TENUKIS v0.6

簡易ですが、メニュー画面的を実装しました。機能するのは "new_game" と "exit" だけなんですが。
ゲームクリアの概念を導入しました。 999 ミノ耐えたらクリアです。
エンドレスモードもそのうち実装します。
あとコードの見通しを良くするため、 Mino 及びそのサブクラスは別ファイルに分割。

   # -*- coding:utf-8 -*-
import pygame
from pygame.locals import *
import random
from datetime import timedelta
from mino import *

SCR_W = 320 # 表示ウィンドウの横幅
SCR_H = 240 # 表示ウィンドウの縦幅

KEY_ROTATE_R = K_KP2
KEY_ROTATE_L1 = K_KP1
KEY_ROTATE_L2 = K_KP3

BG_COLOR = pygame.Color(128,128,128)

#MINO_SET = [MinoT, MinoI, MinoO, MinoZ, MinoS, MinoL, MinoJ]

class RenderableNumber():
    def __init__(self, screen, format, position, font_size=24, value=0):
        self.font = pygame.font.Font(None, font_size)
        self.screen = screen
        self._value = value
        self.format = format
        self.position = position
    def get(self):
        return self._value
    def set(self, v):
        self._value = v
        self.render()
    def __iadd__(self, v):
        self.set(self._value + v)
        return self
    def render(self):
        v = self.font.render(self.format % self.get(), True, (255,255,255), BG_COLOR)
        self.screen.fill( BG_COLOR, (self.position, (v.get_width()+self.font.get_height(), self.font.get_height())) )
        self.screen.blit( v, self.position)
        
class Score(RenderableNumber):
    def __init__(self, screen):
        self.font = pygame.font.Font(None, 32) # フォントを読み込む
        self.screen = screen
        self._value = 0
        self._text = self.font.render("score", True, (255,255,255))
        self.screen.blit( self._text, (260,0))
        self.render()
    def render(self):
        v = self.font.render( str(self.get()), True, (255,255,255), (128,128,128))
        self.screen.fill( BG_COLOR, ((self.screen.get_width()-v.get_width()-30, 32), (v.get_width()+30, 32)) )
        self.screen.blit( v, (self.screen.get_width() - v.get_width()-5, 32))

class Game():
    """ 1ゲーム """
    FPS = 60 #frame per second
    MSPF = 1000/FPS #milliseconds per frame
    MAX_ASOBI = 60 #設置後固定までのフレーム数
    MAX_DELETE_TIME = 8 #列が消える場合の次ミノ落下までのフレーム数
    MAX_WAIT_BEFORE_MINO = 25 #設置(&削除)後、次のミノの登場までのフレーム数
    WIDTH = 10
    HEIGHT = 20
    CLEAR_LENGTH = 999 #このミノが固定したらクリア。
    def __init__(self, screen, block_size=10):
        self.screen = screen
        self.block_size = block_size
        self.surface = pygame.Surface(( block_size*Game.WIDTH, block_size*Game.HEIGHT ))
        self.next_surface = pygame.Surface(( block_size*4, block_size*4 )) #次ミノ表示
        self.clock = pygame.time.Clock()
        self.asobi = Game.MAX_ASOBI
        self.max_asobi = Game.MAX_ASOBI
        self.delete_time = Game.MAX_DELETE_TIME
        self.wait_before_mino = Game.MAX_WAIT_BEFORE_MINO
        self.field = [[ None for i in range(Game.WIDTH)] for j in range(Game.HEIGHT+2)] #10*20のマス。Noneが空、[0-6]が色。
        self.minogen = MinoGenerator( self.field )
        self.mino = self.minogen.next()
        self.next_mino = self.minogen.next()
        self.score = Score(self.screen)
        self.mino_length = RenderableNumber(self.screen, "mino : %d /"+str(Game.CLEAR_LENGTH), (200,160))
        self.deleted_length = RenderableNumber(self.screen, "line : %d", (200, 190))
        self.controller = ControllerManager()
        self.start_time = False
        
