📄 ketrisblock.java
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package com.jagie.j2me.game.ketris;
import javax.microedition.lcdui.*;
import java.util.Random;
/**
*
* <p>Title: </p>
* <p>Description: 该类为封装下坠物对象及其操作</p>
* <p>Copyright: Copyright (c) 2004</p>
* <p>Company: </p>
* @author: an unknown Japanese,Jagie
* @version 1.0
*/
public class KetrisBlock {
//各种砖块,1-7为活动砖块颜色,8为墙砖颜色
public static final int[] BRICK_COLORS = {
0x00FF0000, 0x0000FF00, 0x00FFFF00, 0x000000FF, 0x00FF00FF, 0x0000FFFF,
0x00C0DCC0, 0x00808080};
/**
* blockpattern的编码规则:blockpattern表示一个下坠物体的形状,一种下坠物的颜色是固定的。
* 对于一个下坠物,用一个三维数祖表示,第一维用rot表示(旋转值),第二维用x(也就是行),第三维用y表示(也就是列)。
* 所以 blockpattern1:田字及四种旋转形状
* blockpattern2:反L字及四种旋转形状
* blockpattern3:L字及四种旋转形状
* blockpattern4:1字及四种旋转形状
* ........................
*/
protected int blockpattern1[][][] = {
{
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern2[][][] = {
{
{
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 0, 0}
, {
0, 1, 1, 1}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 1, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
1, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern3[][][] = {
{
{
0, 1, 0, 0}
, {
0, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 1}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 0, 1, 0}
, {
1, 1, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern4[][][] = {
{
{
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 0, 0, 0}
, {
1, 1, 1, 1}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 0, 0, 0}
, {
1, 1, 1, 1}
, {
0, 0, 0, 0}
}
};
protected int blockpattern5[][][] = {
{
{
0, 0, 0, 0}
, {
1, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 1, 0}
, {
0, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
1, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 1, 0}
, {
0, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern6[][][] = {
{
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
1, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
1, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern7[][][] = {
{
{
0, 0, 0, 0}
, {
1, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 1, 0, 0}
, {
1, 1, 0, 0}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 1, 0, 0}
, {
1, 1, 1, 0}
, {
0, 0, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
};
private int blockpattern[][][]; /* 当前坠物形状,为以上定义的七个下坠物之一 */
private int blockNextpattern[][]; /* 下一个坠物形状,显示在游戏容器的右边 */
private int x; //blockpattern左上角x坐标,x=i表示左上角距离游戏容器左上角x轴上i个小砖块单位
private int y; //blockpattern左上角y坐标,y=i表示左上角距离游戏容器左上角y轴上i个小砖块单位
private int oldx; //x的旧值
private int oldy; //y的旧值
private int rot; //旋转值,0-3
private int oldrot; //旋转旧值
private int pattern; /* 组成当前坠物所用小砖块id(1-7),同时也表示一种下坠物形状 */
private int next; /* 组成下一个坠物所用小砖块id(1-7),同时也表示一种下坠物形状 */
private KetrisMap map;
protected Random rand;
/* 构造,保存map,初始化blockimage,rand,next */
public KetrisBlock(KetrisMap map) {
this.map = map;
rand = new Random();
next =Math.abs(rand.nextInt()) % 7 + 1;
}
/* 初始化 */
protected void init() {
pattern = next;
next = Math.abs(rand.nextInt()) % 7 + 1;
/* 得到当前下坠物 */
switch (pattern) {
case 1:
readPattern(blockpattern1);
break;
case 2:
readPattern(blockpattern2);
break;
case 3:
readPattern(blockpattern3);
break;
case 4:
readPattern(blockpattern4);
break;
case 5:
readPattern(blockpattern5);
break;
case 6:
readPattern(blockpattern6);
break;
case 7:
readPattern(blockpattern7);
break;
}
/* 得到下一个下坠物 */
switch (next) {
case 1:
readNextPattern(blockpattern1);
break;
case 2:
readNextPattern(blockpattern2);
break;
case 3:
readNextPattern(blockpattern3);
break;
case 4:
readNextPattern(blockpattern4);
break;
case 5:
readNextPattern(blockpattern5);
break;
case 6:
readNextPattern(blockpattern6);
break;
case 7:
readNextPattern(blockpattern7);
break;
}
x = 5; /* 游戏容器内径的一半 */
y = 0; /* y坐标 */
rot = 0;
//判断map数据,决定y的真正值,之所以这么处理,是因为当game over的时候,最后一个下坠物,可能只能画出一部分
//为了达到这个效果,必须让y成为一个恰当的负值
while (isCrashAtBegin()) {
y--;
if(y<-4){
break;
}
}
oldx = x;
oldy = y;
oldrot = rot;
}
/**
* 设置当前下坠物变量的内容
* @param nowblock int[][][] 7种下坠物常量之一
*/
private void readPattern(int[][][] nowblock) {
blockpattern = new int[4][4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
for (int k = 0; k < 4; k++) {
blockpattern[i][j][k] = nowblock[i][j][k];
}
}
}
}
/**
* 设置下一个下坠物变量的内容。只需要包存4中旋转变化中的第一种即可,所以rot维值=0
