【Java】俄罗斯方块小游戏(附源码)


一、最终效果

在这里插入图片描述

二、功能需求

1、 在二维平面里面用各种随机产生的方块堆积木,每满一行消去一行,当达到顶部时,游戏结束。
2、 通过方向键来控制方块转动,左移,右移和直落。
3、 方块下落统一设置蓝色,接触底部变粉色。
4、 计算分数,分数是由方块的类型决定的,每堆积一个方块就把分数累加到总分中。
5、 游戏有开始、重新开始、降低提高级数(速度)、暂停、退出

二、程序实现

这个是最基础的方块素材
在这里插入图片描述

package 俄罗斯方块;

import java.awt.*;
import java.awt.event.*;
import javax.swing.*; 
import java.applet.*;
import java.lang.String.*;
import java.lang.*;
import java.io.*;

public class Block extends JPanel implements ActionListener,KeyListener//应该是继承JPanel
{
	static Button but[] = new Button[6];
	static Button noStop = new Button("取 消 暂 停");
	static Label scoreLab = new Label("分数:");
	static Label infoLab = new Label("提示:");
	static Label speedLab = new Label("级数:");
	static Label scoreTex = new Label("0");
	static Label infoTex = new Label(" ");
	static Label speedTex = new Label("1");
	
	static JFrame jf = new JFrame();
	static MyTimer timer; 
	static ImageIcon icon=new ImageIcon("resource/Block.jpg");
	static JMenuBar mb = new JMenuBar();
	static JMenu menu0 = new JMenu("游  戏 ");
	static JMenu menu1 = new JMenu("帮  助 ");
	static JMenuItem mi0 = new JMenuItem("新 游 戏");
	static JMenuItem mi1 = new JMenuItem("退  出");
	static JMenuItem mi1_0 = new JMenuItem("关  于");
   static JDialog dlg_1;
	static JTextArea dlg_1_text = new JTextArea();
	static int startSign = 0;//游戏开始标志 0 未开始 1 开始 2 暂停
	static String butLab[] = {"开 始 游 戏","重 新 开 始","降 低 级 数","提 高 级 数","游 戏 暂 停","退 出 游 戏"};
	static int game_body[][] = new int[19][10];
	static int game_sign_x[] = new int[4];//用于记录4个方格的水平位置
	static int game_sign_y[] = new int[4];//用于记录4个方格的垂直位置
	static boolean downSign = false;//是否落下
	static int blockNumber = 1;//砖块的编号
	static int gameScore = 0;//游戏分数
	static int speedMark = 1;
	
	public static void main(String args[]) 
	{
		Block myBlock = new Block();
		mb.add(menu0);
		mb.add(menu1);
		menu0.add(mi0);
		menu0.add(mi1);
		menu1.add(mi1_0);
	    jf.setJMenuBar(mb);	
	    
	    myBlock.init();
	    jf.add(myBlock);
	    jf.setSize(565,501);
		jf.setResizable(false);
		jf.setTitle("俄罗斯方块");
		jf.setIconImage(icon.getImage());
		jf.setLocation(200,100);
		jf.show();
		timer = new MyTimer(myBlock); //启动线程
       timer.setDaemon(true); 
       timer.start();
       timer.suspend();
	}
	public void init()
	{
   	setLayout(null);
   	for(int i = 0;i < 6;i++)
   	{
   		but[i] = new Button(butLab[i]);
   		add(but[i]);
   		but[i].addActionListener(this);
   		but[i].addKeyListener(this);
   		but[i].setBounds(360,(240 + 30 * i),160,25);
   	}
       
       add(scoreLab);
       add(scoreTex);
       add(speedLab);
       add(speedTex);
       add(infoLab);
       add(infoTex);
       add(scoreLab);
       scoreLab.setBounds(320,15,30,20);
       scoreTex.setBounds(360,15,160,20);
		scoreTex.setBackground(Color.white);
		speedLab.setBounds(320,45,30,20);
		speedTex.setBounds(360,45,160,20);
		speedTex.setBackground(Color.white);
		
		but[1].setEnabled(false);
		but[4].setEnabled(false);
		
