俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title){
super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(newCommand(Command.button_levelup,gameScr));
//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(newCommand(Command.button_leveldown,gameScr));
//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(newCommand(Command.button_pause,gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(newCommand(Command.button_quit,gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;i<rowNum;i++)
for (int j=0; j<columnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i < rowNum; i++)
for(int j = 0; j < columnNum; j++)
drawUnit(i,j,scrArr[j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row < 0 || row >= rowNum || col < 0 || col >=columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;i<rowNum;i++){
boolean isfull = true;
L1:for(int j=0;j<columnNum;j++)
if(scrArr[j] == 0){
k++;
isfull = false;
break L1;
}
if(isfull) full_line_num++;
if(k!=0 && k-1!=i && !isfull)
for(int j = 0; j < columnNum; j++){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i < rowNum; i++){
for(int j = 0; j < columnNum; j++){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; col <columnNum; col ++){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}
//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按钮执行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level < 10){
ERS_Block.level++;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level > 1){
ERS_Block.level--;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化块,并显示新块
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
//实现块落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}
//判断是否正确的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i < 4; i++){
for(int j = 0; j < 4; j++){
if((int)(pattern[t][s]&k) != 0){
int temp = scr.getScrArrXY(row-i,col+j);
if (temp<0||temp==2)
return false;
}
k = k >> 1;
}
}
return true;
}
//同步显示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i < 4; i++){
for(int j = 0; j < 4; j++){
if(((int)pattern[blockType][turnState]&k) != 0){
scr.drawUnit(row-i,col+j,s);
}
k=k>>1;
}
}
}
}
//定时线程
class MyTimer extends Thread{
GameCanvas scr;
public MyTimer(GameCanvas scr){
this.scr = scr;
}
public void run(){
while(true){
try{
sleep((10-ERS_Block.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
射击游戏代码
效果
第一步:把如下代码加入<body>区域中
<SCRIPTLANGUAGE="JavaScript">
// ---- Make array
function MakeArray(n){
this.length = n;
for (var i = 1; i<= n; i++) {
this[i] = 0
}
return this
}
// ----- poor man'srandom number
var d0 = new Date();
var r0 =d0.getSeconds();
function poor_rand(){
d1 = new Date();
r0 = (r0 * r0 + r0+ d1.getSeconds()) % 3721 ;
return r0 %width_n;
}
// ---- Parameters ofgame
var height_n = 8;
var width_n =5;
// ---- state of game
var enemy = newMakeArray( width_n); // enemy positions
var wtime; // waittime
var score; // points
var gameover; // incase of gameover set to true
// ----- Make thebattlefield.
document.write("<FORM NAME='fm1'>");
document.write("<INPUT TYPE='text' NAME='message' SIZE=20>");
document.write("</FORM>");
document.write("<FORM NAME='fm2'><TABLE>");
for( var i=0;i<height_n; i++){
document.write("<TR>");
for( varj=0;j<width_n; j++){
document.write( "<TD><CENTER><INPUTTYPE='radio'></CENTER></TD>");
}
document.write("</TR>");
}
document.write("<TR>");
for( varj=0;j<width_n; j++){
document.write("<TD><INPUT TYPE='button' VALUE='A' onClick='fire("
+ j +")'></TD>");
}
document.write("</TR>");
document.write("</TABLE>");
