"""
Simple Tetris implementation in Python using pygame.
Features:
- Playable Tetris with 7 tetrominoes
- Rotation, left/right, soft drop, hard drop
- Line clearing and scoring
- Next piece preview and hold
Controls:
- Left/Right Arrow: move
- Up Arrow or X: rotate clockwise
- Z: rotate counter-clockwise
- Down Arrow: soft drop
- Space: hard drop
- C: hold piece
- P: pause
- Esc / Q: quit
Requirements:
- Python 3.8+
- pygame (pip install pygame)
Save as tetris.py and run: python tetris.py
"""
import pygame
import random
import sys
from copy import deepcopy
---------- Configuration ----------
FPS = 60
CELL_SIZE = 30
COLS = 10
ROWS = 20
PLAY_WIDTH = COLS * CELL_SIZE
PLAY_HEIGHT = ROWS * CELL_SIZE
SIDE_PANEL = 200
WIDTH = PLAY_WIDTH + SIDE_PANEL + 40
HEIGHT = PLAY_HEIGHT + 40
TOP_LEFT_X = 20
TOP_LEFT_Y = 20
Colors
WHITE = (255, 255, 255)
GRAY = (128, 128, 128)
BLACK = (0, 0, 0)
SHAPE_COLORS = [
(0, 240, 240), # I - cyan
(0, 0, 240), # J - blue
(240, 160, 0), # L - orange
(240, 240, 0), # O - yellow
(0, 240, 0), # S - green
(160, 0, 240), # T - purple
(240, 0, 0), # Z - red
]
Tetromino shapes (4x4 grids represented by strings)
S = [['.....',
'.....',
'..00.',
'.00..',
'.....'],
['.....',
'..0..',
'..00.',
'...0.',
'.....']]
Z = [['.....',
'.....',
'.00..',
'..00.',
'.....'],
['.....',
'..0..',
'.00..',
'.0...',
'.....']]
I = [['..0..',
'..0..',
'..0..',
'..0..',
'.....'],
['.....',
'0000.',
'.....',
'.....',
'.....']]
O = [['.....',
'.....',
'.00..',
'.00..',
'.....']]
J = [['.....',
'.0...',
'.000.',
'.....',
'.....'],
['.....',
'..00.',
'..0..',
'..0..',
'.....'],
['.....',
'.....',
'.000.',
'...0.',
'.....'],
['.....',
'..0..',
'..0..',
'.00..',
'.....']]
L = [['.....',
'...0.',
'.000.',
'.....',
'.....'],
['.....',
'..0..',
'..0..',
'..00.',
'.....'],
['.....',
'.....',
'.000.',
'.0...',
'.....'],
['.....',
'.00..',
'..0..',
'..0..',
'.....']]
T = [['.....',
'..0..',
'.000.',
'.....',
'.....'],
['.....',
'..0..',
'..00.',
'..0..',
'.....'],
['.....',
'.....',
'.000.',
'..0..',
'.....'],
['.....',
'..0..',
'.00..',
'..0..',
'.....']]
SHAPES = [S, Z, I, O, J, L, T]
SHAPE_NAMES = ['S', 'Z', 'I', 'O', 'J', 'L', 'T']
---------- Game Logic ----------
class Piece:
def init(self, x, y, shape_index):
self.x = x
self.y = y
self.shape_index = shape_index
self.shape = SHAPES[shape_index]
self.rotation = 0
def image(self):
return self.shape[self.rotation % len(self.shape)]
def get_cells(self):
"""Return list of (x,y) cells occupied by this piece relative to grid."""
positions = []
format = self.image()
for i, line in enumerate(format):
row = list(line)
for j, column in enumerate(row):
if column == '0':
positions.append((self.x + j - 2, self.y + i - 4))
return positions
def create_grid(locked_positions={}):
grid = [[BLACK for _ in range(COLS)] for _ in range(ROWS)]
for i in range(ROWS):
for j in range(COLS):
if (j, i) in locked_positions:
grid[i][j] = locked_positions[(j, i)]
return grid
def valid_space(piece, grid):
accepted_positions = [[(j, i) for j in range(COLS) if grid[i][j] == BLACK] for i in range(ROWS)]
accepted = [pos for row in accepted_positions for pos in row]
for pos in piece.get_cells():
x, y = pos
if x < 0 or x >= COLS or y >= ROWS:
return False
if y >= 0 and (x, y) not in accepted:
return False
return True
def check_lost(positions):
for pos in positions:
x, y = pos
if y < 0:
return True
return False
def get_shape():
index = random.randrange(len(SHAPES))
return Piece(COLS // 2 - 2, -2, index)
def convert_shape_format(piece):
positions = []
format = piece.image()
for i, line in enumerate(format):
row = list(line)
for j, column in enumerate(row):
if column == '0':
positions.append((piece.x + j - 2, piece.y + i - 4))
return positions
def clear_rows(grid, locked):
"""Check for full rows and clear them. Return number of cleared rows."""
