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📄 lovehui.java

📁 俄罗斯方块.............用方向键控制游戏的全过程
💻 JAVA
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		plInfo.add(tfScore);
		plInfo.setBorder(border);

		tfLevel.setEditable(false);
		tfScore.setEditable(false);

		plButton.add(btPlay);
		plButton.add(btPause);
		plButton.add(btStop);
		plButton.add(btTurnLevelUp);
		plButton.add(btTurnLevelDown);
		plButton.setBorder(border);

		add(plTip);
		add(plInfo);
		add(plButton);

		addKeyListener(new ControlKeyListener());

		btPlay.addActionListener(new ActionListener() {
			public void actionPerformed(ActionEvent ae) {game.playGame();}
		});
		btPause.addActionListener(new ActionListener() {
			public void actionPerformed(ActionEvent ae) {
				if (btPause.getText().equals(new String("暂停"))) game.pauseGame(); 
				else   game.resumeGame();
			}
		});
		btStop.addActionListener(new ActionListener() {
			public void actionPerformed(ActionEvent ae) {
				game.stopGame();
			}
		});
		btTurnLevelUp.addActionListener(new ActionListener() {
			public void actionPerformed(ActionEvent ae) {
				try {
					int level = Integer.parseInt(tfLevel.getText());
					if (level < lovehui.MAX_LEVEL)
						tfLevel.setText("" + (level + 1));
				} 
				catch (NumberFormatException e){}
				requestFocus();
			}
		});
		btTurnLevelDown.addActionListener(new ActionListener() {
			public void actionPerformed(ActionEvent ae) {
				try {
					int level = Integer.parseInt(tfLevel.getText());
					if (level > 1)
						tfLevel.setText("" + (level - 1));
				} 
				catch (NumberFormatException e) {}
				requestFocus();
			}
		});
		addComponentListener(new ComponentAdapter() {
			public void componentResized(ComponentEvent ce) {
				plTipBlock.fanning();
			}
		});
		timer = new Timer(500, new ActionListener() 
		{
			public void actionPerformed(ActionEvent ae) {
				tfScore.setText("" + game.getScore());
				int scoreForLevelUpdate =
					game.getScoreForLevelUpdate();
				if (scoreForLevelUpdate >= lovehui.PER_LEVEL_SCORE
					&& scoreForLevelUpdate > 0)
					game.levelUpdate();
			}
		});
		timer.start();
	}
	public void setTipStyle(int style) {   //设置预显窗口的样式
		plTipBlock.setStyle(style);
	}
	public int getLevel() {               //取得用户设置的游戏等级。
		int level = 0;
		try {
			level = Integer.parseInt(tfLevel.getText());
		} 
		catch (NumberFormatException e) {}
		return level;
	}
	public void setLevel(int level) {       //让用户修改游戏难度等级。
		if (level > 0 && level < 11) tfLevel.setText("" + level);}		 
	public void setPlayButtonEnable(boolean enable) {//设置"开始"按钮的状态。
		btPlay.setEnabled(enable);}
	public void setPauseButtonLabel(boolean pause) {btPause.setText(pause ? "暂停" : "继续");}
	public void reset() {	// 重置控制面板
		tfScore.setText("0");
		plTipBlock.setStyle(0);
	}	
	public void fanning() {plTipBlock.fanning();}//重新计算TipPanel里的boxes[][]里的小框的大小	
	private class TipPanel extends JPanel {      //预显窗口的实现细节类
		private Color backColor = Color.darkGray, frontColor = Color.lightGray;
		private ErsBox[][] boxes =new ErsBox[ErsBlock.BOXES_ROWS][ErsBlock.BOXES_COLS];
		private int style, boxWidth, boxHeight;
		private boolean isTiled = false;
		public TipPanel() {               //预显窗口类构造函数
			for (int i = 0; i < boxes.length; i++) {
				for (int j = 0; j < boxes[i].length; j++){
