代码贴出如下:
package com.zzk.cn; import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.lang.*; class systemStatus { public systemStatus(int tmpX, int tmpY) { origin = new Point(tmpX, tmpY); iSystemStatus = 0; } public void drawSystemStatus(Graphics g) { g.setColor(Color.black); String strSystemStatus; switch (iSystemStatus) { case 0: strSystemStatus = "初始化完成...\"S\"键开始."; // 在状态前面空出一个汉字的宽度. break; case 1: strSystemStatus = "游戏进行中...\"D\"键暂停,\"S\"键重新开始."; // 在状态前面空出一个汉字的宽度. break; case 2: strSystemStatus = "游戏暂停中...\"D\"键恢复,\"S\"键重新开始."; // 在状态前面空出一个汉字的宽度. break; case 3: strSystemStatus = "GAMEOVER...\"S\"键重新开始."; // 在状态前面空出一个汉字的宽度. break; default: strSystemStatus = "系统发生严重异常...请立即退出!!!"; // 在状态前面空出一个汉字的宽度. break; } g.drawString(strSystemStatus, origin.x, origin.y); } public int getSystemStatus() { return iSystemStatus; } public void setSystemStatus(int iTmp) { iSystemStatus = iTmp; } private Point origin; // 得分字符串的最左边字符左下角的坐标. private final int ROWINTERVAL = 15; // 2行字符串之间的行间距. private int iSystemStatus; // 存放系统的当前状态;0-刚启动或gameOver后重启动的状态 // (容器中没有已固定的格子,分数为0,只接受S键的输入事件开始游戏),1-玩家游戏时的状态,2-系统暂停时的状态(计时器停止,只接收P键或S键的输入事件),3-GAMEOVER(计时器停止,只接收S键的输入事件). } class copyright { public copyright(int tmpX, int tmpY) { origin = new Point(tmpX, tmpY); } public void drawCopyright(Graphics g) { String strCopyright; strCopyright = "作者:"; g.drawString(strCopyright, origin.x, origin.y); strCopyright = "aaa"; g.drawString(strCopyright, origin.x, origin.y + ROWINTERVAL); strCopyright = "联系方式:"; g.drawString(strCopyright, origin.x, origin.y + 2 * ROWINTERVAL); strCopyright = "暂无"; g.drawString(strCopyright, origin.x, origin.y + 3 * ROWINTERVAL); strCopyright = "版本号:"; g.drawString(strCopyright, origin.x, origin.y + 4 * ROWINTERVAL); strCopyright = "1.0"; g.drawString(strCopyright, origin.x, origin.y + 5 * ROWINTERVAL); } private final int ROWINTERVAL = 15; // 2行字符串之间的行间距. private Point origin; } class score { public score(int tmpX, int tmpY) { origin = new Point(tmpX, tmpY); iScore = 0; } public void restart() { iScore = 0; } public void drawScore(Graphics g) { g.setColor(Color.black); String strScore; strScore = "得分:"; g.drawString(strScore, origin.x, origin.y); strScore = " " + iScore; // 在分数前面空出一个汉字的宽度. g.drawString(strScore, origin.x, origin.y + ROWINTERVAL); } public void addScore(int tmpLineNum) // tmpLineNum是消除的行数.根据消除的行数来计分. { switch (tmpLineNum) { case 1: iScore += 100; break; case 2: iScore += 300; break; case 3: iScore += 600; break; case 4: iScore += 1000; break; } } private final int ROWINTERVAL = 15; // 2行字符串之间的行间距. private Point origin; // 得分字符串的最左边字符左下角的坐标. private int iScore; } class preview { public preview(int tmpX, int tmpY, int tmpHeightGrid, int tmpWidthGrid, int tmpHeight, int tmpWidth) { origin = new Point(tmpX, tmpY + tmpHeight); iHeightGrid = tmpHeightGrid; iWidthGrid = tmpWidthGrid; iHeight = tmpHeight; iWidth = tmpWidth; aryGrids = new grid[iHeightGrid][iWidthGrid]; calGridToPosition(); } public void calGridToPosition() // 计算出预览框中各个格子左上角的坐标. { // 对容器中的4*4个格子进行初始化. for (int i = 0; i < iHeightGrid; i++) { for (int j = 0; j < iWidthGrid; j++) { aryGrids[i][j] = new grid(iHeight / iHeightGrid, iWidth / iWidthGrid, origin.x + j * (iWidth / iWidthGrid), origin.y - i * (iHeight / iHeightGrid), 1, 1, 0); } } } public void drawGrids(Graphics g, int[][] tmpRowColNos) // tmpRowColNos存放有方块在预览框中显示的行号和列号. { // 在预览框中显示方块. for (int i = 0; i < tmpRowColNos.length; i++) if ((tmpRowColNos[i][0] != -1) && (tmpRowColNos[i][1] != -1)) aryGrids[tmpRowColNos[i][0]][tmpRowColNos[i][1]] .drawDiamonds(g); // tmpRowColNos[i][0]是行号,tmpRowColNos[i][1]是列号. } public