📄 russiatetris.java
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import java.awt.*;import java.awt.event.*;import java.applet.*;public class RussiaTetris extends Applet implements Runnable{ Thread thread; private Image offImg;//缓冲图象 private Graphics offG;//缓冲 final int BaseX=20; final int BaseY=20; final int BlockSize =20;//每个块的大小 //定义游戏中出现的信息 final String INFO_READY = "S键 开始游戏"; final String INFO_PAUSE = "P键 继续游戏"; final String INFO_GAMEOVER = "游戏结束 任意键继续"; byte SHAPE[][][][] = //[造型索引][旋转索引][4][坐标] { {//造型一 {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}}, //旋转一[][].... {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}}, //旋转二[][].... {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}}, //旋转三........ {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}} //旋转四........ }, {//造型二 {{-1, 0},{ 0, 0},{ 0, 1},{ 1, 1}}, //旋转一[] {{ 0,-1},{ 0, 0},{-1, 0},{-1, 1}}, //旋转二[]() []() {{-1, 0},{ 0, 0},{ 0, 1},{ 1, 1}}, //旋转三[][] [] {{ 0,-1},{ 0, 0},{-1, 0},{-1, 1}} //旋转四 }, {//造型三 {{ 1, 0},{ 0, 0},{ 0, 1},{-1, 1}}, // 旋转一 [] {{ 0,-1},{ 0, 0},{ 1, 0},{ 1, 1}}, // 旋转二 ()[] ()[] {{ 1, 0},{ 0, 0},{ 0, 1},{-1, 1}}, // 旋转三 [][] [] {{ 0,-1},{ 0, 0},{ 1, 0},{ 1, 1}} // 旋转四 }, {//造型四 {{ 0, 0},{ 1, 0},{ 2, 0},{ 0, 1}}, // 旋转一 [] [] {{ 0,-2},{ 0,-1},{ 0, 0},{ 1, 0}}, // 旋转二 ()[][] []() [][]() [] {{-2, 0},{-1, 0},{ 0, 0},{ 0,-1}}, // 旋转三 [] [] ()[] {{-1, 0},{ 0, 0},{ 0, 1},{ 0, 2}} // 旋转四 [] }, {//造型五 {{-2, 0},{-1, 0},{ 0, 0},{ 0, 1}}, // 旋转一 [] {{ 0, 0},{ 1, 0},{ 0, 1},{ 0, 2}}, // 旋转二 [][]() [] [] ()[] {{ 0,-1},{ 0, 0},{ 1, 0},{ 2, 0}}, // 旋转三 [] []() ()[][] [] {{ 0,-2},{ 0,-1},{ 0, 0},{-1, 0}} // 旋转四 [] }, {//造型六 {{-1, 0},{ 0, 0},{ 1, 0},{ 0, 1}}, // 旋转一 {{ 0,-1},{ 0, 0},{ 0, 1},{ 1, 0}}, // 旋转二 [] [] [] {{-1, 0},{ 0, 0},{ 1, 0},{ 0,-1}}, // 旋转三 []()[] ()[] []()[] []() {{-1, 0},{ 0, 0},{ 0,-1},{ 0, 1}} // 旋转四 [] [] [] }, {//造型六 {{ 0,-1},{ 0, 0},{ 0, 1},{ 0, 2}}, // 旋转一 [] {{-1, 0},{ 0, 0},{ 1, 0},{ 2, 0}}, // 旋转二 () []()[][] {{ 0,-1},{ 0, 0},{ 0, 1},{ 0, 2}}, // 旋转三 [] {{-1, 0},{ 0, 0},{ 1, 0},{ 2, 0}} // 旋转四 [] } }; //定义游戏中使用的变量 final int[] Speeds = {60,50,40,30,20,15,10,5,3,1};//速度值定义 byte[][] Ground = new byte[10][20];//在 10 X 20 的场地游戏,预留顶部放置方块的空间一格 byte[][] NextShape = new byte[4][2];//存放下块造型 int CurrentX; //当前X左边 int CurrentY; //当前Y坐标 int CurrentShapeIndex; //当前造型索引 int CurrentTurnIndex; //当前旋转索引 int CurrentColorIndex; //当前造型色彩索引 int NextShapeIndex; //下块出现的造型的索引 int GameSpeed = 0; //游戏速度 int SpeedVar = 0; //延时计数 int FlashSpeed = 60; //信息提示闪烁速度 int FlashVar = 0; //闪烁延时计数 int ClearTotalLine = 0; //消掉的总行数 Color[] Colors = {Color.black,Color.red,Color.green,Color.blue,Color.magenta,Color.yellow,Color.orange,Color.pink}; //定义游戏中出现的状态 final int READY = 0; final int GAMING = 1; final int PAUSE = 2; final int GAMEOVER = 3; private int CurrentMode = READY; //游戏状态变量 String InfoStr = new String(INFO_READY); public void init(){ offImg = createImage(getSize().width, getSize().height);//创建缓冲图象大小 offG = offImg.getGraphics(); setBackground(Color.black); } public void MakeNextShape(){ NextShapeIndex = (int)(Math.random()*70) /10; NextShape = SHAPE[NextShapeIndex][0]; } public void ClearGround(){//清除场地 for(int i=0; i<10; i++) for(int j=0; j<20; j++) Ground[i][j]=0; CurrentMode = READY; ClearTotalLine = 0; } public void StartGame(){//开始游戏 ClearGround(); CurrentShapeIndex = (int)(Math.random()*70) /10; CurrentX = 4; CurrentY = 0; CurrentMode = GAMING; CurrentColorIndex = (int)(Math.random()*70) /10 +1; MakeNextShape(); } public void drawABlock(Graphics g,int x,int y,int colorIndex){//用指定的颜色画一个方块 g.setColor(Colors[colorIndex]); g.fill3DRect(BaseX + x * BlockSize, BaseY + y * BlockSize , BlockSize, BlockSize, true); g.fill3DRect(BaseX + x * BlockSize + 1, BaseY + y * BlockSize +1, BlockSize -2, BlockSize-2, true); } public void drawShape(Graphics g,int x,int y, int shapeindex,int trunindex)//在指定位置画指定的造型 { for(int i=0; i<4; i++){ if(y+SHAPE[shapeindex][trunindex][i][1]>=0)//不画最顶上不在区域的块 drawABlock(g,x+SHAPE[shapeindex][trunindex][i][0] ,y+SHAPE[shapeindex][trunindex][i][1],CurrentColorIndex); } } public void drawGround(Graphics g){//画整个画面 //画提示信息及行数及其他 g.setColor(new Color(255,255,255)); if(CurrentMode == READY) g.drawString(" + / - : 调整速度",BaseX,BaseY-3); if(CurrentMode == GAMING) g.drawString("↑:翻转 →/←:移动 ↓:快落 R:重玩",BaseX,BaseY-3); g.drawRect(BaseX-1,BaseY-1,BlockSize*10, BlockSize*20); for(int i=0; i<10; i++) for(int j=1; j<20; j++) if(Ground[i][j]!=0) drawABlock(g,i,j,Ground[i][j]); //显示相关信息 g.setColor(Color.lightGray); g.drawRect(BaseX+BlockSize*10,BaseY-1,BlockSize*2+BlockSize/2+BlockSize/2,20); // 与下一块提示对齐 g.drawString("TETRIS",BaseX + BlockSize * 10+8,BaseY + 14);//画游戏相关信息 g.drawString("已消行数",BaseX + BlockSize * 10+5,BaseY * 3 ); g.drawString(String.valueOf(ClearTotalLine),BaseX + BlockSize * 10+5,BaseY * 4); g.drawString("当前速度",BaseX + BlockSize * 10+5,BaseY * 6 ); g.drawString(String.valueOf(GameSpeed),BaseX + BlockSize * 10+5,BaseY * 7); //g.drawString("http://www.delfan.com" ,BaseX,BaseY + BlockSize * 21-10 ); } public void drawNextBlock(Graphics g){//画下一块 g.setColor(Color.lightGray); g.drawString("下一块",BaseX+11*BlockSize - BlockSize / 2,BaseY+17*BlockSize); g.drawRect(BaseX + BlockSize * 10, BaseY + BlockSize *18 - BlockSize / 2 ,BlockSize * 2 + BlockSize / 2,BlockSize * 2); g.setColor(Color.blue); for(int i=0; i<4; i++) g.fill3DRect(BaseX + 11 * BlockSize + NextShape[i][0]*BlockSize / 2 , BaseY + 18 * BlockSize + NextShape[i][1]*BlockSize / 2 , BlockSize / 2 , BlockSize /2, true); } public void drawInfo(Graphics g){//绘制提示的信息 g.setColor(Color.white); Font old = g.getFont(); g.setFont(new Font("宋体",0,24)); g.drawString(InfoStr,BaseX+5*BlockSize - InfoStr.length()* 7 ,BaseY+10*BlockSize); g.setFont(old); } public void paint(Graphics g){ offG.clearRect(0,0,getSize().width,getSize().height); drawGround(offG); switch(CurrentMode){ case READY : case PAUSE : case GAMEOVER : drawInfo(offG); break; case GAMING : drawShape(offG,CurrentX,CurrentY,CurrentShapeIndex,CurrentTurnIndex); drawNextBlock(offG); break; } if(offG!