Java游戲俄羅斯方塊的實(shí)現(xiàn)實(shí)例
Java游戲俄羅斯方塊的實(shí)現(xiàn)實(shí)例
java小游戲主要理解應(yīng)用java Swing,awt等基礎(chǔ)組件的知識(shí),通過(guò)本例應(yīng)當(dāng)掌握面向?qū)ο蟮闹R(shí)。
實(shí)現(xiàn)代碼:
package cn.hncu.games; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JFrame; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; import javax.swing.JOptionPane; import javax.swing.JPanel; import javax.swing.Timer; public class Tetris extends JFrame { private TetrisPanel tp; public Tetris() { // 添加菜單,這里只是意思一下,留待大家自己做更詳細(xì)的 // 菜單條 JMenuBar menubar = new JMenuBar(); setJMenuBar(menubar); // 菜單 JMenu menuGame = new JMenu("游戲"); menubar.add(menuGame); // 菜單項(xiàng) JMenuItem mi1 = new JMenuItem("新游戲"); mi1.setActionCommand("new"); JMenuItem mi2 = new JMenuItem("暫停"); mi2.setActionCommand("pause"); JMenuItem mi3 = new JMenuItem("繼續(xù)"); mi3.setActionCommand("continue"); JMenuItem mi4 = new JMenuItem("退出"); mi4.setActionCommand("exit"); menuGame.add(mi1); menuGame.add(mi2); menuGame.add(mi3); menuGame.add(mi4); //菜單項(xiàng)監(jiān)聽(tīng) MenuListener menuListener = new MenuListener(); mi1.addActionListener(menuListener); mi2.addActionListener(menuListener); mi3.addActionListener(menuListener); mi4.addActionListener(menuListener); // 版本菜單 JMenu menuHelp = new JMenu("幫助"); menubar.add(menuHelp); menuHelp.add("版本所有@湖南城院 QQ:666688888"); setLocation(700, 200); setDefaultCloseOperation(EXIT_ON_CLOSE); setSize(220, 275); setResizable(false); tp = new TetrisPanel(); getContentPane().add(tp); // 讓整個(gè)畫布添加鍵盤監(jiān)聽(tīng) // tp.addKeyListener(tp.listener);//不行,畫布不方便獲得鍵盤焦點(diǎn) this.addKeyListener(tp.listener); // 讓框架來(lái)監(jiān)聽(tīng)鍵盤 } public static void main(String[] args) { Tetris te = new Tetris(); te.setVisible(true); } class MenuListener implements ActionListener { @Override public void actionPerformed(ActionEvent e) { if(e.getActionCommand().equalsIgnoreCase("new")){ getContentPane().remove(tp); tp = new TetrisPanel(); getContentPane().add(tp); getContentPane().validate();//校驗(yàn)當(dāng)前容器,有刷新功能 }else if(e.getActionCommand().equalsIgnoreCase("pause")){ tp.getTimer().stop(); }else if(e.getActionCommand().equalsIgnoreCase("continue")){ tp.getTimer().restart(); }else if(e.getActionCommand().equalsIgnoreCase("exit")){ System.exit(0); } } } } class TetrisPanel extends JPanel { private int map[][] = new int[13][23];// map[列號(hào)][行號(hào)]。真正的方塊區(qū)是:21行*10列。邊框(2列,1行) // 方塊的形狀: // 第一維代表方塊類型(包括7種:S、Z、L、J、I、O、T) // 第二維代表旋轉(zhuǎn)次數(shù) // 第三四維代表方塊矩陣 // shapes[type][turnState][i] i--> block[i/4][i%4] int shapes[][][] = new int[][][] { /* * 模板 { {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, * 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0}, {0,0,0,0,0,0,0,0, 0,0,0,0, * 0,0,0,0} } */ // I (※把版本1中的橫條從第1行換到第2行) { { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 }, { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 } }, // S { { 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 } }, // Z 第3行: shapes[2][2][] { { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } }, // J { { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // O { { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // L { { 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // T { { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } }; private int type; private int turnState; private int x, y;// 當(dāng)前塊的位置---左上角的坐標(biāo) private int score = 0; private Timer timer = null; private int delay = 1000; TimerListener listener = null; public TetrisPanel() { newGame(); nextBlock(); listener = new TimerListener(); timer = new Timer(delay, listener); timer.start(); } private void newGame() { // 初始化游戲地圖 for (int i = 0; i < 12; i++) { for (int j = 0; j < 21; j++) { if (i == 0 || i == 11) {// 邊框 map[i][j] = 3; } else { map[i][j] = 0; } } map[i][21] = 3; } score = 0; } private void nextBlock() { type = (int) (Math.random() * 1000) % 7; // type=5; turnState = (int) (Math.random() * 1000) % 4; // turnState=3; x = 4; y = 0; if (crash(x, y, type, turnState) == 0) { timer.stop(); int op = JOptionPane.showConfirmDialog(null, "Game Over!....