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编写俄罗斯方块java

发布时间:2023-03-24 05:57:10

Ⅰ 求一个java俄罗斯方块的设计思路 不要代码 只要思路 本人是初学者

1:首先自己定义一个类,比如MyLabel,继承jlabel,设置大小比如
(40,40)设置成方块,这就是游戏里面最小的单位,下落的图形,就是四个这个样的单位组合到一起,位置不同。
2:定义自己的图形(就是游戏中下落的部分)比如MyPic
,这个类是控制MyLabel的,一般是4个MyLabel组合成一个MyPic,
3:定义自己的面板,大小是
(n*40,m*40
)就是上面最小单位的整数行和列,然后建一个二位数组
int
[n][m],数组里面默认为0,标示这个位置没有MyLabel
,是空的,如果位置有
MyLabel,设置成1
,这个是数组是,图形下落的时候判断是否继续下落还是要停下了,下面有了就停,否则继续下落,下落停止后,根据数组,看某一行是否全部为1
是的话,把这行清空
图形的下落要用定时器或者自己写线程实现,然后就是判断下面是否有东西,是下落,还是停止,
图形的旋转的话,自己研究吧,位置的变换,也不好做

Ⅱ java做俄罗斯方块

java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer; GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener); }
//俄罗斯方块类的构造方法
ERS_Block(String title){ super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右边信息窗体的布局 MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300); rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮
play Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮
Level UP Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定义按钮
Level Down Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定义按钮
Level Pause Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定义按钮
Quit Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));
controlScr.add(play_b); controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus(); } }
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{ public Insets getInsets(){
return new Insets(30,50,30,50); } }
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30;
//小方块边长
int rowNum;
//正方格的行数
int columnNum;
//正方格的列数
int maxAllowRowNum;
//允许有多少行未削
int blockInitRow;
//新出现块的起始行坐标
int blockInitCol;
//新出现块的起始列坐标
int [][] scrArr;
//屏幕数组
Block b;
//对方快的引用
//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32]; }
//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;i<rowNum;i++)
for (int j=0; j<columnNum;j++)
scrArr[j]=0; b.reset(); repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i < rowNum; i++)
for(int j = 0; j < columnNum; j++)
drawUnit(i,j,scrArr[j]); }
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){
//表示画方快的方法
case 0: g.setColor(Color.black);break;
//以背景为颜色画
case 1: g.setColor(Color.blue);break;
//画正在下落的方块
case 2: g.setColor(Color.magenta);break;
//画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}

Ⅲ java俄罗斯方块制作方法 全面哦

代码多了,传不过去 分开给你传吧
还是发你邮箱吧
下面是一部分代码

代码如下:
package com.tarena.tetris;//包名倒写
//导包
import java.awt.image.BufferedImage;
/**
* 格子类
*/
public class Cell {
//1定义属性
private int row;//行
private int col;//列
private BufferedImage image;//图片
//2构造器
public Cell(int row, int col, BufferedImage image) {
super();
this.row = row;
this.col = col;
this.image = image;
}
//3属性访问方法
public int getRow() {
return row;
}
public void setRow(int row) {
this.row = row;
}
public int getCol() {
return col;
}
public void setCol(int col) {
this.col = col;
}
public BufferedImage getImage() {
return image;
}
public void setImage(BufferedImage image) {
this.image = image;
}
//5移动方法
public void drop() {
row++;
}
public void moveLeft() {
col--;
}
public void moveRight() {
col++;
}
//4重写toString
public String toString() {
return row + "," + col;
}
}

