📄 tetrisblock.java
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package game.tetris;
import javax.microedition.lcdui.*;
import java.util.Random;
public class TetrisBlock {
//各种砖块,1-7为活动砖块颜色,8为墙砖颜色
public static final int[] BRICK_COLORS = {
0x00FF0000, 0x0000FF00, 0x00FFFF00, 0x000000FF, 0x00FF00FF, 0x0000FFFF,
0x00C0DCC0, 0x00808080};
/**
* blockpattern的编码规则:blockpattern表示一个下坠物体的形状,一种下坠物的颜色是固定的。
* 对于一个下坠物,用一个三维数组表示,第一维用rot表示(旋转值),第二维用x(也就是行),第三维用y表示(也就是列)。
* 所以 blockpattern1:田字及四种旋转形状
* blockpattern2:反L字及四种旋转形状
* blockpattern3:L字及四种旋转形状
* blockpattern4:1字及四种旋转形状
* ........................
* 第一维最重要:rot,旋转值
*/
protected int blockpattern1[][][] = {
{
{
0, 0, 0, 0}
,
{
0, 1, 1, 0}
,
{
0, 1, 1, 0}
,
{
0, 0, 0, 0}
}
//1,0,0
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern2[][][] = {
{
{
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 0, 0}
, {
0, 1, 1, 1}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 1, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
1, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern3[][][] = {
{
{
0, 1, 0, 0}
, {
0, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 1}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 0, 1, 0}
, {
1, 1, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern4[][][] = {
{
{
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 0, 0, 0}
, {
1, 1, 1, 1}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 1, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 0, 0, 0}
, {
1, 1, 1, 1}
, {
0, 0, 0, 0}
}
};
protected int blockpattern5[][][] = {
{
{
0, 0, 0, 0}
, {
1, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 1, 0}
, {
0, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
1, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 1, 0}
, {
0, 1, 1, 0}
, {
0, 1, 0, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern6[][][] = {
{
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
1, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 0, 0, 0}
, {
0, 1, 1, 0}
, {
1, 1, 0, 0}
, {
0, 0, 0, 0}
}
, {
{
0, 1, 0, 0}
, {
0, 1, 1, 0}
, {
0, 0, 1, 0}
, {
0, 0, 0, 0}
}
};
protected int blockpattern7[][][] =
{
{
{0, 0, 0, 0},
{1, 1, 1, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
},
{
{0, 1, 0, 0},
{1, 1, 0, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
},
{
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{
{0, 1, 0, 0},
{0, 1, 1, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
}
};
private int blockpattern[][][]; /* 当前坠物形状,为以上定义的七个下坠物之一 */
private int blockNextpattern[][]; /* 下一个坠物形状,显示在游戏容器的右边 */
private int x; //blockpattern左上角x坐标,x=i表示左上角距离游戏容器左上角x轴上i个小砖块单位
private int y; //blockpattern左上角y坐标,y=i表示左上角距离游戏容器左上角y轴上i个小砖块单位
private int oldx; //x的旧值
private int oldy; //y的旧值
private int rot; //旋转值,0-3
private int oldrot; //旋转旧值
private int pattern; /* 组成当前坠物所用小砖块id(1-7),同时也表示一种下坠物形状 */
private int next; /* 组成下一个坠物所用小砖块id(1-7),同时也表示一种下坠物形状 */
private final int UNDEFINED = 99;
private TetrisMap map;
protected Random rand;
public int gamearea_x;
public int gamearea_y;
public int brick_Width;
/* 构造,保存map,初始化blockimage,rand,next */
//把ketrisBlock中pattern,next的随机数生成放到构造方法中,(便于编程)
public TetrisBlock(TetrisMap map , boolean isMaster) {
this.map = map;
if(isMaster)
{
rand = new Random();
//随机生成的pattern和next在1~7之间,8为墙
next =Math.abs(rand.nextInt()) % 7 + 1;
pattern = next;
next = Math.abs(rand.nextInt()) % 7 + 1;
}
else
{
//如果本TetrisBlock代表的是附屏,
//则当前下坠方块和下一个下坠方块由远端设备决定
pattern = UNDEFINED;
next = UNDEFINED;
}
setParameter();
}
public void setPN(int pattern_2, int next_2)
{
// bug.println(" KetrisBlock_2.setPN()");
// bug.println("pattern_2 = "+ pattern_2 );
// bug.println("next_2 = " + next_2);
//
pattern = pattern_2;
next = next_2;
}
public void setParameter()
{
gamearea_x = map.gamearea_x;
gamearea_y = map.gamearea_y;
brick_Width = map.brick_Width;
}
/* 初始化 */
protected void init() {
// pattern = next;
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