Java俄罗斯方块小游戏

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:

Java俄罗斯方块小游戏_第1张图片

Java俄罗斯方块小游戏_第2张图片

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。

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