-----------------------------------------------------------------------
package com.tarena.tetris;//包名倒写
//导包
import java.util.Arrays;
import java.util.Random;
/**
* 四格方块类:包含七个子类T I J L S Z O
*/
public abstract class Tetromino {
//1创建四个格子
protected Cell[] cells = new Cell[4];
//9
protected State[] states;//旋转状态
protected int index = 10000;//旋转状态的序号 state[index%state.length]
//8旋转 内部类
protected class State {
int row0,col0,row1,col1,row2,col2,row3,col3;//转一圈 8个数
//构造器
public State(int row0, int col0, int row1, int col1, int row2,
int col2, int row3, int col3) {
super();
this.row0 = row0;
this.col0 = col0;
this.row1 = row1;
this.col1 = col1;
this.row2 = row2;
this.col2 = col2;
this.row3 = row3;
this.col3 = col3;
}
}
//10
/** 向右转 */
public void rotateRight() {
//1取得变换的下个数据状态state[n]
index++;
State s = states[index%states.length];
//2取得当前轴的row,col
Cell o = cells[0];
int row = o.getRow();
int col = o.getCol();
//3旋转以后的数据=(row,col) + state[n]
cells[1].setRow(row + s.row1);
cells[1].setCol(col + s.col1);
cells[2].setRow(row + s.row2);
cells[2].setCol(col + s.col2);
cells[3].setRow(row + s.row3);
cells[3].setCol(col + s.col3);
}
//11
/** 向左转 */
public void rotateLeft() {
//1取得变换的下个数据状态state[n]
index--;
State s = states[index%states.length];
//2取得当前轴的row,col
Cell o = cells[0];
int row = o.getRow();
int col = o.getCol();
//3旋转以后的数据=(row,col) + state[n]
cells[1].setRow(row + s.row1);
cells[1].setCol(col + s.col1);
cells[2].setRow(row + s.row2);
cells[2].setCol(col + s.col2);
cells[3].setRow(row + s.row3);
cells[3].setCol(col + s.col3);
}
//2工厂方法,随机产生四个格子
public static Tetromino randomOne() {
//4随机产生七种四格方块
Random random = new Random();
int type = random.nextInt(7);
switch(type) {
case 0 : return new T();
case 1 : return new I();
case 2 : return new J();
case 3 : return new L();
case 4 : return new S();
case 5 : return new Z();
case 6 : return new O();
}
return null;
}
//5移动方法
public void softDrop() {
for(int i=0; i<cells.length; i++) {//迭代每一个方块
cells[i].drop();//使每一个方块下落
}
}
public void moveLeft() {
for(int i=0; i<cells.length; i++) {//迭代每一个方块
cells[i].moveLeft();//使每一个方块左移
}
}
public void moveRight() {
for(int i=0; i<cells.length; i++) {//迭代每一个方块
cells[i].moveRight();//使每一个方块右移
}
}
//6重写toString
public String toStrig() {
return Arrays.toString(cells);
}
}
//3创建子类T继承父类Tetromino
class T extends Tetromino {
//7
public T() {
cells[0] = new Cell(0,4,Tetris.T);
cells[1] = new Cell(0,3,Tetris.T);
cells[2] = new Cell(0,5,Tetris.T);
cells[3] = new Cell(1,4,Tetris.T);
//12
states = new State[4];
states[0] = new State(0,0, 0,-1, 0,1, 1,0);
states[1] = new State(0,0, -1,0, 1,0, 0,-1);
states[2] = new State(0,0, 0,1, 0,-1, -1,0);
states[3] = new State(0,0, 1,0, -1,0, 0,1);
}
}
//3创建子类I继承父类Tetromino
class I extends Tetromino {
//7
public I() {
cells[0] = new Cell(0,4,Tetris.I);
cells[1] = new Cell(0,3,Tetris.I);
cells[2] = new Cell(0,5,Tetris.I);
cells[3] = new Cell(0,6,Tetris.I);
//12
states = new State[] {new State(0,0, 0,1, 0,-1, 0,-2),
new State(0,0, -1,0, 1,0, 2,0)};
}
}
//3创建子类J继承父类Tetromino
class J extends Tetromino {
//7
public J() {
cells[0] = new Cell(0,4,Tetris.J);
cells[1] = new Cell(0,3,Tetris.J);
cells[2] = new Cell(0,5,Tetris.J);
cells[3] = new Cell(1,5,Tetris.J);
//12
states = new State[]{
new State(0,0, 0,-1, 0,1, 1,1),
new State(0,0, -1,0, 1,0, 1,-1),
new State(0,0, 0,1, 0,-1, -1,-1),
new State(0,0, 1,0, -1,0, -1,1)};
}
}
//3创建子类L继承父类Tetromino
class L extends Tetromino {
//7
public L() {
cells[0] = new Cell(0,4,Tetris.L);
cells[1] = new Cell(0,3,Tetris.L);
cells[2] = new Cell(0,5,Tetris.L);
cells[3] = new Cell(1,3,Tetris.L);
//12
states = new State[]{
new State(0,0, 0,-1, 0,1, 1,-1),
new State(0,0, -1,0, 1,0, -1,-1),
new State(0,0, 0,1, 0,-1, -1,1),
new State(0,0, 1,0, -1,0, 1,1)};
}
}
//3创建子类S继承父类Tetromino
class S extends Tetromino {
//7
public S() {
cells[0] = new Cell(0,4,Tetris.S);
cells[1] = new Cell(0,5,Tetris.S);
cells[2] = new Cell(1,3,Tetris.S);
cells[3] = new Cell(1,4,Tetris.S);
//12
states = new State[]{
new State(0,0, 0,1, 1,-1, 1,0),
new State(0,0, -1,0, 1,1, 0,1)};
}
}
//3创建子类Z继承父类Tetromino
class Z extends Tetromino {
//7
public Z() {
cells[0] = new Cell(1,4,Tetris.Z);
cells[1] = new Cell(0,3,Tetris.Z);
cells[2] = new Cell(0,4,Tetris.Z);
cells[3] = new Cell(1,5,Tetris.Z);
//12
states = new State[]{
new State(0,0, -1,-1, -1,0, 0,1),
new State(0,0, -1,1, 0,1, 1,0)};
}
}
//3创建子类O继承父类Tetromino
class O extends Tetromino {
//7
public O() {
cells[0] = new Cell(0,4,Tetris.O);
cells[1] = new Cell(0,5,Tetris.O);
cells[2] = new Cell(1,4,Tetris.O);
cells[3] = new Cell(1,5,Tetris.O);
//12
states = new State[]{
new State(0,0, 0,1, 1,0, 1,1),
new State(0,0, 0,1, 1,0, 1,1)};
}
}

