Write a Tetris in Java

Table of contents

game rules

Small square type: Cell

 Seven graphic types: I, J, L, O, S, T, Z

 J

 L

 O

 S

 T

WITH

 Tetris game main category: Tetris

Show results


game rules

Boards of different shapes composed of small squares fall from the top of the screen one after another. The player adjusts the position and direction of the boards so that they form one or more complete blocks at the bottom of the screen. These complete bars will disappear immediately to make room for the newly fallen tiles, and at the same time, the player will be rewarded with points. The blocks that have not been eliminated continue to pile up. Once they reach the top of the screen, the player loses and the game ends.

The overall code is divided into three modules: square module, seven graphics modules, and Tetris main module.
 

Small square type: Cell

package com.zhao.demo.block;
 
import java.awt.image.BufferedImage;
import java.util.Objects;
 
/**
 * @author xiaoZhao
 * @date 2022/5/7
 * @describe
 *  小方块类
 *   方法: 左移、右移、下落
 */
public class Cell {
    // 行
    private int row;
    // 列
    private int col;
    private BufferedImage image;
 
    public Cell() {
    }
 
    public Cell(int row, int col, BufferedImage image) {
        this.row = row;
        this.col = col;
        this.image = image;
    }
 
    public int getRow() {
        return row;
    }
 
    public void setRow(int row) {
        this.row = row;
    }
 
    public int getCol() {
        return col;
    }
 
    public void setCol(int col) {
        this.col = col;
    }
 
    public BufferedImage getImage() {
        return image;
    }
 
    public void setImage(BufferedImage image) {
        this.image = image;
    }
 
    @Override
    public String toString() {
        return "Cell{" +
                "row=" + row +
                ", col=" + col +
                ", image=" + image +
                '}';
    }
 
    @Override
    public boolean equals(Object o) {
        if (this == o) {
            return true;
        }
 
        if (!(o instanceof Cell)) {
            return false;
        }
        Cell cell = (Cell) o;
        return getRow() == cell.getRow() &&
                getCol() == cell.getCol() &&
                Objects.equals(getImage(), cell.getImage());
    }
 
    @Override
    public int hashCode() {
        return Objects.hash(getRow(), getCol(), getImage());
    }
 
    //左移动一格
    public void left(){
        col--;
    }
 
    //右移动一格
    public void right(){
        col++;
    }
 
    //下移动一格
    public void down(){
        row++;
    }
}

 Seven graphic categories: I, J, L, O, S, T, Z

I

package com.zhao.demo.shape;
 
import com.zhao.demo.App.Tetris;
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe
 */
public class I extends Tetromino {
 
    public I() {
        cells[0] = new Cell(0,4, Tetris.I);
        cells[1] = new Cell(0,3, Tetris.I);
        cells[2] = new Cell(0,5, Tetris.I);
        cells[3] = new Cell(0,6, Tetris.I);
 
        //共有两种旋转状态
        states =new State[2];
        //初始化两种状态的相对坐标
        states[0]=new State(0,0,0,-1,0,1,0,2);
        states[1]=new State(0,0,-1,0,1,0,2,0);
    }
 
}

 J

package com.zhao.demo.shape;
 
import com.zhao.demo.App.Tetris;
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe
 */
public class J extends Tetromino {
    public J() {
        cells[0] = new Cell(0,4, Tetris.J);
        cells[1] = new Cell(0,3, Tetris.J);
        cells[2] = new Cell(0,5, Tetris.J);
        cells[3] = new Cell(1,5, Tetris.J);
 
        states=new State[4];
        states[0]=new State(0,0,0,-1,0,1,1,1);
        states[1]=new State(0,0,-1,0,1,0,1,-1);
        states[2]=new State(0,0,0,1,0,-1,-1,-1);
        states[3]=new State(0,0,1,0,-1,0,-1,1);
    }
}

 L

package com.zhao.demo.shape;
 
import com.zhao.demo.App.Tetris;
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe
 */
public class L extends Tetromino {
    public L() {
        cells[0] = new Cell(0,4, Tetris.L);
        cells[1] = new Cell(0,3, Tetris.L);
        cells[2] = new Cell(0,5, Tetris.L);
        cells[3] = new Cell(1,3, Tetris.L);
 
        states=new State[4];
        states[0]=new State(0,0,0,-1,0,1,1,-1);
        states[1]=new State(0,0,-1,0,1,0,-1,-1);
        states[2]=new State(0,0,0,1,0,-1,-1,1);
        states[3]=new State(0,0,1,0,-1,0,1,1);
    }
}