void drawGridFrame(Graphics g) { // 画各个格子之间的分割线 g.setColor(Color.lightGray); // 画格子的竖分隔线 for (int i = 1; i < iWidthGrid; i++) { g.drawLine(origin.x + i * (iWidth / iWidthGrid), origin.y, origin.x + i * (iWidth / iWidthGrid), origin.y - iHeight); } // 画格子的横分隔线 for (int i = 1; i < iHeightGrid; i++) { g.drawLine(origin.x, origin.y - i * (iHeight / iHeightGrid), origin.x + iWidth, origin.y - i * (iHeight / iHeightGrid)); } // 画容器的整个外框 g.setColor(Color.black); // System.out.println("origin in drawGridFrame(): " // +origin.x+","+origin.y); g.drawRect(origin.x, origin.y - iHeight, iWidth, iHeight); } private Point origin; // 原点是整个预览容器左下角的坐标. private int iHeightGrid; private int iWidthGrid; private int iHeight; private int iWidth; private grid[][] aryGrids; // 第1,2维的下标是用于确定是平面上的哪个格子.第1维对应行号,取值范围0~iHeightGrid-1;第2维对应列号,取值范围是0~iWidthgrid-1 } // 方块下落固定后,就变成了格子 class diamonds { public diamonds(int tmpRowNo, int tmpColNo) { initDiamondsTable(); referPoint[0] = tmpRowNo; referPoint[1] = tmpColNo; orgReferPoint[0] = tmpRowNo; orgReferPoint[1] = tmpColNo; createNew(); iPreStatusNo = iStatusNo; // 初始化,应付第1个方块的第1次旋转时遇到冲突时的情况.其实问题也不大因为刚开始时容器中没有已固定的方块会发生冲突. } public void restart() { referPoint[0] = orgReferPoint[0]; referPoint[1] = orgReferPoint[1]; } // 经过判断方块无法进行旋转,调用此函数恢复方块本次旋转之前的状态. public void unCircumrotate() { referPoint[0] = preReferPoint[0]; referPoint[1] = preReferPoint[1]; iStatusNo = iPreStatusNo; setAryDiamonds(); } public void circumrotate() { preReferPoint[0] = referPoint[0]; preReferPoint[1] = referPoint[1]; iPreStatusNo = iStatusNo; iStatusNo = diamondsTable[iSortNo][iStatusNo]; setAryDiamonds(); } // 重新生成一个新的方块,实质是随机设定方块的类型和方块的状态,并将其位置复位. public void createNew() { // 获得在方块种类数范围之内的随机数. iSortNo = (int) (Math.random() * 100) % SORTNUM; // 每个方块的状态数是不同的. iStatusNo = (int) (Math.random() * 100) % diamondsTable[iSortNo].length; setAryDiamonds(); } // 返回方块所占的行号,用于消行. public int[] getRowNos() { int[] rtnRowNos = new int[iHeightGrid]; // 注意返回数组中行号的排列顺序是从大到小的.顺序不能打乱,否则消行时会产生错误. // 对所有的方块通用. for (int i = 0; i < iHeightGrid; i++) { rtnRowNos[i] = referPoint[0] + (iHeightGrid - i - 1); } return rtnRowNos; } // 返回方块中所有有效部分在容器中显示的行号和列号. public int[][] diamondsPosition() { int[][] rtnRowColNos = new int[iHeightGrid * iWidthGrid][2]; // 转换,把方块内有效部分的坐标都转换成容器内的坐标,然后返回. for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (aryDiamonds[i][j] == 1) { rtnRowColNos[i * iWidthGrid + j][0] = referPoint[0] + i; rtnRowColNos[i * iWidthGrid + j][1] = referPoint[1] + j; } else // 把方块中不用显示的部分的行号和列号设为-1,便于区分. { rtnRowColNos[i * iWidthGrid + j][0] = -1; rtnRowColNos[i * iWidthGrid + j][1] = -1; } return (rtnRowColNos); } // 返回判定向左移动时判定接触的方块部分的行号和列号,数组中元素存放的顺序无要求. public int[][] leftTouchGrids() { int[][] rtnRowColNos = new int[iHeightGrid][2]; // 第1维是接触面所占格子的数量,第2维的第1,2个元素是格子相对于容器的坐标. // 这里默认方块的接触面是连续的没有空缺. for (int i = 0; i < iHeightGrid; i++) { for (int j = 0; j < iWidthGrid; j++) { if (aryDiamonds[i][j] == 1) { rtnRowColNos[i][0] = referPoint[0] + i; rtnRowColNos[i][1] = referPoint[1] + j; break; } } } /* * 只适合方块5的代码. if(iSortNo==5) { rtnRowColNos[0][0]=referPoint[0]; * rtnRowColNos[0][1]=referPoint[1]; rtnRowColNos[1][0]=referPoint[0]; * rtnRowColNos[1][1]=referPoint[1]+1; } */ return rtnRowColNos; } // 返回判定向右移动时判定接触的方块部分的坐标 public int[][] rightTouchGrids() { int[][] rtnRowColNos = new int[iHeightGrid][2]; for (int i = 0; i < iHeightGrid; i++) { for (int j = iWidthGrid - 1; j >= 0; j--) { if (aryDiamonds[i][j] == 1) { rtnRowColNos[i][0] = referPoint[0] + i; rtnRowColNos[i][1] = referPoint[1] + j; break; } } } return