俄羅斯方塊——java源代碼提供
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import java.awt.*;
import java.awt.event.*;
//俄羅斯方塊類
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MyPanel類,使Panel的四周留空間
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戲畫布類
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方塊邊長
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; //對方快的引用
//畫布類的構(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){ //表示畫方快的方法
case 0: g.setColor(Color.black);break; //以背景為顏色畫
case 1: g.setColor(Color.blue);break; //畫正在下落的方塊
case 2: g.setColor(Color.magenta);break; //畫已經(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
class Command implements ActionListener{
static final int button_play = 1; //給按鈕分配編號
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
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六進(jìn)至表示,本行表示長條四種狀態(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(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; //塊在畫布上的坐標(biāo)
GameCanvas scr;
//塊類的構(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);
}
}
/*首先,
應(yīng)用程序必須為?Canvas?類創(chuàng)建子類,以獲得有用的功能(如創(chuàng)建自定義組件)。必須重寫?paint?方法,以便在?canvas?上執(zhí)行自定義圖形。?
以下是代碼
*/
import?java.awt.Canvas;
import?java.awt.Font;
import?javax.swing.*;
public?class?P?{
public?static?void?main(String[]?args){
JFrame?jf=new?JFrame();
jf.setVisible(true);
jf.setLocation(200,200);
jf.setSize(300,?300);
jf.add(new?a());
}
}
class?a?extends?Canvas{
public?void?paint(java.awt.Graphics?g){
int?j=0,i=0;
while(i6){//for循環(huán)也可以
g.drawLine(0,?20*i,?100,?20*i);//橫線,y坐標(biāo)不變
g.drawLine(20*i,?0,?20*i,?100);
i++;
}
g.drawString("楚河漢界",?20,?130);
i=0;
while(i6){
g.drawLine(0,160+20*i,?100,?160+20*i);
g.drawLine(20*i,?160,?20*i,?260);
i++;}
}
}
雖然畫出來了,但我想簡化兩個(gè)循環(huán),如下:
class?a?extends?Canvas{
public?void?paint(java.awt.Graphics?g){
int?j=0,i=0;
do{//用for循環(huán)也可以
if(j==0){
g.drawLine(0,?20*i,?100,?20*i);//橫線
g.drawLine(20*i,?0,?20*i,?100);
}
else{
g.drawLine(0,160+20*i,?100,?160+20*i);
g.drawLine(20*i,?160,?20*i,?260);
}
if(i==5j==0){j=1;i=-1;g.drawString("楚河漢界",?20,?130);}//因?yàn)榕袛嗟谝淮沃?,i會(huì)被加一次,而這次是沒有畫線的,會(huì)導(dǎo)致少了一條線,所以i=-1
i++;
}while(i6);
}
}
就給你一個(gè)吧,只不過沒有添加棋子,你自己搞吧。import java.applet.*;
import java.awt.*;
import java.awt.event.*;
class ChessPad extends Panel implements MouseListener,ActionListener
{int x=-1,y=-1,棋子顏色=1;
Button button=new Button("重新開局");
TextField text_1=new TextField("請黑棋下子"),
text_2=new TextField();
ChessPad()
{setSize(440,440);
setLayout(null);setBackground(Color.pink);
addMouseListener(this);add(button);button.setBounds(10,5,60,26);
button.addActionListener(this);
add(text_1);text_1.setBounds(90,5,90,24);
add(text_2);text_2.setBounds(290,5,90,24);
text_1.setEditable(false);text_2.setEditable(false);
}
public void paint(Graphics g)
{for(int i=40;i=380;i+=20)
{g.drawLine(40,i,400,i);
}
g.drawLine(40,400,400,400);
for(int j=40;j=380;j+=20)
{g.drawLine(j,40,j,400);
}
g.drawLine(400,40,400,400);
g.fillOval(97,97,6,6);g.fillOval(337,97,6,6);
g.fillOval(97,337,6,6);g.fillOval(337,337,6,6);
g.fillOval(217,217,6,6);
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON1_MASK)
{x=(int)e.getX();y=(int)e.getY();
ChessPoint_black chesspoint_black=new ChessPoint_black(this);
ChessPoint_white chesspoint_white=new ChessPoint_white(this);
int a=(x+10)/2,b=(y+10)/2;
if(x/202||y/202||x/2019||y/2019)
{}
else
{
if(棋子顏色==1)
{this.add(chesspoint_black);
chesspoint_black.setBounds(a*20-7,b*20-7,16,16);
棋子顏色=棋子顏色*(-1);
text_2.setText("請白棋下子");
text_1.setText("");
}
else if(棋子顏色==-1)
{this.add(chesspoint_white);
chesspoint_white.setBounds(a*20-7,b*20-7,16,16);
棋子顏色=棋子顏色*(-1);
text_1.setText("請黑棋下子");
text_2.setText("");
}
}
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e){}
public void actionPerformed(ActionEvent e)
{this.removeAll();棋子顏色=1;
add(button);button.setBounds(10,5,60,26);
add(text_1);text_1.setBounds(90,5,90,24);
text_2.setText("");text_1.setText("請黑棋下子");
add(text_2);text_2.setBounds(290,5,90,24);
}
}
class ChessPoint_black extends Canvas implements MouseListener
{ChessPad chesspad=null;
ChessPoint_black(ChessPad p)
{setSize(20,20);chesspad=p;addMouseListener(this);
}
public void paint(Graphics g)
{g.setColor(Color.black);g.fillOval(0,0,14,14);
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON3_MASK)
{chesspad.remove(this);
chesspad.棋子顏色=1;
chesspad.text_2.setText("");chesspad.text_1.setText("請黑棋下子");
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e)
{if(e.getClickCount()=2)
chesspad.remove(this);
}
}
class ChessPoint_white extends Canvas implements MouseListener
{ChessPad chesspad=null;
ChessPoint_white(ChessPad p)
{setSize(20,20);addMouseListener(this);
chesspad=p;
}
public void paint(Graphics g)
{g.setColor(Color.white);g.fillOval(0,0,14,14);
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON3_MASK)
{chesspad.remove(this);
chesspad.棋子顏色=-1;
chesspad.text_2.setText("請白棋下子");chesspad.text_1.setText("");
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e)
{if(e.getClickCount()=2)
chesspad.remove(this);
}
}
public class Chess extends Frame
{ChessPad chesspad=new ChessPad();
Chess()
{setVisible(true);
setLayout(null);
Label label=new Label("單擊左鍵下子,雙擊吃子,右擊棋子悔棋",Label.CENTER);
add(label);label.setBounds(70,55,440,26);
label.setBackground(Color.orange);
add(chesspad);chesspad.setBounds(70,90,440,440);
addWindowListener(new WindowAdapter()
{public void windowClosing(WindowEvent e)
{System.exit(0);
}
});
pack();setSize(600,550);
}
public static void main (String args[])
{Chess chess=new Chess();
}
}