generated from mwc/project_game
Started retro tetris game
Started developing a retro version of Tetris, following the planning on the board of the classroom (see planning.jpg). Moved cursor work into cursor.
This commit is contained in:
452
cursor/play_game2.py
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452
cursor/play_game2.py
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# Import libraries for random piece selection, terminal graphics, and timing
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import random
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import curses
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import time
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# Board dimensions: 10 columns wide, 20 rows tall (standard Tetris size)
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W, H = 10, 20
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# Terminal layout: Scale up cells for bigger blocks
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# CELL_W: number of characters wide per block (4 = wider blocks)
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# CELL_H: number of rows tall per block (2 = taller blocks)
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CELL_W = 4
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CELL_H = 2
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# Function to calculate centered positioning in the terminal
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# This reads the terminal size and returns padding values to center the game board
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def get_centered_offsets(stdscr):
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"""Calculate PAD_X and PAD_Y to center the game board in the terminal."""
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# Get terminal dimensions (max_y = height, max_x = width)
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max_y, max_x = stdscr.getmaxyx()
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# Calculate board dimensions in characters: width and height with borders
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board_width = W * CELL_W + 2
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board_height = H * CELL_H + 2
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# Total width includes board + side panel (score, next piece preview)
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total_width = board_width + 6 + 20
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# Center horizontally and vertically: divide remaining space by 2
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pad_x = max(1, (max_x - total_width) // 2)
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pad_y = max(1, (max_y - board_height) // 2)
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return pad_x, pad_y
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# Default padding values (will be overridden by get_centered_offsets in main_curses)
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# PAD_X: left padding (columns from terminal edge to board edge)
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# PAD_Y: top padding (rows from terminal top to board edge)
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# SIDE_X: column position of the side panel (score, next block)
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PAD_X = 2
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PAD_Y = 1
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SIDE_X = PAD_X + W * CELL_W + 6
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# 2D game board: 20 rows (height) × 10 columns (width)
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# Each cell is either None (empty) or a color string (filled with a block)
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board = [[None] * W for _ in range(H)]
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# Function to draw the game board on screen
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def draw_board_curses(win):
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# Draw the left and right borders (| characters)
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for y in range(H + 2):
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win.addstr(PAD_Y + y, PAD_X - 1, '|')
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win.addstr(PAD_Y + y, PAD_X + W * 2, '|')
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# Draw border that spans exactly from the top corner to the bottom corner
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top_row = PAD_Y - 1
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bottom_row = PAD_Y + H * CELL_H
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left_col = PAD_X - 1
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right_col = PAD_X + W * CELL_W
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# Draw vertical borders from top_row to bottom_row (inclusive)
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for row in range(top_row, bottom_row + 1):
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win.addstr(row, left_col, '|')
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win.addstr(row, right_col, '|')
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# Draw top and bottom border lines
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top = '+' + '-' * (W * CELL_W) + '+'
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win.addstr(top_row, left_col, top)
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win.addstr(bottom_row, left_col, top)
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# Draw each cell on the board (filled cells are shown as ██, empty as spaces)
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for i, row in enumerate(board[::-1]): # board[::-1] reverses rows so row 0 (bottom) is at bottom
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for h in range(CELL_H): # CELL_H is the height in rows each block takes
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screen_row = PAD_Y + 1 + i * CELL_H + h
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for j, color in enumerate(row):
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# Empty cell: spaces; filled cell: solid blocks (██)
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ch = ' ' * CELL_W
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attr = curses.color_pair(0)
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if color:
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ch = '█' * CELL_W
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attr = curses.color_pair(2)
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win.addstr(screen_row, PAD_X + j * CELL_W, ch, attr)
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# Function to find rows that are completely filled (ready to be cleared)
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# Yields (returns) each full row one at a time
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def find_completed_rows():
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for row in board:
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# Check if all cells in the row have a color (no None values)
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if all(row):
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yield row
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# Define all 7 Tetris piece shapes (I, O, T, S, Z, J, L)
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# Each shape is stored as a list of (x, y) offsets from the piece's center
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BLOCKS = [[] for _ in range(7)]
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# Parse ASCII template: each 'o' represents a block, positions calculated from the string
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for i, line in enumerate('''
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oo o o oo oo o
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oooo oo ooo ooo oo oo ooo'''.split('\n')):
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for j, char in enumerate(line):
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if char == 'o':
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# Store block position relative to piece center
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BLOCKS[j // 5].append((j%5 - 1, -i + 2))
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# Function to draw a tetromino (falling block) on screen
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# Can draw on the main board or in the side panel (preview area)
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def draw_block_curses(win, block, x0, y0, use_board=True, draw_x=None, draw_y=None):
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"""Draw a block either on the main board (use_board=True) or in a side area.
