Nov-25-2022, 06:10 AM
I have been looking into tutorials and its taken me a while but I managed to follow TechwithTim's tutorial and understand it. The code runs and I am not getting errors, I even went back and looked at his code, followed the videos to see if I had any mistakes, however everything is running but when I begin the game it looks like the game runs a hyper speed and says I lost lol. I tried to adjust some numbers but theyre identical to the tutorial so I am unsure where I am going wrong. Bare with me I am self taught and working on it, so any help is appreciated

import pygame import random pygame.font.init() # GLOBALS VARS s_width = 800 s_height = 700 play_width = 300 # meaning 300 // 10 = 30 width per block play_height = 600 # meaning 600 // 20 = 20 height per block block_size = 30 top_left_x = (s_width - play_width) // 2 top_left_y = s_height - play_height # SHAPE FORMATS 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_colors = [(0, 255, 0), (255, 0, 0), (0, 255, 255), (255, 255, 0), (255, 165, 0), (0, 0, 255), (128, 0, 128)] # index 0 - 6 represent shape 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 x in range(10)] for x 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, shape.y + i)) for i, pos in enumerate(positions): positions[i] = (pos[0] - 2, pos[1] - 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 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): sx = top_left_x sy = top_left_y for i in range(len(grid)): pygame.draw.line(surface, (128,128,128), (sx, sy + i*block_size), (sx+play_width, sy+ i*block_size)) for j in range(len(grid[i])): pygame.draw.line(surface, (128,128,128), (sx + j*block_size, sy), (sx + j*block_size, sy + play_height)) def clear_rows(grid, locked): inc = 0 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])[::-1]: x, y = key if y < ind: newKey = (x, y + inc) locked[newKey] = locked.pop(key) return inc def draw_next_shape(shape, surface): font = pygame.font.SysFont('comicsans', 30) label = font.render('Next Shape', 1, (255,255,255)) sx = top_left_x + play_width + 50 sy = top_left_y + play_height/2 - 100 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': pygame.draw.rect(surface, shape.color, (sx + j * block_size, sy + i* block_size, block_size, block_size), 0) surface.blit(label, (sx + 10, sy - 30)) def update_score(nscore): score = max_score() with open('scores.txt', 'w') as f: if int(score) > nscore: f.write(str(score)) else: f.write(str(nscore)) def max_score(): with open('scores.txt', 'r') as f: lines = f.readlines() score = lines[0].strip() return score def draw_window(surface, grid, score = 0, last_score = 0): surface.fill((0,0,0)) pygame.font.init() font= pygame.font.SysFont('comicsans', 60) label= font.render('Tetris', 1, (255,255,255)) surface.blit(label, (top_left_x + play_width/2 - (label.get_width()/2), 30)) # current score font = pygame.font.SysFont('comicsans', 30) label = font.render('High Score: ' + str(score), 1, (255,255,255)) sx = top_left_x - 200 sy = top_left_y + 200 surface.blit(label, (sx + 30, sy + 160)) # last score label = font.render('High Score: ' + last_score, 1, (255,255,255)) sx = top_left_x - 200 sy = top_left_y + 200 surface.blit(label, (sx + 20, sy + 160)) 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) pygame.draw.rect(surface, (255, 0, 0), (top_left_x, top_left_y, play_width, play_height), 5) draw_grid(surface, grid) pygame.display.update() def main(win): last_score = max_score() 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 level_time = 0 score = 0 while run: grid = create_grid(locked_positions) fall_time += clock.get_rawtime() level_time += clock.get_rawtime() clock.tick() if level_time/1000 > 5: level_time = 0 if fall_speed > 0.12: fall_speed -= 0.005 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.display.QUIT() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: current_piece.x -=1 if not(valid_space(current_piece, grid)): current_piece +=1 if event.key == pygame.K_RIGHT: current_piece.x +=1 if not(valid_space(current_piece, grid)): current_piece -=1 if event.key == pygame.K_DOWN: current_piece.y +=1 if not(valid_space(current_piece, grid)): current_piece.y -=1 if 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: p = (pos[0], pos[1]) locked_positions[p] = 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, last_score) draw_next_shape(next_piece, win) pygame.display.update() if check_lost(locked_positions): draw_text_middle(win, "YOU LOST!", 80, (255,255,255)) pygame.display.update() pygame.time.delay(1500) run = False update_score(score) def main_menu(win): run = True while run: win.fill((0,0,0)) draw_text_middle(win, 'Press any key to play!', 60, (255,255,255)) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: main(win) pygame.display.quit() win = pygame.display.set_mode((s_width, s_height)) pygame.display.set_caption('Tetris') main_menu(win)