Java俄羅斯方塊小游戲。本站提示廣大學習愛好者:(Java俄羅斯方塊小游戲)文章只能為提供參考,不一定能成為您想要的結果。以下是Java俄羅斯方塊小游戲正文
客歲就曾經學了這個技巧了,一向沒去寫,如今抽個時光寫了個俄羅斯方塊游戲。
只要簡略的新游戲,暫停,持續,積分功效。簡略的完成了俄羅斯的經典功效。
不引見了,有興致的本身運轉一下,前面貼出了圖片。
代碼:
package cn.hncu; 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{ public static void main(String[] args) { Tetris te = new Tetris(); te.setVisible(true); //假如在界面中添加了編纂框等會搶占核心的控件,則須要用上面的代碼 //te.requestFocus(true);//讓游戲面板取得核心--搶到鍵盤的監聽 } private TetrisPanel tp; JMenuItem itemPause; JMenuItem itemContinue; public Tetris() { this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setLocation(700, 200); this.setSize(220, 275); this.setResizable(false); tp = new TetrisPanel(); this.getContentPane().add(tp); //添加菜單 JMenuBar menubar = new JMenuBar(); this.setJMenuBar(menubar); JMenu menuGame = new JMenu("游戲"); menubar.add(menuGame); JMenuItem itemNew = new JMenuItem("新游戲"); itemNew.setActionCommand("new"); itemPause = new JMenuItem("暫停"); itemPause.setActionCommand("pause"); itemContinue = new JMenuItem("持續"); itemContinue.setActionCommand("continue"); itemContinue.setEnabled(false); menuGame.add(itemNew); menuGame.add(itemPause); menuGame.add(itemContinue); MenuListener menuListener = new MenuListener(); itemNew.addActionListener(menuListener); itemPause.addActionListener(menuListener); itemContinue.addActionListener(menuListener); //讓全部JFrame添加鍵盤監聽 this.addKeyListener( tp.listener ); } class MenuListener implements ActionListener{ @Override public void actionPerformed(ActionEvent e) { //玩新游戲 if(e.getActionCommand().equals("new")){ tp.newGame(); } if(e.getActionCommand().equals("pause")){ timer.stop(); itemContinue.setEnabled(true); itemPause.setEnabled(false); } if(e.getActionCommand().equals("continue")){ timer.restart(); itemContinue.setEnabled(false); itemPause.setEnabled(true); } } } private Timer timer; class TetrisPanel extends JPanel{ // 方塊的外形: // 第一維代表方塊類型(包含7種:S、Z、L、J、I、O、T) // 第二維代表扭轉次數 // 第三四維代表方塊矩陣 // 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中的橫條從第1行換到第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 { { 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 blockType;//方塊類型 private int turnState;//扭轉狀況 private int x;//方塊的地位x--列的地位--列號 private int y;//方塊的地位y--行的地位--行號 private int map[][]=new int[13][23];//地圖:12列22行。為避免越界,數組開成:13列23行 private int delay=1000; public TimerKeyLister listener=new TimerKeyLister(); private int score=0;//分數 public TetrisPanel(){ newGame(); nextBlock(); //timer = new Timer(delay,listener); //timer.start(); } public void newGame() { blockType = (int)(Math.random()*1000)%7; turnState = (int)(Math.random()*1000)%4; x=4; y=0; for( int i=0;i<12;i++){//走列 for(int j=0;j<21;j++){//走行 if(i==0 || i==11){//3為界面邊框的格 map[i][j]=3;//按理只需用0和1之外的整數便可以,但這裡用3有特別感化--前面用 }else{ map[i][j]=0; } } map[i][21]=3;//3為界面邊框的格 } if(timer!