JAVA俄罗斯方块游戏

游戏界面

ELuoSiFangKuai.java

package lgame8;

import java.awt.Dimension;
import java.awt.Frame;
import java.awt.GridLayout;
import java.awt.Insets;
import java.awt.Label;
import java.awt.TextField;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;

import javax.swing.JButton;
import javax.swing.JLabel;
import javax.swing.JPanel;

public class ELuoSiFangKuai extends Frame{
 public static boolean isPlay=false;
 public static int Dengji=1,jifen=0;
 public static TextField fenshu,jishu;

 public static MyTimer timer;
 GameCanvas gameScr;

 public static void main(String[] argus){
  ELuoSiFangKuai ers = new ELuoSiFangKuai("俄罗斯方块游戏 V1.0 Author:Vincent");
  WindowListener win_listener = new WinListener();
  ers.addWindowListener(win_listener);
 }
 ELuoSiFangKuai(String s){
  super(s);

  setSize(600,480);
  setLayout(new GridLayout(1,2));

  gameScr = new GameCanvas();
  gameScr.addKeyListener(gameScr);

  timer = new MyTimer(gameScr);
  timer.setDaemon(true);
  timer.start();
  timer.suspend();

  add(gameScr);

  JPanel rightScr = new JPanel();
  rightScr.setLayout(new GridLayout(2,1,0,30));
  rightScr.setSize(120,500);
  add(rightScr);

  //右边信息窗体的布局
  MyPanel infoScr = new MyPanel();
  infoScr.setLayout(new GridLayout(4,1,0,5));
  infoScr.setSize(120,300);
  rightScr.add(infoScr);

  //定义标签和初始值
  JLabel biaoqian = new JLabel("分数:",Label.LEFT);
  JLabel biaoqian1 = new JLabel("级数:",Label.LEFT);
  fenshu = new TextField(8);
  jishu = new TextField(8);
  fenshu.setEditable(false);
  jishu.setEditable(false);
  infoScr.add(biaoqian);
  infoScr.add(fenshu);
  infoScr.add(biaoqian1);
  infoScr.add(jishu);
  biaoqian.setSize(new Dimension(20,60));
  fenshu.setSize(new Dimension(20,60));
  biaoqian1.setSize(new Dimension(20,60));
  jishu.setSize(new Dimension(20,60));
  fenshu.setText("0");
  jishu.setText("1");

  //右边控制按钮窗体的布局
  MyPanel controlScr = new MyPanel();
  controlScr.setLayout(new GridLayout(5,1,0,5));
  rightScr.add(controlScr);

  //定义按钮play
  JButton kaishi = new JButton("开始游戏");
  kaishi.setSize(new Dimension(50,200));
  kaishi.addActionListener(new Command(Command.button_play,gameScr));

  //定义按钮Level UP
  JButton tigao = new JButton("提高级数");
  tigao.setSize(new Dimension(50,200));
  tigao.addActionListener(new Command(Command.button_levelup,gameScr));

  //定义按钮Level Down
  JButton jiangdi =new JButton("降低级数");
  jiangdi.setSize(new Dimension(50,200));
  jiangdi.addActionListener(new Command(Command.button_leveldown,gameScr));

  //定义按钮Level Pause
  JButton pause_b =new JButton("游戏暂停");
  pause_b.setSize(new Dimension(50,200));
  pause_b.addActionListener(new Command(Command.button_pause,gameScr));

  //定义按钮Quit
  JButton quit_b = new JButton("退出游戏");
  quit_b.setSize(new Dimension(50,200));
  quit_b.addActionListener(new Command(Command.button_quit,gameScr));

  controlScr.add(kaishi);
  controlScr.add(tigao);
  controlScr.add(jiangdi);
  controlScr.add(pause_b);
  controlScr.add(quit_b);
  setVisible(true);
  gameScr.requestFocus();
 }
}

class MyPanel extends JPanel{

 public Insets getInsets(){
  return new Insets(30,50,30,50);
 }
}

class WinListener extends WindowAdapter{
 public void windowClosing (WindowEvent l){
  System.exit(0);
 }
}
class MyTimer extends Thread{
 GameCanvas scr;

 public MyTimer(GameCanvas scr){
  this.scr = scr;
 }

 public void run(){
  while(true){
   try{
    sleep((10-ELuoSiFangKuai.Dengji + 1)*100);
   }
   catch(InterruptedException e){}
   if(!scr.getBlock().fallDown()){
    scr.deleteFullLine();
    if(scr.isGameEnd()){
     ELuoSiFangKuai.isPlay = false;
     suspend();
    }else
     scr.getBlock().reset();
   }
  }
 }
}

 

