俄罗斯方块一共三个类中间用等号隔开
软件的开发过程
1 明确业务需求
用自然语言,将业务功能描述清楚
...
2 业务分析
找到有哪些业务对象,和图片的分析
tetris(俄罗斯方块)
|-- score 累计分数
|-- lines 销毁的行数
|-- Wall(墙 20行x10列)
|-- 20row(行)
|--10 col cell(列)
|-- tetromino(4格方块,有7种形态)
|-- 4 cell
|--nextOne 下一个准备下落的方块
|-- 4 cell
3 数据模型,一切业务对象转换为数字表示
场地按照行列划分为20x10格子
格子有属性row,col,color
4 类 设计
Tetris
|-- int score
|-- int lines
|-- Cell[20][10] wall
|-- Tetromino tetromino
| |--Cell[4] cells
|-- row
|-- col
|-- color
5 算法设计,就是如何利用数据的计算实现软件的功能
4格方块的初始形态: I S Z J L T O
就在初始数据的数值状态设计
四格方块的下落计算:就是将每个格子的row+1
就是将下落的业务功能,转换为数字计算实现
左右移动
下落流程控制:控制方块下落与墙之间的控制关系
1 合理的文字流程描述
2 分析文字描述中的功能(动作)为方法
3 用流程控制语句连接方法实现功能
4 严格测试结果!TestCase
左右移动流程控制
分数计算
界面的绘制
键盘事件控制
旋转流程控制
加速下降流程控制
开始流程控制(Timer)
暂停流程控制
继续流程控制
结束流程控制
首先是Cell类,最基本的类包含3个私有属性和get,set方法,重写Object类的toString输出方法,并规定格子所具有的3个移动功能
package com.tarena.tetris;
//包:小写英文字母,域名倒写.项目名
/**
* 最小的格子
*/
public class Cell{
private int row;
private int col;
private int color;
public Cell(int row, int col, int color) {
super();
this.row = row;
this.col = col;
this.color = color;
}
public int getCol() {
return col;
}
public void setCol(int col) {
this.col = col;
}
public int getColor() {
return color;
}
public void setColor(int color) {
this.color = color;
}
public int getRow() {
return row;
}
public void setRow(int row) {
this.row = row;
}
public void left(){
col--;
}
public void right(){
col++;
}
public void drop(){
row++;
}
public String toString(){
return row+","+col;
}
}
===============================================================
package com.tarena.tetris;
import java.util.Arrays;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.JPanel;//是能够显示的矩形面板区域
import javax.swing.JFrame;//窗口框
import javax.swing.border.LineBorder;//实现边框
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyListener;
import java.awt.event.KeyEvent;
/*
* 俄罗斯方块类
* 俄罗斯方块 扩展了(extends)系统的显示面板,增加了墙和
* 正在下落的方块
* */
public class Tetris extends JPanel{
public static final int ROWS = 20;
public static final int COLS= 10;
/*代表方块下落着陆的墙*/
private Cell[][] wall = new Cell[ROWS][COLS];
/*是正在下落的方块*/
private Tetromino tetromino;
/*下一个进入的方块*/
private Tetromino nextOne;
private static int score;
private int lines;
Timer timer;
private boolean gameOver = false;
private boolean pause = false;//暂停
private static final int[] SCORE_LEVEL={0,1,4,10,100};
private static final Graphics Graphics = null;
/*销毁(destory)满行*/ // 0 1 2 3 4
/*在Tetris中添加方法,检查游戏是否结束*/
public void rotateRightAction(){
tetromino.rotateRight();
if(outOfBounds()||coincide()){
tetromino.rotateLeft();
}
}
public void rotateLeftAction(){
tetromino.rotateLeft();
if(outOfBounds()||coincide()){
tetromino.rotateRight();
}
}
/*在Tetris中添加方法,检查游戏是否结束*/
private boolean gameOver(){
gameOver = wall[0][4]!=null;
return gameOver;
}
/*在Tetris中添加方法*/
public void hardDropAction(){
while(canDrop()){