=null){ timer.stop(); } delay=1000; timer = new Timer(delay,listener); timer.start(); } private void nextBlock() { blockType = (int)(Math.random()*1000)%7; turnState = (int)(Math.random()*1000)%4; x=4; y=0; //game Over if(crash(x,y,blockType,turnState)==0){ timer.stop(); int option = JOptionPane.showConfirmDialog(this, "Game Over!!,還敢來嗎..."); if (option == JOptionPane.OK_OPTION) { newGame(); } else if (option == JOptionPane.NO_OPTION) { System.exit(0); } } } private void down() { if( crash(x,y+1,blockType,turnState)==0 ){//留意,這裡用y+1,是斷定塊往下失落一格後,map中對應地位能否為聚積塊或框架 add(x,y,blockType,turnState);//把以後方塊的信息保留到地圖 nextBlock(); }else{ y++; } repaint(); } private void left() { if(x>=0){ x -= crash(x-1,y,blockType,turnState); } repaint(); } private void right() { if(x<8){ x += crash(x+1,y,blockType,turnState); } repaint(); } private void turn() { if(crash(x,y,blockType,(turnState+1)%4)==1 ){ turnState = (turnState+1)%4; } repaint(); } private void add(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; } } } tryDelLine(); } //消行 private void tryDelLine(){ for(int b=0;b<21;b++){ int c=1; for(int a=0;a<12;a++){ c &= map[a][b];//全體是1,c的成果才是1 } if(c==1){//有一行須要消 //順次往下挪動一行 for(int d=b; d>0; d--){ for(int e=0;e<11;e++){ map[e][d] = map[e][d-1]; } } //加分 score +=100; delay /=1.05; timer.setDelay(delay); } } } //參數例子: 4,3,2,3 //斷定有沒有碰撞 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]==1 && map[x+b+1][y+a] ==1) || // (shapes[blockType][turnState][a*4+b]==1 && map[x+b+1][y+a] ==3 ) ){ // } if( (shapes[blockType][turnState][a*4+b] & map[x+b+1][y+a]) ==1 ){ return 0;//碰撞 } } } return 1;//沒有碰撞 } @Override public void paint(Graphics g) { // blockType =6; // turnState = 3; // x=4; // y=6; super.paint(g);//清除殘影 g.setColor(new Color(153,51,205)); //畫以後方塊 for(int j=0;j<16;j++){ if(shapes[blockType][turnState][j]==1){ g.fillRect((j%4+x+1)*10, (j/4+y)*10, 10, 10); g.setColor(Color.cyan); g.drawRect((j%4+x+1)*10, (j/4+y)*10, 10, 10); g.setColor(new Color(153,51,205)); } } //畫界面框架 和 聚積塊---全部地圖 g.setColor(Color.red); for( int i=0;i<12;i++){//走列 for(int j=0;j<22;j++){//走行 if(map[i][j]==3){ g.drawRect(i*10, j*10, 10, 10); }else if(map[i][j]==1){ g.fillRect(i*10, j*10, 10, 10); g.setColor(Color.GREEN); g.drawRect(i*10, j*10, 10, 10); g.setColor(Color.red); } } } //顯示分數,同時為版面雅觀,在界面上再加點器械 // 畫方塊區右邊部門 g.setColor(Color.red); g.setFont(new Font("aa", Font.BOLD, 11)); g.drawString("score=" + score, 130, 20); g.setFont(new Font("aa", Font.PLAIN, 13)); g.setColor(Color.blue); g.drawString("謝絕盜版游戲,", 125, 70); g.drawString("留意自我掩護。", 125, 90); g.drawString("嚴防上當受騙。", 125, 110); g.drawString("過度游戲益腦,", 125, 130); g.drawString("陷溺游戲傷身。", 125, 150); g.drawString("公道支配時光,", 125, 170); g.drawString("享用安康生涯。", 125, 190); } class TimerKeyLister extends KeyAdapter implements ActionListener{ @Override public void actionPerformed(ActionEvent e) { down(); } @Override public void keyPressed(KeyEvent e) { 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();break; case KeyEvent.VK_F1: plug(); case KeyEvent.VK_F2: time(); } } } public void plug() { score+=100; } public void time() { delay =1000; timer.setDelay(delay); } } }
運轉界面:
以上就是本文的全體內容,願望對年夜家的進修有所贊助,也願望年夜家多多支撐。