Загрузка данных


import pygame
import random

# Инициализация Pygame
pygame.font.init()

# Параметры окна и сетки
s_width = 800
s_height = 700
play_width = 300   # 10 столбцов по 30px
play_height = 600  # 20 строк по 30px
block_size = 30

top_left_x = (s_width - play_width) // 2
top_left_y = s_height - play_height - 50

# Формы тетрамино и их цвета
SHAPES = [
    [['.....',
      '.....',
      '..00.',
      '.00..',
      '.....'],
     ['.....',
      '..0..',
      '..00.',
      '...0.',
      '.....']],

    [['.....',
      '.....',
      '.00..',
      '..00.',
      '.....'],
     ['.....',
      '..0..',
      '.00..',
      '.0...',
      '.....']],

    [['.....',
      '..0..',
      '..0..',
      '..0..',
      '..0..'],
     ['.....',
      '0000.',
      '.....',
      '.....',
      '.....']],

    [['.....',
      '.....',
      '.00..',
      '.00..',
      '.....']],

    [['.....',
      '.0...',
      '.000.',
      '.....',
      '.....'],
     ['.....',
      '..00.',
      '..0..',
      '..0..',
      '.....'],
     ['.....',
      '.....',
      '.000.',
      '...0.',
      '.....'],
     ['.....',
      '..0..',
      '..0..',
      '.00..',
      '.....']],

    [['.....',
      '...0.',
      '.000.',
      '.....',
      '.....'],
     ['.....',
      '..0..',
      '..0..',
      '..00.',
      '.....'],
     ['.....',
      '.....',
      '.000.',
      '.0...',
      '.....'],
     ['.....',
      '.00..',
      '..0..',
      '..0..',
      '.....']],

    [['.....',
      '..0..',
      '.000.',
      '.....',
      '.....'],
     ['.....',
      '..0..',
      '..00.',
      '..0..',
      '.....'],
     ['.....',
      '.....',
      '.000.',
      '..0..',
      '.....'],
     ['.....',
      '..0..',
      '.00..',
      '..0..',
      '.....']]
]

SHAPE_COLORS = [
    (0, 255, 0),     # S
    (255, 0, 0),     # Z
    (0, 255, 255),   # I
    (255, 255, 0),   # O
    (255, 165, 0),   # L
    (0, 0, 255),     # J
    (128, 0, 128)    # T
]


class Piece(object):
    def __init__(self, x, y, shape):
        self.x = x
        self.y = y
        self.shape = shape
        self.color = SHAPE_COLORS[SHAPES.index(shape)]
        self.rotation = 0


def create_grid(locked_pos={}):
    grid = [[(0, 0, 0) for _ in range(10)] for _ in range(20)]

    for i in range(len(grid)):
        for j in range(len(grid[i])):
            if (j, i) in locked_pos:
                c = locked_pos[(j, i)]
                grid[i][j] = c
    return grid


def convert_shape_format(shape):
    positions = []
    format = shape.shape[shape.rotation % len(shape.shape)]

    for i, line in enumerate(format):
        row = list(line)
        for j, column in enumerate(row):
            if column == '0':
                positions.append((shape.x + j - 2, shape.y + i - 4))
    return positions


def valid_space(shape, grid):
    accepted_pos = [[(j, i) for j in range(10) if grid[i][j] == (0, 0, 0)] for i in range(20)]
    accepted_pos = [j for sub in accepted_pos for j in sub]

    formatted = convert_shape_format(shape)

    for pos in formatted:
        if pos not in accepted_pos:
            if pos[1] > -1:
                return False
    return True


def check_lost(positions):
    for pos in positions:
        x, y = pos
        if y < 1:
            return True
    return False


def get_shape():
    return Piece(5, 0, random.choice(SHAPES))


