java--俄罗斯方块

一、先看一下游戏运行时的画面

java--俄罗斯方块_第1张图片

java--俄罗斯方块_第2张图片

二、代码部分

1. Cell.java

Cell.java:

package demo1;
 
import java.awt.image.BufferedImage;
import java.util.Objects;
 
/*
编写小方块类
    属性:行、列、每个小方格的图片
    方法:左移一格、右移一格、下落一格
编写小方格实体类
 */
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;
    }
 
    @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 == null || getClass() != o.getClass()) return false;
        Cell cell = (Cell) o;
        return row == cell.row &&
                col == cell.col &&
                Objects.equals(image, cell.image);
    }
 
    @Override
    public int hashCode() {
        return Objects.hash(row, col, image);
    }
    //编写左移一格方法
    public void left(){
        col--;
    }
    //编写右移一格方法
    public void right(){
        col++;
    }
    //编写下落一格方法
    public void drop(){
        row++;
    }
}
 
2. I.java

I.java:

package demo1;
 
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);
 
        //共计有两种旋转状态
        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);
    }
}
 
3. J.java

J.java:

package demo1;
 
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);
 
        //共计有四种旋转状态
        states = new State[4];
        //初始化四种状态的相对坐标
        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);
    }
}
 
4. L.java

L.java:

package demo1;
 
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);
 
        //共计有四种旋转状态
        states = new State[4];
        //初始化四种状态的相对坐标
        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);
    }
}
 
5. O.java

O.java:

package demo1;
 
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);
 
        //共计有零种旋转状态
        states = new State[0];
    }
}
 
6. S.java

S.java:

package demo1;
 
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);
 
        //共计有两种旋转状态
        states = new State[2];
        //初始化两种状态相对坐标
        states[0] = new State(0, 0, 0, 1, 1, -1, 1, 0);
        states[1] = new State(0, 0, 1, 0, -1, -1, 0, -1);
    }
}
 
7. T.java

T.java:

package demo1;
 
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;
 
//编写俄罗斯方块主类
public class Tetris extends JPanel {
    //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[18][9];
    //声明单元格的值为48像素
    private static final int CELL_SIZE = 40;
 
    //声明游戏分数池
    int[] scores_pool = {0,1,2,5,10};
    //声明当前获得游戏的分数
    private int totalScore = 0;
    //当前已消除的行数
    private int totalLine = 0;
 
    //声明游戏的三种状态,分别是:游戏中、暂停、游戏结束
    public static final int PLAYING = 0;
    public static final int PAUSE = 1;
    public static final int GAMEOVER = 2;
    //声明变量存放当前游戏状态的值
    private int game_state;
    //声明一个数组,用来显示游戏状态
    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 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);
        //绘制下一个将要下落的四方格
        paintNextOne(g);
        //绘制游戏得分
        paintScore(g);
        //绘制游戏当前状态
        paintState(g);
    }
 
    public void start(){
        game_state = PLAYING;
        KeyListener l = 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
                        break;
                    case KeyEvent.VK_RIGHT:
                        moveRightAction(); //右移
                        break;
                    case KeyEvent.VK_UP:
                        rotateRightAction(); //顺时针旋转
                        break;
                    case KeyEvent.VK_SPACE:
                        handDropAction(); //瞬间下落
                        break;
                    case KeyEvent.VK_P:
                        //判断当前游戏的状态
                        if(game_state == PLAYING){
                            game_state = PAUSE;
                        }
                        break;
                    case KeyEvent.VK_C:
                        //判断游戏状态
                        if(game_state == PAUSE){
                            game_state = PLAYING;
                        }
                        break;
                    case KeyEvent.VK_S:
                        //表示游戏重新开始
                        game_state = PLAYING;
                        wall = new Cell[18][9];
                        currentOne = Tetromino.randomOne();
                        nextOne = Tetromino.randomOne();
                        totalScore = 0;
                        totalLine = 0;
                        break;
                }
            }
        };
 
        //将俄罗斯方块窗口设置为焦点
        this.addKeyListener(l);
        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(500);
                } 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();
                    }
                }
            }
            repaint();
        }
    }
 
    //创建顺时针旋转
    public void rotateRightAction(){
        currentOne.rotateRight();
        //判断是否越界或者是否重合
        if(outOfBounds() || coincide()){
            currentOne.rotateLeft();
        }
    }
 
    //瞬间下落
    public void handDropAction(){
        while(true){
            //判断四方格能否下落
            if(canDrop()){
                currentOne.softDrop();
            }else{
                break;
            }
        }
        //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{
            //游戏没有结束,继续生成新的四方格
            currentOne = nextOne;
            nextOne = Tetromino.randomOne();
        }
    }
 