        self.sounds = {
            "appear0": pygame.mixer.Sound("appear0.wav"),
            "appear1": pygame.mixer.Sound("appear1.wav"),
            "rotate_r": pygame.mixer.Sound("rotate_r.wav"),
            "rotate_l": pygame.mixer.Sound("rotate_l.wav"),
            "delete0": pygame.mixer.Sound("delete0.wav"),
            "delete1": pygame.mixer.Sound("delete1.wav"),
            "delete2": pygame.mixer.Sound("delete2.wav"),
            "delete3": pygame.mixer.Sound("delete3.wav"),
            "delete4": pygame.mixer.Sound("delete4.wav"),
            "fall": pygame.mixer.Sound("fall.wav"),
            "ready": pygame.mixer.Sound("ready.wav")
        }
        
        self.render()
        self.render_next()
        
        self.sounds["ready"].play()
        self.wait(60)
        self.start_time = pygame.time.get_ticks() #これとの差分から経過時間を。
        
    def main_loop(self):
        while(True):
            if pygame.event.get(QUIT) or self.controller.to_quit():
                return
            
            if self.mino:
                self.tick() #FPS
                #遊びを減らす
                self.asobi -= 1
                if self.asobi < 0:
                    self.settle_and_next()
                    self.render()
                    next
                else: #回転→移動、順らしい。
                    #回転処理等
                    if self.controller.to_rotate_r():
                        self.rotate_r()
                    elif self.controller.to_rotate_l():
                        self.rotate_l()
                    if self.controller.to_settle():
                        self.settle_and_next()
                    #移動処理
                    if self.controller.to_move_l():
                        self.move_l()
                    elif self.controller.to_move_r():
                        self.move_r()
                    
                    if self.fall():
                        self.sounds["fall"].stop()
                        self.sounds["fall"].play()
                    self.render()
                    next
                    
    def settle_and_next(self):
        """ self.mino を self.field に固定し、新ミノを出す """
        for block in self.mino.get_block_positions():
            self.field[block[1]][block[0]] = self.mino.__class__.color_id
        self.mino = None
        self.render()
        if self.delete_line(): #delete_line()は消える列があれば消してTrueを返す
            self.render()
            self.wait( self.delete_time )
        if self.mino_length.get() >= Game.CLEAR_LENGTH: #ゲームクリア処理
            raise GameOver(self.score.get(),self.deleted_length.get(),self.mino_length.get(),timedelta(milliseconds=pygame.time.get_ticks()-self.start_time),clear=True )
        
        self.wait( (self.wait_before_mino) )
        self.mino = self.next_mino
        self.asobi = self.max_asobi
        #回転チェック
        pygame.event.pump() #おまじない
        kp = pygame.key.get_pressed()
        if kp[KEY_ROTATE_R]:
            if self.mino.rotate_r():
                self.sounds["rotate_r"].play()
            else:
                self.sounds["appear0"].play()
        elif kp[KEY_ROTATE_L1] or kp[KEY_ROTATE_L2]:
            if self.mino.rotate_l():
                self.sounds["rotate_l"].play()
            else:
                self.sounds["appear1"].play()
        else:
            if random.randint(0,1):
                self.sounds["appear0"].play()
            else:
                self.sounds["appear1"].play()
        
        self.next_mino = self.minogen.next()
        self.render_next()
        
        pygame.event.clear()
        self.mino_length += 1
        
        if not self.mino.can_alive(self.mino.get_blocks(), self.mino.position, self.field): #将来的にはコード変えたい。
            self.render()
            pygame.display.flip()
            raise GameOver(
                self.score.get(),
                self.deleted_length.get(),
                self.mino_length.get(),
                timedelta(milliseconds=pygame.time.get_ticks()-self.start_time)
                )
        self.fall()
        return
    
