去年就已经学了这个技术了,一直没去写,现在抽个时间写了个俄罗斯方块游戏。
只有简单的新游戏,暂停,继续,积分功能。简单的实现了俄罗斯的经典功能。
不介绍了,有兴趣的自己运行一下,后面贴出了图片。
代码:
package cn.hncu; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JFrame; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; import javax.swing.JOptionPane; import javax.swing.JPanel; import javax.swing.Timer; public class Tetris extends JFrame{ public static void main(String[] args) { Tetris te = new Tetris(); te.setVisible(true); //如果在界面中添加了编辑框等会抢占焦点的控件,则需要用下面的代码 //te.requestFocus(true);//让游戏面板获得焦点--抢到键盘的监听 } private TetrisPanel tp; JMenuItem itemPause; JMenuItem itemContinue; public Tetris() { this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setLocation(700, 200); this.setSize(220, 275); this.setResizable(false); tp = new TetrisPanel(); this.getContentPane().add(tp); //添加菜单 JMenuBar menubar = new JMenuBar(); this.setJMenuBar(menubar); JMenu menuGame = new JMenu("游戏"); menubar.add(menuGame); JMenuItem itemNew = new JMenuItem("新游戏"); itemNew.setActionCommand("new"); itemPause = new JMenuItem("暂停"); itemPause.setActionCommand("pause"); itemContinue = new JMenuItem("继续"); itemContinue.setActionCommand("continue"); itemContinue.setEnabled(false); menuGame.add(itemNew); menuGame.add(itemPause); menuGame.add(itemContinue); MenuListener menuListener = new MenuListener(); itemNew.addActionListener(menuListener); itemPause.addActionListener(menuListener); itemContinue.addActionListener(menuListener); //让整个JFrame添加键盘监听 this.addKeyListener( tp.listener ); } class MenuListener implements ActionListener{ @Override public void actionPerformed(ActionEvent e) { //玩新游戏 if(e.getActionCommand().equals("new")){ tp.newGame(); } if(e.getActionCommand().equals("pause")){ timer.stop(); itemContinue.setEnabled(true); itemPause.setEnabled(false); } if(e.getActionCommand().equals("continue")){ timer.restart(); itemContinue.setEnabled(false); itemPause.setEnabled(true); } } } private Timer timer; class TetrisPanel extends JPanel{ // 方块的形状: // 第一维代表方块类型(包括7种:S、Z、L、J、I、O、T) // 第二维代表旋转次数 // 第三四维代表方块矩阵 // shapes[type][turnState][i] i--> block[i/4][i%4] int shapes[][][] = new int[][][] { /* * 模板 { {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, * 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, * 0,0,0,0, 0,0,0,0} } */ // I (※把版本1中的横条从第1行换到第2行) { { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 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, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 } }, // S { { 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 } }, // Z { { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } }, // J { { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 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, 0 }, { 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // O { { 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, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // L { { 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 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, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // T { { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 0, 1, 0, 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 blockType;//方块类型 private int turnState;//旋转状态 private int x;//方块的位置x--列的位置--列号 private int y;//方块的位置y--行的位置--行号 private int map[][]=new int[13][23];//地图:12列22行。为防止越界,数组开成:13列23行 private int delay=1000; public TimerKeyLister listener=new TimerKeyLister(); private int score=0;//分数 public TetrisPanel(){ newGame(); nextBlock(); //timer = new Timer(delay,listener); //timer.start(); } public void newGame() { blockType = (int)(Math.random()*1000)%7; turnState = (int)(Math.random()*1000)%4; x=4; y=0; for( int i=0;i<12;i++){//走列 for(int j=0;j<21;j++){//走行 if(i==0 || i==11){//3为界面边框的格 map[i][j]=3;//按理只要用0和1以外的整数就可以,但这里用3有特殊作用--后面用 }else{ map[i][j]=0; } } map[i][21]=3;//3为界面边框的格 } if(timer!