java的俄罗斯方块代码及详细解答和设计思想

2024-12-27 13:15:01
推荐回答(1个)
回答1:

  import java.awt.*;
  import java.awt.event.*;
  //俄罗斯方块类
  public class ERS_Block extends Frame{
  public static boolean isPlay=false;
  public static int level=1,score=0;
  public static TextField scoreField,levelField;

  public static MyTimer timer;
  GameCanvas gameScr;

  public static void main(String[] argus){
  ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
  WindowListener win_listener = new WinListener();
  ers.addWindowListener(win_listener);
  }

  //俄罗斯方块类的构造方法
  ERS_Block(String title){
  super(title);

  setSize(600,480);
  setLayout(new GridLayout(1,2));

  gameScr = new GameCanvas();
  gameScr.addKeyListener(gameScr);

  timer = new MyTimer(gameScr);
  timer.setDaemon(true);
  timer.start();
  timer.suspend();

  add(gameScr);

  Panel rightScr = new Panel();
  rightScr.setLayout(new GridLayout(2,1,0,30));
  rightScr.setSize(120,500);
  add(rightScr);

  //右边信息窗体的布局
  MyPanel infoScr = new MyPanel();
  infoScr.setLayout(new GridLayout(4,1,0,5));
  infoScr.setSize(120,300);
  rightScr.add(infoScr);

  //定义标签和初始值
  Label scorep = new Label("分数:",Label.LEFT);
  Label levelp = new Label("级数:",Label.LEFT);
  scoreField = new TextField(8);
  levelField = new TextField(8);
  scoreField.setEditable(false);
  levelField.setEditable(false);
  infoScr.add(scorep);
  infoScr.add(scoreField);
  infoScr.add(levelp);
  infoScr.add(levelField);
  scorep.setSize(new Dimension(20,60));
  scoreField.setSize(new Dimension(20,60));
  levelp.setSize(new Dimension(20,60));
  levelField.setSize(new Dimension(20,60));
  scoreField.setText("0");
  levelField.setText("1");

  //右边控制按钮窗体的布局
  MyPanel controlScr = new MyPanel();
  controlScr.setLayout(new GridLayout(5,1,0,5));
  rightScr.add(controlScr);

  //定义按钮play
  Button play_b = new Button("开始游戏");
  play_b.setSize(new Dimension(50,200));
  play_b.addActionListener(new Command(Command.button_play,gameScr));

  //定义按钮Level UP
  Button level_up_b = new Button("提高级数");
  level_up_b.setSize(new Dimension(50,200));
  level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

  //定义按钮Level Down
  Button level_down_b =new Button("降低级数");
  level_down_b.setSize(new Dimension(50,200));
  level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

  //定义按钮Level Pause
  Button pause_b =new Button("游戏暂停");
  pause_b.setSize(new Dimension(50,200));
  pause_b.addActionListener(new Command(Command.button_pause,gameScr));

  //定义按钮Quit
  Button quit_b = new Button("退出游戏");
  quit_b.setSize(new Dimension(50,200));
  quit_b.addActionListener(new Command(Command.button_quit,gameScr));

  controlScr.add(play_b);
  controlScr.add(level_up_b);
  controlScr.add(level_down_b);
  controlScr.add(pause_b);
  controlScr.add(quit_b);
  setVisible(true);
  gameScr.requestFocus();
  }
  }

  //重写MyPanel类,使Panel的四周留空间
  class MyPanel extends Panel{
  public Insets getInsets(){
  return new Insets(30,50,30,50);
  }
  }

  //游戏画布类
  class GameCanvas extends Canvas implements KeyListener{
  final int unitSize = 30; //小方块边长
  int rowNum; //正方格的行数
  int columnNum; //正方格的列数
  int maxAllowRowNum; //允许有多少行未削
  int blockInitRow; //新出现块的起始行坐标
  int blockInitCol; //新出现块的起始列坐标
  int [][] scrArr; //屏幕数组
  Block b; //对方快的引用

  //画布类的构造方法
  GameCanvas(){
  rowNum = 15;
  columnNum = 10;
  maxAllowRowNum = rowNum - 2;
  b = new Block(this);
  blockInitRow = rowNum - 1;
  blockInitCol = columnNum/2 - 2;
  scrArr = new int [32][32];
  }

