Initial commit

This commit is contained in:
Anry Das 2025-10-26 17:46:25 +02:00
commit 742357af7b
10 changed files with 1289 additions and 0 deletions

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.gitignore vendored Normal file
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/dist/
/das_tetris_gui.spec
/other/
/.venv/
/.idea/

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Serializer.py Normal file
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import json
from enum import Enum
from typing import Any, Dict, List, Union, Type
from pathlib import Path
try:
import pygame
PYGAME_AVAILABLE = True
except ImportError:
PYGAME_AVAILABLE = False
class EnumSerializer:
"""
A class to serialize and deserialize Enum classes and collections to/from JSON files.
Handles dynamic Enum structures, various collection types, and Pygame keys.
"""
# Cache for Pygame key mappings
_pygame_key_to_name = None
_pygame_name_to_key = None
@classmethod
def _init_pygame_mappings(cls):
"""Initialize Pygame key mappings if not already done."""
if not PYGAME_AVAILABLE or cls._pygame_key_to_name is not None:
return
cls._pygame_key_to_name = {}
cls._pygame_name_to_key = {}
# Get all K_* constants from pygame
for attr_name in dir(pygame):
if attr_name.startswith('K_'):
key_value = getattr(pygame, attr_name)
cls._pygame_key_to_name[key_value] = attr_name
cls._pygame_name_to_key[attr_name] = key_value
@classmethod
def _is_pygame_key(cls, value: Any) -> bool:
"""Check if a value is a Pygame key constant."""
if not PYGAME_AVAILABLE or not isinstance(value, int):
return False
cls._init_pygame_mappings()
return value in cls._pygame_key_to_name
@classmethod
def _serialize_pygame_key(cls, key_value: int) -> Dict[str, Any]:
"""Serialize a Pygame key to human-readable format."""
cls._init_pygame_mappings()
return {
'__type__': 'PygameKey',
'name': cls._pygame_key_to_name[key_value],
'value': key_value # Keep numeric value as backup
}
@staticmethod
def _serialize_enum_class(enum_class: Type[Enum]) -> Dict[str, Any]:
"""Serialize an Enum class definition to a dictionary."""
return {
'__type__': 'EnumClass',
'name': enum_class.__name__,
'members': {member.name: member.value for member in enum_class}
}
@staticmethod
def _serialize_enum_instance(enum_instance: Enum) -> Dict[str, Any]:
"""Serialize an Enum instance to a dictionary."""
return {
'__type__': 'EnumInstance',
'class_name': enum_instance.__class__.__name__,
'name': enum_instance.name,
'value': enum_instance.value
}
@staticmethod
def _serialize_value(value: Any) -> Any:
"""Recursively serialize a value, handling Enums, Pygame keys, and collections."""
# Check for Pygame key first
if EnumSerializer._is_pygame_key(value):
return EnumSerializer._serialize_pygame_key(value)
elif isinstance(value, Enum):
return EnumSerializer._serialize_enum_instance(value)
elif isinstance(value, dict):
return {k: EnumSerializer._serialize_value(v) for k, v in value.items()}
elif isinstance(value, (list, tuple, set)):
serialized = [EnumSerializer._serialize_value(item) for item in value]
return {
'__type__': type(value).__name__,
'items': serialized
}
else:
return value
@staticmethod
def save_to_file(data: Dict[str, Any], filename: str) -> None:
"""
Save data (Enums, Pygame keys, and collections) to a JSON file.
Args:
data: Dictionary containing the data to save. Keys are variable names,
values can be Enum classes, Enum instances, Pygame keys, or collections.
filename: Path to the JSON file where data will be saved.
Example:
serializer = EnumSerializer()
data = {
'color_enum': Color,
'current_color': Color.RED,
'color_list': [Color.RED, Color.BLUE],
'settings': {'theme': Color.DARK, 'count': 5},
'move_left': pygame.K_LEFT,
'controls': {'left': pygame.K_LEFT, 'right': pygame.K_RIGHT}
}
serializer.save_to_file(data, 'config.json')
"""
serialized_data = {}
for key, value in data.items():
if isinstance(value, type) and issubclass(value, Enum):
# Serialize Enum class definition
serialized_data[key] = EnumSerializer._serialize_enum_class(value)
else:
# Serialize value (could be Enum instance, Pygame key, or collection)
serialized_data[key] = EnumSerializer._serialize_value(value)
Path(filename).parent.mkdir(parents=True, exist_ok=True)
with open(filename, 'w', encoding='utf-8') as f:
json.dump(serialized_data, f, indent=2, ensure_ascii=False)
@staticmethod
def _deserialize_enum_class(data: Dict[str, Any]) -> Type[Enum]:
"""Recreate an Enum class from serialized data."""
