一 、心得
二、遊戲例項
三、程式碼
一、心得
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連結: 密碼:9ujo
二、遊戲例項
遊戲截圖
目錄結構
三、程式碼
1、主介面 Tetris.java
package com.hsj.tetris; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.util.Arrays; import java.util.Timer; import java.util.TimerTask; import javax.imageio.ImageIO; import javax.swing.JFrame; import javax.swing.JPanel; /** * 俄羅斯方塊遊戲皮膚 * */ public class Tetris extends JPanel { /** 正在下落方塊 */ private Tetromino tetromino; /** 下一個下落方塊 */ private Tetromino nextOne; /** 行數 */ public static final int ROWS = 20; /** 列數 */ public static final int COLS = 10; /** 牆 */ private Cell[][] wall = new Cell[ROWS][COLS]; /** 消掉的行數 */ private int lines; /** 分數 */ private int score; public static final int CELL_SIZE = 26; private static Image background;//背景圖片 public static Image I; public static Image J; public static Image L; public static Image S; public static Image Z; public static Image O; public static Image T; static{//載入靜態資源的,載入圖片 //建議將圖片放到 Tetris.java 同包中! //從包中載入圖片物件,使用Swing API實現 // Toolkit toolkit = Toolkit.getDefaultToolkit(); // background = toolkit.getImage( // Tetris.class.getResource("tetris.png")); // T = toolkit.getImage(Tetris.class.getResource("T.png")); // S = toolkit.getImage(Tetris.class.getResource("S.png")); // Z = toolkit.getImage(Tetris.class.getResource("Z.png")); // L = toolkit.getImage(Tetris.class.getResource("L.png")); // J = toolkit.getImage(Tetris.class.getResource("J.png")); // I = toolkit.getImage(Tetris.class.getResource("I.png")); // O = toolkit.getImage(Tetris.class.getResource("O.png")); //import javax.imageio.ImageIO; try{ background = ImageIO.read( Tetris.class.getResource("tetris.png")); T=ImageIO.read(Tetris.class.getResource("T.png")); I=ImageIO.read(Tetris.class.getResource("I.png")); S=ImageIO.read(Tetris.class.getResource("S.png")); Z=ImageIO.read(Tetris.class.getResource("Z.png")); L=ImageIO.read(Tetris.class.getResource("L.png")); J=ImageIO.read(Tetris.class.getResource("J.png")); O=ImageIO.read(Tetris.class.getResource("O.png")); }catch(Exception e){ e.printStackTrace(); } } public void action(){ //tetromino = Tetromino.randomTetromino(); //nextOne = Tetromino.randomTetromino(); //wall[19][2] = new Cell(19,2,Tetris.T); startAction(); repaint(); KeyAdapter l = new KeyAdapter() { public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if(key == KeyEvent.VK_Q){ System.exit(0);//退出當前的Java程式 } if(gameOver){ if(key==KeyEvent.VK_S){ startAction(); } return; } //如果暫停並且按鍵是[C]就繼續動作 if(pause){//pause = false if(key==KeyEvent.VK_C){ continueAction(); } return; } //否則處理其它按鍵 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_Z: rotateLeftAction() ; break; case KeyEvent.VK_SPACE: hardDropAction() ; break; case KeyEvent.VK_P: pauseAction() ; break; } repaint(); } }; this.requestFocus(); this.addKeyListener(l); } public void paint(Graphics g){ g.drawImage(background, 0, 0, null);//使用this 作為觀察者 g.translate(15, 15);//平移繪圖座標系 paintTetromino(g);//繪製正在下落的方塊 paintWall(g);//畫牆 paintNextOne(g); paintScore(g); } public static final int FONT_COLOR = 0x667799; public static final int FONT_SIZE = 0x20; private void paintScore(Graphics g) { Font