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A simple Tetris clone written in Java
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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; | |
} | |
} | |
//checks for the theoretical y position of the gray Tetramino | |
public int checkTheoreticalPos(){ | |
ArrayList<Integer> theor = new ArrayList<>(); | |
for (Point p : Tetraminos[currentPiece][rotation]) { | |
int theorVal = 0; | |
for(int j = p.y + pieceOrigin.y + 1; j < 22; j++){ | |
if(well[p.x + pieceOrigin.x][j]==Color.BLACK){ | |
theorVal++; | |
}else break; | |
} | |
theor.add(theorVal); | |
} | |
return Collections.min(theor) + pieceOrigin.y; | |
} | |
// Draw the falling piece | |
private void drawPiece(Graphics g) { | |
//paints the theoretical gray Tetramino | |
g.setColor(Color.GRAY); | |
for (Point p : Tetraminos[currentPiece][rotation]) { | |
g.fillRect((p.x + pieceOrigin.x) * 26, | |
(p.y + checkTheoreticalPos()) * 26, | |
25, 25); | |
} | |
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(); | |
} | |
} |
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Good day. This fork adds additional functionality to your Tetris game, and with it you'll be able to see the theoretical position of the moving block. You'll probably learn something from the code I've written, for I'm also making my own Tetris game.
I could see improvements that could be added like adding a 'Game Over' feature, but your coding cleanliness is exceptional, and I even tried to implement the 'well array' idea to my own app.
Thanks, and I would love it if you could merge this.