俄罗斯方块

俄罗斯方块游戏实现
本文介绍了一个使用Java实现的经典俄罗斯方块游戏。该程序详细展示了游戏的架构设计,包括游戏逻辑、用户界面交互及定时器控制等核心组件。通过自定义类实现了游戏画面更新、方块移动与旋转等功能。

//俄罗斯方块源代码

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);
 }

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