Java俄罗斯方块
後物 人气:0结合网上的资料刚做完课程设计,具体代码如下:
public class TetrisPanel extends JPanel{ private final int[][] map = new int[13][23];// map[列号][行号]。真正的方块区是:21行*10列。边框(2列,1行) // 方块的形状: // 第一维代表方块类型(包括7种:S、Z、L、J、I、O、T) // 第二`在这里插入代码片`维代表旋转次数 // 第三四维代表方块矩阵 // shapes[type][turnState][i] i--> block[i/4][i%4] int[][][] shapes = new int[][][] { /* * 模板 { {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, * 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, * 0,0,0,0} } */ // I { { 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 }, { 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 } }, // S { { 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 } }, // Z 第3行: shapes[2][2][] { { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } }, // J { { 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 } }, // O { { 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // L { { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 } }, // T { { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } }; private int type; private int turnState; private int x, y;// 当前块的位置---左上角的坐标 private int score = 0; TimerListener listener1 = new TimerListener(); //监听器 Timer timer = new Timer(1000, listener1); //定时器 public TetrisPanel() { newGame(); nextBlock(); timer.start(); } void newGame() { // 初始化游戏地图 for (int i = 0; i < 12; i++) { //列 for (int j = 0; j < 21; j++) { //行 if (i == 0 || i == 11) {// 边框 map[i][j] = 1; //透明度 } else { map[i][j] = 0; } } map[i][21] = 1; } score = 0; } void nextBlock() { type = (int) (Math.random() * 1000) % 7; // 总共七种类型 turnState = (int) (Math.random() * 1000) % 4; // 总共四种转换方法 x = 3; //起始下落坐标 y = 0; if (crash(x, y, type, turnState) == 0) { timer.stop(); int op = JOptionPane.showConfirmDialog(null, "Game Over!...再来一局吗?!","提示",JOptionPane.YES_NO_OPTION); if (op == JOptionPane.YES_OPTION) { newGame(); listener1 = new TimerListener(); Timer timer = new Timer(1000, listener1); timer.start(); } else if (op == JOptionPane.NO_OPTION) { System.exit(0); } } } void down() { if (crash(x, y + 1, type, turnState) == 0) {// 判断当前块往下落一格后是否和地图存在填充块完全重合---注意实参:y+1 add(x, y, type, turnState);// 把该块加到地图---形成堆积块 nextBlock(); } else { y++; } repaint(); //刷新页面 } void left() { if (x >= 0) { x -= crash(x - 1, y, type, turnState); } repaint(); } void right() { if (x < 8) { x += crash(x + 1, y, type, turnState); } repaint(); } void turn() { if (crash(x, y, type, (turnState + 1) % 4) == 1) { turnState = (turnState + 1) % 4; } repaint(); } // 让一个块堆积,其实是把当前块中的填充块信息记录到map[][]中 private void add(int x, int y, int type, int turnState) { for (int a = 0; a < 4; a++) { for (int b = 0; b < 4; b++) { if (shapes[type][turnState][a * 4 + b] == 1) { map[x + b + 1][y + a] = 1; } } } tryDelLine(); } // 消块 private void tryDelLine() { // 从上往下,一行行依次遍历,如果某一行的map[i][j]值全是1,则把这一行消掉---上一行往下落 for (int b = 0; b < 21; b++) { int c = 1; for (int a = 0; a < 12; a++) { c &= map[a][b]; } if (c == 1) {// 全是1--下落一行 score += 10; for (int d = b; d > 0; d--) { for (int e = 0; e < 11; e++) { map[e][d] = map[e][d - 1]; } } } } } private int crash(int x, int y, int blockType, int turnState) { for (int a = 0; a < 4; a++) { for (int b = 0; b < 4; b++) { if ((shapes[blockType][turnState][a * 4 + b] & map[x + b + 1][y + a]) == 1) {// 和填充块或框架重合,都算碰撞 return 0; // 碰撞了---方块的填充块和地图中的填充块完全重合 } } } return 1;// 没有碰撞 } // 表现层 @Override public void paint(Graphics g) { super.paint(g);// 清除残影 // 画当前块 for (int j = 0; j < 16; j++) { if (shapes[type][turnState][j] == 1) { g.setColor(Color.green); g.fillRect((j % 4 + x + 1) * 30, (j / 4 + y) * 30, 30, 30); } } // 画地图(整个游戏的方块区和边框) for (int i = 0; i < 12; i++) { for (int j = 0; j < 22; j++) { if (map[i][j] == 1) { g.setColor(Color.black); //边框,墙体 g.fillRect(i * 30, j * 30, 30, 30);// 填充 } } } // 显示分数,同时为版面美观,在界面上再加点东西 // 画方块区右侧部分 g.setColor(Color.blue); g.setFont(new Font("aa", Font.BOLD, 26)); g.drawString("score : " + score, 395, 100); //画游戏区的线格 for (int i = 1; i < 11; i++) { for (int j = 0; j < 21; j++) { g.setColor(Color.CYAN); g.drawRect(i * 30, j * 30, 30, 30); } } } class TimerListener extends KeyAdapter implements ActionListener { @Override public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_DOWN: case KeyEvent.VK_S: down(); break; case KeyEvent.VK_LEFT: case KeyEvent.VK_A: left(); break; case KeyEvent.VK_RIGHT: case KeyEvent.VK_D: right(); break; case KeyEvent.VK_UP: case KeyEvent.VK_W: turn(); } } @Override public void actionPerformed(ActionEvent e) { down(); } } }
public class Tetris extends JFrame { static JButton button1 = new JButton("重来"); static JButton button2 = new JButton("暂停"); static JButton button3 = new JButton("退出"); static int flag = 0; Tetris(){ setTitle("俄罗斯方块"); setVisible(true); setLocation(450, 100); setDefaultCloseOperation(EXIT_ON_CLOSE); setSize(550, 697); setResizable(false); setFocusable(true); //表明此 Component 是否可以获得焦点 } public static void main(String[] args) { Tetris te = new Tetris(); TetrisPanel tp = new TetrisPanel(); te.add(tp); button1.setBounds(390,300,120,40); button2.setBounds(390,390,120,40); button3.setBounds(390,480,120,40); button1.setFocusable(false); button2.setFocusable(false); tp.add(button1); tp.add(button2); tp.add(button3); tp.setLayout(null); te.addKeyListener(tp.listener1); // 让框架来监听键盘 button1.addActionListener(e -> { if(e.getSource() == button1){ tp.timer.stop(); int a = JOptionPane.showConfirmDialog(null, "确定要重新开始吗?","提示",JOptionPane.YES_NO_OPTION); if(a == JOptionPane.YES_OPTION){ button2.setText("暂停"); tp.timer.start(); tp.newGame(); tp.nextBlock(); }else if(a == JOptionPane.NO_OPTION){ System.exit(0); } } }); button2.addActionListener(e -> { if(e.getSource() == button2){ if(flag == 0){ button2.setText("继续游戏"); tp.timer.stop(); flag = 1; }else if(flag == 1){ button2.setText("暂停"); tp.timer.start(); flag = 0; } } }); button3.addActionListener(e -> { if(e.getSource() == button3){ tp.timer.stop(); int a = JOptionPane.showConfirmDialog(null,"确定要退出游戏吗?","退出",JOptionPane.YES_NO_OPTION); if(a == JOptionPane.YES_OPTION){ System.exit(0); } } }); } }
代码实现效果如下:
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