Dec-04-2019, 03:13 PM
import pygame
import random
pygame.font.init()
#GLOBAL VARS
s_width = 800
s_height = 700
play_width = 300
play_height = 600
block_size = 30
top_left_x = (s_width - play_width) // 2
top_left_y = (s_height - play_height)
#SHAPE FORMATS
S= [['.....',
'.....',
'..00.',
'.00..',
'.....'],
['.....',
'..0..',
'..00.',
'...0.',
'.....']]
Z= [['.....',
'.....'
'.00..'
'..00.'
'.....'
'.....']]
I = [['..0..',
'..0..',
'..0..',
'..0..',
'..0..',],
['.....',
'0000.',
'.....',
'.....',
'.....',]]
O = [['.....',
'.....',
'.00..',
'.00..',
'.....']]
J = [['.....',
'.0...',
'.000.',
'.....',
'.....'],
['.....',
'..00.',
'..0..'
'..0..',
'.....'],
['.....',
'.....',
'.000.',
'...0.',
'.....'],
['.....',
'..0..',
'..0..'
'.00..',
'.....']]
L = [['.....',
'...0.',
'.000.',
'.....',
'.....'],
['.....',
'..0..',
'..0..',
'..00.',
'.....'],
['.....',
'.000.',
'.0...',
'.....',
'.....'],
['.....',
'.00..',
'..0..',
'..0..',
'.....']]
T = [['.....',
'..0..',
'.000.',
'.....',
'.....'],
['.....',
'..0..',
'..00.',
'..0..',
'.....'],
['.....',
'.....',
'.000.',
'..0..',
'.....'],
['.....',
'..0..',
'.00..',
'..0..',
'.....']]
shapes = [S, Z, I, O, J, L, T]
shape_colors = [(0, 255, 0), (255, 0, 0), (0, 255, 255), (255, 255, 0), (255, 165, 0), (0, 0, 255), (120, 0, 120)]
#index 0- 6 represent shape
class Piece (object): #*
def __init__(self, x, y, shape):
self.x = x
self.y = y
self.shape = shape
self.color = shape_colors[shapes.index(shape)]
self.rotation = 0
def create_grid(locked_pos = []): #*
grid = [[(0, 0, 0) for _ in range(10)] for _ in range(20)]
for i in range(len(grid)):
for j in range(len(grid[i])):
if (j, i) in locked_pos:
c = locked_pos[(j, i)]
grid[i][j] = c
return grid
def convert_shape_format(shape):
positions = []
format = shape.shape[shape.rotation % len(shape.shape)]
for i, line in enumerate (format):
row = list(line)
for j, column in enumerate(row):
if column == '0':
positions.append((shape.x + j, shape.y + i))
for i, pos in enumerate(positions):
positions[i] = (pos[0] - 2, pos[1] - 4)
return positions
def valid_space(shape, grid):
accepted_pos = [[(j , i) for j in range(10) if grid[i][j] == (0, 0, 0)] for i in range(20)]
accepted_pos = [j for sub in accepted_pos for j in sub]
formatted = convert_shape_format(shape)
for pos in formatted:
if pos not in accepted_pos:
if pos [l] > - 1:
return False
return True
def check_lost():
for pos in positions:
x, y = pos
if y < 1:
return True
return False
def get_shape():
return Piece(5, 0, random.choice(shapes))
def draw_text_middle(surface, text, size, color):
font = pygame.font.SysFont('comicsans', size, bold=True)
label = font.render(text, 1, color)
surface.blit(label, (top_left_x + play_width/2 - (label.get_width()/2, top_left_y + play_height/2 - label.get_height()/2)))
def draw_grid(surface, grid):
sx = top_left_x
sy = top_left_y
for i in range(len(grid)):
pygame.draw.line(surface, (128, 128, 128), (sx, sy, + i*block_size), (sx+play_width, sy+ i*block_size))
for j in range(len(grid[i])):
pygame.draw.line(surface, (128, 128, 128), (sx + j*block_size, sy), (sx+ j*block_size, sy + play_height))
pygame.draw.rect(surface, (255, 0, 0), (top_left_x, top_let_y, play_width, play_height), 4)
def clear_rows():
inc = 0
for i in range(len(grid)-1, -1, -1):
row = grid[i]
if (0,0,0) not in row:
inc += 1
ind = 1
for j in range (len(row)):
try:
del locked[(j, i)]
except:
continue
def draw_next_shape(shape, surface):
font = pygame.font.SysFont('comicsans', 30)
label = font.render('Next Shape',1, (255, 255, 255))
sx = top_left_x + play_width + 50
sy = top_left_y + play_height/2 - 100
format = shape.shape[shape.rotation% len(shape.shape)]
for i, line in enumerate(format):
row = list(line)
