java实现简单的俄罗斯方块

本文实例为大家分享了java实现简单俄罗斯方块的具体代码,供大家参考,具体内容如下
结合网上的资料刚做完课程设计,具体代码如下:

public class TetrisPanel extends JPanel{private final 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`在这里插入代码片`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{ { 1, 1, 1, 1,0, 0, 0, 0,0, 0, 0, 0,0, 0, 0, 0 },{ 0, 1, 0, 0,0, 1, 0, 0,0, 1, 0, 0,0, 1, 0, 0 },{ 1, 1, 1, 1,0, 0, 0, 0,0, 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, 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 } },// O{ { 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, 1, 1, 0,0, 1, 1, 0,0, 0, 0, 0,0, 0, 0, 0 } },// L{ { 0, 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 } },// 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 },{ 0, 0, 0, 0,1, 1, 1, 0,0, 1, 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; TimerListener listener1 = new TimerListener(); //监听器Timer timer = new Timer(1000, listener1); //定时器public TetrisPanel() {newGame(); nextBlock(); timer.start(); }void newGame() {// 初始化游戏地图for (int i = 0; i < 12; i++) {//列for (int j = 0; j < 21; j++) {//行if (i == 0 || i == 11) {// 边框map[i][j] = 1; //透明度} else {map[i][j] = 0; }}map[i][21] = 1; }score = 0; }void nextBlock() {type = (int) (Math.random() * 1000) % 7; // 总共七种类型turnState = (int) (Math.random() * 1000) % 4; // 总共四种转换方法x = 3; //起始下落坐标y = 0; if (crash(x, y, type, turnState) == 0) {timer.stop(); int op = JOptionPane.showConfirmDialog(null,"Game Over!...再来一局吗?!","提示",JOptionPane.YES_NO_OPTION); if (op == JOptionPane.YES_OPTION) {newGame(); listener1 = new TimerListener(); Timer timer = new Timer(1000, listener1); timer.start(); } else if (op == JOptionPane.NO_OPTION) {System.exit(0); }}}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+1add(x, y, type, turnState); // 把该块加到地图---形成堆积块nextBlock(); } else {y++; }repaint(); //刷新页面}void left() {if (x >= 0) {x -= crash(x - 1, y, type, turnState); }repaint(); }void right() {if (x < 8) {x += crash(x + 1, y, type, turnState); }repaint(); }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]; }}}}}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@Overridepublic 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) * 30, (j / 4 + y) * 30, 30, 30); }}// 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.black); //边框,墙体g.fillRect(i * 30, j * 30, 30, 30); // 填充}}}// 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, 26)); g.drawString("score : " + score, 395, 100); //画游戏区的线格for (int i = 1; i < 11; i++) {for (int j = 0; j < 21; j++) {g.setColor(Color.CYAN); g.drawRect(i * 30, j * 30, 30, 30); }}}class TimerListener extends KeyAdapter implements ActionListener {@Overridepublic void keyPressed(KeyEvent e) {switch (e.getKeyCode()) {case KeyEvent.VK_DOWN:case KeyEvent.VK_S:down(); break; case KeyEvent.VK_LEFT:case KeyEvent.VK_A:left(); break; case KeyEvent.VK_RIGHT:case KeyEvent.VK_D:right(); break; case KeyEvent.VK_UP:case KeyEvent.VK_W:turn(); }}@Overridepublic void actionPerformed(ActionEvent e) {down(); }}}

public class Tetris extends JFrame {static JButton button1 = new JButton("重来"); static JButton button2 = new JButton("暂停"); static JButton button3 = new JButton("退出"); static int flag = 0; Tetris(){setTitle("俄罗斯方块"); setVisible(true); setLocation(450, 100); setDefaultCloseOperation(EXIT_ON_CLOSE); setSize(550, 697); setResizable(false); setFocusable(true); //表明此 Component 是否可以获得焦点}public static void main(String[] args) {Tetris te = new Tetris(); TetrisPanel tp = new TetrisPanel(); te.add(tp); button1.setBounds(390,300,120,40); button2.setBounds(390,390,120,40); button3.setBounds(390,480,120,40); button1.setFocusable(false); button2.setFocusable(false); tp.add(button1); tp.add(button2); tp.add(button3); tp.setLayout(null); te.addKeyListener(tp.listener1); // 让框架来监听键盘button1.addActionListener(e -> {if(e.getSource() == button1){tp.timer.stop(); int a = JOptionPane.showConfirmDialog(null, "确定要重新开始吗?","提示",JOptionPane.YES_NO_OPTION); if(a == JOptionPane.YES_OPTION){button2.setText("暂停"); tp.timer.start(); tp.newGame(); tp.nextBlock(); }else if(a == JOptionPane.NO_OPTION){System.exit(0); }}}); button2.addActionListener(e -> {if(e.getSource() == button2){if(flag == 0){button2.setText("继续游戏"); tp.timer.stop(); flag = 1; }else if(flag == 1){button2.setText("暂停"); tp.timer.start(); flag = 0; }}}); button3.addActionListener(e -> {if(e.getSource() == button3){tp.timer.stop(); int a = JOptionPane.showConfirmDialog(null,"确定要退出游戏吗?","退出",JOptionPane.YES_NO_OPTION); if(a == JOptionPane.YES_OPTION){System.exit(0); }}}); }}

代码实现效果如下:
java实现简单的俄罗斯方块
文章图片

【java实现简单的俄罗斯方块】以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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