		infoLab.setBounds(320,75,30,20);
		infoTex.setBounds(360,75,160,20);
		infoTex.setBackground(Color.white);
		noStop.setBounds(360,360,160,25);
		noStop.addActionListener(this);
		noStop.addKeyListener(this);
		mi0.addActionListener(this);
		mi1.addActionListener(this);
		mi1_0.addActionListener(this);
		num_csh_game();
		rand_block();
   }
   
   public void actionPerformed(ActionEvent e)
   {
   	if(e.getSource() == but[0])//开始游戏
   	{
   		startSign = 1;
   		infoTex.setText("游戏已经开始!");
   		but[0].setEnabled(false);
   		but[1].setEnabled(true);
		    but[4].setEnabled(true);
		    timer.resume(); 
   	}
   	if(e.getSource() == but[1]||e.getSource() == mi0)//重新开始游戏
   	{
   		startSign = 0;
   		gameScore = 0;
   		timer.suspend();
   		num_csh_restart();
   		repaint();
   		rand_block();
   		scoreTex.setText("0");
   		infoTex.setText("新游戏!");
   		but[0].setEnabled(true);
   		but[1].setEnabled(false);
		    but[4].setEnabled(false);
   	}
   	if(e.getSource() == but[2])//降低级数
   	{
   		infoTex.setText("降低级数!");
   		speedMark--;
   		if(speedMark <= 1)
   		{
   			speedMark = 1;
   			infoTex.setText("已经是最低级数!");
   		}
   		speedTex.setText(speedMark + "");
   	}
   	if(e.getSource() == but[3])//提高级数
   	{
   		infoTex.setText("提高级数!");
   		speedMark++;
   		if(speedMark >= 9)
   		{
   			speedMark = 9;
   			infoTex.setText("已经是最高级数!");
   		}
   		speedTex.setText(speedMark + "");
   	}
   	if(e.getSource() == but[4])//游戏暂停
   	{
   		this.add(noStop);
   		this.remove(but[4]);
   		infoTex.setText("游戏暂停!");
   		timer.suspend();
   	}
   	if(e.getSource() == noStop)//取消暂停
   	{
   		this.remove(noStop);
   		this.add(but[4]);
   		infoTex.setText("继续游戏!");
   		timer.resume();
   	}
   	if(e.getSource() == but[5]||e.getSource() == mi1)//退出游戏
   	{
   		jf.dispose();
   	}
   	if(e.getSource() == mi1_0)//退出游戏
   	{
   		dlg_1 = new JDialog(jf,"关 于");
		    try{
		    	FileInputStream io = new FileInputStream("resource/guanyu.txt");//得到路径
		        byte a[] = new byte[io.available()];
		        io.read(a);
		        io.close();
		        String str = new String(a);
		        dlg_1_text.setText(str);
		        }
		        catch(Exception g){}
		        dlg_1_text.setEditable(false);
   		    dlg_1.add(dlg_1_text);
			    dlg_1.pack();
               dlg_1.setResizable(false);
               dlg_1.setSize(200, 120);
               dlg_1.setLocation(400, 240);
               dlg_1.show();
   	}
   }
   
   public void rand_block()//随机产生砖块
   {
   	int num;
		num = (int)(Math.random() * 6) + 1;//产生0~6之间的随机数
		blockNumber = num;
		switch(blockNumber)
		{
			case 1: block1(); blockNumber = 1; break;
			case 2: block2(); blockNumber = 2; break;
			case 3: block3(); blockNumber = 3; break;
			case 4: block4(); blockNumber = 4; break;
			case 5: block5(); blockNumber = 5; break;
			case 6: block6(); blockNumber = 6; break;
			case 7: block7(); blockNumber = 7; break;
		}
   } 
   
