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Java游戏俄罗斯方块的实现实例

2024-07-13 10:10:54
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Java游戏javascript/233342.html">俄罗斯方块的实现实例

         java小游戏主要理解应用java Swing,awt等基础组件的知识,通过本例应当掌握面向对象的知识。

实现代码:

package cn.hncu.games;import java.awt.Color;import java.awt.Font;import java.awt.Graphics;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import java.awt.event.KeyAdapter;import java.awt.event.KeyEvent;import javax.swing.JFrame;import javax.swing.JMenu;import javax.swing.JMenuBar;import javax.swing.JMenuItem;import javax.swing.JOptionPane;import javax.swing.JPanel;import javax.swing.Timer;public class Tetris extends JFrame {  private TetrisPanel tp;  public Tetris() {    // 添加菜单,这里只是意思一下,留待大家自己做更详细的    // 菜单条    JMenuBar menubar = new JMenuBar();    setJMenuBar(menubar);    // 菜单    JMenu menuGame = new JMenu("游戏");    menubar.add(menuGame);    // 菜单项    JMenuItem mi1 = new JMenuItem("新游戏");    mi1.setActionCommand("new");    JMenuItem mi2 = new JMenuItem("暂停");    mi2.setActionCommand("pause");    JMenuItem mi3 = new JMenuItem("继续");    mi3.setActionCommand("continue");    JMenuItem mi4 = new JMenuItem("退出");    mi4.setActionCommand("exit");    menuGame.add(mi1);    menuGame.add(mi2);    menuGame.add(mi3);    menuGame.add(mi4);    //菜单项监听    MenuListener menuListener = new MenuListener();    mi1.addActionListener(menuListener);    mi2.addActionListener(menuListener);    mi3.addActionListener(menuListener);    mi4.addActionListener(menuListener);    // 版本菜单    JMenu menuHelp = new JMenu("帮助");    menubar.add(menuHelp);    menuHelp.add("版本所有@湖南城院 QQ:666688888");    setLocation(700, 200);    setDefaultCloseOperation(EXIT_ON_CLOSE);    setSize(220, 275);    setResizable(false);    tp = new TetrisPanel();    getContentPane().add(tp);    // 让整个画布添加键盘监听    // tp.addKeyListener(tp.listener);//不行,画布不方便获得键盘焦点    this.addKeyListener(tp.listener); // 让框架来监听键盘  }  public static void main(String[] args) {    Tetris te = new Tetris();    te.setVisible(true);  }  class MenuListener implements ActionListener {    @Override    public void actionPerformed(ActionEvent e) {      if(e.getActionCommand().equalsIgnoreCase("new")){        getContentPane().remove(tp);        tp = new TetrisPanel();        getContentPane().add(tp);        getContentPane().validate();//校验当前容器,有刷新功能             }else if(e.getActionCommand().equalsIgnoreCase("pause")){        tp.getTimer().stop();      }else if(e.getActionCommand().equalsIgnoreCase("continue")){        tp.getTimer().restart();      }else if(e.getActionCommand().equalsIgnoreCase("exit")){        System.exit(0);      }    }  }}class TetrisPanel extends JPanel {  private 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 (※把版本1中的横条从第1行换到第2行)      { { 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, 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, 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 } } };  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;  private Timer timer = null;  private int delay = 1000;  TimerListener listener = null;  public TetrisPanel() {    newGame();    nextBlock();    listener = new TimerListener();    timer = new Timer(delay, listener);    timer.start();  }  private void newGame() {    // 初始化游戏地图    for (int i = 0; i < 12; i++) {      for (int j = 0; j < 21; j++) {        if (i == 0 || i == 11) {// 边框          map[i][j] = 3;        } else {          map[i][j] = 0;        }      }      map[i][21] = 3;    }    score = 0;  }  private void nextBlock() {    type = (int) (Math.random() * 1000) % 7; // type=5;    turnState = (int) (Math.random() * 1000) % 4; // turnState=3;    x = 4;    y = 0;    if (crash(x, y, type, turnState) == 0) {      timer.stop();      int op = JOptionPane.showConfirmDialog(null,          "Game Over!....笨蛋,敢再来一局吗?!");      if (op == JOptionPane.YES_OPTION) {        newGame();      } else if (op == JOptionPane.NO_OPTION) {        System.exit(0);      }    }  }  private 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();  }  private void left() {    if (x >= 0) {      x -= crash(x - 1, y, type, turnState);    }    repaint();  }  private void right() {    if (x < 8) {      x += crash(x + 1, y, type, turnState);    }    repaint();  }  private 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];          }        }        // 更改游戏的难度(加快下落速度)        delay /= 2;        timer.setDelay(delay);      }    }  }  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) * 10, (j / 4 + y) * 10, 10, 10);      }    }    /*     * for(int a=0;a<4;a++){ for(int b=0;b<4;b++){     * if(shapes[type][turnState][a*4+b]==1){ g.fillRect((b+x+1)*10,     * (a+y)*10, 10, 10); } } }     */    // 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.red);          g.fillRect(i * 10, j * 10, 10, 10);// 填充          g.setColor(Color.yellow);          g.drawRect(i * 10, j * 10, 10, 10);// 格线        } else if (map[i][j] == 3) {          g.setColor(Color.red);          g.drawRect(i * 10, j * 10, 10, 10);        }      }    }    // 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, 18));    g.drawString("score=" + score, 130, 20);    g.setFont(new Font("aa", Font.PLAIN, 13));    g.drawString("拒绝盗版游戏", 130, 70);    g.drawString("注意自我保护", 130, 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);  }  class TimerListener extends KeyAdapter implements ActionListener {    @Override    public void actionPerformed(ActionEvent e) {      down();    }    @Override    public void keyPressed(KeyEvent e) {      // System.out.println("aaaaa");      switch (e.getKeyCode()) {      case KeyEvent.VK_DOWN:        down();        break;      case KeyEvent.VK_LEFT:        left();        break;      case KeyEvent.VK_RIGHT:        right();        break;      case KeyEvent.VK_UP:        turn();      }    }  }  public Timer getTimer() {    return timer;  }}

以上就是Java 俄罗斯方块的详解,如有疑问请留言或者到本站社区交流讨论,感谢阅读,希望能帮助到大家,谢谢大家对本站的支持!


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