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A simple Tetris clone written in Java
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// Tetris.java
//
// Written in 2013 by Johannes Holzfuß <[email protected]>
//
// To the extent possible under law, the author(s) have dedicated all copyright
// and related and neighboring rights to this software to the public domain
// worldwide. This software is distributed without any warranty.
//
// You should have received a copy of the CC0 Public Domain Dedication along
// with this software. If not, see
// <http://creativecommons.org/publicdomain/zero/1.0/>.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.Collections;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Tetris extends JPanel {
private static final long serialVersionUID = -8715353373678321308L;
private final Point[][][] Tetraminos = {
// I-Piece
{
{ new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(3, 1) },
{ new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(1, 3) },
{ new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(3, 1) },
{ new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(1, 3) }
},
// J-Piece
{
{ new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(2, 0) },
{ new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(2, 2) },
{ new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(0, 2) },
{ new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(0, 0) }
},
// L-Piece
{
{ new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(2, 2) },
{ new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(0, 2) },
{ new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(0, 0) },
{ new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(2, 0) }
},
// O-Piece
{
{ new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) },
{ new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) },
{ new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) },
{ new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) }
},
// S-Piece
{
{ new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1) },
{ new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) },
{ new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1) },
{ new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) }
},
// T-Piece
{
{ new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(2, 1) },
{ new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) },
{ new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(1, 2) },
{ new Point(1, 0), new Point(1, 1), new Point(2, 1), new Point(1, 2) }
},
// Z-Piece
{
{ new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(2, 1) },
{ new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(0, 2) },
{ new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(2, 1) },
{ new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(0, 2) }
}
};
private final Color[] tetraminoColors = {
Color.cyan, Color.blue, Color.orange, Color.yellow, Color.green, Color.pink, Color.red
};
private Point pieceOrigin;
private int currentPiece;
private int rotation;
private ArrayList<Integer> nextPieces = new ArrayList<Integer>();
private long score;
private Color[][] well;
// Creates a border around the well and initializes the dropping piece
private void init() {
well = new Color[12][24];
for (int i = 0; i < 12; i++) {
for (int j = 0; j < 23; j++) {
if (i == 0 || i == 11 || j == 22) {
well[i][j] = Color.GRAY;
} else {
well[i][j] = Color.BLACK;
}
}
}
newPiece();
}
// Put a new, random piece into the dropping position
public void newPiece() {
pieceOrigin = new Point(5, 2);
rotation = 0;
if (nextPieces.isEmpty()) {
Collections.addAll(nextPieces, 0, 1, 2, 3, 4, 5, 6);
Collections.shuffle(nextPieces);
}
currentPiece = nextPieces.get(0);
nextPieces.remove(0);
}
// Collision test for the dropping piece
private boolean collidesAt(int x, int y, int rotation) {
for (Point p : Tetraminos[currentPiece][rotation]) {
if (well[p.x + x][p.y + y] != Color.BLACK) {
return true;
}
}
return false;
}
// Rotate the piece clockwise or counterclockwise
public void rotate(int i) {
int newRotation = (rotation + i) % 4;
if (newRotation < 0) {
newRotation = 3;
}
if (!collidesAt(pieceOrigin.x, pieceOrigin.y, newRotation)) {
rotation = newRotation;
}
repaint();
}
// Move the piece left or right
public void move(int i) {
if (!collidesAt(pieceOrigin.x + i, pieceOrigin.y, rotation)) {
pieceOrigin.x += i;
}
repaint();
}
// Drops the piece one line or fixes it to the well if it can't drop
public void dropDown() {
if (!collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) {
pieceOrigin.y += 1;
} else {
fixToWell();
}
repaint();
}
// Make the dropping piece part of the well, so it is available for
// collision detection.
public void fixToWell() {
for (Point p : Tetraminos[currentPiece][rotation]) {
well[pieceOrigin.x + p.x][pieceOrigin.y + p.y] = tetraminoColors[currentPiece];
}
clearRows();
newPiece();
}
public void deleteRow(int row) {
for (int j = row-1; j > 0; j--) {
for (int i = 1; i < 11; i++) {
well[i][j+1] = well[i][j];
}
}
}
// Clear completed rows from the field and award score according to
// the number of simultaneously cleared rows.
public void clearRows() {
boolean gap;
int numClears = 0;
for (int j = 21; j > 0; j--) {
gap = false;
for (int i = 1; i < 11; i++) {
if (well[i][j] == Color.BLACK) {
gap = true;
break;
}
}
if (!gap) {
deleteRow(j);
j += 1;
numClears += 1;
}
}
switch (numClears) {
case 1:
score += 100;
break;
case 2:
score += 300;
break;
case 3:
score += 500;
break;
case 4:
score += 800;
break;
}
}
// Draw the falling piece
private void drawPiece(Graphics g) {
g.setColor(tetraminoColors[currentPiece]);
for (Point p : Tetraminos[currentPiece][rotation]) {
g.fillRect((p.x + pieceOrigin.x) * 26,
(p.y + pieceOrigin.y) * 26,
25, 25);
}
}
@Override
public void paintComponent(Graphics g)
{
// Paint the well
g.fillRect(0, 0, 26*12, 26*23);
for (int i = 0; i < 12; i++) {
for (int j = 0; j < 23; j++) {
g.setColor(well[i][j]);
g.fillRect(26*i, 26*j, 25, 25);
}
}
// Display the score
g.setColor(Color.WHITE);
g.drawString("" + score, 19*12, 25);
// Draw the currently falling piece
drawPiece(g);
}
public static void main(String[] args) {
JFrame f = new JFrame("Tetris");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setSize(12*26+10, 26*23+25);
f.setVisible(true);
final Tetris game = new Tetris();
game.init();
f.add(game);
// Keyboard controls
f.addKeyListener(new KeyListener() {
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
game.rotate(-1);
break;
case KeyEvent.VK_DOWN:
game.rotate(+1);
break;
case KeyEvent.VK_LEFT:
game.move(-1);
break;
case KeyEvent.VK_RIGHT:
game.move(+1);
break;
case KeyEvent.VK_SPACE:
game.dropDown();
game.score += 1;
break;
}
}
public void keyReleased(KeyEvent e) {
}
});
// Make the falling piece drop every second
new Thread() {
@Override public void run() {
while (true) {
try {
Thread.sleep(1000);
game.dropDown();
} catch ( InterruptedException e ) {}
}
}
}.start();
}
}
@Siddharth-Bit
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Thanks

