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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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