Tetris With PyGame

This time we present the source code of a simple implementation of the classic Tetris game using the PyGame library for 2D game development. The program has less than 500 lines, but we admit it was not an easy task as it seemed a priori. Although the game is very simple, its development is a meticolous task that requires patience.

/images/tetris-with-pygame/tetris.gif

The code needs the PyGame and NumPy libraries (both easily installed via pip install pygame numpy) and the Roboto font (included in download at the bottom of this page). NumPy is used to represent as a matrix every game block, taking advantage of its rotation and flipping functions. For example, consider the following figure:

/images/tetris-with-pygame/figure.png

This is internally represented using a NumPy matrix:

np.array((
    (0, 1),
    (1, 1),
    (1, 0),
))

Without further ado, here's the code.

"""
    The classic Tetris game developed using PyGame.
    Copyright (C) 2018 Recursos Python - recursospython.com.
    Copyright (C) 2021 Python Assets - pythonassets.com.
"""
from collections import OrderedDict
import random
from pygame import Rect
import pygame
import numpy as np
WINDOW_WIDTH, WINDOW_HEIGHT = 500, 601
GRID_WIDTH, GRID_HEIGHT = 300, 600
TILE_SIZE = 30
def remove_empty_columns(arr, _x_offset=0, _keep_counting=True):
    """
    Remove empty columns from arr (i.e., those filled with zeros).
    The return value is (new_arr, x_offset), where x_offset is how
    much the x coordinate needs to be increased in order to maintain
    the block's original position.
    """
    for colid, col in enumerate(arr.T):
        if col.max() == 0:
            if _keep_counting:
                _x_offset += 1
            # Remove the current column and try again.
            arr, _x_offset = remove_empty_columns(
                np.delete(arr, colid, 1), _x_offset, _keep_counting)
            break
        else:
            _keep_counting = False
    return arr, _x_offset
class BottomReached(Exception):
    pass
class TopReached(Exception):
    pass
class Block(pygame.sprite.Sprite):
    @staticmethod
    def collide(block, group):
        """
        Check if the specified block collides with some other block
        in the group.
        """
        for other_block in group:
            # Ignore the current block which will always collide with itself.
            if block == other_block:
                continue
            if pygame.sprite.collide_mask(block, other_block) is not None:
                return True
        return False
    def __init__(self):
        super().__init__()
        # Get a random color.
        self.color = random.choice((
            (200, 200, 200),
            (215, 133, 133),
            (30, 145, 255),
            (0, 170, 0),
            (180, 0, 140),
            (200, 200, 0)
        ))
        self.current = True
        self.struct = np.array(self.struct)
        # Initial random rotation and flip.
        if random.randint(0, 1):
            self.struct = np.rot90(self.struct)
        if random.randint(0, 1):
            # Flip in the X axis.
            self.struct = np.flip(self.struct, 0)
        self._draw()
    def _draw(self, x=4, y=0):
        width = len(self.struct[0]) * TILE_SIZE
        height = len(self.struct) * TILE_SIZE
        self.image = pygame.surface.Surface([width, height])
        self.image.set_colorkey((0, 0, 0))
        # Position and size
        self.rect = Rect(0, 0, width, height)
        self.x = x
        self.y = y
        for y, row in enumerate(self.struct):
            for x, col in enumerate(row):
                if col:
                    pygame.draw.rect(
                        self.image,
                        self.color,
                        Rect(x*TILE_SIZE + 1, y*TILE_SIZE + 1,
                            TILE_SIZE - 2, TILE_SIZE - 2)
                    )
        self._create_mask()
    def redraw(self):
        self._draw(self.x, self.y)
    def _create_mask(self):
        """
        Create the mask attribute from the main surface.
        The mask is required to check collisions. This should be called
        after the surface is created or update.
        """
        self.mask = pygame.mask.from_surface(self.image)
    def initial_draw(self):
        raise NotImplementedError
    @property
    def group(self):
        return self.groups()[0]
    @property
    def x(self):
        return self._x
    @x.setter
    def x(self, value):
        self._x = value
        self.rect.left = value*TILE_SIZE
    @property
    def y(self):
        return self._y
    @y.setter
    def y(self, value):
        self._y = value
        self.rect.top = value*TILE_SIZE
    def move_left(self, group):
        self.x -= 1
        # Check if we reached the left margin.
        if self.x < 0 or Block.collide(self, group):
            self.x += 1
    def move_right(self, group):
        self.x += 1
        # Check if we reached the right margin or collided with another
        # block.
        if self.rect.right > GRID_WIDTH or Block.collide(self, group):
            # Rollback.
            self.x -= 1
    def move_down(self, group):
        self.y += 1
        # Check if the block reached the bottom or collided with
        # another one.
