Java俄罗斯方块实现代码详解编程语言

package com.game; 
import java.awt.*; 
import java.awt.event.ActionEvent; 
import java.awt.event.ActionListener; 
import java.awt.event.KeyEvent; 
import java.awt.event.KeyListener; 
import javax.swing.*; 
import javax.swing.Timer; 
/** 
* 俄罗斯方块 
* @author ××× 
* 
*/ 
public class Tetris extends JFrame { 
public Tetris() { 
Tetrisblok a = new Tetrisblok(); 
addKeyListener(a); 
add(a); 
} 
public static void main(String[] args) { 
Tetris frame = new Tetris(); 
JMenuBar menu = new JMenuBar(); 
frame.setJMenuBar(menu); 
JMenu game = new JMenu("游戏"); 
JMenuItem newgame = game.add("新游戏"); 
JMenuItem pause = game.add("暂停"); 
JMenuItem goon = game.add("继续"); 
JMenuItem exit = game.add("退出"); 
JMenu help = new JMenu("帮助"); 
JMenuItem about = help.add("关于"); 
menu.add(game); 
menu.add(help); 
frame.setLocationRelativeTo(null); 
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 
frame.setSize(220, 275); 
frame.setTitle("Tetris内测版"); 
// frame.setUndecorated(true); 
frame.setVisible(true); 
frame.setResizable(false); 
} 
} 
// 创建一个俄罗斯方块类 
class Tetrisblok extends JPanel implements KeyListener { 
// blockType 代表方块类型 
// turnState代表方块状态 
/** 
* 代表方块类型 
*/ 
private int blockType; 
private int score = 0; 
/** 
* 代表方块状态 
*/ 
private int turnState; 
private int x; 
private int y; 
private int i = 0; 
int j = 0; 
int flag = 0; 
// 定义已经放下的方块x=0-11,y=0-21; 
int[][] map = new int[13][23]; 
// 方块的形状 第一组代表方块类型有S、Z、L、J、I、O、T 7种 第二组 代表旋转几次 第三四组为 方块矩阵 
private final int shapes[][][] = new int[][][] { 
// 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 } }, 
// s 
{ { 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, 0 } }, 
// z 
{ { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } }, 
// j 
{ { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, 
{ 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, 
// o 
{ { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, 
// l 
{ { 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, 
{ 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, 
// t 
{ { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, 
{ 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 
{ 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } }; 
/** 
* 生成新方块的方法 
*/ 
public void newblock() { 
blockType = (int) (Math.random() * 1000) % 7; 
turnState = (int) (Math.random() * 1000) % 4; 
x = 4; 
y = 0; 
if (gameover(x, y) == 1) { 
newmap(); 
drawwall(); 
score = 0; 
JOptionPane.showMessageDialog(null, "GAME OVER"); 
} 
} 
/** 
* 画围墙 
*/ 
public void drawwall() { 
for (i = 0; i < 12; i++) { 
map[i][21] = 2; 
} 
for (j = 0; j < 22; j++) { 
map[11][j] = 2; 
map[0][j] = 2; 
} 
} 
/** 
* 初始化地图 
*/ 
public void newmap() { 
for (i = 0; i < 12; i++) { 
for (j = 0; j < 22; j++) { 
map[i][j] = 0; 
} 
} 
} 
/** 
* 初始化构造方法 
*/ 
Tetrisblok() { 
newblock(); 
newmap(); 
drawwall(); 
Timer timer = new Timer(1000, new TimerListener()); 
timer.start(); 
} 
/** 
* 旋转的方法 
*/ 
public void turn() { 
int tempturnState = turnState; 
turnState = (turnState + 1) % 4; 
if (blow(x, y, blockType, turnState) == 1) { 
} 
if (blow(x, y, blockType, turnState) == 0) { 
turnState = tempturnState; 
} 
repaint(); 
} 
/** 
* 左移的方法 
*/ 
public void left() { 
if (blow(x - 1, y, blockType, turnState) == 1) { 