笨蛋,敢再來(lái)一局嗎?!"); if (op == JOptionPane.YES_OPTION) { newGame(); } else if (op == JOptionPane.NO_OPTION) { System.exit(0); } } } private void down() { if (crash(x, y + 1, type, turnState) == 0) {// 判斷當(dāng)前塊往下落一格后是否和地圖存在填充塊完全重合---注意實(shí)參:y+1 add(x, y, type, turnState);// 把該塊加到地圖---形成堆積塊 nextBlock(); } else { y++; } repaint(); } private void left() { if (x >= 0) { x -= crash(x - 1, y, type, turnState); } repaint(); } private void right() { if (x < 8) { x += crash(x + 1, y, type, turnState); } repaint(); } private void turn() { if (crash(x, y, type, (turnState + 1) % 4) == 1) { turnState = (turnState + 1) % 4; } repaint(); } // 讓一個(gè)塊堆積,其實(shí)是把當(dāng)前塊中的填充塊信息記錄到map[][]中 private void add(int x, int y, int type, int turnState) { for (int a = 0; a < 4; a++) { for (int b = 0; b < 4; b++) { if (shapes[type][turnState][a * 4 + b] == 1) { map[x + b + 1][y + a] = 1; } } } tryDelLine(); } // 消塊 private void tryDelLine() { // 從上往下,一行行依次遍歷,如果某一行的map[i][j]值全是1,則把這一行消掉---上一行往下落 for (int b = 0; b < 21; b++) { int c = 1; for (int a = 0; a < 12; a++) { c &= map[a][b]; } if (c == 1) {// 全是1--下落一行 score += 10; for (int d = b; d > 0; d--) { for (int e = 0; e < 11; e++) { map[e][d] = map[e][d - 1]; } } // 更改游戲的難度(加快下落速度) delay /= 2; timer.setDelay(delay); } } } private int crash(int x, int y, int blockType, int turnState) { for (int a = 0; a < 4; a++) { for (int b = 0; b < 4; b++) { if ((shapes[blockType][turnState][a * 4 + b] & map[x + b + 1][y + a]) == 1) {// 和填充塊或框架重合,都算碰撞 return 0; // 碰撞了---方塊的填充塊和地圖中的填充塊完全重合 } } } return 1;// 沒(méi)有碰撞 } // 表現(xiàn)層 @Override public void paint(Graphics g) { super.paint(g);// 清除殘影 // 畫當(dāng)前塊 for (int j = 0; j < 16; j++) { if (shapes[type][turnState][j] == 1) { g.setColor(Color.green); g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10); } } /* * for(int a=0;a<4;a++){ for(int b=0;b<4;b++){ * if(shapes[type][turnState][a*4+b]==1){ g.fillRect((b+x+1)*10, * (a+y)*10, 10, 10); } } } */ // 畫地圖(整個(gè)游戲的方塊區(qū)和邊框) for (int i = 0; i < 12; i++) { for (int j = 0; j < 22; j++) { if (map[i][j] == 1) { g.setColor(Color.red); g.fillRect(i * 10, j * 10, 10, 10);// 填充 g.setColor(Color.yellow); g.drawRect(i * 10, j * 10, 10, 10);// 格線 } else if (map[i][j] == 3) { g.setColor(Color.red); g.drawRect(i * 10, j * 10, 10, 10); } } } // 顯示分?jǐn)?shù),同時(shí)為版面美觀,在界面上再加點(diǎn)東西 // 畫方塊區(qū)右側(cè)部分 g.setColor(Color.blue); g.setFont(new Font("aa", Font.BOLD, 18)); g.drawString("score=" + score, 130, 20); g.setFont(new Font("aa", Font.PLAIN, 13)); g.drawString("拒絕盜版游戲", 130, 70); g.drawString("注意自我保護(hù)", 130, 90); g.drawString("謹(jǐn)防受騙上當(dāng)。", 125, 110); g.drawString("適度游戲益腦,", 125, 130); g.drawString("沉迷游戲傷身。", 125, 150); g.drawString("合理安排時(shí)間,", 125, 170); g.drawString("享受健康生活。", 125, 190); } class TimerListener extends KeyAdapter implements ActionListener { @Override public void actionPerformed(ActionEvent e) { down(); } @Override public void keyPressed(KeyEvent e) { // System.out.println("aaaaa"); switch (e.getKeyCode()) { case KeyEvent.VK_DOWN: down(); break; case KeyEvent.VK_LEFT: left(); break; case KeyEvent.VK_RIGHT: right(); break; case KeyEvent.VK_UP: turn(); } } } public Timer getTimer() { return timer; } }
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