Java实现俄罗斯方块小游戏。(附完整源代码)

Java实现俄罗斯方块小游戏。(附完整源代码)大家好,我是百思不得小赵。创作时间:2022年5月12日博客主页:🔍点此进入博客主页——新时代的农民工🙊——换一种思维逻辑去看待这个世界👀今天是加入CSDN的第1167天。觉得有帮助麻烦👏点赞、🍀评论、❤️收藏目录一、游戏背景二、功能实现三、效果展示四、总结一、游戏背景二、功能实现三、效果展示四、总结Github链接地址:点击获取完整源代码,下载到本地即可运行…

大家好,我是百思不得小赵。

创作时间:2022 年 5 月 12 日
博客主页: 🔍点此进入博客主页
—— 新时代的农民工 🙊
—— 换一种思维逻辑去看待这个世界 👀
今天是加入CSDN的第1167天。觉得有帮助麻烦👏点赞、🍀评论、❤️收藏


目录

一、游戏背景

二、功能实现

三、效果展示


Java实现俄罗斯方块小游戏。(附完整源代码)

一、游戏背景

俄罗斯方块是俄罗斯人发明的。这人叫阿列克谢·帕基特诺夫(Алексей Пажитнов 英文:Alexey Pazhitnov)。俄罗斯方块原名是俄语Тетрис(英语是Tetris),这个名字来源于希腊语tetra,意思是“四”,而游戏的作者最喜欢网球(tennis)。于是,他把两个词tetra和tennis合而为一,命名为Tetris,这也就是俄罗斯方块名字的由来。

规则说明:

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。

二、功能实现

开发工具:idea、jdk8

技术汇总:Java基础知识、数组、面向对象、多线程、IO流、Swing。

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。

小方块类:Cell

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

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

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);
    }

}
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);
    }
}
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);
    }
}
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];
    }
}
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);
    }
}
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);
    }
}
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);
    }
}

俄罗斯方块游戏主类:Tetris

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();
    }
}

三、效果展示

游戏开始,方快下落,右边区域展示即将下落的方块图、分数、消除的行数以及游戏切换的状态。

Java实现俄罗斯方块小游戏。(附完整源代码)

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)

Java实现俄罗斯方块小游戏。(附完整源代码)

 按下C键游戏继续。

Java实现俄罗斯方块小游戏。(附完整源代码)

 按下S键,游戏重新开始。

Java实现俄罗斯方块小游戏。(附完整源代码)

 方块占满,游戏结束,此时可以按下S键重新开始游戏。

Java实现俄罗斯方块小游戏。(附完整源代码)

本次游戏中所使用的素材文件以及所有的源代码文件都已经同步到Github,小伙伴们点击下方链接直接获取。

Github链接地址:点击获取完整源代码,下载到本地即可运行Java实现俄罗斯方块小游戏。(附完整源代码)https://github.com/xiaoZ-zhao/Tetris

Gitee地址:Tetris: 【开箱即用】使用Java实现俄罗斯方块,开发工具idea – Gitee.comJava实现俄罗斯方块小游戏。(附完整源代码)https://gitee.com/xiaoZcode/Tetris/tree/master

Java实现俄罗斯方块小游戏。(附完整源代码)

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