Kode Program Game Tetris dengan Modul Python Pygame
Kembali lagi di tutorial Pemrograman Python. Pada tutorial kali ini, kita akan membuat sebuah game yang bernama " Tetris ". Siapa yang tidak kenal tetris, sebuah game legenda yang sampai saat ini masih banyak player game yang memainkan game ini dan mengunduh game tetris di smartphone nya.
Baca Juga : Tutorial Game Snake Dengan Python
Bagi yang belum tau dengan game " Tetris ", game " Tetris " adalah game yang terlaris di tahun 1980-an. Game ini diciptakan oleh Alexey Pajitnov seorang insinyur perangkat lunak dan rilis pada tanggal 6 Juni 1984. Game ini dengan menyusun balok-balok yang muncul dan di pasangkan ke balok yang lain. Jika di setiap balok tidak ada celah, maka pasangan balok-balok akan hilang.
Berikut tutorial langkah-langkah membuat game tetris mini :
1. Install Modul Pygame
Untuk yang menggunakan Sistem Operasi Windows bisa dilakukan dengan cara :
- Buka CMD (Command Prompt) , ketikkan pip install pygame. pastikan Python versi 3.6 atau lebih tinggi sudah terinstall dan setting enviroment variabel sudah di tambahkan.
install pygame module |
2. Buat File dan Download Background Musik
Pada langkah ini, bukalah text editor kesayangan , dan buatlah sebuah file dengan nama tetris.py dan simpan ke folder komputer. Lalu download 2 file musik pengiring saat game di mainkan di sini :
Download file musik (" tetris1 ") ==> Download di sini
Download file musik (" tetris 2 " ==> Download di sini
Setelah file musik terdownload, pindahkan file musik tadi satu folder dengan file tetris.py yang telah di buat sebelumnya, file musik harus dengan nama tetris 1 dan tetris 2 dengan ekstensi mid.
3. Kode program game
Buka file tetris.py dengan text editor, lalu ketik/copy kan kode di bawah ini :
# Pentomino (a 5-block Tetris clone) # By Al Sweigart al@inventwithpython.com # http://inventwithpython.com/pygame # Released under a "Simplified BSD" license import random, time, pygame, sys from pygame.locals import * FPS = 25 WINDOWWIDTH = 640 WINDOWHEIGHT = 480 BOXSIZE = 20 BOARDWIDTH = 10 BOARDHEIGHT = 20 BLANK = '.' MOVESIDEWAYSFREQ = 0.15 MOVEDOWNFREQ = 0.1 XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * BOXSIZE) / 2) TOPMARGIN = WINDOWHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5 # R G B WHITE = (255, 255, 255) GRAY = (185, 185, 185) BLACK = ( 0, 0, 0) RED = (155, 0, 0) LIGHTRED = (175, 20, 20) GREEN = ( 0, 155, 0) LIGHTGREEN = ( 20, 175, 20) BLUE = ( 0, 0, 155) LIGHTBLUE = ( 20, 20, 175) YELLOW = (155, 155, 0) LIGHTYELLOW = (175, 175, 20) BORDERCOLOR = BLUE BGCOLOR = BLACK TEXTCOLOR = WHITE TEXTSHADOWCOLOR = GRAY COLORS = ( BLUE, GREEN, RED, YELLOW) LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW) assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color TEMPLATEWIDTH = 5 TEMPLATEHEIGHT = 5 #MEMBUAT BALOK, BISA DI UBAH SESUAI SELERA F_TEMPLATE = [['.....', '..OO.', '.OO..', '..O..', '.....'], ['.....', '..O..', '.OOO.', '...O.', '.....'], ['.....', '..O..', '..OO.', '.OO..', '.....'], ['.....', '.O...', '.OOO.', '..O..', '.....']] RF_TEMPLATE = [['.....', '.OO..', '..OO.', '..O..', '.....'], ['.....', '...O.', '.OOO.', '..O..', '.....'], ['.....', '..O..', '.OO..', '..OO.', '.....'], ['.....', '..O..', '.OOO.', '.O...', '.....']] I_TEMPLATE = [['..O..', '..O..', '..O..', '..O..', '..O..'], ['.....', '.....', 'OOOOO', '.....', '.....']] L_TEMPLATE = [['..O..', '..O..', '..O..', '..OO.', '.....'], ['.....', '.....', '.OOOO', '.O...', '.....'], ['.....', '.OO..', '..O..', '..O..', '..O..'], ['.....', '...O.', 'OOOO.', '.....', '.....']] J_TEMPLATE = [['..O..', '..O..', '..O..', '.OO..', '.....'], ['.....', '.O...', '.OOOO', '.....', '.....'], ['.....', '..OO.', '..O..', '..O..', '..O..'], ['.....', '.....', 'OOOO.', '...O.', '.....']] N_TEMPLATE = [['.....', '.OO..', '..OOO', '.....', '.....'], ['.....', '...O.', '..OO.', '..O..', '..O..'], ['.....', '.....', 'OOO..', '..OO.', '.....'], ['..O..', '..O..', '.OO..', '.O...', '.....']] RN_TEMPLATE = [['.....', '..OO.', 'OOO..', '.....', '.....'], ['..O..', '..O..', '..OO.', '...O.', '.....'], ['.....', '.....', '..OOO', '.OO..', '.....'], ['.....', '.O...', '.OO..', '..O..', '..O..']] P_TEMPLATE = [['.....', '..OO.', '..OO.', '..O..', '.....'], ['.....', '.....', '.OOO.', '..OO.', '.....'], ['.....', '..O..', '.OO..', '.OO..', '.....'], ['.....', '.OO..', '.OOO.', '.....', '.....']] RP_TEMPLATE = [['.....', '.OO..', '.OO..', '..O..', '.....'], ['.....', '..OO.', '.OOO.', '.....', '.....'], ['.....', '..O..', '..OO.', '..OO.', '.....'], ['.....', '.....', '.OOO.', '.OO..', '.....']] T_TEMPLATE = [['.....', '.OOO.', '..O..', '..O..', '.....'], ['.....', '...O.', '.OOO.', '...O.', '.....'], ['.....', '..O..', '..O..', '.OOO.', '.....'], ['.....', '.O...', '.OOO.', '.O...', '.....']] U_TEMPLATE = [['.....', '.O.O.', '.OOO.', '.....', '.....'], ['.....', '..OO.', '..O..', '..OO.', '.....'], ['.....', '.....', '.OOO.', '.O.O.', '.....'], ['.....', '.OO..', '..O..', '.OO..', '.....']] V_TEMPLATE = [['..O..', '..O..', '..OOO', '.....', '.....'], ['.....', '.....', '..OOO', '..O..', '..O..'], ['.....', '.....', 'OOO..', '..O..', '..O..'], ['..O..', '..O..', 'OOO..', '.....', '.....']] W_TEMPLATE = [['.....', '.O...', '.OO..', '..OO.', '.....'], ['.....', '..OO.', '.OO..', '.O...', '.....'], ['.....', '.OO..', '..OO.', '...O.', '.....'], ['.....', '...O.', '..OO.', '.OO..', '.....']] X_TEMPLATE = [['.....', '..O..', '.OOO.', '..O..', '.....']] Y_TEMPLATE = [['.....', '..O..', 'OOOO.', '.....', '.....'], ['..O..', '..O..', '..OO.', '..O..', '.....'], ['.....', '.....', '.OOOO', '..O..', '.....'], ['.....', '..O..', '.OO..', '..O..', '..O..']] RY_TEMPLATE = [['.....', '.....', 'OOOO.', '..O..', '.....'], ['..O..', '..O..', '..OO.', '..O..', '.....'], ['.....', '.....', '.OOOO', '..O..', '.....'], ['.....', '..O..', '.OO..', '..O..', '..O..']] Z_TEMPLATE = [['.....', '.OO..', '..O..', '..OO.', '.....'], ['.....', '...O.', '.OOO.', '.O...', '.....']] RZ_TEMPLATE = [['.....', '..OO.', '..O..', '.OO..', '.....'], ['.....', '.O...', '.OOO.', '...O.', '.....']] PIECES = {'F': F_TEMPLATE, 'RF': RF_TEMPLATE, 'I': I_TEMPLATE, 'L': L_TEMPLATE, 'J': J_TEMPLATE, 'N': N_TEMPLATE, 'RN': RN_TEMPLATE, 'P': P_TEMPLATE, 'RP': RP_TEMPLATE, 'T': T_TEMPLATE, 'U': U_TEMPLATE, 'V': V_TEMPLATE, 'W': W_TEMPLATE, 'X': X_TEMPLATE, 'Y': Y_TEMPLATE, 'RY': RY_TEMPLATE, 'Z': Z_TEMPLATE, 'RZ': RZ_TEMPLATE} def main(): global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONT pygame.init() FPSCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) BASICFONT = pygame.font.Font('freesansbold.ttf', 18) BIGFONT = pygame.font.Font('freesansbold.ttf', 100) pygame.display.set_caption('Mata Mata Dunia') showTextScreen('Game Tetris') while True: # game loop if random.randint(0, 1) == 0: #Folder musik, sesuaikan dengan folder di komputer anda pygame.mixer.music.load('D:\\Mata Mata Dunia\\29 april 2019\\tutorial\\tetris 1.mid') else: #Folder musik, sesuaikan dengan folder di komputer anda pygame.mixer.music.load('D:\\Mata Mata Dunia\\29 april 2019\\tutorial\\tetris 2.mid') pygame.mixer.music.play(-1, 0.0) runGame() pygame.mixer.music.stop() showTextScreen('Game Over') def runGame(): # setup variables for the start of the game board = getBlankBoard() lastMoveDownTime = time.time() lastMoveSidewaysTime = time.time() lastFallTime = time.time() movingDown = False # note: there is no movingUp variable movingLeft = False movingRight = False score = 0 level, fallFreq = calculateLevelAndFallFreq(score) fallingPiece = getNewPiece() nextPiece = getNewPiece() while True: # game loop if fallingPiece == None: # No falling piece in play, so start a new piece at the top fallingPiece = nextPiece nextPiece = getNewPiece() lastFallTime = time.time() # reset lastFallTime if not isValidPosition(board, fallingPiece): return # can't fit a new piece on the board, so game over checkForQuit() for event in pygame.event.get(): # event handling loop if event.type == KEYUP: if (event.key == K_p): # Pausing the game DISPLAYSURF.fill(BGCOLOR) pygame.mixer.music.stop() showTextScreen('Paused') # pause until a key press pygame.mixer.music.play(-1, 0.0) lastFallTime = time.time() lastMoveDownTime = time.time() lastMoveSidewaysTime = time.time() elif (event.key == K_LEFT or event.key == K_a): movingLeft = False elif (event.key == K_RIGHT or event.key == K_d): movingRight = False elif (event.key == K_DOWN or event.key == K_s): movingDown = False elif event.type == KEYDOWN: # moving the piece sideways if (event.key == K_LEFT or event.key == K_a) and isValidPosition(board, fallingPiece, adjX=-1): fallingPiece['x'] -= 1 movingLeft = True movingRight = False lastMoveSidewaysTime = time.time() elif (event.key == K_RIGHT or event.key == K_d) and isValidPosition(board, fallingPiece, adjX=1): fallingPiece['x'] += 1 movingRight = True movingLeft = False lastMoveSidewaysTime = time.time() # rotating the piece (if there is room to rotate) elif (event.key == K_UP or event.key == K_w): fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']]) if not isValidPosition(board, fallingPiece): fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']]) elif (event.key == K_q): # rotate the other direction fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']]) if not isValidPosition(board, fallingPiece): fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']]) # making the piece fall faster with the down key elif (event.key == K_DOWN or event.key == K_s): movingDown = True if isValidPosition(board, fallingPiece, adjY=1): fallingPiece['y'] += 1 lastMoveDownTime = time.time() # move the current piece all the way down elif event.key == K_SPACE: movingDown = False movingLeft = False movingRight = False for i in range(1, BOARDHEIGHT): if not isValidPosition(board, fallingPiece, adjY=i): break fallingPiece['y'] += i - 1 # handle moving the piece because of user input if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ: if movingLeft and isValidPosition(board, fallingPiece, adjX=-1): fallingPiece['x'] -= 1 elif movingRight and isValidPosition(board, fallingPiece, adjX=1): fallingPiece['x'] += 1 lastMoveSidewaysTime = time.time() if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1): fallingPiece['y'] += 1 lastMoveDownTime = time.time() # let the piece fall if it is time to fall if time.time() - lastFallTime > fallFreq: # see if the piece has landed if not isValidPosition(board, fallingPiece, adjY=1): # falling piece has landed, set it on the board addToBoard(board, fallingPiece) score += removeCompleteLines(board) level, fallFreq = calculateLevelAndFallFreq(score) fallingPiece = None else: # piece did not land, just move the piece down fallingPiece['y'] += 1 lastFallTime = time.time() # drawing everything on the screen DISPLAYSURF.fill(BGCOLOR) drawBoard(board) drawStatus(score, level) drawNextPiece(nextPiece) if fallingPiece != None: drawPiece(fallingPiece) pygame.display.update() FPSCLOCK.tick(FPS) def makeTextObjs(text, font, color): surf = font.render(text, True, color) return surf, surf.get_rect() def terminate(): pygame.quit() sys.exit() def checkForKeyPress(): # Go through event queue looking for a KEYUP event. # Grab KEYDOWN events to remove them from the event queue. checkForQuit() for event in pygame.event.get([KEYDOWN, KEYUP]): if event.type == KEYDOWN: continue return event.key return None def showTextScreen(text): # This function displays large text in the # center of the screen until a key is pressed. # Draw the text drop shadow titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTSHADOWCOLOR) titleRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2)) DISPLAYSURF.blit(titleSurf, titleRect) # Draw the text titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR) titleRect.center = (int(WINDOWWIDTH / 2) - 3, int(WINDOWHEIGHT / 2) - 3) DISPLAYSURF.blit(titleSurf, titleRect) # Draw the additional "Press a key to play." text. pressKeySurf, pressKeyRect = makeTextObjs('Press a key to play.', BASICFONT, TEXTCOLOR) pressKeyRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2) + 100) DISPLAYSURF.blit(pressKeySurf, pressKeyRect) while checkForKeyPress() == None: pygame.display.update() FPSCLOCK.tick() def checkForQuit(): for event in pygame.event.get(QUIT): # get all the QUIT events terminate() # terminate if any QUIT events are present for event in pygame.event.get(KEYUP): # get all the KEYUP events if event.key == K_ESCAPE: terminate() # terminate if the KEYUP event was for the Esc key pygame.event.post(event) # put the other KEYUP event objects back def calculateLevelAndFallFreq(score): # Based on the score, return the level the player is on and # how many seconds pass until a falling piece falls one space. level = int(score / 10) + 1 fallFreq = 0.27 - (level * 0.02) return level, fallFreq def getNewPiece(): # return a random new piece in a random rotation and color shape = random.choice(list(PIECES.keys())) newPiece = {'shape': shape, 'rotation': random.randint(0, len(PIECES[shape]) - 1), 'x': int(BOARDWIDTH / 2) - int(TEMPLATEWIDTH / 2), 'y': -2, # start it above the board (i.e. less than 0) 'color': random.randint(0, len(COLORS)-1)} return newPiece def addToBoard(board, piece): # fill in the board based on piece's location, shape, and rotation for x in range(TEMPLATEWIDTH): for y in range(TEMPLATEHEIGHT): if PIECES[piece['shape']][piece['rotation']][y][x] != BLANK: board[x + piece['x']][y + piece['y']] = piece['color'] def getBlankBoard(): # create and return a new blank board data structure board = [] for i in range(BOARDWIDTH): board.append([BLANK] * BOARDHEIGHT) return board def isOnBoard(x, y): return x >= 0 and x < BOARDWIDTH and y < BOARDHEIGHT def isValidPosition(board, piece, adjX=0, adjY=0): # Return True if the piece is within the board and not colliding for x in range(TEMPLATEWIDTH): for y in range(TEMPLATEHEIGHT): isAboveBoard = y + piece['y'] + adjY < 0 if isAboveBoard or PIECES[piece['shape']][piece['rotation']][y][x] == BLANK: continue if not isOnBoard(x + piece['x'] + adjX, y + piece['y'] + adjY): return False if board[x + piece['x'] + adjX][y + piece['y'] + adjY] != BLANK: return False return True def isCompleteLine(board, y): # Return True if the line filled with boxes with no gaps. for x in range(BOARDWIDTH): if board[x][y] == BLANK: return False return True def removeCompleteLines(board): # Remove any completed lines on the board, move everything above them down, and return the number of complete lines. numLinesRemoved = 0 y = BOARDHEIGHT - 1 # start y at the bottom of the board while y >= 0: if isCompleteLine(board, y): # Remove the line and pull boxes down by one line. for pullDownY in range(y, 0, -1): for x in range(BOARDWIDTH): board[x][pullDownY] = board[x][pullDownY-1] # Set very top line to blank. for x in range(BOARDWIDTH): board[x][0] = BLANK numLinesRemoved += 1 # Note on the next iteration of the loop, y is the same. # This is so that if the line that was pulled down is also # complete, it will be removed. else: y -= 1 # move on to check next row up return numLinesRemoved def