Ⅳ 怎样写一个俄罗斯方块用JAVA SWING

将游戏区划成小格
设定一个移动像素,比如5
设定好几个方块的类,比如--,⊥等等。都由小格组成
随机NEW那一个类。
判断方块最下面的的小格是否已到“底”,底:下面是小格是否已被添满。
判断一行从左到右是否没有空格,否则删除这行,再调用向下方法。

Ⅳ java编写的俄罗斯方块游戏

以下为一个俄罗斯方块的源代码,以---------线分隔一个类。
郁闷太长了,不能全部粘贴上来,要的话在线M我吧。
import javax.microedition.midlet.*;
import javax.microedition.lci.*;
import java.io.IOException;
/**
* <p>Title: 俄罗斯方块</p>
*
* <p>Description: 俄罗斯方块游戏</p>
*
* <p>Copyright: Copyright (c) 2005</p>
*
* <p>Company: Star Group</p>
*
* @author: Part of this programe comes from a open-source project in the Web(www.hyweb.net).
* Our group makes some remakeble improvement to it.
* @version 1.0
*/
public class RussianGameMIDlet extends MIDlet {
static RussianGameMIDlet instance;
private UIController controller = new UIController(this);
private Splash splash;
private Image imgStart;
Display display = null;
public RussianGameMIDlet() {
instance = this;
display = Display.getDisplay(this);
}

public void startApp() {
try
{
imgStart = Image.createImage("/start.png");
} catch (IOException e) {
}
StringBuffer infoStart = new StringBuffer("俄罗斯方块");
splash = new Splash(this.controller,infoStart, imgStart);
controller.setSplash(splash);
controller.handleEvent(UIController.EventID.EVENT_START_SPLASH);
}

public void pauseApp() {

}

public void destroyApp(boolean unconditional) {
}

public static void quitApp() {
instance.destroyApp(true);
instance.notifyDestroyed();
instance = null;
}

}
--------------------------------------------------------------------------------------------------------------------------------------------

Ⅵ 如何用java编写出一个俄罗斯方块小程序

packagecom.test.games;

importjava.awt.Graphics;
importjava.awt.event.ActionEvent;
importjava.awt.event.ActionListener;
importjava.awt.event.KeyEvent;
importjava.awt.event.KeyListener;

importjavax.swing.JFrame;
importjavax.swing.JMenu;
importjavax.swing.JMenuBar;
importjavax.swing.JMenuItem;
importjavax.swing.JOptionPane;
importjavax.swing.JPanel;
importjavax.swing.Timer;

