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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 time import sleep, time
import random
import sys
from renderer import PygameRenderer
from renderer import LedRenderer
from tetris_shape import *
from ddrinput import DdrInput
from ddrinput import DIRECTIONS
import pygame
TIME_LIMIT = 4 * 60 #seconds
LINES_TO_ADVANCE = 8 #num lines needed to advance to next level
LEVEL_SPEEDS = [700,550,400,250,160,120]
MAXX = 10
MAXY = 18
(LEFT, RIGHT, UP, DOWN, DROP, DIE) = range(6)
COLORS = ["orange", "red", "green", "blue", "purple", "yellow", "magenta"]
LEVEL_COLORS = ["red", "orange", "yellow", "green", "blue", "purple"]
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 < -3 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, player_id, gs, myBoard, otherBoard):
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" #you lost!
if self.gs.num_players == 2:
self.gs.winner = (self.id + 1) % 2
else:
self.gs.winner = self.id
# do we go up a level?
if (self.gs.level < len(LEVEL_SPEEDS)-1 and
self.score / LINES_TO_ADVANCE >= self.gs.level+1 ):
self.gs.level+=1
print "level",self.gs.level
self.gs.delay = LEVEL_SPEEDS[self.gs.level]
# Signal that the shape has 'landed'
return False
return True
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):
self.shapes = [square_shape, t_shape,l_shape, reverse_l_shape,
z_shape, s_shape,i_shape ]
self.num_players = 0
self.level = 0 #levels go 0-9
self.delay = LEVEL_SPEEDS[0]
self.state = "waiting" #states: waiting (between games), playing, ending
self.winner = None #winning player id
#runs the overall game. initializes both player and any displays
class TetrisGame(object):
#one-time initialization for gui etc
def __init__(self):
print "initialize tetris"
self.gui = [PygameRenderer(), LedRenderer()]
self.input = DdrInput()
while True:
self.init_game()
#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.board_animation(0,"up_arrow")
self.board_animation(1,"up_arrow")
self.start_time = None
self.input.reset()
self.update_gui()
self.handle_input() #this calls all other functions, such as add_player, start_game
def add_player(self,num): # 0=left, 1=right
print "adding player",num
if self.players[num]==None:
self.boards[num].clear()
p = Player(num, self.gameState, self.boards[num], self.boards[(num+1)%2])
self.players[num] = p
self.board_animation(num,"down_arrow")
self.gameState.num_players+=1
self.update_gui()
def start_game(self):
print "start game"
self.boards[0].clear()
self.boards[1].clear()
self.gameState.state = "playing"
self.update_gui()
self.start_time = time()
self.drop_time = time()
self.gravity()
def handle_input(self):
game_on = True
t = 0
while game_on:
t+=1
if (self.gameState.state=="ending") or (self.gameState.state=="playing" and time()-self.start_time > TIME_LIMIT):
self.end_game()
game_on = False
return
if self.gameState.state=="playing" and time()-self.drop_time > self.gameState.delay/1000.0:
self.gravity()
self.drop_time = time()
if self.gameState.state != "ending":
self.update_gui()
ev = self.input.poll()
if ev:
player,direction = ev
#print "Player",player,direction
if direction == DIE: #Exit instruction
game_on = False
pygame.quit()
sys.exit()
if self.gameState.state=="playing":
if self.players[player]!=None:
#DROP is only for debugging purposes for now, to make the game end.
if direction == DROP:
while self.players[player].handle_move( DOWN ):
pass
else:
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()
elif t%10000==0:
t=0
self.update_gui()
def gravity(self):
for p in self.players:
if p:
p.handle_move(DOWN)
def update_gui(self):
[gui.render_game(self.to_dict()) for gui in self.gui]
def end_game(self):
if self.gameState.winner!=None:
winner_id = self.gameState.winner
print "GAME OVER: layer",winner_id,"wins"
else:
if self.gameState.num_players == 2:
if self.players[0].score > self.players[1].score:
winner_id = 0
elif self.players[1].score > self.players[0].score:
winner_id = 1
else:
winner_id = 2 #tie, show both as winners.
elif self.players[0]!=None:
winner_id = 0
else:
winner_id = 1
self.animate_ending(winner_id)
def board_animation(self, board_id, design, color="green"):
b = self.boards[board_id]
d = self.create_shapes(design)
for coord in d:
b.landed[coord]=color
def animate_ending(self,winner_board):
if winner_board == 2:
self.board_animation(0,"outline")
self.board_animation(1,"outline")
else:
self.board_animation(winner_board,"outline","yellow")
self.update_gui()
sleep(3)
def create_shapes(self,design): #in progress.....
shapes = {}
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)
sides = [(i,j) for i in [0,9] for j in range(18)]
tb = [(i,j) for i in range(10) for j in [0,17]]
outline = tb + sides
shapes["down_arrow"] = down_arrow
shapes["up_arrow"] = up_arrow
shapes["outline"] = outline
shapes["test"] = [(5,5)]
return shapes[design]
def to_dict(self):
d = {}
for n in range(2):
board = self.boards[n]
offset = n*MAXX
#blocks
for (x,y) in board.landed:
d[(x+offset,y)] = board.landed[(x,y)]
if self.players[n]!=None:
p = self.players[n]
#shapes
if p.shape:
blocks = p.shape.blocks
for b in blocks:
if b.y >= 0:
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"
#level
level = self.gameState.level
d[(level+offset,MAXY)] = LEVEL_COLORS[level]
#time
if self.start_time!=None:
time_left = (self.start_time + TIME_LIMIT - time()) #seconds left
for i in range(TIME_LIMIT/60): #0,1,2,3 (minutes)
if time_left/60 >= i:
seconds = time_left - 60*i # is in .5-1 secs, etc
if not (.5<seconds<1.0 or 1.5<seconds<2.0 or 2.5<seconds<3.0):
coord = (MAXX-1-i + offset, MAXY)
d[coord] = "white"
return d
if __name__ == "__main__":
tetrisGame = TetrisGame()
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