[python]테트리스 만들기 코드

Posted by 슈퍼너드 리보
2020. 4. 15. 22:35 프로그래밍/파이썬
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깃헙에 테트리스 코드 있기래 복붙해서 해봤습니다. 간단한 테트리스의 기본 기능만 있을뿐이고, 음향도 없고, 팀플레이도 못합니다. 그렇기 때문에 테트리스 만들 때 참고용으로만 쓰면 될거 같습니다. 여러분도 파이썬으로 한번 해보시라고 코드랑 실행 방법 올려보았습니다.

먼저 아나콘다를 실행하여 가상환경 하나를 만들어주세요. 저는 가상환경명을 game으로 직관적으로 붙였습니다.

activate game 하시고 이제 pip install pygame이라고 코드를 입력해주세요

다음은 파이썬 테트리스 제작 코드입니다. 복붙해서 아톰에디터에다가 가져다 붙이기만 하면 됩니다.

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#!/usr/bin/env python3
#-*- coding: utf-8 -*-
 
# Very simple tetris implementation
#
# Control keys:
#       Down - Drop stone faster
# Left/Right - Move stone
#         Up - Rotate Stone clockwise
#     Escape - Quit game
#          P - Pause game
#     Return - Instant drop
#
# Have fun!
 
# NOTE: If you're looking for the old python2 version, see
#       <https://gist.github.com/silvasur/565419/45a3ded61b993d1dd195a8a8688e7dc196b08de8>
 
# Copyright (c) 2010 "Laria Carolin Chabowski"<me@laria.me>
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
 
from random import randrange as rand
import pygame, sys
 
# The configuration
cell_size = 18
cols =      10
rows =      22
maxfps =    30
 
colors = [
(0,   0,   0  ),
(25585,  85),
(100200115),
(120108245),
(25514050 ),
(50,  12052 ),
(14620273 ),
(150161218 ),
(35,  35,  35# Helper color for background grid
]
 
# Define the shapes of the single parts
tetris_shapes = [
    [[111],
     [010]],
 
    [[022],
     [220]],
 
    [[330],
     [033]],
 
    [[400],
     [444]],
 
    [[005],
     [555]],
 
    [[6666]],
 
    [[77],
     [77]]
]
 
def rotate_clockwise(shape):
    return [
        [ shape[y][x] for y in range(len(shape)) ]
        for x in range(len(shape[0]) - 1-1-1)
    ]
 
def check_collision(board, shape, offset):
    off_x, off_y = offset
    for cy, row in enumerate(shape):
        for cx, cell in enumerate(row):
            try:
                if cell and board[ cy + off_y ][ cx + off_x ]:
                    return True
            except IndexError:
                return True
    return False
 
def remove_row(board, row):
    del board[row]
    return [[0 for i in range(cols)]] + board
 
def join_matrixes(mat1, mat2, mat2_off):
    off_x, off_y = mat2_off
    for cy, row in enumerate(mat2):
        for cx, val in enumerate(row):
            mat1[cy+off_y-1 ][cx+off_x] += val
    return mat1
 
def new_board():
    board = [
        [ 0 for x in range(cols) ]
        for y in range(rows)
    ]
    board += [[ 1 for x in range(cols)]]
    return board
 
class TetrisApp(object):
    def __init__(self):
        pygame.init()
        pygame.key.set_repeat(250,25)
        self.width = cell_size*(cols+6)
        self.height = cell_size*rows
        self.rlim = cell_size*cols
        self.bground_grid = [[ 8 if x%2==y%2 else 0 for x in range(cols)] for y in range(rows)]
 
        self.default_font =  pygame.font.Font(
            pygame.font.get_default_font(), 12)
 
        self.screen = pygame.display.set_mode((self.width, self.height))
        pygame.event.set_blocked(pygame.MOUSEMOTION) # We do not need
                                                     # mouse movement
                                                     # events, so we
                                                     # block them.
        self.next_stone = tetris_shapes[rand(len(tetris_shapes))]
        self.init_game()
 
    def new_stone(self):
        self.stone = self.next_stone[:]
        self.next_stone = tetris_shapes[rand(len(tetris_shapes))]
        self.stone_x = int(cols / 2 - len(self.stone[0])/2)
        self.stone_y = 0
 
        if check_collision(self.board,
                           self.stone,
                           (self.stone_x, self.stone_y)):
            self.gameover = True
 
    def init_game(self):
        self.board = new_board()
        self.new_stone()
        self.level = 1
        self.score = 0
        self.lines = 0
        pygame.time.set_timer(pygame.USEREVENT+11000)
 
    def disp_msg(self, msg, topleft):
        x,y = topleft
        for line in msg.splitlines():
            self.screen.blit(
                self.default_font.render(
                    line,
                    False,
                    (255,255,255),
                    (0,0,0)),
                (x,y))
            y+=14
 
