📄 俄罗斯方块.java
字号:
package ErsBlockGameDemo;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.border.EtchedBorder;
import javax.swing.border.Border;
/**
* 游戏主类,继承自JFrame类,负责游戏的全局控制。
* 内含
* 1、一个GameCanvas画布类的实例对象,
* 2、一个保存当前活动块(ErsBlock)实例的对象,
* 3、一个保存当前控制面板(ControlPanel)实例的对象;
*/
public class EX9 extends JFrame {
//每填满一行计多少分
public final static int PER_LINE_SCORE = 100;
//积多少分以后能升级
public final static int PER_LEVEL_SCORE = PER_LINE_SCORE * 20;
//最大级数是10级
public final static int MAX_LEVEL = 10;
//默认级数是5
public final static int DEFAULT_LEVEL = 5;
private GameCanvas canvas;
private ErsBlock block;
private boolean playing = false;
private ControlPanel ctrlPanel;
private JMenuBar bar = new JMenuBar();
private JMenu mGame = new JMenu("游戏"),
mControl = new JMenu("控制"),
mWindowStyle = new JMenu("游戏风格"),
mInfo = new JMenu("信息");
private JMenuItem miNewGame = new JMenuItem("新游戏"),
miSetBlockColor = new JMenuItem("设置方块颜色 ..."),
miSetBackColor = new JMenuItem("设置背景颜色 ..."),
miTurnHarder = new JMenuItem("升高游戏难度"),
miTurnEasier = new JMenuItem("降低游戏难度"),
miExit = new JMenuItem("退出"),
miPlay = new JMenuItem("开始"),
miPause = new JMenuItem("暂停"),
miResume = new JMenuItem("恢复"),
miStop = new JMenuItem("中止游戏"),
miAuthor = new JMenuItem("版本:俄罗斯方块1.0"),
miSourceInfo = new JMenuItem("源代码由Java实现");
private JCheckBoxMenuItem
miAsWindows = new JCheckBoxMenuItem("Windows"),
miAsMotif = new JCheckBoxMenuItem("Motif"),
miAsMetal = new JCheckBoxMenuItem("Metal", true);
//主游戏类的构造方法@param title String,窗口标题
public EX9(String title) {
super(title);
setSize(315, 392);
Dimension scrSize =
Toolkit.getDefaultToolkit().getScreenSize();
setLocation((scrSize.width - getSize().width) / 2,
(scrSize.height - getSize().height) / 2);
createMenu();
Container container = getContentPane();
container.setLayout(new BorderLayout(6, 0));
canvas = new GameCanvas(20, 12);
ctrlPanel = new ControlPanel(this);
container.add(canvas, BorderLayout.CENTER);
container.add(ctrlPanel, BorderLayout.EAST);
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent we) {
stopGame();
System.exit(0);
}
});
addComponentListener(new ComponentAdapter() {
public void componentResized(ComponentEvent ce) {
canvas.fanning();
}
});
show();
canvas.fanning();
}
//让游戏"复位"
public void reset() {
ctrlPanel.reset();
canvas.reset();
}
//判断游戏是否还在进行
//@return boolean, true-还在运行,false-已经停止
public boolean isPlaying() {
return playing;
}
/**
* 得到当前活动的块
* @return ErsBlock, 当前活动块的引用
*/
public ErsBlock getCurBlock() {
return block;
}
//得到当前画布,@return GameCanvas, 当前画布的引用
public GameCanvas getCanvas() {
return canvas;
}
//开始游戏
public void playGame() {
play();
ctrlPanel.setPlayButtonEnable(false);
miPlay.setEnabled(false);
ctrlPanel.requestFocus();
}
//游戏暂停
public void pauseGame() {
if (block != null) block.pauseMove();
ctrlPanel.setPauseButtonLabel(false);
miPause.setEnabled(false);
miResume.setEnabled(true);
}
//让暂停中的游戏继续
public void resumeGame() {
if (block != null) block.resumeMove();
ctrlPanel.setPauseButtonLabel(true);
miPause.setEnabled(true);
miResume.setEnabled(false);
ctrlPanel.requestFocus();
}
//用户停止游戏
public void stopGame() {
playing = false;
if (block != null) block.stopMove();
miPlay.setEnabled(true);
miPause.setEnabled(true);
miResume.setEnabled(false);
ctrlPanel.setPlayButtonEnable(true);
ctrlPanel.setPauseButtonLabel(true);
}
//得到游戏者设置的难度,@return int,游戏难度1-MAX_LEVEL
public int getLevel() {
return ctrlPanel.getLevel();
}
//用户设置游戏难度,@param level int,游戏难度1-MAX_LEVEL
public void setLevel(int level) {
if (level < 11 && level > 0) ctrlPanel.setLevel(level);
}
//得到游戏积分, @return int, 积分。
public int getScore() {
if (canvas != null) return canvas.getScore();
return 0;
}
//得到自上次升级以来的游戏积分,升级以后,此积分清零
//@return int, 积分。
public int getScoreForLevelUpdate() {
if (canvas != null) return canvas.getScoreForLevelUpdate();
return 0;
}
//当分数累计到一定的数量时,升一次级
//@return boolean, ture-update successufl, false-update fail
public boolean levelUpdate() {
int curLevel = getLevel();
if (curLevel < MAX_LEVEL) {
setLevel(curLevel + 1);
canvas.resetScoreForLevelUpdate();
return true;
}
return false;
}
//游戏开始
private void play() {
reset();
playing = true;
Thread thread = new Thread(new Game());
thread.start();
}
//报告游戏结束了
private void reportGameOver() {
JOptionPane.showMessageDialog(this, "Game Over!");
}
//建立并设置窗口菜单
private void createMenu() {
bar.add(mGame);
bar.add(mControl);
bar.add(mWindowStyle);
bar.add(mInfo);
mGame.add(miNewGame);
mGame.addSeparator();
mGame.add(miSetBlockColor);
mGame.add(miSetBackColor);
