Java 小游戲開發(fā)之俄羅斯方塊
更新時(shí)間:2017年07月22日 10:13:35 投稿:lqh
這篇文章主要介紹了Java 小游戲開發(fā)之俄羅斯方塊的相關(guān)資料,這里實(shí)現(xiàn)俄羅斯方塊的實(shí)例和實(shí)現(xiàn)效果給大家看下,學(xué)習(xí)java基礎(chǔ)的朋友的好資料,需要的朋友可以參考下
Java項(xiàng)目 俄羅斯方塊
一、心得
二、游戲?qū)嵗?/strong>
游戲截圖



目錄結(jié)構(gòu)

三、代碼
1、主界面 Tetris.java
package com.fry.tetris;
import java.util.Arrays;
import java.util.Random;
/**
* 4格方塊
*/
public class Tetromino {
protected Cell[] cells = new Cell[4];
/** 保存旋轉(zhuǎn)的相對(duì)于軸位置狀態(tài) */
protected State[] states;
/** 隨機(jī)生成 4格方塊, 使用簡單工廠方法模式!
* randomTetromino 隨機(jī)生成一個(gè)四格方塊
* 這個(gè)方面的返回值是多態(tài)的!
* */
public static Tetromino randomTetromino(){
Random r = new Random();
int type = r.nextInt(7);
switch(type){
case 0: return new T();
case 1: return new I();
case 2: return new J();
case 3: return new L();
case 4: return new O();
case 5: return new S();
case 6: return new Z();
}
return null;
}
public Cell[] getCells() {
return cells;
}
/** 下落 */
public void softDrop(){
for(int i=0; i<cells.length; i++){
cells[i].moveDown();
}
}
public void moveRight(){
//System.out.println("moveRight()");
for(int i=0; i<cells.length; i++){
this.cells[i].moveRight();
}
}
public void moveLeft(){
for(int i=0; i<cells.length; i++){
cells[i].moveLeft();
}
}
private int index = 100000;
/** 在 Tetromino 上添加方法 */
public void rotateRight() {
index++;//index = 10001
// index % states.length = 10001 % 4 = 1
State s = states[index%states.length];//s1
// [0] + s1 = [1]
Cell o = cells[0];//獲取當(dāng)前的軸
//軸與相對(duì)位置的和作為旋轉(zhuǎn)以后的格子位置
cells[1].setRow(o.getRow()+s.row1);
cells[1].setCol(o.getCol()+s.col1);
cells[2].setRow(o.getRow()+s.row2);
cells[2].setCol(o.getCol()+s.col2);
cells[3].setRow(o.getRow()+s.row3);
cells[3].setCol(o.getCol()+s.col3);
}
/** 在 Tetromino 上添加方法 */
public void rotateLeft() {
index--;//index = 10001
// index % states.length = 10001 % 4 = 1
State s = states[index%states.length];//s1
// [0] + s1 = [1]
Cell o = cells[0];//獲取當(dāng)前的軸
cells[1].setRow(o.getRow()+s.row1);
cells[1].setCol(o.getCol()+s.col1);
cells[2].setRow(o.getRow()+s.row2);
cells[2].setCol(o.getCol()+s.col2);
cells[3].setRow(o.getRow()+s.row3);
cells[3].setCol(o.getCol()+s.col3);
}
@Override
public String toString() {
return Arrays.toString(cells);
}
/** Tetromino 類中添加的 內(nèi)部類 用于記錄旋轉(zhuǎn)狀態(tài) */
protected class State{
int row0,col0,row1,col1,row2,col2,row3,col3;
public State(int row0, int col0, int row1, int col1,
int row2, int col2,
int row3, int col3) {
this.row0 = row0;
this.col0 = col0;
this.row1 = row1;
this.col1 = col1;
this.row2 = row2;
this.col2 = col2;
this.row3 = row3;
this.col3 = col3;
}
}
}//Tetromino 類的結(jié)束
class T extends Tetromino{
public T() {
cells[0] = new Cell(0, 4, Tetris.T);
cells[1] = new Cell(0, 3, Tetris.T);
cells[2] = new Cell(0, 5, Tetris.T);
cells[3] = new Cell(1, 4, Tetris.T);
states = new State[]{
new State(0,0, 0,-1, 0,1, 1, 0),
new State(0,0, -1,0, 1,0, 0,-1),
