求一个JAVA游戏代码!!!急!!!
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游戏别太复杂了,简单一点的,也就是说代码别太长了。
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;i<rowNum;i++)
for (int j=0; j<columnNum;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;i<rowNum;i++)
boolean isfull = true;
L1:for(int j=0;j<columnNum;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 (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);
参考技术A //此代码并保证可以运行
//package com.bao;
/*围棋*/
import java.awt.*;
import java.awt.event.*;
@SuppressWarnings("serial")
class ChessPad extends Panel implements MouseListener,ActionListener
int x=-1,y=-1,棋子颜色=-1;
Button button=new Button("重新开始");
TextField text_1=new TextField("请黑棋下子"),text_2=new TextField();
ChessPad()
setSize(440,440);
setLayout(null);setBackground(Color.orange);
addMouseListener(this);add(button);button.setBounds(10,5,60,26);
button.addActionListener(this);
add(text_1);text_1.setBounds(90,5,90,24);
add(text_2);text_2.setBounds(290,5,90,24);
text_1.setEditable(false);text_2.setEditable(false);
public void paint(Graphics g)
for(int i=40;i<=380;i=i+20)g.drawLine(40,i,400,i);
g.drawLine(40,400,400,400);
for(int j=40;j<=390;j=j+20)g.drawLine(j,40,j,400);
g.drawLine(400,40,400,400);
g.fillOval(97,97,6,6);g.fillOval(377,97,6,6);
g.fillOval(97,97,6,6);g.fillOval(337,337,6,6);
g.fillOval(217,217,6,6);
public void mousePressed(MouseEvent e)
if(e.getModifiers()==InputEvent.BUTTON1_MASK)
x=(int)e.getX();y=(int)e.getY();
ChessPoint_black chesspoint_black=new ChessPoint_black(this);
ChessPoint_white chesspoint_white=new ChessPoint_white(this);
int a=(x+10)/20,b=(y+10)/20;
if(x/20<2||y/20<2||x/20>19||y/20>19)
else
if(棋子颜色==1)
this.add(chesspoint_black);
chesspoint_black.setBounds(a*20-10,b*20-10,20,20);
棋子颜色=棋子颜色*(-1);
text_2.setText("请白棋下子");
text_1.setText("");
else if(棋子颜色==-1)
this.add(chesspoint_white);
chesspoint_white.setBounds(a*20-10,b*20-10,20,20);
棋子颜色=棋子颜色*(-1);
text_1.setText("请黑棋下子");
text_2.setText("");
public void mouseReleased(MouseEvent e)
public void mouseEntered(MouseEvent e)
public void mouseExited(MouseEvent e)
public void mouseClicked(MouseEvent e)
public void actionPerformed(ActionEvent e)
this.removeAll();棋子颜色=-1;
add(button);button.setBounds(10,5,60,26);
add(text_1);text_1.setBounds(90,5,90,24);
text_2.setText("");text_1.setText("请黑子下棋");
add(text_2);text_2.setBounds(290,5,90,24);
@SuppressWarnings("serial")
class ChessPoint_black extends Canvas implements MouseListener
ChessPad chesspad=null;
ChessPoint_black(ChessPad p)
setSize(20,20);chesspad=p;addMouseListener(this);
public void paint(Graphics g)g.setColor(Color.black);g.fillOval(0,0,20,20);
public void mousePressed(MouseEvent e)
if(e.getModifiers()==InputEvent.BUTTON3_MASK)
chesspad.remove(this);
chesspad.棋子颜色=1;
chesspad.text_2.setText("");chesspad.text_1.setText("请黑棋下子");
public void mouseReleased(MouseEvent e)
public void mouseEntered(MouseEvent e)
public void mouseExited(MouseEvent e)
public void mouseClicked(MouseEvent e)
if(e.getClickCount()>2)
chesspad.remove(this);
@SuppressWarnings("serial")
class ChessPoint_white extends Canvas implements MouseListener
ChessPad chesspad=null;
ChessPoint_white(ChessPad p)
setSize(20,20);addMouseListener(this);
chesspad=p;
public void paint(Graphics g)g.setColor(Color.white);g.fillOval(0,0,20,20);
public void mousePressed(MouseEvent e)
if(e.getModifiers()==InputEvent.BUTTON3_MASK)
chesspad.remove(this);chesspad.棋子颜色=-1;
chesspad.text_2.setText("请白棋下子");chesspad.text_1.setText("");
public void mouseReleased(MouseEvent e)
public void mouseEntered(MouseEvent e)
public void mouseExited(MouseEvent e)
public void mouseClicked(MouseEvent e)
if(e.getClickCount()>2)
chesspad.remove(this);
@SuppressWarnings("serial")
public class JAVA围棋 extends Frame
ChessPad chesspad=new ChessPad();
JAVA围棋()
setVisible(true);
setLayout(null);
Label label=new Label("单击左键下棋子,双击吃棋子,右键悔棋",Label.CENTER);
add(label);label.setBounds(70,55,440,26);
label.setBackground(Color.orange);
add(chesspad);chesspad.setBounds(70,90,440,440);
addWindowListener(new WindowAdapter()
public void windowClosing(WindowEvent e)System.exit(0););
pack();setSize(600,550);
public static void main(String args[])
@SuppressWarnings("unused")
JAVA围棋 chess=new JAVA围棋();
Latex光标变成横杠,怎么回事,急,急,急,急............
Latex光标变成横杠,不能打空格,不能打回车,求高手解决,非常感谢!!!!!!!!!!
Latex光标变成横杠,是设置错误造成的,解决方法如下:
1、首先准备好eps格式的图片,一个图中只有一张图片的情况,latex代码,如下图所示。
2、最后效果见图所示。
3、一个图中有两张图片并列的情况,latex代码如下图所示。
4、最后效果见图所示。
5、一个图中有两张图片竖排的情况,latex代码。
6、最后效果见图所示。
参考技术A 键盘上面的Delete键上面的insert健按一下就好了,竖着光标和横着光标来回切换的。 参考技术B 可能是下面的状态栏,你把OVER点成INS就行了本回答被提问者采纳以上是关于求一个JAVA游戏代码!!!急!!!的主要内容,如果未能解决你的问题,请参考以下文章