Java游戏俄罗斯方块的实现实例
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2024-02-22 08:41:22
java游戏俄罗斯方块的实现实例
java小游戏主要理解应用java s...
java游戏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; } }
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