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java小球打方塊代碼 java彈跳小球

java編寫(xiě)的俄羅斯方塊游戲

以下為一個(gè)俄羅斯方塊的源代碼,以---------線分隔一個(gè)類(lèi)。

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import javax.microedition.midlet.*;

import javax.microedition.lcdui.*;

import java.io.IOException;

/**

* pTitle: 俄羅斯方塊/p

*

* pDescription: 俄羅斯方塊游戲/p

*

* pCopyright: Copyright (c) 2005/p

*

* pCompany: Star Group/p

*

* @author: Part of this programe comes from a open-source project in the Web().

* 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("俄羅斯方塊");

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;

}

}

--------------------------------------------------------------------------------------------------------------------------------------------

如何用java編寫(xiě)出一個(gè)俄羅斯方塊小程序?

package?com.test.games;

import?java.awt.Graphics;

import?java.awt.event.ActionEvent;

import?java.awt.event.ActionListener;

import?java.awt.event.KeyEvent;

import?java.awt.event.KeyListener;

import?javax.swing.JFrame;

import?javax.swing.JMenu;

import?javax.swing.JMenuBar;

import?javax.swing.JMenuItem;

import?javax.swing.JOptionPane;

import?javax.swing.JPanel;

import?javax.swing.Timer;

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("游戲");

JMenuItem?newgame?=?game.add("新游戲");

JMenuItem?pause?=?game.add("暫停");

JMenuItem?goon?=?game.add("繼續(xù)");

JMenuItem?exit?=?game.add("退出");

JMenu?help?=?new?JMenu("幫助");

JMenuItem?about?=?help.add("關(guān)于");

menu.add(game);

menu.add(help);

frame.setLocationRelativeTo(null);

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

frame.setSize(220,?275);

frame.setTitle("Tetris內(nèi)測(cè)版");

//?frame.setUndecorated(true);

frame.setVisible(true);

frame.setResizable(false);

}

}

//?創(chuàng)建一個(gè)俄羅斯方塊類(lèi)

class?Tetrisblok?extends?JPanel?implements?KeyListener?{

//?blockType?代表方塊類(lèi)型

//?turnState代表方塊狀態(tài)

private?int?blockType;

private?int?score?=?0;

private?int?turnState;

private?int?x;

private?int?y;

private?int?i?=?0;

int?j?=?0;

int?flag?=?0;

//?定義已經(jīng)放下的方塊x=0-11,y=0-21;

int[][]?map?=?new?int[13][23];

//?方塊的形狀?第一組代表方塊類(lèi)型有S、Z、L、J、I、O、T?7種?第二組?代表旋轉(zhuǎn)幾次?第三四組為?方塊矩陣

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?}?}?};

//?生成新方塊的方法

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");

}

}

//?畫(huà)圍墻

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;

}

}

//?初始化地圖

public?void?newmap()?{

for?(i?=?0;?i??12;?i++)?{

for?(j?=?0;?j??22;?j++)?{

map[i][j]?=?0;

}

}

}

//?初始化構(gòu)造方法

Tetrisblok()?{

newblock();

newmap();

drawwall();

Timer?timer?=?new?Timer(1000,?new?TimerListener());

timer.start();

}

//?旋轉(zhuǎn)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

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;

}

}

//?判斷你掛的方法

public?int?gameover(int?x,?int?y)?{

if?(blow(x,?y,?blockType,?turnState)?==?0)?{

return?1;

}

return?0;

}

//?把當(dāng)前添加map

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++;

}

}

}

//?畫(huà)方塊的的方法

public?void?paintComponent(Graphics?g)?{

super.paintComponent(g);

//?畫(huà)當(dāng)前方塊

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);

}

}

//?畫(huà)已經(jīng)固定的方塊

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("抵制不良游戲,",?125,?110);

g.drawString("拒絕盜版游戲。",?125,?170);

// g.drawString("注意自我保護(hù),",?125,?90);

// g.drawString("謹(jǐn)防受騙上當(dāng)。",?125,?110);

// g.drawString("適度游戲益腦,",?125,?130);

// g.drawString("沉迷游戲傷身。",?125,?150);

// g.drawString("合理安排時(shí)間,",?125,?170);

// g.drawString("享受健康生活。",?125,?190);

}

//?鍵盤(pán)監(jiān)聽(tīng)

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;

}

}

//?無(wú)用

public?void?keyReleased(KeyEvent?e)?{

}

//?無(wú)用

public?void?keyTyped(KeyEvent?e)?{

}

//?定時(shí)器監(jiān)聽(tīng)

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;

}

;

}

}

}

求JAVA課程設(shè)計(jì)俄羅斯方塊代碼,流程圖,能有詳細(xì)說(shuō)明介紹的更好!感激不盡!

