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Copy pathtetris.py
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480 lines (413 loc) · 16.1 KB
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# Tetris Game using Python Turtle Graphics
# Fully functional implementation with all standard features
import turtle
import random
import time
# ─────────────────────────────────────────────
# Configuration Constants
# ─────────────────────────────────────────────
CELL_SIZE = 20
GRID_WIDTH = 10
GRID_HEIGHT = 20
OFFSET_X = -150
OFFSET_Y = 100
WINDOW_WIDTH = 500
WINDOW_HEIGHT = 600
DROP_INTERVAL = 0.5 # seconds per drop
# Colors
COLORS = [
None, # 0 = empty
'#00FFFF', # 1 = I - cyan
'#0000FF', # 2 = J - blue
'#FF7F00', # 3 = L - orange
'#FFFF00', # 4 = O - yellow
'#00FF00', # 5 = S - green
'#800080', # 6 = T - purple
'#FF0000', # 7 = Z - red
]
# Tetromino shapes (each rotation state)
# Format: list of (row, col) offsets relative to pivot
SHAPES = {
'I': [
[(0, -1), (0, 0), (0, 1), (0, 2)],
[(-1, 0), (0, 0), (1, 0), (2, 0)],
],
'J': [
[(0, -1), (0, 0), (0, 1), (1, -1)],
[(-1, 0), (0, 0), (1, 0), (1, 1)],
[(0, -1), (0, 0), (0, 1), (-1, 1)],
[(-1, -1), (-1, 0), (0, 0), (1, 0)],
],
'L': [
[(0, -1), (0, 0), (0, 1), (1, 1)],
[(-1, 0), (0, 0), (1, 0), (1, -1)],
[(0, -1), (0, 0), (0, 1), (-1, -1)],
[(-1, 1), (-1, 0), (0, 0), (1, 0)],
],
'O': [
[(0, 0), (0, 1), (1, 0), (1, 1)],
],
'S': [
[(0, 0), (0, 1), (1, -1), (1, 0)],
[(-1, 0), (0, 0), (0, 1), (1, 1)],
],
'T': [
[(0, -1), (0, 0), (0, 1), (1, 0)],
[(-1, 0), (0, 0), (1, 0), (0, 1)],
[(0, -1), (0, 0), (0, 1), (-1, 0)],
[(-1, 0), (0, 0), (1, 0), (0, -1)],
],
'Z': [
[(0, -1), (0, 0), (1, 0), (1, 1)],
[(-1, 1), (0, 1), (0, 0), (1, 0)],
],
}
PIECE_TYPES = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
# ─────────────────────────────────────────────
# Piece Class
# ─────────────────────────────────────────────
class Piece:
"""Represents a single falling tetromino."""
def __init__(self, shape_type):
self.type = shape_type
self.rotation = 0
self.row = 0
self.col = GRID_WIDTH // 2 - 1
self.color_index = PIECE_TYPES.index(shape_type) + 1
def get_blocks(self):
"""Return list of (row, col) positions for current rotation."""
shape = SHAPES[self.type][self.rotation]
return [(self.row + dr, self.col + dc) for dr, dc in shape]
def rotate(self):
"""Advance rotation index."""
self.rotation = (self.rotation + 1) % len(SHAPES[self.type])
# ─────────────────────────────────────────────
# Game Board Class
# ─────────────────────────────────────────────
class Board:
"""Manages the grid state and line-clearing logic."""
def __init__(self):
self.grid = [[0] * GRID_WIDTH for _ in range(GRID_HEIGHT)]
def is_valid(self, piece):
"""Check if piece's current position is valid (within bounds, no collisions)."""
for row, col in piece.get_blocks():
if col < 0 or col >= GRID_WIDTH:
return False
if row >= GRID_HEIGHT:
return False
if row < 0:
continue
if self.grid[row][col] != 0:
return False
return True
def place(self, piece):
"""Lock piece into the grid."""
for row, col in piece.get_blocks():
if 0 <= row < GRID_HEIGHT and 0 <= col < GRID_WIDTH:
self.grid[row][col] = piece.color_index
def clear_lines(self):
"""Remove full lines and return count of cleared lines."""
cleared = 0
new_grid = []
for row in self.grid:
if all(cell != 0 for cell in row):
cleared += 1
else:
new_grid.append(row)
# Pad with empty rows at top
for _ in range(cleared):
new_grid.insert(0, [0] * GRID_WIDTH)
self.grid = new_grid
return cleared
# ─────────────────────────────────────────────
# Renderer Class (Turtle Graphics)
# ─────────────────────────────────────────────
class Renderer:
"""Handles all turtle drawing operations."""
