- package mypack;
- import java.awt.*;
- import java.awt.event.*;
- //俄罗斯方块类
- public class ERS_Block extends Frame {
- /**
- *
- */
- private static final long serialVersionUID = -1443760309099067025L;
- 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[i][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[i][j]);
- }
- // 画方块的方法
- public void drawUnit(int row, int col, int type) {
- scrArr[row][col] = type;
- Graphics g = getGraphics();
- switch (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[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;
- 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;
- }
- }
- }
- // 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) {
- 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);
- }
- }
一个俄罗斯方块的源码
最新推荐文章于 2023-12-20 17:35:26 发布