The Tetris Game in Java 2D
The Tetris Game in Java 2D
The Tetris Game in Java 2D
Tetris
In this chapter, we will create a Tetris game clone in Java Swing.
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 shap
is formed with four squares. The shapes are falling down the board. The object of the Tetris game is to mov
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.
Figure: Tetrominoes
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.
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
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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
package com.zetcode;
import java.awt.BorderLayout;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;
public Tetris() {
initUI();
}
setSize(200, 400);
setTitle("Tetris");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocationRelativeTo(null);
}
return statusbar;
}
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
In the Tetris.java file, we set up the game. We create a board on which we play the game. We create a
statusbar.
board.start();
The start() method starts the Tetris game. Immediately after the window appears on the screen.
Shape.java
package com.zetcode;
import java.util.Random;
public Shape() {
coords[i][j] = coordsTable[shape.ordinal()][i][j];
}
}
pieceShape = shape;
}
int m = coords[0][0];
m = Math.min(m, coords[i][0]);
}
return m;
}
int m = coords[0][1];
m = Math.min(m, coords[i][1]);
}
return m;
}
if (pieceShape == Tetrominoes.SquareShape)
return this;
result.setX(i, y(i));
result.setY(i, -x(i));
}
return result;
}
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if (pieceShape == Tetrominoes.SquareShape)
return this;
result.setX(i, -y(i));
result.setY(i, x(i));
}
return result;
}
}
The Tetrominoes enum holds all seven Tetris shapes. Plus the empty shape called here NoShape.
public Shape() {
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 coordinate values.
coords[i][j] = coordsTable[shape.ordinal()][i][j];
}
}
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Here we put one row of the coordinate 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 rotate
S-shape. The following diagram illustrates the shape.
Figure: Coordinates
if (pieceShape == Tetrominoes.SquareShape)
return this;
result.setX(i, y(i));
result.setY(i, -x(i));
}
return result;
}
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.
Board.java
package com.zetcode;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
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import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import com.zetcode.Shape.Tetrominoes;
initBoard(parent);
}
setFocusable(true);
curPiece = new Shape();
timer = new Timer(400, this);
timer.start();
statusbar = parent.getStatusBar();
board = new Tetrominoes[BoardWidth * BoardHeight];
addKeyListener(new TAdapter());
clearBoard();
}
@Override
public void actionPerformed(ActionEvent e) {
if (isFallingFinished) {
isFallingFinished = false;
newPiece();
} else {
oneLineDown();
}
}
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if (isPaused)
return;
isStarted = true;
isFallingFinished = false;
numLinesRemoved = 0;
clearBoard();
newPiece();
timer.start();
}
if (!isStarted)
return;
isPaused = !isPaused;
if (isPaused) {
timer.stop();
statusbar.setText("paused");
} else {
timer.start();
statusbar.setText(String.valueOf(numLinesRemoved));
}
repaint();
}
if (shape != Tetrominoes.NoShape)
drawSquare(g, 0 + j * squareWidth(),
boardTop + i * squareHeight(), shape);
}
}
if (curPiece.getShape() != Tetrominoes.NoShape) {
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@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
pieceDropped();
}
removeFullLines();
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if (!isFallingFinished)
newPiece();
}
curPiece.setRandomShape();
curX = BoardWidth / 2 + 1;
curY = BoardHeight - 1 + curPiece.minY();
curPiece.setShape(Tetrominoes.NoShape);
timer.stop();
isStarted = false;
statusbar.setText("game over");
}
}
if (shapeAt(x, y) != Tetrominoes.NoShape)
return false;
}
curPiece = newPiece;
curX = newX;
curY = newY;
repaint();
return true;
}
int numFullLines = 0;
if (lineIsFull) {