import java.awt.*;

import java.awt.event.*;

//俄羅斯方塊類(lèi)

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("俄羅斯方塊游戲 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄羅斯方塊類(lèi)的構(gòu)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);

//右邊信息窗體的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定義標(biāo)簽和初始值

Label scorep = new Label("分?jǐn)?shù):",Label.LEFT);

Label levelp = new Label("級(jí)數(shù):",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");

//右邊控制按鈕窗體的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定義按鈕play

Button play_b = new Button("開(kāi)始游戲");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定義按鈕Level UP

Button level_up_b = new Button("提高級(jí)數(shù)");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定義按鈕Level Down

Button level_down_b =new Button("降低級(jí)數(shù)");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定義按鈕Level Pause

Button pause_b =new Button("游戲暫停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定義按鈕Quit

Button quit_b = new Button("退出游戲");

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();

}

}

//重寫(xiě)MyPanel類(lèi),使Panel的四周留空間

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戲畫(huà)布類(lèi)

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方塊邊長(zhǎng)

int rowNum; //正方格的行數(shù)

int columnNum; //正方格的列數(shù)

int maxAllowRowNum; //允許有多少行未削

int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo)

int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo)

int [][] scrArr; //屏幕數(shù)組

Block b; //對(duì)方快的引用

//畫(huà)布類(lèi)的構(gòu)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,并將屏幕數(shù)組清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

{ scrArr[i][j]=0; }

b.reset();

repaint();

}

//重新刷新畫(huà)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[i][j]);

}

//畫(huà)方塊的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

switch(type){ //表示畫(huà)方快的方法

case 0: g.setColor(Color.black);break; //以背景為顏色畫(huà)

case 1: g.setColor(Color.blue);break; //畫(huà)正在下落的方塊

case 2: g.setColor(Color.magenta);break; //畫(huà)已經(jīng)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實(shí)例的引用

}

//返回屏幕數(shù)組中(row,col)位置的屬性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新塊的初始行坐標(biāo)方法

public int getInitRow(){

return(blockInitRow); //返回新塊的初始行坐標(biāo)

}

//返回新塊的初始列坐標(biāo)方法

public int getInitCol(){

return(blockInitCol); //返回新塊的初始列坐標(biāo)

}

//滿行刪除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[i][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[i][j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[i][j];

}

}

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[i][j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判斷游戲是否結(jié)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){

}

//處理鍵盤(pán)輸入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

switch(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;

}

}

}

//處理控制類(lèi)

class Command implements ActionListener{

static final int button_play = 1; //給按鈕分配編號(hào)

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; //當(dāng)前按鈕

GameCanvas scr;

//控制按鈕類(lèi)的構(gòu)造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按鈕執(zhí)行方法

public void actionPerformed (ActionEvent e){

switch(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);

}

}

}

//方塊類(lèi)

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六進(jìn)至表示,本行表示長(zhǎng)條四種狀態(tài)

{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; //塊的模式號(hào)(0-6)

int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3)

int blockState; //快的下落狀態(tài)

int row,col; //塊在畫(huà)布上的坐標(biāo)

GameCanvas scr;

//塊類(lèi)的構(gòu)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();

}

//重新初始化塊,并顯示新塊

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);

}

//實(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//實(shí)現(xiàn)“塊”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//實(shí)現(xiàn)塊的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//實(shí)現(xiàn)塊落下的操作的方法

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);

}

}

//判斷是否正確的方法

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 (temp0||temp==2)

return false;

}

k = k 1;

}

}

return true;

}

//同步顯示的方法

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=k1;

}

}

}

}

//定時(shí)線程

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);

