首先,话不多说,发现视图很好做,难道是我自己的幻觉,上视图的代码:
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package view;
import control.Control;
/**
*
* @author Janeness
*/
public class View extends javax.swing.JFrame {
Control c;
//如果构造器不是public修饰,那么就会出错,View就无法访问Control的构造器
/**
* Creates new form View
*/
public View() { //初始化创建的control对象,并启动线程开始运行
initComponents();
c = new Control(this);
c.start();
}
/**
* This method is called from within the constructor to initialize the form.
* WARNING: Do NOT modify this code. The content of this method is always
* regenerated by the Form Editor.
*/
@SuppressWarnings("unchecked")
// <editor-fold defaultstate="collapsed" desc="Generated Code">
private void initComponents() {
jScrollPane1 = new javax.swing.JScrollPane();
jTextArea1 = new javax.swing.JTextArea();
jButton1 = new javax.swing.JButton();
jButton2 = new javax.swing.JButton();
jButton3 = new javax.swing.JButton();
jButton4 = new javax.swing.JButton();
jTextField1 = new javax.swing.JTextField();
jButton5 = new javax.swing.JButton();
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
jTextArea1.setColumns(20);
jTextArea1.setRows(5);
jTextArea1.addKeyListener(new java.awt.event.KeyAdapter() {
public void keyPressed(java.awt.event.KeyEvent evt) {
jTextArea1KeyPressed(evt);
}
});
jScrollPane1.setViewportView(jTextArea1);
jButton1.setText("向左");
jButton1.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
goLeft(evt);
}
});
jButton2.setText("向下");
jButton2.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
goDown(evt);
}
});
jButton3.setText("向右");
jButton3.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
goRight(evt);
}
});
jButton4.setText("变形");
jButton4.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
Change(evt);
}
});
jTextField1.setHorizontalAlignment(javax.swing.JTextField.RIGHT);
jTextField1.setText("0");
jButton5.setText("暂停");
jButton5.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
pause(evt);
}
});
javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane());
getContentPane().setLayout(layout);
layout.setHorizontalGroup(
layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(layout.createSequentialGroup()
.addComponent(jScrollPane1, javax.swing.GroupLayout.PREFERRED_SIZE, 600, javax.swing.GroupLayout.PREFERRED_SIZE)
.addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED)
.addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.TRAILING)
.addComponent(jButton1, javax.swing.GroupLayout.Alignment.LEADING, javax.swing.GroupLayout.DEFAULT_SIZE, 118, Short.MAX_VALUE)
.addComponent(jButton5, javax.swing.GroupLayout.Alignment.LEADING, javax.swing.GroupLayout.DEFAULT_SIZE, 118, Short.MAX_VALUE)
.addComponent(jButton2, javax.swing.GroupLayout.Alignment.LEADING, javax.swing.GroupLayout.DEFAULT_SIZE, 118, Short.MAX_VALUE)
.addComponent(jButton3, javax.swing.GroupLayout.DEFAULT_SIZE, 118, Short.MAX_VALUE)
.addComponent(jButton4, javax.swing.GroupLayout.DEFAULT_SIZE, 118, Short.MAX_VALUE)
.addComponent(jTextField1, javax.swing.GroupLayout.DEFAULT_SIZE, 118, Short.MAX_VALUE))
.addContainerGap())
);
layout.setVerticalGroup(
layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(layout.createSequentialGroup()
.addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(layout.createSequentialGroup()
.addGap(35, 35, 35)
.addComponent(jButton1)
.addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED)
.addComponent(jButton2)
.addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED)
.addComponent(jButton3)
.addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED)
.addComponent(jButton4)
.addGap(116, 116, 116)
.addComponent(jTextField1, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE)
.addGap(53, 53, 53)
.addComponent(jButton5))
.addComponent(jScrollPane1, javax.swing.GroupLayout.DEFAULT_SIZE, 567, Short.MAX_VALUE))
.addContainerGap())
);
pack();
}// </editor-fold>
private void goLeft(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:
c.goLeft(); //向左走,对应视图中的左按钮
}
private void goDown(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:
c.goDown(); //向下走,对应视图中的下按钮
}
private void goRight(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:
c.goRight(); //向右走,对应视图中的右按钮
}
private void Change(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:
c.change(); //改变方向,对应视图中的改变按钮
}
private void jTextArea1KeyPressed(java.awt.event.KeyEvent evt) {
// TODO add your handling code here:
// System.out.println(evt.getKeyCode());
//创建的键盘事件
switch(evt.getKeyCode())
{
//键盘上下左右对应的keycode
case 37: c.goLeft();break;
case 38: c.change();break;
case 39: c.goRight();break;
case 40: c.goDown();break;
}
}
private void pause(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:
c.changeState(); //对应暂停按钮,控制游戏的进度
}
/**
* @param args the command line arguments
*/
public static void main(String args[]) {
/* Set the Nimbus look and feel */
//<editor-fold defaultstate="collapsed" desc=" Look and feel setting code (optional) ">
/* If Nimbus (introduced in Java SE 6) is not available, stay with the default look and feel.