{
publicTetris(){
Tetrisbloka=newTetrisblok();
addKeyListener(a);
add(a);
}

publicstaticvoidmain(String[]args){
Tetrisframe=newTetris();
JMenuBarmenu=newJMenuBar();
frame.setJMenuBar(menu);
JMenugame=newJMenu("游戏");
JMenuItemnewgame=game.add("新游戏");
JMenuItempause=game.add("暂停");
JMenuItemgoon=game.add("继续");
JMenuItemexit=game.add("退出");
JMenuhelp=newJMenu("帮助");
JMenuItemabout=help.add("关于");
menu.add(game);
menu.add(help);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(220,275);
frame.setTitle("Tetris内测版");
//frame.setUndecorated(true);
frame.setVisible(true);
frame.setResizable(false);

}
}

//创建一个俄罗斯方块类
{

//blockType代表方块类型
//turnState代表方块状态
privateintblockType;
privateintscore=0;

privateintturnState;

privateintx;

privateinty;

privateinti=0;

intj=0;
intflag=0;
//定义已经放下的方块x=0-11,y=0-21;
int[][]map=newint[13][23];

//方块的形状第一组代表方块类型有S、Z、L、J、I、O、T7种第二组代表旋转几次第三四组为方块矩阵
privatefinalintshapes[][][]=newint[][][]{
//i
{{0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0},{0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0},
{0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0},
{0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0}},
//s
{{0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0},
{0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0}},
//z
{{1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0},
{1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0},
{0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0}},
//j
{{0,1,0,0,0,1,0,0,1,1,0,0,0,0,0,0},{1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0},
{1,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0},
{1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0}},
//o
{{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0}},
//l
{{1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,0},{1,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0},
{1,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0},
{0,0,1,0,1,1,1,0,0,0,0,0,0,0,0,0}},
//t
{{0,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0},
{1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0},
{0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0}}};

//生成新方块的方法
publicvoidnewblock(){
blockType=(int)(Math.random()*1000)%7;
turnState=(int)(Math.random()*1000)%4;
x=4;
y=0;
if(gameover(x,y)==1){

newmap();
drawwall();
score=0;
JOptionPane.showMessageDialog(null,"GAMEOVER");
}
}

//画围墙
publicvoiddrawwall(){
for(i=0;i<12;i++){
map[i][21]=2;
}
for(j=0;j<22;j++){
map[11][j]=2;
map[0][j]=2;
}
}

//初始化地图
publicvoidnewmap(){
for(i=0;i<12;i++){
for(j=0;j<22;j++){
map[i][j]=0;
}
}
}

//初始化构造方法
Tetrisblok(){
newblock();
newmap();
drawwall();
Timertimer=newTimer(1000,newTimerListener());
timer.start();
}

//旋转的方法
publicvoidturn(){
inttempturnState=turnState;
turnState=(turnState+1)%4;
if(blow(x,y,blockType,turnState)==1){
}
if(blow(x,y,blockType,turnState)==0){
turnState=tempturnState;
}
repaint();
}

//左移的方法
publicvoidleft(){
if(blow(x-1,y,blockType,turnState)==1){
x=x-1;
}
;
repaint();
}

//右移的方法
publicvoidright(){
if(blow(x+1,y,blockType,turnState)==1){
x=x+1;
}
;
repaint();
}

//下落的方法
publicvoiddown(){
if(blow(x,y+1,blockType,turnState)==1){
y=y+1;
delline();
}
;
if(blow(x,y+1,blockType,turnState)==0){
add(x,y,blockType,turnState);
newblock();
delline();
}
;
repaint();
}

//是否合法的方法
publicintblow(intx,inty,intblockType,intturnState){
for(inta=0;a<4;a++){
for(intb=0;b<4;b++){
if(((shapes[blockType][turnState][a*4+b]==1)&&(map[x+b+1][y+a]==1))
||((shapes[blockType][turnState][a*4+b]==1)&&(map[x+b+1][y+a]==2))){

return0;
}
}
}
return1;
}

//消行的方法
publicvoiddelline(){
intc=0;
for(intb=0;b<22;b++){
for(inta=0;a<12;a++){
if(map[a][b]==1){

c=c+1;
if(c==10){
score+=10;
for(intd=b;d>0;d--){
for(inte=0;e<11;e++){
map[e][d]=map[e][d-1];

}
}
}
}
}
c=0;
}
}

//判断你挂的方法
publicintgameover(intx,inty){
if(blow(x,y,blockType,turnState)==0){
return1;
}
return0;
}

