(猜)小卡拉米摸了个什么鱼,简单的

1. 基础框架

import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.util.Random;

public class Tetris extends JPanel implements ActionListener {
    private final int BoardWidth = 10;
    private final int BoardHeight = 20;
    private Timer timer;
    private boolean isFallingFinished = false;
    private boolean isStarted = false;
    private boolean isPaused = false;
    private int numLinesRemoved = 0;
    private int score = 0;
    private int curX = BoardWidth / 2; // 假设初始位置在中间
    private int curY = 0;
    private JLabel statusBar;
    private Shape currentPiece;
    private Tetrominoes[][] board;

    public Tetris() {
        setFocusable(true);
        board = new Tetrominoes[BoardHeight][BoardWidth];
        for (int i = 0; i < BoardHeight; i++) {
            for (int j = 0; j < BoardWidth; j++) {
                board[i][j] = Tetrominoes.NoShape;
            }
        }
        statusBar = new JLabel("Score: 0, Lines: 0", SwingConstants.CENTER);
        timer = new Timer(500, this); // 初始时间间隔设为500毫秒
        addKeyListener(new TAdapter());
    }

    public void startGame() {
        isStarted = true;
        isPaused = false;
        timer.start();
        newPiece();
    }

    public void pauseGame() {
        isPaused = !isPaused;
        if (isPaused) {
            timer.stop();
        } else {
            timer.start();
        }
    }

    public void stopGame() {
        isStarted = false;
        isPaused = false;
        timer.stop();
        currentPiece = null;
    }

    public JLabel getStatusBar() {
        return statusBar;
    }

    private void newPiece() {
        Random random = new Random();
        int shapeIndex = random.nextInt(Tetrominoes.values().length - 1); // 排除 NoShape
        currentPiece = new Shape(Tetrominoes.values()[shapeIndex], curX, curY);
    }

    @Override
    public void actionPerformed(ActionEvent e) {
        if (e.getSource() == timer) {
            if (isFallingFinished) {
                isFallingFinished = false;
                placePiece();
            }
            oneLineDown();
        }
    }

    private void oneLineDown() {
        if (currentPiece != null && !isPaused) {
            int newY = currentPiece.getY() + 1;
            if (!tryMove(currentPiece, currentPiece.getX(), newY)) {
                isFallingFinished = true;
                currentPiece = null;
                placePiece();
            }
        }
    }

    private boolean tryMove(Shape piece, int newX, int newY) {
        // 这里需要实现移动逻辑,检查是否越界或碰撞
        return true;
    }

    private void placePiece() {
        // 这里需要实现放置当前方块到游戏板的逻辑
    }

    public static void main(String[] args) {
        SwingUtilities.invokeLater(() -> {
            JFrame frame = new JFrame("Tetris");
            frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            frame.setSize(300, 400);
            frame.add(new Tetris());
            frame.setVisible(true);
        });
    }

    // 内部类和其它方法将在后面提供
}

2. 枚举定义和 Shape 类

public enum Tetrominoes {
    NoShape,
    I, J, L, O, S, T, Z
}

public class Shape {
    private Tetrominoes shape;
    private int x, y;
    private int[][] coordinates;

    public Shape(Tetrominoes shape, int x, int y) {
        this.shape = shape;
        this.x = x;
        this.y = y;
        this.coordinates = getCoordinatesForShape(shape);
    }

    private int[][] getCoordinatesForShape(Tetrominoes shape) {
        // 根据形状返回方块的坐标,这里需要具体实现
        return new int[4][2]; // 假设所有形状都是 4x1 的方块
    }

    public Tetrominoes getShape() {
        return shape;
    }

    public int getX() {
        return x;
    }

    public void setX(int x) {
        this.x = x;
    }

    public int getY() {
        return y;
    }

    public void setY(int y) {
        this.y = y;
    }

    // 旋转逻辑将在后面提供
}

3. Shape 类的旋转逻辑

public class Shape {
    // ... 现有代码 ...