    def delete_line(self):
        """ 列を消す。消した列数を返す。 """
        deleted = 0
        for line in xrange(len(self.field)):
            is_filled = True
            for block in self.field[line]:
                if block == None:
                    is_filled = False
            if is_filled:
                del self.field[line]
                self.field.insert(0, [None for i in xrange(self.WIDTH)])
                deleted += 1
        if deleted:
            self.score += [0,100,300,700,1200][deleted] #点数
            pd = self.deleted_length.get()
            self.deleted_length += deleted
            if  pd/10 < self.deleted_length.get()/10: #桁が増えたとき
                self.max_asobi -= 1
                if self.deleted_length.get()/10 % 5 == 0: #50行ごとに待ち時間を減らす
                    self.wait_before_mino -= 1
        self.sounds["delete"+str(deleted)].play()
        return deleted
    
    def move_l(self):
        self.mino.move_l()
    def move_r(self):
        self.mino.move_r()
    def rotate_l(self):
        self.mino.rotate_l()
    def rotate_r(self):
        self.mino.rotate_r()
    
    def fall(self):
        if self.mino.fall():
            self.asobi = self.max_asobi
            return True
        else:
            return False
    
    def tick(self):
        """ 1 フレーム """
        self.clock.tick( Game.FPS ) #FPS
        #入力状態の処理
        self.controller.update()
        #時計の描画
        position = (200,100)
        str_delta = str( timedelta(milliseconds=pygame.time.get_ticks()-self.start_time))[2:-3] if self.start_time else "0:00:00"
        v = (pygame.font.Font(None, 18)).render( str_delta, True, (255,255,255), BG_COLOR)
        self.screen.fill( BG_COLOR, (position, (v.get_width()+10, 18)) )
        self.screen.blit( v, position)
        
        pygame.display.flip()
    
    def wait(self, frame):
        for i in xrange(frame):
            self.tick()
    
    def _render_block(self, position, color):
        """ position = (x,y) のマスを描画する """
        pygame.draw.rect(self.surface, color,
                                    pygame.Rect(
                                                        (self.block_size*position[0], self.block_size*(position[1])),
                                                        (self.block_size, self.block_size)
                                    ))
    def render(self):
        """ メイン画面を描画する。ただし実際の描画はGame.tickで。 """
        self.surface.fill( (0,0,0) )
        # 固定済みブロックの描画
        for ln in xrange(len(self.field)-2):
            line = ln+2
            for masu in xrange(len(self.field[line])):
                if( self.field[line][masu] != None ):
                    self._render_block( (masu, line-2), MINO_SETTLED_COLORS[self.field[line][masu]]  )#(220,220,220) )
        # 操作中のミノの表示
        if self.mino:
            for block in self.mino.get_block_positions():
                self._render_block( (block[0], block[1]-2), MINO_COLORS[self.mino.color_id])#(255,255,255) )
        # screen に書き付ける。
        self.screen.blit(self.surface, (10,20))
        #pygame.display.flip()
    
    def render_next(self):
        """ 次ミノを描画する """
        self.next_surface.fill((0,0,0))
        for block in self.next_mino.blocks[0]:
            pygame.draw.rect(self.next_surface, MINO_COLORS[self.next_mino.color_id],
                                        pygame.Rect(
                                                            (self.block_size*block[0], self.block_size*block[1]),
                                                            (self.block_size, self.block_size)
                                        ))
        self.screen.blit(self.next_surface, (120,20))
        pygame.display.flip()

class GameOver(Exception):
    def __init__(self, score,line,mino,time, clear=False):
        self.score = score
        self.line = line
        self.mino = mino
        self.time = time
        self.clear = clear
    def __str__(self):
        return "GAME OVER -- socre:" + str(self.score)

class ControllerManager:
    ASOBI = 6 #移動の遊び
    def __init__(self):
        self._state = {
            "quit" : False,
            "rotate_r" : False,
            "rotate_l" : False,
            "move_r" : False,
            "move_l" : False,
            "settle" : False
        }
        self.asobi = ControllerManager.ASOBI
    
