Tetris in PyQt6
last modified January 10, 2023
In this chapter, we create a Tetris game clone.
Tetris
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: an S-shape, a Z-shape, a T-shape, an L-shape, a Line-shape, a 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.
PyQt6 is a toolkit designed to create applications. There are other libraries which are targeted at creating computer games. Nevertheless, PyQt6 and other application toolkits can be used to create simple games.
Creating a computer game is a good way for enhancing programming skills.
The development
We do not have images for our Tetris game, we draw the tetrominoes using the drawing API available in the PyQt6 programming toolkit. Behind every computer game, there is a mathematical model. So it is in Tetris.
Some ideas behind the game:
- We use a
QtCore.QBasicTimer
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.
The code consists of four classes: Tetris
, Board
,
Tetrominoe
and Shape
. The Tetris
class
sets up the game. The Board
is where the game logic is written. The
Tetrominoe
class contains names for all tetris pieces and the
Shape
class contains the code for a tetris piece.
#!/usr/bin/python """ ZetCode PyQt6 tutorial This is a Tetris game clone. Author: Jan Bodnar Website: zetcode.com """ import random import sys from PyQt6.QtCore import Qt, QBasicTimer, pyqtSignal from PyQt6.QtGui import QPainter, QColor from PyQt6.QtWidgets import QMainWindow, QFrame, QApplication class Tetris(QMainWindow): def __init__(self): super().__init__() self.initUI() def initUI(self): """initiates application UI""" self.tboard = Board(self) self.setCentralWidget(self.tboard) self.statusbar = self.statusBar() self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage) self.tboard.start() self.resize(180, 380) self.center() self.setWindowTitle('Tetris') self.show() def center(self): """centers the window on the screen""" qr = self.frameGeometry() cp = self.screen().availableGeometry().center() qr.moveCenter(cp) self.move(qr.topLeft()) class Board(QFrame): msg2Statusbar = pyqtSignal(str) BoardWidth = 10 BoardHeight = 22 Speed = 300 def __init__(self, parent): super().__init__(parent) self.initBoard() def initBoard(self): """initiates board""" self.timer = QBasicTimer() self.isWaitingAfterLine = False self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] self.setFocusPolicy(Qt.FocusPolicy.StrongFocus) self.isStarted = False self.isPaused = False self.clearBoard() def shapeAt(self, x, y): """determines shape at the board position""" return self.board[(y * Board.BoardWidth) + x] def setShapeAt(self, x, y, shape): """sets a shape at the board""" self.board[(y * Board.BoardWidth) + x] = shape def squareWidth(self): """returns the width of one square""" return self.contentsRect().width() // Board.BoardWidth def squareHeight(self): """returns the height of one square""" return self.contentsRect().height() // Board.BoardHeight def start(self): """starts game""" if self.isPaused: return self.isStarted = True self.isWaitingAfterLine = False self.numLinesRemoved = 0 self.clearBoard() self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.newPiece() self.timer.start(Board.Speed, self) def pause(self): """pauses game""" if not self.isStarted: return self.isPaused = not self.isPaused if self.isPaused: self.timer.stop() self.msg2Statusbar.emit("paused") else: self.timer.start(Board.Speed, self) self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.update() def paintEvent(self, event): """paints all shapes of the game""" painter = QPainter(self) rect = self.contentsRect() boardTop = rect.bottom() - 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 != Tetrominoe.NoShape: self.drawSquare(painter, rect.left() + j * self.squareWidth(), boardTop + i * self.squareHeight(), shape) if self.curPiece.shape() != Tetrominoe.NoShape: for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.drawSquare(painter, rect.left() + x * self.squareWidth(), boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(), self.curPiece.shape()) def keyPressEvent(self, event): """processes key press events""" if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape: super(Board, self).keyPressEvent(event) return key = event.key() if key == Qt.Key.Key_P: self.pause() return if self.isPaused: return elif key == Qt.Key.Key_Left.value: self.tryMove(self.curPiece, self.curX - 1, self.curY) elif key == Qt.Key.Key_Right.value: self.tryMove(self.curPiece, self.curX + 1, self.curY) elif key == Qt.Key.Key_Down.value: self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY) elif key == Qt.Key.Key_Up.value: self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY) elif key == Qt.Key.Key_Space.value: self.dropDown() elif key == Qt.Key.Key_D.value: self.oneLineDown() else: super(Board, self).keyPressEvent(event) def timerEvent(self, event): """handles timer event""" if event.timerId() == self.timer.timerId(): if self.isWaitingAfterLine: self.isWaitingAfterLine = False self.newPiece() else: self.oneLineDown() else: super(Board, self).timerEvent(event) def clearBoard(self): """clears shapes from the board""" for i in range(Board.BoardHeight * Board.BoardWidth): self.board.append(Tetrominoe.NoShape) def dropDown(self): """drops down a shape""" newY = self.curY while newY > 0: if not self.tryMove(self.curPiece, self.curX, newY - 1): break newY -= 1 self.pieceDropped() def oneLineDown(self): """goes one line down with a shape""" if not self.tryMove(self.curPiece, self.curX, self.curY - 1): self.pieceDropped() def pieceDropped(self): """after dropping shape, remove full lines and create new shape""" 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): """removes all full lines from the board""" numFullLines = 0 rowsToRemove = [] for i in range(Board.BoardHeight): n = 0 for j in range(Board.BoardWidth): if not self.shapeAt(j, i) == Tetrominoe.