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++numFullLines;
for (int k = i; k < BoardHeight - 1; ++k) {
for (int j = 0; j < BoardWidth; ++j)
board[(k * BoardWidth) + j] = shapeAt(j, k + 1);
}
}
}
if (numFullLines > 0) {
numLinesRemoved += numFullLines;
statusbar.setText(String.valueOf(numLinesRemoved));
isFallingFinished = true;
curPiece.setShape(Tetrominoes.NoShape);
repaint();
}
}
g.setColor(color);
g.fillRect(x + 1, y + 1, squareWidth() - 2, squareHeight() - 2);
g.setColor(color.brighter());
g.drawLine(x, y + squareHeight() - 1, x, y);
g.drawLine(x, y, x + squareWidth() - 1, y);
g.setColor(color.darker());
g.drawLine(x + 1, y + squareHeight() - 1,
x + squareWidth() - 1, y + squareHeight() - 1);
g.drawLine(x + squareWidth() - 1, y + squareHeight() - 1,
x + squareWidth() - 1, y + 1);
@Override
public void keyPressed(KeyEvent e) {
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if (isPaused)
return;
switch (keycode) {
case KeyEvent.VK_LEFT:
tryMove(curPiece, curX - 1, curY);
break;
case KeyEvent.VK_RIGHT:
tryMove(curPiece, curX + 1, curY);
break;
case KeyEvent.VK_DOWN:
tryMove(curPiece.rotateRight(), curX, curY);
break;
case KeyEvent.VK_UP:
tryMove(curPiece.rotateLeft(), curX, curY);
break;
case KeyEvent.VK_SPACE:
dropDown();
break;
case 'd':
oneLineDown();
break;
case 'D':
oneLineDown();
break;
}
}
}
}
Finally, we have the Board.java file. This is where the game logic is located.
...
private boolean isFallingFinished = false;
private boolean isStarted = false;
private boolean isPaused = false;
private int numLinesRemoved = 0;
private int curX = 0;
private int curY = 0;
...
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.
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setFocusable(true);
We must explicitly 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 400ms.
@Override
public void actionPerformed(ActionEvent e) {
if (isFallingFinished) {
isFallingFinished = false;
newPiece();
} else {
oneLineDown();
}
}
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 doDrawing() method, we draw all objects on the board. The painting has two steps.
if (shape != Tetrominoes.NoShape)
drawSquare(g, 0 + j * squareWidth(),
boardTop + i * squareHeight(), shape);
}
}
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 remembered in the board array. We access it using the shapeAt() method.
if (curPiece.getShape() != Tetrominoes.NoShape) {
curPiece.getShape());
}
}
pieceDropped();
}
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 NoShapes. This is later used at collision detection.
removeFullLines();
if (!isFallingFinished)
newPiece();
}
The pieceDropped() method puts the falling piece into the board array. Once again, the board holds all th
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.
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curPiece.setRandomShape();
curX = BoardWidth / 2 + 1;
curY = BoardHeight - 1 + curPiece.minY();
curPiece.setShape(Tetrominoes.NoShape);
timer.stop();
isStarted = false;
statusbar.setText("game over");
}
}
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. Th
timer is stopped. We put game over string on the statusbar.
if (shapeAt(x, y) != Tetrominoes.NoShape)
return false;
}
curPiece = newPiece;
curX = newX;
curY = newY;
repaint();
return true;
}
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.
int numFullLines = 0;
lineIsFull = false;
break;
}
}
if (lineIsFull) {
++numFullLines;
for (int k = i; k < BoardHeight - 1; ++k) {
for (int j = 0; j < BoardWidth; ++j)
board[(k * BoardWidth) + j] = shapeAt(j, k + 1);
}
}
}
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 the 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.
g.setColor(color.brighter());
g.drawLine(x, y + squareHeight() - 1, x, y);
g.drawLine(x, y, x + squareWidth() - 1, y);
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 a
inner class that overrides the keyPressed() method.
case KeyEvent.VK_LEFT:
tryMove(curPiece, curX - 1, curY);
break;
If we press the left arrow key, we try to move the falling piece one square to the left.
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Figure: Tetris
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