gamegrid, falling, Tetrominos, collision and deleting rows, GUI Menus and Score

This commit is contained in:
IM23a-bachmannj2
2024-12-10 21:13:01 +01:00
parent 3eb8af9991
commit 6de87ac002
4 changed files with 156 additions and 40 deletions
+13
View File
@@ -1,4 +1,15 @@
import pygame import pygame
import settings
#game states
def draw_text(surface, text, size, x, y, color):
"""Utility function to render text onto a surface."""
font = pygame.font.Font(None, size) # Use default font
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect(center=(x, y))
surface.blit(text_surface, text_rect)
class Grid(): class Grid():
def __init__(self, rows, cols, cell_size): def __init__(self, rows, cols, cell_size):
@@ -51,3 +62,5 @@ class Grid():
new_grid = [row for row in self.grid if not all(cell == 1 for cell in row)] new_grid = [row for row in self.grid if not all(cell == 1 for cell in row)]
cleared_rows = len(self.grid) - len(new_grid) cleared_rows = len(self.grid) - len(new_grid)
self.grid = [[0] * self.cols for _ in range(cleared_rows)] + new_grid self.grid = [[0] * self.cols for _ in range(cleared_rows)] + new_grid
settings.game_score += 100 * cleared_rows
+119 -38
View File
@@ -1,74 +1,155 @@
import pygame, sys import pygame, sys
from settings import * from settings import *
from game_manager import Grid from game_manager import Grid, draw_text
from tetrominos import Tetrominos from tetrominos import Tetrominos
import settings
def setup():
pygame.init()
global screen
screen = pygame.display.set_mode((width, height))
global clock
clock = pygame.time.Clock()
pygame.display.set_caption("Tetris")
icon_img = pygame.image.load('assets/icon.png')
pygame.display.set_icon(icon_img)
state_screen(screen, game_state)
def state_screen(screen, game_state):
"""Display the start screen."""
width = 300
screen = pygame.display.set_mode((width, height))
surface = pygame.Surface((WIDTH, HEIGHT))
surface.fill((0, 0, 0)) # Black background
if game_state:
# Draw text
draw_text(surface, "TETRIS", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(surface, "Press ENTER to Start", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
else:
draw_text(surface, "Game Over", 50, WIDTH // 2, HEIGHT // 2 - 50, (255, 0, 0))
draw_text(surface, "Press Enter to Restart", 30, WIDTH // 2, HEIGHT // 2 + 50, (200, 200, 200))
# Display the surface
screen.blit(surface, (0, 0))
pygame.display.update()
# Wait for the player to press ENTER
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
game_state = True
settings.game_score = 0
main()
return # Exit the start screen
def pause_menu(screen):
"""Render the pause menu."""
screen.fill((0, 0, 0)) # Black background
draw_text(screen, "Game Paused", 50, 450 // 2, HEIGHT // 2 - 50, (255, 255, 255))
draw_text(screen, "Press ESC to Resume", 30, 450 // 2, HEIGHT // 2 + 10, (200, 200, 200))
pygame.display.update()
def main(): def main():
pygame.init()
width = 450
screen = pygame.display.set_mode((width, height)) screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
pygame.display.set_caption("Tetris") grid_surface = pygame.Surface((g_width, g_height))
# Create the grid and tetromino # Create the grid and tetromino
game_grid = Grid(rows, cols, cell_size) game_grid = Grid(rows, cols, cell_size)
tetromino = Tetrominos(cols, cell_size) tetromino = Tetrominos(cols, cell_size)
fall_timer = 0 fall_timer = 0
fall_interval = 1000 // falling_speed # Falling interval in milliseconds
fall_interval = 500
move_timer = 0 move_timer = 0
move_interval = 100 move_interval = 100
while True: while True:
screen.fill((0, 153, 255)) # Background color screen.fill((138, 138, 138))
grid_surface.fill((87, 87, 87)) # Background color
current_time = pygame.time.get_ticks() current_time = pygame.time.get_ticks()
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
sys.exit() sys.exit()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP: if event.key == pygame.K_UP and settings.gamestate == "playing":
rotated_shape = [list(row) for row in zip(*tetromino.shape[::-1])] rotated_shape = [list(row) for row in zip(*tetromino.shape[::-1])]
if not game_grid.check_collision(rotated_shape, tetromino.x, tetromino.y): if not game_grid.check_collision(rotated_shape, tetromino.x, tetromino.y):