 O

package com.zhao.demo.shape;
 
import com.zhao.demo.App.Tetris;
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe
 */
public class O extends Tetromino {
    public O() {
        cells[0] = new Cell(0, 4, Tetris.O);
        cells[1] = new Cell(0, 5, Tetris.O);
        cells[2] = new Cell(1, 4, Tetris.O);
        cells[3] = new Cell(1, 5, Tetris.O);
 
        //无旋转状态
        states = new State[0];
    }
}

 S

package com.zhao.demo.shape;
 
import com.zhao.demo.App.Tetris;
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe
 */
public class S extends Tetromino {
    public S() {
        cells[0] = new Cell(0,4, Tetris.S);
        cells[1] = new Cell(0,5, Tetris.S);
        cells[2] = new Cell(1,3, Tetris.S);
        cells[3] = new Cell(1,4, Tetris.S);
 
        //共有两种旋转状态
        states =new State[2];
        //初始化两种状态的相对坐标
        states[0]=new State(0,0,0,1,1,-1,1,0);
        states[1]=new State(0,0,1,0,-1,-1,0,-1);
    }
}

 T

package com.zhao.demo.shape;
 
import com.zhao.demo.App.Tetris;
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe
 */
public class T extends Tetromino {
    public T() {
        cells[0] = new Cell(0,4, Tetris.T);
        cells[1] = new Cell(0,3, Tetris.T);
        cells[2] = new Cell(0,5, Tetris.T);
        cells[3] = new Cell(1,4, Tetris.T);
 
        states=new State[4];
        states[0]=new State(0,0,0,-1,0,1,1,0);
        states[1]=new State(0,0,-1,0,1,0,0,-1);
        states[2]=new State(0,0,0,1,0,-1,-1,0);
        states[3]=new State(0,0,1,0,-1,0,0,1);
    }
}

WITH

package com.zhao.demo.shape;
 
import com.zhao.demo.App.Tetris;
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe
 */
public class Z extends Tetromino {
    public Z() {
        cells[0] = new Cell(1,4, Tetris.Z);
        cells[1] = new Cell(0,3, Tetris.Z);
        cells[2] = new Cell(0,4, Tetris.Z);
        cells[3] = new Cell(1,5, Tetris.Z);
 
        //共有两种旋转状态
        states =new State[2];
        //初始化两种状态的相对坐标
        states[0]=new State(0,0,-1,-1,-1,0,0,1);
        states[1]=new State(0,0,-1,1,0,1,1,0);
    }
}

 Tetris game main category: Tetris

package com.zhao.demo.App;
 
import com.zhao.demo.block.Cell;
import com.zhao.demo.block.Tetromino;
 
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.security.cert.Certificate;
 
/**
 * @author xiaoZhao
 * @date 2022/5/11
 * @describe 俄罗斯方块游戏主类
 */
public class Tetris extends JPanel {
 
    //正在下落的方块
    private Tetromino currentOne = Tetromino.randomOne();
    //将要下落的方块
    private Tetromino nextOne = Tetromino.randomOne();
    //游戏主区域
    private Cell[][] wall = new Cell[18][9];
    //声明单元格的值
    private static final int CELL_SIZE = 48;
 
    //游戏分数池
    int[] scores_pool = {0, 1, 2, 5, 10};
    //当前游戏的分数
    private int totalScore = 0;
    //当前消除的行数
    private int totalLine = 0;
 
    //游戏三种状态 游戏中、暂停、结束
    public static final int PLING = 0;
    public static final int STOP = 1;
    public static final int OVER = 2;
    //当前游戏状态值
    private int game_state;
    //显示游戏状态
    String[] show_state = {"P[pause]", "C[continue]", "S[replay]"};
 
