The Tetris game in wxPython
last modified January 10, 2023
The Tetris game is one of the most popular computer games ever created. The original game was designed and programmed by a Russian programmer Alexey Pajitnov in 1985. Since then, Tetris is available on almost every computer platform in lots of variations.
Tetris is called a falling block puzzle game. In this game, we have seven different shapes called tetrominoes: S-shape, Z-shape, T-shape, L-shape, Line-shape, MirroredL-shape, and a Square-shape. Each of these shapes is formed with four squares. The shapes are falling down the board. The object of the Tetris game is to move and rotate the shapes so that they fit as much as possible. If we manage to form a row, the row is destroyed and we score. We play the Tetris game until we top out.
wxPython is a toolkit designed to create applications. There are other libraries which are targeted at creating computer games. Nevertheless, wxPython and other application toolkits can be used to create games.
The development
We do not have images for our Tetris game, we draw the tetrominoes using the drawing API available in wxPython. Behind every computer game, there is a mathematical model. So it is in Tetris.
Some ideas behind the game:
- We use
wx.Timer
to create a game cycle - The tetrominoes are drawn
- The shapes move on a square by square basis (not pixel by pixel)
- Mathematically a board is a simple list of numbers
#!/usr/bin/env python """ ZetCode wxPython tutorial This is Tetris game clone in wxPython. author: Jan Bodnar website: www.zetcode.com last modified: July 2020 """ import wx import random class Tetris(wx.Frame): def __init__(self, parent): wx.Frame.__init__(self, parent, size=(180, 380), style=wx.DEFAULT_FRAME_STYLE ^ wx.RESIZE_BORDER ^ wx.MAXIMIZE_BOX) self.initFrame() def initFrame(self): self.statusbar = self.CreateStatusBar() self.statusbar.SetStatusText('0') self.board = Board(self) self.board.SetFocus() self.board.start() self.SetTitle("Tetris") self.Centre() class Board(wx.Panel): BoardWidth = 10 BoardHeight = 22 Speed = 300 ID_TIMER = 1 def __init__(self, *args, **kw): super(Board, self).__init__(*args, **kw) self.initBoard() def initBoard(self): self.timer = wx.Timer(self, Board.ID_TIMER) self.isWaitingAfterLine = False self.curPiece = Shape() self.nextPiece = Shape() self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] self.isStarted = False self.isPaused = False self.Bind(wx.EVT_PAINT, self.OnPaint) self.Bind(wx.EVT_KEY_DOWN, self.OnKeyDown) self.Bind(wx.EVT_TIMER, self.OnTimer, id=Board.ID_TIMER) self.clearBoard() def shapeAt(self, x, y): return self.board[(y * Board.BoardWidth) + x] def setShapeAt(self, x, y, shape): self.board[(y * Board.BoardWidth) + x] = shape def squareWidth(self): return self.GetClientSize().GetWidth() // Board.BoardWidth def squareHeight(self): return self.GetClientSize().GetHeight() // Board.BoardHeight def start(self): if self.isPaused: return self.isStarted = True self.isWaitingAfterLine = False self.numLinesRemoved = 0 self.clearBoard() self.newPiece() self.timer.Start(Board.Speed) def pause(self): if not self.isStarted: return self.isPaused = not self.isPaused statusbar = self.GetParent().statusbar if self.isPaused: self.timer.Stop() statusbar.SetStatusText('paused') else: self.timer.Start(Board.Speed) statusbar.SetStatusText(str(self.numLinesRemoved)) self.Refresh() def clearBoard(self): for i in range(Board.BoardHeight * Board.BoardWidth): self.board.append(Tetrominoes.NoShape) def