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For board drawing, x0,y0 are board coordinates. For side drawing, set
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use_board=False and provide draw_x, draw_y as screen coordinates (columns, rows).
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"""
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# Iterate through each block cell in the tetromino
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for dx, dy in block:
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# Calculate actual position by adding offsets to base position
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x, y = x0 + dx, y0 + dy
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if use_board:
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# Draw on main game board
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if 0 <= x < W and 0 <= y < H:
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# Convert board coordinates to screen coordinates
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# (accounting for CELL_W and CELL_H scaling)
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screen_row_base = PAD_Y + 1 + (H - 1 - y) * CELL_H
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screen_col = PAD_X + x * CELL_W
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# Draw the block with height CELL_H (fill multiple rows)
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for hh in range(CELL_H):
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win.addstr(screen_row_base + hh, screen_col, '█' * CELL_W, curses.color_pair(2))
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else:
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# Draw in side panel (for next-piece preview)
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if draw_x is None or draw_y is None:
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continue
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# Calculate side panel position using scaled cell dimensions
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sx = draw_x + x * CELL_W
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sy = draw_y + (y * CELL_H)
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try:
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# Draw block with CELL_H rows
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for hh in range(CELL_H):
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win.addstr(sy + hh, sx, '█' * CELL_W, curses.color_pair(2))
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except Exception:
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pass
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# Function to check if a piece can be placed at a given position
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# Returns True if the position is valid (no collisions), False otherwise
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def can_place_block_clipped(block, x0, y0):
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# Check each cell of the piece
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for dx, dy in block:
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# Calculate actual position
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x, y = x0 + dx, y0 + dy
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# Check if position is out of bounds or collides with existing blocks
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if not (0 <= x < W and 0 <= y) or (y < H and board[y][x]):
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return False
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return True
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# Function to lock a piece permanently onto the board
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# Marks each cell of the piece as filled
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def place_block(block, x0, y0):
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# Assume placement is complete initially
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complete = True
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# Place each block cell on the board
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for dx, dy in block:
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x, y = x0 + dx, y0 + dy
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# Only place if within board bounds (x and y must be valid)
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if 0 <= x < W and 0 <= y < H:
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board[y][x] = 'blue' # Mark cell as filled with color 'blue'
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else:
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# If any part extends outside, placement is incomplete (game over)
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complete = False
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return complete
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# Game state variables
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# score: player's current score
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score = 0
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# t: game tick counter (increments each game loop iteration)
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t = 0
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# falling_period: how many ticks before a piece falls one row (decreases with level)
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falling_period = 0
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# state: current game state ('normal' = playing, 'game_over' = lost)
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state = 'normal'
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# block: currently falling piece (list of offsets), next_block: preview of next piece
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block = next_block = None
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# x, y: current position of the falling piece (x=column, y=row)
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x, y = 0, 0
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# falling_generator: iterator that controls piece falling animation
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falling_generator = None
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# deleting_rows_generator: iterator that controls line-clear animation
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deleting_rows_generator = None
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# Function to move the current falling piece left, right, or down
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# dx: horizontal direction (-1=left, +1=right), dy: vertical direction (-1=down)
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def move_block(dx, dy):
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global x, y
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# Calculate new position
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new_x, new_y = x + dx, y + dy
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# Check if new position is valid (no collisions)
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possible = can_place_block_clipped(block, new_x, new_y)
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# If valid, update piece position
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if possible:
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x, y = new_x, new_y
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return possible
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# Function to rotate the current falling piece 90 degrees clockwise
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# Rotation formula: (x, y) becomes (-y, x)
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def rotate_block():
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global block
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# Calculate rotated positions
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new_block = [(-y, x) for x, y in block]
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# Check if rotated position is valid (no collisions)
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possible = can_place_block_clipped(new_block, x, y)
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# If valid, update piece with rotated version
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if possible:
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block = new_block
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return possible
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# Function to spawn the next piece and start it falling
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# Also calculates falling speed based on level (score)
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def reset_block():
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global falling_period, block, next_block, x, y, state
