Java实现俄罗斯方块

规则

1.方块会从上方缓慢下落,玩家可以通过键盘上的上下左右键来控制方块。
2.方块移到区域最下方或是着地到其他方块上无法移动时,就会固定在该处,而新的方块出现在区域上方开始落下。
3.当区域中某一列横向格子全部由方块填满,则该列会消失并成为玩家的得分。同时删除的列数越多,得分指数上升。
4.当固定的方块堆到区域最上方而无法消除层数时或者大于游戏区域时,则游戏结束。

代码目录 

实现代码

 

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;


//俄罗斯方块主类
public class Tetris extends JPanel {
    static int ROW = 18;
    static int COL = 9;
    //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[ROW][COL];
    //声明单元格像素为48像素
    private static final int CELL_SIZE = 48;
    //游戏分数池
    int[] scores_pool = {0, 1, 2, 5, 10};
    //游戏总分
    private int totalScore = 0;
    //游戏消除总行数
    private int totalLine = 0;
    //游戏的状态:游戏中,游戏暂停,游戏结束
    private static final int PLAYING = 0;
    private static final int PAUSE = 1;
    private static final int GAMEOVER = 2;
    //声明变量来存放当前游戏状态
    private int game_state;
    //数组显示当前游戏状态
    String[] show_state = {"P[暂停]","C[继续]","R[重开]"};


    //静态载入图片
    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();
        }
    }

    @Override
    public 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);
    }
    //start 方法,用于调用游戏操作逻辑并监听键盘和描述游戏主要逻辑
    public void start() {
        game_state = PLAYING;
        KeyListener listener = new KeyAdapter() {
            @Override
            public 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(); //左移一格
                        break;
                    case KeyEvent.VK_RIGHT: //→
                        moveRightAction(); //右移一格
                        break;
                    case KeyEvent.VK_UP://↑
                        rotateRightAction();//顺时针旋转
                        break;
                    case KeyEvent.VK_SPACE://空格
                        handDropAction();//瞬间下落
                        break;
                    case KeyEvent.VK_P: //p
                        //判断游戏是否在运行,没有才能暂停
                        if (game_state == PLAYING) {
                            game_state = PAUSE;
                        }
                        break;
                    case KeyEvent.VK_C:
                        //游戏暂停后,才能继续
                        if (game_state == PAUSE) {
                            game_state = PLAYING;
                        }
                        break;
                    case KeyEvent.VK_R:
                        //重新开始游戏,把游戏状态变为正在游戏
                        game_state = PLAYING;
                        //界面清空
                        wall = new Cell[ROW][COL];
                        currentOne = Tetromino.randomOne();
                        nextOne = Tetromino.randomOne();
                        //数据清空
                        totalLine = 0;
                        totalScore = 0;
                        break;