rtnRowColNos; } // 返回判定向下移动时判定接触的方块部分的坐标 public int[][] downTouchGrids() { int[][] rtnRowColNos = new int[iWidthGrid][2]; for (int i = 0; i < iWidthGrid; i++) { for (int j = 0; j < iHeightGrid; j++) { if (aryDiamonds[j][i] == 1) { rtnRowColNos[i][0] = referPoint[0] + j; rtnRowColNos[i][1] = referPoint[1] + i; break; } } } return rtnRowColNos; } public void initDiamondsTable() { diamondsTable = new int[SORTNUM][]; diamondsTable[0] = new int[2]; diamondsTable[1] = new int[4]; diamondsTable[2] = new int[4]; diamondsTable[3] = new int[2]; diamondsTable[4] = new int[2]; diamondsTable[5] = new int[1]; diamondsTable[6] = new int[4]; // 存放各种方块旋转后的下一个状态号. for (int i = 0; i < diamondsTable.length; i++) for (int j = 0; j < diamondsTable[i].length; j++) if (j == diamondsTable[i].length - 1) diamondsTable[i][j] = 0; else diamondsTable[i][j] = j + 1; } public void setAryDiamonds() { switch (iSortNo) { case 0: switch (iStatusNo) { case 0: iHeightGrid = 4; iWidthGrid = 1; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) aryDiamonds[i][j] = 1; // 对于方块0的状态0,4*1矩阵中的每一个元素都是显示部分. break; case 1: iHeightGrid = 1; iWidthGrid = 4; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) aryDiamonds[i][j] = 1; break; } break; case 1: switch (iStatusNo) { case 0: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 1) && (j == 1)) || ((i == 2) && (j == 1))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 1: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 1)) || ((i == 0) && (j == 2))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 2: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 0)) || ((i == 1) && (j == 0))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 3: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 1) && (j == 0)) || ((i == 1) && (j == 1))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; } break; case 2: switch (iStatusNo) { case 0: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 1) && (j == 0)) || ((i == 2) && (j == 0))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 1: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 1) && (j == 1)) || ((i == 1) && (j == 2))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 2: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 1)) || ((i == 1) && (j == 1))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 3: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 0)) || ((i == 0) && (j == 1))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; } break; case 3: switch (iStatusNo) { case 0: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 0)) || ((i == 2) && (j == 1))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 1: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 2)) || ((i == 1) && (j == 0))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; } break; case 4: switch (iStatusNo) { case 0: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 1)) || ((i == 2) && (j == 0))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 1: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 0)) || ((i == 1) && (j == 2))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; } break; case 5: iHeightGrid = 2; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) aryDiamonds[i][j] = 1; break; case 6: switch (iStatusNo) { case 0: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 1) && (j == 0)) || ((i == 1) && (j == 2))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 1: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 1)) || ((i == 2) && (j == 1))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 2: iHeightGrid = 2; iWidthGrid = 3; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 0)) || ((i == 0) && (j == 2))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; case 3: iHeightGrid = 3; iWidthGrid = 2; aryDiamonds = new int[iHeightGrid][iWidthGrid]; for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) if (((i == 0) && (j == 0)) || ((i == 2) && (j == 0))) aryDiamonds[i][j] = 0; else aryDiamonds[i][j] = 1; break; } break; } } public int getWidthGrid() { return iWidthGrid; } public int getStatusNo() { return iStatusNo; } public void setStatusNo(int tmpStatusNo) { iStatusNo = tmpStatusNo; } public int getSortNo() { return iSortNo; } public void setSortNo(int tmpSortNo) { iSortNo = tmpSortNo; } public int[] getReferPoint() { return (referPoint); } public void setReferPoint(int tmpRowNo, int tmpColNo) { referPoint[0] = tmpRowNo; referPoint[1] = tmpColNo; } private final int SORTNUM = 7; // 目前有7种方块,各方块在各状态定义的图案参考开发文档. private int[] orgReferPoint = new int[2]; // 存放调用构造函数时,得到的参照点的行号和列号参数. private int[] preReferPoint = new int[2]; // 用于解决超出右边界进行调整后,又发生方块和已固定方块发生冲突的情况. private int[] referPoint = new int[2]; // 1维数组记录左下角元素在容器中所处的位置,存放行号和列号,不是存放象素. private int iHeightGrid; // 方块矩阵高占的格子数. private int iWidthGrid; // 方块矩阵宽占的格子数. private int[][] aryDiamonds; // 2维矩阵,用于绘制方块.第1维对应行号,取值范围是0~iHeightGrid-1,从下到上编号从小到大;第2维对应列号,取值范围是0~iWidthGrid-1,从左到右编号从小到大.0表示不是方块的显示部分,1表示是方块的显示部分. private int iSortNo; // 存放当前方块的种类编号,取值范围0~6,编号对应的图案查看开发文档 private int iStatusNo; // 存放当前方块的状态编号,状态编号随方块的旋转而改变. private int[][] diamondsTable; // 此2维数组中第1维是代表方块的种类,第2维是代表方块的状态,数组中存放的是方块下一个状态的编号 private int iPreStatusNo; // 存放方块在旋转前的上一个状态.旋转方块不会改变方块的种类号. } class grid { public grid(int tmpHeight, int tmpWidth, int tmpX, int tmpY, int tmpDiffX, int tmpDiffY, int tmpInUse) { iHeight = tmpHeight; iWidth = tmpWidth; XYPosition = new Point(tmpX, tmpY - tmpHeight); diffX = tmpDiffX; diffY = tmpDiffY; inUse = tmpInUse; } public void drawGrid(Graphics g) { if (inUse == 1) { g.setColor(Color.black); g.fillRect(XYPosition.x + diffX, XYPosition.y + diffY, iWidth - 2 * diffX, iHeight - 2 * diffY); } } public void drawDiamonds(Graphics g) { g.setColor(Color.black); g.fillRect(XYPosition.x + diffX, XYPosition.y + diffY, iWidth - 2 * diffX, iHeight - 2 * diffY); } public int getInUse() // 返回当前的格子是否被使用 { return inUse; } public void setInUse(int tmpMode) // 参数tmpMode为0-未使用,为1-已使用 { inUse = tmpMode; } private int iHeight; // 格子在Y轴方向上的高度,以象素为单位 private int iWidth; // 格子在X轴方向上的宽度,以象素为单位 private Point XYPosition; // 格子左上角的实际坐标 private int diffX; // 格子中图黑部分在X轴方向单边缩进象素 private int diffY; // 格子中图黑部分在Y轴方向单边缩进象素 private int inUse; // 存放整型0或1.0表示格子已被占用,1表示格子未被占用 // 还要加个有关颜色的参数,可以由用户设置格子颜色 } class board { public board(int tmpX, int tmpY, int tmpHeightGrid, int tmpWidthGrid, int tmpHeight, int tmpWidth, int tmpBufferHeightGrid, int tmpBufferHeight) // tmpX,tmpY是容器右上角的X,Y坐标.tmpHeightGrid,tmpWidthGrid是高占几格和宽占几格,以格子为单位.tmpHeight,tmpWidth是高和宽,以象素为单位.tmpBufferHeightGrid和tmpBufferHeight是缓冲区,让方块作进入容器的准备工作. { // System.out.println("in board() tmpX="+tmpX+" tmpY="+tmpY+" tmpHeight="+tmpHeight); origin = new Point(tmpX, tmpY + tmpHeight); // System.out.println("origin in board(): " // +origin.x+","+origin.y); iHeightGrid = tmpHeightGrid; iWidthGrid = tmpWidthGrid; iHeight = tmpHeight; iWidth = tmpWidth; iBufferHeightGrid = tmpBufferHeightGrid; iBufferHeight = tmpBufferHeight; aryGrids = new grid[iHeightGrid + iBufferHeightGrid][iWidthGrid]; // 包括缓冲行,便于进行GAMEOVER判断. calGridToPosition(); objDiamonds = new diamonds(iHeightGrid, iWidthGrid / 2 - 1); objSystemStatus = new systemStatus(10, 10 + 300 + 20); } public void restart() // 把所有格子的状态设为未使用. { for (int i = 0; i < iHeightGrid + iBufferHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) aryGrids[i][j].setInUse(0); } public int gameOverChk() // 检查是否已经GAMEOVER;返回值=0,没有GAMEOVER;=1,已经GAMEOVER. { int rtnGameOver = 0; for (int i = 0; i < iWidthGrid; i++) if (aryGrids[iHeightGrid][i].getInUse() == 1) { rtnGameOver = 1; break; } return rtnGameOver; } public int conflictChk() // 方块旋转后的冲突检测.