TETRIS In JAVA Mac OS

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  1. Tetris In Java Mac Os Mojave
  2. Tetris Effect Mac

The Tetris game is one of the most popular computer games ever created. The original game was designed and programmed by a Russian programmer Alexey Pajitnov in 1985. Foxwoods online casino login. The Tetris game In this chapter, we will create a Tetris game clone in Java Swing. The following example is based on the C code example available at doc.trolltech.com. It is modified and simplified. Tetris The Tetris game is one of the most popular computer games ever created. Yesterday, we highlighted one of the entries for the Apple II Software Enthusiasts (A2SE) programming contest, TXTRIS by Mario Patino. Forever and always 0.9 demo mac os. Today's entry into the fray comes to us from Eric Sperano. His entry, Spetris! Or as he calls it, Yet Another Tetris Clone, is a multi-themed version of the traditional game of Tetris. How to bet in roulette. Pig(beta) mac os. https://moneyindian-slotspgeyfreegamesno.peatix.com. Originally created by Eric as a 6809 game in a learning experience moment on. Wild wolf casino game.

The Tetris game

In this chapter, we will create a Tetris game clone in Java Swing. The following example is based on the C++ code example available at doc.trolltech.com. It is modified and simplified.

Tetris

The Tetris game is one of the most popular computer games ever created. The original game was designed and programmed by a russian programmer Alexey Pajitnov in 1985. Since then, Tetris is available on almost every computer platform in lots of variations. Even my mobile phone has a modified version of the Tetris game.
Tetris is called a falling block puzzle game. In this game, we have seven different shapes called tetrominoes. S-shape, Z-shape, T-shape, L-shape, Line-shape, MirroredL-shape and a Square-shape. Each of these shapes is formed with four squares. The shapes are falling down the board. The object of the Tetris game is to move and rotate the shapes, so that they fit as much as possible. If we manage to form a row, the row is destroyed and we score. We play the tetris game until we top out.

The development

We do not have images for our tetris game, we draw the tetrominoes using Swing drawing API. Behind every computer game, there is a mathematical model. So it is in Tetris.
Some ideas behind the game.
  • We use a Timer class to create a game cycle
  • The tetrominoes are drawn
  • The shapes move on a square by square basis (not pixel by pixel)
  • Mathematically a board is a simple list of numbers
I have simplified the game a bit, so that it is easier to understand. The game starts immediately, after it is launched. We can pause the game by pressing the p key. The space key will drop the tetris piece immediately to the bottom. The d key will drop the piece one line down. (It can be used to speed up the falling a bit.) The game goes at constant speed, no acceleration is implemented. The score is the number of lines, that we have removed.
Tetris.java
In the Tetris.java file, we set up the game. We create a board on which we play the game. We create a statusbar.
The start() method starts the Tetris game. Immediately, after the window appears on the screen.

Tetris In Java Mac Os Mojave

The Shape class provides information about a tetris piece.
The Tetrominoes enum holds all seven tetris shapes. Plus the empty shape called here NoShape.
This is the constructor of the Shape class. The coords array holds the actual coordinates of a tetris piece.
The coordsTable array holds all possible coordinate values of our tetris pieces. This is a template from which all pieces take their coordiate values.
Here we put one row of the coordiate values from the coordsTable to a coordsarray of a tetris piece. Note the use of the ordinal() method. In C++, an enum type is esencially an integer. Unlike in C++, Java enums are full classes. And the ordinal() method returns the current position of the enum type in the enum object.
The following image will help understand the coordinate values a bit more. The coords array saves the coordinates of the tetris piece. For example, numbers { 0, -1 }, { 0, 0 }, { -1, 0 }, { -1, -1 } , represent a rotated S-shape. The following diagram illustrates the shape.
Figure: Tetris
This code rotates the piece to the left. The square does not have to be rotated. That's why we simply return the reference to the current object. Looking at the previous image will help to understand the rotation.
Tetris in java mac os install

