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Java俄羅斯方塊實(shí)現(xiàn)代碼

2018-07-20    來(lái)源:open-open

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package com.game;

import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.*;
import javax.swing.Timer;
/**
 * 俄羅斯方塊
 * @author ×××
 *
 */
public class Tetris extends JFrame {
    public Tetris() {
        Tetrisblok a = new Tetrisblok();
        addKeyListener(a);
        add(a);
    }

    public static void main(String[] args) {
        Tetris frame = new Tetris();
        JMenuBar menu = new JMenuBar();
        frame.setJMenuBar(menu);
        JMenu game = new JMenu("游戲");
        JMenuItem newgame = game.add("新游戲");
        JMenuItem pause = game.add("暫停");
        JMenuItem goon = game.add("繼續(xù)");
        JMenuItem exit = game.add("退出");
        JMenu help = new JMenu("幫助");
        JMenuItem about = help.add("關(guān)于");
        menu.add(game);
        menu.add(help);
        frame.setLocationRelativeTo(null);
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setSize(220, 275);
        frame.setTitle("Tetris內(nèi)測(cè)版");
        // frame.setUndecorated(true);
        frame.setVisible(true);
        frame.setResizable(false);

    }
}

// 創(chuàng)建一個(gè)俄羅斯方塊類
class Tetrisblok extends JPanel implements KeyListener {

    // blockType 代表方塊類型
    // turnState代表方塊狀態(tài)
	/**
	 * 代表方塊類型
	 */
    private int blockType;
    private int score = 0;

    /**
     * 代表方塊狀態(tài)
     */
    private int turnState;

    private int x;

    private int y;

    private int i = 0;

    int j = 0;
    int flag = 0;
    // 定義已經(jīng)放下的方塊x=0-11,y=0-21;
    int[][] map = new int[13][23];

    // 方塊的形狀 第一組代表方塊類型有S、Z、L、J、I、O、T 7種 第二組 代表旋轉(zhuǎn)幾次 第三四組為 方塊矩陣
    private final int shapes[][][] = new int[][][] {
    // i
            { { 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, 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, 0 } },
            // z
            { { 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 } } };

    /**
     * 生成新方塊的方法
     */
    public void newblock() {
        blockType = (int) (Math.random() * 1000) % 7;
        turnState = (int) (Math.random() * 1000) % 4;
        x = 4;
        y = 0;
        if (gameover(x, y) == 1) {

            newmap();
            drawwall();
            score = 0;
            JOptionPane.showMessageDialog(null, "GAME OVER");
        }
    }

    /**
     * 畫(huà)圍墻
     */
    public void drawwall() {
        for (i = 0; i < 12; i++) {
            map[i][21] = 2;
        }
        for (j = 0; j < 22; j++) {
            map[11][j] = 2;
            map[0][j] = 2;
        }
    }

    /**
     * 初始化地圖
     */
    public void newmap() {
        for (i = 0; i < 12; i++) {
            for (j = 0; j < 22; j++) {
                map[i][j] = 0;
            }
        }
    }

    /**
     * 初始化構(gòu)造方法
     */
    Tetrisblok() {
        newblock();
        newmap();
        drawwall();
        Timer timer = new Timer(1000, new TimerListener());
        timer.start();
    }

    /**
     * 旋轉(zhuǎn)的方法
     */
    public void turn() {
        int tempturnState = turnState;
        turnState = (turnState + 1) % 4;
        if (blow(x, y, blockType, turnState) == 1) {
        }
        if (blow(x, y, blockType, turnState) == 0) {
            turnState = tempturnState;
        }
        repaint();
    }

    /**
     * 左移的方法
     */
    public void left() {
        if (blow(x - 1, y, blockType, turnState) == 1) {
            x = x - 1;
        }
        ;
        repaint();
    }

    /**
     * 右移的方法
     */
    public void right() {
        if (blow(x + 1, y, blockType, turnState) == 1) {
            x = x + 1;
        }
        ;
        repaint();
    }