返回值=0,无冲突;=1,有冲突. { int isConflict = 0; // =0,无冲突;=1,有冲突 int[][] rtnRowColNos; rtnRowColNos = objDiamonds.diamondsPosition(); for (int i = 0; i < rtnRowColNos.length; i++) if (((rtnRowColNos[i][0] != -1) && (rtnRowColNos[i][1] != -1)) && aryGrids[rtnRowColNos[i][0]][rtnRowColNos[i][1]] .getInUse() == 1) { isConflict = 1; break; } return isConflict; } public void adjust() // 方块在旋转后,某部分超出了容器的边界就要进行调整操作 { int[] rtnReferPoint; int tmpWidthGrid; tmpWidthGrid = objDiamonds.getWidthGrid(); rtnReferPoint = objDiamonds.getReferPoint(); if ((rtnReferPoint[1] + tmpWidthGrid) > iWidthGrid) objDiamonds.setReferPoint(rtnReferPoint[0], iWidthGrid - tmpWidthGrid); } public int removeRows() // 进行消行操作.返回值为消去的行数. { int[] rtnRowNos; // 存放方块所占行的行号. int[] fullRowNos; // 存放已满行的行号. int fullCount = 0; // 存放已满行的行数. rtnRowNos = objDiamonds.getRowNos(); // System.out.print("In removeRows: "); // for(int i=0;i<rtnRowNos.length;i++) // { // System.out.print(rtnRowNos[i]+","); // } // System.out.println(); fullRowNos = new int[rtnRowNos.length]; for (int i = 0; i < fullRowNos.length; i++) fullRowNos[i] = 0; // 方块所在行中,如果有行已满,则取出此行的行号. for (int i = 0; i < rtnRowNos.length; i++) { int rowNo; int isFull; // 0-当前行未满,1-当前行已满. rowNo = rtnRowNos[i]; isFull = 1; for (int j = 0; j < iWidthGrid; j++) { // System.out.println("In removeRows: aryGrids["+rowNo+"]["+j+"].getInUse()="+aryGrids[rowNo][j].getInUse()); if (aryGrids[rowNo][j].getInUse() == 0) { isFull = 0; break; } } // System.out.println("In removeRows: isFull="+isFull); if (isFull == 1) { fullRowNos[fullCount] = rowNo; fullCount++; } } // System.out.println("In removeRows: fullCount="+fullCount); for (int i = 0; i < fullCount; i++) { int rowNo; rowNo = fullRowNos[i]; for (int j = rowNo; j < iHeightGrid; j++) { for (int k = 0; k < iWidthGrid; k++) { int tmpMode; tmpMode = aryGrids[j + 1][k].getInUse(); aryGrids[j][k].setInUse(tmpMode); } } } return fullCount; } public void calGridToPosition() // 计算出各个格子左上角的坐标. { // 对容器中的20*10个格子进行初始化. for (int i = 0; i < (iHeightGrid + iBufferHeightGrid); i++) { for (int j = 0; j < iWidthGrid; j++) { aryGrids[i][j] = new grid( (iHeight + iBufferHeight) / (iHeightGrid + iBufferHeightGrid), iWidth / iWidthGrid, origin.x + j * (iWidth / iWidthGrid), origin.y - i * ((iHeight + iBufferHeight) / (iHeightGrid + iBufferHeightGrid)), 2, 2, 0); } } } public void drawGrids(Graphics g) { // 显示已经固定的格子. for (int i = 0; i < iHeightGrid; i++) for (int j = 0; j < iWidthGrid; j++) aryGrids[i][j].drawGrid(g); // 显示方块. int[][] rtnRowColNos; rtnRowColNos = objDiamonds.diamondsPosition(); // System.out.println("in drawGrids: rtnRowColNos.length=" // +rtnRowColNos.length); // for(int i=0;i<rtnRowColNos.length;i++) // { // System.out.println("rtnRowColNos["+i+"][0]="+rtnRowColNos[i][0]+","+"rtnRowColNos["+i+"][1]="+rtnRowColNos[i][1]); // } for (int i = 0; i < rtnRowColNos.length; i++) if ((rtnRowColNos[i][0] != -1) && (rtnRowColNos[i][1] != -1)) if (rtnRowColNos[i][0] < iHeightGrid) aryGrids[rtnRowColNos[i][0]][rtnRowColNos[i][1]] .drawDiamonds(g); // rtnRowColNos[i][0]是行号,rtnRowColNos[i][1]是列号. } public void drawGridFrame(Graphics