Java俄罗斯方块游戏

技术:Java等

摘要:

俄罗斯方块是一款十分经典的游戏,它的主要运行规律为对系统随机产生的图形进行上下左右移动、旋转等操纵,使之排列成完整的一行或多行并且消除得分。它上手容易,难度循序渐进,老少皆宜,深入人心,标志着一代人的童年。同时以俄罗斯方块为基础由衍生出了很多种应用,因此进行俄罗斯方块的设计十分必要。本文遵循设计流程,通过系统分析与设计,系统实现以及系统测试与发布三个阶段实现游戏设计。

关键词:俄罗斯方块开发;游戏编程;程序开发

目录:

摘 要 I

ABSTRACT II

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以下是一个简单的 Java 俄罗斯方块游戏的代码示例: ```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.util.ArrayList; import java.util.Collections; import java.util.Random; import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JPanel; import javax.swing.Timer; public class Tetris extends JPanel implements ActionListener { 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<>(); private long score; private Color[][] well; private Timer timer; private final int ROWS = 22; private final int COLUMNS = 10; public void actionPerformed(ActionEvent e) { if (fallingFinished) { newPiece(); fallingFinished = false; } else { oneLineDown(); } } private int squareWidth() { return (int) getSize().getWidth() / COLUMNS; } private int squareHeight() { return (int) getSize().getHeight() / ROWS; } private Color shapeColor(int shape) { return tetraminoColors[shape - 1]; } public void start() { score = 0; well = new Color[ROWS][COLUMNS]; for (int i = 0; i < ROWS; i++) { for (int j = 0; j < COLUMNS; j++) { well[i][j] = Color.BLACK; } } newPiece(); timer.start(); } private void newPiece() { pieceOrigin = new Point(5, 2); rotation = 0; if (nextPieces.isEmpty()) { Collections.addAll(nextPieces, 1, 2, 3, 4, 5, 6, 7); Collections.shuffle(nextPieces, new Random()); } currentPiece = nextPieces.get(0); nextPieces.remove(0); } private boolean collidesAt(int x, int y, int rotation) { for (Point p : Tetraminos[currentPiece][rotation]) { if (well[p.y + y][p.x + x] != Color.BLACK) { return true; } } return false; } private void rotate(int i) { int newRotation = (rotation + i) % 4; if (newRotation < 0) { newRotation = 3; } if (!collidesAt(pieceOrigin.x, pieceOrigin.y, newRotation)) { rotation = newRotation; } repaint(); } private void move(int i) { if (!collidesAt(pieceOrigin.x + i, pieceOrigin.y, rotation)) { pieceOrigin.x += i; } repaint(); } private void dropDown() { if (!collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) { pieceOrigin.y += 1; } else { fixToWell(); } repaint(); } private void oneLineDown() { if (!collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) { pieceOrigin.y += 1; } else { fixToWell(); if (checkGameOver()) { timer.stop(); JOptionPane.showMessageDialog(this, "Game Over! Your score: " + score); } } repaint(); } private void fixToWell() { for (Point p : Tetraminos[currentPiece][rotation]) { well[pieceOrigin.y + p.y][pieceOrigin.x + p.x] = shapeColor(currentPiece); } clearRows(); newPiece(); } private boolean checkGameOver() { for (int i = 0; i < COLUMNS; i++) { if (well[2][i] != Color.BLACK) { return true; } } return false; } private void clearRows() { boolean gap; int numClears = 0; for (int i = ROWS - 1; i >= 0; i--) { gap = false; for (int j = 0; j < COLUMNS; j++) { if (well[i][j] == Color.BLACK) { gap = true; break; } } if (!gap) { removeRow(i); i++; numClears++; } } switch (numClears) { case 1: score += 100; break; case 2: score += 300; break; case 3: score += 500; break; case 4: score += 800; break; } } private void removeRow(int row) { for (int j = 0; j < COLUMNS; j++) { for (int i = row-1; i >= 0; i--) { well[i+1][j] = well[i][j]; } } } @Override public void paint(Graphics g) { g.fillRect(0, 0, getWidth(), getHeight()); for (Point p : Tetraminos[currentPiece][rotation]) { drawSquare(g, (p.x + pieceOrigin.x) * squareWidth(), (p.y + pieceOrigin.y) * squareHeight(), shapeColor(currentPiece)); } for (int i = 0; i < ROWS; i++) { for (int j = 0; j < COLUMNS; j++) { drawSquare(g, j * squareWidth(), i * squareHeight(), well[i][j]); } } } private void drawSquare(Graphics g, int x, int y, Color color) { g.setColor(color); g.fillRect(x + 1, y + 1, squareWidth() - 2, squareHeight() - 2); g.setColor(color.brighter()); g.drawLine(x, y + squareHeight() - 1, x, y); g.drawLine(x, y, x + squareWidth() - 1, y); g.setColor(color.darker()); g.drawLine(x + 1, y + squareHeight() - 1, x + squareWidth() - 1, y + squareHeight() - 1); g.drawLine(x + squareWidth() - 1, y + squareHeight() - 1, x + squareWidth() - 1, y + 1); } 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); f.addKeyListener(new java.awt.event.KeyAdapter() { public void keyPressed(java.awt.event.KeyEvent e) { switch (e.getKeyCode()) { case 37: game.move(-1); break; case 38: game.rotate(-1); break; case 39: game.move(+1); break; case 40: game.dropDown(); game.score += 1; break; case 32: game.fallingFinished = true; game.score += 1; break; } } }); f.setVisible(true); game.start(); } private boolean fallingFinished = false; private void init() { timer = new Timer(400, this); nextPieces.add(1); nextPieces.add(2); nextPieces.add(3); nextPieces.add(4); nextPieces.add(5); nextPieces.add(6); nextPieces.add(7); Collections.shuffle(nextPieces); } } ``` 这个代码示例使用 Java Swing 组件来实现基本的图形化用户界面,同时使用计时器来控制方块的下落。您可以根据需要对其进行修改和定制。

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