  //初始化屏幕,并将屏幕数组清零的方法
  void initScr(){
  for(int i=0;i  for (int j=0; j  scrArr[i][j]=0;
  b.reset();
  repaint();
  }

  //重新刷新画布方法
  public void paint(Graphics g){
  for(int i = 0; i < rowNum; i++)
  for(int j = 0; j < columnNum; j++)
  drawUnit(i,j,scrArr[i][j]);
  }

  //画方块的方法
  public void drawUnit(int row,int col,int type){
  scrArr[row][col] = type;
  Graphics g = getGraphics();
  switch(type){ //表示画方快的方法
  case 0: g.setColor(Color.black);break; //以背景为颜色画
  case 1: g.setColor(Color.blue);break; //画正在下落的方块
  case 2: g.setColor(Color.magenta);break; //画已经落下的方法
  }
  g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
  g.dispose();
  }

  public Block getBlock(){
  return b; //返回block实例的引用
  }

  //返回屏幕数组中(row,col)位置的属性值
  public int getScrArrXY(int row,int col){
  if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
  return(-1);
  else
  return(scrArr[row][col]);
  }

  //返回新块的初始行坐标方法
  public int getInitRow(){
  return(blockInitRow); //返回新块的初始行坐标
  }

  //返回新块的初始列坐标方法
  public int getInitCol(){
  return(blockInitCol); //返回新块的初始列坐标
  }

  //满行删除方法
  void deleteFullLine(){
  int full_line_num = 0;
  int k = 0;
  for (int i=0;i  boolean isfull = true;

  L1:for(int j=0;j  if(scrArr[i][j] == 0){
  k++;
  isfull = false;
  break L1;
  }
  if(isfull) full_line_num++;
  if(k!=0 && k-1!=i && !isfull)
  for(int j = 0; j < columnNum; j++){
  if (scrArr[i][j] == 0)
  drawUnit(k-1,j,0);
  else
  drawUnit(k-1,j,2);
  scrArr[k-1][j] = scrArr[i][j];
  }
  }
  for(int i = k-1 ;i < rowNum; i++){
  for(int j = 0; j < columnNum; j++){
  drawUnit(i,j,0);
  scrArr[i][j]=0;
  }
  }
  ERS_Block.score += full_line_num;
  ERS_Block.scoreField.setText(""+ERS_Block.score);
  }

  //判断游戏是否结束方法
  boolean isGameEnd(){
  for (int col = 0 ; col   if(scrArr[maxAllowRowNum][col] !=0)
  return true;
  }
  return false;
  }

  public void keyTyped(KeyEvent e){
  }

  public void keyReleased(KeyEvent e){
  }

  //处理键盘输入的方法
  public void keyPressed(KeyEvent e){
  if(!ERS_Block.isPlay)
  return;
  switch(e.getKeyCode()){
  case KeyEvent.VK_DOWN:b.fallDown();break;
  case KeyEvent.VK_LEFT:b.leftMove();break;
  case KeyEvent.VK_RIGHT:b.rightMove();break;
  case KeyEvent.VK_SPACE:b.leftTurn();break;
  }
  }
  }

  //处理控制类
  class Command implements ActionListener{
  static final int button_play = 1; //给按钮分配编号
  static final int button_levelup = 2;
  static final int button_leveldown = 3;
  static final int button_quit = 4;
  static final int button_pause = 5;
  static boolean pause_resume = true;

  int curButton; //当前按钮
  GameCanvas scr;

  //控制按钮类的构造方法
  Command(int button,GameCanvas scr){
  curButton = button;
  this.scr=scr;
  }

  //按钮执行方法
  public void actionPerformed (ActionEvent e){
  switch(curButton){
  case button_play:if(!ERS_Block.isPlay){
  scr.initScr();
  ERS_Block.isPlay = true;
  ERS_Block.score = 0;
  ERS_Block.scoreField.setText("0");
  ERS_Block.timer.resume();
  }
  scr.requestFocus();
  break;
  case button_levelup:if(ERS_Block.level < 10){
  ERS_Block.level++;
  ERS_Block.levelField.setText(""+ERS_Block.level);
  ERS_Block.score = 0;
  ERS_Block.scoreField.setText(""+ERS_Block.score);
  }
  scr.requestFocus();
  break;
  case button_leveldown:if(ERS_Block.level > 1){
  ERS_Block.level--;
  ERS_Block.levelField.setText(""+ERS_Block.level);
  ERS_Block.score = 0;
  ERS_Block.scoreField.setText(""+ERS_Block.score);
  }
  scr.requestFocus();
  break;
  case button_pause:if(pause_resume){
  ERS_Block.timer.suspend();
  pause_resume = false;
  }else{
  ERS_Block.timer.resume();
  pause_resume = true;
  }
  scr.requestFocus();
  break;
  case button_quit:System.exit(0);
  }
  }
  }

