java实现简单的俄罗斯方块

网友投稿 242 2022-09-03


java实现简单的俄罗斯方块

本文实例为大家分享了java实现简单俄罗斯方块的具体代码,供大家参考,具体内容如下

结合网上的资料刚做完课程设计,具体代码如下:

public class TetrisPanel extends JPanel{

private final 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`在这里插入代码片`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

{ { 1, 1, 1, 1,

0, 0, 0, 0,

0, 0, 0, 0,

0, 0, 0, 0 },

{ 0, 1, 0, 0,

0, 1, 0, 0,

0, 1, 0, 0,

0, 1, 0, 0 },

{ 1, 1, 1, 1,

0, 0, 0, 0,

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,

AwRtZATBB http:// 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, 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 } },

// O

{ { 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, 1, 1, 0,

0, 1, 1, 0,

0, 0, 0, 0,

0, 0, 0, 0 } },

// L

{ { 0, 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 } },

// 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 },

{ 0, 0, 0, 0,

1, 1, 1, 0,

0, 1, 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;

TimerListener listener1 = new TimerListener(); //监听器

Timer timer = new Timer(1000, listener1); //定时器

public TetrisPanel() {

newGame();

nextBlock();

timer.start();

}

void newGame() {

// 初始化游戏地图

for (int i = 0; i < 12; i++) { //列

for (int j = 0; j < 21; j++) { //行

if (i == 0 || i == 11) {// 边框

map[i][j] = 1; //透明度

} else {

map[i][j] = 0;

}

}

map[i][21] = 1;

}

score = 0;

}

void nextBlock() {

type = (int) (Math.random() * 1000) % 7; // 总共七种类型

turnState = (int) (Math.random() * 1000) % 4; // 总共四种转换方法

x = 3; //起始下落坐标

y = 0;

if (crash(x, y, type, turnState) == 0) {

timer.stop();

int op = JOptionPane.showConfirmDialog(null,

"Game Over!...再来一局吗?!","提示",JOptionPane.YES_NO_OPTION);

if (op == JOptionPane.YES_OPTION) {

newGame();

listener1 = new TimerListener();

Timer timer = new Timer(1000, listener1);

timer.start();

} else if (op == JOptionPane.NO_OPTION) {

System.exit(0);

}

}

}

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(); //刷新页面

}

void left() {

if (x >= 0) {

x -= crash(x - 1, y, type, turnState);

}

repaint();

}

void right() {

if (x < 8) {

x += crash(x + 1, y, type, turnState);

}

repaint();

}

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];

}

}

}

}

}

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) * 30, (j / 4 + y) * 30, 30, 30);

}

}

// 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.black); //边框,墙体

g.fillRect(i * 30, j * 30, 30, 30);// 填充

}

}

}

// 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, 26));

g.drawString("score : " + score, 395, 100);

//画游戏区的线格

for (int i = 1; i < 11; i++) {

for (int j = 0; j < 21; j++) {

g.setColor(Color.CYAN);

g.drawRect(i * 30, j * 30, 30, 30);

}

}

}

class TimerListener extends KeyAdapter implements ActionListener {

@Override

public void keyPressed(KeyEvent e) {

switch (e.getKeyCode()) {

case KeyEvent.VK_DOWN:

case KeyEvent.VK_S:

down();

break;

case KeyEvent.VK_LEFT:

case KeyEvent.VK_A:

left();

break;

case KeyEvent.VK_RIGHT:

case KeyEvent.VK_D:

right();

break;

case KeyEvent.VK_UP:

case KeyEvent.VK_W:

turn();

}

}

@Override

public void actionPerformed(ActionEvent e) {

down();

}

}

}

public class Tetris extends JFrame {

static JButton button1 = new JButton("重来");

static JButton button2 = new JButton("暂停");

static JButton button3 = new JButton("退出");

static int flag = 0;

Tetris(){

setTitle("俄罗斯方块");

setVisible(true);

setLocation(450, 100);

setDefaultCloseOperation(EXIT_ON_CLOSE);

setSize(550, 697);

setResizable(false);

setFocusable(true); //表明此 Component 是否可以获得焦点

}

public static void main(String[] args) {

Tetris te = new Tetris();

TetrisPanel tp = new TetrisPanel();

te.add(tp);

button1.setBounds(390,300,120,40);

button2.setBounds(390,390,120,40);

button3.setBounds(390,480,120,40);

button1.setFocusable(false);

button2.setFocusable(false);

tp.add(button1);

tp.add(button2);

tp.add(button3);

tp.setLayout(null);

te.addKeyListener(tp.listener1); // 让框架来监听键盘

button1.addActionListener(e -> {

if(e.getSource() == button1){

tp.timer.stop();

int a = JOptionPane.showConfirmDialog(null, "确定要重新开始吗?","提示",JOptionPane.YES_NO_OPTION);

if(a == JOptionPane.YES_OPTION){

button2.setText("暂停");

tp.timer.start();

tp.newGame();

tp.nextBlock();

}else if(a == JOptionPane.NO_OPTION){

System.exit(0);

}

}

});

button2.addActionListener(e -> {

if(e.getSource() == button2){

if(flag == 0){

button2.setText("继续游戏");

tp.timer.stop();

flag = 1;

}else if(flag == 1){

button2.setText("暂停");

tp.timer.start();

flag = 0;

}

}

});

button3.addActionListenehttp://r(e -> {

if(e.getSource() == button3){

tp.timer.stop();

int a = JOptionPane.showConfirmDialog(null,"确定要退出游戏吗?","退出",JOptionPane.YES_NO_OPTION);

if(a == JOptionPane.YES_OPTION){

System.exit(0);

}

}

});

}

}

代码实现效果如下:


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