}

}

求用JAVA編寫(xiě)俄羅斯方塊游戲的源代碼

俄羅斯方塊——java源代碼提供 import java.awt.*; import java.awt.event.*; //俄羅斯方塊類(lèi) 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("俄羅斯方塊游戲 V1.0 Author:Vincent"); WindowListener win_listener = new WinListener(); ers.addWindowListener(win_listener); } //俄羅斯方塊類(lèi)的構(gòu)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); //右邊信息窗體的布局 MyPanel infoScr = new MyPanel(); infoScr.setLayout(new GridLayout(4,1,0,5)); infoScr.setSize(120,300); rightScr.add(infoScr); //定義標(biāo)簽和初始值 Label scorep = new Label("分?jǐn)?shù):",Label.LEFT); Label levelp = new Label("級(jí)數(shù):",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"); //右邊控制按鈕窗體的布局 MyPanel controlScr = new MyPanel(); controlScr.setLayout(new GridLayout(5,1,0,5)); rightScr.add(controlScr); //定義按鈕play Button play_b = new Button("開(kāi)始游戲"); play_b.setSize(new Dimension(50,200)); play_b.addActionListener(new Command(Command.button_play,gameScr)); //定義按鈕Level UP Button level_up_b = new Button("提高級(jí)數(shù)"); level_up_b.setSize(new Dimension(50,200)); level_up_b.addActionListener(new Command(Command.button_levelup,gameScr)); //定義按鈕Level Down Button level_down_b =new Button("降低級(jí)數(shù)"); level_down_b.setSize(new Dimension(50,200)); level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr)); //定義按鈕Level Pause Button pause_b =new Button("游戲暫停"); pause_b.setSize(new Dimension(50,200)); pause_b.addActionListener(new Command(Command.button_pause,gameScr)); //定義按鈕Quit Button quit_b = new Button("退出游戲"); 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(); } } //重寫(xiě)MyPanel類(lèi),使Panel的四周留空間 class MyPanel extends Panel{ public Insets getInsets(){ return new Insets(30,50,30,50); } } //游戲畫(huà)布類(lèi) class GameCanvas extends Canvas implements KeyListener{ final int unitSize = 30; //小方塊邊長(zhǎng) int rowNum; //正方格的行數(shù) int columnNum; //正方格的列數(shù) int maxAllowRowNum; //允許有多少行未削 int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo) int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo) int [][] scrArr; //屏幕數(shù)組 Block b; //對(duì)方快的引用 //畫(huà)布類(lèi)的構(gòu)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,并將屏幕數(shù)組清零的方法 void initScr(){ for(int i=0;irowNum;i++) for (int j=0; jcolumnNum;j++) scrArr[j]=0; b.reset(); repaint(); } //重新刷新畫(huà)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]); } //畫(huà)方塊的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(type){ //表示畫(huà)方快的方法 case 0: g.setColor(Color.black);break; //以背景為顏色畫(huà) case 1: g.setColor(Color.blue);break; //畫(huà)正在下落的方塊 case 2: g.setColor(Color.magenta);break; //畫(huà)已經(jīng)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實(shí)例的引用 } //返回屏幕數(shù)組中(row,col)位置的屬性值 public int getScrArrXY(int row,int col){ if (row 0 || row = rowNum || col 0 || col = columnNum) return(-1); else return(scrArr[row][col]); } //返回新塊的初始行坐標(biāo)方法 public int getInitRow(){ return(blockInitRow); //返回新塊的初始行坐標(biāo) } //返回新塊的初始列坐標(biāo)方法 public int getInitCol(){ return(blockInitCol); //返回新塊的初始列坐標(biāo) } //滿行刪除方法 void deleteFullLine(){ int full_line_num = 0; int k = 0; for (int i=0;irowNum;i++){ boolean isfull = true; L1:for(int j=0;jcolumnNum;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); } //判斷游戲是否結(jié)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){ } //處理鍵盤(pán)輸入的方法 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; } } } //處理控制類(lèi) class Command implements ActionListener{ static final int button_play = 1; //給按鈕分配編號(hào) 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; //當(dāng)前按鈕 GameCanvas scr; //控制按鈕類(lèi)的構(gòu)造方法 Command(int button,GameCanvas scr){ curButton = button; this.scr=scr; } //按鈕執(zhí)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); } } } //方塊類(lèi) class Block { static int[][] pattern = { {0x0f00,0x4444,0x0f00,0x4444},//用十六進(jìn)至表示,本行表示長(zhǎng)條四種狀態(tài) {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; //塊的模式號(hào)(0-6) int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3) int blockState; //快的下落狀態(tài) int row,col; //塊在畫(huà)布上的坐標(biāo) GameCanvas scr; //塊類(lèi)的構(gòu)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(); } //重新初始化塊,并顯示新塊 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); } //實(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法 public void leftTurn(){ if(assertValid(blockType,(turnState + 1)%4,row,col)){ dispBlock(0); turnState = (turnState + 1)%4; dispBlock(1); } } //實(shí)現(xiàn)“塊”的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1); } } //實(shí)現(xiàn)塊的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1); } } //實(shí)現(xiàn)塊落下的操作的方法 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); } } //判斷是否正確的方法 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 (temp0||temp==2) return false; } k = k 1; } } return true; } //同步顯示的方法 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=k1; } } } } //定時(shí)線程 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

請(qǐng)教一個(gè)Java的“打印結(jié)果為小方塊”的修改思想。

整數(shù)轉(zhuǎn)成char的問(wèn)題。

比如97轉(zhuǎn)成char是a, 65轉(zhuǎn)成char是A。

打印出方塊的應(yīng)該是一些特殊字符。


文章名稱(chēng):java小球打方塊代碼 java彈跳小球
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