* @param nowblock int[][][] 7种下坠物常量之一
*/
private void readNextPattern(int[][][] nowblock) {
blockNextpattern = new int[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
blockNextpattern[i][j] = nowblock[0][i][j];
}
}
}
/* 旋转下坠物 */
protected void rotBlock() {
rot++;
if (rot == 4) {
rot = 0;
}
}
/**
* 绘制下坠物,包括清除下坠物的旧图像,调用绘制下坠物新图像的函数
* @param g Graphics
*/
public synchronized void paint(Graphics g) {
//如果3维都没有变化,则无需重画
if ( (oldrot != rot) || (oldx != x) || (oldy != y)) {
//清除旧图形
g.setColor(KetrisCanvas.BACKGROUD);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (blockpattern[oldrot][i][j] == 1) {
g.fillRect(KetrisCanvas.GAMEAREA_X +
(oldx + j) * KetrisCanvas.BRICK_WIDTH,
KetrisCanvas.GAMEAREA_Y +
(oldy + i) * KetrisCanvas.BRICK_WIDTH,
KetrisCanvas.BRICK_WIDTH, KetrisCanvas.BRICK_WIDTH);
}
}
}
drawBlock(g);
oldrot = rot;
oldx = x;
oldy = y;
}
}
/**
* 绘制下坠物
* @param g Graphics
*/
public void drawBlock(Graphics g) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (blockpattern[rot][i][j] == 1) {
drawBrick(KetrisCanvas.GAMEAREA_X +
(x + j) * KetrisCanvas.BRICK_WIDTH,
KetrisCanvas.GAMEAREA_Y +
(y + i) * KetrisCanvas.BRICK_WIDTH, g, pattern - 1);
}
}
}
}
/**
* 判断下坠物是不是和map中已有的砖块重叠,为了处理gameover的时候,只需画出部分下坠物的情况
@return true:有重叠,false:无重叠
*/
public boolean isCrashAtBegin() {
//行
for (int i = 3; i >= 0; i--) {
//列
for (int j = 0; j < 4; j++) {
int mx = x + j;
int my = y + i;
if (my < 0) {
my = 0;
}
if (blockpattern[rot][i][j] == 1 && map.get(mx, my) != 8 &&
map.get(mx, my) != 0) {
return true;
}
}
}
return false;
}
/**
* 画小砖块
* @param px x坐标
* @param py y坐标
* @param g Graphics
* @param colorIndex 颜色索引值
*/
public static void drawBrick(int px, int py, Graphics g, int colorIndex) {
//画白边
g.setColor(255, 255, 255);
g.fillRect(px, py, 1, KetrisCanvas.BRICK_WIDTH);
g.fillRect(px, py, KetrisCanvas.BRICK_WIDTH, 1);
//画中心
int color = BRICK_COLORS[colorIndex];
g.setColor(color);
g.fillRect(px + 1, py + 1, KetrisCanvas.BRICK_WIDTH - 1,
KetrisCanvas.BRICK_WIDTH - 1);
//画灰边
g.setColor(0x00c0c0c0);
g.fillRect(px + KetrisCanvas.BRICK_WIDTH - 1, py + 1, 1,
KetrisCanvas.BRICK_WIDTH - 1);
g.fillRect(px + 1, py + KetrisCanvas.BRICK_WIDTH - 1,
KetrisCanvas.BRICK_WIDTH - 2, 1);
}
/**
* 在游戏容器的右边绘出下一个下坠物
* @param g Graphics
*/
public void drawNextBlock(Graphics g) {
//清除绘制区域
g.setColor(KetrisCanvas.BACKGROUD);
int px = KetrisCanvas.GAMEAREA_X + 12 * KetrisCanvas.BRICK_WIDTH;
int py = KetrisCanvas.GAMEAREA_Y + 2 * KetrisCanvas.BRICK_WIDTH;
int width = KetrisCanvas.BRICK_WIDTH * 4;
g.fillRect(px, py, width, width);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (blockNextpattern[i][j] == 1) {
drawBrick(px + j * KetrisCanvas.BRICK_WIDTH,
py + i * KetrisCanvas.BRICK_WIDTH, g, next - 1);
}
}
}
}
/**
* 判断下坠物是否能下移
* @param kyouseiflag boolean true:自动下移 false:人工按键下移
* @return boolean
*/
public boolean checkDown(boolean kyouseiflag) {
boolean check = true;
/* 分别扫描下坠物的4行,从最下面的那行开始 */
for (int i = 0; i < 4; i++) {
int row = 3;
while (row >= 0) {
if (blockpattern[rot][row][i] == 1) {
if (map.get(x + i, y + row + 1) != 0) {
check = false;
}
row = -1; /* 终止循环 */
}
else {
row--;
}
}
}
return check;
}
/* 下坠物下移1行 */
public void down() {
y = y + 1;
}
/* 判断是否能旋转 */
public boolean checkRot() {
boolean check = true;
int tmpRot = rot + 1;
if (tmpRot == 4) {
tmpRot = 0;
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (blockpattern[tmpRot][i][j] == 1) {
if (map.get(x + j, y + i) != 0) {
check = false;
}
}
}
}
return check;
}
/* 判断下坠物是否可以移动 */
public boolean checkMove(int direct) {
boolean check = true;
/* 分别扫描下坠物的4行 */
for (int i = 0; i < 4; i++) {
if (direct == 1) { /* 左移 */
int row = 0;
while (row <= 3) {
if (blockpattern[rot][i][row] == 1) {
if (map.get(x + row - 1, y + i) != 0) {
check = false;
}
row = 4; /* 终止循环 */
}
else {
row++;
}
}
}
else { /* 右移 */
int row = 3;
while (row >= 0) {
if (blockpattern[rot][i][row] == 1) {
if (map.get(x + row + 1, y + i) != 0) {
check = false;
}
row = -1; /* 终止循环 */
}
else {
row--;
}
}
}
}
return check;
}
/* 左右移动 */
public void move(int direct) {
if (direct == 1) {
x = x - 1;
}
else {
x = x + 1;
}
}
public int getY() {
return y;
}
/* 根据下坠物的当前位置设置地图数据 */
public void fixBlock() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (blockpattern[rot][i][j] == 1) {
map.set(x + j, y + i, pattern);
}
}
}
}
}
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