Java的俄罗斯的代码,java俄罗斯方块源代码
求java编的俄罗斯方块代码! 最好是网络版的!单机版的也好啊!谢谢诶啊
其实java做的俄罗斯方块游戏的源码网上有很多的,我给你一个单击版的吧,希望你喜欢,并且能研究一下,代码如下:
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import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Els extends JFrame implements KeyListener,Runnable
{
public Els()
{
setSize(240,320);
setUndecorated(true);
int H=(int) (this.getToolkit().getScreenSize().height);
int W=(int) (this.getToolkit().getScreenSize().width);
setLocation(W/2-120,H/2-160);
setResizable(false);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void paint(Graphics g)
{
super.paint(g);
Graphics2D g2=(Graphics2D)g;
g2.setColor(Color.darkGray.brighter().brighter());
//绘制小框格
for(int m=192;m=232;m+=10)
{
g2.drawLine(m, 52, m,92);
}
for(int m=52;m=92;m+=10)
{
g2.drawLine(192, m, 232, m);
}
//绘制大框格
for(int m=0;m=180;m+=15)
{
g2.drawLine(m, 0, m, 300);
}
for(int m=0;m=300;m+=15)
{
g2.drawLine(0, m, 180, m);
}
//将值不非0的格子涂黑
for(int i=1;i13;i++)
{
for(int j=0;j20;j++)
{
g2.setColor(Color.DARK_GRAY);
if (o[i][j]!=0) g2.fillRect(15*i-13, 15*j+2, 13, 13);
}
}
//在小框格中绘制下一个的模型
switch(nextMODE)
{
case 0: g2.fillRect(204, 54, 8, 8);
g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 1: g2.fillRect(194, 64, 8, 8);
g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
break;
case 2: g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 84, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 3: g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(224, 74, 8, 8);
break;
case 4: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 5: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
g2.fillRect(224, 74, 8, 8);
break;
case 6: g2.fillRect(204, 54, 8, 8);
g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
break;
case 7: g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(224, 74, 8, 8);
g2.fillRect(224, 64, 8, 8);
break;
case 8: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 84, 8, 8);
break;
case 9: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
break;
case 10: g2.fillRect(204, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 84, 8, 8);
break;
case 11: g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(224, 64, 8, 8);
break;
case 12: g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(204, 84, 8, 8);
break;
case 13: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(214, 74, 8, 8);
g2.fillRect(224, 74, 8, 8);
break;
case 14: g2.fillRect(204, 64, 8, 8);
g2.fillRect(214, 64, 8, 8);
g2.fillRect(204, 74, 8, 8);
g2.fillRect(214, 74, 8, 8);
break;
}
g2.setColor(Color.black);
g2.drawLine(180, 0, 180, 300);
g2.setColor(Color.DARK_GRAY);
g2.drawString("LEVEL", 194, 10);
g2.drawString(""+LEVEL, 210, 28);
g2.drawString("NEXT", 196, 45);
g2.drawString("SCORE",193, 110);
g2.drawString(""+SCORE,205, 130);
g2.drawString("Xiong", 205, 160);
g2.drawString("Xuan", 205, 180);
}
//方块下落的方法
public void down()
{
Y++;
switch(MODE)
{
case 0: o[X+2][Y]=1;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+2][Y+3]++;
o[X+2][Y-1]=0;
break;
case 1: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
o[X][Y]=0;
o[X+1][Y]=0;
o[X+2][Y]=0;
o[X+3][Y]=0;
break;
case 2: o[X+2][Y]=1;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+1][Y+2]++;
o[X+2][Y-1]=0;
o[X+1][Y+1]=0;
break;
case 3: o[X][Y]=1;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X][Y-1]=0;
//o[X][Y]=0;
o[X+1][Y]=0;
o[X+2][Y]=0;
break;
case 4: o[X+1][Y]=1;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
break;
case 5: o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X][Y-1]=0;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
break;
case 6: o[X+1][Y]=1;
o[X+1][Y+1]=1;
o[X+1][Y+2]++;
o[X+2][Y+2]++;
o[X+1][Y-1]=0;
//o[X+1][Y]=0;
//o[X+1][Y+1]=0;
o[X+2][Y+1]=0;
break;
case 7: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y]=1;
o[X][Y]=0;
o[X+1][Y]=0;
//o[X+2][Y]=0;
o[X+2][Y-1]=0;
break;
case 8: o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
//o[X+2][Y]=0;
//o[X+2][Y+1]=0;
break;
case 9: o[X+1][Y]=1;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
o[X+3][Y-1]=0;
//o[X+1][Y]=0;
break;
