#!/usr/bin/env python """ Tetris Tk - A tetris clone written in Python using the Tkinter GUI library. Controls: Left/a Move left Right/d Move right Up/w Rotate / add player Down/s Move down / start game """ from time import sleep, time import random import sys from renderer import PygameRenderer from tetris_shape import * from ddrinput import DdrInput from ddrinput import DIRECTIONS import pygame MAXX = 10 MAXY = 18 NO_OF_LEVELS = 10 (LEFT, RIGHT, UP, DOWN) = range(4) COLORS = ["orange", "red", "green", "blue", "purple", "yellow", "magenta"] #COLORS = ["gray"] class Board(): """ The board represents the tetris playing area. A grid of x by y blocks. Stores blocks that have landed. """ def __init__(self, max_x=10, max_y=20): # blocks are stored in dict of (x,y)->"color" self.landed = {} self.max_x = max_x self.max_y = max_y def clear(self): self.landed = {} def receive_lines(self, num_lines): #shift lines up for y in range(self.max_y-num_lines): for x in xrange(self.max_x): block_color = self.landed.pop((x,y+num_lines),None) if block_color: self.landed[(x,y)] = block_color #put in new lines for j in range(num_lines): for i in random.sample(xrange(self.max_x), random.choice([6,7])): self.landed[(i,self.max_y-1-j)] = random.choice(COLORS) def check_for_complete_row( self, blocks ): """ Look for a complete row of blocks, from the bottom up until the top row or until an empty row is reached. """ rows_deleted = 0 # Add the blocks to those in the grid that have already 'landed' for block in blocks: self.landed[ block.coord() ] = block.color empty_row = 0 # find the first empty row for y in xrange(self.max_y -1, -1, -1): row_is_empty = True for x in xrange(self.max_x): if self.landed.get((x,y), None): row_is_empty = False break; if row_is_empty: empty_row = y break # Now scan up and until a complete row is found. y = self.max_y - 1 while y > empty_row: complete_row = True for x in xrange(self.max_x): if self.landed.get((x,y), None) is None: complete_row = False break; if complete_row: rows_deleted += 1 #delete the completed row for x in xrange(self.max_x): self.landed.pop((x,y)) # move all the rows above it down for ay in xrange(y-1, empty_row, -1): for x in xrange(self.max_x): block_color = self.landed.pop((x,ay), None) if block_color: dx,dy = (0,1) self.landed[(x+dx, ay+dy)] = block_color # move the empty row index down too empty_row +=1 # y stays same as row above has moved down. else: y -= 1 # return the number of rows deleted. return rows_deleted def check_block( self, (x, y) ): """ Check if the x, y coordinate can have a block placed there. That is; if there is a 'landed' block there or it is outside the board boundary, then return False, otherwise return true. """ if x < 0 or x >= self.max_x or y < 0 or y >= self.max_y: return False elif self.landed.has_key( (x, y) ): return False else: return True #represents a player. each player has a board, other player's board, #current shape, score, etc class Player(): def __init__(self, gs, myBoard, otherBoard, player_id = 99): print "initialize player" self.id = player_id self.board = myBoard self.other_board = otherBoard self.score = 0 self.gs = gs self.shape = self.get_next_shape() def handle_move(self, direction): #if you can't move then you've hit something if self.shape: if direction==UP: self.shape.rotate(clockwise=False) else: if not self.shape.move( direction ): # if you're heading down then the shape has 'landed' if direction == DOWN: points = self.board.check_for_complete_row( self.shape.blocks) #del self.shape self.shape = self.get_next_shape() self.score += points if self.gs.num_players == 2: if points > 1: self.other_board.receive_lines(points-1) # If the shape returned is None, then this indicates that # that the check before creating it failed and the # game is over! if self.shape