基于java的俄罗斯方块游戏系统毕业设计(项目报告+答辩PPT+源代码+数据库+截图+部署视频)

毕业设计题目:基于Java的俄罗斯方块游戏系统

摘要:本毕业设计利用Java语言开发了一个俄罗斯方块游戏系统。该系统的目标是为用户提供一个可玩性高、界面友好的俄罗斯方块游戏,具有基本的游戏功能和用户操作界面。系统采用了便捷的图形化界面,使用户能够直观地进行游戏操作,并提供了丰富的游戏模式选择和难度调整功能。

关键词:Java,俄罗斯方块,游戏系统,图形化界面

1. 引言
俄罗斯方块是一种经典的游戏,具有简单易学、玩法多样、上手快等特点,因此深受玩家喜爱。本毕业设计旨在利用Java语言开发一个俄罗斯方块游戏系统,提供用户一个可玩性高、界面友好的游戏环境。

2. 系统设计
2.1 游戏功能设计
本系统的核心功能是实现俄罗斯方块游戏的基本操作,包括方块的移动、旋转、碰撞检测等。同时,系统还应该提供丰富的游戏模式选择和难度调整功能,使用户能够根据自己的喜好和能力选择合适的游戏模式和难度级别。

2.2 界面设计
系统的界面应该简洁明了、直观友好,并能够适应不同屏幕尺寸和分辨率的设备。界面应该包括游戏区域、得分显示区、游戏操作区等。游戏区域用于显示正在下落的方块和已经下落的方块的堆叠情况;得分显示区用于显示当前游戏的得分情况;游戏操作区用于显示游戏操作按钮和设置选项。

3. 实现技术
本系统使用Java语言实现,采用面向对象的方式进行设计和开发。系统使用Java的图形界面开发库,如Swing或JavaFX,实现游戏界面的设计和显示。游戏逻辑的实现主要通过编写代码和使用Java提供的工具类来完成。数据的存储可以使用Java的文件操作或数据库等方式。

4. 测试与评估
为了验证系统的正确性和稳定性,可以通过多次测试和调试来检测系统的功能是否正常。对于用户界面,可以邀请用户进行使用测试,收集用户的反馈意见来改进系统的设计和功能。

5. 结论
本毕业设计利用Java语言开发了一个俄罗斯方块游戏系统,实现了基本的游戏功能和用户操作界面。该系统具有可玩性高、界面友好等特点,能够满足用户对俄罗斯方块游戏的需求,并为用户提供一个良好的游戏体验。毕业设计的开发过程中学习和运用了Java语言的相关知识,提高了编程能力和系统设计能力。

参考资料:

基于java的俄罗斯方块游戏系统毕业设计(项目报告+答辩PPT+源代码+数据库+截图+部署视频)

