Java游戏开发之俄罗斯方块的实例
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2022-05-07 13:43:58
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这篇文章主要介绍了Java游戏俄罗斯方块的实现实例的相关资料,这里实现简单的俄罗斯方块帮助大家学习理解基础知识,需要的朋友可以参考下
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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