name = data['name']
members = data['members']
return Enum(name, members)
@classmethod
def _deserialize_value(cls, value: Any, enum_registry: Dict[str, Type[Enum]]) -> Any:
"""Recursively deserialize a value, handling Enums, Pygame keys, and collections."""
if isinstance(value, dict):
if '__type__' in value:
type_name = value['__type__']
if type_name == 'PygameKey':
# Restore Pygame key
if PYGAME_AVAILABLE:
cls._init_pygame_mappings()
key_name = value['name']
if key_name in cls._pygame_name_to_key:
return cls._pygame_name_to_key[key_name]
# Fallback to numeric value if Pygame not available
return value['value']
elif type_name == 'EnumInstance':
# Restore Enum instance
class_name = value['class_name']
if class_name in enum_registry:
enum_class = enum_registry[class_name]
return enum_class[value['name']]
else:
# Return raw data if Enum class not found
return value
elif type_name in ('list', 'tuple', 'set'):
# Restore collection
items = [cls._deserialize_value(item, enum_registry)
for item in value['items']]
if type_name == 'tuple':
return tuple(items)
elif type_name == 'set':
return set(items)
else:
return items
else:
# Regular dictionary
return {k: cls._deserialize_value(v, enum_registry)
for k, v in value.items()}
else:
return value
@staticmethod
def load_from_file(filename: str) -> Dict[str, Any]:
"""
Load data (Enums, Pygame keys, and collections) from a JSON file.
Args:
filename: Path to the JSON file to load.
Returns:
Dictionary with deserialized data. Enum classes, instances, and Pygame keys are restored.
Example:
serializer = EnumSerializer()
data = serializer.load_from_file('config.json')
Color = data['color_enum']
current_color = data['current_color']
left_key = data['move_left'] # Will be pygame.K_LEFT
"""
with open(filename, 'r', encoding='utf-8') as f:
serialized_data = json.load(f)
# First pass: restore all Enum class definitions
enum_registry = {}
for key, value in serialized_data.items():
if isinstance(value, dict) and value.get('__type__') == 'EnumClass':
enum_class = EnumSerializer._deserialize_enum_class(value)
enum_registry[enum_class.__name__] = enum_class
# Second pass: deserialize all values
deserialized_data = {}
for key, value in serialized_data.items():
if isinstance(value, dict) and value.get('__type__') == 'EnumClass':
# Return the Enum class itself
deserialized_data[key] = enum_registry[value['name']]
else:
# Deserialize value
deserialized_data[key] = EnumSerializer._deserialize_value(value, enum_registry)
return deserialized_data
if __name__ == '__main__':
pass

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configs/blocks_000.json Normal file
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{
"ALL_BLOCKS": {
"__type__": "EnumClass",
"name": "BlockType",
"members": {
"O": {
"name": "Square",
"color": [255, 255, 0],
"min_score": 0,
"shapes": [
[[1,1],[1,1]]
]
},
"I": {
"name": "Line",
"color": [0, 255, 255],
"min_score": 0,
"shapes": [
[[1,1,1,1]],[[1],[1],[1],[1]]
]
},
"L": {
"name": "L-Shape",
"color": [255, 0, 255],
"min_score": 0,
"shapes": [
[[1, 0], [1, 0], [1, 1]],
[[1, 1, 1], [1, 0, 0]],
[[1, 1], [0, 1], [0, 1]],
[[0, 0, 1], [1, 1, 1]]
]
},
"J": {
"name": "J-Shape",
"color": [0, 0, 255],
"min_score": 900,
"shapes": [
[[0, 1], [0, 1], [1, 1]],
[[1, 0, 0], [1, 1, 1]],
[[1, 1], [1, 0], [1, 0]],
[[1, 1, 1], [0, 0, 1]]
]
},
"S": {
"name": "S-Shape",
"color": [0, 255, 0],
"min_score": 1000,
"shapes": [
[[0, 1, 1], [1, 1, 0]],
[[1, 0], [1, 1], [0, 1]]
]
},
"Z": {
"name": "Z-Shape",
"color": [255, 0, 0],
"min_score": 2500,
"shapes": [
[[1, 1, 0], [0, 1, 1]],
[[0, 1], [1, 1], [1, 0]]
]
},
"T": {
"name": "T-Shape",
"color": [255, 255, 255],
"min_score": 2500,
"shapes": [
[[1, 1, 1], [0, 1, 0]],
[[1, 0], [1, 1], [1, 0]],
[[0, 1, 0], [1, 1, 1]],
[[0, 1], [1, 1], [0, 1]]
]
}
}
}
}

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{
"ADDITIONAL_BLOCKS": {
"__type__": "EnumClass",
"name": "BlockType",
"members": {
"U": {
"name": "U-Shape",
"color": [135, 135, 135],
"min_score": 4500,
"shapes": [
[[1, 0, 1], [1, 1, 1]],
[[1, 1], [1, 0], [1, 1]],
[[1, 1, 1], [1, 0, 1]],
[[1, 1], [0, 1], [1, 1]]
]
},
"T1": {
"name": "T-Shape+",
"color": [0, 200, 255],
"min_score": 10000,
"shapes": [
[[1, 1, 1], [0, 1, 0], [0, 1, 0]],
[[0, 0, 1], [1, 1, 1], [0, 0, 1]],
[[0, 1, 0], [0, 1, 0], [1, 1, 1]],
[[1, 0, 0], [1, 1, 1], [1, 0, 0]]
]
},
"U1": {
"name": "U-Shape+",
"color": [255, 150, 0],