                }
            }
        };
        //把俄罗斯方块窗口设置为焦点
        this.addKeyListener(listener);
        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(700);
                } 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();
                    }
                }
            }
            //重新绘制
            repaint();
        }
    }
    //顺时针旋转
    public void rotateRightAction() {
        currentOne.rotateRight();
        //判断是否越界或者重合,否则恢复原来的状态
        if (outOfBounds() || coincide()) {
            currentOne.rotateLeft();
        }
    }
    //瞬间下落
    public void handDropAction() {
        while (canDrop()) {
            currentOne.softDrop();
        }
        //把四方格嵌入墙中
        landToWall();
        //判断能否销行
        destroyLine();
        //判断游戏是否结束
        if (isGameOver()) {
            game_state = GAMEOVER;
        } else {
            //继续生成四方格
            currentOne = nextOne;
            nextOne = Tetromino.randomOne();
        }
    }
    //按键一次四方格下落一个
    public void sortDropAction() {
        //判断能否下落
        if (canDrop()) {
            //当前四方格下落一格
            currentOne.softDrop();
        } else {
            //把四方格嵌入墙中
            landToWall();
            //判断能否销行
            destroyLine();
            //判断游戏是否结束
            if (isGameOver()) {
                game_state = GAMEOVER;
            } else {
                //继续生成四方格
                currentOne = nextOne;
                nextOne = Tetromino.randomOne();
            }
        }
    }
    //把四方格嵌入墙中
    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 canDrop() {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            int col = cell.getCol();
            //判断能否全部到达底部
            if (row == wall.length - 1) {
                return false;
            } else if(wall[row + 1][col] != null) { //判断该位置是否有方块
                return false;
            }
        }
        return true;
    }
    //创建销行方法
    public void  destroyLine() {
        //统计当前形参行数
        int line = 0;
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            //判断当前行是否满
            if (isFullLine(row)) {
                line++;
                //将消除行以上的方块下落到对应行数
                for (int i = row; i > 0; i--) {
                    System.arraycopy(wall[i - 1],0,wall[i],0,wall[0].length);
                }
                //重新创造第一行
                wall[0] = new Cell[9];
            }
        }
        //更新分数
        totalScore += scores_pool[line];
        //更新消除行数
        totalLine += line;
    }
    //判断当前行是否满,满返回true,没有满返回false
    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,结束返回true,继续返回false
    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;
    }
    //按键←触发左移
    public void moveLeftAction() {
        currentOne.moveLeft();
        //判断是否越界或者重合,如果是则右移恢复原来的状态,不是则左移
        if (outOfBounds() || coincide()) {
            currentOne.moveRight();
        }
    }
    //按键→触发右移
    public void moveRightAction() {
        currentOne.moveRight();
        //判断是否越界或者重合,如果是则左移恢复原来的状态,不是则右移
        if (outOfBounds() || coincide()) {
            currentOne.moveLeft();
        }
    }
    //判断方块是否重合,重合返回true,没有返回false
    public boolean coincide() {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int col = cell.getCol();
            int row = cell.getRow();
            if (wall[row][col] != null) {
                return true;
            }
        }
        return false;
    }
    //判断方块是否出界,出界返回true,没有则返回false
    public boolean outOfBounds() {
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int col = cell.getCol();
            int row = cell.getRow();
            if (col < 0 || col > COL - 1 || row < 0 || row > ROW - 1) {
                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,40));
        g.drawString("得分:" + totalScore,500,248);
        g.drawString("行数:"+ totalLine,500,440);
    }
    //绘制下一个下落的四方格
    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,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格,如果无则绘制矩形,否则将小方块嵌到墙中
                if (cell == null) {
                    g.drawRect(x,y,CELL_SIZE,CELL_SIZE);
                } else {
                    g.drawImage(cell.getImage(),x,y,null);
                }
            }
        }
    }

    public static void main(String[] args) {
        //创建窗口对象
        JFrame frame = new JFrame("俄罗斯方块");
        //创建游戏窗口(即面板)
        Tetris panel = new Tetris();
        //把面板嵌入到窗口中
        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中止
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        //游戏逻辑封装在方法中
        panel.start();
    }
}

/**
 * 描述: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,下移一格,变形(等会写)
 */

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1
        count++;
        //获取当前状态
        State s = states[count % states.length];
        Cell cell = cells[0];
        int row = cell.getRow();
        int col = cell.getCol();
        //变形
        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);
    }
    //逆时针旋转四方格方法
    public void rotateLeft() {
        //旋转次数加1
        count--;
        //获取当前状态
        State s = states[count % states.length];
        Cell cell = cells[0];
        int row = cell.getRow();
        int col = cell.getCol();
        //变形
        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);
    }

    /**描述:四方格旋转状态的内部类
     * 属性:记录四方格的相对位置
     */
    class State {
        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 getRow1() {
            return row1;
        }

        public void setRow1(int row1) {
            this.row1 = row1;
        }

        public int getRow2() {
            return row2;
        }

        public void setRow2(int row2) {
            this.row2 = row2;
        }

        public int getRow3() {
            return row3;
        }

        public void setRow3(int row3) {
            this.row3 = row3;
        }

        public int getCol0() {
            return col0;
        }

        public void setCol0(int col0) {
            this.col0 = col0;
        }

        public int getCol1() {
            return col1;
        }

        public void setCol1(int col1) {
            this.col1 = col1;
        }

        public int getCol2() {
            return col2;
        }

        public void setCol2(int col2) {
            this.col2 = col2;
        }

        public int getCol3() {
            return col3;
        }

        public void setCol3(int col3) {
            this.col3 = col3;
        }
    }

    //左移
    public void moveLeft() {
        for (Cell cell : cells) {
            cell.left();
        }
    }
    //右移
    public void moveRight() {
        for (Cell cell : cells) {
            cell.right();
        }
    }
    //下移
    public void softDrop() {
        for (Cell cell : cells) {
            cell.drop();
        }
    }

    //随机生成四方格
    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;
    }
}

游戏界面

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