   public void change_body(int blockNumber)//改变砖块状态
   {
   	dingwei();
   	if(blockNumber == 1&&downSign == false)//变换长条2种情况
   	{
   		if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[3] <= 16)//说明长条是横着的
   		{
   			if(game_body[game_sign_y[0] - 1][game_sign_x[0] + 1] != 2&&game_body[game_sign_y[3] + 2][game_sign_x[3] - 2] != 2)
   			{
   				num_csh_game();
   			    game_body[game_sign_y[0] - 1][game_sign_x[0] + 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1]] = 1;
   			    game_body[game_sign_y[2] + 1][game_sign_x[2] - 1] = 1;
   			    game_body[game_sign_y[3] + 2][game_sign_x[3] - 2] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   		if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] >= 1&&game_sign_x[3] <= 7)//说明长条是竖着的
   		{
   			if(game_body[game_sign_y[0] + 1][game_sign_x[0]-1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3] + 2] != 2)
   			{
   				num_csh_game();
   			    game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1]]=1;
   			    game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] = 1;
   			    game_body[game_sign_y[3] - 2][game_sign_x[3] + 2] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   	}
   	if(blockNumber == 3&&downSign == false)//变换转弯1有4种情况
   	{
   		if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] == game_sign_x[2]&&game_sign_y[2] == game_sign_y[3]&&game_sign_x[0] >= 1)
   		{
   			if(game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2)
   			{
   			    num_csh_game();
   			    game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1]] = 1;
   			    game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] = 1;
   			    game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   		if(game_sign_y[1] == game_sign_y[2]&&game_sign_y[2] == game_sign_y[3]&&game_sign_x[0] == game_sign_x[3]&&game_sign_y[1] <= 17)
   		{
   			if(game_body[game_sign_y[0]][game_sign_x[0] - 2] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0]][game_sign_x[0] - 2] = 1;	
   			    game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2]] = 1;
   			    game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   		if(game_sign_x[1] == game_sign_x[2]&&game_sign_x[1] == game_sign_x[3]&&game_sign_y[0] == game_sign_y[1]&&game_sign_x[3] <= 8)
   		{
   			if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;	
   			    game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2]] = 1;
   			    game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   		if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[0] == game_sign_x[3])
   		{
   			if(game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] != 2&&game_body[game_sign_y[3]][game_sign_x[3] + 2] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1]] = 1;
   			    game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;
   			    game_body[game_sign_y[3]][game_sign_x[3] + 2] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   	}
   	if(blockNumber == 4&&downSign == false)//变换转弯2有4种情况
   	{
   		if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] == game_sign_x[3]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[3] <= 7)
   		{
   			if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3]][game_sign_x[3] + 2] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;
   			    game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2]] = 1;
   			    game_body[game_sign_y[3]][game_sign_x[3] + 2] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   		if(game_sign_y[1] == game_sign_y[2]&&game_sign_y[1] == game_sign_y[3]&&game_sign_x[0] == game_sign_x[2])
   		{
   			if(game_body[game_sign_y[1]][game_sign_x[1] + 2] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0]][game_sign_x[0]] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1] + 2] = 1;
   			    game_body[game_sign_y[2] - 1][game_sign_x[2] + 1] = 1;
   			    game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   		if(game_sign_x[0] == game_sign_x[2]&&game_sign_x[0] == game_sign_x[3]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[0] >= 2)
   		{
   			if(game_body[game_sign_y[0]][game_sign_x[0] - 2] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2)
   			{
       			num_csh_game();
   		    	game_body[game_sign_y[0]][game_sign_x[0] - 2] = 1;
   		    	game_body[game_sign_y[1]][game_sign_x[1]] = 1;
   		    	game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;
   			    game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   		if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[0] == game_sign_y[2]&&game_sign_x[1] == game_sign_x[3]&&game_sign_y[0] <= 16)
   		{
   			if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] != 2&&game_body[game_sign_y[2]][game_sign_x[2] - 2] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;
