创建一个新的项目,并命名。
创建一个名为images的文件夹用来存放游戏相关图片。
然后再在项目的src文件下创建一个com.xxx.view的包用来存放所有的图形界面类,
创建一个com.xxx.controller的包用来存放启动的入口类(控制类)
- package com.snake.view;
-
- import java.awt.Color;
- import java.awt.EventQueue;
- import java.awt.Font;
- import java.awt.Frame;
- import java.awt.Graphics;
- import java.awt.Image;
- import java.util.ArrayList;
- import java.util.List;
- import java.util.Random;
-
- import javax.swing.ImageIcon;
- import javax.swing.JFrame;
- import javax.swing.JOptionPane;
- import javax.swing.JPanel;
- import javax.swing.Timer;
- import javax.swing.border.EmptyBorder;
-
-
- import java.awt.event.ActionEvent;
- import java.awt.event.ActionListener;
- import java.awt.event.KeyAdapter;
- import java.awt.event.KeyEvent;
-
- public class SnakeJPanel extends JPanel implements ActionListener{
-
- private boolean start;//当前游戏状态
-
- private int speed;//速度
-
- private boolean exist;//当前是否存在食物
-
- private int foodType;//食物种类
-
- private int x;//豆子的横坐标
- private int y;//豆子的纵坐标
-
- private ArrayList<int[]> localList;//蛇
-
-
- public String direction;//方向
-
- private String direction2;//引导方向
-
- public boolean flag;
-
- Random rand = new Random();
-
- private ImageIcon up;
-
- private ImageIcon down;
-
- private ImageIcon right;
-
- private ImageIcon left;
-
- private ImageIcon body;
-
- private ImageIcon food;
-
- private ImageIcon title;
-
- Timer time;
-
- private int score;//当前得分情况
-
- private int num;//吃到的食物个数
-
- // private Image offScreenImage; //图形缓存
-
-
- //图片绘制
- @Override
- public void paint(Graphics g) {
-
- direction = direction2;
-
- g.setColor(Color.WHITE);
- g.fillRect(0, 0, 900, 700);
-
- //绘制游戏框
- //标题框
- // g.drawRect(25, 30, 800, 75);
- title.paintIcon(this, g, 25, 10);
-
- //内容框
- g.setColor(Color.black);
- g.fillRect(25, 75, 850, 600);
-
- //绘制食物的坐标位置
- if(!exist) {//如果当前不存在豆子,随机绘制一个豆子
- if(num % 5 == 0) {
- foodType = 1;
- }else {
- foodType = 0;
- }
- boolean isProduce = true;
- while(isProduce) {
- isProduce = false;
- x = rand.nextInt(33) * 25 + 25;
- y = rand.nextInt(23) * 25 + 75;
- for (int[] arr:localList) {
- if(x == arr[0] && y == arr[1]) {
- isProduce = true;
- break;
- }
- }
-
- }
- System.out.println(x + "---" + y);
- }
-
- if(eat()) {
- exist = false;
- }else {
- exist = true;
- }
-
-
- if(foodType == 0) {
- //绘制食物
- g.setColor(Color.blue);
- // g.fillRect(x, y, 25, 25);
- g.drawImage(food.getImage(),x, y, 25, 25,null);
- }else {
- //绘制食物
- g.setColor(Color.WHITE);
- g.fillRect(x, y, 25, 25);
- // g.drawImage(food.getImage(),x, y, 25, 25,null);
- }
-
-
- //绘制头
- g.setColor(Color.red);
- // g.fillRect(localList.get(0)[0], localList.get(0)[1], 25, 25);
- ImageIcon head = null;
- //判断当前方向
- if(direction.equals("R")) {
- head = right;
- }else if(direction.equals("L")) {
- head = left;
- }else if(direction.equals("U")) {
- head = up;
- }else if(direction.equals("D")) {
- head = down;
- }
- // g.drawImage(head.getImage(), localList.get(0)[0], localList.get(0)[1], 25, 25,null);
- head.paintIcon(this, g,localList.get(0)[0], localList.get(0)[1]);
-
- //绘制身体
- g.setColor(Color.white);
- for (int i = 1; i < localList.size(); i++) {
- // g.fillRect(localList.get(i)[0], localList.get(i)[1], 25, 25);
- // g.drawImage(body.getImage(), localList.get(i)[0], localList.get(i)[1], 25, 25,null);