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 self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.isWaitingAfterLine = True self.curPiece.setShape(Tetrominoe.NoShape) self.update() def newPiece(self): """creates a new shape""" self.curPiece = Shape() self.curPiece.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(Tetrominoe.NoShape) self.timer.stop() self.isStarted = False self.msg2Statusbar.emit("Game over") def tryMove(self, newPiece, newX, newY): """tries to move a shape""" 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) != Tetrominoe.NoShape: return False self.curPiece = newPiece self.curX = newX self.curY = newY self.update() return True def drawSquare(self, painter, x, y, shape): """draws a square of a shape""" colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC, 0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00] color = QColor(colorTable[shape]) painter.fillRect(x + 1, y + 1, self.squareWidth() - 2, self.squareHeight() - 2, color) painter.setPen(color.lighter()) painter.drawLine(x, y + self.squareHeight() - 1, x, y) painter.drawLine(x, y, x + self.squareWidth() - 1, y) painter.setPen(color.darker()) painter.drawLine(x + 1, y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + self.squareHeight() - 1) painter.drawLine(x + self.squareWidth() - 1, y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1) class Tetrominoe: NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7 class Shape: 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 = Tetrominoe.NoShape self.setShape(Tetrominoe.NoShape) def shape(self): """returns shape""" return self.pieceShape def setShape(self, shape): """sets a 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): """chooses a random shape""" self.setShape(random.randint(1, 7)) def x(self, index): """returns x coordinate""" return self.coords[index][0] def y(self, index): """returns y coordinate""" return self.coords[index][1] def setX(self, index, x): """sets x coordinate""" self.coords[index][0] = x def setY(self, index, y): """sets y coordinate""" self.coords[index][1] = y def minX(self): """returns min x value""" m = self.coords[0][0] for i in range(4): m = min(m, self.coords[i][0]) return m def maxX(self): """returns max x value""" m = self.coords[0][0] for i in range(4): m = max(m, self.coords[i][0]) return m def minY(self): """returns min y value""" m = self.coords[0][1] for i in range(4): m = min(m, self.coords[i][1]) return m def maxY(self): """returns max y value""" m = self.coords[0][1] for i in range(4): m = max(m, self.coords[i][1]) return m def rotateLeft(self): """rotates shape to the left""" if self.pieceShape == Tetrominoe.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 rotateRight(self): """rotates shape to the right""" if self.pieceShape == Tetrominoe.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 = QApplication([]) tetris = Tetris() sys.exit(app.exec()) if __name__ == '__main__': main()
The game is simplified a bit so that it is easier to understand. The game starts immediately after it is launched. We can pause the game by pressing the p key. The Space key will drop the tetris piece instantly to the bottom. The game goes at constant speed, no acceleration is implemented. The score is the number of lines that we have removed.
self.tboard = Board(self) self.setCentralWidget(self.tboard)
An instance of the Board
class is created and set to be the central
widget of the application.
self.statusbar = self.statusBar() self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
We create a statusbar where we will display messages. We will display three
possible messages: the number of lines already removed, the paused message, or
the game over message. The msg2Statusbar
is a custom signal that is
implemented in the Board class. The showMessage
is a built-in
method that displays a message on a statusbar.
self.tboard.start()
This line initiates the game.
class Board(QFrame): msg2Statusbar = pyqtSignal(str) ...
A custom signal is created with pyqtSignal
. The
msg2Statusbar
is a signal that is emitted when we want to write a
message or the score to the statusbar.
BoardWidth = 10 BoardHeight = 22 Speed = 300
These are Board's
class variables. The BoardWidth
and
the BoardHeight
define the size of the board in blocks. The
Speed
defines the speed of the game. Each 300 ms a new game
cycle will start.
... self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] ...
In the initBoard
method we initialize some important
variables.