@OfficalOffical
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@MShel
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MShel commented Aug 14, 2020

I've actually hacked up similar thing just without swing it runs directly in Terminal https://github.com/MShel/term_tetris

@Marius-cpu
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Hello! I was wondering if I could compile the game and make it downloadable on my website? I will give you credits and also I can add music to the game so it feels even more like Tetris.

@DataWraith
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Author

Oh wow, I completely forgot I had this gist.

I've gone ahead and changed the license to CC0. That makes it clear that you can do whatever you want with the code.

@Russell-Nesbitt
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Russell-Nesbitt commented Jan 20, 2022

Hello, I'm a Computer Science Junior at the University of Maryland. As part of the final project of a course regarding Github use, I was required to find an open-source project and make changes to it. I chose to modify your Tetris program for this requirement. In my public Fork, I have implemented several new abilities, mostly inspired by the additional functions provided in the online Tetris version found at Tetris.com/play-tetris. These include the ability to "store" blocks in order to selectively replace the currently dropping block, a scaling difficulty system in which blocks drop faster based on the player's current score at increments of 1000 points, the ability to make a "hard drop" which instantly drops the current block to the bottom of the screen in exchange for bonus points, and a (partially implemented) game over/new game screen. Minor changes include a rescaled UI with level, score, and stored piece information displayed in black space above the board, changing the J-piece's starting rotation so that it begins in contact with the top of the board, de-threading the game-step system in main(), switching the colors of the J and L pieces, and changing keybinds to match those in the online version. Furthermore, I have added several methods that provide basic functions, including dropping a selected piece, returning the character representation of a piece (J, L, T, Z, S, I, O), and the implementation for the hard-drop ability. I hope that other users of this repository might find some of these added functions useful to their own versions.

@Russell-Nesbitt
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Russell-Nesbitt commented Feb 13, 2022

Update: I've fully implemented the functionality of a game-over system. If the player "loses" and their high score is higher than the lowest high score, it is inserted into the high-scores list in the appropriate place. If they choose to play again (green button) then the game resets while keeping the updated high-scores list. If they choose to exit the game, then the high-scores list is written to the separate highscores.txt file. If they start another game later, the new high-scores list within the game is generated from this file. This allows for scores to be retained throughout multiple game sessions. Future plans are focused around improving the game over UI and possibly changing the simple random generation algorithm to something more reactive to the current game state. Some debugging print statements remain and are commented out - I expect to need them for future work, but can be removed if desired.

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