Block.java

 

package lgame8;

import java.util.Random;
class Block {
 static int[][] kuai = {
  {0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
  {0x04e0,0x0464,0x00e4,0x04c4},
  {0x4620,0x6c00,0x4620,0x6c00},
  {0x2640,0xc600,0x2640,0xc600},
  {0x6220,0x1700,0x2230,0x0740},
  {0x6440,0x0e20,0x44c0,0x8e00},
  {0x0660,0x0660,0x0660,0x0660}
 };

 int zhonglei; //块的模式号(0-6)
 int zhuangtai; //块的翻转状态(0-3)
 int blockState; //快的下落状态
 int y,x; //块在画布上的坐标
 GameCanvas scr;

 //块类的构造方法
 Block(GameCanvas c){
  this.scr = c;
  zhonglei = new Random().nextInt(7);
  zhuangtai = new Random().nextInt(4);
  blockState = 1;
  x = c.getInitCol();
  y = c.getInitRow();
 }

 //重新初始化块,并显示新块
 public void reset(){
  zhonglei = new Random().nextInt(7);
  zhuangtai = new Random().nextInt(4);
  blockState = 1;
  y = scr.getInitRow();
  x = scr.getInitCol();
  dispBlock(1);
 }

 //实现“块”翻转的方法
 public void leftTurn(){
  if(assertValid(zhonglei,(zhuangtai + 1)%4,y,x)){
   dispBlock(0);
   zhuangtai = (zhuangtai + 1)%4;
   dispBlock(1);
  }
 }

 //实现“块”的左移的方法
 public void leftMove(){
  if(assertValid(zhonglei,zhuangtai,y,x-1)){
   dispBlock(0);
   x--;
   dispBlock(1);
  }
 }

 //实现块的右移
 public void rightMove(){
  if(assertValid(zhonglei,zhuangtai,y,x+1)){
   dispBlock(0);
   x++;
   dispBlock(1);
  }
 }

 //实现块落下的操作的方法
 public boolean fallDown(){
  if(blockState == 2)
   return(false);
  if(assertValid(zhonglei,zhuangtai,y-1,x)){
   dispBlock(0);
   y--;
   dispBlock(1);
   return(true);
  }else{
   blockState = 2;
   dispBlock(2);
   return(false);
  }
 }

 //判断是否正确的方法
 boolean assertValid(int t,int s,int row,int col){
  int k = 0x8000;
  for(int i = 0; i < 4; i++){
   for(int j = 0; j < 4; j++){
    if((int)(kuai[t][s]&k) != 0){
     int temp = scr.getScrArrXY(row-i,col+j);
     if (temp<0||temp==2)
      return false;
    }
    k = k >> 1;
   }
  }
  return true;
 }

 //同步显示的方法
 public  void dispBlock(int s){
  int k = 0x8000;
  for (int i = 0; i < 4; i++){
   for(int j = 0; j < 4; j++){
    if(((int)kuai[zhonglei][zhuangtai]&k) != 0){
     scr.drawUnit(y-i,x+j,s);
    }
    k=k>>1;
   }
  }
 }
}

Command.java

 

package lgame8;

import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

class Command implements ActionListener{
 static final int button_play = 1; //给按钮分配编号
 static final int button_levelup = 2;
 static final int button_leveldown = 3;
 static final int button_quit = 4;
 static final int button_pause = 5;
 static boolean pause_resume = true;

 int curButton; //当前按钮
 GameCanvas scr;

 //控制按钮类的构造方法
 Command(int button,GameCanvas scr){
  curButton = button;
  this.scr=scr;
 }

 //按钮执行方法
 public void actionPerformed (ActionEvent e){
  switch(curButton){
  case button_play:if(!ELuoSiFangKuai.isPlay){
   scr.initScr();
   ELuoSiFangKuai.isPlay = true;
   ELuoSiFangKuai.jifen = 0;
   ELuoSiFangKuai.fenshu.setText("0");
   ELuoSiFangKuai.timer.resume();
  }
  scr.requestFocus();
  break;
  case button_levelup:if(ELuoSiFangKuai.Dengji < 10){
   ELuoSiFangKuai.Dengji++;
   ELuoSiFangKuai.jishu.setText(""+ELuoSiFangKuai.Dengji);
   ELuoSiFangKuai.jifen = 0;
   ELuoSiFangKuai.fenshu.setText(""+ELuoSiFangKuai.jifen);
  }
  scr.requestFocus();
  break;
  case button_leveldown:if(ELuoSiFangKuai.Dengji > 1){
   ELuoSiFangKuai.Dengji--;
   ELuoSiFangKuai.jishu.setText(""+ELuoSiFangKuai.Dengji);
   ELuoSiFangKuai.jifen = 0;
   ELuoSiFangKuai.fenshu.setText(""+ELuoSiFangKuai.jifen);
  }
  scr.requestFocus();
  break;
  case button_pause:if(pause_resume){
   ELuoSiFangKuai.timer.suspend();
   pause_resume = false;
  }else{
   ELuoSiFangKuai.timer.resume();
   pause_resume = true;
  }
  scr.requestFocus();
  break;
  case button_quit:System.exit(0);
  }
 }
}