convertToPixelCoords(boxx, boxy): # Convert the given xy coordinates of the board to xy # coordinates of the location on the screen. return (XMARGIN + (boxx * BOXSIZE)), (TOPMARGIN + (boxy * BOXSIZE)) def drawBox(boxx, boxy, color, pixelx=None, pixely=None): # draw a single box (each pentomino piece has four boxes) # at xy coordinates on the board. Or, if pixelx & pixely # are specified, draw to the pixel coordinates stored in # pixelx & pixely (this is used for the "Next" piece). if color == BLANK: return if pixelx == None and pixely == None: pixelx, pixely = convertToPixelCoords(boxx, boxy) pygame.draw.rect(DISPLAYSURF, COLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 1, BOXSIZE - 1)) pygame.draw.rect(DISPLAYSURF, LIGHTCOLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 4, BOXSIZE - 4)) def drawBoard(board): # draw the border around the board pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (XMARGIN - 3, TOPMARGIN - 7, (BOARDWIDTH * BOXSIZE) + 8, (BOARDHEIGHT * BOXSIZE) + 8), 5) # fill the background of the board pygame.draw.rect(DISPLAYSURF, BGCOLOR, (XMARGIN, TOPMARGIN, BOXSIZE * BOARDWIDTH, BOXSIZE * BOARDHEIGHT)) # draw the individual boxes on the board for x in range(BOARDWIDTH): for y in range(BOARDHEIGHT): drawBox(x, y, board[x][y]) def drawStatus(score, level): # draw the score text scoreSurf = BASICFONT.render('Score: %s' % score, True, TEXTCOLOR) scoreRect = scoreSurf.get_rect() scoreRect.topleft = (WINDOWWIDTH - 150, 20) DISPLAYSURF.blit(scoreSurf, scoreRect) # draw the level text levelSurf = BASICFONT.render('Level: %s' % level, True, TEXTCOLOR) levelRect = levelSurf.get_rect() levelRect.topleft = (WINDOWWIDTH - 150, 50) DISPLAYSURF.blit(levelSurf, levelRect) def drawPiece(piece, pixelx=None, pixely=None): shapeToDraw = PIECES[piece['shape']][piece['rotation']] if pixelx == None and pixely == None: # if pixelx & pixely hasn't been specified, use the location stored in the piece data structure pixelx, pixely = convertToPixelCoords(piece['x'], piece['y']) # draw each of the boxes that make up the piece for x in range(TEMPLATEWIDTH): for y in range(TEMPLATEHEIGHT): if shapeToDraw[y][x] != BLANK: drawBox(None, None, piece['color'], pixelx + (x * BOXSIZE), pixely + (y * BOXSIZE)) def drawNextPiece(piece): # draw the "next" text nextSurf = BASICFONT.render('Next:', True, TEXTCOLOR) nextRect = nextSurf.get_rect() nextRect.topleft = (WINDOWWIDTH - 120, 80) DISPLAYSURF.blit(nextSurf, nextRect) # draw the "next" piece drawPiece(piece, pixelx=WINDOWWIDTH-120, pixely=100) if __name__ == '__main__': main()
Baris kode Program di bawah adalah PATH atau lokasi musik yang tadi di download, Tekan CTRL+F di text editor kode program tetris.py, cari kode program di bawah di file tetris.py lalu ubah dan sesuaikan lokasi file tersebut dengan PATH yang ada di komputer anda.
#Folder musik, sesuaikan dengan folder di komputer anda
pygame.mixer.music.load('D:\\Mata Mata Dunia\\29 april 2019\\tutorial\\tetris 1.mid')
#Folder musik, sesuaikan dengan folder di komputer anda
pygame.mixer.music.load('D:\\Mata Mata Dunia\\29 april 2019\\tutorial\\tetris 2.mid')
Baris kode program lokasi folder musik ubah sesuai folder komputer anda |
Setting PATH musik |
Jalankan program game Tetris tersebut, jika tidak ada error, makan output dari game tetris akan seperti gambar :
Game Tetris Mini |
Susun lah balok-balok yang muncul dan berusaha lah agar tidak ada celah kosong diantara balok. Score akan di hitung dan baris balok akan hilang jika tidak ada celah dalam baris balok. Dan game akan selesai ( Game Over ) jika balok penuh.
Demikian tutorial game " Tetris " sederhana dari Pemrograman Python. Jika ada yang error, silahkan bertanya di kolom komentar. Assalamu'alaikum
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