java编写俄罗斯方块

2018-07-20    来源:open-open

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Game_Box.java

//方块类
public class Game_Box{
static int[][] pattern = {
{ 0x0f00, 0x4444, 0x0f00, 0x4444 },// 长条形
{ 0x04e0, 0x0464, 0x00e4, 0x04c4 },//T型
{ 0x4620, 0x6c00, 0x4620, 0x6c00 },//右Z型
{ 0x2640, 0xc600, 0x2640, 0xc600 },//Z型
{ 0x6220, 0x1700, 0x2230, 0x0740 },//L型
{ 0x6440, 0x0e20, 0x44c0, 0x8e00 },//左L型
{ 0x0660, 0x0660, 0x0660, 0x0660 }  //田字形
};
int blockType; // 块的模式号(0-6)
int turnState; // 块的翻转状态(0-3)
int blockState; // 块的下落状态
int row;//行
int col;//列
Game_Draw scr; //声明类型


// 块类的构造方法
Game_Box(Game_Draw game_scr) {
this.scr = game_scr;
blockType =(int)(Math.random()*7);
//turnState = (int) Math.random()*3 ;
blockState = 1;
row = game_scr.getInitRow();
col = game_scr.getInitCol();
}


// 重新初始化块,并显示新块
public void reset() {
blockType = (int)(Math.random()*7) ;//随机从7中生成一中方块
//turnState = (int) (Math.random()*3) ;
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/2;
}
}
return true;
}


// 同步显示的方法
public synchronized void dispBlock(int s) {
int k =0x8000;
System.out.println((int) pattern[blockType][turnState]);
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 /2;
}
}
}

}

Game_Command.java

import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;


public class Game_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
Game_Draw scr;


// 控制按钮类的构造方法
Game_Command(int button, Game_Draw scr) {
curButton = button;
this.scr = scr;
}


// 按钮执行方法
public void actionPerformed(ActionEvent e) {
switch (curButton) {
case 1:
if (!Game_Layout.isPlay) {
scr.initScr();
Game_Layout.isPlay = true;
Game_Layout.score = 0;
Game_Layout.scoreField.setText("0");
Game_Layout.timer.resume();
}
scr.requestFocus();
break;
case 2:
if (Game_Layout.level < 10) {
Game_Layout.level++;
Game_Layout.levelField.setText("" + Game_Layout.level);
Game_Layout.score = 0;
Game_Layout.scoreField.setText("" + Game_Layout.score);
}
scr.requestFocus();
break;
case 3:
if (Game_Layout.level > 1) {
Game_Layout.level--;
Game_Layout.levelField.setText("" + Game_Layout.level);
Game_Layout.score = 0;
Game_Layout.scoreField.setText("" + Game_Layout.score);
}
scr.requestFocus();
break;
case 4:
System.exit(0);
}
}

}

Game_Draw.java

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Game_Draw 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
Game_Box b=new Game_Box(this); // 对方快的引用
Game_MyTimer time;


// 画布类的构造方法
Game_Draw() {
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
blockInitRow = rowNum ;
blockInitCol = columnNum -7;
scrArr = new int[32][32];
}


// 初始化屏幕,并将屏幕数组清零的方法
public 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) {
     System.out.println(getSize().height);
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.GRAY);
break; // 画已经落下的方法
}
g.fill3DRect(col * unitSize, getSize().height - (row + 1) * unitSize,
unitSize, unitSize, true);
g.dispose();
}


public Game_Box 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;
for (int j = 0; j < columnNum; j++)
if (scrArr[i][j] == 0) {
k++;
isfull = false;
break ;
}
if (isfull)
full_line_num+=100;
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;
}
}
Game_Layout.score += full_line_num;
Game_Layout.scoreField.setText("" + Game_Layout.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) {
//boolean T=true;
if (!Game_Layout.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;
}

}

}

Game_Layout.java

import java.awt.Button;
import java.awt.Dimension;
import java.awt.GridLayout;
import java.awt.Label;
import java.awt.Panel;
import java.awt.TextField;
import java.awt.event.WindowListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Game_Layout extends JFrame {
public static int level = 1;
public static int score = 0;
public static TextField scoreField;
public static TextField levelField;
public static boolean isPlay = false;
public static Game_MyTimer timer;

Game_Draw gameScr=new Game_Draw();//实例主屏

// 俄罗斯方块类的构造方法
Game_Layout() {
setTitle("俄罗斯方块");
setSize(620, 480);
setLayout(new GridLayout(1, 2));//整体分为两个部分
gameScr.addKeyListener(gameScr);//就收键盘监听,监听的内容是游戏主界面
timer = new Game_MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
JPanel rightScr = new JPanel();
rightScr.setLayout(new GridLayout(2, 1, 0,0));
//rightScr.setSize(120, 480);
//LeftScr.setSize(1000, 40);
add(rightScr);
//add(LeftScr);
// 右边信息窗体的布局
Game_MyPanel infoScr = new Game_MyPanel();
infoScr.setLayout(new GridLayout(4, 1, 0, 0));//4行一列 水平0 垂直5
//infoScr.setSize(120, 300);
rightScr.add(infoScr);
// 定义标签和初始值
JLabel scorep = new JLabel("分数:");
JLabel levelp = new JLabel("级数:");
scoreField = new TextField(8);//定义文本长度
levelField = new TextField(8);
scoreField.setEditable(false);//文本不可以编辑
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
//scorep.setSize(10,10);
//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
Game_MyPanel controlScr = new Game_MyPanel(); //控制面板
controlScr.setLayout(new GridLayout(4, 1, 0, 10));//5行 1列 水平间隔为0 垂直为 5
rightScr.add(controlScr);
// 定义按钮play
JButton play_b = new JButton("开始游戏");
//play_b.setSize(new Dimension(50, 20));
play_b.addActionListener(new Game_Command(1, gameScr));
// 定义按钮Level UP
JButton level_up_b = new JButton("提高级数");
level_up_b.addActionListener(new Game_Command(2,gameScr));
// 定义按钮Level Down
JButton level_down_b = new JButton("降低级数");
level_down_b.addActionListener(new Game_Command(3,gameScr));
// 定义按钮Quit
JButton quit_b = new JButton("退出游戏");
quit_b.addActionListener(new Game_Command(4, 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();
}
}

Game_MyPanel.java

import java.awt.Insets;
import java.awt.Panel;
class Game_MyPanel extends Panel {
public Insets getInsets() {
return new Insets(30, 60, 30, 60);//顶 左 底 右
}
}

Game_MyTime.java

public class Game_MyTimer extends Thread{


Game_Draw scr;


public Game_MyTimer(Game_Draw scr) {
this.scr = scr;
}


public void run() {
while (true) {
try {
sleep((10 - Game_Layout.level + 1) * 100);
} catch (InterruptedException e) {
}
if (!scr.getBlock().fallDown()) {
scr.deleteFullLine();
if (scr.isGameEnd()) {
Game_Layout.isPlay = false;
stop();
} else
scr.getBlock().reset();
}
}
}

}

Game_Main.java

public class Game_Main {
public static void main(String args[]){
Game_Layout ers = new Game_Layout();
}
}

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