new State(0,0, 0,1, 0,-1, -1,0),
new State(0,0, 1,0, -1,0, 0,1)};
}
}
class I extends Tetromino{
public I() {
cells[0] = new Cell(0, 4, Tetris.I);
cells[1] = new Cell(0, 3, Tetris.I);
cells[2] = new Cell(0, 5, Tetris.I);
cells[3] = new Cell(0, 6, Tetris.I);
states = new State[]{
new State(0,0, 0,1, 0,-1, 0,-2),
new State(0,0, -1,0, 1,0,2,0)};
}
}
class L extends Tetromino {
public L() {
cells[0] = new Cell(0, 4, Tetris.L);
cells[1] = new Cell(0, 3, Tetris.L);
cells[2] = new Cell(0, 5, Tetris.L);
cells[3] = new Cell(1, 3, Tetris.L);
states = new State[]{
new State(0,0, 0,-1, 0,1, 1,-1 ),
new State(0,0, -1,0, 1,0, -1,-1),
new State(0,0, 0,1, 0,-1, -1,1),
new State(0,0, 1,0, -1,0, 1,1)};
}
}
class J extends Tetromino {
public J() {
cells[0] = new Cell(0, 4, Tetris.J);
cells[1] = new Cell(0, 3, Tetris.J);
cells[2] = new Cell(0, 5, Tetris.J);
cells[3] = new Cell(1, 5, Tetris.J);
states = new State[]{
new State(0,0, 0,-1, 0,1, 1,1),
new State(0,0, -1,0, 1,0, 1,-1),
new State(0,0, 0,1, 0,-1, -1,-1),
new State(0,0, 1,0, -1,0, -1,1 )};
}
}
class S extends Tetromino {
public S() {
cells[0] = new Cell(0, 4, Tetris.S);
cells[1] = new Cell(0, 5, Tetris.S);
cells[2] = new Cell(1, 3, Tetris.S);
cells[3] = new Cell(1, 4, Tetris.S);
states = new State[]{
new State(0,0, 0,1, 1,-1, 1,0 ),
new State(0,0, -1,0, 1,1, 0,1 )};
}
}
class Z extends Tetromino {
public Z() {
cells[0] = new Cell(1, 4, Tetris.Z);
cells[1] = new Cell(0, 3, Tetris.Z);
cells[2] = new Cell(0, 4, Tetris.Z);
cells[3] = new Cell(1, 5, Tetris.Z);
states = new State[]{
new State(0,0, -1,-1, -1,0, 0,1 ),
new State(0,0, -1,1, 0,1, 1,0 )};
}
}
class O extends Tetromino {
public O() {
cells[0] = new Cell(0, 4, Tetris.O);
cells[1] = new Cell(0, 5, Tetris.O);
cells[2] = new Cell(1, 4, Tetris.O);
cells[3] = new Cell(1, 5, Tetris.O);
states = new State[]{
new State(0,0, 0,1, 1,0, 1,1 ),
new State(0,0, 0,1, 1,0, 1,1 )};
}
}
二、Cell.java
package com.fry.tetris;
import java.awt.Image;
/**
* 格子
* 每一個(gè)小格子,就有所在的行 列 和圖片
*/
public class Cell {
private int row;
private int col;
//private int color;
private Image image;//格子的貼圖
public Cell() {
}
public Cell(int row, int col, Image image) {
super();
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 Image getImage() {
return image;
}
public void setImage(Image image) {
this.image = image;
}
public void moveRight(){
col++;
//System.out.println("Cell moveRight()" + col);
}
public void moveLeft(){
col--;
}
public void moveDown(){
row++;
}
@Override
public String toString() {
return "["+row+","+col+"]";
}
}
三、功能實(shí)現(xiàn) Tetromino.java
package com.fry.tetris;
import java.util.Arrays;
import java.util.Random;
/**
* 4格方塊
*/
public class Tetromino {
protected Cell[] cells = new Cell[4];
/** 保存旋轉(zhuǎn)的相對(duì)于軸位置狀態(tài) */
protected State[] states;
/** 隨機(jī)生成 4格方塊, 使用簡單工廠方法模式!
* randomTetromino 隨機(jī)生成一個(gè)四格方塊
* 這個(gè)方面的返回值是多態(tài)的!