https://download.csdn.net/download/dwf1354046363/87813602

  • 3
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 3
    评论
以下是一个简单的 Java 代码示例,用于实现俄罗斯方块游戏: ```java import java.awt.Color; import java.awt.Graphics; import java.awt.Point; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.Timer; public class Tetris extends JPanel implements ActionListener, KeyListener { private static final long serialVersionUID = -8715353373678321308L; private final Point[][][] Tetraminos = { // I-Piece { { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(3, 1) }, { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(1, 3) }, { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(3, 1) }, { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(1, 3) } }, // J-Piece { { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(2, 0) }, { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(2, 2) }, { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(0, 2) }, { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(0, 0) } }, // L-Piece { { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(2, 2) }, { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(0, 2) }, { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(0, 0) }, { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(2, 0) } }, // O-Piece { { new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) }, { new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) }, { new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) }, { new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1) } }, // S-Piece { { new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1) }, { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) }, { new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1) }, { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) } }, // T-Piece { { new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(2, 1) }, { new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) }, { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(1, 2) }, { new Point(1, 0), new Point(1, 1), new Point(2, 1), new Point(1, 2) } }, // Z-Piece { { new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(2, 1) }, { new Point(1, 1), new Point(0, 2), new Point(1, 2), new Point(0, 3) }, { new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(2, 1) }, { new Point(1, 1), new Point(0, 2), new Point(1, 2), new Point(0, 3) } } }; private final Color[] tetraminoColors = { Color.cyan, Color.blue, Color.orange, Color.yellow, Color.green, Color.pink, Color.red }; private Point pieceOrigin; private int currentPiece; private int rotation; private ArrayList<Integer> nextPieces = new ArrayList<Integer>(); private long score; private Color[][] well; // Creates a border around the well and initializes the dropping piece private void init() { well = new Color[12][24]; for (int i = 0; i < 12; i++) { for (int j = 0; j < 23; j++) { if (i == 0 || i == 11 || j == 22) { well[i][j] = Color.GRAY; } else { well[i][j] = Color.BLACK; } } } newPiece(); } // Put a new, random piece into the dropping position public void newPiece() { pieceOrigin = new Point(5, 2); rotation = 0; if (nextPieces.isEmpty()) { Collections.addAll(nextPieces, 0, 1, 2, 3, 4, 5, 6); Collections.shuffle(nextPieces, new Random()); } currentPiece = nextPieces.get(0); nextPieces.remove(0); } // Collision test for the dropping piece private boolean collidesAt(int x, int y, int rotation) { for (Point p : Tetraminos[currentPiece][rotation]) { if (well[p.x + x][p.y + y] != Color.BLACK) { return true; } } return false; } // Rotate the piece clockwise or counterclockwise public void rotate(int i) { int newRotation = (rotation + i) % 4; if (newRotation < 0) { newRotation = 3; } if (!collidesAt(pieceOrigin.x, pieceOrigin.y, newRotation)) { rotation = newRotation; } repaint(); } // Move the piece left or right public void move(int i) { if (!collidesAt(pieceOrigin.x + i, pieceOrigin.y, rotation)) { pieceOrigin.x += i; } repaint(); } // Drops the piece one line or fixes it to the well if it can't drop public void dropDown() { if (!collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) { pieceOrigin.y += 1; } else { fixToWell(); } repaint(); } // Make the dropping piece part of the well, so it is available for // linescanning. public void fixToWell() { for (Point p : Tetraminos[currentPiece][rotation]) { well[pieceOrigin.x + p.x][pieceOrigin.y + p.y] = tetraminoColors[currentPiece]; } clearRows(); newPiece(); } public void deleteRow(int row) { for (int j = row-1; j > 0; j--) { for (int i = 1; i < 11; i++) { well[i][j+1] = well[i][j]; } } } // Clear completed rows from the field and award score according to // the number of simultaneously cleared rows. public void clearRows() { boolean gap; int numClears = 0; for (int j = 21; j > 0; j--) { gap = false; for (int i = 1; i < 11; i++) { if (well[i][j] == Color.BLACK) { gap = true; break; } } if (!gap) { deleteRow(j); j += 1; numClears += 1; } } switch (numClears) { case 1: score += 100; break; case 2: score += 300; break; case 3: score += 500; break; case 4: score += 800; break; } } // Draw the falling piece private void drawPiece(Graphics g) { g.setColor(tetraminoColors[currentPiece]); for (Point p : Tetraminos[currentPiece][rotation]) { g.fillRect((p.x + pieceOrigin.x) * 26, (p.y + pieceOrigin.y) * 26, 25, 25); } } @Override public void paintComponent(Graphics g) { // Paint the well g.fillRect(0, 0, 26*12, 26*23); for (int i = 0; i < 12; i++) { for (int j = 0; j < 23; j++) { g.setColor(well[i][j]); g.fillRect(26*i, 26*j, 25, 25); } } // Display the score g.setColor(Color.WHITE); g.drawString("" + score, 19*12, 25); // Draw the currently falling piece drawPiece(g); } public static void main(String[] args) { JFrame f = new JFrame("Tetris"); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setSize(12*26+10, 26*23+25); f.setVisible(true); final Tetris game = new Tetris(); game.init(); f.add(game); // Keyboard controls f.addKeyListener(new KeyListener() { public void keyTyped(KeyEvent e) { switch (e.getKeyChar()) { case 'a': game.move(-1); break; case 'd': game.move(+1); break; case 's': game.dropDown(); game.score += 1; break; case 'w': game.rotate(+1); break; case 'q': game.rotate(-1); break; } } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_LEFT: game.move(-1); break; case KeyEvent.VK_RIGHT: game.move(+1); break; case KeyEvent.VK_DOWN: game.dropDown(); game.score += 1; break; case KeyEvent.VK_UP: game.rotate(+1); break; case KeyEvent.VK_CONTROL: game.rotate(-1); break; } } public void keyReleased(KeyEvent e) { } }); // Make the falling piece drop every second new Timer(1000, game).start(); } @Override public void actionPerformed(ActionEvent e) { dropDown(); } @Override public void keyPressed(KeyEvent e) { } @Override public void keyReleased(KeyEvent e) { } } ``` 这只是一个基本的示例,如果你想要实现更多的功能或添加更多的特性,你可以根据自己的需求进行修改和扩展。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 3
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值