document.write("<INPUT TYPE='button' VALUE='START' onClick='game_start()'>");
document.write("</FORM>");
// ----- game maintimer event
// ----- enemy come one step
function come(){
var n =poor_rand();
document.fm2.elements[ width_n * enemy[n+1] + n].checked = true;
enemy[n+1]++;
if( enemy[n+1]< height_n){
setTimeout("come()", wtime);
}else{
gameover = true;
document.fm1.message.value= "GAME OVER:" + score ;
}
}
// ----- Fire the n thbeam
function fire( n){
if( gameover )return;
for( var i=0;i<enemy[n+1]; i++){ // clear enemy
document.fm2.elements[ width_n * i + n].checked = false;
}
score += enemy[n+1];
document.fm1.message.value = "Points:" + score;
enemy[ n+1] = 0;
if( wtime >50){ wtime -= 10};
}
// ---- initialize& start game
function game_start(){
for( var n=0;n<width_n; n++){
for( var i=0;i<enemy[n+1]; i++){
document.fm2.elements[ width_n * i + n].checked = false;
}
enemy[n+1] =0;
}
wtime = 150;
score = 0;
gameover = false;
document.fm1.message.value = "Points:" + score;
setTimeout("come()", wtime);
}
// -->
</SCRIPT>
第二步:把<body>区域中的内容改为:
<BODY bgcolor="#fef4d9"onLoad="document.forms[0].guess.focus();document.forms[0].guess.select()">
劲舞团游戏代码
游戏效果:
第一步:把如下代码加入<body>区域中
<SCRIPTLANGUAGE="JavaScript">
<!--Begin
varagt=navigator.userAgent.toLowerCase();
if(agt.indexOf("mac") != -1)
vara="\r";
else
vara="\n";
varmax=0;
functiontlist() {
max=tlist.arguments.length;
for(i=0; i<max; i++)
this[i]=tlist.arguments[i];
}
tl =new tlist(
" o"+a+
" /|\\"+a+
"*/ \\* 跳舞"+a,
" o_"+a+
" \<| *"+a+
" *\>\\ 跳舞"+a,
" _o/*"+a+
"* |"+a+
" / \\ 跳舞"+a,
"*\o_"+a+
" / *"+a+
"\<\\ 跳舞"+a,
" _o/*"+a+
"* |"+a+
" / \\ 跳舞"+a,
"*\\c/*"+a+
" )"+a+
" / \> 跳舞"+a,
" *"+a+
" \\__/c"+a+
" \> \\* 跳舞"+a,
" __/"+a+
" (o_*"+a+
" \\* 跳舞"+a,
" \\ /"+a+
" |"+a+
" */o\\* 跳舞"+a,
" \\_"+a+
" ("+a+
" */o\\* 跳舞"+a,
" \<_"+a+
" __("+a+
" * o|* 跳舞"+a,
" /_"+a+
" __("+a+
" * o|* 跳舞"+a,
" ___"+a+
" *\/ \>"+a+
" o|* 跳舞"+a,
" *"+a+
" o|_/"+a+
" */ \\ 跳舞"+a,
" *"+a+
" _o|_"+a+
" * \>\\ 跳舞"+a,
" _o/*"+a+
" * |"+a+
" / \\ 跳舞"+a,
" *\\o/*"+a+
" |"+a+
" / \\ 跳舞"+a,
" c/*"+a+
" \<\\"+a+
" */\\ 跳舞"+a,
" c__"+a+
" \<\ *"+a+
" */\\ 跳舞"+a,
" c__"+a+
" /\ *"+a+
" * /\> 跳舞"+a,
" c/*"+a+
" /(__"+a+
" * / 跳舞"+a,
" __o/*"+a+
" * (__"+a+
" \< 跳舞"+a,
" __o_"+a+
" * / *"+a+
" \<\\ 跳舞"+a,
" *_o_"+a+
" | *"+a+
" \< \\ 跳舞"+a,
" *_c_*"+a+
" |"+a+
" \>\\ 跳舞"+a,
" *_c_*"+a+
" |__"+a+
" \> 跳舞"+a,
" *_c_*"+a+
" __|__"+a+
" 跳舞"+a,
""+a+
" *_c_*"+a+
" __)__ 跳舞"+a,
""+a+
" *\\c/*"+a+
" __)__ 跳舞"+a
);
varx=0;
functiontick() {
document.animation.cheerleader.value= " " + a +
tl[x];
x++;
if (x!= max)
setTimeout("tick()",200);
else
x =0;
}
// End -->
</script>
<formname=animation>
<textareaname=cheerleader rows=5 cols=20&rt;</textarea&rt;
<br>
<inputtype=button value="Start Again" onClick ="javascript:tick()">
</form>
第二步:把<body>区域中的内容改为:
<BODYbgcolor="#fef4d9" OnLoad="tick()">
鼠标移动代码
<!--将以下代码加入HTML的<Body></Body>之间-->
<DIV id=dot0
style="HEIGHT: 11px; POSITION: absolute; VISIBILITY:hidden; WIDTH: 11px"><IMG
height=11 src="image/bullet2.gif" width=11></DIV>
<DIV id=dot1 style="HEIGHT: 11px; POSITION: absolute;WIDTH: 11px"><IMG
height=11 src="image/bullet2.gif" width=11></DIV>
<DIV id=dot2 style="HEIGHT: 11px; POSITION: absolute;WIDTH: 11px"><IMG
height=11 src="image/bullet2.gif" width=11></DIV>
<DIV id=dot3 style="HEIGHT: 11px; POSITION: absolute;WIDTH: 11px"><IMG
height=11 src="image/bullet2.gif" width=11></DIV>
<DIV id=dot4 style="HEIGHT: 11px; POSITION: absolute;WIDTH: 11px"><IMG
height=11 src="image/bullet2.gif" width=11></DIV>