    public void rotate() {
        int[][] newCoordinates = new int[2][4];
        for (int i = 0; i < 4; i++) {
            int x = coordinates[i][1]; // 交换 x 和 y 的值
            int y = coordinates[i][0];
            newCoordinates[1 - x][y] = 1; // 沿对角线翻转
        }
        coordinates = newCoordinates;
    }
    
    // 检查旋转后的形状是否在游戏区域内
    public boolean rotate(Tetrominoes[][] gameBoard, int newX, int newY) {
        int[][] newCoordinates = new int[4][2];
        for (int i = 0; i < 4; i++) {
            int x = -coordinates[i][1]; // 逆时针旋转90度
            int y = coordinates[i][0];
            newCoordinates[y + newX][x + newY] = 1;
        }
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                if (newCoordinates[i][j] == 1 && (newY + i < 0 || newY + i >= BoardHeight || newX + j < 0 || newX + j >= BoardWidth || gameBoard[newY + i][newX + j] != Tetrominoes.NoShape)) {
                    return false;
                }
            }
        }
        // 如果旋转有效,更新坐标
        this.coordinates = newCoordinates;
        this.x = newX;
        this.y = newY;
        return true;
    }
}

4. TAdapter 类键盘监听逻辑

class TAdapter extends KeyAdapter {
    public void keyPressed(KeyEvent e) {
        if (!isStarted || currentPiece == null) {
            return;
        }

        int keycode = e.getKeyCode();

        switch (keycode) {
            case KeyEvent.VK_LEFT:
                if (tryMove(currentPiece, currentPiece.getX() - 1, currentPiece.getY())) {
                    currentPiece.setX(currentPiece.getX() - 1);
                }
                break;
            case KeyEvent.VK_RIGHT:
                if (tryMove(currentPiece, currentPiece.getX() + 1, currentPiece.getY())) {
                    currentPiece.setX(currentPiece.getX() + 1);
                }
                break;
            case KeyEvent.VK_DOWN:
                if (tryMove(currentPiece, currentPiece.getX(), currentPiece.getY() + 1)) {
                    currentPiece.setY(currentPiece.getY() + 1);
                }
                break;
            case KeyEvent.VK_UP:
                if (currentPiece.rotate(board, currentPiece.getX(), currentPiece.getY())) {
                    // 旋转成功
                } else {
                    // 旋转无效,可能需要撤销旋转或处理碰撞
                }
                break;
            case KeyEvent.VK_SPACE:
                dropDown();
                break;
            case KeyEvent.VK_P:
                pauseGame();
                break;
        }
    }
}

5. 移动和放置逻辑

public boolean tryMove(Shape piece, int newX, int newY) {
    for (int i = 0; i < piece.coordinates.length; i++) {
        for (int j = 0; j < piece.coordinates[i].length; j++) {
            if (piece.coordinates[i][j] == 1) {
                int testY = newY + i;
                int testX = newX + j;
                if (testY >= BoardHeight || testX < 0 || testX >= BoardWidth || board[testY][testX] != Tetrominoes.NoShape) {
                    return false;
                }
            }
        }
    }
    piece.setX(newX);
    piece.setY(newY);
    return true;
}

private void dropDown() {
    while (tryMove(currentPiece, currentPiece.getX(), currentPiece.getY() + 1)) {
        currentPiece.setY(currentPiece.getY() + 1);
    }
    isFallingFinished = true;
    placePiece();
}

private void placePiece() {
    for (int i = 0; i < currentPiece.coordinates.length; i++) {
        for (int j = 0; j < currentPiece.coordinates[i].length; j++) {
            if (currentPiece.coordinates[i][j] == 1) {
                board[currentPiece.getY() + i][currentPiece.getX() + j] = currentPiece.getShape();
            }
        }
    }
    removeFullLines();
    currentPiece = newPiece();
}

6. 绘制游戏界面的方法

@Override
protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    // 绘制背景
    g.setColor(Color.BLACK);
    g.fillRect(0, 0, getWidth(), getHeight());

