PyQt5 tutorial(The Tetris game)

Sat 14 October 2017 by Little Captain

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 PyQt5 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.
from PyQt5.QtWidgets import QMainWindow, QFrame, QDesktopWidget, QApplication
from PyQt5.QtCore import Qt, QBasicTimer, pyqtSignal
from PyQt5.QtGui import QPainter, QColor
import sys, random


class Tetris(QMainWindow):
    def __init__(self):
        super().__init__()

        self.initUI()

    def initUI(self):
        '''initiates application UI'''

        # An instance of the Board class is created
        # and set to be the central widget of the application.
        self.tboard = Board(self)
        self.setCentralWidget(self.tboard)

        # 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.statusbar = self.statusBar()
        self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)

        # This line initiates the game.
        self.tboard.start()

        self.resize(180, 380)
        self.center()
        self.setWindowTitle('Tetris')
        self.show()

    def center(self):
        '''centers the window on the screen'''

        screen = QDesktopWidget().screenGeometry()
        size = self.geometry()
        self.move((screen.width() - size.width()) / 2,
                  (screen.height() - size.height()) / 2)


class Board(QFrame):
    # 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.
    msg2Statusbar = pyqtSignal(str)

    # 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 450 ms a new game cycle will start.
    BoardWidth = 10 # 水平 block 的个数
    BoardHeight = 22 # 垂直 block 的个数
    Speed = 450 # 最多 450 ms, 一个新的游戏循环将开始

    def __init__(self, parent):
        super().__init__(parent)

        self.initBoard()

    def initBoard(self):
        '''initiates board'''

        self.timer = QBasicTimer()
        self.isWaitingAfterLine = False

        # 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.
        self.curX = 0
        self.curY = 0
        self.numLinesRemoved = 0
        self.board = []

        self.setFocusPolicy(Qt.StrongFocus)
        self.isStarted = False
        self.isPaused = False
        self.clearBoard()

    # The shapeAt() method determines the type of a shape at a given block.
    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

    # 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 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)

    # The pause() method pauses the game.
    # It stops the timer and displays a message on the statusbar.
    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 painting happens in the paintEvent() method.
    # The QPainter is responsible for all low-level painting in PyQt5.
    def paintEvent(self, event):
        '''paints all shapes of the game'''

        painter = QPainter(self)
        rect = self.contentsRect()

        boardTop = rect.bottom() - Board.BoardHeight * self.squareHeight()

        # 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.
        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 next step is the drawing of the actual piece that is falling down.
        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_P:
            self.pause()
            return

        if self.isPaused:
            return

        elif key == Qt.Key_Left:
            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_Right:
            self.tryMove(self.curPiece, self.curX + 1, self.curY)

        elif key == Qt.Key_Down:
            self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY)

        # The Up arrow key will rotate the falling piece to the left.
        elif key == Qt.Key_Up:
            self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)

        # The Space key will drop the falling piece instantly to the bottom.
        elif key == Qt.Key_Space:
            self.dropDown()

        # Pressing the d key, the piece will go one block down.
        # It can be used to accellerate the falling of a piece a bit.
        elif key == Qt.Key_D:
            self.oneLineDown()

        else:
            super(Board, self).keyPressEvent(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 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)

    # The clearBoard() method clears the board by setting
    # Tetrominoe.NoShape at each block of the board.
    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()

    # 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 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()

    # The newPiece() method creates randomly a new tetris piece.
    # If the piece cannot go into its initial position, the game is over.
    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")

    # 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.
    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)

# The Tetrominoe class holds names of all possible shapes.
# We have also a NoShape for an empty space.
class Tetrominoe(object):
    NoShape = 0
    ZShape = 1
    SShape = 2
    LineShape = 3
    TShape = 4
    SquareShape = 5
    LShape = 6
    MirroredLShape = 7

# The Shape class saves information about a tetris piece.
class Shape(object):
    # The coordsTable tuple holds all possible coordinate values of our tetris pieces.
    # This is a template from which all pieces take their coordinate values.
    coordsTable = (
        ((0, 0), (0, 0), (0, 0), (0, 0)),
        ((0, -1), (0, 0), (-1, 0), (-1, 1)), #  represent a Z-shape
        ((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):
        # Upon creation we create an empty coordinates list.
        # The list will save the coordinates of the tetris piece.
        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

    # 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.
    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


if __name__ == '__main__':
    app = QApplication([])
    tetris = Tetris()
    sys.exit(app.exec_())