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Java俄罗斯方块1源代码

import java.awt.Button;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.Insets;
import https://www.wendangku.net/doc/343419322.html,bel;
import java.awt.Panel;
import java.awt.TextField;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;


//俄罗斯方块类
public class 俄罗斯方块1 extends Frame{

private static final long serialVersionUID = 1L;
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){
俄罗斯方块1 ers = new 俄罗斯方块1("俄罗斯方块游戏 ");
WindowListener win_listener = (WindowListener) new WinListener();
ers.addWindowListener(win_listener);
}

//俄罗斯方块类的构造方法
@SuppressWarnings("deprecation")
俄罗斯方块1(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);

//
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.a

ddActionListener(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{
private static final long serialVersionUID = 1L;

public Insets getInsets(){
return new Insets(30,50,30,50);
}
}

//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
private static final long serialVersionUID = 1L;
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;ifor (int j=0; jscrArr[i][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[i][j]);
}
}
}

//画方块的方法
public void drawUnit(int row,int col,int type){


scrArr[row][col] = type;
Graphics g = getGraphics();
switch(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;iboolean isfull = true;

L1:for(int j=0;jif(scrArr[i][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[i][j] == 0){
drawUnit(k-1,j,0);
}
else{
drawUnit(k-1,j,2);
}
scrArr[k-1][j] = scrArr[i][j];
}
}
for(int i = k-1 ;i < rowNum; i++){
for(int j = 0; j < columnNum; j++){
drawUnit(i,j,0);
scrArr[i][j]=0;
}
}
俄罗斯方块1.score += full_line_num;
俄罗斯方块1.scoreField.setText(""+俄罗斯方块1.score);
}

//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; 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(!俄罗斯方块1.isPlay){
return;
}
switch(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
@SuppressWarnings("deprecation")
public void actionPerformed (ActionEvent e){
switch(curButton){
case button_play:if(!俄罗斯方块1.isPlay){
scr.initScr();
俄罗斯方块1.isPlay = true;
俄罗斯方块1.score = 0;
俄罗斯方块1.scoreField.setText("0");
俄罗斯方块1.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(俄罗斯方块1.level < 10){
俄罗斯方块1.level++;
俄罗斯方块1.levelField.setText(""+俄罗斯方块1.level);
俄罗斯方块1.score = 0;
俄罗斯方块1.scoreField.setText(""+俄罗斯方块1.score);
}
scr.requestFocus();
break;
case button_leveldown:if(俄罗斯方块1.level > 1){
俄罗斯方块1.level--;

俄罗斯方块1.levelField.setText(""+俄罗斯方块1.level);
俄罗斯方块1.score = 0;
俄罗斯方块1.scoreField.setText(""+俄罗斯方块1.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
俄罗斯方块1.timer.suspend();
pause_resume = false;
}else{
俄罗斯方块1.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},//用十六进制表示,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;
}

@SuppressWarnings("deprecation")
public void run(){
while(true){
try{
sleep((10-俄罗斯方块1.level + 1)*100);
}
catch(InterruptedException e){

}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
俄罗斯方块1.isPlay = false;
suspend();
}else{
scr.getBlock().reset();

}
}
}
}
}

class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent e){
System.exit(0);
}
}

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