广工JAVA大作业——游戏程序(俄罗斯方块)

效果:





1. 概述

随着时代的发展,电子游戏逐渐出现,早起的一些桌面小游戏风靡全球,其中就有《俄罗斯方块》,《俄罗斯方块》(Tetris)是一款由俄罗斯人阿列克谢·帕基特诺夫1984年6月发明的休闲游戏。该游戏曾经被多家公司代理过。经过多轮诉讼后,该游戏的代理权最终被任天堂获得。任天堂对于俄罗斯方块来说意义重大,因为将它与GB搭配在一起后,获得了巨大的成功。《俄罗斯方块》的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分,上手简单、老少皆宜、家喻户晓。本文将详述我个人开发的一款基于这款游戏的简易俄罗斯方块,实现该游戏基本功能,如自动出方块,可翻转、左移、右移、下降,暂停,增加难度,降低难度并且达到消行加分的功能。

 

2. 系统分析

 

系统分为两大板块,一个是方块工厂,另一个是游戏显示画板,方块工厂用来生成方、翻转、移动和固定,游戏画板用于绘画,并加上定时器和监听器,用于反馈用户按键事件,传递到方块工厂来控制方块,并且检查方块是否碰撞或消行等状态

 

3. 系统设计,

3.1系统目标

①在顶部生成方块

②方块反转、左移、右移、下降

③方块在特定的游戏区域内运动

④定时器定一特定长时间作为时间间隔来触发ActionEvent使方块定时下落一格

⑤检测是否碰撞(包括与围墙,底部,已固定方块),碰撞则停止并生成新的方块下落

⑥检查是否能消行,且消行要加分记录并显示在界面上,并且放出beep音效

⑦生成方块前检查最顶行有没有方块,有则弹框提示结束游戏并显示所得分数,

  按确认后重新开始游戏。

⑧游戏区域中,围墙隐藏起来,方块可运动区域有网格,右边有分数显示且有操作方法提示,方块下落时蓝色,固定时为绿色,便于区分。

⑨开始运行时弹对话框是否开始游戏

⑩可以暂停游戏

增加难度(下落速度增加)

⑫降低难度(下落速度减少)

⑬难度范围为0-10


3.2系统功能结构



3.3 系统预览



代码:

TetrisGame.java

package MyTetris2;

import javax.swing.JFrame;
import javax.swing.JOptionPane;


	/**
	 * 游戏主程序
	 * @author LEUNG
	 *
	 */
public class TetrisGame extends JFrame{
	
	/**
	 * 
	 */	
	private static final long serialVersionUID = 1L;
	private GamePanel t ;
	private static int flag=0;
	
	/**
	 * 构造方法
	 */
	TetrisGame(){	
		setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		setLocation(800,100);					
		setTitle("俄罗斯方块");
		setSize(600,750);
		setResizable(true);      //不可缩放	
		
	}
	
	/**
	 * 添加画板
	 * 开始跑Timer
	 */
	public void startGame(){
		t = new GamePanel();
		add(t);	
		addKeyListener(t);
		t.timer.start();
	}
	
	public static void main(String[] args){
		TetrisGame tetris = new TetrisGame();	
		
		tetris.setVisible(true);
		flag = JOptionPane.showConfirmDialog(tetris, 				//开始选择对话框
				"按【是】开始新游戏\n按【否】退出游戏", "new Game", JOptionPane.YES_NO_OPTION);	
		if(flag==JOptionPane.YES_OPTION){
			tetris.startGame();
			tetris.setVisible(true);
		}
		else{
			tetris.dispose();
			System.exit(0);
		}							
		
	}
	
	
}


Block.java

package MyTetris2;


/**
 * 方块类
 * 内含方块的基本方法(方块固定、新建、翻转、左移、右移、下移)
 * @author LEUNG
 *
 */
public class Block {
	
	/**
	 * 方块用一个三维数组来存,分别是形状,形态,坐标(在4×4方格中,1表示要填充,0表示不填充)
	 *7种图形分别是J,L,S,Z,T,O,I
	 *4种形态,旋转得到的
	 */
	public final int shapes[][][] = new int[][][]{
		//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}}, 
			
		//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}},
			
		//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}},
			
		//T	
			{{0,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0},
			 {1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0},
			 {1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0},
			 {0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0}},
			
