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📄 java.txt

📁 一个JAVA的俄罗斯方块游戏
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package org.citsoft.els.com;

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(); 
		catch(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; 
		catch(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)
	{ 
		catch(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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