					boxes[i][j] = new ErsBox(false);
		}}}
		public TipPanel(Color backColor, Color frontColor) {   //预显窗口类窗口的前景色与窗口的背景色构造函数
			this();
			this.backColor = backColor;
			this.frontColor = frontColor;
		}		
		public void setStyle(int style) {//设置预显窗口的方块样式 @ param style int,对应ErsBlock类的STYLES中的28个值
			this.style = style;
			repaint();
		}
		public void paintComponent(Graphics g) {    //覆盖JComponent类的函数,画组件。
			super.paintComponent(g);
			if (!isTiled) fanning();
			int key = 0x8000;
			for (int i = 0; i < boxes.length; i++) {
				for (int j = 0; j < boxes[i].length; j++) {
					Color color = (((key & style) != 0) ? frontColor : backColor);
					g.setColor(color);
					g.fill3DRect(j * boxWidth, i * boxHeight,
						boxWidth, boxHeight, true);
					key >>= 1;
		}}}		
		public void fanning() {//根据窗口的大小,自动调整方格的尺寸
			boxWidth = getSize().width / ErsBlock.BOXES_COLS;
			boxHeight = getSize().height / ErsBlock.BOXES_ROWS;
			isTiled = true;
		}
	}
	private class ControlKeyListener extends KeyAdapter {
		public void keyPressed(KeyEvent ke) {
			if (!game.isPlaying()) return;
			ErsBlock block = game.getCurBlock();
			switch (ke.getKeyCode()) {
				case KeyEvent.VK_DOWN:
					block.moveDown();
					break;
				case KeyEvent.VK_LEFT:
					block.moveLeft();
					break;
				case KeyEvent.VK_RIGHT:
					block.moveRight();
					break;
				case KeyEvent.VK_UP:
					block.turnNext();
					break;
				default:
					break;
}}}}		
class ErsBlock extends Thread {            //块类,继承自线程类(Thread)由 4 * 4 个方格(ErsBox)构成一个块,控制块的移动、下落、变形
	public final static int BOXES_ROWS = 4;//一个块占的行数是4行
	public final static int BOXES_COLS = 4;//一个块占的列数是4列	
	public final static int LEVEL_FLATNESS_GENE = 3;         //让升级变化平滑的因子,避免最后几级之间的速度相差近一倍
	public final static int BETWEEN_LEVELS_DEGRESS_TIME = 50;//相近的两级之间,块每下落一行的时间差别为多少(毫秒)
	private final static int BLOCK_KIND_NUMBER = 7;  //方块的样式数目为7
	private final static int BLOCK_STATUS_NUMBER = 4;// 每一个样式的方块的反转状态种类为4	
	public final static int[][] STYLES ={     // 分别对应对7种模型的28种状态
			{0x0f00, 0x4444, 0x0f00, 0x4444}, // 长条型的四种状态
			{0x04e0, 0x0464, 0x00e4, 0x04c4}, // 'T'型的四种状态
			{0x4620, 0x6c00, 0x4620, 0x6c00}, // 反'Z'型的四种状态
			{0x2640, 0xc600, 0x2640, 0xc600}, // 'Z'型的四种状态
			{0x6220, 0x1700, 0x2230, 0x0740}, // '7'型的四种状态
			{0x6440, 0x0e20, 0x44c0, 0x8e00}, // 反'7'型的四种状态
			{0x0660, 0x0660, 0x0660, 0x0660}, // 方块的四种状态
		};
	private GameCanvas canvas;
	private ErsBox[][] boxes = new ErsBox[BOXES_ROWS][BOXES_COLS];
	private int style, y, x, level;
	private boolean pausing = false, moving = true;
	public ErsBlock(int style, int y, int x, int level, GameCanvas canvas) { //构造函数,产生一个特定的块
		this.style = style;                                                  //style 块的样式,对应STYLES的28个值中的一个
		this.y = y;                                                          //y 起始位置,左上角在canvas中的坐标行
		this.x = x;                                                          //x 起始位置,左上角在canvas中的坐标列
		this.level = level;                                                  //level 游戏等级,控制块的下落速度
		this.canvas = canvas;                                                //canvas 画板
		int key = 0x8000;
		for (int i = 0; i < boxes.length; i++) {
			for (int j = 0; j < boxes[i].length; j++) {
				boolean isColor = ((style & key) != 0);