		//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}},
			
		//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}},		};
			 
	/**
	 * 	x,y用来记录方块4×4区域中的(0,0)点的位置,x,y中的(0,0)相对于map中是(1,0)	
	 */
	public int x;		
	public int y;
	public int blockType=0;	//方块类型
	public int blockState=0;  	//方块状态
	public int initX = 4;				//初始位置的X,Y值
	public int initY = 0;
	
	GamePanel game;				

	/**
	 * 构造方法
	 */
	Block(GamePanel game){		//引用游戏画板
		 this.game = game;
	}
			
	/**
	 * 新建方块(初始化)
	 */
	public void newblock(){
		blockType = (int)(Math.random()*1000)%7;   //范围0-6
		blockState = (int)(Math.random()*1000)%4;  //范围0-3
		x=initX;
		y=initY;

		
	}
	
	/**
	 * 把需要固定的方块固定
	 * 存放在map数组中
	 */
	public void add(){
		int i=0;
		for(int a=0;a<4;a++){
			for(int b=0;b<4;b++){
				if(game.map[x+1+b][y+a]==0){     // map[列][行]
					game.map[x+1+b][y+a]=shapes[blockType][blockState][i];
				}
				i++;
			}
		}
	}
				
	/**
	 * 右移
	 */
	public void right() {
		if(!game.isCollied(x+1,y)){
			x++;
		}
			game.repaint();
	}

	/**
	 * 下移
	 */
	public void down() {
		if(!game.isCollied(x,y+1)){
			y++;
		}else{
			add();		//碰撞到底部后,把方块添加到画布上去
			game.deleteLine();
			newblock();
			}	
		game.repaint();
	}

	/**
	 * 左移
	 */
	public void left() {
		if(!game.isCollied(x-1,y)){
			x--;
		}		
		game.repaint();
	}

	/**
	 * 转换状态
	 */
	public void turnState() {
					
		int temp = blockState;		//首先记录本状态
		blockState = (blockState+1)%4;
		if(game.isCollied(x,y)){
			blockState = temp;
		}
		game.repaint();
	}
}


GamePanel.java

package MyTetris2;

import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.Timer;



/**
 * 游戏界面画板
 * @author LEUNG
 *
 */
public class GamePanel extends JPanel implements KeyListener{
	/**
	 * 
	 */
	private static final long serialVersionUID = 1L;
	public int MAPCOL=13;				//游戏画布的列数	 
	public int MAPROW=23;				//游戏画布的行数     
	public int PIXEL=30;				//像素,单位格子的长、宽
	public int score;
	public int map[][]=new int[MAPCOL][MAPROW];
	public Timer timer ;
	private int Level=5;				//初始难度5
	private Block block;				//引用Block类
	private TimerListener timerlistener;
	
	/**
	 * 内部类,被timer触发
	 * @author LEUNG
	 *
	 */
	private class TimerListener implements ActionListener{		//实现接口
		
		@Override
		public void actionPerformed(ActionEvent e) {
		
			if(!isCollied(block.x,block.y+1)){
				block.y++;
				
				
			}else{
				block.add();		//碰撞到底部后,把方块添加到画布上去					
				deleteLine();
				if(true==isGameover()){
					JOptionPane.showMessageDialog(null, "Game Over\n你的分数是:"+score);
					cleanMap();
					drawWall();
					score=0;		
				}
				block.newblock();
			}				
			repaint();				//重画
		}
	}
	

	/**
	 * 构造方法
	 */
	GamePanel(){
		block = new Block(this);	//引用Block类,参数是GamePanel类
		cleanMap();
		drawWall();
		block.newblock();
		timerlistener=new TimerListener();
		timer = new Timer(800, timerlistener);   //计时器,在指定时间间隔触发TimerListener()
		
		
	}
	
	/**
	 * 增加难度
	 */
	private void upLevel(){
		if(Level<10){
			Level++;
			timer.setDelay(1300-100*Level);
			repaint();
		}
	}
	/**
	 * 降低难度
	 */
	private void downLevel(){
		if(Level>0){
			Level--;
			timer.setDelay(1300-100*Level);
			repaint();
		}
	}
	

	/**
	 * 围墙内的画面置零,相当于清除画面
	 */
	private void cleanMap(){
		for(int i=1;i<MAPCOL-2;i++){			
			for(int j=0;j<MAPROW-2;j++){
				map[i][j]=0;
			}
		}     
	}
	