g) { // 画各个格子之间的分割线 g.setColor(Color.lightGray); // 画格子的竖分隔线 for (int i = 1; i < iWidthGrid; i++) { g.drawLine(origin.x + i * (iWidth / iWidthGrid), origin.y, origin.x + i * (iWidth / iWidthGrid), origin.y - (iHeight)); } // 画格子的横分隔线 for (int i = 1; i < iHeightGrid; i++) { g.drawLine( origin.x, origin.y - i * ((iHeight + iBufferHeight) / (iHeightGrid + iBufferHeightGrid)), origin.x + iWidth, origin.y - i * ((iHeight + iBufferHeight) / (iHeightGrid + iBufferHeightGrid))); } // 画容器的整个外框 g.setColor(Color.black); // System.out.println("origin in drawGridFrame(): " // +origin.x+","+origin.y); g.drawRect(origin.x, origin.y - iHeight, iWidth, iHeight); } public int getHeightGrid() { return iHeightGrid; } public int getWidthGrid() { return iWidthGrid; } public int getBufferHeightGrid() { return iBufferHeightGrid; } public int getAryGrids(int i, int j) // i是行号对应y轴;j是列号对应x轴. { return aryGrids[i][j].getInUse(); } public void setAryGrids(int i, int j, int tmpMode) // 设置矩阵中行号为i,列号为j的格子的状态(使用或未使用);参数tmpMode=0表示把当前格设为未使用,=1表示把当前格设为使用. { aryGrids[i][j].setInUse(tmpMode); } private Point origin; // 原点是整个方块容器左下角的坐标. private int iHeightGrid; // 存放高有几格 private int iWidthGrid; // 存放宽有几格 private int iHeight; // 存放容器的高度,以象素为单位 private int iWidth; // 存放容器的宽度,以象素为单位 private int iBufferHeightGrid; // iBufferHeightGrid和iBufferHeight是缓冲区,让方块作进入容器的准备工作. private int iBufferHeight; private grid[][] aryGrids; // 第1,2维是用于确定是平面上的哪个格子.第1维对应行号,取值范围0~iHeightGrid+iBufferHeightGrid-1;第2维对应列号,取值范围是0~iWidthGrid-1. public diamonds objDiamonds; public systemStatus objSystemStatus; } class eluosiPanel extends JPanel implements KeyListener, ActionListener { public eluosiPanel() { b = new board(10, 10, 20, 10, 300, 150, 10, 150); objPreview = new preview(10 + 150 + 10, 10, 5, 5, 50, 50); objPreDiamonds = new diamonds(0, 0); addKeyListener(this); objScore = new score(10 + 150 + 10, 10 + 50 + 20); objCopyright = new copyright(10 + 150 + 10, 10 + 50 + 20 + 15 + 20 + 50); t = new Timer(delay, this); } // 覆盖eluosiPanel类的isFocusTraversable方法,使面板能够获得焦点. public boolean isFocusTraversable() { return (true); } // 通过方向键左右下,来控制方块5的移动. public void keyPressed(KeyEvent evt) { int keyCode = evt.getKeyCode(); int[] rtnRowColNo; // 存放方块中的参照格子的行号和列号. rtnRowColNo = b.objDiamonds.getReferPoint(); // 移动前要先判断是否会超出容器的边框. if (keyCode == KeyEvent.VK_LEFT) { if (b.objSystemStatus.getSystemStatus() != 0 && b.objSystemStatus.getSystemStatus() != 2 && b.objSystemStatus.getSystemStatus() != 3) { if (rtnRowColNo[1] - 1 >= 0) { t.stop(); // 方块5向左移动时,如果遇到已使用的格子,就取消向左移动的情况. int isTouch = 0; // 为0表示未接触,为1表示已接触. int[][] aryLeftTouchGrids; // 存放方块左侧接触面上格子的行号和列号. aryLeftTouchGrids = b.objDiamonds.leftTouchGrids(); for (int i = 0; i < aryLeftTouchGrids.length; i++) { if (b.getAryGrids(aryLeftTouchGrids[i][0], aryLeftTouchGrids[i][1] - 1) == 1) { isTouch = 1; break; } } if (isTouch == 0) b.objDiamonds.setReferPoint(rtnRowColNo[0], rtnRowColNo[1] - 1); t.start(); } } } else if (keyCode == KeyEvent.VK_RIGHT) { if (b.objSystemStatus.getSystemStatus() != 0 && b.objSystemStatus.getSystemStatus() != 2 && b.objSystemStatus.getSystemStatus() != 3) { if (rtnRowColNo[1] + 1 < (b.getWidthGrid() - (b.objDiamonds .getWidthGrid() - 1))) { t.stop(); // 方块5向右移动时,如果遇到已使用的格子,就取消向右移动的情况. int isTouch = 0; // 为0表示未接触,为1表示已接触. int[][] aryRightTouchGrids; aryRightTouchGrids = b.objDiamonds.rightTouchGrids(); for (int i = 0; i < aryRightTouchGrids.length; i++) { if (b.getAryGrids(aryRightTouchGrids[i][0], aryRightTouchGrids[i][1] + 1) == 1) { isTouch = 1; break; } } if (isTouch == 0) b.objDiamonds.setReferPoint(rtnRowColNo[0], rtnRowColNo[1] + 