Creating a Tetris Game Using ChatGPT-4o
Step 1: Set Up Your Development Environment
1. Install Python:
2. Install Pygame:
pip install pygame
Step 2: Create a New Project Folder
1. Create a new folder named Tetris on your desktop.
2. Open the Command Prompt/Terminal and navigate to the folder:
cd path\to\Tetris
Step 3: Generate the Tetris Game Code
1. Ask ChatGPT to Generate Tetris Game Code:
Describe Tetris in a way to include all the specifications needed to design the game
Great, now create all the code for it
2. Copy the Generated Code:
Step 4: Save the Code
Step 5: Run the Game
领英推荐
python Tetris.py
Step 6: Make Improvements
1. Initial Issues:
Remove the gridlines
2. Enhancements:
Make the down arrow key movement smoother and add a score display in the top left corner
3. Handling Game Over:
Display the final score on a game over screen at the end of the game. On the game over screen give the option to press q to quit or p to play again
Step 7: Test the Game
1. Run the updated Tetris.py file again to see the changes.
2. Test all functionalities and ensure the game runs smoothly.
Example Code
Here’s a simplified example of what the initial code might look like:
import pygame
import random
# Initialize Pygame
pygame.init()
# Screen dimensions
SCREEN_WIDTH = 300
SCREEN_HEIGHT = 600
BLOCK_SIZE = 30
GRID_WIDTH = SCREEN_WIDTH // BLOCK_SIZE
GRID_HEIGHT = SCREEN_HEIGHT // BLOCK_SIZE
# Colors
COLORS = [
(0, 0, 0), # Black (background)
(0, 255, 255), # Cyan (I)
(0, 0, 255), # Blue (J)
(255, 165, 0), # Orange (L)
(255, 255, 0), # Yellow (O)
(0, 255, 0), # Green (S)
(128, 0, 128), # Purple (T)
(255, 0, 0) # Red (Z)
]
# Tetromino shapes
SHAPES = [
[[1, 1, 1, 1]], # I
[[1, 0, 0], [1, 1, 1]], # J
[[0, 0, 1], [1, 1, 1]], # L
[[1, 1], [1, 1]], # O
[[0, 1, 1], [1, 1, 0]], # S
[[0, 1, 0], [1, 1, 1]], # T
[[1, 1, 0], [0, 1, 1]] # Z
]
# Initialize screen
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Tetris")
# Define Tetromino class
class Tetromino:
def __init__(self, shape):
self.shape = shape
self.color = COLORS[SHAPES.index(shape) + 1]
self.x = GRID_WIDTH // 2 - len(shape[0]) // 2
self.y = 0
def rotate(self):
self.shape = [list(row) for row in zip(*self.shape[::-1])]
# Game functions
def create_grid(locked_positions={}):
grid = [[COLORS[0] for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if (x, y) in locked_positions:
grid[y][x] = locked_positions[(x, y)]
return grid
def draw_grid(surface, grid):
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
pygame.draw.rect(surface, grid[y][x], (x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE), 0)
def valid_space(tetromino, grid):
for y, row in enumerate(tetromino.shape):
for x, cell in enumerate(row):
if cell:
if x + tetromino.x < 0 or x + tetromino.x >= GRID_WIDTH or y + tetromino.y >= GRID_HEIGHT:
return False
if grid[y + tetromino.y][x + tetromino.x] != COLORS[0]:
return False
return True
def clear_lines(grid, locked_positions):
lines_cleared = 0
for y in range(GRID_HEIGHT - 1, -1, -1):
if COLORS[0] not in grid[y]:
lines_cleared += 1
del grid[y]
grid.insert(0, [COLORS[0] for _ in range(GRID_WIDTH)])
for x in range(GRID_WIDTH):
try:
del locked_positions[(x, y)]
except:
continue
for x, y in sorted(list(locked_positions), key=lambda pos: pos[1])[::-1]:
if y < GRID_HEIGHT:
locked_positions[(x, y + lines_cleared)] = locked_positions.pop((x, y))
return lines_cleared
def draw_next_shape(tetromino, surface):
font = pygame.font.SysFont('comicsans', 30)
label = font.render('Next Shape', 1, (255, 255, 255))
surface.blit(label, (SCREEN_WIDTH + 10, 30))
for y, row in enumerate(tetromino.shape):
for x, cell in enumerate(row):
if cell:
pygame.draw.rect(surface, tetromino.color, (SCREEN_WIDTH + 10 + x * BLOCK_SIZE, 60 + y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE), 0)
def draw_window(surface, grid, score=0, level=0):
surface.fill((0, 0, 0))
