java 俄罗斯方块简易_一个简单的Java版俄罗斯方块

package com.hiyo.app.game;

import java.awt.Button;

import java.awt.Canvas;

import java.awt.Color;

import java.awt.Dimension;

import java.awt.Frame;

import java.awt.Graphics;

import java.awt.GridLayout;

import java.awt.Insets;

import java.awt.Label;

import java.awt.Panel;

import java.awt.TextField;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import java.awt.event.WindowAdapter;

import java.awt.event.WindowEvent;

import java.awt.event.WindowListener;

//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(new Command(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(new Command(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(new Command(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(new Command(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[i][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[i][j]);

}

// 画方块的方法

public void drawUnit(int row, int col, int type) {

scrArr[row][col] = type;

Graphics g = getGraphics();

switch (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[i][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[i][j] == 0)

drawUnit(k - 1, j, 0);

else

drawUnit(k - 1, j, 2);

scrArr[k - 1][j] = scrArr[i][j];

}

}

for (int i = k - 1; i < rowNum; i++) {

for (int j = 0; j < columnNum; j++) {

drawUnit(i, j, 0);

scrArr[i][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;

switch (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) {

switch (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);

}

}

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