- body.paintIcon(this, g, localList.get(i)[0], localList.get(i)[1]);
- }
- // g.fillRect(localList.get(1)[0], localList.get(1)[1], 25, 25);
- // g.fillRect(localList.get(2)[0], localList.get(2)[1], 25, 25);
-
-
- //绘制分数和长度
- //长度
- g.setColor(Color.GREEN);
- g.setFont(new Font("宋体", Font.BOLD, 18));
- g.drawString("长度:" + (localList.size() - 1), 25, 30);
-
- //分数
- g.drawString("分数:" + score, 25, 48);
-
- if(!start) {//如果游戏未启动,结束移动和重绘
- g.setColor(Color.white);
- g.setFont(new Font("宋体", Font.BOLD, 30));
- g.drawString("暂停/开始(请按任意键开始,空格键暂停)", 150, 300);
- time.stop();
-
- }else {
- time.start();
- }
-
- // speed();
- //移动后进行下一次绘制
- // move();//移动
- // repaint();//重新绘制
- }
-
- // //解决闪烁问题
- // //如果为JFrame 为重量级 程序不会调用update()方法
- // //如果为Frame 为轻量级 重写update()方法 做双缓冲
- // //如果为JPanel 不会闪烁
- // @Override
- // public void update(Graphics g)
- // {
- // System.out.println("update");
- // if(offScreenImage == null)
- // offScreenImage = this.createImage(900, 700); //新建一个图像缓存空间,这里图像大小为800*600
- // Graphics gImage = offScreenImage.getGraphics(); //把它的画笔拿过来,给gImage保存着
- // paint(gImage); //将要画的东西画到图像缓存空间去
- // g.drawImage(offScreenImage, 0, 0, null); //然后一次性显示出来
- // }
-
-
- @Override
- public void actionPerformed(ActionEvent e) {
- //移动后进行下一次绘制
- move();//移动
- repaint();//重新绘制
-
- }
-
- /**
- * 绘制速度
- */
- // private void speed() {
- // try {//按一定速度进行移动
- // Thread.sleep(speed);//控制移动速度
- // } catch (InterruptedException e) {
- // // TODO 自动生成的 catch 块
- // e.printStackTrace();
- // }
- // }
-
- /**
- * 初始化图片
- */
- private void drawImage() {
- up = new ImageIcon("images/up.png");
- down = new ImageIcon("images/down.png");
- right = new ImageIcon("images/right.png");
- left = new ImageIcon("images/left.png");
- body = new ImageIcon("images/body.png");
- food = new ImageIcon("images/food.png");
- title = new ImageIcon("images/title.jpg");
- }
-
- private boolean eat() {
- if(localList.get(0)[0] == x && localList.get(0)[1] == y) {//如果当前蛇头吃到了豆子
- System.out.println("eat");
- num++;
- if(foodType == 0) {
- score += 10;
- }else {
- score += (rand.nextInt(5) * 10 + 10);
- }
- int last = localList.size() - 1;//蛇尾
- //在蛇尾后面添加一节身体
- localList.add(new int[] {localList.get(last)[0],localList.get(last)[1]});
- return true;
- }
- return false;
- }
-
- //移动方法
- public void move() {
- //判断是否游戏结束
- if(isbody()) {
- System.out.println("game over");
- start = false;//结束游戏移动
- JOptionPane.showMessageDialog(null,"游戏已结束!");
- time.stop();
- init();
- }
-
- if(flag && localList != null) {//如果长度不为空且游戏未结束
- int last = localList.size() - 1;//记录蛇尾
-
- for (int i = last; i > 0; i--) {//从蛇尾开始,每节身体移动到前一节身体的位置上
- localList.set(i,new int[] {localList.get(i - 1)[0],localList.get(i - 1)[1]});
- }
-
- //记录头位置
- int[] local = localList.get(0);
- //判断当前方向,并进行模拟移动,判断是否与边界重合
- if(direction.equals("R")) {
- if(local[0] >= 850) {
- local[0] = 25;
- }else {
- local[0] += 25;
- }
-
- }else if(direction.equals("L")) {
- if(local[0] <= 25) {
- local[0] = 850;
- }else {
- local[0] -= 25;
- }
-
- }else if(direction.equals("U")) {
-
- if(local[1] <= 75) {
- local[1] = 650;
- }else {
- local[1] -= 25;
- }
-
- }else if(direction.equals("D")) {
- if(local[1] >= 650) {
- local[1] = 75;
- }else {
- local[1] += 25;
- }
-
- }
-
- //更改头的位置
- localList.set(0, local);
- }
- }
-
- //判断下一步是否为蛇身
- private boolean isbody() {
