一、先看一下游戏运行时的画面
二、代码部分
1. Cell.java
Cell.java:
package demo1;import java.awt.image.BufferedImage;
import java.util.Objects;/*
编写小方块类属性:行、列、每个小方格的图片方法:左移一格、右移一格、下落一格
编写小方格实体类*/
public class Cell {private int row;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;}@Overridepublic String toString() {return "Cell{" +"row=" + row +", col=" + col +", image=" + image +'}';}@Overridepublic boolean equals(Object o) {if (this == o) return true;if (o == null || getClass() != o.getClass()) return false;Cell cell = (Cell) o;return row == cell.row &&col == cell.col &&Objects.equals(image, cell.image);}@Overridepublic int hashCode() {return Objects.hash(row, col, image);}//编写左移一格方法public void left(){col--;}//编写右移一格方法public void right(){col++;}//编写下落一格方法public void drop(){row++;}
}
2. I.java
I.java:
package demo1;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);//共计有两种旋转状态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);}
}
3. J.java
J.java:
package demo1;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);//共计有四种旋转状态states = new State[4];//初始化四种状态的相对坐标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);}
}
4. L.java
L.java:
package demo1;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);//共计有四种旋转状态states = new State[4];//初始化四种状态的相对坐标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);}
}
5. O.java
O.java:
package demo1;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);//共计有零种旋转状态states = new State[0];}
}
6. S.java
S.java:
package demo1;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);//共计有两种旋转状态states = new State[2];//初始化两种状态相对坐标states[0] = new State(0, 0, 0, 1, 1, -1, 1, 0);states[1] = new State(0, 0, 1, 0, -1, -1, 0, -1);}
}
7. T.java
T.java:
package demo1;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);//共计有四种旋转状态states = new State[4];//初始化四种状态的相对坐标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);}
}
8. Tetris.java
Tetris.java:
package demo1;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;//编写俄罗斯方块主类
public class Tetris extends JPanel {//声明正在下落的方块private Tetromino currentOne = Tetromino.randomOne();//声明将要下落的方块private Tetromino nextOne = Tetromino.randomOne();//声明游戏主区域private Cell[][] wall = new Cell[18][9];//声明单元格的值为48像素private static final int CELL_SIZE = 40;//声明游戏分数池int[] scores_pool = {0,1,2,5,10};//声明当前获得游戏的分数private int totalScore = 0;//当前已消除的行数private int totalLine = 0;//声明游戏的三种状态,分别是:游戏中、暂停、游戏结束public static final int PLAYING = 0;public static final int PAUSE = 1;public static final int GAMEOVER = 2;//声明变量存放当前游戏状态的值private int game_state;//声明一个数组,用来显示游戏状态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 backImage;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"));backImage = ImageIO.read(new File("images/background.png"));} catch (IOException e) {e.printStackTrace();}}@Overridepublic void paint(Graphics g) {g.drawImage(backImage, 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paintScore(g);//绘制游戏当前状态paintState(g);}public void start(){game_state = PLAYING;KeyListener l = new KeyAdapter() {@Overridepublic void keyPressed(KeyEvent e) {int code = e.getKeyCode();switch (code){case KeyEvent.VK_DOWN:sortDropAction(); //下落一格break;case KeyEvent.VK_LEFT:moveLeftAction(); //左移break;case KeyEvent.VK_RIGHT:moveRightAction(); //右移break;case KeyEvent.VK_UP:rotateRightAction(); //顺时针旋转break;case KeyEvent.VK_SPACE:handDropAction(); //瞬间下落break;case