"min_score": 10000,
"shapes": [
[[1, 1, 1], [1, 0, 1], [1, 0, 1]],
[[1, 1, 1], [1, 0, 0], [1, 1, 1]],
[[1, 0, 1], [1, 0, 1], [1, 1, 1]],
[[1, 1, 1], [0, 0, 1], [1, 1, 1]]
]
},
"X": {
"name": "X-Shape",
"color": [50, 150, 100],
"min_score": 15000,
"shapes": [
[[0, 1, 0], [1, 1, 1], [0, 1, 0]]
]
}
}
}
}

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configs/config_000.json Normal file
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{
"CONFIG": {
"keys": {
"left": {
"__type__": "PygameKey",
"name": "K_LEFT"
},
"right": {
"__type__": "PygameKey",
"name": "K_RIGHT"
},
"rotate": {
"__type__": "PygameKey",
"name": "K_UP"
},
"drop": {
"__type__": "PygameKey",
"name": "K_DOWN"
},
"pause": {
"__type__": "PygameKey",
"name": "K_p"
},
"restart": {
"__type__": "PygameKey",
"name": "K_r"
},
"exit": {
"__type__": "PygameKey",
"name": "K_ESCAPE"
}
},
"controls_text": {
"__type__": "list",
"items": [
"Controls:",
"Left/Right Move",
"Up - Rotate",
"Dn - Drop",
"P - Pause",
"R - Restart",
"ESC - Exit"
]
},
"colors": {
"background": {
"__type__": "tuple",
"items": [20, 20, 40]
},
"field": {
"__type__": "tuple",
"items": [30, 30, 60]
},
"border": {
"__type__": "tuple",
"items": [100, 100, 150]
},
"text": {
"__type__": "tuple",
"items": [255, 255, 255]
},
"game_over": {
"__type__": "tuple",
"items": [255, 0, 0]
}
},
"store_width": 10,
"block_size": 30
}
}

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das_tetris_gui.py Normal file
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import os
import sys
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import random
from typing import List, Tuple
import tetris_config as cfg
# Initialize Pygame
pygame.init()
# ============================================================================
# CONFIGURATION SECTION
# ============================================================================
cfg.load_config()
BLOCK_TYPE = cfg.BLOCK_TYPE
KEY_CONFIG = cfg.KEY_CONFIG
CONTROLS_TEXT = cfg.CONTROLS_TEXT
COLORS = cfg.COLORS
STORE_WIDTH = cfg.STORE_WIDTH
BLOCK_SIZE = cfg.BLOCK_SIZE
# Be carefully with this method call due to it may rewrite current configuration
# cfg.store_config()
# ============================================================================
# TETRIS GAME CLASS
# ============================================================================
class TetrisGame:
def __init__(self, width: int = STORE_WIDTH):
self.width = width
self.height = 20
self.score = 0
self.lines_cleared = 0
self.game_over = False
self.paused = False
# Game field: 0 = empty, 1-7 = block type
self.field = [[0 for _ in range(self.width)] for _ in range(self.height)]
# Current falling piece
self.current_block = None
self.current_block_x = 0
self.current_block_y = 0
self.current_block_rotation = 0
# Next piece preview
self.next_block = None
self.next_block_rotation = 0
# Timing
self.fall_time = 0
self.fall_speed = 0.5 # seconds
self.last_time = pygame.time.get_ticks()
self.key_pressed = {} # Track which keys are pressed
self.key_cooldown = {} # Cooldown timers for each key
self.key_cooldown_time = 100 # milliseconds
self.pause_key_pressed = False # Track pause key state for toggle
# Initialize game
self.spawn_piece()
def get_block_min_score(self, block_type: cfg.BlockType) -> int:
"""Get minimal score of block to be shown"""
return block_type.value['min_score']
def get_block_shapes(self, block_type: cfg.BlockType) -> List[List[List[int]]]:
"""Get all rotation shapes for a block type"""
return block_type.value['shapes']
def get_block_color(self, block_type: cfg.BlockType) -> Tuple[int, int, int]:
"""Get color for a block type"""
return block_type.value['color']
def spawn_piece(self):
"""Spawn a new piece at the top"""
if self.next_block is None:
self.current_block = self.choice_random_block()
self.current_block_rotation = 0
self.next_block = self.choice_random_block()
self.next_block_rotation = 0
else:
self.current_block = self.next_block
self.current_block_rotation = self.next_block_rotation
while self.current_block == self.next_block:
self.next_block = self.choice_random_block()
self.next_block_rotation = 0
self.current_block_x = self.width // 2 - 2
self.current_block_y = 0
# Check if game is over (can't place new piece)
if not self.can_place_block(self.current_block_x, self.current_block_y,
self.current_block_rotation, self.current_block):
self.game_over = True