* For details see http://download.oracle.com/javase/tutorial/uiswing/lookandfeel/plaf.html
*/
try {
for (javax.swing.UIManager.LookAndFeelInfo info : javax.swing.UIManager.getInstalledLookAndFeels()) {
if ("Nimbus".equals(info.getName())) {
javax.swing.UIManager.setLookAndFeel(info.getClassName());
break;
}
}
} catch (ClassNotFoundException ex) {
java.util.logging.Logger.getLogger(View.class.getName()).log(java.util.logging.Level.SEVERE, null, ex);
} catch (InstantiationException ex) {
java.util.logging.Logger.getLogger(View.class.getName()).log(java.util.logging.Level.SEVERE, null, ex);
} catch (IllegalAccessException ex) {
java.util.logging.Logger.getLogger(View.class.getName()).log(java.util.logging.Level.SEVERE, null, ex);
} catch (javax.swing.UnsupportedLookAndFeelException ex) {
java.util.logging.Logger.getLogger(View.class.getName()).log(java.util.logging.Level.SEVERE, null, ex);
}
//</editor-fold>
/* Create and display the form */
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new View().setVisible(true);
}
});
}
// Variables declaration - do not modify
private javax.swing.JButton jButton1;
public javax.swing.JButton jButton2;
private javax.swing.JButton jButton3;
private javax.swing.JButton jButton4;
public javax.swing.JButton jButton5;
public javax.swing.JScrollPane jScrollPane1;
public javax.swing.JTextArea jTextArea1;
public javax.swing.JTextField jTextField1;
// End of variables declaration
}
然后该有的注释都在源代码中了,下面是control的代码:
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package control;
import model.Model;
import view.View;
/**
*
* @author Janeness
*/
public class Control extends Thread {
View v; //创建指定到view的对象
Model m = new Model(); //创建model对象
String count = ""; //创建字符串count用来统计分数
public boolean isSleep = true; //创建boolean对象来实现暂停和继续
public Control(View view) {//把view作为形参传给control,来实现赋值
v = view; //把v对象指定到当前的view
v.jTextArea1.setText(m.Out()); //在view中打印出整个框架结构
}
//上面的操作可以让control类调用model的功能和控制view传过来的控件
// 指示线程是否修改标签上的内容
public void changeState() { //用来实现暂停和继续的互相转换
isSleep = !isSleep; //当为true的时候,就给isSleep对象赋值为false,反之则相反
v.jButton5.setText("继续"); //当为false的时候,把暂停按钮的显示改为继续
}
@Override
public void run() {
while (m.flag) { //当model中的flag为true的时候
try {
if (isSleep) { //当isSleep对象为true的时候
m.goDownOne(); //向下走一步
v.jButton5.setText("暂停"); //这个时候暂停按钮显示为暂停
count=m.count+""; //把model中的count的值转换成String类型
v.jTextArea1.setText(m.Out()); //在view中打印出整个框架结构
v.jTextField1.setText(count); //在view显示出获得的分数
Thread.sleep(250); //每走一步就休息0.25秒
}
} catch (InterruptedException ex) {
}
}
}
public boolean gameOver() {
return m.flag; //返回model中的flag的值
}
public void goDown() { //向下走的方法,走之后再打印出来
m.goDownOne();
v.jTextArea1.setText(m.Out());
}
public void goLeft() { //向左走的方法,同上
m.goLeftOne();
v.jTextArea1.setText(m.Out());
}
public void goRight() { //向右走的方法,同上
m.goRightOne();
