基于Java的俄罗斯方块

示例截图:

俄罗斯方块是一款极具有挑战性的经典益智游戏,其核心是通过简洁的移动和旋转操作拼接方块以获得高分。本文将以Java为例,讲解如何从零开始实现这款游戏的核心功能。

项目结构

在开始代码细节之前,我们先简要说明项目结构:

  • TetrisGame:主类,负责游戏逻辑的总体控制
  • TetrisBoard:游戏板类,负责存储和操作方块
  • TetrisPiece:方块类,表示和控制各个方块
  • TetrisViewer:视图类,负责图形界面的绘制
初始化界面

首先,我们需要一个主类 TetrisGame 来初始化和运行游戏界面:

java

import javax.swing.JFrame;

public class TetrisGame extends JFrame {
    
    private TetrisBoard board;
    
    public TetrisGame() {
        board = new TetrisBoard();
        add(board);
        setTitle("Tetris Game");
        setSize(300, 600);
        setDefaultCloseOperation(EXIT_ON_CLOSE);
        setLocationRelativeTo(null);
    }

    public static void main(String[] args) {
        TetrisGame game = new TetrisGame();
        game.setVisible(true);
        game.startGame();
    }

    private void startGame() {
        board.start();
    }
}
游戏板

TetrisBoard 类是游戏的核心,负责处理方块的移动、旋转和消行等操作。

java

import javax.swing.JPanel;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

public class TetrisBoard extends JPanel implements ActionListener {
    
    private final int BOARD_WIDTH = 10;
    private final int BOARD_HEIGHT = 20;
    private Timer timer;
    private boolean isFallingFinished = false;
    private TetrisPiece currentPiece;
    private int currentX = 0;
    private int currentY = 0;

    public TetrisBoard() {
        setFocusable(true);
        currentPiece = new TetrisPiece();
        timer = new Timer(400, this);
    }
    
    public void start() {
        currentPiece.newPiece();
        timer.start();
    }

    @Override
    public void actionPerformed(ActionEvent e) {
        if (isFallingFinished) {
            isFallingFinished = false;
            currentPiece.newPiece();
        } else {
            movePieceDown();
        }
        repaint();
    }

    private void movePieceDown() {
        if (!tryMove(currentPiece, currentX, currentY + 1)) {
            pieceDropped();
        }
    }

    private void pieceDropped() {
        currentPiece = new TetrisPiece();
    }

    private boolean tryMove(TetrisPiece newPiece, int newX, int newY) {
        // 省略检查新位置是否有效的代码
        currentPiece = newPiece;
        currentX = newX;
        currentY = newY;
        return true;
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        drawBoard(g);
    }

    private void drawBoard(Graphics g) {
        // 绘制逻辑
    }
}
方块类

TetrisPiece 类表示一个方块及其操作。为了简单起见,我们只定义了几种基本的方块。

java

import java.util.Random;

public class TetrisPiece {
    
    enum Shape {
        NoShape, ZShape, SShape, LineShape, TShape, SquareShape, LShape, MirroredLShape
    }
    
    private Shape pieceShape;
    private int[][] coords;
    private Random random = new Random();
    
    public TetrisPiece() {
        coords = new int[4][2];
        setShape(Shape.NoShape);
    }

    public void newPiece() {
        Shape[] values = Shape.values();
        setShape(values[random.nextInt(values.length)]);
    }
    
    public void setShape(Shape shape) {
        pieceShape = shape;
        // 依据形状设置坐标
    }
    
    public Shape getShape() {
        return pieceShape;
    }
}
控制机制

为了让玩家能控制方块的移动和旋转,我们需要添加键盘事件监听:

java

import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

public class TetrisBoard extends JPanel implements ActionListener {
    // 省略前述内容

    public TetrisBoard() {
        // 省略前述内容
        addKeyListener(new TAdapter());
    }

    private class TAdapter extends KeyAdapter {
        public void keyPressed(KeyEvent e) {
            int keycode = e.getKeyCode();
            switch (keycode) {
                case KeyEvent.VK_LEFT:
                    tryMove(currentPiece, currentX - 1, currentY);
                    break;
                case KeyEvent.VK_RIGHT:
                    tryMove(currentPiece, currentX + 1, currentY);
                    break;
                case KeyEvent.VK_UP:
                    // 旋转方块实现
                    break;
                case KeyEvent.VK_DOWN:
                    movePieceDown();
                    break;
                case KeyEvent.VK_SPACE:
                    // 立即下降实现
                    break;
            }
        }
    }

    // 省略后续内容
}
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