OnPaint(self, event): dc = wx.PaintDC(self) size = self.GetClientSize() boardTop = size.GetHeight() - Board.BoardHeight * self.squareHeight() for i in range(Board.BoardHeight): for j in range(Board.BoardWidth): shape = self.shapeAt(j, Board.BoardHeight - i - 1) if shape != Tetrominoes.NoShape: self.drawSquare(dc, 0 + j * self.squareWidth(), boardTop + i * self.squareHeight(), shape) if self.curPiece.shape() != Tetrominoes.NoShape: for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.drawSquare(dc, 0 + x * self.squareWidth(), boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(), self.curPiece.shape()) def OnKeyDown(self, event): if not self.isStarted or self.curPiece.shape() == Tetrominoes.NoShape: event.Skip() return keycode = event.GetKeyCode() if keycode == ord('P') or keycode == ord('p'): self.pause() return if self.isPaused: return elif keycode == wx.WXK_LEFT: self.tryMove(self.curPiece, self.curX - 1, self.curY) elif keycode == wx.WXK_RIGHT: self.tryMove(self.curPiece, self.curX + 1, self.curY) elif keycode == wx.WXK_DOWN: self.tryMove(self.curPiece.rotatedRight(), self.curX, self.curY) elif keycode == wx.WXK_UP: self.tryMove(self.curPiece.rotatedLeft(), self.curX, self.curY) elif keycode == wx.WXK_SPACE: self.dropDown() elif keycode == ord('D') or keycode == ord('d'): self.oneLineDown() else: event.Skip() def OnTimer(self, event): if event.GetId() == Board.ID_TIMER: if self.isWaitingAfterLine: self.isWaitingAfterLine = False self.newPiece() else: self.oneLineDown() else: event.Skip() def dropDown(self): newY = self.curY while newY > 0: if not self.tryMove(self.curPiece, self.curX, newY - 1): break newY -= 1 self.pieceDropped() def oneLineDown(self): if not self.tryMove(self.curPiece, self.curX, self.curY - 1): self.pieceDropped() def pieceDropped(self): for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.setShapeAt(x, y, self.curPiece.shape()) self.removeFullLines() if not self.isWaitingAfterLine: self.newPiece() def removeFullLines(self): numFullLines = 0 statusbar = self.GetParent().statusbar rowsToRemove = [] for i in range(Board.BoardHeight): n = 0 for j in range(Board.BoardWidth): if not self.shapeAt(j, i) == Tetrominoes.NoShape: n = n + 1 if n == 10: rowsToRemove.append(i) rowsToRemove.reverse() for m in rowsToRemove: for k in range(m, Board.BoardHeight): for l in range(Board.BoardWidth): self.setShapeAt(l, k, self.shapeAt(l, k + 1)) numFullLines = numFullLines + len(rowsToRemove) if numFullLines > 0: self.numLinesRemoved = self.numLinesRemoved + numFullLines statusbar.SetStatusText(str(self.numLinesRemoved)) self.isWaitingAfterLine = True self.curPiece.setShape(Tetrominoes.NoShape) self.Refresh() def newPiece(self): self.curPiece = self.nextPiece statusbar = self.GetParent().statusbar self.nextPiece.setRandomShape() self.curX = Board.BoardWidth // 2 + 1 self.curY = Board.BoardHeight - 1 + self.curPiece.minY() if not self.tryMove(self.curPiece, self.curX, self.curY): self.curPiece.setShape(Tetrominoes.NoShape) self.timer.Stop() self.isStarted = False statusbar.SetStatusText('Game over') def tryMove(self, newPiece, newX, newY): for i in range(4): x = newX + newPiece.x(i) y = newY - newPiece.y(i) if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight: return False if self.shapeAt(x, y) != Tetrominoes.NoShape: return False self.curPiece = newPiece self.curX = newX self.curY = newY self.Refresh() return True def drawSquare(self, dc, x, y, shape): colors = ['#000000', '#CC6666', '#66CC66', '#6666CC', '#CCCC66', '#CC66CC', '#66CCCC', '#DAAA00'] light = ['#000000', '#F89FAB', '#79FC79', '#7979FC', '#FCFC79', '#FC79FC', '#79FCFC', '#FCC600'] dark = ['#000000', '#803C3B', '#3B803B', '#3B3B80', '#80803B', '#803B80', '#3B8080', '#806200'] pen = wx.Pen(light[shape]) pen.SetCap(wx.CAP_PROJECTING) dc.SetPen(pen) dc.DrawLine(x, y + self.squareHeight() - 1, x, y) dc.DrawLine(x, y, x + self.squareWidth() - 1, y) darkpen = wx.Pen(dark[shape]) darkpen.SetCap(wx.CAP_PROJECTING) dc.SetPen(darkpen) dc.DrawLine(x + 1, y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + self.squareHeight() - 1) dc.DrawLine(x + self.squareWidth() - 1, y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1) dc.SetPen(wx.TRANSPARENT_PEN) dc.SetBrush(wx.Brush(colors[shape])) dc.DrawRectangle(x + 1, y + 1, self.squareWidth() - 2, self.squareHeight() - 2) class Tetrominoes(object): NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7 class Shape(object): coordsTable = ( ((0, 0), (0, 0), (0, 0), (0, 0)), ((0, -1), (0, 0), (-1, 0), (-1, 1)), ((0, -1), (0, 0), (1, 0), (1, 1)), ((0, -1), (0, 0), (0, 1), (0, 2)), ((-1, 0), (0, 0), (1, 0), (0, 1)), ((0, 0), (1, 0), (0, 1), (1, 1)), ((-1, -1), (0, -1), (0, 0), (0, 1)), ((1, -1), (0, -1), (0, 0), (0, 1)) ) def __init__(self): self.coords = [[0,0] for i in range(4)] self.pieceShape = Tetrominoes.NoShape self.setShape(Tetrominoes.NoShape) def shape(self): return self.pieceShape def setShape(self, shape): table = Shape.coordsTable[shape] for i in range(4): for j in range(2): self.coords[i][j] = table[i][j] self.pieceShape = shape def setRandomShape(self): self.setShape(random.randint(1, 7)) def x(self, index): return self.coords[index][0] def y(self, index): return self.coords[index][1] def setX(self, index, x): self.coords[index][0] = x def setY(self, index, y): self.coords[index][1] = y def minX(self): m = self.coords[0][0] for i in range(4): m = min(m, self.coords[i][0]) return m def maxX(self): m = self.coords[0][0] for i in range(4): m = max(m, self.coords[i][0]) return m def minY(self): m = self.coords[0][1] for i in range(4): m = min(m, self.coords[i][1]) return m def maxY(self): m = self.coords[0][1] for i in range(4): m = max(m, self.coords[i][1]) return m def rotatedLeft(self): if self.pieceShape == Tetrominoes.SquareShape: return self result = Shape() result.pieceShape = self.pieceShape for i in range(4): result.setX(i, self.y(i)) result.setY(i, -self.x(i)) return result def rotatedRight(self): if self.pieceShape == Tetrominoes.SquareShape: return self result = Shape() result.pieceShape = self.pieceShape for i in range(4): result.setX(i, -self.y(i)) result.setY(i, self.x(i)) return result def main(): app = wx.App() ex = Tetris(None) ex.Show() app.MainLoop() if __name__ == '__main__': main()
The game is simplified a bit so that it is easier to understand. It starts immediately after the application is launched. We can pause the game by pressing the p key. The Space key drops the falling Tetris piece immediately to the bottom. The d key drops the piece one line down. (It can be used to speed up the falling.) The game goes at constant speed, no acceleration is implemented. The score is the number of lines that we have removed.
def __init__(self, *args, **kw): super(Board, self).__init__(*args, **kw)
A note for Windows users. If you cannot use the arrow keys, add
style=wx.WANTS_CHARS
to the board constructor.
... self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] ...
Before we start the game cycle, we initialize some important variables.
