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tetris_model.py
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tetris_model.py
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import random
import pygame
# Creates a Tetris Piece object
class Piece(object):
def __init__(self, column, row, index):
# Piece formats
S = [['.....',
'.....',
'..00.',
'.00..',
'.....'],
['.....',
'..0..',
'..00.',
'...0.',
'.....']]
Z = [['.....',
'.....',
'.00..',
'..00.',
'.....'],
['.....',
'..0..',
'.00..',
'.0...',
'.....']]
I = [['..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]
green, red, cyan, yellow, orange, blue, purple = (0, 255, 0), (255, 0, 0), (0, 255, 255), (255, 255, 0), (
255, 165, 0), (0, 0, 255), (128, 0, 128)
shape_colors = [green, red, cyan, yellow, orange, blue, purple]
self.x = column
self.y = row
self.shape = shapes[index]
self.color = shape_colors[shapes.index(self.shape)]
self.rotation = 0
self.index = index
# Creates the tetris board grid
def create_grid(locked_positions):
grid = [[(0, 0, 0) for x in range(10)] for x in range(20)]
for i in range(len(grid)):
for j in range(len(grid[i])):
if (j, i) in locked_positions:
c = locked_positions[(j, i)]
grid[i][j] = c
return grid
# Draw the grid
def draw_grid(surface, x_coord, y_coord, play_width, play_height):
row = 20
column = 10
block_size = 30
grey = (128, 128, 128)
for i in range(row):
pygame.draw.line(surface, grey, (x_coord, y_coord + i * block_size),
(x_coord + play_width, y_coord + i * block_size)) # horizontal lines
for j in range(column):
pygame.draw.line(surface, grey, (x_coord + j * block_size, y_coord),
(x_coord + j * block_size, y_coord + play_height)) # vertical lines
# Returns a shuffled seven piece bag
def get_shapes():
mixed_numbers = random.sample(range(0, 7), 7)
bag = []
for i in mixed_numbers:
bag.append(Piece(5, 0, i))
return bag
# Converts the piece in a group of coordinates
def convert_shape_format(current_piece):
positions = []
shape_layout = current_piece.shape[current_piece.rotation % len(current_piece.shape)]
for i, line in enumerate(shape_layout):
row = list(line)
for j, column in enumerate(row):
if column == '0':
positions.append((current_piece.x + j, current_piece.y + i))
for i, pos in enumerate(positions):
positions[i] = (pos[0] - 2, pos[1] - 4)
return positions
# Returns if the passed spaces are valid to move into
def valid_space(current_piece, accepted_positions):
formatted = convert_shape_format(current_piece)
for pos in formatted:
if pos[1] < -5:
return False
elif pos[0] > 9:
return False
elif pos[0] < 0:
return False
elif pos[1] > 19:
return False
elif pos in accepted_positions:
return False
return True
# Draws the lines sent by the opponent
def draw_lines_sent(surface, x_coord, y_coord, lines_sent):
rows = 21
play_height = 600
cyan = (0, 128, 128)
grey = (128, 128, 128)
for line in range(lines_sent):
pygame.draw.rect(surface, cyan, (x_coord - 40, 675 - line * 15, 20, 15), 0)
for i in range(rows):
pygame.draw.line(surface, grey, (x_coord - 40, y_coord + i * 15 + play_height / 2),
(x_coord - 20, y_coord + i * 15 + play_height / 2)) # horizontal lines
pygame.draw.line(surface, grey, (x_coord - 40, y_coord + play_height / 2),
(x_coord - 40, y_coord + play_height)) # vertical lines
pygame.draw.line(surface, grey, (x_coord - 20, y_coord + play_height / 2),
(x_coord - 20, y_coord + play_height))
# Returns if the game is lost
def check_lost(locked_positions):
return any(coordinate[1] < 0 for coordinate in locked_positions)
# Returns how many rows are cleared and clears the lines
def clear_rows(grid, locked):
lines_cleared = 0
i = 0
while i < len(grid):
row = grid[i]
if (0, 0, 0) not in row:
inc = 1
lines_cleared += 1
# add positions to remove from locked
ind = i
for j in range(len(row)):
try:
del locked[(j, i)]
except:
continue
if inc > 0:
for key in sorted(list(locked), key=lambda z: z[1])[::-1]:
x, y = key
if y < ind:
new_key = (x, y + 1)
locked[new_key] = locked.pop(key)
grid = create_grid(locked)
else:
i = i + 1
return lines_cleared
# Draws the basic board of the game
def draw_window(surface, position, grid, top_left_y):
play_width, play_height = 300, 600
block_size = 30
for i in range(len(grid)):
for j in range(len(grid[i])):
pygame.draw.rect(surface, grid[i][j], (position + j * block_size, top_left_y + i * block_size, block_size,
block_size), 0)
# draw grid and border
draw_grid(surface, position, top_left_y, play_width, play_height)
pygame.draw.rect(surface, (255, 0, 0), (position, top_left_y, play_width, play_height), 5)
# Draws the held shape on the screen
def draw_held_shape(shape, surface, x_coord, label, y_coord):
offset_right = 150
block_size = 30
x_coord = x_coord - offset_right
offset_down = 40
y_coord = y_coord + offset_down
if shape:
shape.rotation = 0
shape_layout = shape.shape[shape.rotation % len(shape.shape)]
for i, line in enumerate(shape_layout):
row = list(line)
for j, column in enumerate(row):
if column == '0':
pygame.draw.rect(surface, shape.color, (x_coord + j * block_size, y_coord + i * block_size,
block_size, block_size), 0)
surface.blit(label, (x_coord + 10, y_coord - block_size))
# Draws next shape on the screen
def draw_next_shape(shape, surface, x_coord, label, y_coord):
x_coord = x_coord + 350
y_coord = y_coord + 200
shape_layout = shape.shape[shape.rotation % len(shape.shape)]
for i, line in enumerate(shape_layout):
row = list(line)
for j, column in enumerate(row):
if column == '0':
pygame.draw.rect(surface, shape.color, (x_coord + j * 30, y_coord + i * 30, 30, 30), 0)
surface.blit(label, (x_coord + 10, y_coord - 30))
# Draws the title for the board
def draw_title(surface, label, position):
play_width = 300
surface.blit(label, (position + play_width / 2 - (label.get_width() / 2), 30))