俄罗斯方块java源代码(俄罗斯方块JAVA完整源文件)
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求用JAVA编写俄罗斯方块游戏的源代码
俄罗斯方块——java源代码提供 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);}} 22
急求俄罗斯方块等小游戏的源代码
俄罗斯方块——java源代码提供
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);
}
}
求俄罗斯Java代码
上面这位仁兄的代码我调可很长时间才调好,做事情真不负责任,既然要贴出来就应该是拿来就能用的。哎!!我把改好的给你
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[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);
}
}
OK,关于俄罗斯方块java源代码和俄罗斯方块JAVA完整源文件的内容到此结束了,希望对大家有所帮助。