				boxes[i][j] = new ErsBox(isColor);
				key >>= 1;
			}
		}
		display();
	}
	public void run() {    //线程类的run()函数覆盖,下落块,直到块不能再下落
		while (moving) {
			try {
				sleep(BETWEEN_LEVELS_DEGRESS_TIME
					*(lovehui.MAX_LEVEL - level + LEVEL_FLATNESS_GENE));
			} 
			catch (InterruptedException ie) { ie.printStackTrace();}
			//后边的moving是表示在等待的100毫秒间,moving没被改变
			if (!pausing) moving = (moveTo(y + 1, x) && moving);
		}
	}	
	public void moveLeft(){moveTo(y, x - 1);} //块向左移动一格
	public void moveRight(){moveTo(y, x + 1);}//块向右移动一格
	public void moveDown() {moveTo(y + 1, x);}//块向下落一格
	public void turnNext(){                      // 块变                  
		for (int i = 0; i < 7; i++) {
			for (int j = 0; j <4; j++) {
				if (STYLES[i][j] == style) {
					int newStyle = STYLES[i][(j + 1) %4];
					turnTo(newStyle);
					return;
	}}}}
	public void pauseMove(){pausing = true;}  //暂停块的下落,对应游戏暂停
	public void resumeMove(){pausing = false;}//继续块的下落,对应游戏继续
	public void stopMove(){moving = false;}   //停止块的下落,对应游戏停止	 
	private void earse(){                    //将当前块从画布的对应位置移除,要等到下次重画画布时才能反映出来
		for (int i = 0; i < boxes.length; i++) {
			for (int j = 0; j < boxes[i].length; j++) {
				if (boxes[i][j].isColorBox()) {
					ErsBox box = canvas.getBox(i + y, j + x);
					if (box == null) continue;
					box.setColor(false);
	}}}}
	private void display() {               //让当前块放置在画布的对应位置上,要等到下次重画画布时才能看见
		for (int i = 0; i < boxes.length; i++) {
			for (int j = 0; j < boxes[i].length; j++) {
				if (boxes[i][j].isColorBox()) {
					ErsBox box = canvas.getBox(y + i, x + j);
					if (box == null) continue;
					box.setColor(true);
	}}}}
	private boolean isMoveAble(int newRow, int newCol) {   //当前块能否移动到newRow/newCol所指定的位置
		earse();
		for (int i = 0; i < boxes.length; i++) {
			for (int j = 0; j < boxes[i].length; j++) {
				if (boxes[i][j].isColorBox()) {
					ErsBox box = canvas.getBox(newRow + i, newCol + j);
					if (box == null || (box.isColorBox())) {
						display();
						return false;
    }}}}
		display();
		return true;
	}
	private synchronized boolean moveTo(int newRow, int newCol) {//将当前画移动到newRow/newCol所指定的位置
		if (!isMoveAble(newRow, newCol) || !moving) return false;
		earse();
		y = newRow;
		x = newCol;
		display();
		canvas.repaint();
		return true;
	}
	private boolean isTurnAble(int newStyle){     //当前块能否变成newStyle所指定的块样式,主要是要考虑	                                              
		int key = 0x8000;                         //边界以及被其它块挡住、不能移动的情况
		earse();
		for (int i = 0; i < boxes.length; i++) {
			for (int j = 0; j < boxes[i].length; j++){
				if ((newStyle & key) != 0) {
					ErsBox box = canvas.getBox(y + i, x + j);
					if (box == null || box.isColorBox()) {
						display();
						return false;
					}
				}
				key >>= 1;
			}
		}
		display();
		return true;
	}
	private boolean turnTo(int newStyle) {             //将当前块变成newStyle所指定的块样式
		if (!isTurnAble(newStyle) || !moving) return false;
		earse();
		int key = 0x8000;
		for (int i = 0; i < boxes.length; i++) {
			for (int j = 0; j < boxes[i].length; j++) {
				boolean isColor = ((newStyle & key) != 0);
				boxes[i][j].setColor(isColor);
				key >>= 1;
			}
		}
		style = newStyle;
		display();
		canvas.repaint();
		return true;
	}
}

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