tetromino.shape = rotated_shape # Apply rotation tetromino.shape = rotated_shape # Apply rotation
elif event.key == pygame.K_SPACE and settings.gamestate == "playing":
tetromino.instant_drop(game_grid) # Perform instant drop
game_grid.add_tetromino(tetromino) # Lock tetromino in place
game_grid.check_full_row()
tetromino = Tetrominos(cols, cell_size)
elif event.key == pygame.K_ESCAPE: # Pause the game
if settings.gamestate == "playing":
settings.gamestate = "paused"
elif settings.gamestate == "paused":
settings.gamestate = "playing"
keys = pygame.key.get_pressed() if settings.gamestate == "playing":
if keys[pygame.K_RIGHT]:
if current_time - move_timer > move_interval: # Ensure delay between movements
if not game_grid.check_collision(tetromino.shape, tetromino.x + 1, tetromino.y):
tetromino.move(1, 0) # Move right
move_timer = current_time # Reset timer
elif keys[pygame.K_LEFT]:
if current_time - move_timer > move_interval: # Ensure delay between movements
if not game_grid.check_collision(tetromino.shape, tetromino.x - 1, tetromino.y):
tetromino.move(-1, 0) # Move left
move_timer = current_time # Reset timer
# Handle automatic falling based on timer keys = pygame.key.get_pressed()
if current_time - fall_timer > fall_interval: if keys[pygame.K_RIGHT]:
if not game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y + 1): if current_time - move_timer > move_interval: # Ensure delay between movements
tetromino.move(0, 1) # Move down if not game_grid.check_collision(tetromino.shape, tetromino.x + 1, tetromino.y):
else: tetromino.move(1, 0) # Move right
# Collision detected, lock the tetromino in place move_timer = current_time # Reset timer
game_grid.add_tetromino(tetromino) elif keys[pygame.K_LEFT]:
game_grid.check_full_row() if current_time - move_timer > move_interval: # Ensure delay between movements
tetromino = Tetrominos(cols, cell_size) # Spawn a new tetromino if not game_grid.check_collision(tetromino.shape, tetromino.x - 1, tetromino.y):
tetromino.move(-1, 0) # Move left
move_timer = current_time # Reset timer
# Check if game is over # Handle automatic falling based on timer
if game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y): if current_time - fall_timer > fall_interval:
print("Game Over") if not game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y + 1):
sys.exit() tetromino.move(0, 1) # Move down
else:
# Collision detected, lock the tetromino in place
game_grid.add_tetromino(tetromino)
game_grid.check_full_row()
tetromino = Tetrominos(cols, cell_size) # Spawn a new tetromino
fall_timer = current_time # Check if game is over
if game_grid.check_collision(tetromino.shape, tetromino.x, tetromino.y):
game_state = False
state_screen(screen, game_state)
# Draw the grid and tetromino fall_timer = current_time
game_grid.draw_grid(screen)
tetromino.draw(screen)
pygame.display.update()
clock.tick(60) # Fixed frame rate for smooth movement # Draw the grid and tetromino
game_grid.draw_grid(grid_surface)
tetromino.draw(grid_surface)
#draw score
draw_text(screen, f'Score: {settings.game_score}', 30, width -75, 100 , (255, 255, 255))
screen.blit(grid_surface)
pygame.display.update()
clock.tick(fps)
elif settings.gamestate == "paused":
# Render the pause menu
pause_menu(screen)
if __name__ == '__main__': if __name__ == '__main__':
main() setup()
+18 -1
View File
@@ -1,10 +1,27 @@
# Variables # Variables
#screen size
global height, width global height, width
height, width = 600, 300 height, width = 600, 300
#grid surface
g_height, g_width = 600, 300
#start surface size
HEIGHT, WIDTH = 600, 300
#state of the game
game_state = True
#score
game_score = 0
rows = 20 rows = 20
cols = 10 cols = 10
cell_size = 30 cell_size = 30
falling_speed = 5 fps = 60
global gamestate # Add game state variable
gamestate = "playing"
+5
View File
@@ -55,3 +55,8 @@ class Tetrominos:
"""Move the tetromino.""" """Move the tetromino."""
self.x += dx self.x += dx
self.y += dy self.y += dy
def instant_drop(self, grid):
"""Move the tetromino to the lowest possible position."""
while not grid.check_collision(self.shape, self.x, self.y + 1):
self.y += 1