Java游戏---俄罗斯方块

这个一个简答的俄罗斯方块,纯干货!!!

package cn.hncu.games;

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.Timer;

public class Tetris extends JFrame {
    private TetrisPanel tp;

    public Tetris() {
        // 添加菜单,这里只是意思一下,留待大家自己做更详细的
        // 菜单条
        JMenuBar menubar = new JMenuBar();
        setJMenuBar(menubar);
        // 菜单
        JMenu menuGame = new JMenu("游戏");
        menubar.add(menuGame);
        // 菜单项
        JMenuItem mi1 = new JMenuItem("新游戏");
        mi1.setActionCommand("new");
        JMenuItem mi2 = new JMenuItem("暂停");
        mi2.setActionCommand("pause");
        JMenuItem mi3 = new JMenuItem("继续");
        mi3.setActionCommand("continue");
        JMenuItem mi4 = new JMenuItem("退出");
        mi4.setActionCommand("exit");

        menuGame.add(mi1);
        menuGame.add(mi2);
        menuGame.add(mi3);
        menuGame.add(mi4);

        //菜单项监听
        MenuListener menuListener = new MenuListener();
        mi1.addActionListener(menuListener);
        mi2.addActionListener(menuListener);
        mi3.addActionListener(menuListener);
        mi4.addActionListener(menuListener);

        // 版本菜单
        JMenu menuHelp = new JMenu("帮助");
        menubar.add(menuHelp);
        menuHelp.add("版本所有@湖南城院 QQ:666688888");


        setLocation(700, 200);
        setDefaultCloseOperation(EXIT_ON_CLOSE);
        setSize(220, 275);
        setResizable(false);
        tp = new TetrisPanel();
        getContentPane().add(tp);

        // 让整个画布添加键盘监听
        // tp.addKeyListener(tp.listener);//不行,画布不方便获得键盘焦点
        this.addKeyListener(tp.listener); // 让框架来监听键盘
    }

    public static void main(String[] args) {
        Tetris te = new Tetris();
        te.setVisible(true);
    }

    class MenuListener implements ActionListener {
        @Override
        public void actionPerformed(ActionEvent e) {
            if(e.getActionCommand().equalsIgnoreCase("new")){
                getContentPane().remove(tp);
                tp = new TetrisPanel();
                getContentPane().add(tp);
                getContentPane().validate();//校验当前容器,有刷新功能              
            }else if(e.getActionCommand().equalsIgnoreCase("pause")){
                tp.getTimer().stop();
            }else if(e.getActionCommand().equalsIgnoreCase("continue")){
                tp.getTimer().restart();
            }else if(e.getActionCommand().equalsIgnoreCase("exit")){
                System.exit(0);
            }
        }
    }
}

class TetrisPanel extends JPanel {
    private int map[][] = new int[13][23];// map[列号][行号]。真正的方块区是:21行*10列。边框(2列,1行)

    // 方块的形状:
    // 第一维代表方块类型(包括7种:S、Z、L、J、I、O、T)
    // 第二维代表旋转次数
    // 第三四维代表方块矩阵
    // shapes[type][turnState][i] i--> block[i/4][i%4]
    int shapes[][][] = new int[][][] {
    /*
     * 模板 { {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0,
     * 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0,
     * 0,0,0,0} }
     */
            // I (※把版本1中的横条从第1行换到第2行)
            { { 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, 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 } },
            // Z 第3行: shapes[2][2][]
            { { 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 } } };

    private int type;
    private int turnState;
    private int x, y;// 当前块的位置---左上角的坐标
    private int score = 0;
    private Timer timer = null;
    private int delay = 1000;

    TimerListener listener = null;

    public TetrisPanel() {
        newGame();
        nextBlock();

        listener = new TimerListener();
        timer = new Timer(delay, listener);
        timer.start();

    }

    private void newGame() {
        // 初始化游戏地图
        for (int i = 0; i < 12; i++) {
            for (int j = 0; j < 21; j++) {
                if (i == 0 || i == 11) {// 边框
                    map[i][j] = 3;
                } else {
                    map[i][j] = 0;
                }
            }
            map[i][21] = 3;
        }
        score = 0;
    }

    private void nextBlock() {
        type = (int) (Math.random() * 1000) % 7; // type=5;
        turnState = (int) (Math.random() * 1000) % 4; // turnState=3;
        x = 4;
        y = 0;
        if (crash(x, y, type, turnState) == 0) {
            timer.stop();
            int op = JOptionPane.showConfirmDialog(null,
                    "Game Over!....笨蛋,敢再来一局吗?!");
            if (op == JOptionPane.YES_OPTION) {
                newGame();
            } else if (op == JOptionPane.NO_OPTION) {
                System.exit(0);
            }
        }
    }

