先创建一个新的Java项目命名为“俄罗斯方块”。再在该项目中创建一个文件夹命名为”images”,并将所需的图片素材拖入该文件夹。
import java.awt.image.BufferedImage;
/**
* 描述:小方块类
* 属性:行,列以及单元格的图片
* 方法: 左移一格,右移一格,下移一格
*/
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;
}
//左移
public void left() {
col--;
}
//右移
public void right() {
col++;
}
//下移
public void soft() {
row++;
}
}
编写四方格父类
/**
* 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
*/
public class Tetromino {
protected Cell[] cells = new Cell[4];
//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 sftDrop() {
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;
}
//编写旋转状态
protected State[] states;
//声明旋转次数
protected int count = 10000;
/**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;
}
}
//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);
}
//顺时针旋转
public void rotateRightAction() {
Tetromino currentOne = null;
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();
}
}
private boolean coincide() {
// TODO Auto-generated method stub
return false;
}
private boolean outOfBounds() {
// TODO Auto-generated method stub
return false;
}
//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;
}
//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;
}
//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;
}
//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;
}
}
//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();
}
}
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();
}
}
}
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);
//两种状态
states = new State[2];
//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);
//4种状态
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);
//4种状态
states = new State[4];
//初始化
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);
//0种状态
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);
//2种状态
states = new State[2];
//初始化相对位置
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);
//4种状态
states = new State[4];
//初始化相对坐标
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);
}
}
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);
//两种状态
states = new State[2];
//初始化相对位置
states[0] = new State(0,0,-1,-1,-1,0,0,1);
states[1] = new State(0,0,-1,1,0,1,1,0);
}
}