125 lines
8.2 KiB
Markdown
125 lines
8.2 KiB
Markdown
# Tetris
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## Introduction: A Journey in Code
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What started as a quest to sharpen my Python skills quickly became something much more exciting. I had brainstormed countless project ideas, but none of them truly matched my abilities or ignited my passion—until inspiration struck. Tetris.
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The idea hit me like a falling tetromino, and I realized immediately it was the perfect fit. Simple at its core, yet challenging enough to push my skills, it embodied everything I was looking for. Not only is it a timeless and addictively fun game, but it's also the ideal starting point for diving into Pygame, a project that wouldn't rely on step-by-step tutorials.
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This isn't just about coding; it's about building something I love from the ground up. And honestly? Writing this intro was almost as fun as watching the pieces fall into place!
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**May my Journey begin**
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***Made by ScriptSourcerer20 (and some help from the Internet)***
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## Structure
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Tetris/
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│
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├── main.py # Hauptskript für das Spiel
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├── tetrominos.py # Tetromino-Klassen und Logik
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├── game_manager.py # Spiellogik (Grid, Zeilen löschen, Spielstatus)
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├── settings.py # Einstellungen (Farben, Größe, Geschwindigkeit)
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├── assets/ # Ordner für Assets wie Bilder, Sounds (falls verwendet)
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│ └── sounds/
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└── README.md # Projektbeschreibung (optional)
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## Functionalities
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### **1. Tetromino Generation**
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- **Random Tetromino Shapes**: Start by coding the logic to generate the 7 classic Tetromino shapes (I, O, T, L, J, S, Z). Each shape can be represented as a matrix.
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- **Random Color Assignment**: Assign a unique color to each Tetromino for visual differentiation. This can be handled right after generating the shapes.
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### **2. Grid Setup (Playfield)**
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- **Create the Grid**: Implement the game grid as a 2D array where the blocks will fall. This grid should match the Tetris field size (usually 10x20).
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- **Grid Drawing**: Write the code to render the grid and the Tetrominoes inside the grid. This will help visualize your game's progress.
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### **3. Tetromino Movement**
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- **Horizontal Movement**: Implement the left and right movement of the falling Tetromino using the arrow keys. This will allow basic player control.
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- **Vertical Movement**: Implement automatic downward movement for the falling Tetromino at regular intervals. This is the fundamental mechanic that drives the game forward.
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- **Soft Drop**: Implement the ability to accelerate the fall of the Tetromino using the down arrow key.
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- **Hard Drop**: Implement the hard drop feature where pressing a key (e.g., spacebar) instantly drops the Tetromino to the bottom of the grid.
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### **4. Tetromino Rotation**
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- **Clockwise Rotation**: Implement logic to rotate the Tetromino 90 degrees clockwise when the player presses a key (e.g., up arrow). Ensure the rotation works for all shapes.
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- **Rotation Collision Check**: Make sure the Tetromino doesn’t rotate into walls or other blocks. You might need a "wall kick" system to adjust their position slightly after rotation.
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### **5. Collision Detection**
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- **Bottom Collision**: Implement the logic to stop a Tetromino when it collides with the bottom of the grid. This prevents the Tetromino from falling out of bounds.
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- **Side Collision**: Ensure the Tetromino stops moving sideways if it hits the left or right walls of the grid.
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- **Stack Collision**: Implement the logic to stop the Tetromino from falling when it lands on top of other blocks already placed in the grid.
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### **6. Tetromino Locking (Placing)**
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- **Lock Tetromino in Place**: Once a Tetromino reaches the bottom or hits another block, place it permanently on the grid. This will be the key moment when the game moves from one Tetromino to the next.
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- **Generate New Tetromino**: After a Tetromino is locked in place, immediately generate a new random Tetromino and drop it from the top of the grid.
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### **7. Line Clearing**
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- **Full Line Detection**: Implement the logic to detect when a row in the grid is fully filled with blocks.