case 10:o[X+1][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+1][Y-1]=0;
//o[X+1][Y]=0;
o[X+2][Y]=0;
//o[X+2][Y+1]=0;
break;
case 11:o[X+2][Y]=1;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y-1]=0;
o[X+3][Y-1]=0;
o[X+1][Y]=0;
//o[X+2][Y]=0;
break;
case 12:o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]=1;
o[X+1][Y]=0;
//o[X+2][Y]=0;
//o[X+1][Y+1]=0;
o[X+2][Y-1]=0;
break;
case 13:o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
//o[X+2][Y]=0;
o[X+3][Y]=0;
break;
case 14:o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+1][Y-1]=0;
o[X+2][Y-1]=0;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
break;
}
//如果碰撞,则自动上升一格
for(int i=0;i13;i++)
{
for(int j=0;j21;j++)
{
if (o[i][j]==2) up();
}
}
}
//方块上升的方法
public void up()
{
Y--;
switch(MODE)
{
case 0: o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+2][Y+3]=1;
o[X+2][Y+4]--;
break;
case 1: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
o[X][Y+2]--;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
o[X+3][Y+2]--;
break;
case 2: o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+1][Y+2]++;
o[X+2][Y+3]--;
o[X+1][Y+3]--;
break;
case 3: o[X][Y]++;
o[X][Y+1]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X][Y+2]--;
//o[X][Y]=0;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
break;
case 4: o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]=1;
o[X+1][Y+3]--;
o[X+2][Y+1]--;
break;
case 5: o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+2]--;
break;
case 6: o[X+1][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]=1;
o[X+2][Y+2]++;
o[X+1][Y+3]--;
//o[X+1][Y]=0;
//o[X+1][Y+1]=0;
o[X+2][Y+3]--;
break;
case 7: o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y]++;
o[X][Y+2]--;
o[X+1][Y+2]--;
//o[X+2][Y]=0;
o[X+2][Y+2]--;
break;
case 8: o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]=1;
o[X+1][Y+1]--;
o[X+2][Y+3]--;
//o[X+2][Y]=0;
//o[X+2][Y+1]=0;
break;
case 9: o[X+1][Y]++;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]=1;
o[X+1][Y+2]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
//o[X+1][Y]=0;
break;
case 10:o[X+1][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+2][Y+2]=1;
o[X+1][Y+2]--;
//o[X+1][Y]=0;
o[X+2][Y+3]--;
//o[X+2][Y+1]=0;
break;
case 11:o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]--;
o[X+1][Y+2]--;
o[X+3][Y+1]--;
//o[X+2][Y]=0;
break;
case 12:o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+1][Y+2]=1;
o[X+2][Y]++;
o[X+2][Y+2]--;
//o[X+2][Y]=0;
//o[X+1][Y+1]=0;
o[X+1][Y+3]--;
break;
case 13:o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+3][Y+1]++;
o[X+1][Y+1]--;
o[X+2][Y+2]--;
//o[X+2][Y]=0;
o[X+3][Y+2]--;
break;
case 14:o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
break;
}
for(int i=0;i20;i++)
{
if (o[1][i]==1
o[2][i]==1
o[3][i]==1
o[4][i]==1
o[5][i]==1
o[6][i]==1
o[7][i]==1
o[8][i]==1
o[9][i]==1
o[10][i]==1
o[11][i]==1
o[12][i]==1
)
{for(int k=1;k=12;k++)
{
for(int j=i;j=1;j--)
{
o[k][j]=o[k][j-1];
}
}
SCORE++;
if(SCORE==5)LEVEL++;
if(SCORE==10)LEVEL++;
}
}
X=5;Y=0;
MODE=nextMODE;
down();
repaint();
nextMODE=(int)(Math.random()*14);
}
public void left()
{
X--;
switch(MODE)
{
case 0:
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
o[X+3][Y]--;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
o[X+3][Y+3]--;
break;
case 1:
o[X][Y+1]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+3][Y+1]=1;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
//o[X+3][Y+1]=0;
o[X+4][Y+1]--;
break;
case 2:
//if(X==-2)X++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]=1;
o[X+1][Y+2]++;
o[X+3][Y]--;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
//o[X+2][Y+2]=0;
break;
case 3: //if(X==-1)X++;
o[X][Y]++;
o[X][Y+1]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+1][Y]--;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
break;
case 4: //if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
//o[X+2][Y]=0;
o[X+3][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
break;
case 5: //if(X==-1)X++;
o[X][Y]++;
o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+2][Y+1]++;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
o[X+3][Y]--;