tetromino.softDrop();
}
tetrominoLandToWall();
destroy();
if(gameOver()){
gameOverAction();
}
nextTetromino();
}
public void destroy(){
int lines = 0;//统计本次销毁的行数
for(int row = 0 ;row<wall.length;row++){
Cell[] line = wall[row];
if(fullCell(line)){
clearLine(row,wall);
lines++;//每消除一行就累计加1
}
}
score += SCORE_LEVEL[lines];
this.lines +=lines;
}
public static void clearLine(int row,Cell[][] wall ){
for(int i=row;i>1;i--){
System.arraycopy(wall[i-1],0,wall[i],0,wall[i].length);
}
Arrays.fill(wall[0],null);
}
public static boolean fullCell(Cell []line){
for(int col = 0;col<line.length;col++){
if(line[col]==null) {
return false;//找到空格子,这行没有满
}
}
return true;
}
public String toString(){//显示全部的墙
String str = "";
for(int row = 0;row<ROWS;row++){
Cell[] line = wall[row];
for(int col = 0;col<COLS;col++){
Cell cell = line[col];
if(tetromino.contains (row,col)){
str +=row+","+col+" ";
}else{
str = str + cell + " ";
}
}
str +="\n";
}
return str;
}
/*4格方块下降流程
* 方块移动到区域最下方或是着地到其他方块上无法移动时,
* 就会固定到该处,而新的方法快出现在区域上方开始下落。
* 如果能下降就继续下降,
* 否则就着陆到墙上,并且生成(随机)下一个方块
* */
public void softDropAction(){
if(canDrop()){//如果能下降
tetromino.softDrop();//方块继续下降
}else{
tetrominoLandToWall();//着陆到墙上
destroy();//
if(gameOver()){
gameOverAction();
}
nextTetromino();//生产(随机)下一个方块
}
}
private void startGameAction(){
gameOver = false;
pause = false;
score = 0;
lines = 0;
emptyWall();
nextTetromino();
repaint();
timer = new Timer();
timer.schedule(new TimerTask(){
public void run(){
softDropAction();
repaint();
}
}, 500, 500);
}
private void emptyWall() {
for(int row=0;row<ROWS;row++){
Arrays.fill(wall[row],null);
}
}
/*清理游戏结束现场,如:停止定时器等*/
private void gameOverAction() {
timer.cancel();//停止定时器
}
/*检查 方块 是否能够继续下落:到底最低部,或者墙上
* 的下方有方块,返回false不能下降,返回true可以下降
* */
public boolean canDrop(){
//检查到底部
Cell[] cells = tetromino.getCells();
for(Cell cell:cells){
if(cell.getRow()==ROWS-1){
return false;
}
}
//检查墙上下方是否有方块
for(Cell cell:cells){
int row = cell.getRow();
int col = cell.getCol();
Cell block = wall[row+1][col];
if(block!=null){
return false;
}
}
return true;
}
/*方块“着陆”到墙上,
* 取出每个小cell
* 找到cell的行号row和列号col
* 将cell放置到wall[row][col]位置上
* */
public void tetrominoLandToWall(){
Cell[] cells = tetromino.getCells();
for(Cell cell:cells){
int row = cell.getRow();
int col = cell.getCol();
wall[row][col] = cell;
}
}
/*生产(随机)下一个方块
* 1 下一个变为当前的
* 2 随机产生下一个
* */
public void nextTetromino(){
if(nextOne==null){//第一次nextOne是null时候先生产一个
nextOne = Tetromino.randomTetromino();
}
tetromino = nextOne;//下一个变为当前的
nextOne = Tetromino.randomTetromino();//随机产生下一个
if(tetromino==null){//处理第一次使用时候下一个是null
tetromino=Tetromino.randomTetromino();
}
}
/*以格子为单位左右移动方块
* 1)如果遇到左右边界就不能移动了
* 2)如果与墙上的格子相撞就不能移动了
* 变通为:
* 1)先将方块左移动,
* 2)检查(移动结果是否出界),或者(重合)
* 3)如果检查失败,就右移的回来
*
* */
public void moveLeftAction(){
