俄羅斯方塊——java源代碼提供
import java.awt.*;
import java.awt.event.*;
//俄羅斯方塊類
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("俄羅斯方塊游戲 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄羅斯方塊類的構造方法
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);
//右邊信息窗體的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定義標簽和初始值
Label scorep = new Label("分數:",Label.LEFT);
Label levelp = new Label("級數:",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");
//右邊控制按鈕窗體的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定義按鈕play
Button play_b = new Button("開始游戲");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定義按鈕Level UP
Button level_up_b = new Button("提高級數");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定義按鈕Level Down
Button level_down_b =new Button("降低級數");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定義按鈕Level Pause
Button pause_b =new Button("游戲暫停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定義按鈕Quit
Button quit_b = new Button("退出遊戲");
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();
}
}
//重寫MyPanel類,使Panel的四周留空間
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戲畫布類
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方塊邊長
int rowNum; //正方格的行數
int columnNum; //正方格的列數
int maxAllowRowNum; //允許有多少行未削
int blockInitRow; //新出現塊的起始行坐標
int blockInitCol; //新出現塊的起始列坐標
int [][] scrArr; //屏幕數組
Block b; //對方快的引用
//畫布類的構造方法
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,並將屏幕數組清零的方法
void initScr(){
for(int i=0;i<rowNum;i++)
for (int j=0; j<columnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新畫布方法
public void paint(Graphics g){
for(int i = 0; i < rowNum; i++)
for(int j = 0; j < columnNum; j++)
drawUnit(i,j,scrArr[j]);
}
//畫方塊的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示畫方快的方法
case 0: g.setColor(Color.black);break; //以背景為顏色畫
case 1: g.setColor(Color.blue);break; //畫正在下落的方塊
case 2: g.setColor(Color.magenta);break; //畫已經落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block實例的引用
}
//返回屏幕數組中(row,col)位置的屬性值
public int getScrArrXY(int row,int col){
if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新塊的初始行坐標方法
public int getInitRow(){
return(blockInitRow); //返回新塊的初始行坐標
}
//返回新塊的初始列坐標方法
public int getInitCol(){
return(blockInitCol); //返回新塊的初始列坐標
}
//滿行刪除方法
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);
}
//判斷游戲是否結束方法
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){
}
//處理鍵盤輸入的方法
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;
}
}
}
//處理控制類
class Command implements ActionListener{
static final int button_play = 1; //給按鈕分配編號
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; //當前按鈕
GameCanvas scr;
//控制按鈕類的構造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按鈕執行方法
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);
}
}
}
//方塊類
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六進至表示,本行表示長條四種狀態
{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; //塊的模式號(0-6)
int turnState; //塊的翻轉狀態(0-3)
int blockState; //快的下落狀態
int row,col; //塊在畫布上的坐標
GameCanvas scr;
//塊類的構造方法
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();
}
//重新初始化塊,並顯示新塊
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);
}
//實現「塊」翻轉的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
//實現「塊」的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//實現塊的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
//實現塊落下的操作的方法
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);
}
}
//判斷是否正確的方法
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;
}
//同步顯示的方法
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;
}
}
}
}
//定時線程
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);
}
}
❷ 求java編的俄羅斯方塊代碼! 最好是網路版的!單機版的也好啊!謝謝誒啊
其實java做的俄羅斯方塊游戲的源碼網上有很多的,我給你一個單擊版的吧,希望你喜歡,並且能研究一下,代碼如下:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Els extends JFrame implements KeyListener,Runnable
{
public Els()
{
setSize(240,320);
setUndecorated(true);
int H=(int) (this.getToolkit().getScreenSize().height);
int W=(int) (this.getToolkit().getScreenSize().width);
setLocation(W/2-120,H/2-160);
setResizable(false);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void paint(Graphics g)
{
super.paint(g);
Graphics2D g2=(Graphics2D)g;
g2.setColor(Color.darkGray.brighter().brighter());
//繪制小框格
for(int m=192;m<=232;m+=10)
{
g2.drawLine(m, 52, m,92);
}
for(int m=52;m<=92;m+=10)
{
g2.drawLine(192, m, 232, m);
}
//繪制大框格
for(int m=0;m<=180;m+=15)
{
g2.drawLine(m, 0, m, 300);
}
for(int m=0;m<=300;m+=15)
{
g2.drawLine(0, m, 180, m);
}
//將值不非0的格子塗黑
for(int i=1;i<13;i++)
{
for(int j=0;j<20;j++)
{
g2.setColor(Color.DARK_GRAY);
if (o[i][j]!=0) g2.fillRect(15*i-13, 15*j+2, 13, 13);
}
}
//在小框格中繪制下一個的模型
switch(nextMODE)
{
case 0: g2.fillRect(204, 54, 8, 8);
g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 1: g2.fillRect(194, 64, 8, 8);
g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
break;
case 2: g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 84, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 3: g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(224, 74, 8, 8);
break;
case 4: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 5: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
g2.fillRect(224, 74, 8, 8);
break;
case 6: g2.fillRect(204, 54, 8, 8);
g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
break;
case 7: g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(224, 74, 8, 8);
g2.fillRect(224, 64, 8, 8);
break;
case 8: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 84, 8, 8);
break;
case 9: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
break;
case 10: g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 84, 8, 8);
break;
case 11: g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
break;
case 12: g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 13: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(224, 74, 8, 8);
break;
case 14: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
break;
}
g2.setColor(Color.black);
g2.drawLine(180, 0, 180, 300);
g2.setColor(Color.DARK_GRAY);
g2.drawString("LEVEL", 194, 10);
g2.drawString(""+LEVEL, 210, 28);
g2.drawString("NEXT", 196, 45);
g2.drawString("SCORE",193, 110);
g2.drawString(""+SCORE,205, 130);
g2.drawString("Xiong", 205, 160);
g2.drawString("Xuan", 205, 180);
}
//方塊下落的方法
public void down()
{
Y++;
switch(MODE)
{
case 0: o[X+2][Y]=1;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+2][Y+3]++;
o[X+2][Y-1]=0;
break;
case 1: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
o[X][Y]=0;
o[X+1][Y]=0;
o[X+2][Y]=0;
o[X+3][Y]=0;
break;
case 2: o[X+2][Y]=1;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+1][Y+2]++;
o[X+2][Y-1]=0;
o[X+1][Y+1]=0;
break;
case 3: o[X][Y]=1;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X][Y-1]=0;
//o[X][Y]=0;
o[X+1][Y]=0;
o[X+2][Y]=0;
break;
case 4: o[X+1][Y]=1;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
break;
case 5: o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X][Y-1]=0;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
break;
case 6: o[X+1][Y]=1;
o[X+1][Y+1]=1;
o[X+1][Y+2]++;
o[X+2][Y+2]++;
o[X+1][Y-1]=0;
//o[X+1][Y]=0;
//o[X+1][Y+1]=0;
o[X+2][Y+1]=0;
break;
case 7: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y]=1;
o[X][Y]=0;
o[X+1][Y]=0;
//o[X+2][Y]=0;
o[X+2][Y-1]=0;
break;
case 8: o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
//o[X+2][Y]=0;
//o[X+2][Y+1]=0;
break;
case 9: o[X+1][Y]=1;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
o[X+3][Y-1]=0;
//o[X+1][Y]=0;
break;
case 10:o[X+1][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+1][Y-1]=0;
//o[X+1][Y]=0;
o[X+2][Y]=0;
//o[X+2][Y+1]=0;
break;
case 11:o[X+2][Y]=1;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y-1]=0;
o[X+3][Y-1]=0;
o[X+1][Y]=0;
//o[X+2][Y]=0;
break;
case 12:o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]=1;
o[X+1][Y]=0;
//o[X+2][Y]=0;
//o[X+1][Y+1]=0;
o[X+2][Y-1]=0;
break;
case 13:o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
//o[X+2][Y]=0;
o[X+3][Y]=0;
break;
case 14:o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
break;
}
//如果碰撞,則自動上升一格
for(int i=0;i<13;i++)
{
for(int j=0;j<21;j++)
{
if (o[i][j]==2) up();
}
}
}
//方塊上升的方法
public void up()
{
Y--;
switch(MODE)
{
case 0: o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+2][Y+3]=1;
o[X+2][Y+4]--;
break;
case 1: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
o[X][Y+2]--;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
o[X+3][Y+2]--;
break;
case 2: o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+1][Y+2]++;
o[X+2][Y+3]--;
o[X+1][Y+3]--;
break;
case 3: o[X][Y]++;
o[X][Y+1]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X][Y+2]--;
//o[X][Y]=0;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
break;
case 4: o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]=1;
o[X+1][Y+3]--;
o[X+2][Y+1]--;
break;
case 5: o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+2]--;
break;
case 6: o[X+1][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]=1;
o[X+2][Y+2]++;
o[X+1][Y+3]--;
//o[X+1][Y]=0;
//o[X+1][Y+1]=0;
o[X+2][Y+3]--;
break;
case 7: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y]++;
o[X][Y+2]--;
o[X+1][Y+2]--;
//o[X+2][Y]=0;
o[X+2][Y+2]--;
break;
case 8: o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+1][Y+1]--;
o[X+2][Y+3]--;
//o[X+2][Y]=0;
//o[X+2][Y+1]=0;
break;
case 9: o[X+1][Y]++;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
//o[X+1][Y]=0;
break;
case 10:o[X+1][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+2][Y+2]=1;
o[X+1][Y+2]--;
//o[X+1][Y]=0;
o[X+2][Y+3]--;
//o[X+2][Y+1]=0;
break;
case 11:o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]--;
o[X+1][Y+2]--;
o[X+3][Y+1]--;
//o[X+2][Y]=0;
break;
case 12:o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+1][Y+2]=1;
o[X+2][Y]++;
o[X+2][Y+2]--;
//o[X+2][Y]=0;
//o[X+1][Y+1]=0;
o[X+1][Y+3]--;
break;
case 13:o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+3][Y+1]++;
o[X+1][Y+1]--;
o[X+2][Y+2]--;
//o[X+2][Y]=0;
o[X+3][Y+2]--;
break;
case 14:o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
break;
}
for(int i=0;i<20;i++)
{
if (o[1][i]==1&&
o[2][i]==1&&
o[3][i]==1&&
o[4][i]==1&&
o[5][i]==1&&
o[6][i]==1&&
o[7][i]==1&&
o[8][i]==1&&
o[9][i]==1&&
o[10][i]==1&&
o[11][i]==1&&
o[12][i]==1
)
{for(int k=1;k<=12;k++)
{
for(int j=i;j>=1;j--)
{
o[k][j]=o[k][j-1];
}
}
SCORE++;
if(SCORE==5)LEVEL++;
if(SCORE==10)LEVEL++;
}
}
X=5;Y=0;
MODE=nextMODE;
down();
repaint();
nextMODE=(int)(Math.random()*14);
}
public void left()
{
X--;
switch(MODE)
{
case 0:
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
o[X+3][Y]--;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
o[X+3][Y+3]--;
break;
case 1:
o[X][Y+1]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+3][Y+1]=1;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
//o[X+3][Y+1]=0;
o[X+4][Y+1]--;
break;
case 2:
//if(X==-2)X++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]=1;
o[X+1][Y+2]++;
o[X+3][Y]--;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
//o[X+2][Y+2]=0;
break;
case 3: //if(X==-1)X++;
o[X][Y]++;
o[X][Y+1]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+1][Y]--;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
break;
case 4: //if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
//o[X+2][Y]=0;
o[X+3][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
break;
case 5: //if(X==-1)X++;
o[X][Y]++;
o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+2][Y+1]++;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
o[X+3][Y]--;
o[X+3][Y+1]--;
break;
case 6: //if(X==-2)X++;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y+2]=1;
o[X+2][Y]--;
o[X+2][Y+1]--;
//o[X+2][Y+2]=0;
o[X+3][Y+2]--;
break;
case 7: //if(X==-1)X++;
o[X][Y+1]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+2][Y]++;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
o[X+3][Y]--;
break;
case 8: //if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
//o[X+2][Y]=0;
o[X+3][Y]--;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
break;
case 9: //if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+3][Y]=1;
o[X+1][Y+1]++;
//o[X+2][Y]=0;
//o[X+3][Y]=0;
o[X+4][Y]--;
o[X+2][Y+1]--;
break;
case 10://if(X==-2)X++;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+2][Y]--;
//o[X+3][Y+1]=0;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
break;
case 11://if(X==-2)X++;
o[X+2][Y]++;
o[X+3][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
//o[X+3][Y]=0;
o[X+4][Y]--;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
break;
case 12://if(X==-2)X++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+1][Y+2]++;
o[X+2][Y]++;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
o[X+2][Y+2]--;
o[X+3][Y]--;
break;
case 13://if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X+3][Y+1]=1;
//o[X+2][Y]=0;
o[X+3][Y]--;
//o[X+3][Y+1]=0;
o[X+4][Y+1]--;
break;
case 14://if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
//o[X+2][Y]=0;
o[X+3][Y]--;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
break;
}
for(int i=0;i<13;i++)
{
for(int j=0;j<21;j++)
{
if (o[i][j]==2) right();
}
}
}
public void right()
{
X++;
switch(MODE)
{
case 0:
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X+1][Y+3]--;
break;
case 1: //if(X==11)X--;
o[X][Y+1]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+3][Y+1]++;
o[X-1][Y+1]--;
//o[X][Y+1]=0;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
break;
case 2: //if(X==10)X--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+1][Y+2]=1;
o[X+1][Y]--;
o[X+1][Y+1]--;
//o[X+1][Y+2]=0;
o[X][Y+2]--;
break;
case 3:
o[X][Y]++;
o[X][Y+1]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X-1][Y]--;
o[X-1][Y+1]--;
//o[X][Y+1]=0;
//o[X+1][Y+1]=0;
break;
case 4: //if(X==10)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X][Y+1]--;
o[X][Y+2]--;
break;
case 5://if(X==10)X--;
o[X][Y]=1;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X-1][Y]--;
//o[X][Y]=0;
//o[X+1][Y]=0;
o[X+1][Y+1]--;
break;
case 6: //if(X==9)X--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]=1;
o[X+2][Y+2]++;
o[X][Y]--;
o[X][Y+1]--;
o[X][Y+2]--;
//o[X+1][Y+2]=0;
break;
case 7: //if(X==10)X--;
o[X][Y+1]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+2][Y]++;
o[X-1][Y+1]--;
//o[X][Y+1]=0;
//o[X+1][Y+1]=0;
o[X+1][Y]--;
break;
case 8: //if(X==10)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
break;
case 9: //if(X==11)X--;
o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X][Y]--;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
o[X][Y+1]--;
break;
case 10://if(X==10)X--;
o[X+1][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X][Y]--;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
o[X+1][Y+2]--;
break;
case 11://if(X==11)X--;
o[X+2][Y]=1;
o[X+3][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+1][Y]--;
//o[X+2][Y]=0;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
break;
case 12://if(X==10)X--;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]++;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
o[X][Y+2]--;
o[X+1][Y]--;
break;
case 13://if(X==11)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+3][Y+1]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X+1][Y+1]--;
//o[X+2][Y+1]=0;
break;
case 14://if(X==10)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
break;
}
for(int i=0;i<14;i++)
{
for(int j=0;j<21;j++)
{
if (o[i][j]==2) left();
}
}
}
public void change()
{
switch(MODE)
{
case 0: o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y+3]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=1;
break;
case 1: o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
MODE=0;
break;
case 2: o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
MODE=5;
break;
case 3: o[X][Y]--;
o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+1][Y+2]++;
MODE=2;
break;
case 4: o[X+1][Y]--;
o[X+2][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=3;
break;
case 5: o[X][Y]--;
o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
MODE=4;
break;
case 6: o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y]++;
MODE=7;
break;
case 7: o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=8;
break;
case 8: o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
MODE=9;
break;
case 9: o[X+1][Y]--;
o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y+2]++;
MODE=6;
break;
case 10:o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=11;
break;
case 11:o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=10;
break;
case 12:o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=13;
break;
case 13:o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]++;
MODE=12;
break;
case 14:o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
break;
}
for(int i=0;i<14;i++)
{
for(int j=0;j<21;j++)
{
if (o[i][j]==2) changeback();
}
}
}
public void changeback()
{
switch(MODE)
{
case 0:o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y+3]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=1;
break;
case 1:o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
MODE=0;
break;
case 2:o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=3;
break;
case 3:o[X][Y]--;
o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
MODE=4;
break;
case 4:o[X+1][Y]--;
o[X+2][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
MODE=5;
break;
case 5:o[X][Y]--;
o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+1][Y+2]++;
MODE=2;
break;
case 6:o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
MODE=9;
break;
case 7:o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y+2]++;
MODE=6;
break;
case 8:o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y]++;
MODE=7;
break;
case 9:o[X+1][Y]--;
o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=8;
break;
case 10:o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=11;
break;
case 11:o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=10;
break;
case 12:o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=13;
break;
case 13:o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]++;
MODE=12;
break;
case 14:o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
break;
}
}
不好意思,如果全部代碼都發上來的話,就超過了10000字了,所以後面
的代碼都發不了了,如果你要的話,留一下你的郵箱,我給你發過去
❸ 急需一份俄羅斯方塊源代碼,Java寫的
使用Java實現小游戲:俄羅斯方塊
使用一個二維數組保存游戲的地圖:
//游戲地圖格子,每個格子保存一個方塊,數組紀錄方塊的狀態
privateStatemap[][]=newState[rows][columns];123
游戲前先將所有地圖中的格子初始化為空:
/*初始化所有的方塊為空*/
for(inti=0;i<map.length;i++){
for(intj=0;j<map[i].length;j++){
map[i][j]=State.EMPTY;
}
}1234567
玩游戲過程中,我們能夠看到界面上的方塊,那麼就得將地圖中所有的方塊繪制出來,當然,除了需要繪制方塊外,游戲積分和游戲結束的字元串在必要的時候也需要繪制:
/**
*繪制窗體內容,包括游戲方塊,游戲積分或結束字元串
*/
@Override
publicvoidpaint(Graphicsg){
super.paint(g);
for(inti=0;i<rows;i++){
for(intj=0;j<columns;j++){
if(map[i][j]==State.ACTIVE){//繪制活動塊
g.setColor(activeColor);
g.fillRoundRect(j*BLOCK_SIZE,i*BLOCK_SIZE+25,
BLOCK_SIZE-1,BLOCK_SIZE-1,BLOCK_SIZE/5,
BLOCK_SIZE/5);
}elseif(map[i][j]==State.STOPED){//繪制靜止塊
g.setColor(stopedColor);
g.fillRoundRect(j*BLOCK_SIZE,i*BLOCK_SIZE+25,
BLOCK_SIZE-1,BLOCK_SIZE-1,BLOCK_SIZE/5,
BLOCK_SIZE/5);
}
}
}
/*列印得分*/
g.setColor(scoreColor);
g.setFont(newFont("TimesNewRoman",Font.BOLD,30));
g.drawString("SCORE:"+totalScore,5,70);
//游戲結束,列印結束字元串
if(!isGoingOn){
g.setColor(Color.RED);
g.setFont(newFont("TimesNewRoman",Font.BOLD,40));
g.drawString("GAMEOVER!",this.getWidth()/2-140,
this.getHeight()/2);
}
}
通過隨機數的方式產生方塊所組成的幾種圖形,一般七種圖形:條形、田形、正7形、反7形、T形、Z形和反Z形,如生成條形:
map[0][randPos]=map[0][randPos-1]=map[0][randPos+1]
=map[0][randPos+2]=State.ACTIVE;123
生成圖形後,實現下落的操作。如果遇到阻礙,則不能再繼續下落:
isFall=true;//是否能夠下落
//從當前行檢查,如果遇到阻礙,則停止下落
for(inti=0;i<blockRows;i++){
for(intj=0;j<columns;j++){
//遍歷到行中塊為活動塊,而下一行塊為靜止塊,則遇到阻礙
if(map[rowIndex-i][j]==State.ACTIVE
&&map[rowIndex-i+1][j]==State.STOPED){
isFall=false;//停止下落
break;
}
}
if(!isFall)
break;
}123456789101112131415
如果未遇到阻礙,則下落的時候,方塊圖形整體向下移動一行:
//圖形下落一行
for(inti=0;i<blockRows;i++){
for(intj=0;j<columns;j++){
if(map[rowIndex-i][j]==State.ACTIVE){//活動塊向下移動一行
map[rowIndex-i][j]=State.EMPTY;//原活動塊變成空塊
map[rowIndex-i+1][j]=State.ACTIVE;//下一行塊變成活動塊
}
}
}12345678910
向左、向右方向移動時是類似的操作:
/**
*向左走
*/
privatevoidleft(){
//標記左邊是否有阻礙
booleanhasBlock=false;
/*判斷是否左邊有阻礙*/
for(inti=0;i<blockRows;i++){
if(map[rowIndex-i][0]==State.ACTIVE){//判斷左邊是否為牆
hasBlock=true;
break;//有阻礙,不用再循環判斷行
}else{
for(intj=1;j<columns;j++){//判斷左邊是否有其它塊
if(map[rowIndex-i][j]==State.ACTIVE
&&map[rowIndex-i][j-1]==State.STOPED){
hasBlock=true;
break;//有阻礙,不用再循環判斷列
}
}
if(hasBlock)
break;//有阻礙,不用再循環判斷行
}
}
/*左邊沒有阻礙,則將圖形向左移動一個塊的距離*/
if(!hasBlock){
for(inti=0;i<blockRows;i++){
for(intj=1;j<columns;j++){
if(map[rowIndex-i][j]==State.ACTIVE){
map[rowIndex-i][j]=State.EMPTY;
map[rowIndex-i][j-1]=State.ACTIVE;
}
}
}
//重繪
repaint();
}
}3738394041
向下加速移動時,就是減小每次正常狀態下落的時間間隔:
/**
*向下直走
*/
privatevoiddown(){
//標記可以加速下落
immediate=true;
}12345678
如何變換圖形方向,這里僅使用了非常簡單的方法來實現方向變換,當然可以有更優的演算法實現方向變換操作,大家可以自己研究:
/**
*旋轉方塊圖形
*/
privatevoidrotate(){
try{
if(shape==4){//方形,旋轉前後是同一個形狀
return;
}elseif(shape==0){//條狀
//臨時數組,放置旋轉後圖形
State[][]tmp=newState[4][4];
intstartColumn=0;
//找到圖形開始的第一個方塊位置
for(inti=0;i<columns;i++){
if(map[rowIndex][i]==State.ACTIVE){
startColumn=i;
break;
}
}
//查找旋轉之後是否有阻礙,如果有阻礙,則不旋轉
for(inti=0;i<4;i++){
for(intj=0;j<4;j++){
if(map[rowIndex-3+i][j+startColumn]==State.STOPED){
return;
}
}
}
if(map[rowIndex][startColumn+1]==State.ACTIVE){//橫向條形,變換為豎立條形
for(inti=0;i<4;i++){
tmp[i][0]=State.ACTIVE;
for(intj=1;j<4;j++){
tmp[i][j]=State.EMPTY;
}
}
blockRows=4;
}else{//豎立條形,變換為橫向條形
for(intj=0;j<4;j++){
tmp[3][j]=State.ACTIVE;
for(inti=0;i<3;i++){
tmp[i][j]=State.EMPTY;
}
}
blockRows=1;
}
//將原地圖中圖形修改為變換後圖形
for(inti=0;i<4;i++){
for(intj=0;j<4;j++){
map[rowIndex-3+i][startColumn+j]=tmp[i][j];
}
}
}else{
//臨時數組,放置旋轉後圖形
State[][]tmp=newState[3][3];
intstartColumn=columns;
//找到圖形開始的第一個方塊位置
for(intj=0;j<3;j++){
for(inti=0;i<columns;i++){
if(map[rowIndex-j][i]==State.ACTIVE){
startColumn=i<startColumn?i:startColumn;
}
}
}
//判斷變換後是否會遇到阻礙
for(inti=0;i<3;i++){
for(intj=0;j<3;j++){
if(map[rowIndex-2+j][startColumn+2-i]==State.STOPED)
return;
}
}
//變換
for(inti=0;i<3;i++){
for(intj=0;j<3;j++){
tmp[2-j][i]=map[rowIndex-2+i][startColumn+j];
}
}
//將原地圖中圖形修改為變換後圖形
for(inti=0;i<3;i++){
for(intj=0;j<3;j++){
map[rowIndex-2+i][startColumn+j]=tmp[i][j];
}
}
//重繪
repaint();
//重新修改行指針
for(inti=0;i<3;i++){
for(intj=0;j<3;j++){
if(map[rowIndex-i][startColumn+j]!=null
||map[rowIndex-i][startColumn+j]!=State.EMPTY){
rowIndex=rowIndex-i;
blockRows=3;
return;
}
}
}
}
}catch(Exceptione){
//遇到數組下標越界,說明不能變換圖形形狀,不作任何處理
}
}3738394
當圖形下落遇到阻礙時停止,我們就需要判斷這時是否有某一行或幾行可以消除掉,這時可以先獲取每行中方塊的個數,然後再進行判斷:
int[]blocksCount=newint[rows];//記錄每行有方塊的列數
inteliminateRows=0;//消除的行數
/*計算每行方塊數量*/
for(inti=0;i<rows;i++){
blocksCount[i]=0;
for(intj=0;j<columns;j++){
if(map[i][j]==State.STOPED)
blocksCount[i]++;
}
}1234567891011
如果有滿行的方塊,則消除掉該行方塊:
/*實現有滿行的方塊消除操作*/
for(inti=0;i<rows;i++){
if(blocksCount[i]==columns){
//清除一行
for(intm=i;m>=0;m--){
for(intn=0;n<columns;n++){
map[m][n]=(m==0)?State.EMPTY:map[m-1][n];
}
}
eliminateRows++;//記錄消除行數
}
}12345678910111213
最後我們再重繪顯示積分就可以了。
重復以上的生成圖形、圖形下落、左右下移動、判斷消除行的操作,一個簡單的俄羅斯方塊就完成了。
❹ java 俄羅斯方塊
import java.awt.*;
import java.awt.event.*;
//俄羅斯方塊類
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("俄羅斯方塊游戲");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
// 俄羅斯方塊類的構造方法
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);
// 右邊信息窗體的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
// 定義標簽和初始值
Label scorep = new Label("分數:",Label.LEFT);
Label levelp = new Label("級數:",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");
// 右邊控制按鈕窗體的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
// 定義按鈕play
Button play_b = new Button("開始游戲");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
// 定義按鈕Level UP
Button level_up_b = new Button("提高級數");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
// 定義按鈕Level Down
Button level_down_b =new Button("降低級數");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
// 定義按鈕Level Pause
Button pause_b =new Button("游戲暫停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
// 定義按鈕Quit
Button quit_b = new Button("退出遊戲");
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();
}
}
//重寫MyPanel類,使Panel的四周留空間
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戲畫布類
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方塊邊長
int rowNum; //正方格的行數
int columnNum; //正方格的列數
int maxAllowRowNum; //允許有多少行未削
int blockInitRow; //新出現塊的起始行坐標
int blockInitCol; //新出現塊的起始列坐標
int [][] scrArr; //屏幕數組
Block b; //對方快的引用
// 畫布類的構造方法
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,並將屏幕數組清零的方法
void initScr(){
for(int i=0;i<rowNum;i++)
for (int j=0; j<columnNum;j++)
scrArr[i][j]=0;
b.reset();
repaint();
}
// 重新刷新畫布方法
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]);
}
// 畫方塊的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
switch(type){ //表示畫方快的方法
case 0: g.setColor(Color.black);break; //以背景為顏色畫
case 1: g.setColor(Color.blue);break; //畫正在下落的方塊
case 2: g.setColor(Color.magenta);break; //畫已經落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block實例的引用
}
// 返回屏幕數組中(row,col)位置的屬性值
public int getScrArrXY(int row,int col){
if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
return(-1);
else
return(scrArr[row][col]);
}
// 返回新塊的初始行坐標方法
public int getInitRow(){
return(blockInitRow); //返回新塊的初始行坐標
}
// 返回新塊的初始列坐標方法
public int getInitCol(){
return(blockInitCol); //返回新塊的初始列坐標
}
// 滿行刪除方法
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);
}
// 判斷游戲是否結束方法
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){
}
// 處理鍵盤輸入的方法
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;
}
}
}
//處理控制類
class Command implements ActionListener{
static final int button_play = 1; //給按鈕分配編號
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; //當前按鈕
GameCanvas scr;
// 控制按鈕類的構造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
// 按鈕執行方法
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);
}
}
}
//方塊類
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六進至表示,本行表示長條四種狀態
{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; //塊的模式號(0-6)
int turnState; //塊的翻轉狀態(0-3)
int blockState; //快的下落狀態
int row,col; //塊在畫布上的坐標
GameCanvas scr;
// 塊類的構造方法
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();
}
// 重新初始化塊,並顯示新塊
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);
}
// 實現「塊」翻轉的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
// 實現「塊」的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
// 實現塊的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
// 實現塊落下的操作的方法
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);
}
}
// 判斷是否正確的方法
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;
}
// 同步顯示的方法
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;
}
}
}
}
//定時線程
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);
}
}
❺ 跪求俄羅斯方塊JAVA代碼
連連看java源代碼
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class lianliankan implements ActionListener
{
JFrame mainFrame; //主面板
Container thisContainer;
JPanel centerPanel,southPanel,northPanel; //子面板
JButton diamondsButton[][] = new JButton[6][5];//游戲按鈕數組
JButton exitButton,resetButton,newlyButton; //退出,重列,重新開始按鈕
JLabel fractionLable=new JLabel("0"); //分數標簽
JButton firstButton,secondButton; //分別記錄兩次被選中的按鈕
int grid[][] = new int[8][7];//儲存游戲按鈕位置
static boolean pressInformation=false; //判斷是否有按鈕被選中
int x0=0,y0=0,x=0,y=0,fristMsg=0,secondMsg=0,validateLV; //游戲按鈕的位置坐標
int i,j,k,n;//消除方法控制
public void init(){
mainFrame=new JFrame("JKJ連連看");
thisContainer = mainFrame.getContentPane();
thisContainer.setLayout(new BorderLayout());
centerPanel=new JPanel();
southPanel=new JPanel();
northPanel=new JPanel();
thisContainer.add(centerPanel,"Center");
thisContainer.add(southPanel,"South");
thisContainer.add(northPanel,"North");
centerPanel.setLayout(new GridLayout(6,5));
for(int cols = 0;cols < 6;cols++){
for(int rows = 0;rows < 5;rows++ ){
diamondsButton[cols][rows]=new JButton(String.valueOf(grid[cols+1][rows+1]));
diamondsButton[cols][rows].addActionListener(this);
centerPanel.add(diamondsButton[cols][rows]);
}
}
exitButton=new JButton("退出");
exitButton.addActionListener(this);
resetButton=new JButton("重列");
resetButton.addActionListener(this);
newlyButton=new JButton("再來一局");
newlyButton.addActionListener(this);
southPanel.add(exitButton);
southPanel.add(resetButton);
southPanel.add(newlyButton);
fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable.getText())));
northPanel.add(fractionLable);
mainFrame.setBounds(280,100,500,450);
mainFrame.setVisible(true);
}
public void randomBuild() {
int randoms,cols,rows;
for(int twins=1;twins<=15;twins++) {
randoms=(int)(Math.random()*25+1);
for(int alike=1;alike<=2;alike++) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
while(grid[cols][rows]!=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
}
this.grid[cols][rows]=randoms;
}
}
}
public void fraction(){
fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable.getText())+100));
}
public void reload() {
int save[] = new int[30];
int n=0,cols,rows;
int grid[][]= new int[8][7];
for(int i=0;i<=6;i++) {
for(int j=0;j<=5;j++) {
if(this.grid[i][j]!=0) {
save[n]=this.grid[i][j];
n++;
}
}
}
n=n-1;
this.grid=grid;
while(n>=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
while(grid[cols][rows]!=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
}
this.grid[cols][rows]=save[n];
n--;
}
mainFrame.setVisible(false);
pressInformation=false; //這里一定要將按鈕點擊信息歸為初始
init();
for(int i = 0;i < 6;i++){
for(int j = 0;j < 5;j++ ){
if(grid[i+1][j+1]==0)
diamondsButton[i][j].setVisible(false);
}
}
}
public void estimateEven(int placeX,int placeY,JButton bz) {
if(pressInformation==false) {
x=placeX;
y=placeY;
secondMsg=grid[x][y];
secondButton=bz;
pressInformation=true;
}
else {
x0=x;
y0=y;
fristMsg=secondMsg;
firstButton=secondButton;
x=placeX;
y=placeY;
secondMsg=grid[x][y];
secondButton=bz;
if(fristMsg==secondMsg && secondButton!=firstButton){
xiao();
}
}
}
public void xiao() { //相同的情況下能不能消去。仔細分析,不一條條注釋
if((x0==x &&(y0==y+1||y0==y-1)) || ((x0==x+1||x0==x-1)&&(y0==y))){ //判斷是否相鄰
remove();
}
else{
for (j=0;j<7;j++ ) {
if (grid[x0][j]==0){ //判斷第一個按鈕同行哪個按鈕為空
if (y>j) { //如果第二個按鈕的Y坐標大於空按鈕的Y坐標說明第一按鈕在第二按鈕左邊
for (i=y-1;i>=j;i-- ){ //判斷第二按鈕左側直到第一按鈕中間有沒有按鈕
if (grid[x][i]!=0) {
k=0;
break;
}
else{ k=1; } //K=1說明通過了第一次驗證
}
if (k==1) {
linePassOne();
}
}
if (y<j){ //如果第二個按鈕的Y坐標小於空按鈕的Y坐標說明第一按鈕在第二按鈕右邊
for (i=y+1;i<=j ;i++ ){ //判斷第二按鈕左側直到第一按鈕中間有沒有按鈕
if (grid[x][i]!=0){
k=0;
break;
}
else { k=1; }
}
if (k==1){
linePassOne();
}
}
if (y==j ) {
linePassOne();
}
}
if (k==2) {
if (x0==x) {
remove();
}
if (x0<x) {
for (n=x0;n<=x-1;n++ ) {
if (grid[n][j]!=0) {
k=0;
break;
}
if(grid[n][j]==0 && n==x-1) {
remove();
}
}
}
if (x0>x) {
for (n=x0;n>=x+1 ;n-- ) {
if (grid[n][j]!=0) {
k=0;
break;
}
if(grid[n][j]==0 && n==x+1) {
remove();
}
}
}
}
}
for (i=0;i<8;i++ ) { //列
if (grid[i][y0]==0) {
if (x>i) {
for (j=x-1;j>=i ;j-- ) {
if (grid[j][y]!=0) {
k=0;
break;
}
else { k=1; }
}
if (k==1) {
rowPassOne();
}
}
if (x<i) {
for (j=x+1;j<=i;j++ ) {
if (grid[j][y]!=0) {
k=0;
break;
}
else { k=1; }
}
if (k==1) {
rowPassOne();
}
}
if (x==i) {
rowPassOne();
}
}
if (k==2){
if (y0==y) {
remove();
}
if (y0<y) {
for (n=y0;n<=y-1 ;n++ ) {
if (grid[i][n]!=0) {
k=0;
break;
}
if(grid[i][n]==0 && n==y-1) {
remove();
}
}
}
if (y0>y) {
for (n=y0;n>=y+1 ;n--) {
if (grid[i][n]!=0) {
k=0;
break;
}
if(grid[i][n]==0 && n==y+1) {
remove();
}
}
}
}
}
}
}
public void linePassOne(){
if (y0>j){ //第一按鈕同行空按鈕在左邊
for (i=y0-1;i>=j ;i-- ){ //判斷第一按鈕同左側空按鈕之間有沒按鈕
if (grid[x0][i]!=0) {
k=0;
break;
}
else { k=2; } //K=2說明通過了第二次驗證
}
}
if (y0<j){ //第一按鈕同行空按鈕在與第二按鈕之間
for (i=y0+1;i<=j ;i++){
if (grid[x0][i]!=0) {
k=0;
break;
}
else{ k=2; }
}
}
}
public void rowPassOne(){
if (x0>i) {
for (j=x0-1;j>=i ;j-- ) {
if (grid[j][y0]!=0) {
k=0;
break;
}
else { k=2; }
}
}
if (x0<i) {
for (j=x0+1;j<=i ;j++ ) {
if (grid[j][y0]!=0) {
k=0;
break;
}
else { k=2; }
}
}
}
public void remove(){
firstButton.setVisible(false);
secondButton.setVisible(false);
fraction();
pressInformation=false;
k=0;
grid[x0][y0]=0;
grid[x][y]=0;
}
public void actionPerformed(ActionEvent e) {
if(e.getSource()==newlyButton){
int grid[][] = new int[8][7];
this.grid = grid;
randomBuild();
mainFrame.setVisible(false);
pressInformation=false;
init();
}
if(e.getSource()==exitButton)
System.exit(0);
if(e.getSource()==resetButton)
reload();
for(int cols = 0;cols < 6;cols++){
for(int rows = 0;rows < 5;rows++ ){
if(e.getSource()==diamondsButton[cols][rows])
estimateEven(cols+1,rows+1,diamondsButton[cols][rows]);
}
}
}
public static void main(String[] args) {
lianliankan llk = new lianliankan();
llk.randomBuild();
llk.init();
}
}
❻ 在這段java代碼--俄羅斯方塊,方塊是怎麼旋轉的
貼出來的代碼還不夠,不過已經基本能回答你的問題了
我的推理過程:從(turnstate+1)%4可以看出,turnstate是一個數字,取值只有0123,因此它僅僅是一個標識符,0123四種取值分別標記著這個方塊處於原狀,旋轉90度,180度或者270度。然後blow函數應該是一個判斷旋轉之後會不會出現和已有方塊重疊的函數。
因此,這個turn函數的功能是:把標識符變成下一個狀態,然後判斷如果旋轉,會不會和已有的方塊重疊,如果重疊,就取消這個旋轉標記的改變。
因此,答案就很明顯了:真正實現旋轉方塊的操作並不在這里,或者說,你再仔細研究一下這個程序的代碼,它可能實際上根本沒有旋轉過那個方塊,只是用turnstate這個數字標記方塊旋轉了多少度,判斷重疊以及繪制的時候才真正計算或者從表裡直接讀取旋轉後狀態而已。
❼ JAVA編寫的俄羅斯方塊
將包解壓,裡面的俄羅斯方塊.jar可直接運行(要求電腦有jre)程序包粘貼到eclipse或myeclipse的java工程下即可運行。