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THIRTEENTH
將整個遊戲畫面置中了
並加上了開始按鈕跟遊戲結束的重新開始按鈕
還加上計時器跟分數計算的格子
將控制的部分加上按下空白鍵會立即下落
//PImage Tetris;//搞不定,先擱置 boolean gameStarted = false; boolean gameOver = false; int score = 0; // 分數 int startTime; // 遊戲開始時間 int CurrentPos[] = new int[2];//當前的形狀 void setup(){ //Tetris = loadImage("Tetris.jpg"); size(600, 750); background(0); Current = new Shapes(); CurrentPos[0] = 4;//左右,方塊的起始位置 CurrentPos[1] = 0;//下降,方塊的起始位置 } int down = 0; void draw() { //background(Tetris); background(0); if (!gameStarted) { drawStartScreen(); } else if (gameOver) { drawGameOverScreen(); } else { Grid(); displayCurrent(); down++; if (down > 20) { down = 0; CurrentPos[1]++; StopEmpty(); } StopEmpty(); displayScoreAndTimer(); // 顯示分數和計時器的函式 } } int StopShapes[][] = new int[10][20]; public void Grid(){ for(int x = 0; x < 10; x++) { for(int y = 0; y < 20; y++) { //停下來的Tetris if(StopShapes[x][y] == 0) fill(100); else if(StopShapes[x][y] == 1) fill(#AE5FE0);//紫 else if(StopShapes[x][y] == 2) fill(#FA980F);//橘 else if(StopShapes[x][y] == 3) fill(#E7F000);//黃 else if(StopShapes[x][y] == 4) fill(#4FC104);//綠 else if(StopShapes[x][y] == 5) fill(#258BF5);//藍 else if(StopShapes[x][y] == 6) fill(#E30000);//紅 else fill(#FA65C6);//粉 rect(x*30+165, y*30+50, 26, 26, 5); } } } void displayCurrent() { //正在下落的Tetris if(Current.getColor() == 0) fill(100); else if (Current.getColor() == 1) fill(#D7A7F7);//淺紫 else if (Current.getColor() == 2) fill(#F5C56A);//淺橘 else if (Current.getColor() == 3) fill(#F7FAB1);//淺黃 else if (Current.getColor() == 4) fill(#95E584);//淺綠 else if (Current.getColor() == 5) fill(#B8CBFA);//淺藍 else if (Current.getColor() == 6) fill(#FAB8B8);//淺紅 else fill(#FFDBF2);//淺粉 for(int i = 0; i < 4; i++) { if((Current.getShapeY(i)+CurrentPos[1]) >= 0) { //目前要下降所以先用getShapeY+CurrentPos[1] 因為CurrentPos[1]是跟著down一起++ rect((Current.getShapeX(i)+CurrentPos[0])*30+165, (Current.getShapeY(i)+CurrentPos[1])*30+50, 26, 26, 5); // getShapeX,CurrentPos[0]一組 getShapeY,CurrentPos[1]一組 //跟著Grid的rect同樣參數 } } } Shapes Current = new Shapes(); class Shapes {//形狀 int [][] shape = new int[4][2]; int tetris = 0; public Shapes() { tetris = int(random(1, 8));//random 選擇狀態來隨機選擇圖形 //先選擇圖形 if(tetris == 1) {//直線 shape[1][0] = 1; shape[2][0] = -1; shape[3][0] = -2; } else if(tetris == 2) {//方塊 shape[1][0] = 1; shape[2][1] = 1; shape[3][0] = 1; shape[3][1] = 1; } else if(tetris == 3) {//右L shape[1][0] = 1; shape[2][0] = -1; shape[3][0] = 1; shape[3][1] = -1; } else if(tetris == 4) {//左L shape[1][0] = 1; shape[2][0] = -1; shape[3][0] = -1; shape[3][1] = -1; } else if(tetris == 5) {//左閃電 shape[1][0] = -1; shape[2][1] = -1; shape[3][0] = 1; shape[3][1] = -1; } else if(tetris == 6) {//右閃電 shape[1][0] = 1; shape[2][1] = -1; shape[3][0] = -1; shape[3][1] = -1; } else{//小T