java小游戏主要理解应用java Swing,awt等基础组件的知识,通过本例应当掌握面向对象的知识。
实现代码:
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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() {
// 添加菜单,这里只是意思一下,留待大家自己做更详细的
// 菜单条
JMenuBar menubar = new JMenuBar();
setJMenuBar(menubar);
// 菜单
JMenu menuGame = new JMenu( "游戏" );
menubar.add(menuGame);
// 菜单项
JMenuItem mi1 = new JMenuItem( "新游戏" );
mi1.setActionCommand( "new" );
JMenuItem mi2 = new JMenuItem( "暂停" );
mi2.setActionCommand( "pause" );
JMenuItem mi3 = new JMenuItem( "继续" );
mi3.setActionCommand( "continue" );
JMenuItem mi4 = new JMenuItem( "退出" );
mi4.setActionCommand( "exit" );
menuGame.add(mi1);
menuGame.add(mi2);
menuGame.add(mi3);
menuGame.add(mi4);
//菜单项监听
MenuListener menuListener = new MenuListener();
mi1.addActionListener(menuListener);
mi2.addActionListener(menuListener);
mi3.addActionListener(menuListener);
mi4.addActionListener(menuListener);
// 版本菜单
JMenu menuHelp = new JMenu( "帮助" );
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);
// 让整个画布添加键盘监听
// tp.addKeyListener(tp.listener);//不行,画布不方便获得键盘焦点
this .addKeyListener(tp.listener); // 让框架来监听键盘
}
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(); //校验当前容器,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[列号][行号]。真正的方块区是:21行*10列。边框(2列,1行)
// 方块的形状:
// 第一维代表方块类型(包括7种:S、Z、L、J、I、O、T)
// 第二维代表旋转次数
// 第三四维代表方块矩阵
// 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中的横条从第1行换到第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;// 当前块的位置---左上角的坐标
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() {
// 初始化游戏地图
for (int i = 0; i < 12; i++) {
for (int j = 0; j < 21; j++) {
if (i == 0 || i == 11) {// 边框
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,敢再来一局吗?!");
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) {// 判断当前块往下落一格后是否和地图存在填充块完全重合---注意实参:y+1
add(x, y, type, turnState);// 把该块加到地图---形成堆积块
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();
}
// 让一个块堆积,其实是把当前块中的填充块信息记录到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();
}
// 消块
private void tryDelLine() {
// 从上往下,一行行依次遍历,如果某一行的map[i][j]值全是1,则把这一行消掉---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];
}
}
// 更改游戏的难度(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) {// 和填充块或框架重合,都算碰撞
return 0; // 碰撞了---方块的填充块和地图中的填充块完全重合
}
}
}
return 1;// 没有碰撞
}
// 表现层
@Override
public void paint(Graphics g) {
super.paint(g);// 清除残影
// 画当前块
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); } } }
*/
// 画地图(整个游戏的方块区和边框)
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 ); // 格线
} else if (map[i][j] == 3 ) {
g.setColor(Color.red);
g.drawRect(i * 10 , j * 10 , 10 , 10 );
}
}
}
// 显示分数,同时为版面美观,在界面上再加点东西
// 画方块区右侧部分
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( "拒绝盗版游戏" , 130 , 70 );
g.drawString( "注意自我保护" , 130 , 90 );
g.drawString( "谨防受骗上当。" , 125 , 110 );
g.drawString( "适度游戏益脑," , 125 , 130 );
g.drawString( "沉迷游戏伤身。" , 125 , 150 );
g.drawString( "合理安排时间," , 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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以上就是Java 俄罗斯方块的详解,如有疑问请留言或者到本站社区交流讨论,感谢阅读,希望能帮助到大家,谢谢大家对本站的支持!
原文链接:http://blog.csdn.net/weixin_37720904/article/details/71743195