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俄罗斯方块java(java俄罗斯方块)

#俄罗斯方块java(java俄罗斯方块)| 来源: 网络整理| 查看: 265

本文目录java俄罗斯方块在这段java代码--俄罗斯方块,方块是怎么旋转的求一个java俄罗斯方块的设计思路 不要代码 只要思路 本人是初学者用java做一个俄罗斯方块,要用到那方面的技术才行java俄罗斯方块旋转算法,求解java的俄罗斯方块代码及详细解答和设计思想java 俄罗斯方块java俄罗斯方块

俄罗斯方块——java源代码提供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 ; } //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[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[j]); } //画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(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[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[j] == 0) drawUnit(k-1,j,0); else drawUnit(k-1,j,2); scrArr[k-1][j] = scrArr[j]; } } for(int i = k-1 ;i 《 rowNum; i++){ for(int j = 0; j 《 columnNum; j++){ drawUnit(i,j,0); scrArr[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; tch(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){ tch(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); } }希望能解决您的问题。

在这段java代码--俄罗斯方块,方块是怎么旋转的

贴出来的代码还不够,不过已经基本能回答你的问题了我的推理过程:从(turnstate+1)%4可以看出,turnstate是一个数字,取值只有0123,因此它仅仅是一个标识符,0123四种取值分别标记着这个方块处于原状,旋转90度,180度或者270度。然后blow函数应该是一个判断旋转之后会不会出现和已有方块重叠的函数。因此,这个turn函数的功能是:把标识符变成下一个状态,然后判断如果旋转,会不会和已有的方块重叠,如果重叠,就取消这个旋转标记的改变。因此,答案就很明显了:真正实现旋转方块的操作并不在这里,或者说,你再仔细研究一下这个程序的代码,它可能实际上根本没有旋转过那个方块,只是用turnstate这个数字标记方块旋转了多少度,判断重叠以及绘制的时候才真正计算或者从表里直接读取旋转后状态而已。

求一个java俄罗斯方块的设计思路 不要代码 只要思路 本人是初学者

1:首先自己定义一个类,比如MyLabel,继承jlabel,设置大小比如(40,40)设置成方块,这就是游戏里面最小的单位,下落的图形,就是四个这个样的单位组合到一起,位置不同。2:定义自己的图形(就是游戏中下落的部分)比如MyPic,这个类是控制MyLabel的,一般是4个MyLabel组合成一个MyPic,3:定义自己的面板,大小是(n*40,m*40)就是上面最小单位的整数行和列,然后建一个二位数组int[n][m],数组里面默认为0,标示这个位置没有MyLabel,是空的,如果位置有MyLabel,设置成1,这个是数组是,图形下落的时候判断是否继续下落还是要停下了,下面有了就停,否则继续下落,下落停止后,根据数组,看某一行是否全部为1是的话,把这行清空图形的下落要用定时器或者自己写线程实现,然后就是判断下面是否有东西,是下落,还是停止,图形的旋转的话,自己研究吧,位置的变换,也不好做

用java做一个俄罗斯方块,要用到那方面的技术才行

JAVA俄罗斯方块?这让我想到了初学JAVA的时候,我就是做的俄罗斯方块。完成最简单的俄罗斯的方块只需要 监听、线程、SWING就行了。让我想想,好像没了。最主要的地方就是,你要写好几个形状,其实就是坐标啦。还有在写一个地图,判断有没有落地还有消去什么的。然后在线程中,随机生成形状,让形状一直往下落,就是一直改变坐标,然后要有是否越界,是否落地,是否消去的判断。就是一个不断画图的简单程序

java俄罗斯方块旋转算法,求解

可以给每一个小方块设置为一个坐标,变为一个三阶行列式,3*3矩阵,转变为二元数组旋转。观察一下左旋:

11 12 13                       31 21 11

21 22 23           →→      32  22  12

31 32 33                        33  23  13

坐标变换如下:(1,1)变为(1,3),(1,2)变为(2,3),(1,3)变为(3,3)

(2,1)变为(1,2),(2,2)变为(2,2),(2,3)变为(3,2)

(3,1)变为(1,1),(3,2)变为(2,1),(3,3)变为(3,1)

规律就是(i,j)变为(j,3-i+1):

如果是2*2的方格,就可以变为二阶行列式,也就是2*2的二元数组,这里给出3*3九宫格改变的示意,我的代码如下:

import java.util.Random;public class T{public static void main(String args){int a=new int;System.out.println(“now begin to form a new integer array“);Random r=new Random();for(int i=0;i《3;i++){for(int j=0;j《3;j++){a[i][j]=r.nextInt(10);}}System.out.println(“the array is shown as follows:“);for(int i=0;i《3;i++){for(int j=0;j《3;j++){System.out.print(a[i][j]+“ “);}System.out.println();}System.out.println(“左转九十度“);for(int i=0;i《a.length;i++){for(int j=0;j《a[i].length;j++){System.out.print(a[a[i].length-1-j][i]+“ “);}System.out.println();}}}

java的俄罗斯方块代码及详细解答和设计思想

  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 ;  }  //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);  }  }

java 俄罗斯方块

import java.awt.*;import java.awt.event.*;//俄罗斯方块类public class Mytest 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){ Mytest ers = new Mytest(“俄罗斯方块游戏“); WindowListener win_listener = new WinListener(); ers.addWindowListener(win_listener); }// 俄罗斯方块类的构造方法 Mytest(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 ; }// 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; } } Mytest.score += full_line_num; Mytest.scoreField.setText(““+Mytest.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(!Mytest.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(!Mytest.isPlay){ scr.initScr(); Mytest.isPlay = true; Mytest.score = 0; Mytest.scoreField.setText(“0“); Mytest.timer.resume(); } scr.requestFocus(); break; case button_levelup:if(Mytest.level 《 10){ Mytest.level++; Mytest.levelField.setText(““+Mytest.level); Mytest.score = 0; Mytest.scoreField.setText(““+Mytest.score); } scr.requestFocus(); break; case button_leveldown:if(Mytest.level 》 1){ Mytest.level--; Mytest.levelField.setText(““+Mytest.level); Mytest.score = 0; Mytest.scoreField.setText(““+Mytest.score); } scr.requestFocus(); break; case button_pause:if(pause_resume){ Mytest.timer.suspend(); pause_resume = false; }else{ Mytest.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-Mytest.level + 1)*100); } catch(InterruptedException e){} if(!scr.getBlock().fallDown()){ scr.deleteFullLine(); if(scr.isGameEnd()){ Mytest.isPlay = false; suspend(); }else scr.getBlock().reset(); } } }}class WinListener extends WindowAdapter{ public void windowClosing (WindowEvent l){ System.exit(0); }}



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