一份精辟的俄羅斯方塊Java源碼(335行)

g2b4 9年前發布 | 8K 次閱讀 Java

一份精辟的俄羅斯方塊源碼(335行)

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;

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");
    JMenuItem exit = game.add("退出");
    JMenu help = new JMenu("幫助");
    JMenuItem about = help.add("關于");
    menu.add(game);
    menu.add(help);
    frame.setLocationRelativeTo(null);
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    frame.setSize(220, 275);
    frame.setTitle("Tetris內測版");
    // frame.setUndecorated(true);
    frame.setVisible(true);
    frame.setResizable(false);


}

}

// 創建一個俄羅斯方塊類 class Tetrisblok extends JPanel implements KeyListener {

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


private int turnState;


private int x;


private int y;


private int i = 0;


int j = 0;
int flag = 0;
// 定義已經放下的方塊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;
        }
    }
}


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


// 旋轉的方法
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
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
public int gameover(int x, int y) {
    if (blow(x, y, blockType, turnState) == 0) {
        return 1;
    }
    return 0;
}


// 把當前添加map
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++;
        }
    }
}


// 畫方塊的的方法
public void paintComponent(Graphics g) {
    super.paintComponent(g);
    // 畫當前方塊
    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);
        }
    }
    // 畫已經固定的方塊
    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.setFont(Font.getFont("隸書"));
    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,", 125, 90);
    g.drawString("謹防受騙上當。", 125, 110);
    g.drawString("適度游戲益腦,", 125, 130);
    g.drawString("沉迷游戲傷身。", 125, 150);
    g.drawString("合理安排時間,", 125, 170);
    g.drawString("享受健康生活。", 125, 190);
}


// 鍵盤監聽
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;
    }


}


// 無用
public void keyReleased(KeyEvent e) {
}


// 無用
public void keyTyped(KeyEvent e) {
}


// 定時器監聽
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;
        }
        ;
    }
}

}</pre>

 本文由用戶 g2b4 自行上傳分享,僅供網友學習交流。所有權歸原作者,若您的權利被侵害,請聯系管理員。
 轉載本站原創文章,請注明出處,并保留原始鏈接、圖片水印。
 本站是一個以用戶分享為主的開源技術平臺,歡迎各類分享!