Finally, we have the Board.java file. This is where the game logic is located.
We initialize some important variables. The isFallingFinished variable determines, if the tetris shape has finished falling and we then need to create a new shape. The numLinesRemoved counts the number of lines, we have removed so far. The curX and curY variables determine the actual position of the falling tetris shape.
We must explicitely call the setFocusable() method. From now, the board has the keyboard input.
Timer object fires one or more action events after a specified delay. In our case, the timer calls the actionPerformed() method each 400 ms.
The actionPerformed() method checks if the falling has finished. If so, a new piece is created. If not, the falling tetris piece goes one line down.
Inside the paint() method, we draw the all objects on the board. The painting has two steps.
In the first step we paint all the shapes, or remains of the shapes, that have been dropped to the bottom of the board. All the squares are rememberd in the board array. We access it using the shapeAt() method.
In the second step, we paint the actual falling piece.
If we press the space key, the piece is dropped to the bottom. We simply try to drop the piece one line down until it reaches the bottom or the top of another fallen tetris piece.
The clearBoard() method fills the board with empty NoSpapes. This is later used at collision detection.
The pieceDropped() method puts the falling piece into the board array. Once again, the board holds all the squares of the pieces and remains of the pieces that has finished falling. When the piece has finished falling, it is time to check, if we can remove some lines off the board. This is the job of the removeFullLines() method. Then we create a new piece. More precisely, we try to create a new piece.
The newPiece() method creates a new tetris piece. The piece gets a new random shape. Then we compute the initial curX and curY values. If we cannot move to the initial positions, the game is over. We top out. The timer is stopped. We put game over string on the statusbar.
The tryMove() method tries to move the tetris piece. The method returns false, if it has reached the board boundaries or it is adjacent to the already fallen tetris pieces.
Inside the removeFullLines() method, we check if there is any full row among all rows in the board. If there is at least one full line, it is removed. After finding a full line we increase the counter. We move all the lines above the full row one line down. This way we destroy the full line. Notice, that in our Tetris game, we use so called naive gravity. This means, that the squares may be left floating above empty gaps.
Every Tetris piece has four squares. Each of the squares is drawn with the drawSquare()
Java

Finally, we have the Board.java file. This is where the game logic is located.
We initialize some important variables. The isFallingFinished variable determines, if the tetris shape has finished falling and we then need to create a new shape. The numLinesRemoved counts the number of lines, we have removed so far. The curX and curY variables determine the actual position of the falling tetris shape.
We must explicitely call the setFocusable() method. From now, the board has the keyboard input.
Timer object fires one or more action events after a specified delay. In our case, the timer calls the actionPerformed() method each 400 ms.
The actionPerformed() method checks if the falling has finished. If so, a new piece is created. If not, the falling tetris piece goes one line down.
Inside the paint() method, we draw the all objects on the board. The painting has two steps.
In the first step we paint all the shapes, or remains of the shapes, that have been dropped to the bottom of the board. All the squares are rememberd in the board array. We access it using the shapeAt() method.
In the second step, we paint the actual falling piece.
If we press the space key, the piece is dropped to the bottom. We simply try to drop the piece one line down until it reaches the bottom or the top of another fallen tetris piece.
The clearBoard() method fills the board with empty NoSpapes. This is later used at collision detection.
The pieceDropped() method puts the falling piece into the board array. Once again, the board holds all the squares of the pieces and remains of the pieces that has finished falling. When the piece has finished falling, it is time to check, if we can remove some lines off the board. This is the job of the removeFullLines() method. Then we create a new piece. More precisely, we try to create a new piece.
The newPiece() method creates a new tetris piece. The piece gets a new random shape. Then we compute the initial curX and curY values. If we cannot move to the initial positions, the game is over. We top out. The timer is stopped. We put game over string on the statusbar.
The tryMove() method tries to move the tetris piece. The method returns false, if it has reached the board boundaries or it is adjacent to the already fallen tetris pieces.
Inside the removeFullLines() method, we check if there is any full row among all rows in the board. If there is at least one full line, it is removed. After finding a full line we increase the counter. We move all the lines above the full row one line down. This way we destroy the full line. Notice, that in our Tetris game, we use so called naive gravity. This means, that the squares may be left floating above empty gaps.
Every Tetris piece has four squares. Each of the squares is drawn with the drawSquare() method. Tetris pieces have different colors.
The left and top sides of a square are drawn with a brighter color. Similarly, the bottom and right sides are drawn with darker colors. This is to simulate a 3D edge.
We control the game with a keyboard. The control mechanism is implemented with a KeyAdapter. This is an inner class that overrides the keyPressed() method.
If we pressed the left arrow key, we try to move the falling piece one square to the left.

Tetris Effect Mac


Figure: Tetris
This was a Tetris game.




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