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# Calculate falling period (how many ticks before piece falls): decreases with level
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# Higher t (more time) = higher level = faster falling
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falling_period = [10, 9, 8, 7, 6, 5, 4][min(t // 100, 6)]
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# Swap pieces: current next_block becomes new block, pick random next
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new_block = None
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while not new_block:
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new_block, next_block = next_block, BLOCKS[random.randrange(7)]
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# Spawn at center-top of board
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x, y = W // 2, H - 1
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# Check for game over: if new piece collides immediately, game is over
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if not can_place_block_clipped(new_block, x, y):
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state = 'game_over'
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return
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# Set active piece and start falling animation
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block = new_block
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begin_falling(falling_period)
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# Function to create a falling animation generator for a piece
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# The piece falls one row every 'period' ticks until it hits bottom
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def begin_falling(period):
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global falling_generator
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def fall():
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global falling_generator
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# Main falling loop
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while True:
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# Wait 'period' ticks before falling next row
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for t in range(period):
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yield # Pause here and resume on next tick
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# Try to move piece down one row
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if not move_block(0, -1):
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# Piece can't move down, so it has landed
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break
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# When piece lands, clear the falling generator and lock piece
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falling_generator = None
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place_block_and_begin_deleting()
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yield
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# Create and start the generator
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falling_generator = fall()
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# Function to lock the current falling piece onto the board permanently
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# Then start checking for completed rows to clear
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def place_block_and_begin_deleting():
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global block, state
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# Save the current piece before clearing it
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old_block = block
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block = None # Clear active piece
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# Place the piece on the board
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if not place_block(old_block, x, y):
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# If placement failed (piece extended above board), game over
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state = 'game_over'
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return
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# Start animation for clearing completed rows
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begin_deleting_rows()
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# Function to animate and process line clears
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# Completed rows flash and then disappear, with remaining blocks dropping down
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def begin_deleting_rows():
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global deleting_rows_generator
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# Check if any rows are completed
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if any(find_completed_rows()):
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# Animation duration based on falling period (faster at higher levels)
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duration = falling_period
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def delete():
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global deleting_rows_generator, score
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# Animate the row clearing (flash between red and blue)
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for t in range(duration):
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if t in (0, duration // 2):
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# Change color of completed rows (red or blue)
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color = ('red', 'blue')[t // (duration//2)]
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for row in find_completed_rows():
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row[:] = [color] * W
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yield # Pause to show animation
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# After animation, remove completed rows
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incomplete_rows = [row for row in board if not all(row)]
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n_deleted = H - len(incomplete_rows)
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# Shift remaining rows down and fill with empty rows
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board[:] = incomplete_rows + [[None] * W for _ in range(n_deleted)]
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# Award points: (number of rows cleared)^2 × 100
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score += (n_deleted**2) * 100
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# Spawn next piece
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reset_block()
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deleting_rows_generator = None
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yield
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# Create and start the generator
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deleting_rows_generator = delete()
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else:
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# No completed rows, just spawn next piece immediately
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reset_block()
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# Function called once per game tick (100ms)
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# Advances animations (falling piece, line clears) and increments the time counter
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def update_stage():
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global t
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# Advance the falling animation generator (piece drops)
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if block and falling_generator:
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next(falling_generator)
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# Advance the line-clear animation generator
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if deleting_rows_generator:
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next(deleting_rows_generator)
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# Increment tick counter (used for level calculation)
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t += 1
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# Function to render (draw) the current game state on the terminal screen
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def render_stage_curses(win):
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# Clear the screen
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win.erase()
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# Draw the main game board with borders and filled cells