=null) g.drawImage(offImg,0,0,this); } public void update(Graphics g){ paint(g); } public void start(){ thread = new Thread(this); thread.start(); } public void stop(){ thread = null; } public void run(){ Thread current= Thread.currentThread(); while(thread ==current){ try{ Thread.currentThread().sleep(10); }catch(InterruptedException e) {} if(CurrentMode==GAMING){ if(SpeedVar ++ > Speeds[GameSpeed]){ SpeedVar = 0; DownIt(); repaint(); } }else if(FlashVar ++ > FlashSpeed){ FlashVar = 0; switch(CurrentMode){ case READY: if(InfoStr.equals("")) InfoStr = INFO_READY; else InfoStr = ""; break; case PAUSE: if(InfoStr.equals("")) InfoStr = INFO_PAUSE; else InfoStr = ""; break; case GAMEOVER : if(InfoStr.equals("")) InfoStr = INFO_GAMEOVER; else InfoStr = ""; } repaint(); }//End of if(FlashVar++... }//End of While } public boolean CanMoveTo(int shape,int turn,int x,int y){//判断是否能移动到指定位置 boolean result = true; turn %=4; for(int i=0; i<4; i++){ if((x+ SHAPE[shape][turn][i][0]<0)||(x+ SHAPE[shape][turn][i][0]>9)){ result = false; break; } if(y+ SHAPE[shape][turn][i][1]>19){ result = false; break; } if(Ground[x+SHAPE[shape][turn][i][0]][y+SHAPE[shape][turn][i][1]]!=0){ result = false; break; } } return result; } public synchronized void DownIt(){//处理下落过程 if(CanMoveTo(CurrentShapeIndex,CurrentTurnIndex,CurrentX,CurrentY+1)){ CurrentY++; }else{//已经下落到底部了 if(CurrentY == 0) CurrentMode = GAMEOVER; else{ //将当前块放到Ground中去 for(int i=0; i<4; i++) Ground[CurrentX + SHAPE[CurrentShapeIndex][CurrentTurnIndex][i][0]] [CurrentY + SHAPE[CurrentShapeIndex][CurrentTurnIndex][i][1]] = (byte)CurrentColorIndex; CurrentX=4; CurrentY=0; CurrentShapeIndex = NextShapeIndex; CurrentColorIndex = (int)(Math.random()*70) /10 + 1; MakeNextShape(); CurrentTurnIndex =0; //判断有没有一行的数据 int total; for(int y=19;y>=0;y--){ total=0; for(int x=0;x<10;x++) if(Ground[x][y] != 0) total ++; if(total == 10){//说明行满了 //将此行上面所有数据复制下来 for(int i=0; i<10; i++) for(int j=y; j>0; j--) Ground[i][j]=Ground[i][j-1]; y++; ClearTotalLine++; if(ClearTotalLine%50==0){ GameSpeed ++; //每消50行增加一次速度 if(GameSpeed>9) GameSpeed=9; } } }//end of For } //of else } //of else } public boolean keyDown(Event e, int key){//处理键盘事件 switch(CurrentMode){ case READY: if(key =='s'||key =='S') StartGame(); if(key =='+'){ GameSpeed ++; if(GameSpeed>9) GameSpeed = 9; } if(key == '-'){ GameSpeed --; if(GameSpeed<0) GameSpeed = 0; } break; case PAUSE : if(key == 'p' || key =='P') CurrentMode = GAMING; break; case GAMEOVER : CurrentMode = READY; // 按任意键准备游戏 break; case GAMING : if(key == 'p' || key == 'P') CurrentMode = PAUSE; if(key == 'r' || key == 'R') CurrentMode = READY; if(key == Event.LEFT&&CanMoveTo(CurrentShapeIndex,CurrentTurnIndex,CurrentX-1,CurrentY)) CurrentX --; if(key == Event.RIGHT&&CanMoveTo(CurrentShapeIndex,CurrentTurnIndex,CurrentX+1,CurrentY)) CurrentX ++; if(key == Event.UP&&CurrentY>1&&CanMoveTo(CurrentShapeIndex,CurrentTurnIndex+1,CurrentX,CurrentY)) { CurrentTurnIndex ++; CurrentTurnIndex %= 4; } if(key == Event.DOWN) DownIt(); repaint(); break; } return true; }}
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