- // TODO 自动生成的方法存根
- //记录头位置
- int x = localList.get(0)[0];
- int y = localList.get(0)[1];
-
- //判断当前方向,并进行模拟移动,判断是否与边界重合
- if(direction.equals("R")) {
- x += 25;
- }else if(direction.equals("L")) {
- x -= 25;
- }else if(direction.equals("U")) {
- y -= 25;
- }else if(direction.equals("D")) {
- y += 25;
- }
-
- for (int i = 1; i < localList.size(); i++) {
- if(localList.get(i)[0] == x && localList.get(i)[1] == y) {
- return true;
- }
- }
- return false;
-
- }
-
- // //判断下一步是否为边界
- // private boolean isborder() {
- // // TODO 自动生成的方法存根
- // //记录头位置
- // // TODO 自动生成的方法存根
- // //记录头位置
- // int x = localList.get(0)[0];
- // int y = localList.get(0)[1];
- //
- // //判断当前方向,并进行模拟移动,判断是否与边界重合
- // if(direction.equals("R")) {
- // x += 25;
- // }else if(direction.equals("L")) {
- // x -= 25;
- // }else if(direction.equals("U")) {
- // y -= 25;
- // }else if(direction.equals("D")) {
- // y += 25;
- // }
- //
- // if(x < 25 || x > (33 * 25 + 25)) {
- // return true;//当x坐标超出边界,则返回true
- // }
- // if(y < 105 || y > (23 * 25 + 105)) {
- // return true;//当y坐标超出边界,则返回true
- // }
- // return false;//蛇头移动后未超出边界,返回false
- //
- // }
-
- /**
- * Create the frame.
- */
- public SnakeJPanel(int speed) {
-
- this.speed = speed; //初始化速度
-
- //初始化游戏面板的基本信息
- this.setSize(900, 700);
- this.setLocation(0, 30);
- this.setFocusable(true);
-
- init();//初始化界面
- drawImage();//绘制图片
- moveByKey();//给界面添加一个键盘监听
-
- }
-
- /*
- * 键盘监听
- * 通过键盘输入上下左右来控制当前蛇头移动的方向
- * 先判断当前蛇头方向,再来改变引导方向
- * 当进行绘制时再修改蛇的方向
- * 保证不会因为在短时间内快速变换方向导致蛇头逆向转向
- */
- private void moveByKey() {
- addKeyListener(new KeyAdapter() {
- @Override
- public void keyPressed(KeyEvent e) {
- int key = e.getKeyCode();
- //边界值判断
- switch(key) {
- case 65:
- case 37:{//向左走
- if(!direction.equals("R")) {
- direction2 = "L";
-
- }
- break;
- }
- case 87:
- case 38:{//向上走
- if(!direction.equals("D")) {
- direction2 = "U";
- }
- break;
- }
- case 68:
- case 39:{//向右走
- if(!direction.equals("L")) {
- direction2 = "R";
- }
- break;
- }
- case 83:
- case 40:{//向下走
- if(!direction.equals("U")) {
- direction2 = "D";
- }
- break;
- }
- case KeyEvent.VK_SPACE:{//如果当前键盘输入为空格
- start = !start;//调整游戏状态
- System.out.println("暂停/开始");
- repaint();//重绘
- }
- }
-
- //任意键开始
- if(!start && key != KeyEvent.VK_SPACE) {//如果当前状态为暂停状态,且键盘输入不是空格
- start = true;
- repaint();//重绘
-
- }
- }
- });
- }
-
- /**
- * 初始化游戏基本信息
- */
- private void init() {
- start = false;
-
- exist = true;
-
- direction2 = "U";
-
- flag = true;
-
- localList = new ArrayList<int[]>();
-
- localList.add(0,new int[] {75,125});//蛇头
- localList.add(1,new int[] {75,150});//蛇身1
- localList.add(2,new int[] {75,175});//蛇身2
-
- //创建第一个食物的位置
- //通过循环保证当前生成的食物不在身体所在的坐标上
- boolean isProduce = true;
- while(isProduce) {//循环生成食物坐标
- isProduce = false;//结束本次循环
- x = rand.nextInt(33) * 25 + 25;
- y = rand.nextInt(23) * 25 + 75;
- for (int[] arr:localList) {//循环遍历蛇头及蛇身的坐标
- if(x == arr[0] && y == arr[1]) {//如果食物坐标和蛇的某一节坐标重合
- isProduce = true;//跳转循环状态,继续下一次食物生成
- break;
- }
- }
- //蛇身遍历完成,没有重合坐标,结束食物坐标生成
-
- }
-
- time = new Timer(speed, this);
- setLayout(null);
-
- score = 0;
-
- num = 0;
-
- foodType = 0;
-
- // repaint();
-
- }
-
-
- }
构造启动类
- package com.snake.controller;
-
- import javax.swing.JFrame;
- import javax.swing.JOptionPane;
-
- import com.snake.view.SnakeJPanel;