f = getFont();//獲取當前的 皮膚預設字型 Font font = new Font( f.getName(), Font.BOLD, FONT_SIZE); int x = 290; int y = 162; g.setColor(new Color(FONT_COLOR)); g.setFont(font); String str = "SCORE:"+this.score; g.drawString(str, x, y); y+=56; str = "LINES:"+this.lines; g.drawString(str, x, y); y+=56; str = "[P]Pause"; if(pause){str = "[C]Continue";} if(gameOver){ str = "[S]Start!";} g.drawString(str, x, y); } private void paintNextOne(Graphics g) { Cell[] cells = nextOne.getCells(); for(int i=0; i<cells.length; i++){ Cell c = cells[i]; int x = (c.getCol()+10) * CELL_SIZE-1; int y = (c.getRow()+1) * CELL_SIZE-1; g.drawImage(c.getImage(), x, y, null); } } private void paintTetromino(Graphics g) { Cell[] cells = tetromino.getCells(); for(int i=0; i<cells.length; i++){ Cell c = cells[i]; int x = c.getCol() * CELL_SIZE-1; int y = c.getRow() * CELL_SIZE-1; //g.setColor(new Color(c.getColor())); //g.fillRect(x, y, CELL_SIZE, CELL_SIZE); g.drawImage(c.getImage(), x, y, null); } } //在 Tetris 類 中新增 方法 paintWall private void paintWall(Graphics g){ for(int row=0; row<wall.length; row++){ //迭代每一行, i = 0 1 2 ... 19 Cell[] line = wall[row]; //line.length = 10 for(int col=0; col<line.length; col++){ Cell cell = line[col]; int x = col*CELL_SIZE; int y = row*CELL_SIZE; if(cell==null){ //g.setColor(new Color(0)); //畫方形 //g.drawRect(x, y, CELL_SIZE, CELL_SIZE); }else{ g.drawImage(cell.getImage(), x-1, y-1, null); } } } } /** * 在 Tetris(俄羅斯方塊) 類中增加方法 * 這個方法的功能是:軟下落的動作 控制流程 * 完成功能:如果能夠下落就下落,否則就著陸到牆上, * 而新的方塊出現並開始落下。 */ public void softDropAction(){ if(tetrominoCanDrop()){ tetromino.softDrop(); }else{ tetrominoLandToWall(); destroyLines();//破壞滿的行 checkGameOver(); tetromino = nextOne; nextOne = Tetromino.randomTetromino(); } } /** 銷燬已經滿的行,並且計分 * 1)迭代每一行 * 2)如果(檢查)某行滿是格子了 就銷燬這行 **/ public void destroyLines(){ int lines = 0; for(int row = 0; row<wall.length; row++){ if(fullCells(row)){ deleteRow(row); lines++; } } // lines = ? this.lines += lines;//0 1 2 3 4 this.score += SCORE_TABLE[lines]; } private static final int[] SCORE_TABLE={0,1,10,30,200}; // 0 1 2 3 4 public boolean fullCells(int row){ Cell[] line = wall[row]; for(int i=0; i<line.length; i++){ if(line[i]==null){//如果有空格式就不是滿行 return false; } } return true; } public void deleteRow(int row){ for(int i=row; i>=1; i--){ //複製 [i-1] -> [i] System.arraycopy(wall[i-1], 0, wall[i], 0, COLS); } Arrays.fill(wall[0], null); } /** 檢查當前的4格方塊能否繼續下落 */ public boolean tetrominoCanDrop(){ 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-1){return false;}//到底就不能下降了 } for(int i = 0; i<cells.length; i++){ Cell cell = cells[i]; int row = cell.getRow(); int col = cell.getCol(); if(wall[row+1][col] != null){ return false;//下方牆上有方塊就不能下降了 } } return true; } /** 4格方塊著陸到牆上 */ public void tetrominoLandToWall(){ Cell[] cells = tetromino.getCells(); for(int i=0; i<cells.length; i++){ Cell cell = cells[i]; int row = cell.getRow(); int col = cell.getCol(); wall[row][col] = cell; } } public void moveRightAction(){ tetromino.moveRight(); if(outOfBound() || coincide()){ tetromino.moveLeft(); } } public void moveLeftAction(){ tetromino.moveLeft(); if(outOfBound() || coincide()){ tetromino.moveRight(); } } /** ... */ private boolean outOfBound(){ Cell[] cells = tetromino.getCells(); for(int i=0; i<cells.length; i++){ Cell cell = cells[i]; int col = cell.getCol(); if(col<0 || col>=COLS){ return true;//出界了 } } return false; } private boolean coincide(){ Cell[] cells = tetromino.getCells(); //for each 迴圈、迭代,簡化了"陣列迭代書寫" for(Cell cell: cells){//Java 5 以後提供增強版for迴圈 int row = cell.getRow(); int col = cell.getCol(); if(row<0 || row>=ROWS || col<0 || col>=COLS || wall[row][col]!=null){ return true; //牆上有格子物件,發生重合 } } return false; } /** 向右旋轉動作 */ public void rotateRightAction(){ //旋轉之前 //System.out.println(tetromino); tetromino.rotateRight(); //System.out.println(tetromino); //旋轉之後 if(outOfBound() || coincide()){ tetromino.rotateLeft(); } } /** Tetris 類中新增的方法 */ public void rotateLeftAction(){ tetromino.rotateLeft(); if(outOfBound() || coincide()){ tetromino.rotateRight(); } } public void hardDropAction(){ while(tetrominoCanDrop()){ tetromino.softDrop(); } tetrominoLandToWall(); destroyLines(); checkGameOver(); tetromino = nextOne; nextOne = Tetromino.randomTetromino(); } private boolean pause; private boolean gameOver; private Timer timer; /** Tetris 類中新增的方法, 用於啟動遊戲 */ public void startAction(){ clearWall(); tetromino = Tetromino.randomTetromino(); nextOne = Tetromino.randomTetromino(); lines = 0; score = 0; pause=false; gameOver=false; timer = new Timer(); timer.schedule(new TimerTask(){ public void run() { softDropAction(); repaint(); } }, 700, 700); } private void clearWall(){ //將牆的每一行的每個格子清理為null for(int row=0; row<ROWS; row++){ Arrays.fill(wall[row], null); } } /** 在Tetris 類中新增方法 */ public void pauseAction(){ timer.cancel(); //停止定時器 pause = true; repaint(); } public void continueAction(){ timer = new Timer(); timer.schedule(new TimerTask() { public void run() { softDropAction(); repaint(); } }, 700, 700); pause = false; repaint(); } /** 在 Tetris 類中新增 方法 */ public void checkGameOver(){ if(wall[0][4]==null){ return; } gameOver = true; timer.cancel(); repaint(); } public static void main(String[] args) { JFrame frame = new JFrame(); Tetris tetris = new Tetris(); frame.add(tetris); frame.setSize(525, 550); frame.setUndecorated(false);//true去掉視窗框! frame.setTitle("俄羅斯方塊"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Location 位置 RelativeTo相對於 frame.setLocationRelativeTo(null);//使當前視窗居中 frame.setVisible(true); tetris.action(); } }
二、Cell.java
package com.fry.tetris; import java.awt.Image; /** * 格子 * 每一個小格子,就有所在的行 列 和圖片 */ public class Cell { private int row; private int col; //private int color; private Image image;//格子的貼圖 public Cell() { } public Cell(int row, int col, Image image) { super(); 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 Image getImage() { return image; } public void setImage(Image image) { this.image = image; } public void moveRight(){ col++; //System.out.println("Cell moveRight()" + col); } public void moveLeft(){ col--; } public void moveDown(){ row++; } @Override public String toString() { return "["+row+","+col+"]"; } }
三、功能實現 Tetromino.java