//把当前添加map
publicvoidadd(intx,inty,intblockType,intturnState){
intj=0;
for(inta=0;a<4;a++){
for(intb=0;b<4;b++){
if(map[x+b+1][y+a]==0){
map[x+b+1][y+a]=shapes[blockType][turnState][j];
}
;
j++;
}
}
}

//画方块的的方法
publicvoidpaintComponent(Graphicsg){
super.paintComponent(g);
//画当前方块
for(j=0;j<16;j++){
if(shapes[blockType][turnState][j]==1){
g.fillRect((j%4+x+1)*10,(j/4+y)*10,10,10);
}
}
//画已经固定的方块
for(j=0;j<22;j++){
for(i=0;i<12;i++){
if(map[i][j]==1){
g.fillRect(i*10,j*10,10,10);

}
if(map[i][j]==2){
g.drawRect(i*10,j*10,10,10);

}
}
}
g.drawString("score="+score,125,10);
g.drawString("抵制不良游戏,",125,110);
g.drawString("拒绝盗版游戏。",125,170);
// g.drawString("注意自我保护,",125,90);
// g.drawString("谨防受骗上当。",125,110);
// g.drawString("适度游戏益脑,",125,130);
// g.drawString("沉迷游戏伤身。",125,150);
// g.drawString("合理安排时间,",125,170);
// g.drawString("享受健康生活。",125,190);
}

//键盘监听
publicvoidkeyPressed(KeyEvente){
switch(e.getKeyCode()){
caseKeyEvent.VK_DOWN:
down();
break;
caseKeyEvent.VK_UP:
turn();
break;
caseKeyEvent.VK_RIGHT:
right();
break;
caseKeyEvent.VK_LEFT:
left();
break;
}

}

//无用
publicvoidkeyReleased(KeyEvente){
}

//无用
publicvoidkeyTyped(KeyEvente){
}

//定时器监听
{
publicvoidactionPerformed(ActionEvente){

repaint();
if(blow(x,y+1,blockType,turnState)==1){
y=y+1;
delline();
}
;
if(blow(x,y+1,blockType,turnState)==0){

if(flag==1){
add(x,y,blockType,turnState);
delline();
newblock();
flag=0;
}
flag=1;
}
;
}
}
}