    def center_msg(self, msg):
        for i, line in enumerate(msg.splitlines()):
            msg_image =  self.default_font.render(line, False,
                (255,255,255), (0,0,0))
 
            msgim_center_x, msgim_center_y = msg_image.get_size()
            msgim_center_x //= 2
            msgim_center_y //= 2
 
            self.screen.blit(msg_image, (
              self.width // 2-msgim_center_x,
              self.height // 2-msgim_center_y+i*22))
 
    def draw_matrix(self, matrix, offset):
        off_x, off_y  = offset
        for y, row in enumerate(matrix):
            for x, val in enumerate(row):
                if val:
                    pygame.draw.rect(
                        self.screen,
                        colors[val],
                        pygame.Rect(
                            (off_x+x) *
                              cell_size,
                            (off_y+y) *
                              cell_size,
                            cell_size,
                            cell_size),0)
 
    def add_cl_lines(self, n):
        linescores = [0401003001200]
        self.lines += n
        self.score += linescores[n] * self.level
        if self.lines >= self.level*6:
            self.level += 1
            newdelay = 1000-50*(self.level-1)
            newdelay = 100 if newdelay < 100 else newdelay
            pygame.time.set_timer(pygame.USEREVENT+1, newdelay)
 
    def move(self, delta_x):
        if not self.gameover and not self.paused:
            new_x = self.stone_x + delta_x
            if new_x < 0:
                new_x = 0
            if new_x > cols - len(self.stone[0]):
                new_x = cols - len(self.stone[0])
            if not check_collision(self.board,
                                   self.stone,
                                   (new_x, self.stone_y)):
                self.stone_x = new_x
    def quit(self):
        self.center_msg("Exiting...")
        pygame.display.update()
        sys.exit()
 
    def drop(self, manual):
        if not self.gameover and not self.paused:
            self.score += 1 if manual else 0
            self.stone_y += 1
            if check_collision(self.board,
                               self.stone,
                               (self.stone_x, self.stone_y)):
                self.board = join_matrixes(
                  self.board,
                  self.stone,
                  (self.stone_x, self.stone_y))
                self.new_stone()
                cleared_rows = 0
                while True:
                    for i, row in enumerate(self.board[:-1]):
                        if 0 not in row:
                            self.board = remove_row(
                              self.board, i)
                            cleared_rows += 1
                            break
                    else:
                        break
                self.add_cl_lines(cleared_rows)
                return True
        return False
 
    def insta_drop(self):
        if not self.gameover and not self.paused:
            while(not self.drop(True)):
                pass
 
    def rotate_stone(self):
        if not self.gameover and not self.paused:
            new_stone = rotate_clockwise(self.stone)
            if not check_collision(self.board,
                                   new_stone,
                                   (self.stone_x, self.stone_y)):
                self.stone = new_stone
 
    def toggle_pause(self):
        self.paused = not self.paused
 
    def start_game(self):
        if self.gameover:
            self.init_game()
            self.gameover = False
 
    def run(self):
        key_actions = {
            'ESCAPE':   self.quit,
            'LEFT':     lambda:self.move(-1),
            'RIGHT':    lambda:self.move(+1),
            'DOWN':     lambda:self.drop(True),
            'UP':       self.rotate_stone,
            'p':        self.toggle_pause,
            'SPACE':    self.start_game,
            'RETURN':   self.insta_drop
        }
 
        self.gameover = False
        self.paused = False
 
        dont_burn_my_cpu = pygame.time.Clock()
        while 1:
            self.screen.fill((0,0,0))
            if self.gameover:
                self.center_msg("""Game Over!\nYour score: %d
Press space to continue""" % self.score)
            else:
                if self.paused:
                    self.center_msg("Paused")
                else:
                    pygame.draw.line(self.screen,
                        (255,255,255),
                        (self.rlim+10),
                        (self.rlim+1, self.height-1))
                    self.disp_msg("Next:", (
                        self.rlim+cell_size,
                        2))
                    self.disp_msg("Score: %d\n\nLevel: %d\
\nLines: %d" % (self.score, self.level, self.lines),
                        (self.rlim+cell_size, cell_size*5))
                    self.draw_matrix(self.bground_grid, (0,0))
                    self.draw_matrix(self.board, (0,0))
                    self.draw_matrix(self.stone,
                        (self.stone_x, self.stone_y))
                    self.draw_matrix(self.next_stone,
                        (cols+1,2))
            pygame.display.update()
 
            for event in pygame.event.get():
                if event.type == pygame.USEREVENT+1:
                    self.drop(False)
                elif event.type == pygame.QUIT:
                    self.quit()
                elif event.type == pygame.KEYDOWN:
                    for key in key_actions:
                        if event.key == eval("pygame.K_"
                        +key):
                            key_actions[key]()
 
            dont_burn_my_cpu.tick(maxfps)
 
if __name__ == '__main__':
    App = TetrisApp()
    App.run()
 
cs

한번 실행해보면 이런식으로 테트리스가 실행이 됩니다.


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