is None: self.gs.state = "ending" #loss! self.gs.winner = self.other_board # do we go up a level? if (self.gs.level < NO_OF_LEVELS and self.score >= self.gs.thresholds[self.gs.level]): self.gs.level+=1 self.gs.delay-=100 # Signal that the shape has 'landed' return False return True def move_my_shape( self ): if self.shape: self.handle_move( DOWN ) def get_next_shape( self ): #Randomly select which tetrominoe will be used next. the_shape = self.gs.shapes[ random.randint(0,len(self.gs.shapes)-1) ] return the_shape.check_and_create(self.board) #contains variables that are shared between the players: #levels, delay time, etc? class GameState(): def __init__(self, gui): self.shapes = [square_shape, t_shape,l_shape, reverse_l_shape, z_shape, s_shape,i_shape ] self.num_players = 0 self.level = 1 self.delay = 800 self.thresholds = range(10,100,10) self.state = "waiting" #states: waiting (between games), playing, ending self.winner = None #winning Board #runs the overall game. initializes both player and any displays class TwoPlayerGame(object): #one-time initialization for gui etc def __init__(self): print "initialize tetris" self.gui = PygameRenderer() self.input = DdrInput() self.init_game() def handle_input(self): drop_time = time() while 1: if self.gameState.state=="playing" and time()-drop_time > self.gameState.delay/1000.0: self.gravity() drop_time = time() ev = self.input.poll() if ev: print "EVENT",ev player,direction = ev #print "Player",player,direction if self.gameState.state=="playing": if self.players[player]!=None: self.players[player].handle_move(direction) elif self.gameState.state == "waiting": if direction==UP: self.add_player(player) elif direction==DOWN: if self.players[player]!=None: self.start_game() self.update_gui() #initializes each game def init_game(self): print "init next game" self.boards = [Board(MAXX,MAXY), Board(MAXX,MAXY)] self.players = [None,None] self.gameState = GameState(self.gui) #display initial "animation" self.handle_input() #self.update_gui() def add_player(self,num): # 0=left, 1=right print "adding player ",num if self.players[num]==None: p = Player(self.gameState, self.boards[num], self.boards[(num+1)%2]) self.players[num] = p self.update_gui() self.gameState.num_players+=1 def start_game(self): print "start game" self.gameState.state = "playing" self.update_gui() #maybe self.gravity() #change to pygame #handles gravity and checks for game over def gravity(self): #probably shouldn't handle gravity and endgame...or rename if self.gameState.state == "ending": self.end_game() return else: for p in self.players: if p: p.move_my_shape() self.update_gui() def update_gui(self): self.gui.render_game(self.to_dict()) def end_game(self): winner_board = self.gameState.winner self.animate_ending(winner_board) self.init_game() def animate_ending(self,winner_board): print "game over, display animation" for i in range(100): print i, def create_shapes(): #in progress..... y = 4 up_diags = [(1,y+4),(1,y+3),(2,y+3),(2,y+2),(3,y+2),(3,y+1), (8,y+4),(8,y+3),(7,y+3),(7,y+2),(6,y+2),(6,y+1)] down_diags = [(x0,10-y0+2*y) for (x0,y0) in up_diags] line = [(i,j) for i in [4,5] for j in range(y,y+11)] up_arrow = line[:] for xy in up_diags: up_arrow.append(xy) down_arrow = line[:] for xy in down_diags: down_arrow.append(xy) return down_arrow def to_dict(self): d = {} for n in range(2): if self.players[n]!=None: p = self.players[n] offset = n*MAXX #blocks for (x,y) in p.board.landed: d[(x+offset,y)] = p.board.landed[(x,y)] #shapes blocks = p.shape.blocks for b in blocks: d[(b.x+offset*n,b.y)] = b.color #score score = p.score for i in range(10): bit = score%2 score = score>>1 coord = (MAXX-1-i + offset, MAXY+1) if bit: d[coord] = "yellow" else: d[coord] = "gray" return d if __name__ == "__main__": tetrisGame = TwoPlayerGame()