1); t.start(); } } } else // 按了"向下键"的事件处理比较特殊,如果位置合适,方块5将变为固定的格子. if (keyCode == KeyEvent.VK_DOWN) { if (b.objSystemStatus.getSystemStatus() != 0 && b.objSystemStatus.getSystemStatus() != 2 && b.objSystemStatus.getSystemStatus() != 3) { // t.stop(); //按向下键时方块不自动下落. // 方块5已经沉底,要被固定的情况 if (rtnRowColNo[0] - 1 < 0) { int[][] rtnPosition; rtnPosition = b.objDiamonds.diamondsPosition(); // 把容器中与方块的显示部分位置相对应的格子设为已使用. for (int i = 0; i < rtnPosition.length; i++) if ((rtnPosition[i][0] != -1) && (rtnPosition[i][1] != -1)) b.setAryGrids(rtnPosition[i][0], rtnPosition[i][1], 1); // 对已满的行要进行消行处理. int tmpLineNum; tmpLineNum = b.removeRows(); objScore.addScore(tmpLineNum); // 消行后要累加分数. if (b.gameOverChk() == 1) { // System.out.println("GAME OVER!!"); t.stop(); b.objSystemStatus.setSystemStatus(3); } else { // 重新生成一个新的方块,实质是设定方块的类型,并将其位置复位. b.objDiamonds.setSortNo(objPreDiamonds.getSortNo()); b.objDiamonds.setStatusNo(objPreDiamonds.getStatusNo()); b.objDiamonds.setAryDiamonds(); objPreDiamonds.createNew(); b.objDiamonds.setReferPoint(b.getHeightGrid(), b.getWidthGrid() / 2 - 1); // t.start(); } } else { // 方块5向下移动遇到已使用的格子而固定的情况 int isTouch = 0; // 为0表示未接触,为1表示已接触. int[][] aryDownTouchGrids; aryDownTouchGrids = b.objDiamonds.downTouchGrids(); for (int i = 0; i < aryDownTouchGrids.length; i++) { if (b.getAryGrids(aryDownTouchGrids[i][0] - 1, aryDownTouchGrids[i][1]) == 1) { isTouch = 1; break; } } if (isTouch == 1) // 向下移动已发生了接触. { int[][] rtnPosition; rtnPosition = b.objDiamonds.diamondsPosition(); // 把容器中与方块5位置相对应的格子设为已使用. for (int i = 0; i < rtnPosition.length; i++) if ((rtnPosition[i][0] != -1) && (rtnPosition[i][1] != -1)) b.setAryGrids(rtnPosition[i][0], rtnPosition[i][1], 1); // 对已满的行要进行消行处理. int tmpLineNum; tmpLineNum = b.removeRows(); objScore.addScore(tmpLineNum); if (b.gameOverChk() == 1) { t.stop(); System.out.println("GAME OVER!!"); b.objSystemStatus.setSystemStatus(3); } else { // 重新生成一个新的方块,实质是设定方块的类型,并将其位置复位. b.objDiamonds.setSortNo(objPreDiamonds.getSortNo()); b.objDiamonds.setStatusNo(objPreDiamonds .getStatusNo()); b.objDiamonds.setAryDiamonds(); objPreDiamonds.createNew(); b.objDiamonds.setReferPoint(b.getHeightGrid(), b.getWidthGrid() / 2 - 1); // t.start(); } } else { b.objDiamonds.setReferPoint(rtnRowColNo[0] - 1, rtnRowColNo[1]); // t.start(); } } } } else /* * if(keyCode==KeyEvent.VK_UP) { * if(b.objSystemStatus.getSystemStatus()!= * 0&&b.objSystemStatus.getSystemStatus * ()!=2&&b.objSystemStatus.getSystemStatus()!=3) { * if(rtnRowColNo[0]+1<(b.getHeightGrid()+b.getBufferHeightGrid()-1)) * b.objDiamonds.setReferPoint(rtnRowColNo[0]+1,rtnRowColNo[1]); } } * else */ if (keyCode == KeyEvent.VK_SPACE) { if (b.objSystemStatus.getSystemStatus() != 0 && b.objSystemStatus.getSystemStatus() != 2 && b.objSystemStatus.getSystemStatus() != 3) { t.stop(); // 翻转时方块不自动下落 b.objDiamonds.circumrotate(); b.adjust(); if (b.conflictChk() == 1) // 进行冲突检查,如果旋转后方块与容器中已固定的方块发生位置冲突,必须取消这次旋转. b.objDiamonds.unCircumrotate(); t.start(); } } else if (keyCode == KeyEvent.VK_S) // 按S键,根据iSystemStatus判断是开始或重新开始 { if (b.objSystemStatus.getSystemStatus() == 0) // 开始 { t.start(); // System.out.println("start..."); b.objSystemStatus.setSystemStatus(1); // 转到玩家游戏状态. } else if (b.objSystemStatus.getSystemStatus() == 1 || b.objSystemStatus.getSystemStatus() == 2 || b.objSystemStatus.getSystemStatus() == 3) // 重新开始 { t.stop(); b.restart(); // System.out.println("restart..."); objScore.restart(); b.objDiamonds.restart(); b.objSystemStatus.setSystemStatus(1); t.start(); } } else if (keyCode == KeyEvent.VK_D) // 按P键,如果当前系统处于玩家游戏状态,就暂停(iSysStatus=2).