  //方块类
  class Block {
  static int[][] pattern = {
  {0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
  {0x04e0,0x0464,0x00e4,0x04c4},
  {0x4620,0x6c00,0x4620,0x6c00},
  {0x2640,0xc600,0x2640,0xc600},
  {0x6220,0x1700,0x2230,0x0740},
  {0x6440,0x0e20,0x44c0,0x8e00},
  {0x0660,0x0660,0x0660,0x0660}
  };
  int blockType; //块的模式号(0-6)
  int turnState; //块的翻转状态(0-3)
  int blockState; //快的下落状态
  int row,col; //块在画布上的坐标
  GameCanvas scr;

  //块类的构造方法
  Block(GameCanvas scr){
  this.scr = scr;
  blockType = (int)(Math.random() * 1000)%7;
  turnState = (int)(Math.random() * 1000)%4;
  blockState = 1;
  row = scr.getInitRow();
  col = scr.getInitCol();
  }

  //重新初始化块,并显示新块
  public void reset(){
  blockType = (int)(Math.random() * 1000)%7;
  turnState = (int)(Math.random() * 1000)%4;
  blockState = 1;
  row = scr.getInitRow();
  col = scr.getInitCol();
  dispBlock(1);
  }

  //实现“块”翻转的方法
  public void leftTurn(){
  if(assertValid(blockType,(turnState + 1)%4,row,col)){
  dispBlock(0);
  turnState = (turnState + 1)%4;
  dispBlock(1);
  }
  }

  //实现“块”的左移的方法
  public void leftMove(){
  if(assertValid(blockType,turnState,row,col-1)){
  dispBlock(0);
  col--;
  dispBlock(1);
  }
  }

  //实现块的右移
  public void rightMove(){
  if(assertValid(blockType,turnState,row,col+1)){
  dispBlock(0);
  col++;
  dispBlock(1);
  }
  }

  //实现块落下的操作的方法
  public boolean fallDown(){
  if(blockState == 2)
  return(false);
  if(assertValid(blockType,turnState,row-1,col)){
  dispBlock(0);
  row--;
  dispBlock(1);
  return(true);
  }else{
  blockState = 2;
  dispBlock(2);
  return(false);
  }
  }

  //判断是否正确的方法
  boolean assertValid(int t,int s,int row,int col){
  int k = 0x8000;
  for(int i = 0; i < 4; i++){
  for(int j = 0; j < 4; j++){
  if((int)(pattern[t][s]&k) != 0){
  int temp = scr.getScrArrXY(row-i,col+j);
  if (temp<0||temp==2)
  return false;
  }
  k = k >> 1;
  }
  }
  return true;
  }

  //同步显示的方法
  public synchronized void dispBlock(int s){
  int k = 0x8000;
  for (int i = 0; i < 4; i++){
  for(int j = 0; j < 4; j++){
  if(((int)pattern[blockType][turnState]&k) != 0){
  scr.drawUnit(row-i,col+j,s);
  }
  k=k>>1;
  }
  }
  }
  }

  //定时线程
  class MyTimer extends Thread{
  GameCanvas scr;

  public MyTimer(GameCanvas scr){
  this.scr = scr;
  }

  public void run(){
  while(true){
  try{
  sleep((10-ERS_Block.level + 1)*100);
  }
  catch(InterruptedException e){}
  if(!scr.getBlock().fallDown()){
  scr.deleteFullLine();
  if(scr.isGameEnd()){
  ERS_Block.isPlay = false;
  suspend();
  }else
  scr.getBlock().reset();
  }
  }
  }
  }

  class WinListener extends WindowAdapter{
  public void windowClosing (WindowEvent l){
  System.exit(0);
  }
  }