x = x - 1; 
} 
; 
repaint(); 
} 
/** 
* 右移的方法 
*/ 
public void right() { 
if (blow(x + 1, y, blockType, turnState) == 1) { 
x = x + 1; 
} 
; 
repaint(); 
} 
/** 
* 下落的方法 
*/ 
public void down() { 
if (blow(x, y + 1, blockType, turnState) == 1) { 
y = y + 1; 
delline(); 
} 
; 
if (blow(x, y + 1, blockType, turnState) == 0) { 
add(x, y, blockType, turnState); 
newblock(); 
delline(); 
} 
; 
repaint(); 
} 
/** 
* 是否合法的方法 
* @param x 
* @param y 
* @param blockType 
* @param turnState 
* @return 
*/ 
public int blow(int x, int y, int blockType, int turnState) { 
for (int a = 0; a < 4; a++) { 
for (int b = 0; b < 4; b++) { 
if (((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x 
+ b + 1][y + a] == 1)) 
|| ((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x 
+ b + 1][y + a] == 2))) { 
return 0; 
} 
} 
} 
return 1; 
} 
/** 
* 消行的方法 
*/ 
public void delline() { 
int c = 0; 
for (int b = 0; b < 22; b++) { 
for (int a = 0; a < 12; a++) { 
if (map[a][b] == 1) { 
c = c + 1; 
if (c == 10) { 
score += 10; 
for (int d = b; d > 0; d--) { 
for (int e = 0; e < 11; e++) { 
map[e][d] = map[e][d - 1]; 
} 
} 
} 
} 
} 
c = 0; 
} 
} 
/** 
* 判断你挂的方法 
* @param x 
* @param y 
* @return 
*/ 
public int gameover(int x, int y) { 
if (blow(x, y, blockType, turnState) == 0) { 
return 1; 
} 
return 0; 
} 
/** 
* 把当前添加map 
* @param x 
* @param y 
* @param blockType 
* @param turnState 
*/ 
public void add(int x, int y, int blockType, int turnState) { 
int j = 0; 
for (int a = 0; a < 4; a++) { 
for (int b = 0; b < 4; b++) { 
if (map[x + b + 1][y + a] == 0) { 
map[x + b + 1][y + a] = shapes[blockType][turnState][j]; 
} 
; 
j++; 
} 
} 
} 
/** 
* 画方块的的方法 
*/ 
public void paintComponent(Graphics g) { 
super.paintComponent(g); 
// 画当前方块 
for (j = 0; j < 16; j++) { 
if (shapes[blockType][turnState][j] == 1) { 
g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10); 
} 
} 
// 画已经固定的方块 
for (j = 0; j < 22; j++) { 
for (i = 0; i < 12; i++) { 
if (map[i][j] == 1) { 
g.fillRect(i * 10, j * 10, 10, 10); 
} 
if (map[i][j] == 2) { 
g.drawRect(i * 10, j * 10, 10, 10); 
} 
} 
} 
g.drawString("score=" + score, 125, 10); 
g.drawString("抵制不良游戏,", 125, 50); 
g.drawString("拒绝盗版游戏。", 125, 70); 
g.drawString("注意自我保护,", 125, 90); 
g.drawString("谨防受骗上当。", 125, 110); 
g.drawString("适度游戏益脑,", 125, 130); 
g.drawString("沉迷游戏伤身。", 125, 150); 
g.drawString("合理安排时间,", 125, 170); 
g.drawString("享受健康生活。", 125, 190); 
} 
/** 
* 键盘监听 
*/ 
public void keyPressed(KeyEvent e) { 
switch (e.getKeyCode()) { 
case KeyEvent.VK_DOWN: 
down(); 
break; 
case KeyEvent.VK_UP: 
turn(); 
break; 
case KeyEvent.VK_RIGHT: 
right(); 
break; 
case KeyEvent.VK_LEFT: 
left(); 
break; 
} 
} 
// 无用 
public void keyReleased(KeyEvent e) { 
} 
// 无用 
public void keyTyped(KeyEvent e) { 
} 
/** 
* 定时器监听 
* @author *** 
* 
*/ 
class TimerListener implements ActionListener { 
public void actionPerformed(ActionEvent e) { 
repaint(); 
if (blow(x, y + 1, blockType, turnState) == 1) { 
y = y + 1; 
delline(); 
} 
; 
if (blow(x, y + 1, blockType, turnState) == 0) { 
if (flag == 1) { 
add(x, y, blockType, turnState); 
delline(); 
newblock(); 
flag = 0; 
} 
flag = 1; 
} 
; 
} 
} 
} 

原创文章,作者:ItWorker,如若转载,请注明出处:https://blog.ytso.com/10922.html

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