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Tetris in JavaFX
import java.util.Random;
import java.util.concurrent.ConcurrentHashMap;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.Group;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;
import javafx.event.EventHandler;
import javafx.scene.input.KeyEvent;
import javafx.scene.input.KeyCode;
import javafx.scene.text.Font;
import javafx.stage.Stage;
public class Tetris extends Application {
// Tetrominos in their initial state (spawn state)
private static final char[][] TETROMINOS = {
{
' ', ' ', ' ', ' ',
'I', 'I', 'I', 'I',
' ', ' ', ' ', ' ',
' ', ' ', ' ', ' '
},
{
'O', 'O',
'O', 'O'
},
{
'J', ' ', ' ',
'J', 'J', 'J',
' ', ' ', ' '
},
{
' ', ' ', 'L',
'L', 'L', 'L',
' ', ' ', ' '
},
{
' ', 'S', 'S',
'S', 'S', ' ',
' ', ' ', ' '
},
{
' ', 'T', ' ',
'T', 'T', 'T',
' ', ' ', ' '
},
{
'Z', 'Z', ' ',
' ', 'Z', 'Z',
' ', ' ', ' '
}
};
// ================================================
/** Simple class to represent state for a key, e.g. pressed or released */
static class KeyState {
final boolean isPressed;
final boolean isReleased;
KeyState(boolean isPressed, boolean isReleased) {
this.isPressed = isPressed;
this.isReleased = isReleased;
}
}
/**
* Simple class to handle key input.
* This can be invoked in a different thread so use concurrent hashmap to guarantee consistency.
*/
static class KeyInputHandler implements EventHandler<KeyEvent> {
private final ConcurrentHashMap<KeyCode, Boolean> keys;
KeyInputHandler() {
this.keys = new ConcurrentHashMap<KeyCode, Boolean>();
}
public void reset() {
keys.clear();
}
public KeyState get(KeyCode code) {
Boolean isPressed = keys.get(code);
if (isPressed == null) return new KeyState(false, false);
return new KeyState(isPressed, !isPressed);
}
@Override
public void handle(KeyEvent event) {
if ("KEY_RELEASED".equals(event.getEventType().toString())) {
keys.put(event.getCode(), false);
} else if ("KEY_PRESSED".equals(event.getEventType().toString())) {
keys.put(event.getCode(), true);
}
}
}
// ================================================
private static final int WIDTH = 12; // the board is 12 cells wide
private static final int HEIGHT = 18; // ... and 18 cells high
private static final int BLOCK_SIZE = 20; // block size to render on screen
private Random rand;
private AnimationTimer loop;
private KeyInputHandler input;
private char[][] board;
@Override
public void init() throws Exception {
input = new KeyInputHandler();
rand = new Random();
}
@Override
public void start(Stage stage) {
// Some basic setup for the game
stage.setTitle("Tetris");
Group root = new Group();
Scene scene = new Scene(root);
scene.setOnKeyPressed(input);
scene.setOnKeyReleased(input);
stage.setScene(scene);
final Canvas canvas = new Canvas(2 * WIDTH * BLOCK_SIZE, HEIGHT * BLOCK_SIZE);
GraphicsContext gc = canvas.getGraphicsContext2D();
root.getChildren().add(canvas);
// Game loop
loop = new AnimationTimer() {
long prevTime = 0; // used to track game time (tick)
int tetromino, x, y, rotation;
int nextTetromino, nextRotation;
boolean isGameOver;
int score = 0;
int bestScore = 0;
/** Restarts the game completely, resets the board and score */
private void restartTheGame() {
// Reset the board
board = new char[WIDTH][HEIGHT];
for (int i = 0; i < WIDTH; i++) {
for (int j = 0; j < HEIGHT; j++) {
board[i][j] = ' ';
}
};
nextTetromino = rand.nextInt(TETROMINOS.length);
nextRotation = rand.nextInt(4);
selectNewPiece();
isGameOver = false;
bestScore = Math.max(score, bestScore);
score = 0;
}
/** Select the next tetromino to show to the player */
private void selectNewPiece() {
tetromino = nextTetromino;
x = WIDTH / 2 - tetrominoSize(tetromino) / 2;
y = 0;
rotation = nextRotation;
nextTetromino = rand.nextInt(TETROMINOS.length);
nextRotation = rand.nextInt(4);
}
// Initial start of the game
{
restartTheGame();
}
@Override
public void handle(long elapsedTime) {
// ============== TIMING ==============
boolean tick = (elapsedTime - prevTime) / 1e6 >= 1000;
if (tick) {
prevTime = elapsedTime;
}
// ============== INPUT ==============
// Process input keys, note that we only process one key per game loop iteration.
