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一个俄罗斯方块的源码

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作者 正文
   发表时间:2008-06-17  
package mypack;

import java.awt.*;
import java.awt.event.*;

//俄罗斯方块类 
public class ERS_Block extends Frame {
	/**
	 * 
	 */
	private static final long serialVersionUID = -1443760309099067025L;

	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) {
		ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
		WindowListener win_listener = new WinListener();
		ers.addWindowListener(win_listener);
	}

	// 俄罗斯方块类的构造方法
	ERS_Block(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);

		// 右边信息窗体的布局
		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.addActionListener(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 {
	public Insets getInsets() {
		return new Insets(30, 50, 30, 50);
	}
}

// 游戏画布类
class GameCanvas extends Canvas implements KeyListener {
	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; i < rowNum; i++)
			for (int j = 0; j < columnNum; j++)
				scrArr[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; i < rowNum; i++) {
			boolean isfull = true;

			L1: for (int j = 0; j < columnNum; j++)
				if (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;
			}
		}
		ERS_Block.score += full_line_num;
		ERS_Block.scoreField.setText("" + ERS_Block.score);
	}

	// 判断游戏是否结束方法
	boolean isGameEnd() {
		for (int col = 0; col < columnNum; 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 (!ERS_Block.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
	public void actionPerformed(ActionEvent e) {
		switch (curButton) {
		case button_play:
			if (!ERS_Block.isPlay) {
				scr.initScr();
				ERS_Block.isPlay = true;
				ERS_Block.score = 0;
				ERS_Block.scoreField.setText("0");
				ERS_Block.timer.resume();
			}
			scr.requestFocus();
			break;
		case button_levelup:
			if (ERS_Block.level < 10) {
				ERS_Block.level++;
				ERS_Block.levelField.setText("" + ERS_Block.level);
				ERS_Block.score = 0;
				ERS_Block.scoreField.setText("" + ERS_Block.score);
			}
			scr.requestFocus();
			break;
		case button_leveldown:
			if (ERS_Block.level > 1) {
				ERS_Block.level--;
				ERS_Block.levelField.setText("" + ERS_Block.level);
				ERS_Block.score = 0;
				ERS_Block.scoreField.setText("" + ERS_Block.score);
			}
			scr.requestFocus();
			break;
		case button_pause:
			if (pause_resume) {
				ERS_Block.timer.suspend();
				pause_resume = false;
			} else {
				ERS_Block.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 },// 用十六进至表示,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;
	}

	public void run() {
		while (true) {
			try {
				sleep((10 - ERS_Block.level + 1) * 100);
			} catch (InterruptedException e) {
			}
			if (!scr.getBlock().fallDown()) {
				scr.deleteFullLine();
				if (scr.isGameEnd()) {
					ERS_Block.isPlay = false;
					suspend();
				} else
					scr.getBlock().reset();
			}
		}
	}
}

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