俄罗斯方块

一,先插入俄罗斯方块的图片

俄罗斯方块_第1张图片

二,制作身体

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

/**
 * 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;
    }
}

三.把图片插入代码中

1,

俄罗斯方块_第2张图片2,

2,

俄罗斯方块_第3张图片

3,

俄罗斯方块_第4张图片

4,

俄罗斯方块_第5张图片

5,

俄罗斯方块_第6张图片

6,

俄罗斯方块_第7张图片

7,

俄罗斯方块_第8张图片

三.创建游戏

1.

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();
    }
}

俄罗斯方块_第9张图片

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