inc = 0
for i in range(ROWS - 1, -1, -1):
row = grid[i]
if BLACK not in row:
inc += 1
# remove from locked
for j in range(COLS):
try:
del locked[(j, i)]
except:
continue
if inc > 0:
# shift every row above down
new_locked = {}
for (x, y), color in sorted(locked.items(), key=lambda x: x[0][1]):
shift = 0
for _ in range(inc):
if y < ROWS and True:
shift += 1
new_locked[(x, y + inc)] = color
locked.clear()
locked.update(new_locked)
return inc
---------- Drawing Helpers ----------
def draw_text_middle(surface, text, size, y_offset=0):
font = pygame.font.SysFont('comicsans', size, bold=True)
label = font.render(text, 1, WHITE)
surface.blit(label, (TOP_LEFT_X + PLAY_WIDTH/2 - (label.get_width()/2), TOP_LEFT_Y + PLAY_HEIGHT/2 - label.get_height()/2 + y_offset))
def draw_grid(surface, grid):
sx = TOP_LEFT_X
sy = TOP_LEFT_Y
for i in range(ROWS):
pygame.draw.line(surface, GRAY, (sx, sy + i * CELL_SIZE), (sx + PLAY_WIDTH, sy + i * CELL_SIZE))
for j in range(COLS):
pygame.draw.line(surface, GRAY, (sx + j * CELL_SIZE, sy), (sx + j * CELL_SIZE, sy + PLAY_HEIGHT))
def draw_window(surface, grid, score=0, level=1):
surface.fill(BLACK)
# Title
font = pygame.font.SysFont('comicsans', 40)
label = font.render('TETRIS', 1, WHITE)
surface.blit(label, (TOP_LEFT_X + PLAY_WIDTH/2 - label.get_width()/2, 5))
# Score
font_small = pygame.font.SysFont('comicsans', 24)
score_label = font_small.render(f'Score: {score}', 1, WHITE)
level_label = font_small.render(f'Level: {level}', 1, WHITE)
surface.blit(score_label, (TOP_LEFT_X + PLAY_WIDTH + 20, TOP_LEFT_Y + 50))
surface.blit(level_label, (TOP_LEFT_X + PLAY_WIDTH + 20, TOP_LEFT_Y + 90))
# draw play area
sx = TOP_LEFT_X
sy = TOP_LEFT_Y
for i in range(ROWS):
for j in range(COLS):
pygame.draw.rect(surface, grid[i][j], (sx + j * CELL_SIZE, sy + i * CELL_SIZE, CELL_SIZE, CELL_SIZE), 0)
# draw grid lines
draw_grid(surface, grid)
# border
pygame.draw.rect(surface, WHITE, (sx, sy, PLAY_WIDTH, PLAY_HEIGHT), 4)
def draw_next_shape(surface, shape):
font = pygame.font.SysFont('comicsans', 24)
label = font.render('Next', 1, WHITE)
surface.blit(label, (TOP_LEFT_X + PLAY_WIDTH + 20, TOP_LEFT_Y + 140))
format = shape.image()
sx = TOP_LEFT_X + PLAY_WIDTH + 50
sy = TOP_LEFT_Y + 170
for i, line in enumerate(format):
row = list(line)
for j, column in enumerate(row):
if column == '0':
pygame.draw.rect(surface, SHAPE_COLORS[shape.shape_index], (sx + j * CELL_SIZE, sy + i * CELL_SIZE, CELL_SIZE, CELL_SIZE), 0)
def draw_hold_shape(surface, shape):
font = pygame.font.SysFont('comicsans', 24)
label = font.render('Hold', 1, WHITE)
surface.blit(label, (TOP_LEFT_X + PLAY_WIDTH + 20, TOP_LEFT_Y + 260))
if not shape:
return
format = shape.image()
sx = TOP_LEFT_X + PLAY_WIDTH + 50
sy = TOP_LEFT_Y + 300
for i, line in enumerate(format):
row = list(line)
for j, column in enumerate(row):
if column == '0':
pygame.draw.rect(surface, SHAPE_COLORS[shape.shape_index], (sx + j * CELL_SIZE, sy + i * CELL_SIZE, CELL_SIZE, CELL_SIZE), 0)
---------- Main Game Loop ----------
def main():
pygame.init()
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Tetris')
clock = pygame.time.Clock()
locked_positions = {}
grid = create_grid(locked_positions)
change_piece = False
run = True
current_piece = get_shape()
next_piece = get_shape()
hold_piece = None
hold_locked = False
fall_time = 0
fall_speed = 0.5 # seconds per cell fall
level = 1
score = 0
lines_cleared_total = 0
while run:
grid = create_grid(locked_positions)
dt = clock.tick(FPS) / 1000.0
fall_time += dt
# handle fall speed acceleration by level
if lines_cleared_total >= level * 10:
level += 1