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draw_board_curses(win)
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# Display score in the side panel
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win.addstr(PAD_Y, SIDE_X, f'SCORE: {score}')
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# Display "NEXT:" label
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win.addstr(PAD_Y + 2, SIDE_X, 'NEXT:')
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# Draw the next piece preview in the side panel
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if next_block:
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# Normalize block coordinates so preview fits in a compact box
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minx = min(dx for dx, dy in next_block)
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miny = min(dy for dx, dy in next_block)
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# Position preview below the NEXT label
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preview_x = SIDE_X
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preview_y = PAD_Y + 6
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draw_block_curses(win, next_block, -minx, -miny, use_board=False, draw_x=preview_x, draw_y=preview_y)
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# Draw the currently falling piece on the main board
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if block:
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draw_block_curses(win, block, x, y)
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# Display GAME OVER message if the game has ended
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if state == 'game_over':
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win.addstr(PAD_Y + H//2, PAD_X + W - 4, 'GAME OVER', curses.color_pair(1))
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# Update the screen display
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win.refresh()
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# Input handler: move piece left
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# Called when 'a' or left arrow is pressed
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def on_key_left():
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if block:
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move_block(-1, 0)
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# Input handler: move piece right
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# Called when 'd' or right arrow is pressed
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def on_key_right():
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if block:
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move_block(1, 0)
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# Input handler: soft drop (or lock piece if already at bottom)
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# Called when 's' or down arrow is pressed
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def on_key_down():
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if block:
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if not move_block(0, -1):
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place_block_and_begin_deleting()
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# Input handler: hard drop (instant fall to bottom)
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# Called when spacebar is pressed
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def on_key_space():
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if block:
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begin_falling(period=0) # period=0 means fall instantly
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# Input handler: rotate piece 90 degrees
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# Called when 'w' or up arrow is pressed
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def on_key_up():
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if block:
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rotate_block()
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# Main game function - runs the curses terminal game loop
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def main_curses(stdscr):
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# Declare globals so we can modify them in this function
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global PAD_X, PAD_Y, SIDE_X
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# Curses initialization
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curses.curs_set(0) # Hide the cursor
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stdscr.nodelay(True) # Non-blocking input (don't wait for keypresses)
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stdscr.keypad(True) # Enable special keys (arrow keys, etc.)
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curses.start_color() # Enable color support
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curses.use_default_colors() # Use terminal's default colors
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# Define color pairs: (ID, foreground color, background color)
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curses.init_pair(1, curses.COLOR_RED, -1) # Red for GAME OVER text
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curses.init_pair(2, curses.COLOR_BLUE, -1) # Blue for game blocks
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# Calculate centered board position based on terminal size
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PAD_X, PAD_Y = get_centered_offsets(stdscr)
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SIDE_X = PAD_X + W * CELL_W + 6
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# Initialize the game: spawn first piece
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reset_block()
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# Game tick rate: 100ms (0.1 seconds) between game updates
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tick = 0.1
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# Track time for tick timing
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last = time.time()
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# Main game loop
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while True:
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# Get current time
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now = time.time()
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# If enough time has passed, do a game update
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if now - last >= tick:
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# Advance game state (gravity, animations, etc.)
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update_stage()
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# Redraw the screen with updated state
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render_stage_curses(stdscr)
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# Reset timer for next tick
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last = now
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# Check for keyboard input (non-blocking)
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try:
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ch = stdscr.getch()
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except Exception:
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ch = -1
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# Process keyboard input
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if ch != -1:
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# Quit game
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if ch in (ord('q'), ord('Q')):
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break
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# Move left
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elif ch in (curses.KEY_LEFT, ord('a')):
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on_key_left()
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# Move right
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elif ch in (curses.KEY_RIGHT, ord('d')):
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on_key_right()
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# Soft drop
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elif ch in (curses.KEY_DOWN, ord('s')):
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on_key_down()
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# Rotate
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||||
elif ch in (curses.KEY_UP, ord('w')):
|
||||
on_key_up()
|
||||
# Hard drop
|
||||
elif ch == ord(' '):
|
||||
on_key_space()
|
||||
|
||||
# Small sleep to avoid consuming 100% CPU
|
||||
time.sleep(0.001)
|
||||
|
||||
# Entry point: run the game using curses wrapper (handles cleanup automatically)
|
||||
if __name__ == '__main__':
|
||||
Reference in New Issue
Block a user