* */
public static Tetromino randomTetromino(){
Random r = new Random();
int type = r.nextInt(7);
switch(type){
case 0: return new T();
case 1: return new I();
case 2: return new J();
case 3: return new L();
case 4: return new O();
case 5: return new S();
case 6: return new Z();
}
return null;
}
public Cell[] getCells() {
return cells;
}
/** 下落 */
public void softDrop(){
for(int i=0; i<cells.length; i++){
cells[i].moveDown();
}
}
public void moveRight(){
//System.out.println("moveRight()");
for(int i=0; i<cells.length; i++){
this.cells[i].moveRight();
}
}
public void moveLeft(){
for(int i=0; i<cells.length; i++){
cells[i].moveLeft();
}
}
private int index = 100000;
/** 在 Tetromino 上添加方法 */
public void rotateRight() {
index++;//index = 10001
// index % states.length = 10001 % 4 = 1
State s = states[index%states.length];//s1
// [0] + s1 = [1]
Cell o = cells[0];//獲取當(dāng)前的軸
//軸與相對(duì)位置的和作為旋轉(zhuǎn)以后的格子位置
cells[1].setRow(o.getRow()+s.row1);
cells[1].setCol(o.getCol()+s.col1);
cells[2].setRow(o.getRow()+s.row2);
cells[2].setCol(o.getCol()+s.col2);
cells[3].setRow(o.getRow()+s.row3);
cells[3].setCol(o.getCol()+s.col3);
}
/** 在 Tetromino 上添加方法 */
public void rotateLeft() {
index--;//index = 10001
// index % states.length = 10001 % 4 = 1
State s = states[index%states.length];//s1
// [0] + s1 = [1]
Cell o = cells[0];//獲取當(dāng)前的軸
cells[1].setRow(o.getRow()+s.row1);
cells[1].setCol(o.getCol()+s.col1);
cells[2].setRow(o.getRow()+s.row2);
cells[2].setCol(o.getCol()+s.col2);
cells[3].setRow(o.getRow()+s.row3);
cells[3].setCol(o.getCol()+s.col3);
}
@Override
public String toString() {
return Arrays.toString(cells);
}
/** Tetromino 類中添加的 內(nèi)部類 用于記錄旋轉(zhuǎn)狀態(tài) */
protected class State{
int row0,col0,row1,col1,row2,col2,row3,col3;
public State(int row0, int col0, int row1, int col1,
int row2, int col2,
int row3, int col3) {
this.row0 = row0;
this.col0 = col0;
this.row1 = row1;
this.col1 = col1;
this.row2 = row2;
this.col2 = col2;
this.row3 = row3;
this.col3 = col3;
}
}
}//Tetromino 類的結(jié)束
class T extends Tetromino{
public T() {
cells[0] = new Cell(0, 4, Tetris.T);
cells[1] = new Cell(0, 3, Tetris.T);
cells[2] = new Cell(0, 5, Tetris.T);
cells[3] = new Cell(1, 4, Tetris.T);
states = new State[]{
new State(0,0, 0,-1, 0,1, 1, 0),
new State(0,0, -1,0, 1,0, 0,-1),
new State(0,0, 0,1, 0,-1, -1,0),
new State(0,0, 1,0, -1,0, 0,1)};
}
}
class I extends Tetromino{
public I() {
cells[0] = new Cell(0, 4, Tetris.I);
cells[1] = new Cell(0, 3, Tetris.I);
cells[2] = new Cell(0, 5, Tetris.I);
cells[3] = new Cell(0, 6, Tetris.I);
states = new State[]{
new State(0,0, 0,1, 0,-1, 0,-2),
new State(0,0, -1,0, 1,0,2,0)};
}
}
class L extends Tetromino {
public L() {
cells[0] = new Cell(0, 4, Tetris.L);
cells[1] = new Cell(0, 3, Tetris.L);
cells[2] = new Cell(0, 5, Tetris.L);
cells[3] = new Cell(1, 3, Tetris.L);
states = new State[]{
new State(0,0, 0,-1, 0,1, 1,-1 ),
new State(0,0, -1,0, 1,0, -1,-1),
new State(0,0, 0,1, 0,-1, -1,1),
new State(0,0, 1,0, -1,0, 1,1)};
}
}
class J extends Tetromino {
public J() {
cells[0] = new Cell(0, 4, Tetris.J);
cells[1] = new Cell(0, 3, Tetris.J);
cells[2] = new Cell(0, 5, Tetris.J);
cells[3] = new Cell(1, 5, Tetris.J);
states = new State[]{
new State(0,0, 0,-1, 0,1, 1,1),
new State(0,0, -1,0, 1,0, 1,-1),
new State(0,0, 0,1, 0,-1, -1,-1),
new State(0,0, 1,0, -1,0, -1,1 )};
}
}
class S extends Tetromino {
public S() {
cells[0] = new Cell(0, 4, Tetris.S);
cells[1] = new Cell(0, 5, Tetris.S);
cells[2] = new Cell(1, 3, Tetris.S);
cells[3] = new Cell(1, 4, Tetris.S);
states = new State[]{
new State(0,0, 0,1, 1,-1, 1,0 ),
new State(0,0, -1,0, 1,1, 0,1 )};
}
}
class Z extends Tetromino {
public Z() {
cells[0] = new Cell(1, 4, Tetris.Z);
cells[1] = new Cell(0, 3, Tetris.Z);
cells[2] = new Cell(0, 4, Tetris.Z);
cells[3] = new Cell(1, 5, Tetris.Z);
states = new State[]{
new State(0,0, -1,-1, -1,0, 0,1 ),
new State(0,0, -1,1, 0,1, 1,0 )};
}
}
class O extends Tetromino {
public O() {
cells[0] = new Cell(0, 4, Tetris.O);
cells[1] = new Cell(0, 5, Tetris.O);
cells[2] = new Cell(1, 4, Tetris.O);
cells[3] = new Cell(1, 5, Tetris.O);
states = new State[]{
new State(0,0, 0,1, 1,0, 1,1 ),
new State(0,0, 0,1, 1,0, 1,1 )};
}
}
以上就是java實(shí)現(xiàn)俄羅斯方塊的實(shí)例,如有疑問請(qǐng)留言或者到本站社區(qū)討論,感謝閱讀,希望能幫助到大家,謝謝大家對(duì)本站的支持!
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