fall_speed = max(0.05, fall_speed * 0.9)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
run = False
pygame.quit()
sys.exit()
if event.key == pygame.K_LEFT:
current_piece.x -= 1
if not valid_space(current_piece, grid):
current_piece.x += 1
elif event.key == pygame.K_RIGHT:
current_piece.x += 1
if not valid_space(current_piece, grid):
current_piece.x -= 1
elif event.key == pygame.K_DOWN:
current_piece.y += 1
if not valid_space(current_piece, grid):
current_piece.y -= 1
elif event.key == pygame.K_UP or event.key == pygame.K_x:
current_piece.rotation = (current_piece.rotation + 1) % len(current_piece.shape)
if not valid_space(current_piece, grid):
current_piece.rotation = (current_piece.rotation - 1) % len(current_piece.shape)
elif event.key == pygame.K_z:
current_piece.rotation = (current_piece.rotation - 1) % len(current_piece.shape)
if not valid_space(current_piece, grid):
current_piece.rotation = (current_piece.rotation + 1) % len(current_piece.shape)
elif event.key == pygame.K_SPACE:
# hard drop
while valid_space(current_piece, grid):
current_piece.y += 1
current_piece.y -= 1
change_piece = True
elif event.key == pygame.K_c:
if not hold_locked:
if hold_piece is None:
hold_piece = Piece(COLS//2 - 2, -2, current_piece.shape_index)
current_piece = next_piece
next_piece = get_shape()
else:
temp = Piece(COLS//2 - 2, -2, current_piece.shape_index)
current_piece = Piece(COLS//2 - 2, -2, hold_piece.shape_index)
hold_piece = Piece(COLS//2 - 2, -2, temp.shape_index)
hold_locked = True
elif event.key == pygame.K_p:
paused = True
while paused:
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
sys.exit()
if e.type == pygame.KEYDOWN and e.key == pygame.K_p:
paused = False
# automatic piece fall
if fall_time >= fall_speed:
fall_time = 0
current_piece.y += 1
if not valid_space(current_piece, grid):
current_piece.y -= 1
change_piece = True
shape_pos = convert_shape_format(current_piece)
# add piece to the grid for drawing
for i in range(len(shape_pos)):
x, y = shape_pos[i]
if y >= 0:
grid[y][x] = SHAPE_COLORS[current_piece.shape_index]
# when piece lands
if change_piece:
for pos in shape_pos:
p = (pos[0], pos[1])
locked_positions[p] = SHAPE_COLORS[current_piece.shape_index]
current_piece = next_piece
next_piece = get_shape()
change_piece = False
hold_locked = False
# clear rows
cleared = clear_rows(grid, locked_positions)
if cleared > 0:
lines_cleared_total += cleared
# scoring (classic-ish)
if cleared == 1:
score += 40 * level
elif cleared == 2:
score += 100 * level
elif cleared == 3:
score += 300 * level
elif cleared >= 4:
score += 1200 * level
draw_window(win, grid, score, level)
draw_next_shape(win, next_piece)
draw_hold_shape(win, hold_piece)
if check_lost(list(locked_positions.keys())):
draw_text_middle(win, 'GAME OVER', 50)
pygame.display.update()
pygame.time.delay(1500)
run = False
pygame.display.update()
pygame.quit()
if name == 'main':
main()
"""
runnable Python file named tetris.py in a code canvas. It uses pygame and includes:
All 7 tetrominoes with rotation and collision handling
Left / right movement, soft drop, hard drop, rotate (CW/CCW)
Hold piece, next-piece preview, scoring, levels, and game-over detection
Pause, quit, and simple UI
How to run:
Install pygame if you don't have it: pip install pygame
Save the canvas file as tetris.py (it's already created in the code canvas) and run:
python tetris.py
Controls recap:
Left / Right arrows: move
Down arrow: soft drop
Space: hard drop
Up arrow or X: rotate clockwise
Z: rotate counter-clockwise
C: hold piece
P: pause
Esc or Q: quit
"""
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