俄罗斯方块


//俄罗斯方块Java源代码
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame
{
 public static boolean isPlay=false;
 public static int level=1,score=0;
 public static TextField scoreField,levelField;
 
 public static MyTimer timer;
 GameCanvas gameScr;
 public static void main(String[] argus)
 {
  ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
  WindowListener win_listener = new WinListener();
  ers.addWindowListener(win_listener);
 }

//俄罗斯方块类的构造方法
 ERS_Block(String title)
 {
  super(title);
  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);
  Panel rightScr = new Panel();
  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
  Label scorep = new Label("分数:",Label.LEFT);
  Label levelp = new Label("级数:",Label.LEFT);
  scoreField = new TextField(8);
  levelField = new TextField(8);
  scoreField.setEditable(false);
  levelField.setEditable(false);
  infoScr.add(scorep);
  infoScr.add(scoreField);
  infoScr.add(levelp);
  infoScr.add(levelField);
  scorep.setSize(new Dimension(20,60));
  scoreField.setSize(new Dimension(20,60));
  levelp.setSize(new Dimension(20,60));
  levelField.setSize(new Dimension(20,60));
  scoreField.setText("0");
  levelField.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
  Button play_b = new Button("开始游戏");
  play_b.setSize(new Dimension(50,200));
  play_b.addActionListener(new Command(Command.button_play,gameScr));

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

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

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

  controlScr.add(play_b);
  controlScr.add(level_up_b);
  controlScr.add(level_down_b);
  controlScr.add(pause_b);
  controlScr.add(quit_b);
  setVisible(true);
  gameScr.requestFocus();
 }
}

//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel
{
 public Insets getInsets()
 {
  return new Insets(30,50,30,50);
 }
}

//游戏画布类
class GameCanvas extends Canvas implements KeyListener
{
 final int unitSize = 30; //小方块边长
 int rowNum; //正方格的行数
 int columnNum; //正方格的列数
 int maxAllowRowNum; //允许有多少行未削
 int blockInitRow; //新出现块的起始行坐标
 int blockInitCol; //新出现块的起始列坐标
 int [][] scrArr; //屏幕数组
 Block b; //对方快的引用

//画布类的构造方法
 GameCanvas()
 {
  rowNum = 15;
  columnNum = 10;
  maxAllowRowNum = rowNum - 2;
  b = new Block(this);
  blockInitRow = rowNum - 1;
  blockInitCol = columnNum/2 - 2;
  scrArr = new int [32][32];
 }

//初始化屏幕,并将屏幕数组清零的方法
 void initScr()
 {
  for(int i=0;i<rowNum;i++)
   for (int j=0; j<columnNum;j++)
    {
     scrArr[i][j]=0;
    }
    b.reset();
    repaint();
 }

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

//画方块的方法
 public void drawUnit(int row,int col,int type)
 {
  scrArr[row][col] = type;
  Graphics g = getGraphics();
  switch(type)
  { //表示画方快的方法
   case 0: g.setColor(Color.black);break; //以背景为颜色画
   case 1: g.setColor(Color.blue);break; //画正在下落的方块
   case 2: g.setColor(Color.magenta);break; //画已经落下的方法
  }
  g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
  g.dispose();
}

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

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

//返回新块的初始行坐标方法
 public int getInitRow()
 {
  return(blockInitRow); //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(blockInitCol); //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<rowNum;i++)
  {
   boolean isfull = true;

   L1:for(int j=0;j<columnNum;j++)
    if(scrArr[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 < columnNum; j++)
    {
     if (scrArr[i][j] == 0)
      drawUnit(k-1,j,0);
     else
      drawUnit(k-1,j,2);
     scrArr[k-1][j] = scrArr[i][j];
    }
  }
  for(int i = k-1 ;i < rowNum; i++)
  {
   for(int j = 0; j < columnNum; j++)
   {
    drawUnit(i,j,0);
     scrArr[i][j]=0;
   }
  }
  ERS_Block.score += full_line_num;
  ERS_Block.scoreField.setText(""+ERS_Block.score);
 }

