java的俄罗斯方块代码
Posted
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了java的俄罗斯方块代码相关的知识,希望对你有一定的参考价值。
参考技术A 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);
本回答被提问者和网友采纳 参考技术B http://www.advjava.com/design_patterns/001/816.html
Java实现俄罗斯方块小游戏。(附完整源代码)
一、游戏背景
俄罗斯方块是俄罗斯人发明的。这人叫阿列克谢·帕基特诺夫(Алексей Пажитнов 英文:Alexey Pazhitnov)。俄罗斯方块原名是俄语Тетрис(英语是Tetris),这个名字来源于希腊语tetra,意思是“四”,而游戏的作者最喜欢网球(tennis)。于是,他把两个词tetra和tennis合而为一,命名为Tetris,这也就是俄罗斯方块名字的由来。
规则说明:
由小方块组成的不同形状的板块陆续从屏幕上方落下来,玩家通过调整板块的位置和方向,使它们在屏幕底部拼出完整的一条或几条。这些完整的横条会随即消失,给新落下来的板块腾出空间,与此同时,玩家得到分数奖励。没有被消除掉的方块不断堆积起来,一旦堆到屏幕顶端,玩家便告输,游戏结束。
二、功能实现
开发工具:idea、jdk8
技术汇总:Java基础知识、数组、面向对象、多线程、IO流、Swing。
整体代码分为三个模块:方格模块,七种图形模块,俄罗斯方块主模块。
小方块类:Cell
public class Cell
// 行
private int row;
// 列
private int col;
private BufferedImage image;
public Cell()
public Cell(int row, int col, BufferedImage image)
this.row = row;
this.col = col;
this.image = image;
public int getRow()
return row;
public void setRow(int row)
this.row = row;
public int getCol()
return col;
public void setCol(int col)
this.col = col;
public BufferedImage getImage()
return image;
public void setImage(BufferedImage image)
this.image = image;
public String toString()
return "Cell" +
"row=" + row +
", col=" + col +
", image=" + image +
;
public boolean equals(Object o)
if (this == o)
return true;
if (!(o instanceof Cell))
return false;
Cell cell = (Cell) o;
return getRow() == cell.getRow() &&
getCol() == cell.getCol() &&
Objects.equals(getImage(), cell.getImage());
public int hashCode()
return Objects.hash(getRow(), getCol(), getImage());
//左移动一格
public void left()
col--;
//右移动一格
public void right()
col++;
//下移动一格
public void down()
row++;
四方格图形的父类:Tetromino
public class Tetromino
public Cell[] cells = new Cell[4];
//旋转的状态
protected State[] states;
//声明旋转次数
protected int count = 10000;
//左移方法
public void moveLeft()
for (Cell cell : cells)
cell.left();
//右移方法
public void moveRight()
for (Cell cell : cells)
cell.right();
//单元格下落
public void moveDrop()
for (Cell cell : cells)
cell.down();
//编写随机生成四方格
public static Tetromino randomOne()
int num = (int) (Math.random() * 7);
Tetromino tetromino = null;
switch (num)
case 0:
tetromino = new I();
break;
case 1:
tetromino = new J();
break;
case 2:
tetromino = new L();
break;
case 3:
tetromino = new O();
break;
case 4:
tetromino = new S();
break;
case 5:
tetromino = new T();
break;
case 6:
tetromino = new Z();
break;
return tetromino;
//顺时针旋转的方法
public void rotateRight()
if (states.length == 0)
return;
//旋转次数+1
count++;
State s = states[count % states.length];
Cell cell = cells[0];
int row = cell.getRow();
int col = cell.getCol();
cells[1].setRow(row + s.row1);
cells[1].setCol(col java写俄罗斯方块啥水平