   			    game_body[game_sign_y[1] + 1][game_sign_x[1] - 1] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2] - 2] = 1;
   			    game_body[game_sign_y[3]][game_sign_x[3]] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}	
   		}
   	}
   	if(blockNumber == 5&&downSign == false)//变换转弯3有4种情况
   	{
   		if(game_sign_x[0] == game_sign_x[2]&&game_sign_x[2] == game_sign_x[3]&&game_sign_y[0] == game_sign_y[1]&&game_sign_x[1] >= 2)
   		{
   			if(game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] != 2&&game_body[game_sign_y[1]][game_sign_x[1] - 2] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1] - 2] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2]] = 1;
   			    game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   		if(game_sign_y[1] == game_sign_y[2]&&game_sign_y[2] == game_sign_y[3]&&game_sign_x[0] == game_sign_x[1]&&game_sign_y[0] <= 16)
   		{
   			if(game_body[game_sign_y[0] + 2][game_sign_x[0]] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] != 2)
   			{
      			    num_csh_game();
   			    game_body[game_sign_y[0] + 2][game_sign_x[0]] = 1;
   		     	game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;
   		    	game_body[game_sign_y[2]][game_sign_x[2]] = 1;
   			    game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   		if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[1] == game_sign_x[3]&&game_sign_y[2] == game_sign_y[3])
   		{
   			if(game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] != 2&&game_body[game_sign_y[2]][game_sign_x[2] + 2] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1]] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2] + 2] = 1;
   			    game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   		if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[1] == game_sign_y[2]&&game_sign_x[2] == game_sign_x[3])
   		{
   			if(game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] != 2&&game_body[game_sign_y[3] - 2][game_sign_x[3]] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 1][game_sign_x[0] + 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1]] = 1;
   			    game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;
   			    game_body[game_sign_y[3] - 2][game_sign_x[3]] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   	}
   	if(blockNumber == 6&&downSign == false)//变换两层砖块1的2种情况
   	{
   		if(game_sign_x[0] == game_sign_x[2]&&game_sign_x[0] >= 2)
   		{
   			if(game_body[game_sign_y[0]][game_sign_x[0] - 2] != 2&&game_body[game_sign_y[2] - 1][game_sign_x[2] -1 ] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0]][game_sign_x[0] - 2] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1]] = 1;
   			    game_body[game_sign_y[2] - 1][game_sign_x[2] - 1] = 1;
   			    game_body[game_sign_y[3] - 1][game_sign_x[3] + 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   		if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[3] <= 17)
   		{
   			if(game_body[game_sign_y[0]][game_sign_x[0] + 2] != 2&&game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] + 1][game_sign_x[3] - 1] != 2)
   			{
      			    num_csh_game();
   			    game_body[game_sign_y[0]][game_sign_x[0] + 2] = 1;
   			    game_body[game_sign_y[1] + 1][game_sign_x[1] + 1] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2]] = 1;
   			    game_body[game_sign_y[3] + 1][game_sign_x[3] - 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   	}
   	if(blockNumber == 7&&downSign == false)//变换两层砖块2的2种情况
   	{
   		if(game_sign_x[0] == game_sign_x[1]&&game_sign_x[0] <= 16)
   		{
   			if(game_body[game_sign_y[0]][game_sign_x[0] + 2] != 2&&game_body[game_sign_y[1] - 1][game_sign_x[1] + 1] != 2&&game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0]][game_sign_x[0] + 2] = 1;
   			    game_body[game_sign_y[1] - 1][game_sign_x[1] + 1] = 1;
   			    game_body[game_sign_y[2]][game_sign_x[2]] = 1;
   			    game_body[game_sign_y[3] - 1][game_sign_x[3] - 1] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   		if(game_sign_y[0] == game_sign_y[1]&&game_sign_y[2] <= 17)
   		{
   			if(game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] != 2&&game_body[game_sign_y[1]][game_sign_x[1] - 2] != 2&&game_body[game_sign_y[2] + 1][game_sign_x[2] + 1] != 2)
   			{
       			num_csh_game();
   			    game_body[game_sign_y[0] + 1][game_sign_x[0] - 1] = 1;
   			    game_body[game_sign_y[1]][game_sign_x[1] - 2] = 1;
   			    game_body[game_sign_y[2] + 1][game_sign_x[2] + 1] = 1;
   			    game_body[game_sign_y[3]][game_sign_x[3]] = 1;
   			    infoTex.setText("游戏进行中!");
   			    repaint();
   			}
   		}
   	}
   }
   