//判断游戏是否结束方法
 boolean isGameEnd()
 {
  for (int col = 0 ; col <columnNum; col ++)
  {
   if(scrArr[maxAllowRowNum][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(!ERS_Block.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;
  }
 }
}

//处理控制类
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(!ERS_Block.isPlay)
   {
    scr.initScr();
    ERS_Block.isPlay = true;
    ERS_Block.score = 0;
    ERS_Block.scoreField.setText("0");
    ERS_Block.timer.resume();
   }
   scr.requestFocus();
   break;
   case button_levelup:if(ERS_Block.level < 10)
   {
    ERS_Block.level++;
    ERS_Block.levelField.setText(""+ERS_Block.level);
    ERS_Block.score = 0;
    ERS_Block.scoreField.setText(""+ERS_Block.score);
   }
   scr.requestFocus();
   break;
   case button_leveldown:if(ERS_Block.level > 1)
   {
    ERS_Block.level--;
    ERS_Block.levelField.setText(""+ERS_Block.level);
    ERS_Block.score = 0;
    ERS_Block.scoreField.setText(""+ERS_Block.score);
   }
   scr.requestFocus();
   break;
   case button_pause:
    if(pause_resume)
    {
     ERS_Block.timer.suspend();
     pause_resume = false;
    }
    else
    {
     ERS_Block.timer.resume();
     pause_resume = true;
    }
    scr.requestFocus();
    break;
   case button_quit:System.exit(0);
  }
 }
}

//方块类
class Block
{
 
 static int[][] pattern =
 {
  {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 blockType; //块的模式号(0-6)
 int turnState; //块的翻转状态(0-3)
 int blockState; //快的下落状态
 int row,col; //块在画布上的坐标
 GameCanvas scr;

//块类的构造方法
 Block(GameCanvas scr)
 {
  this.scr = scr;
  blockType = (int)(Math.random() * 1000)%7;
  turnState = (int)(Math.random() * 1000)%4;
  blockState = 1;
  row = scr.getInitRow();
  col = scr.getInitCol();
 }

//重新初始化块,并显示新块
 public void reset()
 {
  blockType = (int)(Math.random() * 1000)%7;
  turnState = (int)(Math.random() * 1000)%4;
  blockState = 1;
  row = scr.getInitRow();
  col = scr.getInitCol();
  dispBlock(1);
 }

//实现“块”翻转的方法
 public void leftTurn()
 {
  if(assertValid(blockType,(turnState + 1)%4,row,col))
  {
   dispBlock(0);
   turnState = (turnState + 1)%4;
   dispBlock(1);
  }
 }

//实现“块”的左移的方法
 public void leftMove()
 {
  if(assertValid(blockType,turnState,row,col-1))
  {
   dispBlock(0);
   col--;
   dispBlock(1);
  }
 }

//实现块的右移
 public void rightMove()
 {
  if(assertValid(blockType,turnState,row,col+1))
  {
   dispBlock(0);
   col++;
   dispBlock(1);
  }
 }

//实现块落下的操作的方法
 public boolean fallDown()
 {
  if(blockState == 2)
   return(false);
  if(assertValid(blockType,turnState,row-1,col))
  {
   dispBlock(0);
   row--;
   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)(pattern[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 synchronized void dispBlock(int s)
 {
  int k = 0x8000;
  for (int i = 0; i < 4; i++)
  {
   for(int j = 0; j < 4; j++)
   {
    if(((int)pattern[blockType][turnState]&k) != 0)
    {
     scr.drawUnit(row-i,col+j,s);
    }
    k=k>>1;
   }
  }
 }
}

//定时线程
class MyTimer extends Thread
{
 GameCanvas scr;

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

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

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

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