font = pygame.font.SysFont('comicsans', 60)
label = font.render('Tetris', 1, (255, 255, 255))
surface.blit(label, (SCREEN_WIDTH // 2 - label.get_width() // 2, 30))
font = pygame.font.SysFont('comicsans', 30)
label = font.render('Score: ' + str(score), 1, (255, 255, 255))
surface.blit(label, (10, 10))
draw_grid(surface, grid)
def game_over_screen(surface, score):
surface.fill((0, 0, 0))
font = pygame.font.SysFont('comicsans', 60)
label = font.render('Game Over', 1, (255, 255, 255))
surface.blit(label, (SCREEN_WIDTH // 2 - label.get_width() // 2, SCREEN_HEIGHT // 2 - label.get_height() // 2))
font = pygame.font.SysFont('comicsans', 30)
label = font.render(f'Final Score: {score}', 1, (255, 255, 255))
surface.blit(label, (SCREEN_WIDTH // 2 - label.get_width() // 2, SCREEN_HEIGHT // 2 + 30))
label = font.render('Press P to Play Again or Q to Quit', 1, (255, 255, 255))
surface.blit(label, (SCREEN_WIDTH // 2 - label.get_width() // 2, SCREEN_HEIGHT // 2 + 60))
pygame.display.update()
def main():
locked_positions = {}
grid = create_grid(locked_positions)
change_tetromino = False
run = True
current_tetromino = Tetromino(random.choice(SHAPES))
next_tetromino = Tetromino(random.choice(SHAPES))
clock = pygame.time.Clock()
fall_time = 0
fall_speed = 0.3
score = 0
level = 0
while run:
grid = create_grid(locked_positions)
fall_time += clock.get_rawtime()
clock.tick()
if fall_time / 1000 >= fall_speed:
fall_time = 0
current_tetromino.y += 1
if not valid_space(current_tetromino, grid) and current_tetromino.y > 0:
current_tetromino.y -= 1
change_tetromino = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
current_tetromino.x -= 1
if not valid_space(current_tetromino, grid):
current_tetromino.x += 1
if event.key == pygame.K_RIGHT:
current_tetromino.x += 1
if not valid_space(current_tetromino, grid):
current_tetromino.x -= 1
if event.key == pygame.K_DOWN:
current_tetromino.y += 1
if not valid_space(current_tetromino, grid):
current_tetromino.y -= 1
if event.key == pygame.K_UP:
current_tetromino.rotate()
if not valid_space(current_tetromino, grid):
current_tetromino.rotate()
current_tetromino.rotate()
current_tetromino.rotate()
if event.key == pygame.K_SPACE:
while valid_space(current_tetromino, grid):
current_tetromino.y += 1
current_tetromino.y -= 1
change_tetromino = True
shape_pos = [[current_tetromino.x + x, current_tetromino.y + y] for y, row in enumerate(current_tetromino.shape) for x, cell in enumerate(row) if cell]
for pos in shape_pos:
p = (pos[0], pos[1])
if p[1] > -1:
grid[p[1]][p[0]] = current_tetromino.color
if change_tetromino:
for pos in shape_pos:
p = (pos[0], pos[1])
locked_positions[p] = current_tetromino.color
current_tetromino = next_tetromino
next_tetromino = Tetromino(random.choice(SHAPES))
change_tetromino = False
score += clear_lines(grid, locked_positions) * 100
draw_window(screen, grid, score, level)
draw_next_shape(next_tetromino, screen)
pygame.display.update()
if any(y < 1 for x, y in locked_positions):
run = False
while True:
game_over_screen(screen, score)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
pygame.quit()
quit()
if event.key == pygame.K_p:
main()
def main_menu():
run = True
while run:
screen.fill((0, 0, 0))
font = pygame.font.SysFont('comicsans', 60)
label = font.render('Press Any Key To Play', 1, (255, 255, 255))
screen.blit(label, (SCREEN_WIDTH // 2 - label.get_width() // 2, SCREEN_HEIGHT // 2 - label.get_height() // 2))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
main()
pygame.quit()
main_menu()
Conclusion
Creating a Tetris game with ChatGPT-4.0 is a straightforward process. By leveraging the AI's capabilities, you can quickly generate the code, refine it, and add custom features to enhance the gameplay experience. This step-by-step guide should help you get started and explore the possibilities of AI-assisted game development.
Paul Hankin is the author of:
and