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

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