// In the game, you usually can either rotate or move, you cannot do both at the same time.
if (input.get(KeyCode.SPACE).isReleased) {
// To make the game more interesting, we need to accommodate wall kicks:
// https://tetris.wiki/Super_Rotation_System#Wall_Kicks
int[][] wallKicks = tetrominoWallKicks(tetromino, rotation, rotation + 1);
for (int[] pair : wallKicks) {
if (canMove(tetromino, x + pair[0], y + pair[1], rotation + 1)) {
x += pair[0];
y += pair[1];
rotation++;
break;
}
}
} else if (input.get(KeyCode.LEFT).isPressed && canMove(tetromino, x - 1, y, rotation)) {
x--;
} else if (input.get(KeyCode.RIGHT).isPressed && canMove(tetromino, x + 1, y, rotation)) {
x++;
} else if (input.get(KeyCode.DOWN).isPressed && canMove(tetromino, x, y + 1, rotation)) {
y++;
}
// Special handling of Enter as restart key
if (input.get(KeyCode.ENTER).isReleased && isGameOver) {
restartTheGame();
}
input.reset();
// ============== GAME LOGIC ==============
// Once we have compute the coordinates, we need to do collision check
// This will determine if we can move tetromino or not.
// Check if the game is over, we cannot move any piece at all
isGameOver = !canMove(tetromino, x, y, rotation);
if (!isGameOver && tick) {
// Check if we can move tetromino down, if not, freeze the piece and start a new one.
if (!canMove(tetromino, x, y + 1, rotation)) {
// Freeze the tetromino
for (int i = 0; i < tetrominoSize(tetromino); i++) {
for (int j = 0; j < tetrominoSize(tetromino); j++) {
char value = TETROMINOS[tetromino][tetrominoIndex(tetromino, i, j, rotation)];
if (value != ' ') {
board[x + i][y + j] = value;
}
}
}
// Once piece has been frozen, we need to compute the completed lines that the player
// has scored. Note that we also need to remove those lines.
int[] completedLines = new int[HEIGHT];
int numCompleteLines = 0;
for (int line = 0; line < HEIGHT; line++) {
boolean isFull = true;
for (int cell = 0; cell < WIDTH; cell++) {
isFull = isFull && board[cell][line] != ' ';
if (!isFull) break;
}
if (isFull) {
completedLines[numCompleteLines++] = line;
}
}
// Update score and remove complete lines
if (numCompleteLines > 0) {
score += 100 * (1 << (numCompleteLines - 1));
for (int idx = 0; idx < numCompleteLines; idx++) {
for (int i = 0; i < WIDTH; i++) {
for (int j = completedLines[idx] - 1; j >= 0; j--) {
board[i][j + 1] = board[i][j];
}
}
}
}
// Start over again
selectNewPiece();
} else {
y++;
}
}
// ============== RENDERING ==============
// Render the board
for (int i = 0; i < WIDTH; i++) {
for (int j = 0; j < HEIGHT; j++) {
setColorCell(gc, board[i][j]);
gc.fillRect(i * BLOCK_SIZE, j * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE);
}
}
// Render the active tetromino
for (int i = 0; i < tetrominoSize(tetromino); i++) {
for (int j = 0; j < tetrominoSize(tetromino); j++) {
char value = TETROMINOS[tetromino][tetrominoIndex(tetromino, i, j, rotation)];
if (value != ' ') {
setColorCell(gc, value);
gc.fillRect((x + i) * BLOCK_SIZE, (y + j) * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE);
}
}
}
// Clear the right panel
gc.clearRect(WIDTH * BLOCK_SIZE, 0, WIDTH * BLOCK_SIZE, HEIGHT * BLOCK_SIZE);
// Render the score
gc.setFill(Color.BLACK);
gc.setFont(Font.font(20));
gc.fillText("Best: " + bestScore, (WIDTH + 1) * BLOCK_SIZE, BLOCK_SIZE);
gc.fillText("Score: " + score, (WIDTH + 1) * BLOCK_SIZE, 2 * BLOCK_SIZE);
// Render the next tetromino
gc.fillText("Next:", (WIDTH + 1) * BLOCK_SIZE, 4 * BLOCK_SIZE);
for (int i = 0; i < tetrominoSize(nextTetromino); i++) {
for (int j = 0; j < tetrominoSize(nextTetromino); j++) {
char value = TETROMINOS[nextTetromino][tetrominoIndex(nextTetromino, i, j, nextRotation)];
if (value != ' ') {
setColorCell(gc, value);
gc.fillRect(
(WIDTH + 1 + i) * BLOCK_SIZE,
(5 + j) * BLOCK_SIZE,
BLOCK_SIZE,
BLOCK_SIZE
);
}
}
}
// Render game over
if (isGameOver) {
gc.setFill(Color.RED);
gc.setFont(Font.font(30));
gc.fillText("GAME OVER", (WIDTH + 1) * BLOCK_SIZE, 12 * BLOCK_SIZE);
gc.setFont(Font.font(20));
gc.fillText("Press Enter to restart", (WIDTH + 1) * BLOCK_SIZE, 13 * BLOCK_SIZE);
}
}
};
loop.start();
stage.show();
}
@Override
public void stop() throws Exception {
System.out.println("Stop!");
if (loop != null) {
loop.stop();
loop = null;
}
}
/** Helper method to extract the size of each tetromino matrix since they are different */
private static int tetrominoSize(int piece) {
switch (piece) {
case 0: return 4; // tetromino I
case 1: return 2; // tetromino O
default: return 3; // the rest
}
}
/**
* Helper method to normalise and return rotation as one of [0, 1, 2, 3].