   public void num_csh_game()//数组清零
   {
   	for(int i = 0;i < 19;i++)
   	{
   		for(int j = 0;j < 10;j++)
   		{
   			if(game_body[i][j] == 2)
   			{
   				game_body[i][j] = 2;
   			}
   			else
   			{
   				game_body[i][j] = 0;
   			}
   		}
   	}
   }
   
   public void num_csh_restart()//重新开始时数组清零
   {
   	for(int i = 0;i < 19;i++)
   	{
   		for(int j = 0;j < 10;j++)
   		{
   			game_body[i][j] = 0;
   		}
   	}
   }
   
   public void keyTyped(KeyEvent e){}    
   
   public void keyPressed(KeyEvent e)
   {
   	if(e.getKeyCode() == KeyEvent.VK_DOWN&&startSign == 1)//处理下键
   	{
   		this.down();
   	}
   	if(e.getKeyCode() == KeyEvent.VK_LEFT&&startSign == 1)//处理左键
   	{
   		this.left();
   	}
   	if(e.getKeyCode() == KeyEvent.VK_RIGHT&&startSign == 1)//处理右键
   	{
   		this.right();
   	}
   	if(e.getKeyCode() == KeyEvent.VK_UP&&startSign == 1)//处理上键转换
   	{
   		this.change_body(blockNumber);
   	}
   	if(startSign == 0)
   	{
   		infoTex.setText("游戏未开始或已结束!");
   	}
   }
   
   public void keyReleased(KeyEvent e){}
   
   public void paint(Graphics g)
	{
		g.setColor(Color.black);
		g.fill3DRect(0,0,300,450,true);
		for(int i = 0;i < 19;i++)
		{
			for(int j = 0;j < 10;j++)
			{
				if(game_body[i][j] == 1)
				{
				    g.setColor(Color.blue);
		            g.fill3DRect(30*j,30*(i-4),30,30,true);
				}
				if(game_body[i][j] == 2)
				{
				    g.setColor(Color.magenta);
		            g.fill3DRect(30*j,30*(i-4),30,30,true);
				}
			}
		}	
	}
	
	public void left()//向左移动
	{
		int sign = 0;
		dingwei();
		for(int k = 0;k < 4;k++)
		{
			if(game_sign_x[k] == 0||game_body[game_sign_y[k]][game_sign_x[k] - 1] == 2)
			{
				sign = 1;
			}
		}
		if(sign == 0&&downSign == false)
		{
			num_csh_game();
			for(int k = 0;k < 4;k++)
		    {
		    	game_body[game_sign_y[k]][game_sign_x[k] - 1] = 1;
		    }
		    infoTex.setText("向左移动!");
		    repaint();
		}
	}
	
	public void right()//向右移动
	{
		int sign = 0;
		dingwei();
		for(int k = 0;k < 4;k++)
		{
			if(game_sign_x[k] == 9||game_body[game_sign_y[k]][game_sign_x[k] + 1] == 2)
			{
				sign = 1;
			}
		}
		if(sign == 0&&downSign == false)
		{
			num_csh_game();
			for(int k = 0;k < 4;k++)
		    {
		    	game_body[game_sign_y[k]][game_sign_x[k] + 1] = 1;
		    }
		    infoTex.setText("向右移动!");
		    repaint();
		}
	}
	
	public void down()//下落
	{
		int sign = 0;
		dingwei();
		for(int k = 0;k < 4;k++)
		{
			if(game_sign_y[k] == 18||game_body[game_sign_y[k] + 1][game_sign_x[k]] == 2)
			{
				sign = 1;
				downSign = true;
				changeColor();
				cancelDW();
				getScore();
				if(game_over() == false)
				{
				    rand_block();
				    repaint();
				}
			}
		}
		if(sign == 0)
		{
			num_csh_game();
		    for(int k = 0;k < 4;k++)
		    {
		        game_body[game_sign_y[k] + 1][game_sign_x[k]] = 1;
		    }
		    infoTex.setText("游戏进行中!");
		    repaint();
		}
	}
	
	public boolean game_over()//判断游戏是否结束
	{
		int sign=0;
		for(int i = 0;i < 10;i++)
		{
			if(game_body[4][i] == 2)
			{
				sign = 1;
			}
		}
		if(sign == 1)
		{
			infoTex.setText("游戏结束!");
			changeColor();
			repaint();
			startSign = 0;
			timer.suspend();
			return true;
		}
		else
		return false;
	}
	
