//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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