def choice_random_block(self) -> cfg.BlockType:
block: cfg.BlockType = random.choice(list(cfg.BlockType))
while self.get_block_min_score(block) > self.score:
block = random.choice(list(cfg.BlockType))
return block
def get_block_shape(self, block_type: cfg.BlockType, rotation: int) -> List[List[int]]:
"""Get the shape matrix for a block at specific rotation"""
shapes = self.get_block_shapes(block_type)
return shapes[rotation % len(shapes)]
def can_place_block(self, x: int, y: int, rotation: int, block_type: cfg.BlockType) -> bool:
"""Check if a block can be placed at given position"""
shape = self.get_block_shape(block_type, rotation)
for row_idx, row in enumerate(shape):
for col_idx, cell in enumerate(row):
if cell == 0:
continue
field_x = x + col_idx
field_y = y + row_idx
# Check boundaries
if field_x < 0 or field_x >= self.width or field_y >= self.height:
return False
# Check collisions
if field_y >= 0 and self.field[field_y][field_x] != 0:
return False
return True
def place_block(self, x: int, y: int, rotation: int, block_type: cfg.BlockType, block_id: int):
"""Place a block on the field"""
shape = self.get_block_shape(block_type, rotation)
for row_idx, row in enumerate(shape):
for col_idx, cell in enumerate(row):
if cell == 0:
continue
field_x = x + col_idx
field_y = y + row_idx
if field_y >= 0 and 0 <= field_x < self.width:
self.field[field_y][field_x] = block_id
def move_left(self):
"""Move current block left"""
if self.can_place_block(self.current_block_x - 1, self.current_block_y,
self.current_block_rotation, self.current_block):
self.current_block_x -= 1
def move_right(self):
"""Move current block right"""
if self.can_place_block(self.current_block_x + 1, self.current_block_y,
self.current_block_rotation, self.current_block):
self.current_block_x += 1
def rotate(self):
"""Rotate current block"""
new_rotation = (self.current_block_rotation + 1) % len(
self.get_block_shapes(self.current_block))
if self.can_place_block(self.current_block_x, self.current_block_y,
new_rotation, self.current_block):
self.current_block_rotation = new_rotation
def drop(self):
"""Move block down, return True if block settled"""
if self.can_place_block(self.current_block_x, self.current_block_y + 1,
self.current_block_rotation, self.current_block):
self.current_block_y += 1
return False
else:
# Block can't move down, place it
self.place_block(self.current_block_x, self.current_block_y,
self.current_block_rotation, self.current_block,
list(cfg.BlockType).index(self.current_block) + 1)
# Check for complete lines
self.clear_lines()
# Spawn new piece
self.spawn_piece()
return True
def clear_lines(self):
"""Clear complete lines and return number cleared"""
# Build new field without complete lines
new_field = []
cleared_count = 0
# Check each row from bottom to top
for row_idx in range(self.height):
# If row is NOT complete, keep it
if not all(cell != 0 for cell in self.field[row_idx]):
new_field.append(self.field[row_idx][:]) # Copy the row
else:
cleared_count += 1
# Add empty rows at the top for each cleared line
for _ in range(cleared_count):
new_field.insert(0, [0] * self.width)
# Replace the field
self.field = new_field
# Update score and counter
if cleared_count > 0:
self.lines_cleared += cleared_count
# Bonus scoring: 1 line = 100, 2 lines = 300, 3 lines = 500, 4 lines = 800
score_bonus = [0, 100, 300, 500, 800]
self.score += score_bonus[min(cleared_count, 4)]
return cleared_count
def update(self, current_ticks: int):
"""Update game state"""
elapsed = (current_ticks - self.last_time) / 1000.0 # Convert to seconds
self.last_time = current_ticks
if self.score > 5000:
self.fall_speed = 0.55
elif self.score > 10000:
self.fall_speed = 0.6
elif self.score > 15000:
self.fall_speed = 0.65
if not self.game_over and not self.paused:
self.fall_time += elapsed
if self.fall_time >= self.fall_speed:
self.fall_time = 0
self.drop()
def is_key_available(self, key: int, current_ticks: int) -> bool:
"""Check if enough time has passed since last key press"""
if key not in self.key_cooldown:
self.key_cooldown[key] = 0
if current_ticks - self.key_cooldown[key] >= self.key_cooldown_time:
self.key_cooldown[key] = current_ticks
return True
return False
def handle_input(self, current_ticks: int, screen):
"""Handle keyboard input"""
keys = pygame.key.get_pressed()
if keys[KEY_CONFIG['exit']]:
return not show_question_dialogue(screen, 'Are you sure to exit game?')