tetromino.moveLeft();
if(outOfBounds() || coincide()){
tetromino.moveRight();
}
}
private boolean outOfBounds() {
Cell[] cells = tetromino.getCells();
for (int i = 0; i < cells.length; i++) {
Cell cell = cells[i];
int row = cell.getRow();
int col = cell.getCol();
if(row == ROWS||col<0||col>=COLS){
return true;
}
}
return false;
}
private boolean coincide() {
Cell[] cells = tetromino.getCells();
for (int i = 0; i < cells.length; i++) {
Cell cell = cells[i];
int row = cell.getRow();
int col = cell.getCol();
if(row >0&&row<ROWS&&col<COLS&&col>0
&&wall[row][col]!=null){
return true;//重合
}
}
return false;
}
public void moveRightAction(){
tetromino.moveRight();
if(outOfBounds() || coincide()){
tetromino.moveLeft();
}
}
public static final int CELL_SIZE = 25;
/*在Tetris.java中添加main方法 作为软件的启动方法*/
public static void main(String []args){
JFrame frame = new JFrame("俄罗斯方块");
int wigth =(COLS+8)*CELL_SIZE +100;
int height =ROWS*CELL_SIZE +100;
frame.setSize(wigth,height);
frame.setLocationRelativeTo(null);//居中
frame.setDefaultCloseOperation(
JFrame.EXIT_ON_CLOSE);//设置关闭窗口就关闭软件
frame.setLayout(null);//取消默认布局,取消自动充满
Tetris panel = new Tetris();
panel.setLocation(45,25);
panel.setSize((COLS+8)*CELL_SIZE,ROWS*CELL_SIZE);
panel.setBorder(new LineBorder(Color.black));
frame.add(panel);//窗口中添加面板
frame.setVisible(true);//显示窗口时候调用paint()
panel.action();
}
/*动作方法,这里是让软件开始动作,*/
public void action(){
//wall[18][2] = new Cell(18,2,0xff0000);
startGameAction();
//重绘方法->尽快调用paint()
//startGameAction();
//this 是当前Tetris面板
this.requestFocus();//为当前面板请求获得输入焦点
//this对象就获得了输入焦点,以后任何的
//键盘输入(包括左右方向键)目标就是这个面板对象了!
//addKeyLIstener添加键盘监听,监听那些按键输入了
this.addKeyListener(new KeyAdapter(){
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();//key按键
if(gameOver){
if(key==KeyEvent.VK_S){
startGameAction();//启动游戏开始流程
}
return;
}
if(pause){
if(key==KeyEvent.VK_C){
continueAction();
}return;
}
//System.out.println("Type:"+e.getKeyCode());
switch(key){
case KeyEvent.VK_RIGHT :moveRightAction();break;
case KeyEvent.VK_LEFT :moveLeftAction();break;
case KeyEvent.VK_DOWN :softDropAction();break;
case KeyEvent.VK_UP :rotateRightAction();break;
case KeyEvent.VK_SPACE :hardDropAction();break;
case KeyEvent.VK_P :pasueAction();break;
}
//按键->方块移动方法->改变方块数据->repaint()
//->尽快调用paint()->利用新数据绘制
repaint();
}
private void continueAction() {
pause = false;
timer = new Timer();
timer.schedule(new TimerTask(){
public void run(){
softDropAction();
repaint();
}
}, 500, 500);
}
private void pasueAction() {
pause = true;
timer.cancel();
}
});
}
//JPanel 类利用paint(涂画)方法绘制界面
//子类重写paint方法可以修改绘图逻辑
public static final int BORDER_COLOR = 0x667799;
public static final int BG_COLOR = 0xC3D5EA;
public static final int FONT_COLOR = 0;
public void paint(Graphics g) {
//g 代表绑定在当前面板上的画笔
//利用画笔在当前 面板上 绘制了一串字符!