o[X+3][Y+1]--;
break;
case 6: //if(X==-2)X++;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y+2]=1;
o[X+2][Y]--;
o[X+2][Y+1]--;
//o[X+2][Y+2]=0;
o[X+3][Y+2]--;
break;
case 7: //if(X==-1)X++;
o[X][Y+1]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+2][Y]++;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
o[X+3][Y]--;
break;
case 8: //if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
//o[X+2][Y]=0;
o[X+3][Y]--;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
break;
case 9: //if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+3][Y]=1;
o[X+1][Y+1]++;
//o[X+2][Y]=0;
//o[X+3][Y]=0;
o[X+4][Y]--;
o[X+2][Y+1]--;
break;
case 10://if(X==-2)X++;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+2][Y+2]++;
o[X+2][Y]--;
//o[X+3][Y+1]=0;
o[X+3][Y+1]--;
o[X+3][Y+2]--;
break;
case 11://if(X==-2)X++;
o[X+2][Y]++;
o[X+3][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
//o[X+3][Y]=0;
o[X+4][Y]--;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
break;
case 12://if(X==-2)X++;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
o[X+1][Y+2]++;
o[X+2][Y]++;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
o[X+2][Y+2]--;
o[X+3][Y]--;
break;
case 13://if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+2][Y+1]++;
o[X+3][Y+1]=1;
//o[X+2][Y]=0;
o[X+3][Y]--;
//o[X+3][Y+1]=0;
o[X+4][Y+1]--;
break;
case 14://if(X==-2)X++;
o[X+1][Y]++;
o[X+2][Y]=1;
o[X+1][Y+1]++;
o[X+2][Y+1]=1;
//o[X+2][Y]=0;
o[X+3][Y]--;
//o[X+2][Y+1]=0;
o[X+3][Y+1]--;
break;
}
for(int i=0;i13;i++)
{
for(int j=0;j21;j++)
{
if (o[i][j]==2) right();
}
}
}
public void right()
{
X++;
switch(MODE)
{
case 0:
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X+1][Y+3]--;
break;
case 1: //if(X==11)X--;
o[X][Y+1]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
o[X+3][Y+1]++;
o[X-1][Y+1]--;
//o[X][Y+1]=0;
//o[X+1][Y+1]=0;
//o[X+2][Y+1]=0;
break;
case 2: //if(X==10)X--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+1][Y+2]=1;
o[X+1][Y]--;
o[X+1][Y+1]--;
//o[X+1][Y+2]=0;
o[X][Y+2]--;
break;
case 3:
o[X][Y]++;
o[X][Y+1]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X-1][Y]--;
o[X-1][Y+1]--;
//o[X][Y+1]=0;
//o[X+1][Y+1]=0;
break;
case 4: //if(X==10)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X][Y+1]--;
o[X][Y+2]--;
break;
case 5://if(X==10)X--;
o[X][Y]=1;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X-1][Y]--;
//o[X][Y]=0;
//o[X+1][Y]=0;
o[X+1][Y+1]--;
break;
case 6: //if(X==9)X--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]=1;
o[X+2][Y+2]++;
o[X][Y]--;
o[X][Y+1]--;
o[X][Y+2]--;
//o[X+1][Y+2]=0;
break;
case 7: //if(X==10)X--;
o[X][Y+1]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+2][Y]++;
o[X-1][Y+1]--;
//o[X][Y+1]=0;
//o[X+1][Y+1]=0;
o[X+1][Y]--;
break;
case 8: //if(X==10)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
break;
case 9: //if(X==11)X--;
o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X][Y]--;
//o[X+1][Y]=0;
//o[X+2][Y]=0;
o[X][Y+1]--;
break;
case 10://if(X==10)X--;
o[X+1][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X][Y]--;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
o[X+1][Y+2]--;
break;
case 11://if(X==11)X--;
o[X+2][Y]=1;
o[X+3][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+1][Y]--;
//o[X+2][Y]=0;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
break;
case 12://if(X==10)X--;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]++;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
o[X][Y+2]--;
o[X+1][Y]--;
break;
case 13://if(X==11)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+2][Y+1]=1;
o[X+3][Y+1]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X+1][Y+1]--;
//o[X+2][Y+1]=0;
break;
case 14://if(X==10)X--;
o[X+1][Y]=1;
o[X+2][Y]++;
o[X+1][Y+1]=1;
o[X+2][Y+1]++;
o[X][Y]--;
//o[X+1][Y]=0;
o[X][Y+1]--;
//o[X+1][Y+1]=0;
break;
}
for(int i=0;i14;i++)
{
for(int j=0;j21;j++)
{
if (o[i][j]==2) left();
}
}
}
public void change()
{
switch(MODE)
{
case 0: o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y+3]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=1;
break;
case 1: o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
