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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
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 coords
array 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.
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()
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.