如果处于暂停状态,就恢复到玩家游戏状态. { if (b.objSystemStatus.getSystemStatus() != 0 && b.objSystemStatus.getSystemStatus() != 3) { if (b.objSystemStatus.getSystemStatus() == 1) { t.stop(); b.objSystemStatus.setSystemStatus(2); } else if (b.objSystemStatus.getSystemStatus() == 2) { t.start(); b.objSystemStatus.setSystemStatus(1); } } } repaint(); } public void keyReleased(KeyEvent evt) { } public void keyTyped(KeyEvent evt) { } // 计时器事件,与按下键的事件处理一致. public void actionPerformed(ActionEvent evt) { int[] rtnRowColNo; // 存放方块中的参照格子的行号和列号. rtnRowColNo = b.objDiamonds.getReferPoint(); // 方块5已经沉底,要被固定的情况 if (rtnRowColNo[0] - 1 < 0) { int[][] rtnPosition; rtnPosition = b.objDiamonds.diamondsPosition(); // 把容器中与方块的显示部分位置相对应的格子设为已使用. for (int i = 0; i < rtnPosition.length; i++) if ((rtnPosition[i][0] != -1) && (rtnPosition[i][1] != -1)) b.setAryGrids(rtnPosition[i][0], rtnPosition[i][1], 1); // 对已满的行要进行消行处理. int tmpLineNum; tmpLineNum = b.removeRows(); objScore.addScore(tmpLineNum); // 消行后要累加分数. if (b.gameOverChk() == 1) System.out.println("GAME OVER!!"); if (b.gameOverChk() == 1) { t.stop(); // System.out.println("GAME OVER!!"); b.objSystemStatus.setSystemStatus(3); } else { // 重新生成一个新的方块,实质是设定方块的类型,并将其位置复位. b.objDiamonds.setSortNo(objPreDiamonds.getSortNo()); b.objDiamonds.setStatusNo(objPreDiamonds.getStatusNo()); b.objDiamonds.setAryDiamonds(); objPreDiamonds.createNew(); b.objDiamonds.setReferPoint(b.getHeightGrid(), b.getWidthGrid() / 2 - 1); } } else { // 方块5向下移动遇到已使用的格子而固定的情况 int isTouch = 0; // 为0表示未接触,为1表示已接触. int[][] aryDownTouchGrids; aryDownTouchGrids = b.objDiamonds.downTouchGrids(); for (int i = 0; i < aryDownTouchGrids.length; i++) { if (b.getAryGrids(aryDownTouchGrids[i][0] - 1, aryDownTouchGrids[i][1]) == 1) { isTouch = 1; break; } } if (isTouch == 1) // 向下移动已发生了接触. { int[][] rtnPosition; rtnPosition = b.objDiamonds.diamondsPosition(); // 把容器中与方块5位置相对应的格子设为已使用. for (int i = 0; i < rtnPosition.length; i++) if ((rtnPosition[i][0] != -1) && (rtnPosition[i][1] != -1)) b.setAryGrids(rtnPosition[i][0], rtnPosition[i][1], 1); // 对已满的行要进行消行处理. int tmpLineNum; tmpLineNum = b.removeRows(); objScore.addScore(tmpLineNum); if (b.gameOverChk() == 1) System.out.println("GAME OVER!!"); if (b.gameOverChk() == 1) { t.stop(); System.out.println("GAME OVER!!"); b.objSystemStatus.setSystemStatus(3); } else { // 重新生成一个新的方块,实质是设定方块的类型,并将其位置复位. b.objDiamonds.setSortNo(objPreDiamonds.getSortNo()); b.objDiamonds.setStatusNo(objPreDiamonds.getStatusNo()); b.objDiamonds.setAryDiamonds(); objPreDiamonds.createNew(); b.objDiamonds.setReferPoint(b.getHeightGrid(), b.getWidthGrid() / 2 - 1); } } else { b.objDiamonds.setReferPoint(rtnRowColNo[0] - 1, rtnRowColNo[1]); } } repaint(); } public void paintComponent(Graphics g) { super.paintComponent(g); b.drawGridFrame(g); b.drawGrids(g); objPreview.drawGridFrame(g); objPreview.drawGrids(g, objPreDiamonds.diamondsPosition()); objScore.drawScore(g); objCopyright.drawCopyright(g); b.objSystemStatus.drawSystemStatus(g); } private Timer t; private int delay = 200; private board b; private diamonds objPreDiamonds; private preview objPreview; private score objScore; private copyright objCopyright; } class eluosiFrame extends JFrame { public eluosiFrame() { setTitle("经典俄罗斯方块"); setSize(240, 400); addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { System.exit(0); } }); Container contentPane = getContentPane(); contentPane.add(new eluosiPanel()); } } public class Russia { public static void main(String[] args) { JFrame myEluosi = new eluosiFrame(); myEluosi.show(); } }