def draw_text_middle(surface, text, size, color):
    font = pygame.font.SysFont("comicsans", size, bold=True)
    label = font.render(text, 1, color)
    surface.blit(label, (top_left_x + play_width / 2 - (label.get_width() / 2),
                         top_left_y + play_height / 2 - (label.get_height() / 2)))


def draw_grid(surface, grid):
    for i in range(len(grid)):
        pygame.draw.line(surface, (128, 128, 128), (top_left_x, top_left_y + i * block_size),
                         (top_left_x + play_width, top_left_y + i * block_size))
        for j in range(len(grid[i])):
            pygame.draw.line(surface, (128, 128, 128), (top_left_x + j * block_size, top_left_y),
                             (top_left_x + j * block_size, top_left_y + play_height))


def clear_rows(grid, locked):
    inc = 0
    ind = len(grid) - 1
    for i in range(len(grid) - 1, -1, -1):
        row = grid[i]
        if (0, 0, 0) not in row:
            inc += 1
            ind = i
            for j in range(len(row)):
                try:
                    del locked[(j, i)]
                except:
                    continue

    if inc > 0:
        for key in sorted(list(locked), key=lambda x: x[1], reverse=True):
            x, y = key
            if y < ind:
                newKey = (x, y + inc)
                locked[newKey] = locked.pop(key)
    return inc


def draw_window(surface, grid, score=0):
    surface.fill((0, 0, 0))

    pygame.font.init()
    font = pygame.font.SysFont("comicsans", 60)
    label = font.render("ТЕТРИС", 1, (255, 255, 255))
    surface.blit(label, (top_left_x + play_width / 2 - (label.get_width() / 2), 30))

    font = pygame.font.SysFont("comicsans", 30)
    label = font.render("Счет: " + str(score), 1, (255, 255, 255))
    surface.blit(label, (top_left_x + play_width + 50, top_left_y + 150))

    for i in range(len(grid)):
        for j in range(len(grid[i])):
            pygame.draw.rect(surface, grid[i][j],
                             (top_left_x + j * block_size, top_left_y + i * block_size, block_size, block_size), 0)

    draw_grid(surface, grid)
    pygame.draw.rect(surface, (255, 0, 0), (top_left_x, top_left_y, play_width, play_height), 5)


def main():
    locked_positions = {}
    grid = create_grid(locked_positions)

    change_piece = False
    run = True
    current_piece = get_shape()
    next_piece = get_shape()
    clock = pygame.time.Clock()
    fall_time = 0
    fall_speed = 0.27
    score = 0

    win = pygame.display.set_mode((s_width, s_height))
    pygame.display.set_caption("Тетрис на Pygame")

    while run:
        grid = create_grid(locked_positions)
        fall_time += clock.get_rawtime()
        clock.tick()

        if fall_time / 1000 >= fall_speed:
            fall_time = 0
            current_piece.y += 1
            if not (valid_space(current_piece, grid)) and current_piece.y > 0:
                current_piece.y -= 1
                change_piece = True

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                pygame.quit()
                return

            if event.type == pygame.KEYDOWN:
                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:
                    current_piece.rotation += 1
                    if not valid_space(current_piece, grid):
                        current_piece.rotation -= 1

        shape_pos = convert_shape_format(current_piece)

        for i in range(len(shape_pos)):
            x, y = shape_pos[i]
            if y > -1:
                grid[y][x] = current_piece.color

        if change_piece:
            for pos in shape_pos:
                locked_positions[pos] = current_piece.color
            current_piece = next_piece
            next_piece = get_shape()
            change_piece = False
            score += clear_rows(grid, locked_positions) * 10

        draw_window(win, grid, score)
        pygame.display.update()

        if check_lost(locked_positions):
            run = False

    draw_window(win, grid, score)
    draw_text_middle(win, "ВЫ ПРОИГРАЛИ", 40, (255, 255, 255))
    pygame.display.update()
    pygame.time.delay(2000)
    pygame.quit()


if __name__ == '__main__':
    main()