<DIV id=dot5 style="HEIGHT: 11px; POSITION: absolute;WIDTH: 11px"><IMG
height=11 src="image/bullet2.gif" width=11></DIV>
<DIV id=dot6 style="HEIGHT: 11px; POSITION: absolute;WIDTH: 11px"><IMG
height=11 src="image/bullet2.gif" width=11></DIV>
<SCRIPT language=JavaScript>
var nDots = 7;
var Xpos = 0;
var Ypos = 0;
var DELTAT = .01;
var SEGLEN = 10;
var SPRINGK = 10;
var MASS = 1;
var XGRAVITY = 0;
var YGRAVITY = 50;
var RESISTANCE = 10;
var STOPVEL = 0.1;
var STOPACC = 0.1;
var DOTSIZE = 11;
var BOUNCE = 0.75;
var isNetscape = navigator.appName=="Netscape";
var followmouse = true;
var dots = new Array();
init();
function init()
{
var i = 0;
for (i = 0; i <nDots; i++) {
dots[i] = newdot(i);
}
if (!isNetscape) {
}
for (i = 0; i <nDots; i++) {
dots[i].obj.left = dots[i].X;
dots[i].obj.top= dots[i].Y;
}
if (isNetscape) {
startanimate();
} else {
setTimeout("startanimate()", 1000);
}
}
function dot(i)
{
this.X = Xpos;
this.Y = Ypos;
this.dx = 0;
this.dy = 0;
if (isNetscape) {
this.obj =eval("document.dot" + i);
} else {
this.obj =eval("dot" + i + ".style");
}
}
function startanimate() {
setInterval("animate()", 20);
}
function setInitPositions(dots)
{
var startloc =document.all.tags("LI");
var i = 0;
for (i = 0; i <startloc.length && i < (nDots - 1); i++) {
dots[i+1].X =startloc[i].offsetLeft
startloc[i].offsetParent.offsetLeft - DOTSIZE;
dots[i+1].Y =startloc[i].offsetTop +
startloc[i].offsetParent.offsetTop + 2*DOTSIZE;
}
dots[0].X =dots[1].X;
dots[0].Y =dots[1].Y - SEGLEN;
}
function MoveHandler(e)
{
Xpos = e.pageX;
Ypos = e.pageY;
return true;
}
function MoveHandlerIE() {
Xpos =window.event.x + document.body.scrollLeft;
Ypos =window.event.y + document.body.scrollTop;
}
if (isNetscape) {
document.captureEvents(Event.MOUSEMOVE);
document.onMouseMove = MoveHandler;
} else {
document.onmousemove = MoveHandlerIE;
}
function vec(X, Y)
{
this.X = X;
this.Y = Y;
}
function springForce(i, j, spring)
{
var dx = (dots[i].X- dots[j].X);
var dy = (dots[i].Y- dots[j].Y);
var len =Math.sqrt(dx*dx + dy*dy);
if (len >SEGLEN) {
var springF =SPRINGK * (len - SEGLEN);
spring.X += (dx/ len) * springF;
spring.Y += (dy/ len) * springF;
}
}
function animate() {
var start = 0;
if (followmouse) {
dots[0].X =Xpos;
dots[0].Y =Ypos;
start = 1;
}
for (i = start ; i< nDots; i++ ) {
var spring =new vec(0, 0);
if (i > 0) {
springForce(i-1, i, spring);
}
if (i <(nDots - 1)) {
springForce(i+1, i, spring);
}
var resist =new vec(-dots[i].dx * RESISTANCE,
-dots[i].dy* RESISTANCE);
var accel = new vec((spring.X +resist.X)/MASS + XGRAVITY,
(spring.Y +resist.Y)/ MASS + YGRAVITY);
dots[i].dx +=(DELTAT * accel.X);
dots[i].dy +=(DELTAT * accel.Y);
if(Math.abs(dots[i].dx) < STOPVEL &&
Math.abs(dots[i].dy) < STOPVEL &&
Math.abs(accel.X) < STOPACC &&
Math.abs(accel.Y) < STOPACC) {
dots[i].dx= 0;
dots[i].dy= 0;
}
dots[i].X +=dots[i].dx;
dots[i].Y +=dots[i].dy;
var height, width;
if (isNetscape){
height =window.innerHeight + window.pageYOffset;
width =window.innerWidth + window.pageXOffset;
} else {
height =document.body.clientHeight + document.body.scrollTop;
width =document.body.clientWidth + document.body.scrollLeft;
}
if (dots[i].Y>= height - DOTSIZE - 1) {
if(dots[i].dy > 0) {
dots[i].dy = BOUNCE * -dots[i].dy;
}
dots[i].Y =height - DOTSIZE - 1;
}
if (dots[i].X>= width - DOTSIZE) {
if(dots[i].dx > 0) {
dots[i].dx = BOUNCE * -dots[i].dx;
}
dots[i].X =width - DOTSIZE - 1;
}
if (dots[i].X< 0) {
if(dots[i].dx < 0) {
dots[i].dx = BOUNCE * -dots[i].dx;
}
dots[i].X =0;
}
dots[i].obj.left = dots[i].X;
dots[i].obj.top= dots[i].Y;
}
}
</SCRIPT>