shape[1][0] = 1; shape[2][0] = -1; shape[3][1] = -1; } } //後來做旋轉 public void Rotate() { for(int i = 0; i < 4; i++) { if(tetris==2) break;//方塊不做旋轉,會往上跑 int temp = shape[i][0]; shape[i][0] = shape[i][1]; shape[i][1] = -temp; } } public int getShapeX(int i) { return shape[i][0]; } public int getShapeY(int i) { return shape[i][1]; } public int MaxRight() { int i = 0; for(int j = 0; j < 4; j++) { if(shape[j][0] > shape[i][0]) i = j; } return shape[i][0]; } public int MinLeft() { int i = 0; for(int j = 0; j < 4; j++) { if(shape[j][0] < shape[i][0]) i = j; } return shape[i][0]; } public int MaxUp() { int i = 0; for(int j = 0; j < 4; j++) { if(shape[j][1] > shape[i][1]) i = j; } return shape[i][1]; } public int MinDown() { int i = 0; for(int j = 0; j < 4; j++) { if(shape[j][1] < shape[i][1]) i = j; } return shape[i][1]; } public int getColor() { return tetris; } } void keyPressed() {//控制 上(旋轉)下左右 if (keyCode == DOWN) { CurrentPos[1]++;//下落++ StopEmpty(); } if (keyCode == LEFT) { boolean stop = false; for (int i = 0; i < 4; i++) { if ((Current.getShapeX(i)+CurrentPos[0]) >=1) {//判斷到左邊界 //目前要左橫移所以先用getShapeX+CurrentPos[0] 移動最少就是到1 if ((Current.getShapeX(i)+CurrentPos[0]) <=8 && (Current.getShapeY(i)+CurrentPos[1]) <=18 && (Current.getShapeY(i)+CurrentPos[1]) >=1) { //下降最多到18 最少1 if (StopShapes[Current.getShapeX(i)+CurrentPos[0]-1][Current.getShapeY(i)+CurrentPos[1]] !=0){ // StopShapes[x][y] stop = true; } } } else stop = true; } if (!stop) CurrentPos[0]--;//持續判斷是否stop是true 不是的話就可-- 往左邊移動 } if (keyCode == RIGHT) { boolean stop = false; for (int i = 0; i < 4; i++) { if ((Current.getShapeX(i)+CurrentPos[0]) <= 8) {//判斷到右邊界 //目前要右橫移所以先用getShapeX+CurrentPos[0] 右邊移動最多就是到8 if ((Current.getShapeX(i)+CurrentPos[0]) >= 1 && (Current.getShapeY(i)+CurrentPos[1]) <=18 && (Current.getShapeY(i)+CurrentPos[1]) >=1) { //下降最多到18 最少1 if (StopShapes[Current.getShapeX(i)+CurrentPos[0]][Current.getShapeY(i)+CurrentPos[1]] != 0){ // StopShapes[x][y] stop = true; } } } else stop = true; } if (!stop) CurrentPos[0]++;//持續判斷是否stop是true 不是的話就可++ 往右邊移動 } if (keyCode == UP) {//旋轉 Current.Rotate();//呼叫Shapes裡的Rotate //防止旋轉時會超出邊框 if(Current.MinLeft()+CurrentPos[0] < 0){ CurrentPos[0]=-Current.MinLeft();//目前想法,超出就回到原來的 //CurrentPos[0]-=Current.MinLeft()+CurrentPos[0]; } if(Current.MaxRight()+CurrentPos[0] > 9){ CurrentPos[0]=-Current.MaxRight()+9;//目前想法,超出就回到原來的然後加回去 //CurrentPos[0]-=Current.MaxRight()+CurrentPos[0]-9; } if(Current.MinDown()+CurrentPos[1] < 0){ CurrentPos[1]=-Current.MinDown(); //CurrentPos[1]-=Current.MinDown()+CurrentPos[1]; } if(Current.MaxUp()+CurrentPos[1] > 19){ CurrentPos[1]=-Current.MaxUp()+19; //CurrentPos[1]-=Current.MaxUp()+CurrentPos[1]-19; } } if (key == ' ') { while (!reachedBottom()) { CurrentPos[1]++; // 持續下落直到到達底部 } StopEmpty(); // 