Ⅶ 求用JAVA编写俄罗斯方块游戏的源代码

俄罗斯方块——java源代码提供 import java.awt.*; import java.awt.event.*; //俄罗斯方块类 public class ERS_Block extends Frame{ public static boolean isPlay=false; public static int level=1,score=0; public static TextField scoreField,levelField; public static MyTimer timer; GameCanvas gameScr; public static void main(String[] argus){ ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent"); WindowListener win_listener = new WinListener(); ers.addWindowListener(win_listener); } //俄罗斯方块类的构造方法 ERS_Block(String title){ super(title); setSize(600,480); setLayout(new GridLayout(1,2)); gameScr = new GameCanvas(); gameScr.addKeyListener(gameScr); timer = new MyTimer(gameScr); timer.setDaemon(true); timer.start(); timer.suspend(); add(gameScr); Panel rightScr = new Panel(); rightScr.setLayout(new GridLayout(2,1,0,30)); rightScr.setSize(120,500); add(rightScr); //右边信息窗体的布局 MyPanel infoScr = new MyPanel(); infoScr.setLayout(new GridLayout(4,1,0,5)); infoScr.setSize(120,300); rightScr.add(infoScr); //定义标签和初始值 Label scorep = new Label("分数:",Label.LEFT); Label levelp = new Label("级数:",Label.LEFT); scoreField = new TextField(8); levelField = new TextField(8); scoreField.setEditable(false); levelField.setEditable(false); infoScr.add(scorep); infoScr.add(scoreField); infoScr.add(levelp); infoScr.add(levelField); scorep.setSize(new Dimension(20,60)); scoreField.setSize(new Dimension(20,60)); levelp.setSize(new Dimension(20,60)); levelField.setSize(new Dimension(20,60)); scoreField.setText("0"); levelField.setText("1"); //右边控制按钮窗体的布局 MyPanel controlScr = new MyPanel(); controlScr.setLayout(new GridLayout(5,1,0,5)); rightScr.add(controlScr); //定义按钮play Button play_b = new Button("开始游戏"); play_b.setSize(new Dimension(50,200)); play_b.addActionListener(new Command(Command.button_play,gameScr)); //定义按钮Level UP Button level_up_b = new Button("提高级数"); level_up_b.setSize(new Dimension(50,200)); level_up_b.addActionListener(new Command(Command.button_levelup,gameScr)); //定义按钮Level Down Button level_down_b =new Button("降低级数"); level_down_b.setSize(new Dimension(50,200)); level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr)); //定义按钮Level Pause Button pause_b =new Button("游戏暂停"); pause_b.setSize(new Dimension(50,200)); pause_b.addActionListener(new Command(Command.button_pause,gameScr)); //定义按钮Quit Button quit_b = new Button("退出游戏"); quit_b.setSize(new Dimension(50,200)); quit_b.addActionListener(new Command(Command.button_quit,gameScr)); controlScr.add(play_b); controlScr.add(level_up_b); controlScr.add(level_down_b); controlScr.add(pause_b); controlScr.add(quit_b); setVisible(true); gameScr.requestFocus(); } } //重写MyPanel类,使Panel的四周留空间 class MyPanel extends Panel{ public Insets getInsets(){ return new Insets(30,50,30,50); } } //游戏画布类 class GameCanvas extends Canvas implements KeyListener{ final int unitSize = 30; //小方块边长 int rowNum; //正方格的行数 int columnNum; //正方格的列数 int maxAllowRowNum; //允许有多少行未削 int blockInitRow; //新出现块的起始行坐标 int blockInitCol; //新出现块的起始列坐标 int [][] scrArr; //屏幕数组 Block b; //对方快的引用 //画布类的构造方法 GameCanvas(){ rowNum = 15; columnNum = 10; maxAllowRowNum = rowNum - 2; b = new Block(this); blockInitRow = rowNum - 1; blockInitCol = columnNum/2 - 2; scrArr = new int [32][32]; } //初始化屏幕,并将屏幕数组清零的方法 void initScr(){ for(int i=0;i<rowNum;i++) for (int j=0; j<columnNum;j++) scrArr[j]=0; b.reset(); repaint(); } //重新刷新画布方法 public void paint(Graphics g){ for(int i = 0; i < rowNum; i++) for(int j = 0; j < columnNum; j++) drawUnit(i,j,scrArr[j]); } //画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(type){ //表示画方快的方法 case 0: g.setColor(Color.black);break; //以背景为颜色画 case 1: g.setColor(Color.blue);break; //画正在下落的方块 case 2: g.setColor(Color.magenta);break; //画已经落下的方法 } g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true); g.dispose(); } public Block getBlock(){ return b; //返回block实例的引用 } //返回屏幕数组中(row,col)位置的属性值 public int getScrArrXY(int row,int col){ if (row < 0 || row >= rowNum || col < 0 || col >= columnNum) return(-1); else return(scrArr[row][col]); } //返回新块的初始行坐标方法 public int getInitRow(){ return(blockInitRow); //返回新块的初始行坐标 } //返回新块的初始列坐标方法 public int getInitCol(){ return(blockInitCol); //返回新块的初始列坐标 } //满行删除方法 void deleteFullLine(){ int full_line_num = 0; int k = 0; for (int i=0;i<rowNum;i++){ boolean isfull = true; L1:for(int j=0;j<columnNum;j++) if(scrArr[j] == 0){ k++; isfull = false; break L1; } if(isfull) full_line_num++; if(k!=0 && k-1!