最终效果图:
核心实现代码:
- /**
- *
- * @author charles.wang
- * @created Apr 12, 2011 7:07:19 PM
- * Description:创建一个俄罗斯方块类
- */
- public class RussiaBlock extends JPanel implements KeyListener {
- private int blockType; // blockType 代表方块类型
- private int score = 0;
- private int turnState; // turnState代表方块状态
- 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,用随机数生成
- 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,不用我说了吧,就是方块的2个侧边和底边
- public void drawwall() {
- for (i = 0; i < 12; i++) {
- //map[i][0] = 2;
- 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
- public RussiaBlock()
- {
- newblock(); //随机数生成当前方块
- newmap(); //初始化新地图
- drawwall(); //画方块的底边和侧边
- Timer timer = new Timer(1000, new TimerListener()); //创建一个定时器
- timer.start();
- }
- // 旋转的方法
- // 其实更好的方案是利用状态机模式,用4个专门的类来代表4个状态,不过简单起见,我们这里就用简单变量表示
- public void turn() {
- int tempturnState = turnState;
- turnState = (turnState + 1) % 4; //+1后对4取模,来跳到下一个状态
- if (blow(x, y, blockType, turnState) == 1) {
- }
- if (blow(x, y, blockType, turnState) == 0) {
- turnState = tempturnState;
- }
- repaint();
- }
- // 左移的方法
- // 左移则起始横坐标少1
- 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
- // x,y 表示当前位置
- // blockType 表示方块类型
- // turnState 表示方块状态
- 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++) {
- //这个判断表示不合法,
- 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) {
- //分数累加10
- score += 10;
- //把整个除底层以外的行全部下移1格
- 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) {
- //填充目前位置
- 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("Kevin是老大,", 125, 50);
- g.drawString("Sandro是小猪。", 125, 70);
- g.drawString("Tony是牛人,", 125, 90);
- g.drawString("Gabriel是探险家。", 125, 110);
- g.drawString("Andrew是求知者,", 125, 130);
- g.drawString("Eddy是小弟。", 125, 150);
- g.drawString("Niki是外交家,", 125, 170);
- g.drawString("Charles是打酱油的。", 125, 190);
- }
- // 键盘监听
- // 扑捉小键盘区的 上 下 左 右 键
- 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;
- }
- ;
- }
- }
- }
包装为Swing应用的封装代码:
- /**
- *
- * @author charles.wang
- * @created Apr 12, 2011 7:06:04 PM
- * Description: 俄罗斯方块测试类
- */
- public class RussiaBlockDemo extends JFrame {
- public RussiaBlockDemo() {
- RussiaBlock a = new RussiaBlock();
- addKeyListener(a);
- add(a);
- }
- public static void main(String[] args) {
- RussiaBlockDemo frame = new RussiaBlockDemo();
- 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("无聊的公司-俄罗斯方块内测版");
- // frame.setUndecorated(true);
- frame.setVisible(true);
- frame.setResizable(false);
- }
- }
本文转自 charles_wang888 51CTO博客,原文链接:http://blog.51cto.com/supercharles888/840167,如需转载请自行联系原作者