    // 绘制游戏板
    for (int i = 0; i < BoardHeight; i++) {
        for (int j = 0; j < BoardWidth; j++) {
            g.setColor(getDrawColor(board[i][j]));
            g.fillRect(j * 30, i * 30, 30, 30);
        }
    }

    // 绘制当前活动方块
    if (currentPiece != null) {
        drawShape(g, currentPiece);
    }

    // 绘制状态栏
    statusBar.setText("Score: " + score + ", Lines: " + numLinesRemoved);
    statusBar.setBounds(0, getHeight() - 50, getWidth(), 50);
    statusBar.paintImmediately(statusBar.getBounds());
}

private void drawShape(Graphics g, Shape shape) {
    for (int i = 0; i < shape.coordinates.length; i++) {
        for (int j = 0; j < shape.coordinates[i].length; j++) {
            if (shape.coordinates[i][j] == 1) {
                g.setColor(getDrawColor(shape.getShape()));
                g.fillRect((shape.getX() + j) * 30, (shape.getY() + i) * 30, 30, 30);
            }
        }
    }
}

private Color getDrawColor(Tetrominoes shape) {
    switch (shape) {
        case I:
            return Color.CYAN;
        case J:
            return Color.BLUE;
        case L:
            return Color.ORANGE;
        case O:
            return Color.GREEN;
        case S:
            return Color.YELLOW;
        case T:
            return Color.PURPLE;
        case Z:
            return Color.RED;
        default:
            return Color.WHITE;
    }
}

7. 消除行的逻辑

private void removeFullLines() {
    boolean[] linesToRemove = new boolean[BoardHeight];
    for (int y = 0; y < BoardHeight; y++) {
        linesToRemove[y] = true;
        for (int x = 0; x < BoardWidth; x++) {
            if (board[y][x] == Tetrominoes.NoShape) {
                linesToRemove[y] = false;
                break;
            }
        }
    }

    // 记录消除的行数
    int linesCleared = 0;
    for (boolean lineToRemove : linesToRemove) {
        if (lineToRemove) {
            linesCleared++;
            numLinesRemoved++;
            // 清除当前行
            for (int x = 0; x < BoardWidth; x++) {
                board[y][x] = Tetrominoes.NoShape;
            }
            // 将上面的行下移
            while (y > 0) {
                for (int x = 0; x < BoardWidth; x++) {
                    board[y][x] = board[y - 1][x];
                }
                y--;
            }
            // 更新最上面的行为空
            for (int x = 0; x < BoardWidth; x++) {
                board[0][x] = Tetrominoes.NoShape;
            }
            y = BoardHeight - 1; // 重置 y 坐标
        }
    }

    // 更新分数
    updateScore(linesCleared);
}

private void updateScore(int linesCleared) {
    // 简单的计分逻辑,您可以根据需要进行调整
    score = score + (100 * linesCleared) + (10 * (int) Math.pow(1.5, linesCleared - 1));
    statusBar.setText("Score: " + score + ", Lines: " + numLinesRemoved);
}

9.  actionPerformed 方法

@Override
public void actionPerformed(ActionEvent e) {
    if (!isPaused && isStarted) {
        if (isFallingFinished) {
            isFallingFinished = false;
            placePiece();
            if (checkGameOver()) {
                stopGame();
                JOptionPane.showMessageDialog(this, "Game Over! Your score: " + score, "Game Over", JOptionPane.PLAIN_MESSAGE);
            }
        } else {
            oneLineDown();
        }
    }
}

10. 完善 Shape 类的构造器和旋转逻辑

public class Shape {
    // ... 现有代码 ...

    public Shape(Tetrominoes shape, int x, int y) {
        this.shape = shape;
        this.x = x;
        this.y = y;
        this.coordinates = shape.getCoordinates();
    }

    // 旋转形状
    public void rotate() {
        int[][] rotated = new int[2][4];
        for (int i = 0; i < 4; i++) {
            rotated[1 - coordinates[i][0]][coordinates[i][1]] = 1;
        }
        coordinates = rotated;
    }
    
    // ... 其余代码 ...
}

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