v.jTextArea1.setText(m.Out());
}
public void change() { //变形的方法,每点一次,就逆时针转90度,同上
m.changeOne();
v.jTextArea1.setText(m.Out());
}
}
接下来是model的代码:
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package model;
import java.util.Random;
import jimu.*;
/**
*
* @author Janeness
*/
public class Model {
// int x1 = 1;
//
// int y1 = 1;
public final String s1 = "□";
//这里是定义你需要的字符串,一个为空心方,一个是实心方
public final String s2 = "■";
public final int x = 30;
//这里定义的是行数和列数,用来实现对应的字符的排列
public final int y = 30;
public String a[][] = new String[x][y];
//这里就是正式定义数组,数组的大小就通过上面的x和y决定
Random r = new Random(); //创建随机数对象
int r1; //定义一个整形来获取上面随机产生的数值
public boolean flag; //创建boolean类型的flag来控制游戏
Jimu jimu; //创建积木对象,可以父类引用子类对象,所以只创建一个
DeleteJimu DJ; //创建删除积木对象
public int count=0; //创建分数对象
public Model() { //利用model对游戏进行初始化
setE();
setB();
setJiMu();
DJ = new DeleteJimu(a);
flag = true; //默认为true,才能开始跑起来
}
private void setE() {
//这个是用来初始化所有的数组元素为空心方
for (int j = 0; j < y; j++) {
for (int i = 0; i < x; i++) {
a[i][j] = s1;
//和上面输出一样的循环,只不过这个是循环设值
}
}
}
private void setB() {
//这个是用来设置边框,把四条边都变成实心方
for (int i = 0; i < y; i++) {
a[0][i] = s2;
//所以下面的四条边都是设置成s2也就是实心方
a[y - 1][i] = s2;
a[i][y - 1] = s2;
a[i][0] = s2;
}
}
public void deleteJimu() {
if(DJ.panduan()){ //如果在删除的判断有满行,就进行删除
count=DJ.count; //删除一行就进行分数就进行累加
System.out.println("正在删除满行!");
}else
{
System.out.println("没有满行,继续游戏!");
}
}
private void setJiMu() {
switch (r1 = r.nextInt(6)) {
//随机出0-5六个数,来随机出现一种方块砖
//下面的每种方块都在jimu包中有单独进行配置,就减少了model的累赘,显得比较的整洁
//这里是父类调用子类对象
case 0:
jimu = new One(a);
break;
case 1:
jimu = new Tian(a);
break;
case 2:
jimu = new L(a);
break;
case 3:
jimu = new Z(a);
break;
case 4:
jimu = new FZ(a);
break;
case 5:
jimu = new FL(a);
break;
}
}
public void changeOne() {
//这里的改变,向下,向左,向右都是boolean类型返回值的方法
//只要是为了输出不同的状态而做的,如果不需要,就乐意改成void类型的
//控制改变方块的形状,如果积木的change方法,如果返回为true就改变,并显示积木改变
if (jimu.change()) {
System.out.println("积木改变了");
} else {
System.out.println("积木没法改变了");
}
}
public void goDownOne() { //向下走
if (jimu.goDown()) {
// System.out.println("积木改变了");
} else {
if (jimu.getY() <= 4) { //判断游戏是否结束
System.out.println("游戏结束!!!");
flag = false;
} else {
setJiMu();
deleteJimu();
// System.out.println("积木没法改变了");
}
}
}
public void goLeftOne() { //向左走
if (jimu.goLeft()) {
// System.out.println("积木改变了");
} else {
goDownOne();
// System.out.println("积木没法改变了");
}
}
public void goRightOne() { //向右走
if (jimu.goRight()) {
// System.out.println("积木改变了");
} else {
goDownOne();
// System.out.println("积木没法改变了");
}
}
public String Out() {
String str = "";
//这里是输出这个数组,因为是一行一行的输出,所以x的循环再里面,先循环
for (int j = 0; j < y; j++) {
//这个是y的循环,在x循环完一次之后,y加1
for (int i = 0; i < x; i++) {
//在y每加1的时候,循环一整个x的元素
str += a[i][j];
//这是输出语句
}
str += "\n";
//这是换行,用于输出完一行之后换行再输出下一行
}
return str;
}
}
还有model需要用到积木包中的各个方块的类在下一篇博文中展示,因为实在太多了。。。