# Handle pause toggle (detect key press, not hold)
if keys[KEY_CONFIG['pause']]:
if not self.pause_key_pressed:
self.paused = not self.paused
self.pause_key_pressed = True
else:
self.pause_key_pressed = False
if keys[KEY_CONFIG['restart']]:
self.reset()
return True
if self.game_over or self.paused:
return True
# Prevent double key pressing with cooldown
if keys[KEY_CONFIG['left']] and self.is_key_available(KEY_CONFIG['left'], current_ticks):
self.move_left()
if keys[KEY_CONFIG['right']] and self.is_key_available(KEY_CONFIG['right'], current_ticks):
self.move_right()
if keys[KEY_CONFIG['rotate']] and self.is_key_available(KEY_CONFIG['rotate'], current_ticks):
self.rotate()
if keys[KEY_CONFIG['drop']] and self.is_key_available(KEY_CONFIG['drop'], current_ticks):
self.drop()
return True
def reset(self):
"""Reset the game"""
self.score = 0
self.lines_cleared = 0
self.game_over = False
self.paused = False
self.field = [[0 for _ in range(self.width)] for _ in range(self.height)]
self.current_block = None
self.next_block = None
self.fall_time = 0
self.key_cooldown = {}
self.pause_key_pressed = False
self.spawn_piece()
class TetrisRenderer:
def __init__(self, width: int = STORE_WIDTH):
self.width = width
self.height = 20
self.block_size = BLOCK_SIZE
# Calculate window size
self.field_width = self.width * self.block_size
self.field_height = self.height * self.block_size
self.ui_width = 250
self.window_width = self.field_width + self.ui_width + 60
self.window_height = self.field_height + 80
self.screen = pygame.display.set_mode((self.window_width, self.window_height))
pygame.display.set_caption("Tetris by -=:dAs:=-")
self.clock = pygame.time.Clock()
self.font_large = pygame.font.Font(None, 48)
self.font_medium = pygame.font.Font(None, 32)
self.font_small = pygame.font.Font(None, 24)
# Positioning
self.field_x = 20
self.field_y = 20
self.ui_x = self.field_x + self.field_width + 30
self.ui_y = self.field_y
def draw_block(self, x: int, y: int, color: Tuple[int, int, int], size: int = None):
"""Draw a single block"""
if size is None:
size = self.block_size
pygame.draw.rect(self.screen, color, (x, y, size - 2, size - 2))
pygame.draw.rect(self.screen, (255, 255, 255), (x, y, size - 2, size - 2), 1)
def render(self, game: TetrisGame):
"""Render the entire game"""
self.screen.fill(COLORS['background'])
# Draw field border
pygame.draw.rect(self.screen, COLORS['border'],
(self.field_x - 2, self.field_y - 2,
self.field_width + 4, self.field_height + 4), 2)
# Draw field background
pygame.draw.rect(self.screen, COLORS['field'],
(self.field_x, self.field_y, self.field_width, self.field_height))
# Draw placed blocks
for row_idx, row in enumerate(game.field):
for col_idx, cell in enumerate(row):
if cell != 0:
block_type = list(cfg.BlockType)[cell - 1]
color = game.get_block_color(block_type)
x = self.field_x + col_idx * self.block_size
y = self.field_y + row_idx * self.block_size
self.draw_block(x, y, color)
# Draw current falling piece
if game.current_block is not None:
shape = game.get_block_shape(game.current_block, game.current_block_rotation)
color = game.get_block_color(game.current_block)
for row_idx, row in enumerate(shape):
for col_idx, cell in enumerate(row):
if cell == 1:
x = self.field_x + (game.current_block_x + col_idx) * self.block_size
y = self.field_y + (game.current_block_y + row_idx) * self.block_size
if y >= self.field_y: # Only draw if visible
self.draw_block(x, y, color)
# Draw UI panel
self._draw_ui(game)
# Draw game over screen
if game.game_over:
self._draw_game_over()
# Draw pause screen
if game.paused:
self._draw_paused()
pygame.display.flip()
def _draw_ui(self, game: TetrisGame):
"""Draw UI panel with score and next piece"""
# Title
title = self.font_medium.render("-=:dAs:=- TETRIS", True, COLORS['text'])
self.screen.blit(title, (self.ui_x, self.ui_y))
# Score
score_label = self.font_small.render("Score:", True, COLORS['text'])