paintBackground(g);//填充背景
paintWall(g);//绘制墙
paintTetromino(g);//绘制当前方块
paintNextOne(g);//绘制下一个方块
paintScore(g);//绘制分数
paintTetrisBorder(g);//绘制边线
}
private void paintScore(Graphics g) {
int x = 12 * CELL_SIZE;
int y = 5 * CELL_SIZE;
Font font = new Font(getFont().getName(),Font.BOLD,25);
String str = "分数: "+score;
g.setColor(new Color(FONT_COLOR));
g.setFont(font);
g.drawString(str, x, y);
y+=2*CELL_SIZE;
str = "行数: "+lines;
g.drawString(str, x, y);
if(gameOver){
str = "(T_T)![s]再来!";
y+=2*CELL_SIZE;
g.drawString(str, x, y);
}
if(pause){
str = "[c]继续!";
y+=2*CELL_SIZE;
g.drawString(str, x, y);
}else{
str = "[p]暂停!";
y+=2*CELL_SIZE;
g.drawString(str, x, y);
}
}
private void paintNextOne(Graphics g) {
if(nextOne==null)//如果没有4格方块就返回,不绘制
return;
for (Cell cell : nextOne.getCells()) {
int row = cell.getRow()+1;
int col = cell.getCol()+9;
int x = col*CELL_SIZE;
int y = row*CELL_SIZE;
g.setColor(new Color(cell.getColor()));
g.fillRect(x, y, CELL_SIZE, CELL_SIZE);
g.setColor(new Color(BORDER_COLOR));
g.drawRect(x, y, CELL_SIZE, CELL_SIZE);
}
}
private void paintTetromino(Graphics g) {
if(tetromino==null)//如果没有4格方块就返回,不绘制
return;
for (Cell cell : tetromino.getCells()) {
int row = cell.getRow();
int col = cell.getCol();
int x = col*CELL_SIZE;
int y = row*CELL_SIZE;
g.setColor(new Color(cell.getColor()));
g.fillRect(x, y, CELL_SIZE, CELL_SIZE);
g.setColor(new Color(BORDER_COLOR));
g.drawRect(x, y, CELL_SIZE, CELL_SIZE);
}
}
private void paintWall(Graphics g) {
for (int row = 0; row <ROWS; row++) {
for (int col = 0; col < COLS; col++) {
Cell cell = wall[row][col];
int x = col*CELL_SIZE;
int y = row*CELL_SIZE;
if(cell == null){
//g.setColor(new Color(BORDER_COLOR));
// g.drawRect(x, y,
// CELL_SIZE, CELL_SIZE);
}else{
g.setColor(new Color(cell.getColor()));
g.fillRect(x, y,
CELL_SIZE, CELL_SIZE);
g.setColor(new Color(BORDER_COLOR));
g.drawRect(col*CELL_SIZE, row*CELL_SIZE,
CELL_SIZE, CELL_SIZE);
}
}
}
}
private void paintBackground(Graphics g) {
g.setColor(new Color(BG_COLOR));
g.fillRect(0, 0, getWidth(), getHeight());
}
private void paintTetrisBorder(Graphics g) {
g.setColor(new Color(BORDER_COLOR));
g.drawRect(0, 0, CELL_SIZE*COLS, CELL_SIZE*ROWS-1);
g.drawRect(CELL_SIZE*COLS,0,
CELL_SIZE*8-1, CELL_SIZE*ROWS-1);
}
}
===============================================================
package com.tarena.tetris;
import java.util.Arrays;
import java.util.Random;
/*
* 四格方块类,有7种子类:I T S Z J L O
* */
public abstract class Tetromino {
public static final int I_COLOR =0xff6600;
public static final int T_COLOR =0xffff00;
public static final int S_COLOR =0x66ccff;
public static final int Z_COLOR =0x00ff00;
public static final int J_COLOR =0x0000ff;
public static final int L_COLOR =0xcc00ff;
public static final int O_COLOR =0xff0000;
protected Cell[] cells = new Cell[4];
/*四格方块的下落,是四个格子一起下落*/
public void softDrop(){
for(int i = 0;i<cells.length;i++){
cells[i].drop();
}
}
/*向左移动一步*/
public void moveLeft(){
for(int i = 0;i<cells.length;i++){
Cell cell = cells[i];//引用赋值
cell.left();
}
}
public void moveRight(){
//增强for循环,是传统数组迭代的“简化版本”,
//也称为foreach循环(foreach迭代)(java 5以后)
for(Cell cell:cells){//底层实现就是经典迭代
cell.right();
}
}
public Cell[] getCells() {
return cells;
}
protected Offset[] states;//旋转的状态
protected class Offset{
int row0,col0;
int row1,col1;
int row2,col2;
int row3,col3;
public Offset(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;
}
}
private int index = 10000-1;
/*向右转*/
public void rotateRight(){
index++;
