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9年前发布

Java俄罗斯方块实现代码

package com.game;    import java.awt.*;  import java.awt.event.ActionEvent;  import java.awt.event.ActionListener;  import java.awt.event.KeyEvent;  import java.awt.event.KeyListener;  import javax.swing.*;  import javax.swing.Timer;  /**   * 俄罗斯方块   * @author ×××   *   */  public class Tetris extends JFrame {      public Tetris() {          Tetrisblok a = new Tetrisblok();          addKeyListener(a);          add(a);      }        public static void main(String[] args) {          Tetris frame = new Tetris();          JMenuBar menu = new JMenuBar();          frame.setJMenuBar(menu);          JMenu game = new JMenu("游戏");          JMenuItem newgame = game.add("新游戏");          JMenuItem pause = game.add("暂停");          JMenuItem goon = game.add("继续");          JMenuItem exit = game.add("退出");          JMenu help = new JMenu("帮助");          JMenuItem about = 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  class Tetrisblok extends JPanel implements KeyListener {        // blockType 代表方块类型      // turnState代表方块状态   /**    * 代表方块类型    */      private int blockType;      private int score = 0;        /**       * 代表方块状态       */      private int turnState;        private int x;        private int y;        private int i = 0;        int j = 0;      int flag = 0;      // 定义已经放下的方块x=0-11,y=0-21;      int[][] map = new int[13][23];        // 方块的形状 第一组代表方块类型有S、Z、L、J、I、O、T 7种 第二组 代表旋转几次 第三四组为 方块矩阵      private final int shapes[][][] = new int[][][] {      // 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       */      public void newblock() {          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, "GAME OVER");          }      }        /**       * 画围墙       */      public void drawwall() {          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       */      public void newmap() {          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();          Timer timer = new Timer(1000, new TimerListener());          timer.start();      }        /**       * 旋转的方法       */      public void turn() {          int tempturnState = 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       */      public void left() {          if (blow(x - 1, y, blockType, turnState) == 1) {              x = x - 1;          }          ;          repaint();      }        /**       * 右移的方法       */      public void right() {          if (blow(x + 1, y, blockType, turnState) == 1) {              x = x + 1;          }          ;          repaint();      }        /**       * 下落的方法       */      public void down() {          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       * @param x       * @param y       * @param blockType       * @param turnState       * @return       */      public int blow(int x, int y, int blockType, int turnState) {          for (int a = 0; a < 4; a++) {              for (int b = 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))) {                        return 0;                  }              }          }          return 1;      }        /**       * 消行的方法       */      public void delline() {          int c = 0;          for (int b = 0; b < 22; b++) {              for (int a = 0; a < 12; a++) {                  if (map[a][b] == 1) {                        c = c + 1;                      if (c == 10) {                          score += 10;                          for (int d = b; d > 0; d--) {                              for (int e = 0; e < 11; e++) {                                  map[e][d] = map[e][d - 1];                                }                          }                      }                  }              }              c = 0;          }      }        /**       * 判断你挂的方法       * @param x       * @param y       * @return       */      public int gameover(int x, int y) {          if (blow(x, y, blockType, turnState) == 0) {              return 1;          }          return 0;      }        /**       * 把当前添加map       * @param x       * @param y       * @param blockType       * @param turnState       */      public void add(int x, int y, int blockType, int turnState) {          int j = 0;          for (int a = 0; a < 4; a++) {              for (int b = 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       */      public void paintComponent(Graphics g) {          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, 50);          g.drawString("拒绝盗版游戏。", 125, 70);          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       */      public void keyPressed(KeyEvent e) {          switch (e.getKeyCode()) {          case KeyEvent.VK_DOWN:              down();              break;          case KeyEvent.VK_UP:              turn();              break;          case KeyEvent.VK_RIGHT:              right();              break;          case KeyEvent.VK_LEFT:              left();              break;          }        }        // 无用      public void keyReleased(KeyEvent e) {      }        // 无用      public void keyTyped(KeyEvent e) {      }        /**       * 定时器监听       * @author ***       *       */      class TimerListener implements ActionListener {          public void actionPerformed(ActionEvent e) {                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;              }              ;          }      }  }