    private void down() {
        if (crash(x, y + 1, type, turnState) == 0) {// 判断当前块往下落一格后是否和地图存在填充块完全重合---注意实参:y+1
            add(x, y, type, turnState);// 把该块加到地图---形成堆积块
            nextBlock();
        } else {
            y++;
        }
        repaint();
    }

    private void left() {
        if (x >= 0) {
            x -= crash(x - 1, y, type, turnState);
        }
        repaint();
    }

    private void right() {
        if (x < 8) {
            x += crash(x + 1, y, type, turnState);
        }
        repaint();
    }

    private void turn() {
        if (crash(x, y, type, (turnState + 1) % 4) == 1) {
            turnState = (turnState + 1) % 4;
        }
        repaint();
    }

    // 让一个块堆积,其实是把当前块中的填充块信息记录到map[][]中
    private void add(int x, int y, int type, int turnState) {
        for (int a = 0; a < 4; a++) {
            for (int b = 0; b < 4; b++) {
                if (shapes[type][turnState][a * 4 + b] == 1) {
                    map[x + b + 1][y + a] = 1;
                }
            }
        }
        tryDelLine();
    }

    // 消块
    private void tryDelLine() {
        // 从上往下,一行行依次遍历,如果某一行的map[i][j]值全是1,则把这一行消掉---上一行往下落
        for (int b = 0; b < 21; b++) {
            int c = 1;
            for (int a = 0; a < 12; a++) {
                c &= map[a][b];
            }
            if (c == 1) {// 全是1--下落一行
                score += 10;
                for (int d = b; d > 0; d--) {
                    for (int e = 0; e < 11; e++) {
                        map[e][d] = map[e][d - 1];
                    }
                }

                // 更改游戏的难度(加快下落速度)
                delay /= 2;
                timer.setDelay(delay);
            }

        }

    }

    private int crash(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] & map[x + b + 1][y
                        + a]) == 1) {// 和填充块或框架重合,都算碰撞
                    return 0; // 碰撞了---方块的填充块和地图中的填充块完全重合
                }
            }
        }
        return 1;// 没有碰撞
    }

    // 表现层
    @Override
    public void paint(Graphics g) {
        super.paint(g);// 清除残影

        // 画当前块
        for (int j = 0; j < 16; j++) {
            if (shapes[type][turnState][j] == 1) {
                g.setColor(Color.green);
                g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10);
            }
        }

        /*
         * for(int a=0;a<4;a++){ for(int b=0;b<4;b++){
         * if(shapes[type][turnState][a*4+b]==1){ g.fillRect((b+x+1)*10,
         * (a+y)*10, 10, 10); } } }
         */

        // 画地图(整个游戏的方块区和边框)
        for (int i = 0; i < 12; i++) {
            for (int j = 0; j < 22; j++) {
                if (map[i][j] == 1) {
                    g.setColor(Color.red);
                    g.fillRect(i * 10, j * 10, 10, 10);// 填充

                    g.setColor(Color.yellow);
                    g.drawRect(i * 10, j * 10, 10, 10);// 格线
                } else if (map[i][j] == 3) {
                    g.setColor(Color.red);
                    g.drawRect(i * 10, j * 10, 10, 10);
                }
            }
        }

        // 显示分数,同时为版面美观,在界面上再加点东西
        // 画方块区右侧部分
        g.setColor(Color.blue);
        g.setFont(new Font("aa", Font.BOLD, 18));
        g.drawString("score=" + score, 130, 20);

        g.setFont(new Font("aa", Font.PLAIN, 13));
        g.drawString("拒绝盗版游戏", 130, 70);
        g.drawString("注意自我保护", 130, 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);

    }

    class TimerListener extends KeyAdapter implements ActionListener {
        @Override
        public void actionPerformed(ActionEvent e) {
            down();
        }

        @Override
        public void keyPressed(KeyEvent e) {
            // System.out.println("aaaaa");
            switch (e.getKeyCode()) {
            case KeyEvent.VK_DOWN:
                down();
                break;
            case KeyEvent.VK_LEFT:
                left();
                break;
            case KeyEvent.VK_RIGHT:
                right();
                break;
            case KeyEvent.VK_UP:
                turn();
            }
        }

    }

    public Timer getTimer() {
        return timer;
    }
}
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