	/**
	 * 画围墙,用2标示为围墙
	 * 
	 */
	private void drawWall(){			
		for(int i=0;i<MAPCOL-1;i++){
			map[i][MAPROW-2]=2;
		}
		for(int j=0;j<MAPROW-2;j++){
			map[0][j]=2;
			map[MAPCOL-2][j]=2;
		}
	}
	
	/**
	 * 得到画笔来画TeTirsPanel
	 * 画面来源
	 */
	protected void paintComponent(Graphics g) {		
		
		super.paintComponent(g);		//每次调用repaint()都清除原先的组件,不调用会保留原组件
		
		for(int j=0;j<MAPROW-1;j++){
			for(int i=0;i<MAPCOL-1;i++){
			/*	if(2==map[i][j]){
					g.setColor(Color.ORANGE);
					g.fillRect(i*PIXEL, j*PIXEL, PIXEL, PIXEL);   //画围墙格子
				}	*/											  //现把其隐藏	
				
				//画出固定好的方块
				if(1==map[i][j]){
					g.setColor(Color.GREEN);
					g.fill3DRect(i*PIXEL, j*PIXEL, PIXEL, PIXEL,true);   
				}
			}
		}
		
		//画竖线
		for(int i=1;i<MAPCOL-1;i++){	
			g.setColor(Color.BLACK);
			g.drawLine(i*PIXEL, 0, i*PIXEL, (MAPROW-2)*PIXEL);		
		}
		
		//画横线
		for(int j=0;j<MAPROW-1;j++){	
			g.setColor(Color.BLACK);
			g.drawLine(PIXEL*1, j*PIXEL, (MAPCOL-2)*PIXEL, j*PIXEL);
		}
		
		//画未固定方块,16是shapes数组的第一维长度
		//x,y是方块正处于的坐标(提示x要加1)
		for(int i=0;i<16;i++){											
			if(1==block.shapes[block.blockType][block.blockState][i]){
				g.setColor(Color.BLUE);
				g.fill3DRect((block.x+1+i%4)*PIXEL,(block.y+i/4)*PIXEL,PIXEL,PIXEL,true);			//用shapes数组来画出方块
			}
		}	

		g.setColor(Color.darkGray);
		g.setFont(new Font("黑体", Font.BOLD, 30)); 
		g.drawString("分数:"+score,MAPCOL*PIXEL,3*PIXEL-35);
		Graphics2D g2 = (Graphics2D)g;
		g2.setStroke(new BasicStroke(3.0f));
		g2.drawLine(MAPCOL*PIXEL-30, 3*PIXEL-85, MAPCOL*PIXEL+170, 3*PIXEL-85);			//横线1
		g2.drawLine(MAPCOL*PIXEL-30, 3*PIXEL, MAPCOL*PIXEL+170, 3*PIXEL);				//横线2
		g2.drawLine(MAPCOL*PIXEL-30, 3*PIXEL-85, MAPCOL*PIXEL-30, 3*PIXEL);				//竖线1
		g2.drawLine(MAPCOL*PIXEL+170, 3*PIXEL-85, MAPCOL*PIXEL+170, 3*PIXEL);			//竖线2	
		
		g2.drawLine(MAPCOL*PIXEL-30, 5*PIXEL-40, MAPCOL*PIXEL+170, 5*PIXEL-40);			//横线1
		g2.drawLine(MAPCOL*PIXEL-30, 5*PIXEL+20, MAPCOL*PIXEL+170, 5*PIXEL+20);			//横线2
		g2.drawLine(MAPCOL*PIXEL-30, 7*PIXEL+20, MAPCOL*PIXEL+170, 7*PIXEL+20);			//横线3
		g2.drawLine(MAPCOL*PIXEL-30, 9*PIXEL+20, MAPCOL*PIXEL+170, 9*PIXEL+20);			//横线4
		g2.drawLine(MAPCOL*PIXEL-30, 11*PIXEL+20, MAPCOL*PIXEL+170, 11*PIXEL+20);		//横线5
		g2.drawLine(MAPCOL*PIXEL-30, 13*PIXEL+20, MAPCOL*PIXEL+170, 13*PIXEL+20);		//横线6
		g2.drawLine(MAPCOL*PIXEL-30, 15*PIXEL+20, MAPCOL*PIXEL+170, 15*PIXEL+20);		//横线7
		g2.drawLine(MAPCOL*PIXEL-30, 17*PIXEL+20, MAPCOL*PIXEL+170, 17*PIXEL+20);		//横线8
		g2.drawLine(MAPCOL*PIXEL-30, 19*PIXEL+20, MAPCOL*PIXEL+170, 19*PIXEL+20);		//横线9
		g2.drawLine(MAPCOL*PIXEL-30, 5*PIXEL-40, MAPCOL*PIXEL-30, 19*PIXEL+20);			//竖线1
		g2.drawLine(MAPCOL*PIXEL+170, 5*PIXEL-40, MAPCOL*PIXEL+170, 19*PIXEL+20);		//竖线2
		