        if self.rect.bottom > GRID_HEIGHT or Block.collide(self, group):
            # Rollback to the previous position.
            self.y -= 1
            self.current = False
            raise BottomReached
    def rotate(self, group):
        self.image = pygame.transform.rotate(self.image, 90)
        # Once rotated we need to update the size and position.
        self.rect.width = self.image.get_width()
        self.rect.height = self.image.get_height()
        self._create_mask()
        # Check the new position doesn't exceed the limits or collide
        # with other blocks and adjust it if necessary.
        while self.rect.right > GRID_WIDTH:
            self.x -= 1
        while self.rect.left < 0:
            self.x += 1
        while self.rect.bottom > GRID_HEIGHT:
            self.y -= 1
        while True:
            if not Block.collide(self, group):
                break
            self.y -= 1
        self.struct = np.rot90(self.struct)
    def update(self):
        if self.current:
            self.move_down()
class SquareBlock(Block):
    struct = (
        (1, 1),
        (1, 1)
    )
class TBlock(Block):
    struct = (
        (1, 1, 1),
        (0, 1, 0)
    )
class LineBlock(Block):
    struct = (
        (1,),
        (1,),
        (1,),
        (1,)
    )
class LBlock(Block):
    struct = (
        (1, 1),
        (1, 0),
        (1, 0),
    )
class ZBlock(Block):
    struct = (
        (0, 1),
        (1, 1),
        (1, 0),
    )
class BlocksGroup(pygame.sprite.OrderedUpdates):
    @staticmethod
    def get_random_block():
        return random.choice(
            (SquareBlock, TBlock, LineBlock, LBlock, ZBlock))()
    def __init__(self, *args, **kwargs):
        super().__init__(self, *args, **kwargs)
        self._reset_grid()
        self._ignore_next_stop = False
        self.score = 0
        self.next_block = None
        # Not really moving, just to initialize the attribute.
        self.stop_moving_current_block()
        # The first block.
        self._create_new_block()
    def _check_line_completion(self):
        """
        Check each line of the grid and remove the ones that
        are complete.
        """
        # Start checking from the bottom.
        for i, row in enumerate(self.grid[::-1]):
            if all(row):
                self.score += 5
                # Get the blocks affected by the line deletion and
                # remove duplicates.
                affected_blocks = list(
                    OrderedDict.fromkeys(self.grid[-1 - i]))
                for block, y_offset in affected_blocks:
                    # Remove the block tiles which belong to the
                    # completed line.
                    block.struct = np.delete(block.struct, y_offset, 0)
                    if block.struct.any():
                        # Once removed, check if we have empty columns
                        # since they need to be dropped.
                        block.struct, x_offset = \
                            remove_empty_columns(block.struct)
                        # Compensate the space gone with the columns to
                        # keep the block's original position.
                        block.x += x_offset
                        # Force update.
                        block.redraw()
                    else:
                        # If the struct is empty then the block is gone.
                        self.remove(block)
                # Instead of checking which blocks need to be moved
                # once a line was completed, just try to move all of
                # them.
                for block in self:
                    # Except the current block.
                    if block.current:
                        continue
                    # Pull down each block until it reaches the
                    # bottom or collides with another block.
                    while True:
                        try:
                            block.move_down(self)
                        except BottomReached:
                            break
                self.update_grid()
                # Since we've updated the grid, now the i counter
                # is no longer valid, so call the function again
                # to check if there're other completed lines in the
                # new grid.
                self._check_line_completion()
                break
    def _reset_grid(self):
        self.grid = [[0 for _ in range(10)] for _ in range(20)]
    def _create_new_block(self):
        new_block = self.next_block or BlocksGroup.get_random_block()
        if Block.collide(new_block, self):
            raise TopReached
        self.add(new_block)
        self.next_block = BlocksGroup.get_random_block()
        self.update_grid()
        self._check_line_completion()
    def update_grid(self):
        self._reset_grid()
        for block in self:
            for y_offset, row in enumerate(block.struct):
                for x_offset, digit in enumerate(row):
                    # Prevent replacing previous blocks.
                    if digit == 0:
                        continue
                    rowid = block.y + y_offset
                    colid = block.x + x_offset
                    self.grid[rowid][colid] = (block, y_offset)
    @property