 
    //载入方块图片
    public static BufferedImage I;
    public static BufferedImage J;
    public static BufferedImage L;
    public static BufferedImage O;
    public static BufferedImage S;
    public static BufferedImage T;
    public static BufferedImage Z;
    public static BufferedImage background;
 
    static {
        try {
            I = ImageIO.read(new File("images/I.png"));
            J = ImageIO.read(new File("images/J.png"));
            L = ImageIO.read(new File("images/L.png"));
            O = ImageIO.read(new File("images/O.png"));
            S = ImageIO.read(new File("images/S.png"));
            T = ImageIO.read(new File("images/T.png"));
            Z = ImageIO.read(new File("images/Z.png"));
            background = ImageIO.read(new File("images/background.png"));
        } catch (IOException e) {
            e.printStackTrace();
        }
    }
 
    @Override
    public void paint(Graphics g) {
        g.drawImage(background, 0, 0, null);
        //平移坐标轴
        g.translate(22, 15);
        //绘制游戏主区域
        paintWall(g);
        //绘制正在下落的四方格
        paintCurrentOne(g);
        //绘制下一个将要下落的四方格
        paintNextOne(g);
        //绘制游戏得分
        paintSource(g);
        //绘制当前游戏状态
        paintState(g);
    }
 
    public void start() {
        game_state = PLING;
        KeyListener l = new KeyAdapter() {
            @Override
            public void keyPressed(KeyEvent e) {
                int code = e.getKeyCode();
                switch (code) {
                    case KeyEvent.VK_DOWN:
                        sortDropActive();
                        break;
                    case KeyEvent.VK_LEFT:
                        moveleftActive();
                        break;
                    case KeyEvent.VK_RIGHT:
                        moveRightActive();
                        break;
                    case KeyEvent.VK_UP:
                        rotateRightActive();
                        break;
                    case KeyEvent.VK_SPACE:
                            hadnDropActive();
                        break;
                    case KeyEvent.VK_P:
                        //判断当前游戏状态
                        if (game_state == PLING) {
                            game_state = STOP;
                        }
                        break;
                    case KeyEvent.VK_C:
                        if (game_state == STOP) {
                            game_state = PLING;
                        }
                        break;
                    case KeyEvent.VK_S:
                        //重新开始
                        game_state = PLING;
                        wall = new Cell[18][9];
                        currentOne = Tetromino.randomOne();
                        nextOne = Tetromino.randomOne();
                        totalScore = 0;
                        totalLine = 0;
                        break;
                }
            }
        };
        //将窗口设置为焦点
        this.addKeyListener(l);
        this.requestFocus();
 
        while (true) {
            if (game_state == PLING) {
                try {
                    Thread.sleep(500);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
                if (camDrop()) {
                    currentOne.moveDrop();
                } else {
                    landToWall();
                    destroyLine();
                    if (isGameOver()) {
                        game_state = OVER;
                    } else {
                        //游戏没有结束
                        currentOne = nextOne;
                        nextOne = Tetromino.randomOne();
                    }
                }
            }
            repaint();
        }
    }
 
    //创建顺时针旋转
    public void rotateRightActive() {
        currentOne.rotateRight();
        if (outOFBounds() || coincide()) {
            currentOne.rotateLeft();
        }
    }
 
    //瞬间下落
    public void hadnDropActive() {
        while (true) {
            //判断能否下落
            if (camDrop()) {
                currentOne.moveDrop();
            } else {
                break;
            }
        }
        //嵌入到墙中
        landToWall();
        destroyLine();
        if (isGameOver()) {
            game_state = OVER;
        } else {
            //游戏没有结束
            currentOne = nextOne;
            nextOne = Tetromino.randomOne();
        }
    }
 
    //按键一次,下落一格
    public void sortDropActive() {
        if (camDrop()) {
            //当前四方格下落一格
            currentOne.moveDrop();
        } else {
            landToWall();
            destroyLine();
            if (isGameOver()) {
                game_state = OVER;
            } else {
                //游戏没有结束
                currentOne = nextOne;
                nextOne = Tetromino.randomOne();
            }
        }
    }
 
    //单元格嵌入墙中
    private void landToWall() {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            int col = cell.getCol();
            wall[row][col] = cell;
        }
    }
 
    //判断四方格能否下落
    public boolean camDrop() {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            int col = cell.getCol();
            //判断是否到达底部
            if (row == wall.length - 1) {
                return false;
            } else if (wall[row + 1][col] != null) {
                return false;
            }
        }
        return true;
    }
 