    //按键一次四方格下落一格
    public void sortDropAction(){
        //判断能否下落
        if(canDrop()){
            //当前四方格下落一格
            currentOne.softDrop();
        }else{
            //将四方格嵌入到墙中
            landToWall();
            //判断能否消行
            destroyLine();
            //判断游戏是否结束
            if(isGameOver()){
                game_state = GAMEOVER;
            }else{
                //当游戏没有结束时,则继续生成新的四方格
                currentOne = nextOne;
                nextOne = Tetromino.randomOne();
            }
        }
    }
 
    //四方格嵌入到墙中
    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();
            //判断是否到达底部
            if(row == wall.length - 1){
                return false;
            }else if(wall[row + 1][col] != null){ //判断是否有方块
                return false;
            }
        }
        return true;
    }
 
    //创建消行方法
    public void destroyLine(){
        //声明变量,统计当前消除的行数
        int line = 0;
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            //判断当前行是否已满
            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];
            }
        }
 
        //在分数池中获取分数,累加到总分数中
        totalScore += scores_pool[line];
        //统计消除总行数
        totalLine += line;
    }
 
    //判断当前行是否已满
    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;
    }
 
    //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,30));
        g.drawString("SCORES: " + totalScore, 500, 248);
        g.drawString("LINES: " + totalLine, 500, 430);
    }
 
    //绘制下一个将要下落的四方格
    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, CELL_SIZE, CELL_SIZE, 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块,如果没有则绘制矩形,否则将小方块嵌入到墙中
                if(cell == null){
                    g.drawRect(x, y, CELL_SIZE, CELL_SIZE);
                }else{
                    g.drawImage(cell.getImage(), x, y, CELL_SIZE, CELL_SIZE,null);
                }
            }
        }
    }
 
    //判断游戏是否出界
    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;
    }
    //判断方块是否重合
    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;
    }
    //按键一次四方格左移一次
    public void moveLeftAction(){
        currentOne.moveLeft();
        //判断是否越界或者四方格是否重合
        if(outOfBounds() || coincide()){
            currentOne.moveRight();
        }
    }
    //按键一次四方格右移一次
    public void moveRightAction(){
        currentOne.moveRight();
        //判断是否越界
        if(outOfBounds() || coincide()){
            currentOne.moveLeft();
        }
    }
    public static void main(String[] args) {
        //创建一个窗口对象
        JFrame frame = new JFrame("俄罗斯方块");
        //创建游戏界面,也就是面板
        Tetris panel = new Tetris();
        //将面板嵌入到窗口中
        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终止
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
 
        //游戏主要逻辑封装在方法中
        panel.start();
    }
}
 
8. Tetris.java

Tetris.java:

package demo1;
 
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;
 
//编写俄罗斯方块主类
public class Tetris extends JPanel {
    //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[18][9];
    //声明单元格的值为48像素
    private static final int CELL_SIZE = 40;
 
    //声明游戏分数池
    int[] scores_pool = {0,1,2,5,10};
    //声明当前获得游戏的分数
    private int totalScore = 0;
    //当前已消除的行数
    private int totalLine = 0;
 
    //声明游戏的三种状态,分别是:游戏中、暂停、游戏结束
    public static final int PLAYING = 0;
    public static final int PAUSE = 1;
    public static final int GAMEOVER = 2;
    //声明变量存放当前游戏状态的值
    private int game_state;
    //声明一个数组,用来显示游戏状态
    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 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);
        //绘制下一个将要下落的四方格
        paintNextOne(g);
        //绘制游戏得分
        paintScore(g);
        //绘制游戏当前状态
        paintState(g);
    }
 
    public void start(){
        game_state = PLAYING;
        KeyListener l = 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
                        break;
                    case KeyEvent.VK_RIGHT:
                        moveRightAction(); //右移
                        break;
                    case KeyEvent.VK_UP:
                        rotateRightAction(); //顺时针旋转
                        break;
                    case KeyEvent.VK_SPACE:
                        handDropAction(); //瞬间下落
                        break;
                    case KeyEvent.VK_P:
                        //判断当前游戏的状态
                        if(game_state == PLAYING){
                            game_state = PAUSE;
                        }
                        break;
                    case KeyEvent.VK_C:
                        //判断游戏状态
                        if(game_state == PAUSE){
                            game_state = PLAYING;
                        }
                        break;
                    case KeyEvent.VK_S:
                        //表示游戏重新开始
                        game_state = PLAYING;
                        wall = new Cell[18][9];
                        currentOne = Tetromino.randomOne();
                        nextOne = Tetromino.randomOne();
                        totalScore = 0;
                        totalLine = 0;
                        break;
                }
            }
        };
 
        //将俄罗斯方块窗口设置为焦点
        this.addKeyListener(l);
        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(500);
                } 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();
                    }
                }
            }
            repaint();
        }
    }
 
