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:

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

以上是 Java俄罗斯方块小游戏 的全部内容, 来源链接: utcz.com/p/210606.html

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