The self.board
variable is a list of numbers from 0 ... 7. It represents
the position of various shapes and remains of the shapes on the board.
for i in range(Board.BoardHeight): for j in range(Board.BoardWidth): shape = self.shapeAt(j, Board.BoardHeight - i - 1) if shape != Tetrominoes.NoShape: self.drawSquare(dc, 0 + j * self.squareWidth(), boardTop + i * self.squareHeight(), shape)
The painting of the game is divided into two steps. In the first step, we
draw all the shapes, or remains of the shapes that
have been dropped to the bottom of the board. All the squares are rememberd
in the self.board
list variable.
We access it using the shapeAt()
method.
if self.curPiece.shape() != Tetrominoes.NoShape: for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.drawSquare(dc, 0 + x * self.squareWidth(), boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(), self.curPiece.shape())
The next step is drawing of the actual piece that is falling down.
elif keycode == wx.WXK_LEFT: self.tryMove(self.curPiece, self.curX - 1, self.curY)
In the OnKeyDown()
method we check for pressed keys. If we
press the left arrow key, we try to move the piece to the left. We say
try because the piece might not be able to move.
def tryMove(self, newPiece, newX, newY): for i in range(4): x = newX + newPiece.x(i) y = newY - newPiece.y(i) if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight: return False if self.shapeAt(x, y) != Tetrominoes.NoShape: return False self.curPiece = newPiece self.curX = newX self.curY = newY self.Refresh() return True
In the tryMove()
method we try to move our shapes. If the shape
is at the edge of the board or is adjacent to some
other piece, we return False
; otherwise we place the current falling
piece to a new position and return True
.
def OnTimer(self, event): if event.GetId() == Board.ID_TIMER: if self.isWaitingAfterLine: self.isWaitingAfterLine = False self.newPiece() else: self.oneLineDown() else: event.Skip()
In the OnTimer()
method we either create a new piece, after the
previous one was dropped to the bottom, or we move a falling piece one line down.
def removeFullLines(self): numFullLines = 0 rowsToRemove = [] for i in range(Board.BoardHeight): n = 0 for j in range(Board.BoardWidth): if not self.shapeAt(j, i) == Tetrominoes.NoShape: n = n + 1 if n == 10: rowsToRemove.append(i) rowsToRemove.reverse() for m in rowsToRemove: for k in range(m, Board.BoardHeight): for l in range(Board.BoardWidth): self.setShapeAt(l, k, self.shapeAt(l, k + 1)) ...
If the piece hits the bottom, we call the removeFullLines()
method.
First we find out all full lines and remove them. We do it by moving all
lines above the current full line to be removed one line down. Notice that we
reverse the order of the lines to be removed. Otherwise, it would not work correctly.
In our case we use a naive gravity. This means that the pieces may
be floating above empty gaps.
def newPiece(self): self.curPiece = self.nextPiece statusbar = self.GetParent().statusbar self.nextPiece.setRandomShape() self.curX = Board.BoardWidth / 2 + 1 self.curY = Board.BoardHeight - 1 + self.curPiece.minY() if not self.tryMove(self.curPiece, self.curX, self.curY): self.curPiece.setShape(Tetrominoes.NoShape) self.timer.Stop() self.isStarted = False statusbar.SetStatusText('Game over')
The newPiece()
method creates randomly a new tetris piece.
If the piece cannot go into its initial position, the game is over.
The Shape
class saves information about the tetris piece.
self.coords = [[0,0] for i in range(4)]
Upon creation we create an empty coordinates list. The list will save the coordinates of the Tetris piece. For example, the tuples (0, -1), (0, 0), (-1, 0), (-1, -1) represent a rotated S-shape. The following diagram illustrates the shape.
When we draw the current falling piece, we draw it at self.curX
and
self.curY position
. Then we look at the coordinates table and draw
all the four squares.
This was a Tetris game in wxPython.