Offset offset = states[index%states.length];
Cell axis = cells[0];//找到轴(axis)的位置
cells[0].setRow(offset.row0+axis.getRow());
cells[0].setCol(offset.col0+axis.getCol());
cells[1].setRow(offset.row1+axis.getRow());
cells[1].setCol(offset.col1+axis.getCol());
cells[2].setRow(offset.row2+axis.getRow());
cells[2].setCol(offset.col2+axis.getCol());
cells[3].setRow(offset.row3+axis.getRow());
cells[3].setCol(offset.col3+axis.getCol());
}
public void rotateLeft(){
index--;
Offset offset = states[index%states.length];
Cell axis = cells[0];//找到轴(axis)的位置
cells[0].setRow(offset.row0+axis.getRow());
cells[0].setCol(offset.col0+axis.getCol());
cells[1].setRow(offset.row1+axis.getRow());
cells[1].setCol(offset.col1+axis.getCol());
cells[2].setRow(offset.row2+axis.getRow());
cells[2].setCol(offset.col2+axis.getCol());
cells[3].setRow(offset.row3+axis.getRow());
cells[3].setCol(offset.col3+axis.getCol());
}
/*随机生成一个具体方法*/
public static Tetromino randomTetromino() {
Random random = new Random();
int type = random.nextInt(7);//0~6
switch(type){
case 0:return new I();
case 1:return new T();
case 2:return new S();
case 3:return new J();
case 4:return new Z();
case 5:return new L();
case 6:return new O();
}
return null;
}
public String toString(){
return Arrays.toString(cells);
}
public boolean contains(int row, int col) {
for(int i =0;i<cells.length;i++){
Cell cell = cells[i];
if(cell.getRow()==row && cell.getCol()==col){
return true;
}
}
return false;
}
}
class I extends Tetromino{
public I(){
cells[0] = new Cell(0,4,I_COLOR);
cells[1] = new Cell(0,3,I_COLOR);
cells[2] = new Cell(0,5,I_COLOR);
cells[3] = new Cell(0,6,I_COLOR);
states = new Offset[]{
new Offset(0,0,-1,0,1,0,2,0),
new Offset(0,0,0,-1,0,1,0,2),
};
}
}
class T extends Tetromino{
public T(){
cells[0] = new Cell(0,4,T_COLOR);
cells[1] = new Cell(0,3,T_COLOR);
cells[2] = new Cell(0,5,T_COLOR);
cells[3] = new Cell(1,4,T_COLOR);
states = new Offset[]{
new Offset(0,0,1,0,-1,0,0,1),
new Offset(0,0,0,-1,0,1,1,0),
new Offset(0,0,1,0,-1,0,0,-1),
new Offset(0,0,0,1,0,-1,-1,0),
};
}
}
class S extends Tetromino{
public S(){
cells[0] = new Cell(0,4,S_COLOR);
cells[1] = new Cell(0,5,S_COLOR);
cells[2] = new Cell(1,3,S_COLOR);
cells[3] = new Cell(1,4,S_COLOR);
states = new Offset[]{
new Offset(0,0,-1,0,1,1,0,1),
new Offset(0,0,0,1,1,-1,1,0),
};
}
}
class Z extends Tetromino{
public Z(){
cells[0] = new Cell(0,4,Z_COLOR);
cells[1] = new Cell(0,3,Z_COLOR);
cells[2] = new Cell(1,4,Z_COLOR);
cells[3] = new Cell(1,5,Z_COLOR);
states = new Offset[]{
new Offset(0,0,-1,1,0,1,1,0),
new Offset(0,0,-1,-1,-1,0,0,1),
};
}
}
class J extends Tetromino{
public J(){
cells[0] = new Cell(0,4,J_COLOR);
cells[1] = new Cell(0,3,J_COLOR);
cells[2] = new Cell(0,5,J_COLOR);
cells[3] = new Cell(1,5,J_COLOR);
states = new Offset[]{
new Offset(0,0,-1,0,1,0,1,-1),
new Offset(0,0,0,1,0,-1,-1,-1),
new Offset(0,0,1,0,-1,0,-1,1),
new Offset(0,0,0,-1,0,1,1,1),
};
}
}
class L extends Tetromino{
public L(){
cells[0] = new Cell(0,4,L_COLOR);
cells[1] = new Cell(0,3,L_COLOR);
cells[2] = new Cell(0,5,L_COLOR);
cells[3] = new Cell(1,3,L_COLOR);
states = new Offset[]{
new Offset(0,0,-1,0,1,0,-1,-1),
new Offset(0,0,0,1,0,-1,-1,1),
new Offset(0,0,1,0,-1,0,1,1),
new Offset(0,0,0,-1,0,1,1,-1),
};
}
}
class O extends Tetromino{
public O(){
cells[0] = new Cell(0,4,O_COLOR);
cells[1] = new Cell(0,5,O_COLOR);
cells[2] = new Cell(1,4,O_COLOR);
cells[3] = new Cell(1,5,O_COLOR);
states = new Offset[]{
new Offset(0,0,0,1,1,0,1,1),
new Offset(0,0,0,1,1,0,1,1),
};
}
}