=i && !isfull) for(int j = 0; j < columnNum; j++){ if (scrArr[j] == 0) drawUnit(k-1,j,0); else drawUnit(k-1,j,2); scrArr[k-1][j] = scrArr[j]; } } for(int i = k-1 ;i < rowNum; i++){ for(int j = 0; j < columnNum; j++){ drawUnit(i,j,0); scrArr[j]=0; } } ERS_Block.score += full_line_num; ERS_Block.scoreField.setText(""+ERS_Block.score); } //判断游戏是否结束方法 boolean isGameEnd(){ for (int col = 0 ; col <columnNum; col ++){ if(scrArr[maxAllowRowNum][col] !=0) return true; } return false; } public void keyTyped(KeyEvent e){ } public void keyReleased(KeyEvent e){ } //处理键盘输入的方法 public void keyPressed(KeyEvent e){ if(!ERS_Block.isPlay) return; tch(e.getKeyCode()){ case KeyEvent.VK_DOWN:b.fallDown();break; case KeyEvent.VK_LEFT:b.leftMove();break; case KeyEvent.VK_RIGHT:b.rightMove();break; case KeyEvent.VK_SPACE:b.leftTurn();break; } } } //处理控制类 class Command implements ActionListener{ static final int button_play = 1; //给按钮分配编号 static final int button_levelup = 2; static final int button_leveldown = 3; static final int button_quit = 4; static final int button_pause = 5; static boolean pause_resume = true; int curButton; //当前按钮 GameCanvas scr; //控制按钮类的构造方法 Command(int button,GameCanvas scr){ curButton = button; this.scr=scr; } //按钮执行方法 public void actionPerformed (ActionEvent e){ tch(curButton){ case button_play:if(!ERS_Block.isPlay){ scr.initScr(); ERS_Block.isPlay = true; ERS_Block.score = 0; ERS_Block.scoreField.setText("0"); ERS_Block.timer.resume(); } scr.requestFocus(); break; case button_levelup:if(ERS_Block.level < 10){ ERS_Block.level++; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score = 0; ERS_Block.scoreField.setText(""+ERS_Block.score); } scr.requestFocus(); break; case button_leveldown:if(ERS_Block.level > 1){ ERS_Block.level--; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score = 0; ERS_Block.scoreField.setText(""+ERS_Block.score); } scr.requestFocus(); break; case button_pause:if(pause_resume){ ERS_Block.timer.suspend(); pause_resume = false; }else{ ERS_Block.timer.resume(); pause_resume = true; } scr.requestFocus(); break; case button_quit:System.exit(0); } } } //方块类 class Block { static int[][] pattern = { {0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态 {0x04e0,0x0464,0x00e4,0x04c4}, {0x4620,0x6c00,0x4620,0x6c00}, {0x2640,0xc600,0x2640,0xc600}, {0x6220,0x1700,0x2230,0x0740}, {0x6440,0x0e20,0x44c0,0x8e00}, {0x0660,0x0660,0x0660,0x0660} }; int blockType; //块的模式号(0-6) int turnState; //块的翻转状态(0-3) int blockState; //快的下落状态 int row,col; //块在画布上的坐标 GameCanvas scr; //块类的构造方法 Block(GameCanvas scr){ this.scr = scr; blockType = (int)(Math.random() * 1000)%7; turnState = (int)(Math.random() * 1000)%4; blockState = 1; row = scr.getInitRow(); col = scr.getInitCol(); } //重新初始化块,并显示新块 public void reset(){ blockType = (int)(Math.random() * 1000)%7; turnState = (int)(Math.random() * 1000)%4; blockState = 1; row = scr.getInitRow(); col = scr.getInitCol(); dispBlock(1); } //实现“块”翻转的方法 public void leftTurn(){ if(assertValid(blockType,(turnState + 1)%4,row,col)){ dispBlock(0); turnState = (turnState + 1)%4; dispBlock(1); } } //实现“块”的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1); } } //实现块的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1); } } //实现块落下的操作的方法 public boolean fallDown(){ if(blockState == 2) return(false); if(assertValid(blockType,turnState,row-1,col)){ dispBlock(0); row--; dispBlock(1); return(true); }else{ blockState = 2; dispBlock(2); return(false); } } //判断是否正确的方法 boolean assertValid(int t,int s,int row,int col){ int k = 0x8000; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ if((int)(pattern[t][s]&k) != 0){ int temp = scr.getScrArrXY(row-i,col+j); if (temp<0||temp==2) return false; } k = k >> 1; } } return true; } //同步显示的方法 public synchronized void dispBlock(int s){ int k = 0x8000; for (int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ if(((int)pattern[blockType][turnState]&k) != 0){ scr.drawUnit(row-i,col+j,s); } k=k>>1; } } } } //定时线程 class MyTimer extends Thread{ GameCanvas scr; public MyTimer(GameCanvas scr){ this.scr = scr; } public void run(){ while(true){ try{ sleep((10-ERS_Block.level + 1)*100); } catch(InterruptedException e){} if(!scr.getBlock().fallDown()){ scr.deleteFullLine(); if(scr.isGameEnd()){ ERS_Block.isPlay = false; suspend(); }else scr.getBlock().reset(); } } } } class WinListener extends WindowAdapter{ public void windowClosing (WindowEvent l){ System.exit(0); } } 22

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