	public void getScore()//满行消除方法
	{
		for(int i = 0;i < 19;i++)
		{
			int sign = 0;
			for(int j = 0;j < 10;j++)
			{
				if(game_body[i][j] == 2)
				{
					sign++;
				}
			}
			if(sign == 10)
			{
				gameScore += 100;
				scoreTex.setText(gameScore+"");
				infoTex.setText("恭喜得分!");
				for(int j = i;j >= 1;j--)
				{
					for(int k = 0;k < 10;k++)
				    {
					    game_body[j][k] = game_body[j - 1][k];
				    }
				}
			}
		}
	}
		
	public void changeColor()//给已经落下的块换色
	{
		downSign = false;
		for(int k = 0;k < 4;k++)
		{
		    game_body[game_sign_y[k]][game_sign_x[k]] = 2;
		}
	}
	
	public void dingwei()//确定其位置
	{
		int k = 0;
		cancelDW();
		for(int i = 0;i < 19;i++)
		{
			for(int j = 0;j < 10;j++)
			{
				if(game_body[i][j] == 1)
				{
					game_sign_x[k] = j;
					game_sign_y[k] = i;
					k++;
				}
			}
		}
	}
	
	public void cancelDW()//将定位数组初始化
	{
		for(int k = 0;k < 4;k++)
		{
			game_sign_x[k] = 0;
			game_sign_y[k] = 0;
		}
	}
	
	public void block1()//长条
	{
		game_body[0][4] = 1;
		game_body[1][4] = 1;
		game_body[2][4] = 1;
		game_body[3][4] = 1;
	}
	
	public void block2()//正方形
	{
		game_body[3][4] = 1;
		game_body[2][4] = 1;
		game_body[3][5] = 1;
		game_body[2][5] = 1;
	}
	public void block3()//3加1(下)
	{
		game_body[1][4] = 1;
		game_body[2][4] = 1;
		game_body[3][4] = 1;
		game_body[3][5] = 1;
	}
	public void block4()//3加1(中)
	{
		game_body[1][4] = 1;
		game_body[2][4] = 1;
		game_body[3][4] = 1;
		game_body[2][5] = 1;
	}
	public void block5()//3加1(上)
	{
		game_body[1][4] = 1;
		game_body[2][4] = 1;
	    game_body[3][4] = 1;
		game_body[1][5] = 1;
	}
	public void block6()//转折1
	{
		game_body[1][5] = 1;
		game_body[2][5] = 1;
		game_body[2][4] = 1;
		game_body[3][4] = 1;
	}
	public void block7()//转折2
	{
		game_body[1][4] = 1;
		game_body[2][4] = 1;
		game_body[2][5] = 1;
		game_body[3][5] = 1;
	}
}

//定时线程 
class MyTimer extends Thread
{
	Block myBlock; 
   public MyTimer(Block myBlock)
   {
   	this.myBlock = myBlock;
   }
   public void run()
   {
       while(myBlock.startSign == 1)
       {
       	try{
       	    sleep((10-myBlock.speedMark + 1)*100); 
       	    myBlock.down();
           }
           catch(InterruptedException e){}
       } 
  }
} 



