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📄 俄罗斯方块——java源代码.txt

📁 俄罗斯方块游戏,从俄罗斯人阿历克赛·帕伊特诺夫在八十年代末制作成功以来,以其规则简单,容易上手,游戏过程变化无穷,且能在娱乐中益智等特点,它已经成为一个家喻户晓老少皆宜的大众游戏。 我设计的这款俄罗斯
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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); 
} 
}

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