score_value = self.font_medium.render(str(game.score), True, (255, 255, 0))
self.screen.blit(score_label, (self.ui_x, self.ui_y + 60))
self.screen.blit(score_value, (self.ui_x, self.ui_y + 90))
# Lines
lines_label = self.font_small.render("Lines:", True, COLORS['text'])
lines_value = self.font_medium.render(str(game.lines_cleared), True, (255, 255, 0))
self.screen.blit(lines_label, (self.ui_x, self.ui_y + 140))
self.screen.blit(lines_value, (self.ui_x, self.ui_y + 170))
# Next block
next_label = self.font_small.render("Next:", True, COLORS['text'])
self.screen.blit(next_label, (self.ui_x, self.ui_y + 220))
if game.next_block is not None:
shape = game.get_block_shape(game.next_block, game.next_block_rotation)
color = game.get_block_color(game.next_block)
preview_x = self.ui_x + 10
preview_y = self.ui_y + 260
block_preview_size = 15
for row_idx, row in enumerate(shape):
for col_idx, cell in enumerate(row):
if cell == 1:
x = preview_x + col_idx * block_preview_size
y = preview_y + row_idx * block_preview_size
self.draw_block(x, y, color, block_preview_size)
# Controls
controls_y = self.ui_y + 380
for i, text in enumerate(CONTROLS_TEXT):
if i == 0:
control_surf = self.font_small.render(text, True, (100, 200, 255))
else:
control_surf = self.font_small.render(text, True, (150, 150, 200))
self.screen.blit(control_surf, (self.ui_x - 5, controls_y + i * 25))
def _draw_game_over(self):
"""Draw game over overlay"""
overlay = pygame.Surface((self.window_width, self.window_height))
overlay.set_alpha(128)
overlay.fill((0, 0, 0))
self.screen.blit(overlay, (0, 0))
game_over_text = self.font_large.render("GAME OVER", True, COLORS['game_over'])
restart_text = self.font_medium.render("Press R to Restart", True, COLORS['text'])
text_rect = game_over_text.get_rect(center=(self.window_width // 2, self.window_height // 2 - 40))
restart_rect = restart_text.get_rect(center=(self.window_width // 2, self.window_height // 2 + 40))
self.screen.blit(game_over_text, text_rect)
self.screen.blit(restart_text, restart_rect)
def _draw_paused(self):
"""Draw pause overlay"""
overlay = pygame.Surface((self.window_width, self.window_height))
overlay.set_alpha(128)
overlay.fill((0, 0, 0))
self.screen.blit(overlay, (0, 0))
paused_text = self.font_large.render("PAUSED", True, (100, 200, 255))
continue_text = self.font_medium.render("Press P to Continue", True, COLORS['text'])
text_rect = paused_text.get_rect(center=(self.window_width // 2, self.window_height // 2 - 40))
continue_rect = continue_text.get_rect(center=(self.window_width // 2, self.window_height // 2 + 40))
self.screen.blit(paused_text, text_rect)
self.screen.blit(continue_text, continue_rect)
def get_fps(self) -> float:
"""Get current FPS"""
return self.clock.get_fps()
def show_question_dialogue(screen, question_text, font=None):
"""
Shows a question dialogue with Yes and No buttons.
Args:
screen: Pygame display surface
question_text: The question to display
font: Pygame font object (optional, will create default if None)
Returns:
True if Yes is clicked, False if No is clicked
"""
# Initialize font if not provided
if font is None:
font = pygame.font.Font(None, 36)
# Get screen dimensions
screen_width, screen_height = screen.get_size()
# Define colors
OVERLAY_COLOR = (0, 0, 0, 180) # Semi-transparent black
DIALOG_BG = (50, 50, 50)
TEXT_COLOR = (255, 255, 255)
YES_COLOR = (50, 150, 50)
YES_HOVER = (70, 180, 70)
NO_COLOR = (150, 50, 50)
NO_HOVER = (180, 70, 70)
BUTTON_TEXT = (255, 255, 255)
# Create dialogue box dimensions
dialog_width = 500
dialog_height = 250
dialog_x = (screen_width - dialog_width) // 2
dialog_y = (screen_height - dialog_height) // 2
# Button dimensions
button_width = 120
button_height = 50
button_spacing = 40
yes_button_x = dialog_x + dialog_width // 2 - button_width - button_spacing // 2
no_button_x = dialog_x + dialog_width // 2 + button_spacing // 2
button_y = dialog_y + dialog_height - button_height - 30