package com.fry.tetris; import java.util.Arrays; import java.util.Random; /** * 4格方塊 */ public class Tetromino { protected Cell[] cells = new Cell[4]; /** 儲存旋轉的相對於軸位置狀態 */ protected State[] states; /** 隨機生成 4格方塊, 使用簡單工廠方法模式! * randomTetromino 隨機生成一個四格方塊 * 這個方面的返回值是多型的! * */ public static Tetromino randomTetromino(){ Random r = new Random(); int type = r.nextInt(7); switch(type){ case 0: return new T(); case 1: return new I(); case 2: return new J(); case 3: return new L(); case 4: return new O(); case 5: return new S(); case 6: return new Z(); } return null; } public Cell[] getCells() { return cells; } /** 下落 */ public void softDrop(){ for(int i=0; i<cells.length; i++){ cells[i].moveDown(); } } public void moveRight(){ //System.out.println("moveRight()"); for(int i=0; i<cells.length; i++){ this.cells[i].moveRight(); } } public void moveLeft(){ for(int i=0; i<cells.length; i++){ cells[i].moveLeft(); } } private int index = 100000; /** 在 Tetromino 上新增方法 */ public void rotateRight() { index++;//index = 10001 // index % states.length = 10001 % 4 = 1 State s = states[index%states.length];//s1 // [0] + s1 = [1] Cell o = cells[0];//獲取當前的軸 //軸與相對位置的和作為旋轉以後的格子位置 cells[1].setRow(o.getRow()+s.row1); cells[1].setCol(o.getCol()+s.col1); cells[2].setRow(o.getRow()+s.row2); cells[2].setCol(o.getCol()+s.col2); cells[3].setRow(o.getRow()+s.row3); cells[3].setCol(o.getCol()+s.col3); } /** 在 Tetromino 上新增方法 */ public void rotateLeft() { index--;//index = 10001 // index % states.length = 10001 % 4 = 1 State s = states[index%states.length];//s1 // [0] + s1 = [1] Cell o = cells[0];//獲取當前的軸 cells[1].setRow(o.getRow()+s.row1); cells[1].setCol(o.getCol()+s.col1); cells[2].setRow(o.getRow()+s.row2); cells[2].setCol(o.getCol()+s.col2); cells[3].setRow(o.getRow()+s.row3); cells[3].setCol(o.getCol()+s.col3); } @Override public String toString() { return Arrays.toString(cells); } /** Tetromino 類中新增的 內部類 用於記錄旋轉狀態 */ protected class State{ int row0,col0,row1,col1,row2,col2,row3,col3; 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; } } }//Tetromino 類的結束 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[]{ new State(0,0, 0,-1, 0,1, 1, 0), new State(0,0, -1,0, 1,0, 0,-1), new State(0,0, 0,1, 0,-1, -1,0), new State(0,0, 1,0, -1,0, 0,1)}; } } 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); states = new State[]{ new State(0,0, 0,1, 0,-1, 0,-2), new State(0,0, -1,0, 1,0,2,0)}; } } 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[]{ new State(0,0, 0,-1, 0,1, 1,-1 ), new State(0,0, -1,0, 1,0, -1,-1), new State(0,0, 0,1, 0,-1, -1,1), new State(0,0, 1,0, -1,0, 1,1)}; } } 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[]{ new State(0,0, 0,-1, 0,1, 1,1), new State(0,0, -1,0, 1,0, 1,-1), new State(0,0, 0,1, 0,-1, -1,-1), new State(0,0, 1,0, -1,0, -1,1 )}; } } 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); states = new State[]{ new State(0,0, 0,1, 1,-1, 1,0 ), new State(0,0, -1,0, 1,1, 0,1 )}; } } 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); states = new State[]{ new State(0,0, -1,-1, -1,0, 0,1 ), new State(0,0, -1,1, 0,1, 1,0 )}; } } 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); states = new State[]{ new State(0,0, 0,1, 1,0, 1,1 ), new State(0,0, 0,1, 1,0, 1,1 )}; } }