		g.setFont(new Font("黑体", Font.BOLD, 22));
		g.drawString("操作方法", MAPCOL*PIXEL, 5*PIXEL);
		g.drawString("↑    翻转",MAPCOL*PIXEL,7*PIXEL);
		g.drawString("↓    下降一格",MAPCOL*PIXEL,9*PIXEL);
		g.drawString("←    左移",MAPCOL*PIXEL,11*PIXEL);
		g.drawString("→    右移",MAPCOL*PIXEL,13*PIXEL);
		g.drawString("F1    暂停", MAPCOL*PIXEL, 15*PIXEL);
		g.drawString("F2  增加难度", MAPCOL*PIXEL, 17*PIXEL);
		g.drawString("F3  降低难度", MAPCOL*PIXEL, 19*PIXEL);
		g.drawString("当前难度:"+Level+"     相当于"+(double)(1300-Level*100)/1000+
				"秒下降一格", 2*PIXEL, 21*PIXEL+40);
		
	}


	@Override
	public void keyPressed(KeyEvent e) {
		switch(e.getKeyCode()){
		case KeyEvent.VK_UP:		
				block.turnState();
				break;
				
		case KeyEvent.VK_LEFT:		
				block.left();
				break;
				
		case KeyEvent.VK_DOWN:		
				block.down();
				break;
				
		case KeyEvent.VK_RIGHT:		
				block.right();
				break;
				
		case KeyEvent.VK_F1:		
				timer.stop();
				JOptionPane.showMessageDialog(null, "按确认取消暂停");
				timer.restart();
				break;
				
		case KeyEvent.VK_F2:		
				upLevel();
				break;
				
		case KeyEvent.VK_F3: 		
				downLevel();
				break;
		}
	}
	
	@Override
	public void keyTyped(KeyEvent e) {
	}

	@Override
	public void keyReleased(KeyEvent e) {	
	}
	
	/**
	 * 判断是否碰撞
	 * @param x
	 * @param y
	 * @return boolean
	 */
	public boolean isCollied(int x,int y){			
		for(int a=0;a<4;a++){			//遍历4×4方块区域
			for(int b=0;b<4;b++){
				if((block.shapes[block.blockType][block.blockState][a*4+b]==1)&&(map[x+1+b][y+a]==1)){	//判断与已有方块是否重合
					return true;
				}else if((block.shapes[block.blockType][block.blockState][a*4+b]==1)&&(map[x+1+b][y+a]==2)){	//与围墙 
					return true;
				}
			}
		}
		return false;
	}
	
	/**
	 * 判断是否结束游戏,判断条件:第一行有方块
	 * @return boolean
	 */
	public boolean isGameover(){
		for(int i=1;i<MAPCOL-3;i++){
			if(map[i][0]==1){
				return true;		
			}
		}
		return false;
	}
	
	/**
	 * 消行
	 */
	public void deleteLine(){
		int count = 0;
		for(int i=0;i<MAPROW-2;i++){
			for(int j=1;j<MAPCOL-2;j++){
				if(map[j][i]==1){
					count++;
					if(count==MAPCOL-3){			//一行都满的话,总数为MAPCOL-3个,满足则消行
						score+=10;
						Toolkit.getDefaultToolkit().beep();		//消行提示音
						for(int a=i;a>0;a--){			//从第i行开始
							for(int b=1;b<MAPCOL-2;b++){
								map[b][a]=map[b][a-1];   //当前行等于上一行
							}
						}
					}
				}
			}
			count=0;
		}
	}

}



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