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俄罗斯方块java源代码(俄罗斯方块JAVA完整源文件)

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俄罗斯方块java源代码(俄罗斯方块JAVA完整源文件)

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{

俄罗斯方块java源代码(俄罗斯方块JAVA完整源文件)

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){

俄罗斯方块java源代码(俄罗斯方块JAVA完整源文件)

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。

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