDTH / 2) - int(TEMPLATEWIDTH / 2),
                    'y': -2, # start it above the board (i.e. less than 0)
                    'color': random.randint(0, len(COLORS)-1)}
        return newPiece
    
    
    def addToBoard(board, piece):
        # fill in the board based on piece's location, shape, and rotation
        for x in range(TEMPLATEWIDTH):
            for y in range(TEMPLATEHEIGHT):
                if PIECES[piece['shape']][piece['rotation']][y][x] != BLANK:
                    board[x + piece['x']][y + piece['y']] = piece['color']
    
    
    def getBlankBoard():
        # create and return a new blank board data structure
        board = []
        for i in range(BOARDWIDTH):
            board.append([BLANK] * BOARDHEIGHT)
        return board
    
    
    def isOnBoard(x, y):
        return x >= 0 and x < BOARDWIDTH and y < BOARDHEIGHT
    
    
    def isValidPosition(board, piece, adjX=0, adjY=0):
        # Return True if the piece is within the board and not colliding
        for x in range(TEMPLATEWIDTH):
            for y in range(TEMPLATEHEIGHT):
                isAboveBoard = y + piece['y'] + adjY < 0
                if isAboveBoard or PIECES[piece['shape']][piece['rotation']][y][x] == BLANK:
                    continue
                if not isOnBoard(x + piece['x'] + adjX, y + piece['y'] + adjY):
                    return False
                if board[x + piece['x'] + adjX][y + piece['y'] + adjY] != BLANK:
                    return False
        return True
    
    def isCompleteLine(board, y):
        # Return True if the line filled with boxes with no gaps.
        for x in range(BOARDWIDTH):
            if board[x][y] == BLANK:
                return False
        return True
    
    
    def removeCompleteLines(board):
        # Remove any completed lines on the board, move everything above them down, and return the number of complete lines.
        numLinesRemoved = 0
        y = BOARDHEIGHT - 1 # start y at the bottom of the board
        while y >= 0:
            if isCompleteLine(board, y):
                # Remove the line and pull boxes down by one line.
                for pullDownY in range(y, 0, -1):
                    for x in range(BOARDWIDTH):
                        board[x][pullDownY] = board[x][pullDownY-1]
                # Set very top line to blank.
                for x in range(BOARDWIDTH):
                    board[x][0] = BLANK
                numLinesRemoved += 1
                # Note on the next iteration of the loop, y is the same.
                # This is so that if the line that was pulled down is also
                # complete, it will be removed.
            else:
                y -= 1 # move on to check next row up
        return numLinesRemoved
    
    
    def convertToPixelCoords(boxx, boxy):
        # Convert the given xy coordinates of the board to xy
        # coordinates of the location on the screen.
        return (XMARGIN + (boxx * BOXSIZE)), (TOPMARGIN + (boxy * BOXSIZE))
    
    
    def drawBox(boxx, boxy, color, pixelx=None, pixely=None):
        # draw a single box (each tetromino piece has four boxes)
        # at xy coordinates on the board. Or, if pixelx & pixely
        # are specified, draw to the pixel coordinates stored in
        # pixelx & pixely (this is used for the "Next" piece).
        if color == BLANK:
            return
        if pixelx == None and pixely == None:
            pixelx, pixely = convertToPixelCoords(boxx, boxy)
        pygame.draw.rect(DISPLAYSURF, COLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 1, BOXSIZE - 1))
        pygame.draw.rect(DISPLAYSURF, LIGHTCOLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 4, BOXSIZE - 4))
    
    
    def drawBoard(board):
        # draw the border around the board
        pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (XMARGIN - 3, TOPMARGIN - 7, (BOARDWIDTH * BOXSIZE) + 8, (BOARDHEIGHT * BOXSIZE) + 8), 5)
    
        # fill the background of the board
        pygame.draw.rect(DISPLAYSURF, BGCOLOR, (XMARGIN, TOPMARGIN, BOXSIZE * BOARDWIDTH, BOXSIZE * BOARDHEIGHT))
        # draw the individual boxes on the board
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                drawBox(x, y, board[x][y])
    
    
    def drawStatus(score, level):
        # draw the score text
        scoreSurf = BASICFONT.render('Score: %s' % score, True, TEXTCOLOR)
        scoreRect = scoreSurf.get_rect()
        scoreRect.topleft = (WINDOWWIDTH - 150, 20)
        DISPLAYSURF.blit(scoreSurf, scoreRect)
    
        # draw the level text
        levelSurf = BASICFONT.render('Level: %s' % level, True, TEXTCOLOR)
        levelRect = levelSurf.get_rect()
        levelRect.topleft = (WINDOWWIDTH - 150, 50)
        DISPLAYSURF.blit(levelSurf, levelRect)
    
    
    def drawPiece(piece, pixelx=None, pixely=None):
        shapeToDraw = PIECES[piece['shape']][piece['rotation']]
        if pixelx == None and pixely == None:
            # if pixelx & pixely hasn't been specified, use the location stored in the piece data structure
            pixelx, pixely = convertToPixelCoords(piece['x'], piece['y'])
    
        # draw each of the boxes that make up the piece
        for x in range(TEMPLATEWIDTH):
            for y in range(TEMPLATEHEIGHT):
                if shapeToDraw[y][x] != BLANK:
                    drawBox(None, None, piece['color'], pixelx + (x * BOXSIZE), pixely + (y * BOXSIZE))
    
    
    def drawNextPiece(piece):
        # draw the "next" text
        nextSurf = BASICFONT.render('Next:', True, TEXTCOLOR)
        nextRect = nextSurf.get_rect()
        nextRect.topleft = (WINDOWWIDTH - 120, 80)
        DISPLAYSURF.blit(nextSurf, nextRect)
        # draw the "next" piece
        drawPiece(piece, pixelx=WINDOWWIDTH-120, pixely=100)
    
    
    if __name__ == '__main__':
        main() 

    This page titled 8.3: Source Code to Tetromino is shared under a CC BY-NC-SA 3.0 license and was authored, remixed, and/or curated by Al Sweigart via source content that was edited to the style and standards of the LibreTexts platform.

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