KeyEvent.VK_P://判断当前游戏的状态if(game_state == PLAYING){game_state = PAUSE;}break;case KeyEvent.VK_C://判断游戏状态if(game_state == PAUSE){game_state = PLAYING;}break;case KeyEvent.VK_S://表示游戏重新开始game_state = PLAYING;wall = new Cell[18][9];currentOne = Tetromino.randomOne();nextOne = Tetromino.randomOne();totalScore = 0;totalLine = 0;break;}}};//将俄罗斯方块窗口设置为焦点this.addKeyListener(l);this.requestFocus();while(true){//判断,当前游戏状态在游戏中时,每隔0.5秒下落if(game_state == PLAYING){try {Thread.sleep(500);} catch (InterruptedException e) {e.printStackTrace();}//判断能否下落if(canDrop()){currentOne.softDrop();}else{//嵌入到墙中landToWall();//判断能否消行destroyLine();//判断游戏是否结束if(isGameOver()){game_state = GAMEOVER;}else{currentOne = nextOne;nextOne = Tetromino.randomOne();}}}repaint();}}//创建顺时针旋转public void rotateRightAction(){currentOne.rotateRight();//判断是否越界或者是否重合if(outOfBounds() || coincide()){currentOne.rotateLeft();}}//瞬间下落public void handDropAction(){while(true){//判断四方格能否下落if(canDrop()){currentOne.softDrop();}else{break;}}//嵌入到墙中landToWall();//判断能否消行destroyLine();//判断游戏是否结束if(isGameOver()){game_state = GAMEOVER;}else{//游戏没有结束,继续生成新的四方格currentOne = nextOne;nextOne = Tetromino.randomOne();}}//按键一次四方格下落一格public void sortDropAction(){//判断能否下落if(canDrop()){//当前四方格下落一格currentOne.softDrop();}else{//将四方格嵌入到墙中landToWall();//判断能否消行destroyLine();//判断游戏是否结束if(isGameOver()){game_state = GAMEOVER;}else{//当游戏没有结束时,则继续生成新的四方格currentOne = nextOne;nextOne = Tetromino.randomOne();}}}//四方格嵌入到墙中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 canDrop(){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){ //判断是否有方块return false;}}return true;}//创建消行方法public void destroyLine(){//声明变量,统计当前消除的行数int line = 0;Cell[] cells = currentOne.cells;for (Cell cell : cells) {int row = cell.getRow();//判断当前行是否已满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];}}//在分数池中获取分数,累加到总分数中totalScore += scores_pool[line];//统计消除总行数totalLine += line;}//判断当前行是否已满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;}//绘制游戏当前状态private void paintState(Graphics g) {if(game_state == PLAYING){g.drawString(show_state[0],500,660);}else if(game_state == PAUSE){g.drawString(show_state[1],500,660);}else if(game_state == GAMEOVER){g.drawString(show_state[2],500,660);g.setColor(Color.red);g.setFont(new Font(Font.SANS_SERIF, Font.BOLD,60));g.drawString("GAMEOVER!", 30, 400);}}//绘制游戏得分private void paintScore(Graphics g) {g.setFont(new Font(Font.SANS_SERIF, Font.BOLD,30));g.drawString("SCORES: " + totalScore, 500, 248);g.drawString("LINES: " + totalLine, 500, 430);}//绘制下一个将要下落的四方格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);}}//绘制正在下落的四方格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, CELL_SIZE, CELL_SIZE, null);}}//绘制游戏主区域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];//判断当前单元格是否有小方块,如果没有则绘制矩形,否则将小方块嵌入到墙中if(cell == null){g.drawRect(x, y, CELL_SIZE, CELL_SIZE);}else{g.drawImage(cell.getImage(), x, y, CELL_SIZE, CELL_SIZE,null);}}}}//判断游戏是否出界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;}//判断方块是否重合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;}//按键一次四方格左移一次public void moveLeftAction(){currentOne.moveLeft();//判断是否越界或者四方格是否重合if(outOfBounds() || coincide()){currentOne.moveRight();}}//按键一次四方格右移一次public void moveRightAction(){currentOne.moveRight();//判断是否越界if(outOfBounds() || coincide()){currentOne.moveLeft();}}public static void main(String[] args) {//创建一个窗口对象JFrame frame = new JFrame("俄罗斯方块");//创建游戏界面,也就是面板Tetris panel = new Tetris();//将面板嵌入到窗口中frame.add(panel);//设置可见frame.setVisible(true);//设置窗口尺寸frame.setSize(810, 940);//设置窗口居中frame.setLocationRelativeTo(null);//设置窗口关闭时程序终止frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//游戏主要逻辑封装在方法中panel.start();}