    //创建顺时针旋转
    public void rotateRightAction(){
        currentOne.rotateRight();
        //判断是否越界或者是否重合
        if(outOfBounds() || coincide()){
            currentOne.rotateLeft();
        }
    }
 
    //瞬间下落
    public void handDropAction(){
        while(true){
            //判断四方格能否下落
            if(canDrop()){
                currentOne.softDrop();
            }else{
                break;
            }
        }
        //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{
            //游戏没有结束,继续生成新的四方格
            currentOne = nextOne;
            nextOne = Tetromino.randomOne();
        }
    }
 
    //按键一次四方格下落一格
    public void sortDropAction(){
        //判断能否下落
        if(canDrop()){
            //当前四方格下落一格
            currentOne.softDrop();
        }else{
            //将四方格嵌入到墙中
            landToWall();
            //判断能否消行
            destroyLine();
            //判断游戏是否结束
            if(isGameOver()){
                game_state = GAMEOVER;
            }else{
                //当游戏没有结束时,则继续生成新的四方格
                currentOne = nextOne;
                nextOne = Tetromino.randomOne();
            }
        }
    }
 
    //四方格嵌入到墙中
    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();
            //判断是否到达底部
            if(row == wall.length - 1){
                return false;
            }else if(wall[row + 1][col] != null){ //判断是否有方块
                return false;
            }
        }
        return true;
    }
 
    //创建消行方法
    public void destroyLine(){
        //声明变量,统计当前消除的行数
        int line = 0;
        Cell[] cells = currentOne.cells;
        for (Cell cell : cells) {
            int row = cell.getRow();
            //判断当前行是否已满
            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];
            }
        }
 
        //在分数池中获取分数,累加到总分数中
        totalScore += scores_pool[line];
        //统计消除总行数
        totalLine += line;
    }
 
    //判断当前行是否已满
    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;
    }
 
    //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,30));
        g.drawString("SCORES: " + totalScore, 500, 248);
        g.drawString("LINES: " + totalLine, 500, 430);
    }
 
    //绘制下一个将要下落的四方格
    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, CELL_SIZE, CELL_SIZE, 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块,如果没有则绘制矩形,否则将小方块嵌入到墙中
                if(cell == null){
                    g.drawRect(x, y, CELL_SIZE, CELL_SIZE);
                }else{
                    g.drawImage(cell.getImage(), x, y, CELL_SIZE, CELL_SIZE,null);
                }
            }
        }
    }
 
    //判断游戏是否出界
    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;
    }
    //判断方块是否重合
    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;
    }
    //按键一次四方格左移一次
    public void moveLeftAction(){
        currentOne.moveLeft();
        //判断是否越界或者四方格是否重合
        if(outOfBounds() || coincide()){
            currentOne.moveRight();
        }
    }
    //按键一次四方格右移一次
    public void moveRightAction(){
        currentOne.moveRight();
        //判断是否越界
        if(outOfBounds() || coincide()){
            currentOne.moveLeft();
        }
    }
    public static void main(String[] args) {
        //创建一个窗口对象
        JFrame frame = new JFrame("俄罗斯方块");
        //创建游戏界面,也就是面板
        Tetris panel = new Tetris();
        //将面板嵌入到窗口中
        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终止
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
 
        //游戏主要逻辑封装在方法中
        panel.start();
    }
}
 
9. Tetromino.java

Tetromino.java:

package demo1;
 
/*
编写四方格父类
    属性:Cell数组用于创建4个小方块
    方法:左移一格、右移一格、下落一格、变形(暂时不考虑)
 */
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++;
        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);
    }
 
    //编写逆时针旋转四方格方法
    public void rotateLeft(){
        //旋转次数减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);
    }
 
    //编写四方格旋转状态的内部类
    class State{
        //编写属性:存储四方格各元素的相对位置
        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 +
                    '}';
        }
    }
 
    //编写左移方法
    public void moveLeft(){
        for (Cell cell : cells) {
            cell.left();
        }
    }
    //编写右移方法
    public void moveRight(){
        for (Cell cell : cells) {
            cell.right();
        }
    }
    //编写下落方法
    public void softDrop(){
        for (Cell cell : cells) {
            cell.drop();
        }
    }
 
    //编写随机生成四方格的方法
    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;
    }
}
 
10. Z.java

Z.java:

package demo1;
 
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);
 
        //共计有两种旋转状态
        states = new State[2];
        states[0] = new State(0, 0, -1, -1, -1, 0, 0, 1);
        states[1] = new State(0, 0, -1, 1, 0, 1, 1, 0);
    }
}
 

总结

↑:改变方位
←:向左移动
→:向右移动
↓:快速向下移动
空格:直接移动到最下面
P:暂停
C:开始

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