* 0 - base (spawn) state.
* 1 - 0->R clockwise rotation.
* 2 - 0->R->R clockwise rotation.
* 3 - 0->R->R->R clockwise rotation.
*/
private static int normRotation(int rotation) {
return Math.abs(rotation % 4);
}
/**
* This method returns the new coordinates taking into account rotation.
* Since we represent tetromino data as a one-dimensional array, we convert (ip, jp) pair into
* linear index.
*/
private static int tetrominoIndex(int piece, int i, int j, int rotation) {
int size = tetrominoSize(piece);
int ip, jp;
switch (normRotation(rotation)) {
case 0:
ip = i; jp = j;
break;
case 1:
ip = j; jp = size - 1 - i;
break;
case 2:
ip = size - 1 - i; jp = size - 1 - j;
break;
case 3:
ip = size - 1 - j; jp = i;
break;
default:
throw new AssertionError("Invalid rotation index");
}
return ip + size * jp; // we have tetrominos in column-major order
}
/**
* Extracts wall kick data for tetromino.
* All of our rotations are clockwise, so we do not bother with the rest of the data.
*/
private static int[][] tetrominoWallKicks(int piece, int prevRotation, int newRotation) {
prevRotation = normRotation(prevRotation);
newRotation = normRotation(newRotation);
switch (piece) {
case 0:
// Tetromino I has its own set of wall kicks since it has size 4
if (prevRotation == 0 && newRotation == 1) {
return new int[][] {{0, 0}, {-2, 0}, {+1, 0}, {-2, -1}, {+1, +2}}; // 0->R
} else if (prevRotation == 1 && newRotation == 2) {
return new int[][] {{0, 0}, {-1, 0}, {+2, 0}, {-1, +2}, {+2, -1}}; // R->2
} else if (prevRotation == 2 && newRotation == 3) {
return new int[][] {{0, 0}, {+2, 0}, {-1, 0}, {+2, +1}, {-1, -2}}; // 2->L
} else if (prevRotation == 3 && newRotation == 0) {
return new int[][] {{0, 0}, {+1, 0}, {-2, 0}, {+1, -2}, {-2, +1}}; // L->0
}
return new int[][] {{0, 0}};
case 1:
// Tetromino O does not have any wall kick data since it is just a square
return new int[][] {{0, 0}};
default:
// The rest of the tetrominos have the same size 3
if (prevRotation == 0 && newRotation == 1) {
return new int[][] {{0, 0}, {-1, 0}, {-1, +1}, {0, -2}, {-1, -2}}; // 0->R
} else if (prevRotation == 1 && newRotation == 2) {
return new int[][] {{0, 0}, {+1, 0}, {+1, -1}, {0, +2}, {+1, +2}}; // R->2
} else if (prevRotation == 2 && newRotation == 3) {
return new int[][] {{0, 0}, {+1, 0}, {+1, +1}, {0, -2}, {+1, -2}}; // 2->L
} else if (prevRotation == 3 && newRotation == 0) {
// L->0 ( 0, 0) (-1, 0) (-1,-1) ( 0,+2) (-1,+2)
return new int[][] {{0, 0}, {-1, 0}, {-1, -1}, {0, +2}, {-1, +2}}; // L->0
}
return new int[][] {{0, 0}};
}
}
/**
* Returns true if tetromino can be placed on the board starting at (x, y) coordinates and having
* this rotation. False indicates that something blocks tetromino, so we cannot move it.
*/
private boolean canMove(int tetromino, int x, int y, int rotation) {
int size = tetrominoSize(tetromino);
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
char value = TETROMINOS[tetromino][tetrominoIndex(tetromino, i, j, rotation)];
int currX = x + i;
int currY = y + j;
// The move is valid if index is inside the board and the board at that index has an
// empty cell, so we can place our tetromino there
boolean isValid =
value == ' ' /* value is empty, we don't care if it out of bounds */ ||
currX >= 0 && currX < WIDTH && currY >= 0 && currY < HEIGHT && board[currX][currY] == ' ';
if (!isValid) return false;
}
}
return true;
}
/** Helper method to set the colour for the tetromino */
private void setColorCell(GraphicsContext gc, char value) {
switch (value) {
case 'I': gc.setFill(Color.CYAN); break;
case 'O': gc.setFill(Color.YELLOW); break;
case 'J': gc.setFill(Color.BLUE); break;
case 'L': gc.setFill(Color.ORANGE); break;
case 'S': gc.setFill(Color.GREEN); break;
case 'T': gc.setFill(Color.PURPLE); break;
case 'Z': gc.setFill(Color.RED); break;
default: gc.setFill(Color.GRAY); break;
}
}
}
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