|
| 1 | +# Run like |
| 2 | +# python3 ledris.py |
| 3 | + |
| 4 | +import pygame |
| 5 | +import random |
| 6 | +import time |
| 7 | + |
| 8 | +# Initialize pygame |
| 9 | +pygame.init() |
| 10 | + |
| 11 | +# Set the screen width and height for a 34 x 9 block Ledris game |
| 12 | +block_width = 20 |
| 13 | +block_height = 20 |
| 14 | +cols = 9 |
| 15 | +rows = 34 |
| 16 | + |
| 17 | +width = cols * block_width |
| 18 | +height = rows * block_height |
| 19 | + |
| 20 | +# Colors |
| 21 | +black = (0, 0, 0) |
| 22 | +white = (255, 255, 255) |
| 23 | + |
| 24 | +# Create the screen |
| 25 | +screen = pygame.display.set_mode((width, height)) |
| 26 | + |
| 27 | +# Clock to control the speed of the game |
| 28 | +clock = pygame.time.Clock() |
| 29 | + |
| 30 | +# Ledrimino shapes |
| 31 | +shapes = [ |
| 32 | + [[1, 1, 1, 1]], # I shape |
| 33 | + [[1, 1], [1, 1]], # O shape |
| 34 | + [[0, 1, 0], [1, 1, 1]], # T shape |
| 35 | + [[1, 1, 0], [0, 1, 1]], # S shape |
| 36 | + [[0, 1, 1], [1, 1, 0]], # Z shape |
| 37 | + [[1, 1, 1], [1, 0, 0]], # L shape |
| 38 | + [[1, 1, 1], [0, 0, 1]] # J shape |
| 39 | +] |
| 40 | + |
| 41 | +# Function to get the current board state |
| 42 | +def get_board_state(board, current_shape, current_pos): |
| 43 | + temp_board = [row[:] for row in board] |
| 44 | + off_x, off_y = current_pos |
| 45 | + for y, row in enumerate(current_shape): |
| 46 | + for x, cell in enumerate(row): |
| 47 | + if cell: |
| 48 | + if 0 <= off_y + y < rows and 0 <= off_x + x < cols: |
| 49 | + temp_board[off_y + y][off_x + x] = 1 |
| 50 | + return temp_board |
| 51 | + |
| 52 | +# Function to draw the game based on the board state |
| 53 | +def draw_board(board, devices): |
| 54 | + screen.fill(white) |
| 55 | + for y in range(rows): |
| 56 | + for x in range(cols): |
| 57 | + if board[y][x]: |
| 58 | + rect = pygame.Rect(x * block_width, y * block_height, block_width, block_height) |
| 59 | + pygame.draw.rect(screen, black, rect) |
| 60 | + draw_grid() |
| 61 | + pygame.display.update() |
| 62 | + |
| 63 | +# Function to draw a grid |
| 64 | +def draw_grid(): |
| 65 | + for y in range(rows): |
| 66 | + for x in range(cols): |
| 67 | + rect = pygame.Rect(x * block_width, y * block_height, block_width, block_height) |
| 68 | + pygame.draw.rect(screen, black, rect, 1) |
| 69 | + |
| 70 | +# Function to check if the position is valid |
| 71 | +def check_collision(board, shape, offset): |
| 72 | + off_x, off_y = offset |
| 73 | + for y, row in enumerate(shape): |
| 74 | + for x, cell in enumerate(row): |
| 75 | + if cell: |
| 76 | + if x + off_x < 0 or x + off_x >= cols or y + off_y >= rows: |
| 77 | + return True |
| 78 | + if y + off_y >= 0 and board[y + off_y][x + off_x]: |
| 79 | + return True |
| 80 | + return False |
| 81 | + |
| 82 | +# Function to merge the shape into the board |
| 83 | +def merge_shape(board, shape, offset): |
| 84 | + off_x, off_y = offset |
| 85 | + for y, row in enumerate(shape): |
| 86 | + for x, cell in enumerate(row): |