mGame.addSeparator();
mGame.add(miTurnHarder);
mGame.add(miTurnEasier);
mGame.addSeparator();
mGame.add(miExit);
mControl.add(miPlay);
mControl.add(miPause);
mControl.add(miResume);
mControl.add(miStop);
mWindowStyle.add(miAsWindows);
mWindowStyle.add(miAsMotif);
mWindowStyle.add(miAsMetal);
mInfo.add(miAuthor);
mInfo.add(miSourceInfo);
setJMenuBar(bar);
miPause.setAccelerator(KeyStroke.getKeyStroke(
KeyEvent.VK_P,KeyEvent.CTRL_MASK));
miResume.setAccelerator(KeyStroke.getKeyStroke(
KeyEvent.VK_ENTER, 0));
miNewGame.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
stopGame();
reset();
setLevel(DEFAULT_LEVEL);
}
});
miSetBlockColor.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
Color newFrontColor = JColorChooser.showDialog(
EX9.this,"设置方块颜色",
canvas.getBlockColor());
if (newFrontColor != null)
canvas.setBlockColor(newFrontColor);
}
});
miSetBackColor.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
Color newBackColor = JColorChooser.showDialog(
EX9.this, "设置方块颜色",
canvas.getBackgroundColor());
if (newBackColor != null)
canvas.setBackgroundColor(newBackColor);
}
});
miTurnHarder.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
int curLevel = getLevel();
if (curLevel < MAX_LEVEL) setLevel(curLevel + 1);
}
});
miTurnEasier.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
int curLevel = getLevel();
if (curLevel > 1) setLevel(curLevel - 1);
}
});
miExit.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
System.exit(0);
}
});
miPlay.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
playGame();
}
});
miPause.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
pauseGame();
}
});
miResume.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
resumeGame();
}
});
miStop.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
stopGame();
}
});
miAsWindows.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
String plaf = "com.sun.java.swing.plaf.windows.WindowsLookAndFeel";
setWindowStyle(plaf);
canvas.fanning();
ctrlPanel.fanning();
miAsWindows.setState(true);
miAsMetal.setState(false);
miAsMotif.setState(false);
}
});
miAsMotif.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
String plaf = "com.sun.java.swing.plaf.motif.MotifLookAndFeel";
setWindowStyle(plaf);
canvas.fanning();
ctrlPanel.fanning();
miAsWindows.setState(false);
miAsMetal.setState(false);
miAsMotif.setState(true);
}
});
miAsMetal.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
String plaf = "javax.swing.plaf.metal.MetalLookAndFeel";
setWindowStyle(plaf);
canvas.fanning();
ctrlPanel.fanning();
miAsWindows.setState(false);
miAsMetal.setState(true);
miAsMotif.setState(false);
}
});
}
//根据字串设置窗口外观, @param plaf String, 窗口外观的描述
private void setWindowStyle(String plaf) {
try {
UIManager.setLookAndFeel(plaf);
SwingUtilities.updateComponentTreeUI(this);
} catch (Exception e) {
}
}
/**
* 一轮游戏过程,实现了Runnable接口
* 一轮游戏是一个大循环,在这个循环中,每隔100毫秒,
* 检查游戏中的当前块是否已经到底了,如果没有,
* 就继续等待。如果到底了,就看有没有全填满的行,
* 如果有就删除它,并为游戏者加分,同时随机产生一个
* 新的当前块,让它自动下落。
* 当新产生一个块时,先检查画布最顶上的一行是否已经
* 被占了,如果是,可以判断Game Over了。
*/
private class Game implements Runnable {
public void run() {
int col = (int) (Math.random() * (canvas.getCols() - 3));
int style = ErsBlock.STYLES[(int) (Math.random() * 7)][(int) (Math.random() * 4)];
while (playing) {
if (block != null) { //第一次循环时,block为空
if (block.isAlive()) {
try {
Thread.currentThread().sleep(100);
} catch (InterruptedException ie) {
ie.printStackTrace();
}
continue;
}
}
checkFullLine(); //检查是否有全填满的行
if (isGameOver()) { //检查游戏是否应该结束了
miPlay.setEnabled(true);
miPause.setEnabled(true);
miResume.setEnabled(false);
ctrlPanel.setPlayButtonEnable(true);
ctrlPanel.setPauseButtonLabel(true);
reportGameOver();
return;
}
block = new ErsBlock(style, -1, col, getLevel(), canvas);
block.start();
col = (int) (Math.random() * (canvas.getCols() - 3));
style = ErsBlock.STYLES[(int) (Math.random() * 7)][(int) (Math.random() * 4)];
ctrlPanel.setTipStyle(style);
}
}
//检查画布中是否有全填满的行,如果有就删除之
public void checkFullLine() {
for (int i = 0; i < canvas.getRows(); i++) {
int row = -1;
boolean fullLineColorBox = true;
for (int j = 0; j < canvas.getCols(); j++) {
if (!canvas.getBox(i, j).isColorBox()) {
fullLineColorBox = false;
break;
}
}
if (fullLineColorBox) {
row = i--;
canvas.removeLine(row);
}
}
}
//根据最顶行是否被占,判断游戏是否已经结束了。
//@return boolean, true-游戏结束了,false-游戏未结束
private boolean isGameOver() {
for (int i = 0; i < canvas.getCols(); i++) {
ErsBox box = canvas.getBox(0, i);
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -