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java編俄羅斯方塊

發布時間:2023-11-21 18:00:13

『壹』 java版的俄羅斯方塊問題。定義方塊的形狀那個數組和生成新方塊的方法沒看懂,有高人解釋下不

/** 定義方塊的形狀那個數組和生成新方塊的方法沒看懂 */
下面這個是(三維數據)shapes中的一個二維元素
//i
{ { 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 } },

第一行{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 } 畫出的圖形為:(0代表&,1代表O)
& & & &
O O O O
& & & &
& & & &
第二行{0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0}
& O & &
& O & &
& O & &
& O & &
從上面兩個你應該就可以看出這個數組存儲各種方塊的方式了。
blockType = (int) (Math.random() * 1000) % 7;
turnState = (int) (Math.random() * 1000) % 4;
這里取的7和4的原因是這個三維數組的兩個維度的大小是7和4,7種類型的圖形,和每個圖形的4種形態
反映到數組上就是
newShape[] = shapes[blockType][State] ;

『貳』 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。

『叄』 求一個java俄羅斯方塊的設計思路 不要代碼 只要思路 本人是初學者

1:首先自己定義一個類,比如MyLabel,繼承jlabel,設置大小比如
(40,40)設置成方塊,這就是游戲裡面最小的單位,下落的圖形,就是四個這個樣的單位組合到一起,位置不同。
2:定義自己的圖形(就是游戲中下落的部分)比如MyPic
,這個類是控制MyLabel的,一般是4個MyLabel組合成一個MyPic,
3:定義自己的面板,大小是
(n*40,m*40
)就是上面最小單位的整數行和列,然後建一個二位數組
int
[n][m],數組裡面默認為0,標示這個位置沒有MyLabel
,是空的,如果位置有
MyLabel,設置成1
,這個是數組是,圖形下落的時候判斷是否繼續下落還是要停下了,下面有了就停,否則繼續下落,下落停止後,根據數組,看某一行是否全部為1
是的話,把這行清空
圖形的下落要用定時器或者自己寫線程實現,然後就是判斷下面是否有東西,是下落,還是停止,
圖形的旋轉的話,自己研究吧,位置的變換,也不好做

『肆』 用JAVA初級做俄羅斯方塊,怎麼把所有方塊都寫出來,最初級簡單的就行

你是cs還是bs呀?把方塊弄出來需要你看書上的圖形部分。不是一句話兩句話的問題。
先把方塊的總類編號然後用Math.random()可以出隨機數。用(Math.random()*10)%你的方塊的總類就可以得到總類的編號。

『伍』 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

『陸』 java的俄羅斯方塊代碼及詳細解答和設計思想

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[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;
}
}
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;
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(!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);
}
}

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