贪吃蛇
一、创建新项目
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)
二、游戏界面
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();
}
}
三、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);
}
}
四、游戏启动
设置游戏速度
游戏界面
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。
小方块类:Cell
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
I:
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);
}
}
俄罗斯方块游戏主类:Tetris
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();
}
}
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。
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。