| 87 | + if cell: |
| 88 | + if 0 <= off_y + y < rows and 0 <= off_x + x < cols: |
| 89 | + board[off_y + y][off_x + x] = 1 |
| 90 | + |
| 91 | +# Function to clear complete rows |
| 92 | +def clear_rows(board): |
| 93 | + new_board = [row for row in board if any(cell == 0 for cell in row)] |
| 94 | + cleared_rows = rows - len(new_board) |
| 95 | + while len(new_board) < rows: |
| 96 | + new_board.insert(0, [0 for _ in range(cols)]) |
| 97 | + return new_board, cleared_rows |
| 98 | + |
| 99 | +# Function to display the score using blocks |
| 100 | +def display_score(board, score): |
| 101 | + score_str = str(score) |
| 102 | + start_x = cols - len(score_str) * 4 |
| 103 | + for i, digit in enumerate(score_str): |
| 104 | + if digit.isdigit(): |
| 105 | + digit = int(digit) |
| 106 | + for y in range(5): |
| 107 | + for x in range(3): |
| 108 | + if digit_blocks[digit][y][x]: |
| 109 | + if y < rows and start_x + i * 4 + x < cols: |
| 110 | + board[y][start_x + i * 4 + x] = 1 |
| 111 | + |
| 112 | +# Digit blocks for representing score |
| 113 | +# Each number is represented in a 5x3 block matrix |
| 114 | +digit_blocks = [ |
| 115 | + [[1, 1, 1], [1, 0, 1], [1, 0, 1], [1, 0, 1], [1, 1, 1]], # 0 |
| 116 | + [[0, 1, 0], [1, 1, 0], [0, 1, 0], [0, 1, 0], [1, 1, 1]], # 1 |
| 117 | + [[1, 1, 1], [0, 0, 1], [1, 1, 1], [1, 0, 0], [1, 1, 1]], # 2 |
| 118 | + [[1, 1, 1], [0, 0, 1], [1, 1, 1], [0, 0, 1], [1, 1, 1]], # 3 |
| 119 | + [[1, 0, 1], [1, 0, 1], [1, 1, 1], [0, 0, 1], [0, 0, 1]], # 4 |
| 120 | + [[1, 1, 1], [1, 0, 0], [1, 1, 1], [0, 0, 1], [1, 1, 1]], # 5 |
| 121 | + [[1, 1, 1], [1, 0, 0], [1, 1, 1], [1, 0, 1], [1, 1, 1]], # 6 |
| 122 | + [[1, 1, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1]], # 7 |
| 123 | + [[1, 1, 1], [1, 0, 1], [1, 1, 1], [1, 0, 1], [1, 1, 1]], # 8 |
| 124 | + [[1, 1, 1], [1, 0, 1], [1, 1, 1], [0, 0, 1], [1, 1, 1]], # 9 |
| 125 | +] |
| 126 | + |
| 127 | +# Main game function |
| 128 | +def gameLoop(devices): |
| 129 | + board = [[0 for _ in range(cols)] for _ in range(rows)] |
| 130 | + current_shape = random.choice(shapes) |
| 131 | + current_pos = [cols // 2 - len(current_shape[0]) // 2, 5] # Start below the score display |
| 132 | + game_over = False |
| 133 | + fall_time = 0 |
| 134 | + fall_speed = 500 # Falling speed in milliseconds |
| 135 | + score = 0 |
| 136 | + |
| 137 | + while not game_over: |
| 138 | + # Adjust falling speed based on score |
| 139 | + fall_speed = max(100, 500 - (score * 10)) |
| 140 | + |
| 141 | + # Draw the current board state |
| 142 | + board_state = get_board_state(board, current_shape, current_pos) |
| 143 | + display_score(board_state, score) |
| 144 | + draw_board(board_state, devices) |
| 145 | + |
| 146 | + # Event handling |
| 147 | + for event in pygame.event.get(): |
| 148 | + if event.type == pygame.QUIT: |
| 149 | + game_over = True |
| 150 | + |
| 151 | + if event.type == pygame.KEYDOWN: |
| 152 | + if event.key in [pygame.K_LEFT, pygame.K_h]: |