yes_button_rect = pygame.Rect(yes_button_x, button_y, button_width, button_height)
no_button_rect = pygame.Rect(no_button_x, button_y, button_width, button_height)
# Render question text (word wrap)
words = question_text.split()
lines = []
current_line = []
max_width = dialog_width - 40
for word in words:
test_line = ' '.join(current_line + [word])
if font.size(test_line)[0] <= max_width:
current_line.append(word)
else:
if current_line:
lines.append(' '.join(current_line))
current_line = [word]
if current_line:
lines.append(' '.join(current_line))
# Main dialogue loop
running = True
result = None
while running:
mouse_pos = pygame.mouse.get_pos()
yes_hovered = yes_button_rect.collidepoint(mouse_pos)
no_hovered = no_button_rect.collidepoint(mouse_pos)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left click
if yes_hovered:
result = True
running = False
elif no_hovered:
result = False
running = False
# Optional: keyboard shortcuts
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_y:
result = True
running = False
elif event.key == pygame.K_n:
result = False
running = False
# Draw everything
# Create semi-transparent overlay
overlay = pygame.Surface((screen_width, screen_height))
overlay.set_alpha(180)
overlay.fill((0, 0, 0))
screen.blit(overlay, (0, 0))
# Draw dialogue box
pygame.draw.rect(screen, DIALOG_BG, (dialog_x, dialog_y, dialog_width, dialog_height))
pygame.draw.rect(screen, TEXT_COLOR, (dialog_x, dialog_y, dialog_width, dialog_height), 2)
# Draw question text
text_y = dialog_y + 30
for line in lines:
text_surface = font.render(line, True, TEXT_COLOR)
text_rect = text_surface.get_rect(center=(dialog_x + dialog_width // 2, text_y))
screen.blit(text_surface, text_rect)
text_y += font.get_height() + 5
# Draw Yes button
yes_color = YES_HOVER if yes_hovered else YES_COLOR
pygame.draw.rect(screen, yes_color, yes_button_rect, border_radius=5)
pygame.draw.rect(screen, TEXT_COLOR, yes_button_rect, 2, border_radius=5)
yes_text = font.render("Yes", True, BUTTON_TEXT)
yes_text_rect = yes_text.get_rect(center=yes_button_rect.center)
screen.blit(yes_text, yes_text_rect)
# Draw No button
no_color = NO_HOVER if no_hovered else NO_COLOR
pygame.draw.rect(screen, no_color, no_button_rect, border_radius=5)
pygame.draw.rect(screen, TEXT_COLOR, no_button_rect, 2, border_radius=5)
no_text = font.render("No", True, BUTTON_TEXT)
no_text_rect = no_text.get_rect(center=no_button_rect.center)
screen.blit(no_text, no_text_rect)
pygame.display.flip()
return result
def main():
"""Main game loop"""
game = TetrisGame(width=STORE_WIDTH)
renderer = TetrisRenderer(width=STORE_WIDTH)
running = True
while running:
current_ticks = pygame.time.get_ticks()
# Handle events
for event in pygame.event.get():
if event.type == pygame.QUIT and show_question_dialogue(renderer.screen, 'Are you sure to exit game?'):
running = False
break
if not running:
break # Exit main loop if quit was requested
# Handle input
if not game.handle_input(current_ticks, renderer.screen):
running = False
continue
# Update game
game.update(current_ticks)
# Render
renderer.render(game)
renderer.clock.tick(60) # 60 FPS
pygame.quit()
if __name__ == "__main__":
main()

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requirements.txt Normal file
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pygame~=2.6.1

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tetris_config.py Normal file
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import dataclasses
import json
import os.path
import sys
from enum import Enum
import pygame
from Serializer import EnumSerializer
CONFIG_JSON = 'configs/config.json'
CONFIG_BLOCKS_JSON = 'configs/blocks.json'
CONFIG_ADD_BLOCKS_JSON = 'configs/blocks_ADD.json'
@dataclasses.dataclass
class Block:
name: str
color: tuple[int, int, int]
min_score: int
shapes: list
class BlockType(Enum):
"""
Define block types with their shapes and colors