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- **Remove Full Lines**: Once a row is detected as full, remove it and shift all rows above it downward.
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- **Score Increment**: Increment the player’s score every time a line is cleared. You can start simple by giving a fixed score for each line cleared.
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### **8. Level Progression**
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- **Leveling Up**: Implement the logic to increase the game’s level after a certain number of lines are cleared. You can, for example, increase the level after every 10 lines.
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- **Speed Increase**: As the level increases, decrease the time interval between automatic downward movements of the Tetromino, making the game harder.
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### **9. Game Over**
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- **Game Over Condition**: Implement the game-over condition when a new Tetromino cannot be placed because the blocks have reached the top of the grid.
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- **Game Over Screen**: Display a simple game-over screen with an option to restart or quit the game.
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## Additional Functionalities
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#### a) **Score System**
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- **Combo Scoring**: Award bonus points for clearing multiple lines simultaneously (e.g., double, triple, or Tetris for clearing 4 lines).
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- **Soft Drop Scoring**: Give points for soft dropping (incremental points as the Tetromino moves down).
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- **Hard Drop Scoring**: Award more points for hard dropping a Tetromino instantly.
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#### b) **Next Tetromino Preview**
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- **Show Upcoming Tetromino**: Display the next Tetromino in a small box on the screen so the player can prepare for it.
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#### c) **Hold Functionality**
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- **Hold a Tetromino**: Allow the player to "hold" a Tetromino and swap it with the current falling Tetromino.
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- **One Swap per Tetromino**: Restrict the hold functionality to one swap per Tetromino fall.
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#### d) **Pause/Resume Functionality**
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- **Pause the Game**: Allow the player to pause and resume the game (usually with the Escape key).
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#### e) **Sound Effects and Music**
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- **Block Movement Sounds**: Play sounds when the Tetromino moves or rotates.
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- **Line Clearing Sound**: Add a special sound effect when a line is cleared.
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- **Background Music**: Play looped background music during the game.
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#### f) **Themes and Skins**
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- **Different Tetromino Skins**: Allow the player to change the appearance of the Tetrominos (colors, textures).
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- **Background Themes**: Change the game background based on the level or user selection.
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#### g) **High Score Tracking**
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- **Save High Scores**: Keep track of the player's highest scores, even after closing the game.
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- **Leaderboard**: Display a leaderboard showing the top scores.
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#### h) **Difficulty Settings**
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- **Adjustable Difficulty**: Allow the player to select a difficulty level at the start (easy, medium, hard), which affects fall speed and scoring.
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- **Challenge Modes**: Add special game modes with unique rules, such as "Endless Mode," "Timed Mode," or "Puzzle Mode" (pre-defined Tetrominoes to clear lines with).
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#### i) **Ghost Piece**
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- **Ghost Piece Display**: Show a transparent outline of where the Tetromino will land if it were to fall straight down.
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#### j) **Achievements**
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- **Unlockable Achievements**: Reward players for achieving specific goals, such as clearing a certain number of lines, reaching a high score, or playing multiple games.
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#### k) **Multiplayer Mode**
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- **Local Multiplayer**: Add a two-player mode where players compete on the same screen, each having their own grid.
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- **Competitive Multiplayer**: Send garbage lines to the opponent when you clear multiple lines (similar to modern Tetris games).
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- **Online Multiplayer**: Implement online matchmaking or P2P multiplayer mode (advanced feature).
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#### l) **Animation and Visual Effects**
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- **Line Clear Animation**: Add an animation when lines are cleared (e.g., blocks fade out or explode).
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- **Special Effects for Tetris**: Show a special visual effect when the player clears four lines at once.
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#### m) **Customizable Controls**
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- **Control Remapping**: Allow the player to customize key bindings for moving, rotating, and dropping Tetrominos.
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#### n) **Statistics**
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- **Track Player Stats**: Display detailed player stats such as total lines cleared, Tetrominoes dropped, and total playtime.
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