开发工具:idea、jdk8
技术汇总:Java基础知识、数组、面向对象、多线程、IO流、Swing。
整体代码分为三个模块:方格模块,七种图形模块,俄罗斯方块主模块。
小方块类:Cell
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++;
}
}
四方格图形的父类:Tetromino
public class Tetromino {
public Cell[] cells = new Cell[4];
//旋转的状态
protected State[] states;
//声明旋转次数
protected int count = 10000;
//左移方法
public void moveLeft() {
for (Cell cell : cells) {
cell.left();
}
}
//右移方法
public void moveRight() {
for (Cell cell : cells) {
cell.right();
}
}
//单元格下落
public void moveDrop() {
for (Cell cell : cells) {
cell.down();
}
}
//编写随机生成四方格
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;
}
//顺时针旋转的方法
public void rotateRight() {
if (states.length == 0) {
return;
}
//旋转次数+1
count++;
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);
}
//逆时针旋转的方法
public void rotateLeft() {
if (states.length == 0) {
return;
}
//旋转次数+1
count--;
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);
}
//四方格旋转状态的内部类
protected class State {
//存储四方格各元素的位置
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;
}
@Override
public String toString() {
return "State{" +
"row0=" + row0 +
", col0=" + col0 +
", row1=" + row1 +
", col1=" + col1 +
", row2=" + row2 +
", col2=" + col2 +
", row3=" + row3 +
", col3=" + col3 +
'}';
}
}
}
七种图形类:I、J、L、O、S、T、Z
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);
}
}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);
}
}
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);
}
}
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];
}
}
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);
}
}
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);
}
}
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);
}
}
俄罗斯方块游戏主类:Tetris
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();
}
}
三、效果展示
游戏开始,方快下落,右边区域展示即将下落的方块图、分数、消除的行数以及游戏切换的状态。
按下空格键,方块瞬间下落, 按下P键游戏暂停,消除一行分数为1(此处由分数池进行控制)
按下C键游戏继续。
按下S键,游戏重新开始。
方块占满,游戏结束,此时可以按下S键重新开始游戏。