-
- public class SnakeStart {
- public static void main(String[] args) {
-
- int speed = 0;
- String showInputDialog = null;//初始化时间
- //得到速度
- while(true) {
- showInputDialog = JOptionPane.showInputDialog("蛇移动速度(1 - 5)","3");
-
- if(showInputDialog == null) {
- showInputDialog = "3";//默认速度
- break;
- }
- if(showInputDialog.length() > 1) {
- continue;
- }
- char[] a = showInputDialog.toCharArray();
- if(a[0] >= '1' && a[0] <= '5') {
- break;
- }
- }
-
- speed = Integer.parseInt(showInputDialog) * 50;
-
-
- SnakeJPanel snakeJPanel = new SnakeJPanel(speed);
-
- //创建一个JFrame窗口,将游戏面板添加进行窗口中
- JFrame jFrame = new JFrame();
- //设置窗口的某些属性
- jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
- jFrame.setSize(920, 750);
- jFrame.add(snakeJPanel);
- jFrame.setLocationRelativeTo(null);
- jFrame.setVisible(true);
- }
-
- }
俄罗斯方块
游戏规则:
由小方块组成的不同形状的板块陆续从屏幕上方落下来,玩家通过调整板块的位置和方向,使它们在屏幕底部拼出完整的一条或几条。这些完整的横条会随即消失,给新落下来的板块腾出空间,与此同时,玩家得到分数奖励。没有被消除掉的方块不断堆积起来,一旦堆到屏幕顶端,玩家便告输,游戏结束。
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。
-
- package com.zhao.demo.block;
-
- import java.awt.image.BufferedImage;
- import java.util.Objects;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/7
- * @describe
- * 小方块类
- * 方法: 左移、右移、下落
- */
- 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
- package com.zhao.demo.block;
-
- import com.zhao.demo.shape.*;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe 编写四方格父类
- */
- 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
- package com.zhao.demo.shape;
-
- import com.zhao.demo.App.Tetris;
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe
- */
- 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);
- }
-
- }
J
- package com.zhao.demo.shape;
-
- import com.zhao.demo.App.Tetris;
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe
- */
- 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);
- }
- }
L
-
- package com.zhao.demo.shape;
-
- import com.zhao.demo.App.Tetris;
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe
- */
- 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);
- }
- }
O
-
- package com.zhao.demo.shape;
-
- import com.zhao.demo.App.Tetris;
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe
- */
- 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];
- }
- }
-
S
-
- package com.zhao.demo.shape;
-
- import com.zhao.demo.App.Tetris;
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe
- */
- 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);
- }
- }
T
- package com.zhao.demo.shape;
-
- import com.zhao.demo.App.Tetris;
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe
- */
- 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);
- }
- }
Z
- package com.zhao.demo.shape;
-
- import com.zhao.demo.App.Tetris;
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe
- */
- 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);
- }
- }
- package com.zhao.demo.App;
-
- import com.zhao.demo.block.Cell;
- import com.zhao.demo.block.Tetromino;
-
- 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;
- import java.security.cert.Certificate;
-
- /**
- * @author xiaoZhao
- * @date 2022/5/11
- * @describe 俄罗斯方块游戏主类
- */
- 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();
- }
- }
规则
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。
方块占满,游戏结束,此时可以按下S键重新开始游戏