    def current_block(self):
        return self.sprites()[-1]
    def update_current_block(self):
        try:
            self.current_block.move_down(self)
        except BottomReached:
            self.stop_moving_current_block()
            self._create_new_block()
        else:
            self.update_grid()
    def move_current_block(self):
        # First check if there's something to move.
        if self._current_block_movement_heading is None:
            return
        action = {
            pygame.K_DOWN: self.current_block.move_down,
            pygame.K_LEFT: self.current_block.move_left,
            pygame.K_RIGHT: self.current_block.move_right
        }
        try:
            # Each function requires the group as the first argument
            # to check any possible collision.
            action[self._current_block_movement_heading](self)
        except BottomReached:
            self.stop_moving_current_block()
            self._create_new_block()
        else:
            self.update_grid()
    def start_moving_current_block(self, key):
        if self._current_block_movement_heading is not None:
            self._ignore_next_stop = True
        self._current_block_movement_heading = key
    def stop_moving_current_block(self):
        if self._ignore_next_stop:
            self._ignore_next_stop = False
        else:
            self._current_block_movement_heading = None
    def rotate_current_block(self):
        # Prevent SquareBlocks rotation.
        if not isinstance(self.current_block, SquareBlock):
            self.current_block.rotate(self)
            self.update_grid()
def draw_grid(background):
    """Draw the background grid."""
    grid_color = 50, 50, 50
    # Vertical lines.
    for i in range(11):
        x = TILE_SIZE * i
        pygame.draw.line(
            background, grid_color, (x, 0), (x, GRID_HEIGHT)
        )
    # Horizontal liens.
    for i in range(21):
        y = TILE_SIZE * i
        pygame.draw.line(
            background, grid_color, (0, y), (GRID_WIDTH, y)
        )
def draw_centered_surface(screen, surface, y):
    screen.blit(surface, (400 - surface.get_width()//2, y))
def main():
    pygame.init()
    pygame.display.set_caption("Tetris with PyGame")
    screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
    run = True
    paused = False
    game_over = False
    # Create background.
    background = pygame.Surface(screen.get_size())
    bgcolor = (0, 0, 0)
    background.fill(bgcolor)
    # Draw the grid on top of the background.
    draw_grid(background)
    # This makes blitting faster.
    background = background.convert()
    try:
        font = pygame.font.Font("Roboto-Regular.ttf", 20)
    except OSError:
        # If the font file is not available, the default will be used.
        font = pygame.font.Font(pygame.font.get_default_font(), 20)
    next_block_text = font.render(
        "Next figure:", True, (255, 255, 255), bgcolor)
    score_msg_text = font.render(
        "Score:", True, (255, 255, 255), bgcolor)
    game_over_text = font.render(
        "¡Game over!", True, (255, 220, 0), bgcolor)
    # Event constants.
    MOVEMENT_KEYS = pygame.K_LEFT, pygame.K_RIGHT, pygame.K_DOWN
    EVENT_UPDATE_CURRENT_BLOCK = pygame.USEREVENT + 1
    EVENT_MOVE_CURRENT_BLOCK = pygame.USEREVENT + 2
    pygame.time.set_timer(EVENT_UPDATE_CURRENT_BLOCK, 1000)
    pygame.time.set_timer(EVENT_MOVE_CURRENT_BLOCK, 100)
    blocks = BlocksGroup()
    while run:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                break
            elif event.type == pygame.KEYUP:
                if not paused and not game_over:
                    if event.key in MOVEMENT_KEYS:
                        blocks.stop_moving_current_block()
                    elif event.key == pygame.K_UP:
                        blocks.rotate_current_block()
                if event.key == pygame.K_p:
                    paused = not paused
            # Stop moving blocks if the game is over or paused.
            if game_over or paused:
                continue
            if event.type == pygame.KEYDOWN:
                if event.key in MOVEMENT_KEYS:
                    blocks.start_moving_current_block(event.key)
            try:
                if event.type == EVENT_UPDATE_CURRENT_BLOCK:
                    blocks.update_current_block()
                elif event.type == EVENT_MOVE_CURRENT_BLOCK:
                    blocks.move_current_block()
            except TopReached:
                game_over = True
        # Draw background and grid.
        screen.blit(background, (0, 0))
        # Blocks.
        blocks.draw(screen)
        # Sidebar with misc. information.
        draw_centered_surface(screen, next_block_text, 50)
        draw_centered_surface(screen, blocks.next_block.image, 100)
        draw_centered_surface(screen, score_msg_text, 240)
        score_text = font.render(
            str(blocks.score), True, (255, 255, 255), bgcolor)
        draw_centered_surface(screen, score_text, 270)
        if game_over:
            draw_centered_surface(screen, game_over_text, 360)
        # Update.
        pygame.display.flip()
    pygame.quit()
if __name__ == "__main__":
    main()

Download (source + font): tetris.zip.

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