    def update(self):
        for item in self._state:
            self._state[item] = False
        
        for event in pygame.event.get(KEYDOWN):
            if event.key == K_ESCAPE:
                self._state["quit"] = True
            elif event.key == KEY_ROTATE_R:
                self._state["rotate_r"] = True
            elif (event.key == KEY_ROTATE_L1 or event.key == KEY_ROTATE_L2):
                self._state["rotate_l"] = True
            elif event.key == K_DOWN:
                self._state["settle"] = True
        pygame.event.clear(KEYDOWN)
        
        pygame.event.pump() #おまじない
        kp = pygame.key.get_pressed()
        if kp[K_LEFT]:
            if self.asobi == ControllerManager.ASOBI: #コンコン
                self._state["move_l"] = True
            if self.asobi > 0:
                self.asobi -= 1
            else:
                self._state["move_l"] = True
        elif kp[K_RIGHT]:
            if self.asobi == ControllerManager.ASOBI: #コンコン
                self._state["move_r"] = True
            if self.asobi > 0:
                self.asobi -= 1
            else:
                self._state["move_r"] = True
        else:
            self.asobi = ControllerManager.ASOBI
    
    def to_quit(self):
        return self._state["quit"]
    def to_rotate_r(self):
        return self._state["rotate_r"]
    def to_rotate_l(self):
        return self._state["rotate_l"]
    def to_move_r(self):
        return self._state["move_r"]
    def to_move_l(self):
        return self._state["move_l"]
    def to_settle(self):
        return self._state["settle"]

class Menu:
    def __init__(self, items):
        self.items = items
        self.selected = 0
        self.render()
    
    def render(self):
        surface = pygame.Surface( (200,200) )
        surface.fill( (0,0,0) )
        
        font = pygame.font.Font(None, 20)
        for i in xrange(len(self.items)):
            color = (255,255,255) if i==self.selected else (128,128,128)
            surface.blit( font.render( self.items[i], True, color ), (0, 25*i) )
        global screen
        screen.blit( surface, (20,20) )
        
        pygame.display.flip()
        return
    
    def wait_choose(self):
        print "push any key to select"
        while True:
            for event in pygame.event.get(KEYDOWN):
                if event.key == K_DOWN:
                    self.selected +=1
                    if self.selected >= len(self.items):
                        self.selected = 0
                    self.render()
                elif event.key == K_UP:
                    self.selected -=1
                    if self.selected < 0:
                        self.selected = len(self.items)-1
                    self.render()
                else:
                    return self.items[self.selected]

def new_game():
    global screen
    screen.fill( BG_COLOR )
    pygame.display.flip()
    
    game = Game(screen)
    game.main_loop()

def main():
    pygame.mixer.pre_init(channels=1, buffer=1024)
    pygame.init() # pygameの初期化
    global screen
    screen = pygame.display.set_mode( (SCR_W, SCR_H) ) # 画面を作る
    pygame.display.set_caption('TENUKIS') # タイトル
    
    screen.fill( BG_COLOR )
    
    pygame.display.flip()
    
    menu = Menu( ("new_game", "endless_game", "score", "setting", "exit") )
    
    while True:
        menu.render()
        pygame.time.wait(500)
        pygame.event.clear()
        select = menu.wait_choose()
        if select == "new_game":
            try:
                new_game()
            except GameOver as go:
                pygame.time.wait(1000)
                print "Score:%d by %d lines from %d minos in %s" % (go.score, go.line, go.mino, str(go.time)[:-3]) 
                next
        elif select == "endless_game":
            raise NotImplementedError
        elif select == "score":
            raise NotImplementedError
        elif select == "setting":
            raise NotImplementedError
        elif select == "exit":
            return

if __name__ == '__main__': main()
# end of file

ただ、ゲームなんか作ってる場合か!という気もしないでもないので、少し開発停滞するかもです。