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📄 ers_block.java

📁 本次project实现如下功能: 写了一个本地的多线程游戏服务器ThreadeEchoServer
💻 JAVA
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//俄罗斯方块——java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"); 
       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]=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][0]); 
       } 

       //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[j][0] == 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] == 0) 
                         drawUnit(k-1,j,0); 
                       else 
                         drawUnit(k-1,j,2); 
                       scrArr[k-1][j] = scrArr[j][0]; 
                   } 
           } 
           for(int i = k-1 ;i < rowNum; i++){ 
               for(int j = 0; j < columnNum; j++){ 
                   drawUnit(i,j,0); 
                   scrArr[j][0]=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); 
       } 
} 

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