    //消除行
    public void destroyLine() {
        int line = 0;
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            if (isFullLine(row)) {
                line++;
                for (int i = row; i > 0; i--) {
                    System.arraycopy(wall[i - 1], 0, wall[i], 0, wall[0].length);
                }
                wall[0] = new Cell[9];
            }
        }
        //分数池获取分数,累加到总分
        totalScore += scores_pool[line];
        //总行数
        totalLine += line;
    }
 
    //判断当前行是否已经满了
    public boolean isFullLine(int row) {
        Cell[] cells = wall[row];
        for (Cell cell : cells) {
            if (cell == null) {
                return false;
            }
        }
        return true;
    }
 
    //判断游戏是否结束
    public boolean isGameOver() {
        Cell[] cells = nextOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            int col = cell.getCol();
            if (wall[row][col] != null) {
                return true;
            }
        }
        return false;
    }
 
    private void paintState(Graphics g) {
        if (game_state == PLING) {
            g.drawString(show_state[PLING], 500, 660);
        } else if (game_state == STOP) {
            g.drawString(show_state[STOP], 500, 660);
        } else {
            g.drawString(show_state[OVER], 500, 660);
            g.setColor(Color.RED);
            g.setFont(new Font(Font.SANS_SERIF, Font.BOLD, 60));
            g.drawString("GAME OVER!", 30, 400);
        }
    }
 
    private void paintSource(Graphics g) {
        g.setFont(new Font(Font.SANS_SERIF, Font.BOLD, 30));
        g.drawString("分数: " + totalScore, 500, 250);
        g.drawString("行数: " + totalLine, 500, 430);
    }
 
    private void paintNextOne(Graphics g) {
        Cell[] cells = nextOne.cells;
        for (Cell cell : cells) {
            int x = cell.getCol() * CELL_SIZE + 370;
            int y = cell.getRow() * CELL_SIZE + 25;
            g.drawImage(cell.getImage(), x, y, null);
        }
    }
 
    private void paintCurrentOne(Graphics g) {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int x = cell.getCol() * CELL_SIZE;
            int y = cell.getRow() * CELL_SIZE;
            g.drawImage(cell.getImage(), x, y, null);
        }
    }
 
    private void paintWall(Graphics g) {
        for (int i = 0; i < wall.length; i++) {
            for (int j = 0; j < wall[i].length; j++) {
                int x = j * CELL_SIZE;
                int y = i * CELL_SIZE;
                Cell cell = wall[i][j];
                //判断是否有小方块
                if (cell == null) {
                    g.drawRect(x, y, CELL_SIZE, CELL_SIZE);
                } else {
                    g.drawImage(cell.getImage(), x, y, null);
                }
            }
        }
    }
 
    //判断是否出界
    public boolean outOFBounds() {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int col = cell.getCol();
            int row = cell.getRow();
            if (row < 0 || row > wall.length - 1 || col < 0 || col > wall[0].length-1) {
                return true;
            }
        }
        return false;
    }
 
    //按键一次,左移一次
    public void moveleftActive() {
        currentOne.moveLeft();
        //判断是否越界或重合
        if (outOFBounds() || coincide()) {
            currentOne.moveRight();
        }
    }
 
    //按键一次,右移一次
    public void moveRightActive() {
        currentOne.moveRight();
        //判断是否越界或重合
        if (outOFBounds() || coincide()) {
            currentOne.moveLeft();
        }
    }
 
    //判断是否重合
    public boolean coincide() {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            int col = cell.getCol();
            if (wall[row][col] != null) {
                return true;
            }
        }
        return false;
    }
 
    public static void main(String[] args) {
        JFrame jFrame = new JFrame("俄罗斯方块");
        //创建游戏界面
        Tetris panel = new Tetris();
        jFrame.add(panel);
        //设置可见
        jFrame.setVisible(true);
        //设置窗口大小
        jFrame.setSize(810, 940);
        //设置剧中
        jFrame.setLocationRelativeTo(null);
        //设置窗口关闭时停止
        jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
 
        //游戏主要开始逻辑
        panel.start();
    }
}

Show results

The game starts and Fang quickly falls. The area on the right displays the block diagram of the falling block, the score, the number of eliminated lines and the game switching status.

Press the space bar and the block will fall instantly. Press the P key to pause the game. The score for eliminating a row is 1 (this is controlled by the score pool)

Press the C key to continue the game 

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Origin blog.csdn.net/2301_76549195/article/details/134748591