All shapes draws starting in top left corner from left to right
"""
O = {
'name': 'Square',
'color': (255, 255, 0), # Yellow
'min_score': 0,
'shapes': [
[
[1, 1],
[1, 1]
]
]
}
I = {
'name': 'Line',
'color': (0, 255, 255), # Cyan
'min_score': 0,
'shapes': [
[[1, 1, 1, 1]],
[[1], [1], [1], [1]]
]
}
L = {
'name': 'L-Shape',
'color': (255, 0, 255), # Magenta
'min_score': 0,
'shapes': [
[[1, 0], [1, 0], [1, 1]],
[[1, 1, 1], [1, 0, 0]],
[[1, 1], [0, 1], [0, 1]],
[[0, 0, 1], [1, 1, 1]]
]
}
J = {
'name': 'J-Shape',
'color': (0, 0, 255), # Blue
'min_score': 900,
'shapes': [
[[0, 1], [0, 1], [1, 1]],
[[1, 0, 0], [1, 1, 1]],
[[1, 1], [1, 0], [1, 0]],
[[1, 1, 1], [0, 0, 1]]
]
}
S = {
'name': 'S-Shape',
'color': (0, 255, 0), # Green
'min_score': 1000,
'shapes': [
[[0, 1, 1], [1, 1, 0]],
[[1, 0], [1, 1], [0, 1]]
]
}
Z = {
'name': 'Z-Shape',
'color': (255, 0, 0), # Red
'min_score': 2500,
'shapes': [
[[1, 1, 0], [0, 1, 1]],
[[0, 1], [1, 1], [1, 0]]
]
}
T = {
'name': 'T-Shape',
'color': (255, 255, 255), # White
'min_score': 2500,
'shapes': [
[[1, 1, 1], [0, 1, 0]],
[[1, 0], [1, 1], [1, 0]],
[[0, 1, 0], [1, 1, 1]],
[[0, 1], [1, 1], [0, 1]]
]
}
U = {
'name': 'U-Shape',
'color': (135, 135, 135), # Change color
'min_score': 4500,
'shapes': [
[[1, 0, 1], [1, 1, 1]],
[[1, 1], [1, 0], [1, 1]],
[[1, 1, 1], [1, 0, 1]],
[[1, 1], [0, 1], [1, 1]]
]
}
# T1 = {
# 'name': 'T-Shape+',
# 'color': (200, 200, 200), # Change color
# 'min_score': 10000,
# 'shapes': [
# [[1, 1, 1], [0, 1, 0], [0, 1, 0]],
# [[0, 0, 1], [1, 1, 1], [0, 0, 1]],
# [[0, 1, 0], [0, 1, 0], [1, 1, 1]],
# [[1, 0, 0], [1, 1, 1], [1, 0, 0]]
# ]
# }
# U1 = {
# 'name': 'U-Shape+',
# 'color': (250, 250, 250), # Change color
# 'min_score': 10000,
# 'shapes': [
# [[1, 1, 1], [1, 0, 1], [1, 0, 1]],
# [[1, 1, 1], [1, 0, 0], [1, 1, 1]],
# [[1, 0, 1], [1, 0, 1], [1, 1, 1]],
# [[1, 1, 1], [0, 0, 1], [1, 1, 1]]
# ]
# }
# X = {
# 'name': 'X-Shape',
# 'color': (250, 250, 250), # Change color
# 'min_score': 15000,
# 'shapes': [
# [[0, 1, 0], [1, 1, 1], [0, 1, 0]]
# ]
# }
BLOCK_TYPE = BlockType
# Key configuration
KEY_CONFIG = {
'left': pygame.K_LEFT,
'right': pygame.K_RIGHT,
'rotate': pygame.K_UP,
'drop': pygame.K_DOWN,
'pause': pygame.K_p,
'restart': pygame.K_r,
'exit': pygame.K_ESCAPE
}
CONTROLS_TEXT = [
"Controls:",
"Left/Right Move",
"Up - Rotate",
"Dn - Drop",
"P - Pause",
"R - Restart",
"ESC - Exit"
]
# Store width configuration
STORE_WIDTH = 10 # number of blocks wide
BLOCK_SIZE = 30 # pixels per block
# Colors
COLORS = {
'background': (20, 20, 40),
'field': (30, 30, 60),
'border': (100, 100, 150),
'text': (255, 255, 255),
'game_over': (255, 0, 0)
}
def store_config():
blocks_to_save = {'ALL_BLOCKS': BlockType}
es = EnumSerializer()
es.save_to_file(blocks_to_save, CONFIG_BLOCKS_JSON)
config_to_save = {
'CONFIG': {
'keys': KEY_CONFIG,
'controls_text': CONTROLS_TEXT,
'colors': COLORS,
'store_width': STORE_WIDTH,
'block_size': BLOCK_SIZE
}
}
es.save_to_file(config_to_save, CONFIG_JSON)
def load_config():
global KEY_CONFIG, COLORS, CONTROLS_TEXT, STORE_WIDTH, BLOCK_SIZE, BLOCK_TYPE
es = EnumSerializer
if not os.path.isfile(CONFIG_JSON) or not os.path.isfile(CONFIG_JSON) :
print('No config files was found')
sys.exit(10)
config_data = es.load_from_file(CONFIG_JSON)
KEY_CONFIG = config_data['CONFIG']['keys']
CONTROLS_TEXT = config_data['CONFIG']['controls_text']
COLORS = config_data['CONFIG']['colors']
STORE_WIDTH = config_data['CONFIG']['store_width']
BLOCK_SIZE = config_data['CONFIG']['block_size']
with open(CONFIG_BLOCKS_JSON) as block_fd:
blocks_data = json.load(block_fd)
blocks0 = blocks_data['ALL_BLOCKS']['members']
blocks1 = {}
if os.path.isfile(CONFIG_ADD_BLOCKS_JSON):
with open(CONFIG_ADD_BLOCKS_JSON) as block_fd:
blocks_data1 = json.load(block_fd)
blocks1 = blocks_data1['ADDITIONAL_BLOCKS']['members']
blocks = blocks0 | blocks1
BLOCK_TYPE = Enum('BlockType', blocks)
if __name__ == '__main__':
pass