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#!/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 Tkinter import *
from time import sleep
import random
import sys
from tetrisGUI import GUI
from tetris_shape import *
MAXX = 10
MAXY = 18
NO_OF_LEVELS = 10
LEFT = "left"
RIGHT = "right"
DOWN = "down"
direction_d = { "left": (-1, 0), "right": (1, 0), "down": (0, 1) }
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 = direction_d[DOWN]
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 and can get new shapes...
#
class Player():
def __init__(self, gs, myBoard, otherBoard):
print "initialize player"
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
success = self.shape.move( direction )
if not success:
# 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
#self.status = "loss"
# 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 left(self):
if self.shape:
self.handle_move( LEFT )
def right(self):
if self.shape:
self.handle_move( RIGHT )
def down(self):
if self.shape:
self.handle_move( DOWN )
def up(self):
if self.shape:
self.shape.rotate(clockwise=False)
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, 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, parent):
print "initialize tetris"
self.parent = parent
self.gui = GUI(parent,20,MAXX,MAXY)
self.gui.pack(side=BOTTOM)
self.parent.bind("<Key>", self.handle_key_press)
self.init_game()
#initializes each game
def init_game(self):
print "init next game"
board0 = Board(MAXX,MAXY)
board1 = Board(MAXX,MAXY)
self.boards = [board0, board1]
self.gameState = GameState(self.gui)
self.players = [None,None]
self.update_gui()
self.gameState.state = "waiting" #states are waiting, playing, ending
def add_player(self,num): # 0=left, 1=right
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.parent.after( self.gameState.delay, self.gravity)
self.update_gui()
#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()
self.parent.after( self.gameState.delay, self.gravity)
def handle_key_press(self,event):
k = event.keysym
if self.gameState.state == "playing":
if self.players[1]:
if k=="Left":
self.players[1].left()
elif k=="Right":
self.players[1].right()
elif k=="Down":
self.players[1].down()
elif k=="Up":
self.players[1].up()
if self.players[0]:
if k=="a":
self.players[0].left()
elif k=="d":
self.players[0].right()
elif k=="s":
self.players[0].down()
elif k=="w":
self.players[0].up()
elif self.gameState.state == "waiting":
if k=="Up":
self.add_player(1)
elif k=="w":
self.add_player(0)
elif k=="Down" and self.players[1]!=None:
self.start_game()
elif k=="s" and self.players[0]!=None:
self.start_game()
#if state==ending, ignore input
self.update_gui()
def update_gui(self):
self.gui.draw_board(self.players)
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 end_all(self):
#this will destory the gui. not really useful.
Toplevel().destroy()
self.parent.destroy()
sys.exit(0)
def to_dict(self):
d = {}
for n in range(2):
#in progress...
p = players[n]
offset = n*self.max_x
#blocks
for (x,y) in p.board.landed:
d[(x+offset,y)] = p.board.landed[xy]
#shapes
blocks = p.shape.blocks
for b in blocks:
d[(b.x+offset*n,b.y)] = b.color
#score
for i in range(10):
score = p.score
bit = score%2
score = score>>1
coord = (self.max_x-1-i + offset, self.max_y+1)
if bit:
d[coord] = "yellow"
else:
d[coord] = "gray"
if __name__ == "__main__":
root = Tk()
root.title("Tetris Tk")
theGame = TwoPlayerGame( root )
root.mainloop()
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