}
9. Tetromino.java
Tetromino.java:
package demo1;/*
编写四方格父类属性:Cell数组用于创建4个小方块方法:左移一格、右移一格、下落一格、变形(暂时不考虑)*/
public class Tetromino {protected Cell[] cells = new Cell[4];//编写旋转状态protected State[] states;//声明旋转次数protected int count = 10000;//编写顺时针旋转四方格方法public void rotateRight(){if(states.length == 0){return;}//旋转次数加1count++;State s = states[count % states.length];Cell cell = cells[0];int row = cell.getRow();int col = cell.getCol();cells[1].setRow(row + s.row1);cells[1].setCol(col + s.col1);cells[2].setRow(row + s.row2);cells[2].setCol(col + s.col2);cells[3].setRow(row + s.row3);cells[3].setCol(col + s.col3);}//编写逆时针旋转四方格方法public void rotateLeft(){//旋转次数减1count--;State s = states[count % states.length];Cell cell = cells[0];int row = cell.getRow();int col = cell.getCol();cells[1].setRow(row + s.row1);cells[1].setCol(col + s.col1);cells[2].setRow(row + s.row2);cells[2].setCol(col + s.col2);cells[3].setRow(row + s.row3);cells[3].setCol(col + s.col3);}//编写四方格旋转状态的内部类class State{//编写属性:存储四方格各元素的相对位置int row0,col0,row1,col1,row2,col2,row3,col3;public State() {}public State(int row0, int col0, int row1, int col1, int row2, int col2, int row3, int col3) {this.row0 = row0;this.col0 = col0;this.row1 = row1;this.col1 = col1;this.row2 = row2;this.col2 = col2;this.row3 = row3;this.col3 = col3;}public int getRow0() {return row0;}public void setRow0(int row0) {this.row0 = row0;}public int getCol0() {return col0;}public void setCol0(int col0) {this.col0 = col0;}public int getRow1() {return row1;}public void setRow1(int row1) {this.row1 = row1;}public int getCol1() {return col1;}public void setCol1(int col1) {this.col1 = col1;}public int getRow2() {return row2;}public void setRow2(int row2) {this.row2 = row2;}public int getCol2() {return col2;}public void setCol2(int col2) {this.col2 = col2;}public int getRow3() {return row3;}public void setRow3(int row3) {this.row3 = row3;}public int getCol3() {return col3;}public void setCol3(int col3) {this.col3 = col3;}@Overridepublic String toString() {return "State{" +"row0=" + row0 +", col0=" + col0 +", row1=" + row1 +", col1=" + col1 +", row2=" + row2 +", col2=" + col2 +", row3=" + row3 +", col3=" + col3 +'}';}}//编写左移方法public void moveLeft(){for (Cell cell : cells) {cell.left();}}//编写右移方法public void moveRight(){for (Cell cell : cells) {cell.right();}}//编写下落方法public void softDrop(){for (Cell cell : cells) {cell.drop();}}//编写随机生成四方格的方法public static Tetromino randomOne(){int num = (int)(Math.random() * 7);Tetromino tetromino = null;switch (num){case 0:tetromino = new I();break;case 1:tetromino = new J();break;case 2:tetromino = new L();break;case 3:tetromino = new O();break;case 4:tetromino = new S();break;case 5:tetromino = new T();break;case 6:tetromino = new Z();break;}return tetromino;}
}
10. Z.java
Z.java:
package demo1;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);//共计有两种旋转状态states = new State[2];states[0] = new State(0, 0, -1, -1, -1, 0, 0, 1);states[1] = new State(0, 0, -1, 1, 0, 1, 1, 0);}
}
总结
↑:改变方位
←:向左移动
→:向右移动
↓:快速向下移动
空格:直接移动到最下面
P:暂停
C:开始