俄罗斯方块

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;
            }
            ;
        }
    }
}

评论
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