Tetris Game Development in Java

Apr 7, 2025

Lecture: Creating Tetris in Java

Introduction

  • Presenter: RyiSnow
  • Project: Create Tetris in Java
  • Purpose: Simplify project size after a large previous project
  • Audience: Previous tutorial followers or new viewers to RyiSnow
  • Video Goal: Share creation process and allow viewers to follow along

Initial Setup

Project Structure

  • Project Name: Simple Tetris
  • Package & Class: Create a class inside the package

Window Creation

  • Java Class: JFrame
  • Window Properties:
    • Title set
    • Default close operation for proper discard
    • Non-resizable window
    • Centered on screen
    • Visible set to true

Game Panel

Class Creation

  • Class Name: GamePanel (extends JPanel)
  • Dimensions: 1280 x 720
  • Background Color: Black (modifiable)
  • Layout: Custom layout (no preset)

Integration

  • Add GamePanel to JFrame using add and pack

Game Loop

Purpose & Setup

  • Updates screen at regular intervals (60 FPS)
  • Uses a Thread with Runnable interface
  • Methods: update, draw

Functionality

  • Updates object positions and scores
  • Draws objects and UI
  • Game loop typed without detailed explanation

PlayManager Class

Gameplay Elements

  • Main Functions: Draw UI, set tetrominoes
  • Main Area: Centered; 360 width x 600 height
  • Block Size: 30 pixels (12x20 grid)

Constructor & Methods

  • Calculate left, right, top, and bottom boundaries
  • Include methods for drawing and updating

Tetrominoes Creation

Mino Package

  • Class Block: Represents single Tetris block
    • Properties: x, y, size (30), color
    • Draw Method: Block with specified color

Mino Super Class

  • Responsibility: Superclass for all tetromino shapes
  • Methods: Create, set XY, updateXY

Tetromino Shapes

  • Seven Classes: L1, L2, T, Bar, Square, Z1, Z2
  • Specific Example: L1_Mino setup
    • Orientation: Four possible directions
    • Rotation: Using temp arrays to manage collision

PlayManager Enhancements

Random Mino Selection

  • Method to pick a random mino from seven types

Collision Handling

  • Movement: Check for left, right, bottom collisions
  • Rotation: Ensure no collisions during rotation

Game Mechanics

  • Auto Drop: Adds to autoDropCounter and checks intervals
  • Keyboard Inputs: WASD for movement, rotation
  • Pause Functionality: Managed via space key

Additional Features

Game Over Implementation

  • Based on mino’s movement ability
  • Display game over text and manage game state

Score & Level

  • Score calculated based on lines cleared
  • Level progression increases drop speed

Sound & Effects

  • Background music and sound effects added
  • Utilizes Clip and URL for audio management

Conclusion

  • Game Completion: Includes basic mechanics and functionalities
  • Further Exploration: Encourage viewers to modify and extend the game