def __init__(self):
self.t = turtle.Turtle()
self.t.hideturtle()
self.t.speed(0)
# Preview turtle for next piece
self.preview = turtle.Turtle()
self.preview.hideturtle()
self.preview.speed(0)
# Score text
self.score_writer = turtle.Turtle()
self.score_writer.hideturtle()
self.score_writer.speed(0)
self.score_writer.penup()
self.score_writer.goto(150, 250)
def draw_square(self, x, y, color_index):
"""Draw a single cell square at pixel position (x, y)."""
self.t.penup()
self.t.goto(x, y)
self.t.pendown()
self.t.color('black', COLORS[color_index])
self.t.begin_fill()
for _ in range(4):
self.t.forward(CELL_SIZE)
self.t.right(90)
self.t.end_fill()
def draw_board(self, board, current_piece):
"""Render the entire board including current piece."""
self.t.clear()
# Draw grid lines
self.t.color('#333333')
for row in range(GRID_HEIGHT + 1):
y = OFFSET_Y - row * CELL_SIZE
self.t.penup()
self.t.goto(OFFSET_X, y)
self.t.pendown()
self.t.forward(GRID_WIDTH * CELL_SIZE)
for col in range(GRID_WIDTH + 1):
x = OFFSET_X + col * CELL_SIZE
self.t.penup()
self.t.goto(x, OFFSET_Y)
self.t.pendown()
self.t.goto(x, OFFSET_Y - GRID_HEIGHT * CELL_SIZE)
# Draw locked cells
for row in range(GRID_HEIGHT):
for col in range(GRID_WIDTH):
if board.grid[row][col] != 0:
x = OFFSET_X + col * CELL_SIZE
y = OFFSET_Y - row * CELL_SIZE - CELL_SIZE
self.draw_square(x, y, board.grid[row][col])
# Draw current piece
if current_piece:
for row, col in current_piece.get_blocks():
if row >= 0:
x = OFFSET_X + col * CELL_SIZE
y = OFFSET_Y - row * CELL_SIZE - CELL_SIZE
self.draw_square(x, y, current_piece.color_index)
def draw_preview(self, piece):
"""Draw next piece preview in a box on the right."""
self.preview.clear()
if piece is None:
return
start_x = 200
start_y = 100
# Draw box
self.preview.penup()
self.preview.goto(start_x, start_y)
self.preview.pendown()
self.preview.color('black', '#f0f0f0')
self.preview.begin_fill()
for _ in range(2):
self.preview.forward(5 * CELL_SIZE)
self.preview.right(90)
self.preview.forward(5 * CELL_SIZE)
self.preview.right(90)
self.preview.end_fill()
# Draw piece
shape = SHAPES[piece.type][0]
for dr, dc in shape:
x = start_x + (dc + 1) * CELL_SIZE
y = start_y - (dr + 1) * CELL_SIZE
self.draw_square_on_preview(x, y, piece.color_index)
def draw_square_on_preview(self, x, y, color_index):
"""Draw square in preview area."""
self.preview.penup()
self.preview.goto(x, y)
self.preview.pendown()
self.preview.color('black', COLORS[color_index])
self.preview.begin_fill()
for _ in range(4):
self.preview.forward(CELL_SIZE)
self.preview.right(90)
self.preview.end_fill()
def write_score(self, score, level, lines):
"""Display score, level, and lines."""
self.score_writer.clear()
self.score_writer.color('white')
self.score_writer.goto(150, 250)
self.score_writer.write(f"SCORE: {score}", font=("Arial", 14, "bold"))
self.score_writer.goto(150, 220)
self.score_writer.write(f"LEVEL: {level}", font=("Arial", 14, "bold"))
self.score_writer.goto(150, 190)
self.score_writer.write(f"LINES: {lines}", font=("Arial", 14, "bold"))
def game_over(self, score):
"""Display game over screen."""
self.t.clear()
self.t.penup()
self.t.goto(-80, 50)
self.t.color('white')
self.t.write("GAME OVER", font=("Arial", 32, "bold"))
self.t.goto(-60, 0)
self.t.write(f"Score: {score}", font=("Arial", 20, "bold"))
self.t.goto(-80, -40)
self.t.write("Press R to Restart Game", font=("Arial", 14, "normal"))
def draw_paused(self):
"""Draw pause overlay."""
self.t.penup()
self.t.goto(-60, 50)
self.t.color('white')
self.t.write("PAUSED", font=("Arial", 32, "bold"))
self.t.goto(-50, 10)
self.t.write("Press P to resume", font=("Arial", 14, "normal"))
# ─────────────────────────────────────────────
# Game Controller Class
# ─────────────────────────────────────────────
class TetrisGame:
"""Main game logic and loop."""
def __init__(self):
self.screen = turtle.Screen()
self.screen.setup(WINDOW_WIDTH, WINDOW_HEIGHT)
self.screen.title("Tetris - Turtle Graphics")
self.screen.bgcolor('#1a1a2e')
self.screen.tracer(0)
self.screen.listen()
self.board = Board()
self.renderer = Renderer()
self.score = 0
self.level = 1
self.lines_cleared = 0
self.game_over_flag = False
self.paused = False
self.current_piece = None
self.next_piece = None
self.last_drop_time = time.time()
self._setup_keybindings()
def _setup_keybindings(self):
"""Bind keyboard events."""