for j, column, in enumerate(row):
if column == '0':
pygame.draw.rect(surface, shape.color, (sx + j*10, sy + i*block_size, block_size), 0)
surface.blit(label, (sx + 10, sy - 10))
def draw_window(surface, grid): #*
surface.fill((0, 0, 0))
pygame.font.init()
font = pygame.font.SysFont('comicsans', 60)
label = font.render('Tetris', 1, (255, 255, 255))
surface.blit(label, (top_left_x + play_width / 2 - (label.get.width() / 2), 30))
font = pygame.font.SysFont('comicsans', 30)
label = font.render('Score: ' + str(score), 1, (255, 255, 255))
sx = top_left_x + play_width + 50
sy = top_left_y + play_height/2 - 100
surface.blit(label, (sx + 20, sy +160))
for i in range(len(grid)):
pygame.draw.line(surface, (120, 120, 120), (sx, sy, + i*block_size), (sx+play_width, sy+ i*block_size))
for j in range(len(grid[i])):
pygame.draw.line(surface, (120, 120, 120), (sx + j*block_size, sy), (sx+ j*block_size, sy + play_height))
draw_grid(surface, grid)
pygame.display.update()
def main(win): #*
locked_positions = []
grid = create_grid(locked_positions)
change_piece = False
run = True
current_piece = get_shape()
next_piece = get_shape()
clock = pygame.time.Clock()
fall_time = 0
fall_speed = 0.27
if fall_time/1000 > fall_speed:
fall_time = 0
current_piece.y += 1
if not(valid_space(current_piece.grid) and current_piece.y > 0):
current_piece.y -= 1
change_piece = True
while run:
grid = create_grid(locked_positions)
fall_time += clock.get_rawtime()
clock.tick()
if fall_time/1000 > fall_speed:
fall_time = 0
current_piece.y += 1
if not(valid_space(current_piece, grid)) and current_piece.y > 0:
current_piece.y -= 1
change_piece = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
current_piece.x -= 1
if not[valid_space(current_piece, grid)]:
current_piece += 1
if event.key == pygame.K_RIGHT:
current_piece.x += 1
if not[valid_space(current_piece, grid)]:
current_piece.x -= 1
if event.key == pygame.K_DOWN:
current_piece.y += 1
if not[valid_space(current_piece, grid)]:
current_piece.y -= 1
if event.key == pygame.K_UP:
current_piece.rotation += 1
if not[valid_space(current_piece, grid)]:
current_piece.rotation -= 1
draw_window(surface, grid)
shape_pos = convert_shape_format(current_piece)
for i in range(len(shape_pos)):
x, y = shape_pos =[i]
if y > -1:
grid[y][x] = current_piece.color
if change_piece:
for pos in shape_pos:
p = (pos[0], pos[1])
locked_positions[p] = current_piece.color
current_piece = next_piece
next_piece = get_shape()
change_piece = False
draw_next_shape(next_piece, win)
draw_window(win.grid)
if check_lost(locked_positions):
draw_text_middle(win, 'YOU LOST!', 80, (255, 255, 255))
pygame.display.update()
pygame.time.delay(1500)
run = False
pygame.display.quit()
def main_menu(win): #*
run = True
while run:
win.fill((0, 0, 0))
draw_text_middle(win, 'Press Any Key To Play', 60, (255, 255, 255))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
main()
pygame.display.quit()
main(win)
win = pygame.display.set_mode((s_width, s_height)
pygame.display.set_caption('Tetris')
main_menu(win)
I have the following error message: Traceback (most recent call last):
File "E:\Users\Usuario1\Documents\abscorp\Python\tetris.py", line 357, in <module>
main_menu(win)
File "E:\Users\Usuario1\Documents\abscorp\Python\tetris.py", line 343, in main_menu
draw_text_middle(win, 'Press Any Key To Play', 60, (255, 255, 255))
File "E:\Users\Usuario1\Documents\abscorp\Python\tetris.py", line 179, in draw_text_middle
surface.blit(label, (top_left_x + play_width/2 - (label.get_width()/2, top_left_y + play_height/2 - label.get_height()/2)))
TypeError: unsupported operand type(s) for -: 'float' and 'tuple'
If anyone can help i would really appreciate it, thanks for the support
See you soon