GameCanvas .java

 

package lgame8;

 

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

public class GameCanvas extends Canvas implements KeyListener{
 final int bianchang = 30; //方块边长
 int hangshu; //行数
 int lieshu; //列数
 int weixiao; //允许有多少行未削
 int chushihen; //初始坐标
 int chushizong; //初始坐标
 int [][] pinmushuzu; //屏幕数组 (屏幕是由一个个小方块组成)
 Block b; //对方快的引用

 //构造方法
 GameCanvas(){
  hangshu = 15;
  lieshu = 10;
  weixiao = hangshu - 2;
  b = new Block(this);
  chushihen = hangshu - 1;
  chushizong = lieshu/2 - 2;
  pinmushuzu = new int [15][10];
 }

 //初始化屏幕,并将屏幕数组设为0
 void initScr(){
  for(int i=0;i   for (int j=0; j    pinmushuzu[i][j]=0;
  b.reset();
  repaint();
 }

 //重新刷新画布方法
 public void paint(Graphics g){
  for(int i = 0; i < hangshu; i++)
   for(int j = 0; j < lieshu; j++)
    drawUnit(i,j,pinmushuzu[i][j]);
 }

 //画方块的方法
 public void drawUnit(int row,int col,int type){
  pinmushuzu[row][col] = type;
  Graphics g = getGraphics();
  switch(type){ //表示画方快的方法
  case 0: g.setColor(Color.black);break; //背景颜色
  case 1: g.setColor(Color.blue);break; //下落方块颜色
  case 2: g.setColor(Color.magenta);break; //以落下方块颜色
  }
  g.fill3DRect(col*bianchang,getSize().height-(row+1)*bianchang,bianchang,bianchang,true);
  g.dispose();
 }

 public Block getBlock(){
  return b; //返回block实例的引用
 }

 //返回屏幕数组中(hangshu,lieshu)位置的属性值
 public int getScrArrXY(int row,int col){
  if (row < 0 || row >= hangshu || col < 0 || col >= lieshu)
   return(-1);
  else
   return(pinmushuzu[row][col]);
 }

 //返回新块的初始行坐标方法
 public int getInitRow(){
  return(chushihen); //返回新块的初始行坐标
 }

 //返回新块的初始列坐标方法
 public int getInitCol(){
  return(chushizong); //返回新块的初始列坐标
 }

 //满行删除方法
 void deleteFullLine(){
  int full_line_num = 0;
  int k = 0;
  for (int i=0;i   boolean isfull = true;

   L1:for(int j=0;j    if(pinmushuzu[i][j] == 0){
     k++;
     isfull = false;
     break L1;
    }
   if(isfull) full_line_num++;
   if(k!=0 && k-1!=i && !isfull)
    for(int j = 0; j < lieshu; j++){
     if (pinmushuzu[i][j] == 0)
      drawUnit(k-1,j,0);
     else
      drawUnit(k-1,j,2);
     pinmushuzu[k-1][j] = pinmushuzu[i][j];
    }
  }
  for(int i = k-1 ;i < hangshu; i++){
   for(int j = 0; j < lieshu; j++){
    drawUnit(i,j,0);
    pinmushuzu[i][j]=0;
   }
  }
  ELuoSiFangKuai.jifen += full_line_num;
  ELuoSiFangKuai.fenshu.setText(""+ELuoSiFangKuai.jifen);
 }

 //判断游戏是否结束方法
 boolean isGameEnd(){
  for (int col = 0 ; col    if(pinmushuzu[weixiao][col] !=0)
    return true;
  }
  return false;
 }

 public void keyTyped(KeyEvent e){
 }

 public void keyReleased(KeyEvent e){
 }

 //处理键盘输入的方法
 public void keyPressed(KeyEvent e){
  if(!ELuoSiFangKuai.isPlay)
   return;
  switch(e.getKeyCode()){
  case KeyEvent.VK_DOWN:b.fallDown();break;
  case KeyEvent.VK_LEFT:b.leftMove();break;
  case KeyEvent.VK_RIGHT:b.rightMove();break;
  case KeyEvent.VK_SPACE:b.leftTurn();break;
  }
 }
}

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