=null){ timer.stop(); } delay=1000; timer = new Timer(delay,listener); timer.start(); } private void nextBlock() { blockType = (int)(Math.random()*1000)%7; turnState = (int)(Math.random()*1000)%4; x=4; y=0; //game Over if(crash(x,y,blockType,turnState)==0){ timer.stop(); int option = JOptionPane.showConfirmDialog(this, "Game Over!!,还敢来吗..."); if (option == JOptionPane.OK_OPTION) { newGame(); } else if (option == JOptionPane.NO_OPTION) { System.exit(0); } } } private void down() { if( crash(x,y+1,blockType,turnState)==0 ){//注意,这里用y+1,是判断块往下掉一格后,map中对应位置是否为堆积块或框架 add(x,y,blockType,turnState);//把当前方块的信息保存到地图 nextBlock(); }else{ y++; } repaint(); } private void left() { if(x>=0){ x -= crash(x-1,y,blockType,turnState); } repaint(); } private void right() { if(x<8){ x += crash(x+1,y,blockType,turnState); } repaint(); } private void turn() { if(crash(x,y,blockType,(turnState+1)%4)==1 ){ turnState = (turnState+1)%4; } repaint(); } private void add(int x, int y, int blockType, int turnState) { for( int a=0; a<4; a++){ for(int b=0; b<4; b++){ if( shapes[blockType][turnState][a*4+b] ==1 ){ map[x+b+1][y+a] = 1; } } } tryDelLine(); } //消行 private void tryDelLine(){ for(int b=0;b<21;b++){ int c=1; for(int a=0;a<12;a++){ c &= map[a][b];//全部是1,c的结果才是1 } if(c==1){//有一行需要消 //依次往下移动一行 for(int d=b; d>0; d--){ for(int e=0;e<11;e++){ map[e][d] = map[e][d-1]; } } //加分 score +=100; delay /=1.05; timer.setDelay(delay); } } } //参数例子: 4,3,2,3 //判断有无碰撞 private int crash(int x, int y, int blockType, int turnState){ for( int a=0; a<4; a++){ for(int b=0; b<4; b++){ // if( (shapes[blockType][turnState][a*4+b]==1 && map[x+b+1][y+a] ==1) || // (shapes[blockType][turnState][a*4+b]==1 && map[x+b+1][y+a] ==3 ) ){ // } if( (shapes[blockType][turnState][a*4+b] & map[x+b+1][y+a]) ==1 ){ return 0;//碰撞 } } } return 1;//没有碰撞 } @Override public void paint(Graphics g) { // blockType =6; // turnState = 3; // x=4; // y=6; super.paint(g);//消除残影 g.setColor(new Color(153,51,205)); //画当前方块 for(int j=0;j<16;j++){ if(shapes[blockType][turnState][j]==1){ g.fillRect((j%4+x+1)*10, (j/4+y)*10, 10, 10); g.setColor(Color.cyan); g.drawRect((j%4+x+1)*10, (j/4+y)*10, 10, 10); g.setColor(new Color(153,51,205)); } } //画界面框架 以及 堆积块---整个地图 g.setColor(Color.red); for( int i=0;i<12;i++){//走列 for(int j=0;j<22;j++){//走行 if(map[i][j]==3){ g.drawRect(i*10, j*10, 10, 10); }else if(map[i][j]==1){ g.fillRect(i*10, j*10, 10, 10); g.setColor(Color.GREEN); g.drawRect(i*10, j*10, 10, 10); g.setColor(Color.red); } } } //显示分数,同时为版面美观,在界面上再加点东西 // 画方块区右侧部分 g.setColor(Color.red); g.setFont(new Font("aa", Font.BOLD, 11)); g.drawString("score=" + score, 130, 20); g.setFont(new Font("aa", Font.PLAIN, 13)); g.setColor(Color.blue); g.drawString("拒绝盗版游戏,", 125, 70); g.drawString("注意自我保护。", 125, 90); g.drawString("谨防受骗上当。", 125, 110); g.drawString("适度游戏益脑,", 125, 130); g.drawString("沉迷游戏伤身。", 125, 150); g.drawString("合理安排时间,", 125, 170); g.drawString("享受健康生活。", 125, 190); } class TimerKeyLister extends KeyAdapter implements ActionListener{ @Override public void actionPerformed(ActionEvent e) { down(); } @Override public void keyPressed(KeyEvent e) { switch(e.getKeyCode()){ case KeyEvent.VK_DOWN: down(); break; case KeyEvent.VK_LEFT: left();break; case KeyEvent.VK_RIGHT: right();break; case KeyEvent.VK_UP: turn();break; case KeyEvent.VK_F1: plug(); case KeyEvent.VK_F2: time(); } } } public void plug() { score+=100; } public void time() { delay =1000; timer.setDelay(delay); } } }
运行界面:
更多精彩游戏,请参考专题《java经典小游戏》
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。