备注:上键变换方向


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Java俄罗斯方块】 增加保存配置信息到文件的功能,声音设置、显示设置、关卡选择等配置信息在修改后将会保存在jar包同级目录下(以jar相同的文件名+.cfg后缀保存) 2010-10-05 【Java俄罗斯方块】 这个程序是用Java开发的,需要安装JRE,应该不会说了吧 运行方式,也应该不会说了吧 解压,tetris.zhh.1.1.jar --> 右键 --> 打开方式 --> 点Java有关的那个选项 或者 开始 --> 运行 --> cmd --> 转到解压目录 --> java -jar tetris.zhh.1.1.jar 【菜单选项】 也做了不少菜单选项 可自定义控制键,可设置单色彩色显示,可设置网格是否显示网格 关卡有三组选择: 标准关卡:难度中等,7种基本形状,共分2级,50000分一级,速度递增,下落一格的速度每2000分减少10毫秒 速度关卡:难度较大,7种基本形状,共分10级,10000分一级,速度快且随着分数的增加而递增 复杂性关卡:难度较大,共分10级,8000分一级,随着级别越高复杂度越来越大,会出现随机填充的障碍物,以及难以应付的复杂形状,到第4级以后会出现16种基本形状,够你难受的了 【已知Bug】 1. 偶尔会出在现形状下落的过程中形状的某一块没有被擦除掉,原因不明 可能原因为,程序在刷新视图时并没有全部擦除重画,只是根据形状在上一次的显示位置将这一小块重画了一个空块以覆盖 仔细测试过,后台明明执行了这个过程,视图却没有被擦除掉,不知是不是JDK的问题 2. 一直按住回车键,程序将在开始游戏和结束游戏之间不停切换,偶尔会出现蒙层未盖住形状的问题 蒙层:程序会在游戏暂停时蒙上一层淡蓝色,而在游戏停止时蒙上一层淡红色 【关于俄罗斯方块游戏】 游戏简介 俄罗斯方块是一款益智方块类游戏, 这款游戏最初是由苏联的电脑科学家帕吉特诺夫(Alex Pajitnov)于1985年制作的, 作者给了他一个源自希腊字4(tetra)的名字Tetris。 1989年由任天堂于发行GameBoy版,推出后风靡全球,成为益智方块类型游戏中知名度最高的一款。 它看似简单但却变化无穷,上手极其容易,但是要熟练地掌握其中的操作与摆放技巧,难度却不低。 玩法简介 游戏具有一个用于摆放小方块的平面虚拟场地, 一组由几个小方块组成的规则形状(Tetromino), 游戏每次随机输出一种形状到场地顶部,自动以一定的速度下落, 用户在形状的过程中可以控制形状的左右移动及旋转以将形状填充到场地中, 直至形状下落至场地底部或被场地中已有的方块阻挡而不能再下落, 游戏再次输出一个形状,周而复始。 如果这次填充将场地的一行或多行完全填满,则组成这些行的所有方块将被消除, 并且以此来换取一定的积分奖励, 而未被消除的方块会一直累积,并对后来的形状摆放造成各种影响, 如果下一个形状的输出位置已经被未消除的方块所占据,则游戏结束。
以下是Java实现俄罗斯方块小游戏的基本步骤: 1.创建一个游戏区域,可以使用二维数组来表示,数组中的每个元素代表一个方块的状态,0表示该位置为空,1表示该位置有方块。 2.创建不同形状的方块,可以使用二维数组来表示,数组中的每个元素代表方块的状态,0表示该位置为空,1表示该位置有方块。 3.将方块放置在游戏区域的顶部,让方块开始下落。 4.通过键盘监听器来监听玩家的操作,根据玩家的操作来移动方块或旋转方块。 5.当方块到达底部或着陆在其他方块上时,将方块的状态更新到游戏区域中,并检查是否有可以消除的行。 6.如果有可以消除的行,则将该行删除,并将上面的方块下移一行。 7.重复步骤3-6,直到游戏结束。 以下是一个简单的Java俄罗斯方块小游戏代码示例: ```java // 创建游戏区域 int[][] gameArea = new int[20][10]; // 创建方块 int[][] block = {{1, 1}, {1, 1}}; // 将方块放置在游戏区域的顶部 int blockX = 0; int blockY = 0; // 监听键盘操作 addKeyListener(new KeyAdapter() { public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_LEFT: // 向左移动方块 if (canMoveLeft(blockX, blockY, block, gameArea)) { blockX--; } break; case KeyEvent.VK_RIGHT: // 向右移动方块 if (canMoveRight(blockX, blockY, block, gameArea)) { blockX++; } break; case KeyEvent.VK_DOWN: // 加速下落方块 if (canMoveDown(blockX, blockY, block, gameArea)) { blockY++; } break; case KeyEvent.VK_UP: // 旋转方块 int[][] newBlock = rotateBlock(block); if (canMove(blockX, blockY, newBlock, gameArea)) { block = newBlock; } break; } } }); // 方块下落 while (canMoveDown(blockX, blockY, block, gameArea)) { blockY++; Thread.sleep(500); // 控制方块下落速度 } // 更新游戏区域 updateGameArea(blockX, blockY, block, gameArea); // 检查是否有可以消除的行 int score = checkRows(gameArea); // 游戏结束 if (isGameOver(gameArea)) { System.out.println("Game Over!"); } // 更新游戏界面 repaint(); ```

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