The self.board
variable is a list of numbers
from 0 to 7. It represents the position of various shapes and
remains of the shapes on the board.
def shapeAt(self, x, y): """determines shape at the board position""" return self.board[(y * Board.BoardWidth) + x]
The shapeAt
method determines the type of a shape at
a given block.
def squareWidth(self): """returns the width of one square""" return self.contentsRect().width() // Board.BoardWidth
The board can be dynamically resized. As a consequence, the size of
a block may change. The squareWidth
calculates the width
of the single square in pixels and returns it. The Board.BoardWidth
is the size of the board in blocks.
def pause(self): """pauses game""" if not self.isStarted: return self.isPaused = not self.isPaused if self.isPaused: self.timer.stop() self.msg2Statusbar.emit("paused") else: self.timer.start(Board.Speed, self) self.msg2Statusbar.emit(str(self.numLinesRemoved)) self.update()
The pause
method pauses the game. It stops the timer
and displays a message on the statusbar.
def paintEvent(self, event): """paints all shapes of the game""" painter = QPainter(self) rect = self.contentsRect() ...
The painting happens in the paintEvent
method. The QPainter
is responsible for all low-level painting in PyQt6.
for i in range(Board.BoardHeight): for j in range(Board.BoardWidth): shape = self.shapeAt(j, Board.BoardHeight - i - 1) if shape != Tetrominoe.NoShape: self.drawSquare(painter, rect.left() + 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 remembered in the self.board
list variable. The variable is accessed
using the shapeAt
method.
if self.curPiece.shape() != Tetrominoe.NoShape: for i in range(4): x = self.curX + self.curPiece.x(i) y = self.curY - self.curPiece.y(i) self.drawSquare(painter, rect.left() + x * self.squareWidth(), boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(), self.curPiece.shape())
The next step is the drawing of the actual piece that is falling down.
elif key == Qt.Key.Key_Right.value: self.tryMove(self.curPiece, self.curX + 1, self.curY)
In the keyPressEvent
method we check for pressed keys. If we press
the right arrow key, we try to move the piece to the right. We say try because
the piece might not be able to move.
elif key == Qt.Key.Key_Up.value: self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
The Up arrow key will rotate the falling piece to the left.
elif key == Qt.Key.Key_Space.value: self.dropDown()
The Space key will drop the falling piece instantly to the bottom.
elif key == Qt.Key.Key_D.value: self.oneLineDown()
Pressing the d key, the piece will go one block down. It can be used to accellerate the falling of a piece a bit.
def timerEvent(self, event): """handles timer event""" if event.timerId() == self.timer.timerId(): if self.isWaitingAfterLine: self.isWaitingAfterLine = False self.newPiece() else: self.oneLineDown() else: super(Board, self).timerEvent(event)
In the timer event, 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 clearBoard(self): """clears shapes from the board""" for i in range(Board.BoardHeight * Board.BoardWidth): self.board.append(Tetrominoe.NoShape)
The clearBoard
method clears the board by setting
Tetrominoe.NoShape
at each block of the board.
def removeFullLines(self): """removes all full lines from the board""" numFullLines = 0 rowsToRemove = [] for i in range(Board.BoardHeight): n = 0 for j in range(Board.BoardWidth): if not self.shapeAt(j, i) == Tetrominoe.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 the piece hits the bottom, we call the removeFullLines
method.
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): """creates a new shape""" self.curPiece = Shape() self.curPiece.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(Tetrominoe.NoShape) self.timer.stop() self.isStarted = False self.msg2Statusbar.emit("Game over")
The newPiece
method creates randomly a new tetris piece.
If the piece cannot go into its initial position, the game is over.
def tryMove(self, newPiece, newX, newY): """tries to move a shape""" 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) != Tetrominoe.NoShape: return False self.curPiece = newPiece self.curX = newX self.curY = newY self.update() 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.
class Tetrominoe: NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7
The Tetrominoe
class holds names of all possible shapes. We have
also a NoShape
for an empty space.
The Shape
class saves information about a tetris piece.
class Shape(object): coordsTable = ( ((0, 0), (0, 0), (0, 0), (0, 0)), ((0, -1), (0, 0), (-1, 0), (-1, 1)), ... ) ...
The coordsTable
tuple holds all possible coordinate values of our
tetris pieces. This is a template from which all pieces take their
coordinate values.
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.
The above image will help understand the coordinate values a bit more. For example, the tuples (0, -1), (0, 0), (-1, 0), (-1, -1) represent a Z-shape. The diagram illustrates the shape.
def rotateLeft(self): """rotates shape to the left""" if self.pieceShape == Tetrominoe.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
The rotateLeft
method rotates a piece to the left. The square does
not have to be rotated. That is why we simply return the reference to the
current object. A new piece is created and its coordinates are set to the ones
of the rotated piece.
This was Tetris game in PyQt6.