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
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
L1:for(int j=0;j
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
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;
}
}
}