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;
}
}
--------------------------------------------------------------------------------------------------------------------------------------------
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;
}
;
}
}
}
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);
}
}
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
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。