| 153 | + new_pos = [current_pos[0] - 1, current_pos[1]] |
| 154 | + if not check_collision(board, current_shape, new_pos): |
| 155 | + current_pos = new_pos |
| 156 | + elif event.key in [pygame.K_RIGHT, pygame.K_l]: |
| 157 | + new_pos = [current_pos[0] + 1, current_pos[1]] |
| 158 | + if not check_collision(board, current_shape, new_pos): |
| 159 | + current_pos = new_pos |
| 160 | + elif event.key in [pygame.K_DOWN, pygame.K_j]: |
| 161 | + new_pos = [current_pos[0], current_pos[1] + 1] |
| 162 | + if not check_collision(board, current_shape, new_pos): |
| 163 | + current_pos = new_pos |
| 164 | + elif event.key in [pygame.K_UP, pygame.K_k]: |
| 165 | + rotated_shape = list(zip(*current_shape[::-1])) |
| 166 | + if not check_collision(board, rotated_shape, current_pos): |
| 167 | + current_shape = rotated_shape |
| 168 | + elif event.key == pygame.K_SPACE: # Hard drop |
| 169 | + while not check_collision(board, current_shape, [current_pos[0], current_pos[1] + 1]): |
| 170 | + current_pos[1] += 1 |
| 171 | + |
| 172 | + # Automatic falling |
| 173 | + fall_time += clock.get_time() |
| 174 | + if fall_time >= fall_speed: |
| 175 | + fall_time = 0 |
| 176 | + new_pos = [current_pos[0], current_pos[1] + 1] |
| 177 | + if not check_collision(board, current_shape, new_pos): |
| 178 | + current_pos = new_pos |
| 179 | + else: |
| 180 | + merge_shape(board, current_shape, current_pos) |
| 181 | + board, cleared_rows = clear_rows(board) |
| 182 | + score += cleared_rows # Increase score by one for each row cleared |
| 183 | + current_shape = random.choice(shapes) |
| 184 | + current_pos = [cols // 2 - len(current_shape[0]) // 2, 5] # Start below the score display |
| 185 | + if check_collision(board, current_shape, current_pos): |
| 186 | + game_over = True |
| 187 | + |
| 188 | + clock.tick(30) |
| 189 | + |
| 190 | + # Flash the screen twice before waiting for restart |
| 191 | + for _ in range(2): |
| 192 | + screen.fill(black) |
| 193 | + pygame.display.update() |
| 194 | + time.sleep(0.3) |
| 195 | + screen.fill(white) |
| 196 | + pygame.display.update() |
| 197 | + time.sleep(0.3) |
| 198 | + |
| 199 | + # Display final score and wait for restart without clearing the screen |
| 200 | + board_state = get_board_state(board, current_shape, current_pos) |
| 201 | + display_score(board_state, score) |
| 202 | + draw_board(board_state, devices) |
| 203 | + |
| 204 | + waiting = True |
| 205 | + while waiting: |
| 206 | + for event in pygame.event.get(): |
| 207 | + if event.type == pygame.QUIT: |
| 208 | + waiting = False |
| 209 | + game_over = True |
| 210 | + if event.type == pygame.KEYDOWN: |
| 211 | + if event.key == pygame.K_q: |
| 212 | + waiting = False |
| 213 | + if event.key == pygame.K_r: |
| 214 | + board = [[0 for _ in range(cols)] for _ in range(rows)] |
| 215 | + gameLoop() |
| 216 | + |
| 217 | + pygame.quit() |
| 218 | + quit() |
| 219 | + |
| 220 | +gameLoop(devices) |
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