停止後處理 } } boolean reachedBottom() { for (int i = 0; i < 4; i++) { if (Current.getShapeY(i) + CurrentPos[1] >= 19) { return true; // 已經到達底部 } if (StopShapes[Current.getShapeX(i) + CurrentPos[0]][Current.getShapeY(i) + CurrentPos[1] + 1] != 0) { return true; // 下方有方塊阻擋 } } return false; } void displayScoreAndTimer() { displayScore(); displayTimer(); } void displayScore() {//分數 fill(255); textAlign(LEFT, TOP); fill(255); rect(80,55,100,50,5); fill(0); textSize(25); text("Score: " + score, 40, 50); // 在左側顯示分數 } void displayTimer() {//計時器 int elapsedTime = millis() - startTime; int seconds = int(elapsedTime / 1000); fill(255); textAlign(RIGHT, TOP); fill(255); rect(520,55,100,50,5); fill(0); textSize(25); text("Time: " + seconds, width - 45, 50); // 在右側顯示計時器 } void drawStartScreen() {//開始畫面 fill(255); textAlign(CENTER, CENTER); textSize(40); text("Tetris Game", width / 2, height / 2 - 50); //開使遊戲按鈕 rectMode(CENTER); fill(150); rect(width / 2, height / 2, 200, 50, 10); fill(255); text("Start Game", width / 2, height / 2); } void drawGameOverScreen() {//結束畫面 fill(255); textAlign(CENTER, CENTER); textSize(40); text("Game Over", width / 2, height / 2 - 50); //重新開始按鈕 rectMode(CENTER); fill(150); rect(width / 2, height / 2, 200, 50, 10); fill(255); text("Restart", width / 2, height / 2); } void mousePressed() { if (!gameStarted && mouseX > width / 2 - 100 && mouseX < width / 2 + 100 && mouseY > height / 2 - 25 && mouseY < height / 2 + 25) { gameStarted = true; // 點擊按鈕後開始遊戲 // 開始遊戲的初始化設定 startTime = millis(); // 設置遊戲開始時間 } else if (gameOver && mouseX > width / 2 - 100 && mouseX < width / 2 + 100 && mouseY > height / 2 - 25 && mouseY < height / 2 + 25) { // 點擊按鈕後重新開始遊戲 gameOver = false; for (int i = 0; i < 10; i++) { for (int j = 0; j < 20; j++) { StopShapes[i][j] = 0; // 重置停止的形狀 } } // 重新初始化遊戲設定 } } public void StopEmpty() { boolean stop = false; for(int i = 0; i < 4; i++) { if(Current.getShapeY(i)+CurrentPos[1] <= 18) { if(StopShapes[Current.getShapeX(i)+CurrentPos[0]][Current.getShapeY(i)+CurrentPos[1]+1] != 0) { //StopShapes[x][y] i=3,ShapeY(i)=-1, 所以至少要+1變回0 stop = true; } } } if (Current.MaxUp()+CurrentPos[1] == 19 || stop) { //上限+目前 for(int i = 0; i < 4; i++) { if((Current.getShapeY(i)+CurrentPos[1])<0){ gameOver = true; }// else StopShapes[(Current.getShapeX(i)+CurrentPos[0])][(Current.getShapeY(i)+CurrentPos[1])] = Current.getColor(); } for(int y = 0; y < 20; y++) { boolean empty = true; for(int x = 0; x < 10; x++) { if(StopShapes[x][y] == 0){ empty = false; } } if(empty){ for(int y2 = y-1; y2 > -1; y2--) { for(int x = 0; x < 10; x++) { StopShapes[x][y2+1] = StopShapes[x][y2]; } } } } Current = new Shapes(); CurrentPos[0] = 4; CurrentPos[1] = 0; displayCurrent(); //state=true; } }
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