gamegrid, falling, Tetrominos
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@@ -0,0 +1,21 @@
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import pygame
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class Grid():
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def __init__(self, rows, cols, cell_size):
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self.cell_size = cell_size
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self.rows = rows
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self.cols = cols
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self.grid = [[0 for j in range(self.cols)] for k in range(self.rows)]
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def draw_grid(self, surface):
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for row in range(self.rows):
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for col in range(self.cols):
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cell_value = self.grid[row][col]
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color = (0, 0, 0) if cell_value == 0 else (255, 0, 0) # Black for empty, red for filled
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cell_rect = pygame.Rect(
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col * self.cell_size + 1,
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row * self.cell_size + 1,
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self.cell_size - 2,
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self.cell_size - 2
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)
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pygame.draw.rect(surface, color, cell_rect)
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@@ -1,35 +1,49 @@
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"""importing Important Modules"""
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from settings import width, height
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import sys
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import pygame
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import random
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import pygame, sys
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from settings import *
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from game_manager import Grid
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from tetrominos import Tetrominos
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def main():
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# Initialize Pygame
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pygame.init()
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# Set up the display
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screen = pygame.display.set_mode((width, height))
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clock = pygame.time.Clock()
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pygame.display.set_caption("Tetris")
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# Set up the clock for controlling the frame rate
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clock = pygame.time.Clock()
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# Create the grid and tetromino
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game_grid = Grid(rows, cols, cell_size)
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tetromino = Tetrominos(cols, cell_size)
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# Timer for controlling the falling speed
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fall_timer = 0
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fall_interval = 1000 // falling_speed # Falling interval in milliseconds
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# Main game loop
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while True:
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screen.fill((0, 153, 255)) # Background color
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current_time = pygame.time.get_ticks()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RIGHT:
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tetromino.move(1, 0) # Move right
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elif event.key == pygame.K_LEFT:
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tetromino.move(-1, 0) # Move left
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elif event.key == pygame.K_UP:
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tetromino.rotate() # Rotate shape
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# Update the display
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pygame.display.flip()
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# Handle automatic falling based on timer
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if current_time - fall_timer > fall_interval:
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tetromino.move(0, 1)
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fall_timer = current_time
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# Control the frame rate
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clock.tick(60)
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# Draw the grid and tetromino
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game_grid.draw_grid(screen)
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tetromino.draw(screen)
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pygame.display.update()
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clock.tick(60) # Fixed frame rate for smooth movement
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if __name__ == '__main__':
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+10
-3
@@ -1,3 +1,10 @@
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# Set global width and height variables
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global width, height
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width, height = 800, 600
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# Variables
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global height, width
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height, width = 600, 300
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rows = 20
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cols = 10
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cell_size = 30
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falling_speed = 5
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@@ -0,0 +1,43 @@
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import random
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import pygame
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class Tetrominos:
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SHAPES = [
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[[1, 1, 1, 1]], # I-shape
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[[1, 1], [1, 1]], # O-shape
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[[0, 1, 0], [1, 1, 1]], # T-shape
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[[1, 0, 0], [1, 1, 1]], # L-shape
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[[0, 0, 1], [1, 1, 1]], # J-shape
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[[0, 1, 1], [1, 1, 0]], # S-shape
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[[1, 1, 0], [0, 1, 1]], # Z-shape
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]
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def __init__(self, cols, cell_size):
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self.cell_size = cell_size
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self.shape = random.choice(self.SHAPES) # Randomly pick a shape
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self.color = (random.randint(50, 255), random.randint(50, 255), random.randint(50, 255)) # Random color
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self.x = cols // 2 - len(self.shape[0]) // 2 # Center horizontally
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self.y = 0 # Start at the top
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def draw(self, screen):
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"""Draw the tetromino on the screen."""
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for row_idx, row in enumerate(self.shape):
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for col_idx, cell in enumerate(row):
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if cell: # Draw only if the cell is part of the tetromino
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x = (self.x + col_idx) * self.cell_size + 1
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y = (self.y + row_idx) * self.cell_size + 1
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pygame.draw.rect(
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screen,
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self.color,
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pygame.Rect(x, y, self.cell_size - 2, self.cell_size - 2)
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)
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def rotate(self):
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"""Rotate the tetromino shape clockwise."""
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self.shape = [list(row) for row in zip(*self.shape[::-1])]
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def move(self, dx, dy):
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"""Move the tetromino."""
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self.x += dx
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self.y += dy
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