java俄罗斯方块

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java俄罗斯方块,第1张

俄罗斯方块——java源代码提供

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 V1.0Author: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=0i<rowNumi++)

for (int j=0j<columnNumj++)

scrArr[j]=0

b.reset()

repaint()

}

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0i <rowNumi++)

for(int j = 0j <columnNumj++)

drawUnit(i,j,scrArr[j])

}

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type

Graphics g = getGraphics()

tch(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=0i<rowNumi++){

boolean isfull = true

L1:for(int j=0j<columnNumj++)

if(scrArr[j] == 0){

k++

isfull = false

break L1

}

if(isfull) full_line_num++

if(k!=0 &&k-1!=i &&!isfull)

for(int j = 0j <columnNumj++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0)

else

drawUnit(k-1,j,2)

scrArr[k-1][j] = scrArr[j]

}

}

for(int i = k-1 i <rowNumi++){

for(int j = 0j <columnNumj++){

drawUnit(i,j,0)

scrArr[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 <columnNumcol ++){

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

tch(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){

tch(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 = 0i <4i++){

for(int j = 0j <4j++){

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 = 0i <4i++){

for(int j = 0j <4j++){

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)

}

}

希望能解决您的问题。

这个问题我也遇到过。

我曾经写过一个俄罗斯方块程序。

也是去找中心点。然后旋转的方式去实现。

现在想想这种思路不好。

应该是用矩阵变换的思路。

1 1

0 1

0 1

顺时针应该变成

0 0 1

1 1 1

追问

怎么实现!

回答

刚才写错了。

一个二维矩阵X[x1][y1]

顺时针旋转90°

变成的二维矩阵定义肯定是 Y[y1][x1]

对于Y中的每一个元素

Y[n][m] = X[m][x1-n]

要应用到你的代码里的话。

我需要知道你代码里。现有的一些数据。

现在光看代码本身,我不知道你定义的这些变量里面到底存着什么。你又需要什么。