俄罗斯方块简单游戏

来源:互联网 发布:英伟达游戏优化 编辑:程序博客网 时间:2024/05/17 00:19
import java.awt.*;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import java.awt.event.KeyEvent;import java.awt.event.KeyListener;import javax.swing.*;import javax.swing.Timer;public class Tetris extends JFrame {    public Tetris() {        Tetrisblok a = new Tetrisblok();        addKeyListener(a);        add(a);    }    public static void main(String[] args) {        Tetris frame = new Tetris();        JMenuBar menu = new JMenuBar();        frame.setJMenuBar(menu);        JMenu game = new JMenu("游戏");        JMenuItem newgame = game.add("新游戏");        JMenuItem pause = game.add("暂停");        JMenuItem goon = game.add("继续");        JMenuItem exit = game.add("退出");        JMenu help = new JMenu("帮助");        JMenuItem about = help.add("关于");        menu.add(game);        menu.add(help);        frame.setLocationRelativeTo(null);        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);        frame.setSize(220, 275);        frame.setTitle("Tetris内测版");        // frame.setUndecorated(true);        frame.setVisible(true);        frame.setResizable(false);    }}// 创建一个俄罗斯方块类class Tetrisblok extends JPanel implements KeyListener {    // 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;    private int i = 0;    int j = 0;    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 } } };    // 生成新方块的方法    public void newblock() {        blockType = (int) (Math.random() * 1000) % 7;        turnState = (int) (Math.random() * 1000) % 4;        x = 4;        y = 0;        if (gameover(x, y) == 1) {            newmap();            drawwall();            score = 0;            JOptionPane.showMessageDialog(null, "GAME OVER");        }    }    // 画围墙    public void drawwall() {        for (i = 0; i < 12; i++) {            map[i][21] = 2;        }        for (j = 0; j < 22; j++) {            map[11][j] = 2;            map[0][j] = 2;        }    }    // 初始化地图    public void newmap() {        for (i = 0; i < 12; i++) {            for (j = 0; j < 22; j++) {                map[i][j] = 0;            }        }    }    // 初始化构造方法    Tetrisblok() {        newblock();        newmap();        drawwall();        Timer timer = new Timer(1000, new TimerListener());        timer.start();    }    // 旋转的方法    public void turn() {        int tempturnState = turnState;        turnState = (turnState + 1) % 4;        if (blow(x, y, blockType, turnState) == 1) {        }        if (blow(x, y, blockType, turnState) == 0) {            turnState = tempturnState;        }        repaint();    }    // 左移的方法    public void left() {        if (blow(x - 1, y, blockType, turnState) == 1) {            x = x - 1;        }        ;        repaint();    }    // 右移的方法    public void right() {        if (blow(x + 1, y, blockType, turnState) == 1) {            x = x + 1;        }        ;        repaint();    }    // 下落的方法    public void down() {        if (blow(x, y + 1, blockType, turnState) == 1) {            y = y + 1;            delline();        }        ;        if (blow(x, y + 1, blockType, turnState) == 0) {            add(x, y, blockType, turnState);            newblock();            delline();        }        ;        repaint();    }    // 是否合法的方法    public int blow(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] == 2))) {                    return 0;                }            }        }        return 1;    }    // 消行的方法    public void delline() {        int c = 0;        for (int b = 0; b < 22; b++) {            for (int a = 0; a < 12; a++) {                if (map[a][b] == 1) {                    c = c + 1;                    if (c == 10) {                        score += 10;                        for (int d = b; d > 0; d--) {                            for (int e = 0; e < 11; e++) {                                map[e][d] = map[e][d - 1];                            }                        }                    }                }            }            c = 0;        }    }    // 判断你挂的方法    public int gameover(int x, int y) {        if (blow(x, y, blockType, turnState) == 0) {            return 1;        }        return 0;    }    // 把当前添加map    public void add(int x, int y, int blockType, int turnState) {        int j = 0;        for (int a = 0; a < 4; a++) {            for (int b = 0; b < 4; b++) {                if (map[x + b + 1][y + a] == 0) {                    map[x + b + 1][y + a] = shapes[blockType][turnState][j];                }                ;                j++;            }        }    }    // 画方块的的方法    public void paintComponent(Graphics g) {        super.paintComponent(g);        // 画当前方块        for (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 (j = 0; j < 22; j++) {            for (i = 0; i < 12; i++) {                if (map[i][j] == 1) {                    g.fillRect(i * 10, j * 10, 10, 10);                }                if (map[i][j] == 2) {                    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);    }    // 键盘监听    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();            break;        }    }    // 无用    public void keyReleased(KeyEvent e) {    }    // 无用    public void keyTyped(KeyEvent e) {    }    // 定时器监听    class TimerListener implements ActionListener {        public void actionPerformed(ActionEvent e) {            repaint();            if (blow(x, y + 1, blockType, turnState) == 1) {                y = y + 1;                delline();            }            ;            if (blow(x, y + 1, blockType, turnState) == 0) {                if (flag == 1) {                    add(x, y, blockType, turnState);                    delline();                    newblock();                    flag = 0;                }                flag = 1;            }            ;        }    }}

 
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