MODE=0;
break;
case 2: o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
MODE=5;
break;
case 3: o[X][Y]--;
o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+1][Y+2]++;
MODE=2;
break;
case 4: o[X+1][Y]--;
o[X+2][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=3;
break;
case 5: o[X][Y]--;
o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
MODE=4;
break;
case 6: o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y]++;
MODE=7;
break;
case 7: o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=8;
break;
case 8: o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
MODE=9;
break;
case 9: o[X+1][Y]--;
o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y+2]++;
MODE=6;
break;
case 10:o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=11;
break;
case 11:o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=10;
break;
case 12:o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=13;
break;
case 13:o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]++;
MODE=12;
break;
case 14:o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
break;
}
for(int i=0;i14;i++)
{
for(int j=0;j21;j++)
{
if (o[i][j]==2) changeback();
}
}
}
public void changeback()
{
switch(MODE)
{
case 0:o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y+3]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=1;
break;
case 1:o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+2][Y+3]++;
MODE=0;
break;
case 2:o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=3;
break;
case 3:o[X][Y]--;
o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
MODE=4;
break;
case 4:o[X+1][Y]--;
o[X+2][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X][Y]++;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
MODE=5;
break;
case 5:o[X][Y]--;
o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
o[X+1][Y+2]++;
MODE=2;
break;
case 6:o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y+2]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
MODE=9;
break;
case 7:o[X][Y+1]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y+2]++;
MODE=6;
break;
case 8:o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X][Y+1]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y]++;
MODE=7;
break;
case 9:o[X+1][Y]--;
o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=8;
break;
case 10:o[X+1][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+2][Y+2]--;
o[X+2][Y]++;
o[X+3][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
MODE=11;
break;
case 11:o[X+2][Y]--;
o[X+3][Y]--;
o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y]++;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+2][Y+2]++;
MODE=10;
break;
case 12:o[X+1][Y+1]--;
o[X+2][Y+1]--;
o[X+1][Y+2]--;
o[X+2][Y]--;
o[X+1][Y]++;
o[X+2][Y]++;
o[X+2][Y+1]++;
o[X+3][Y+1]++;
MODE=13;
break;
case 13:o[X+1][Y]--;
o[X+2][Y]--;
o[X+2][Y+1]--;
o[X+3][Y+1]--;
o[X+1][Y+1]++;
o[X+2][Y+1]++;
o[X+1][Y+2]++;
o[X+2][Y]++;
MODE=12;
break;
case 14:o[X+1][Y]=1;
o[X+2][Y]=1;
o[X+1][Y+1]=1;
o[X+2][Y+1]=1;
break;
}
}
不好意思,如果全部代码都发上来的话,就超过了10000字了,所以后面
的代码都发不了了,如果你要的话,留一下你的邮箱,我给你发过去
java的俄罗斯方块代码
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(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;irowNum;i++)
for (int j=0; jcolumnNum;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;irowNum;i++){
boolean isfull = true;
L1:for(int j=0;jcolumnNum;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 (temp0||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=k1;
}
}
}
}
//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);
}
}
求用JAVA编写俄罗斯方块游戏的源代码
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(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;irowNum;i++) for (int j=0; jcolumnNum;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;irowNum;i++){ boolean isfull = true; L1:for(int j=0;jcolumnNum;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 (temp0||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=k1; } } } } //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); } } 22
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