各类JAVA代码实现功能

  

随机数组合,随机号码产生器

Java代码

public class RandomUtil {



    private static Random random = new Random();




   //range,随机数组列表,rangeLength随机数组列表长度,length,要获取的随机数的长度
    public static String getRandomNumber(String[] range,int rangeLength,int length){

        StringBuffer sb = new StringBuffer();
        for(int i=0;i<length;i++){

            sb.append(String.valueOf(range[random.nextInt(rangeLength)]));

        }

        return sb.toString();

    }

    public static void main(String[] args) {

        String[] range = {"0","1","2","3","4","5","6","7","8","9"};

        System.out.println(getRandomNumber(range, 10, 8));


    }
}

Java版简易俄罗斯方块

  文件1:Tetris.java

  代码如下:

  import java.awt.*;

  import javax.swing.*;

  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);

  }

  }

  文件2,Tetrisblok.java

  代码如下(比较长,  )

  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;

  // 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;

  }

  ;

  }

  }

  }




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