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Tetris/main.py
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IM23a-bachmannj2 2e3731fe19 test commit
2025-01-22 13:30:14 +01:00

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7.4 KiB
Python

import pygame, sys
from settings import *
from game_manager import Grid, draw_text, get_fall_interval
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(game_state)
def state_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():
width = 450
screen = pygame.display.set_mode((width, height))
grid_surface = pygame.Surface((g_width, g_height))
next_surface = pygame.Surface((150, 150))
hold_surface = pygame.Surface((150, 150))
# Create the grid and tetromino
game_grid = Grid(rows, cols, cell_size)
current_tetromino = Tetrominos(cols, cell_size)
next_tetromino = Tetrominos(cols, cell_size)
hold_tetromino = None
hold_used = False # Flag to track if hold has been used for the current tetromino
fall_timer = 0
move_timer = 0
move_interval = 100
while True:
screen.fill((138, 138, 138))
grid_surface.fill((87, 87, 87)) # Background color
current_time = pygame.time.get_ticks()
fall_interval = get_fall_interval(settings.game_score)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP and settings.gamestate == "playing":
rotated_shape = [list(row) for row in zip(*current_tetromino.shape[::-1])]
if not game_grid.check_collision(rotated_shape, current_tetromino.x, current_tetromino.y):
current_tetromino.shape = rotated_shape # Apply rotation
elif event.key == pygame.K_SPACE and settings.gamestate == "playing":
current_tetromino.instant_drop(game_grid) # Perform instant drop
game_grid.add_tetromino(current_tetromino) # Lock tetromino in place
game_grid.check_full_row()
current_tetromino = next_tetromino
next_tetromino = Tetrominos(cols, cell_size)
hold_used = False # Reset hold flag when a new tetromino spawns
elif event.key == pygame.K_c and settings.gamestate == "playing":
if not hold_used:
if hold_tetromino is None:
hold_tetromino = current_tetromino
current_tetromino = next_tetromino
next_tetromino = Tetrominos(cols, cell_size)
else:
hold_tetromino, current_tetromino = current_tetromino, hold_tetromino
current_tetromino.x = cols // 2
current_tetromino.y = 0
hold_used = True
elif event.key == pygame.K_ESCAPE: # Pause the game
if settings.gamestate == "playing":
settings.gamestate = "paused"
elif settings.gamestate == "paused":
settings.gamestate = "playing"
if settings.gamestate == "playing":
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
if current_time - move_timer > move_interval: # Ensure delay between movements
if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x + 1, current_tetromino.y):
current_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(current_tetromino.shape, current_tetromino.x - 1, current_tetromino.y):
current_tetromino.move(-1, 0) # Move left
move_timer = current_time # Reset timer
# Handle automatic falling based on timer
if current_time - fall_timer > fall_interval:
if not game_grid.check_collision(current_tetromino.shape, current_tetromino.x, current_tetromino.y + 1):
current_tetromino.move(0, 1) # Move down
else:
# Collision detected, lock the tetromino in place
game_grid.add_tetromino(current_tetromino)
game_grid.check_full_row()
current_tetromino = next_tetromino
next_tetromino = Tetrominos(cols, cell_size) # Spawn a new tetromino
hold_used = False
# Check if game is over
if game_grid.check_collision(current_tetromino.shape, current_tetromino.x, current_tetromino.y):
game_state = False
state_screen(game_state)
fall_timer = current_time
# Draw the grid and tetromino
game_grid.draw_grid(grid_surface)
current_tetromino.draw(grid_surface)
# Draw the next and hold tetromino previews
next_surface.fill((0, 0, 0)) # Clear the next surface
next_tetromino.draw_next_tetromino(next_surface)
hold_surface.fill((0, 0, 0)) # Clear the hold surface
if hold_tetromino is not None:
hold_tetromino.draw_next_tetromino(hold_surface)
# Draw score
draw_text(screen, f'Score: {settings.game_score}', 30, width - 75, 100, (255, 255, 255))
# Render the surfaces
screen.blit(grid_surface)
screen.blit(next_surface, (width - 150, 200))
screen.blit(hold_surface, (width - 150, 400))
pygame.display.update()
clock.tick(fps)
elif settings.gamestate == "paused":
pause_menu(screen)
if __name__ == '__main__':
setup()