self.screen.onkey(self._move_left, 'Left')
self.screen.onkey(self._move_right, 'Right')
self.screen.onkey(self._move_down, 'Down')
self.screen.onkey(self._rotate, 'Up')
self.screen.onkey(self._hard_drop, 'space')
self.screen.onkey(self._pause, 'p')
self.screen.onkey(self._pause, 'P')
self.screen.onkey(self._restart, 'r')
self.screen.onkey(self._restart, 'R')
def _spawn_piece(self):
"""Create a new random piece."""
piece_type = random.choice(PIECE_TYPES)
return Piece(piece_type)
def _move_left(self):
"""Attempt to move piece left."""
if self.game_over_flag or self.paused:
return
self.current_piece.col -= 1
if not self.board.is_valid(self.current_piece):
self.current_piece.col += 1
def _move_right(self):
"""Attempt to move piece right."""
if self.game_over_flag or self.paused:
return
self.current_piece.col += 1
if not self.board.is_valid(self.current_piece):
self.current_piece.col -= 1
def _move_down(self):
"""Attempt soft drop (move down one row)."""
if self.game_over_flag or self.paused:
return
self.current_piece.row += 1
if not self.board.is_valid(self.current_piece):
self.current_piece.row -= 1
self._lock_piece()
def _rotate(self):
"""Attempt rotation with wall kick adjustments."""
if self.game_over_flag or self.paused:
return
old_rotation = self.current_piece.rotation
self.current_piece.rotate()
# Wall kick offsets to try
kicks = [0, -1, 1, -2, 2]
for kick in kicks:
self.current_piece.col += kick
if self.board.is_valid(self.current_piece):
return
self.current_piece.col -= kick
# Revert rotation if no valid position found
self.current_piece.rotation = old_rotation
def _hard_drop(self):
"""Instant drop to lowest valid position."""
if self.game_over_flag or self.paused:
return
while self.board.is_valid(self.current_piece):
self.current_piece.row += 1
self.current_piece.row -= 1
self._lock_piece()
def _pause(self):
"""Toggle pause state."""
if self.game_over_flag:
return
self.paused = not self.paused
if self.paused:
self.last_drop_time = time.time()
def _lock_piece(self):
"""Lock piece into board, clear lines, spawn new piece."""
self.board.place(self.current_piece)
lines = self.board.clear_lines()
if lines > 0:
self._update_score(lines)
self.current_piece = self.next_piece
self.next_piece = self._spawn_piece()
self.renderer.draw_preview(self.next_piece)
# Check game over
if not self.board.is_valid(self.current_piece):
self._trigger_game_over()
def _update_score(self, lines):
"""Update score based on lines cleared."""
self.score += lines
self.lines_cleared += lines
# Level up every 10 lines
new_level = self.lines_cleared // 10 + 1
if new_level > self.level:
self.level = new_level
def _trigger_game_over(self):
"""Set game over flag."""
self.game_over_flag = True
def _restart(self):
"""Reset game state and restart."""
self.board = Board()
self.score = 0
self.level = 1
self.lines_cleared = 0
self.game_over_flag = False
self.paused = False
self.last_drop_time = time.time()
self.current_piece = self._spawn_piece()
self.next_piece = self._spawn_piece()
self.renderer.t.clear()
self.renderer.draw_preview(self.next_piece)
self._game_loop()
def _get_drop_speed(self):
"""Return drop interval based on current level."""
return max(0.05, DROP_INTERVAL - (self.level - 1) * 0.05)
def _game_loop(self):
"""Main game loop."""
if self.game_over_flag:
self.renderer.game_over(self.score)
self.screen.update()
return
current_time = time.time()
if not self.paused:
if current_time - self.last_drop_time >= self._get_drop_speed():
self.current_piece.row += 1
if not self.board.is_valid(self.current_piece):
self.current_piece.row -= 1
self._lock_piece()
self.last_drop_time = current_time
if self.game_over_flag:
self.renderer.game_over(self.score)
else:
self.renderer.draw_board(self.board, self.current_piece)
self.renderer.write_score(self.score, self.level, self.lines_cleared)
if self.paused:
self.renderer.draw_paused()
self.screen.update()
self.screen.ontimer(self._game_loop, 16) # ~60 FPS
def run(self):
"""Start the game."""
self.current_piece = self._spawn_piece()
self.next_piece = self._spawn_piece()
self.renderer.draw_preview(self.next_piece)
self._game_loop()
self.screen.mainloop()
# ─────────────────────────────────────────────
# Entry Point
# ─────────────────────────────────────────────
if __name__ == '__main__':
game = TetrisGame()
game.run()
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