    /**
     * 下落的方法
     */
    public void down() {
        if (blow(x, y + 1, blockType, turnState) == 1) {
            y = y + 1;
            delline();
        }
        ;
        if (blow(x, y + 1, blockType, turnState) == 0) {
            add(x, y, blockType, turnState);
            newblock();
            delline();
        }
        ;
        repaint();
    }

    /**
     * 是否合法的方法
     * @param x
     * @param y
     * @param blockType
     * @param turnState
     * @return
     */
    public int blow(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] == 1) && (map[x
                        + b + 1][y + a] == 1))
                        || ((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x
                                + b + 1][y + a] == 2))) {

                    return 0;
                }
            }
        }
        return 1;
    }

    /**
     * 消行的方法
     */
    public void delline() {
        int c = 0;
        for (int b = 0; b < 22; b++) {
            for (int a = 0; a < 12; a++) {
                if (map[a][b] == 1) {

                    c = c + 1;
                    if (c == 10) {
                        score += 10;
                        for (int d = b; d > 0; d--) {
                            for (int e = 0; e < 11; e++) {
                                map[e][d] = map[e][d - 1];

                            }
                        }
                    }
                }
            }
            c = 0;
        }
    }

    /**
     * 判斷你掛的方法
     * @param x
     * @param y
     * @return
     */
    public int gameover(int x, int y) {
        if (blow(x, y, blockType, turnState) == 0) {
            return 1;
        }
        return 0;
    }

    /**
     * 把當(dāng)前添加map
     * @param x
     * @param y
     * @param blockType
     * @param turnState
     */
    public void add(int x, int y, int blockType, int turnState) {
        int j = 0;
        for (int a = 0; a < 4; a++) {
            for (int b = 0; b < 4; b++) {
                if (map[x + b + 1][y + a] == 0) {
                    map[x + b + 1][y + a] = shapes[blockType][turnState][j];
                }
                ;
                j++;
            }
        }
    }

    /**
     * 畫(huà)方塊的的方法
     */
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        // 畫(huà)當(dāng)前方塊
        for (j = 0; j < 16; j++) {
            if (shapes[blockType][turnState][j] == 1) {
                g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10);
            }
        }
        // 畫(huà)已經(jīng)固定的方塊
        for (j = 0; j < 22; j++) {
            for (i = 0; i < 12; i++) {
                if (map[i][j] == 1) {
                    g.fillRect(i * 10, j * 10, 10, 10);

                }
                if (map[i][j] == 2) {
                    g.drawRect(i * 10, j * 10, 10, 10);

                }
            }
        }
        g.drawString("score=" + score, 125, 10);
        g.drawString("抵制不良游戲,", 125, 50);
        g.drawString("拒絕盜版游戲。", 125, 70);
        g.drawString("注意自我保護(hù),", 125, 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);
    }

    /**
     * 鍵盤(pán)監(jiān)聽(tīng)
     */
    public void keyPressed(KeyEvent e) {
        switch (e.getKeyCode()) {
        case KeyEvent.VK_DOWN:
            down();
            break;
        case KeyEvent.VK_UP:
            turn();
            break;
        case KeyEvent.VK_RIGHT:
            right();
            break;
        case KeyEvent.VK_LEFT:
            left();
            break;
        }

    }

    // 無(wú)用
    public void keyReleased(KeyEvent e) {
    }

    // 無(wú)用
    public void keyTyped(KeyEvent e) {
    }

    /**
     * 定時(shí)器監(jiān)聽(tīng)
     * @author ***
     *
     */
    class TimerListener implements ActionListener {
        public void actionPerformed(ActionEvent e) {

            repaint();
            if (blow(x, y + 1, blockType, turnState) == 1) {
                y = y + 1;
                delline();
            }
            ;
            if (blow(x, y + 1, blockType, turnState) == 0) {

                if (flag == 1) {
                    add(x, y, blockType, turnState);
                    delline();
                    newblock();
                    flag = 0;
                }
                flag = 1;
            }
            ;
        }
    }
}

 

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