首页 > 代码库 > 回忆童年的电子游戏 俄罗斯方块的Java代码
回忆童年的电子游戏 俄罗斯方块的Java代码
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class Tetris extends JFrame { public Tetris() { TetrisPanel a = new TetrisPanel(); addKeyListener(a.listener); add(a); JMenuBar menu = new JMenuBar(); JMenu game = new JMenu("游戏"); game.add("新游戏"); game.add("暂停"); game.add("继续"); game.add("退出"); JMenu help = new JMenu("帮助"); help.add("关于"); menu.add(game); menu.add(help); this.setJMenuBar(menu); setLocationRelativeTo(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(220, 275); setTitle("Tetris内测版"); setResizable(false); } public static void main(String[] args) { new Tetris().setVisible(true); } } // 创建一个俄罗斯方块类 class TetrisPanel extends JPanel { public TimerListener listener = new TimerListener(); // blockType 代表方块类型 // turnState代表方块状态 private int blockType; private int score = 0; private int turnState; private int x; private int y; int flag = 0; // 定义已经放下的方块x=0-11,y=0-21; int[][] map = new int[13][23]; // 方块的形状 第一组代表方块类型有S、Z、L、J、I、O、T 7种 第二组 代表旋转几次 第三四组为 方块矩阵 private final int shapes[][][] = new int[][][] { // I { { 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, 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, 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 } } }; // 初始化构造方法 public TetrisPanel() { nextBlock(); newGame(); new Timer(1000, listener).start(); } // 生成新方块的方法 private void nextBlock() { blockType = (int) (Math.random() * 1000) % 7; turnState = (int) (Math.random() * 1000) % 4; x = 4; y = 0; if (crash(x, y, blockType, turnState) == 0) { JOptionPane.showMessageDialog(null, "GAME OVER"); newGame(); } } // 初始化地图 private void newGame() { score = 0; for (int i = 0; i < 12; i++) { for (int j = 0; j < 22; j++) { map[i][j] = 0; map[11][j] = map[0][j] = 3; } map[i][21] = 3; } } // 旋转的方法 private void turn() { turnState = (crash(x, y, blockType, (turnState + 1) % 4) + turnState) % 4; repaint(); } // 左移的方法 private void left() { x -= crash(x - 1, y, blockType, turnState); repaint(); } // 右移的方法 private void right() { x += crash(x + 1, y, blockType, turnState); repaint(); } // 下落的方法 private void down() { y += crash(x, y + 1, blockType, turnState); if (crash(x, y + 1, blockType, turnState) == 0) { add(x, y, blockType, turnState); nextBlock(); } repaint(); } // 是否碰撞的方法 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) { return 0; } } } return 1; } // 尝试消行的方法 private void tryDelLine() { for (int b = 0; b < 21; b++) { int c = 1; for (int a = 0; a < 12; a++) { c &= map[a][b]; } if (c == 1) { score += 10; for (int d = b; d > 0; d--) { for (int e = 0; e < 11; e++) { map[e][d] = map[e][d - 1]; } } } } } // 把当前添加map 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++) { map[x + b + 1][y + a] |= shapes[blockType][turnState][a * 4 + b]; } } tryDelLine(); } // 画方块的的方法 public void paintComponent(Graphics g) { super.paintComponent(g); // 画当前方块 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); } } // 画已经固定的方块 for (int j = 0; j < 22; j++) { for (int i = 0; i < 12; i++) { if (map[i][j] == 1) { g.fillRect(i * 10, j * 10, 10, 10); } else if (map[i][j] == 3) { g.drawRect(i * 10, j * 10, 10, 10); } } } g.drawString("score=" + score, 125, 10); g.drawString("抵制不良游戏,", 125, 50); g.drawString("拒绝盗版游戏。", 125, 70); g.drawString("注意自我保护,", 125, 90); g.drawString("谨防受骗上当。", 125, 110); g.drawString("适度游戏益脑,", 125, 130); g.drawString("沉迷游戏伤身。", 125, 150); g.drawString("合理安排时间,", 125, 170); g.drawString("享受健康生活。", 125, 190); } // 定时器监听和键盘监听 class TimerListener extends KeyAdapter implements ActionListener { public void actionPerformed(ActionEvent e) { down(); } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_DOWN: down(); break; case KeyEvent.VK_UP: turn(); break; case KeyEvent.VK_RIGHT: right(); break; case KeyEvent.VK_LEFT: left(); } } } }
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