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        Java编程

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        俄罗斯方法java源代码 java编写俄罗斯方块代码

        来源:本站原创|时间:2023-04-09|栏目:Java编程|点击:

        求用JAVA编写俄罗斯方块游戏的源代码

        俄罗斯方块——java源代码提供 import java.awt.*; import java.awt.event.*; //俄罗斯方块类 public class ERS_Block extends Frame{ 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;irowNum;i++) for (int j=0; jcolumnNum;j++) scrArr[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[j]); } //画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(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;irowNum;i++){ boolean isfull = true; L1:for(int j=0;jcolumnNum;j++) if(scrArr[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[j] == 0) drawUnit(k-1,j,0); else drawUnit(k-1,j,2); scrArr[k-1][j] = scrArr[j]; } } for(int i = k-1 ;i rowNum; i++){ for(int j = 0; j columnNum; j++){ drawUnit(i,j,0); scrArr[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; tch(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){ tch(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 (temp0||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=k1; } } } } //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); } } 22

        谁有java写的俄罗斯方块代码,要自己写的。跪求。急。

        俄罗斯方块——java源代码提供importjava.awt.*;importjava.awt.event.*;//俄罗斯方块类publicclassERS_BlockextendsFrame{publicstaticbooleanisPlay=false;publicstaticintlevel=1,score=0;publicstaticTextFieldscoreField,levelField;publicstaticMyTimertimer;GameCanvasgameScr;publicstaticvoidmain(String[]argus){ERS_Blockers=newERS_Block("俄罗斯方块游戏V1.0Author:Vincent");WindowListenerwin_listener=newWinListener();ers.addWindowListener(win_listener);}//俄罗斯方块类的构造方法ERS_Block(Stringtitle){super(title);setSize(600,480);setLayout(newGridLayout(1,2));gameScr=newGameCanvas();gameScr.addKeyListener(gameScr);timer=newMyTimer(gameScr);timer.setDaemon(true);timer.start();timer.suspend();add(gameScr);PanelrightScr=newPanel();rightScr.setLayout(newGridLayout(2,1,0,30));rightScr.setSize(120,500);add(rightScr);//右边信息窗体的布局MyPanelinfoScr=newMyPanel();infoScr.setLayout(newGridLayout(4,1,0,5));infoScr.setSize(120,300);rightScr.add(infoScr);//定义标签和初始值Labelscorep=newLabel("分数:",Label.LEFT);Labellevelp=newLabel("级数:",Label.LEFT);scoreField=newTextField(8);levelField=newTextField(8);scoreField.setEditable(false);levelField.setEditable(false);infoScr.add(scorep);infoScr.add(scoreField);infoScr.add(levelp);infoScr.add(levelField);scorep.setSize(newDimension(20,60));scoreField.setSize(newDimension(20,60));levelp.setSize(newDimension(20,60));levelField.setSize(newDimension(20,60));scoreField.setText("0");levelField.setText("1");//右边控制按钮窗体的布局MyPanelcontrolScr=newMyPanel();controlScr.setLayout(newGridLayout(5,1,0,5));rightScr.add(controlScr);//定义按钮playButtonplay_b=newButton("开始游戏");play_b.setSize(newDimension(50,200));play_b.addActionListener(newCommand(Command.button_play,gameScr));//定义按钮LevelUPButtonlevel_up_b=newButton("提高级数");level_up_b.setSize(newDimension(50,200));level_up_b.addActionListener(newCommand(Command.button_levelup,gameScr));//定义按钮LevelDownButtonlevel_down_b=newButton("降低级数");level_down_b.setSize(newDimension(50,200));level_down_b.addActionListener(newCommand(Command.button_leveldown,gameScr));//定义按钮LevelPauseButtonpause_b=newButton("游戏暂停");pause_b.setSize(newDimension(50,200));pause_b.addActionListener(newCommand(Command.button_pause,gameScr));//定义按钮QuitButtonquit_b=newButton("退出游戏");quit_b.setSize(newDimension(50,200));quit_b.addActionListener(newCommand(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classMyPanelextendsPanel{publicInsetsgetInsets(){returnnewInsets(30,50,30,50);}}//游戏画布类classGameCanvasextendsCanvasimplementsKeyListener{finalintunitSize=30;//小方块边长introwNum;//正方格的行数intcolumnNum;//正方格的列数intmaxAllowRowNum;//允许有多少行未削intblockInitRow;//新出现块的起始行坐标intblockInitCol;//新出现块的起始列坐标int[][]scrArr;//屏幕数组Blockb;//对方快的引用//画布类的构造方法GameCanvas(){rowNum=15;columnNum=10;maxAllowRowNum=rowNum-2;b=newBlock(this);blockInitRow=rowNum-1;blockInitCol=columnNum/2-2;scrArr=newint[32][32];}//初始化屏幕,并将屏幕数组清零的方法voidinitScr(){for(inti=0;i=rowNum||col=columnNum)return(-1);elsereturn(scrArr[row][col]);}//返回新块的初始行坐标方法publicintgetInitRow(){return(blockInitRow);//返回新块的初始行坐标}//返回新块的初始列坐标方法publicintgetInitCol(){return(blockInitCol);//返回新块的初始列坐标}//满行删除方法voiddeleteFullLine(){intfull_line_num=0;intk=0;for(inti=0;i1){ERS_Block.level--;ERS_Block.levelField.setText(""+ERS_Block.level);ERS_Block.score=0;ERS_Block.scoreField.setText(""+ERS_Block.score);}scr.requestFocus();break;casebutton_pause:if(pause_resume){ERS_Block.timer.suspend();pause_resume=false;}else{ERS_Block.timer.resume();pause_resume=true;}scr.requestFocus();break;casebutton_quit:System.exit(0);}}}//方块类classBlock{staticint[][]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}};intblockType;//块的模式号(0-6)intturnState;//块的翻转状态(0-3)intblockState;//快的下落状态introw,col;//块在画布上的坐标GameCanvasscr;//块类的构造方法Block(GameCanvasscr){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publicvoidreset(){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publicvoidleftTurn(){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publicvoidleftMove(){if(assertValid(blockType,turnState,row,col-1)){dispBlock(0);col--;dispBlock(1);}}//实现块的右移publicvoidrightMove(){if(assertValid(blockType,turnState,row,col+1)){dispBlock(0);col++;dispBlock(1);}}//实现块落下的操作的方法publicbooleanfallDown(){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booleanassertValid(intt,ints,introw,intcol){intk=0x8000;for(inti=0;i1;}}returntrue;}//同步显示的方法publicsynchronizedvoiddispBlock(ints){intk=0x8000;for(inti=0;i1;}}}}//定时线程classMyTimerextendsThread{GameCanvasscr;publicMyTimer(GameCanvasscr){this.scr=scr;}publicvoidrun(){while(true){try{sleep((10-ERS_Block.level+1)*100);}catch(InterruptedExceptione){}if(!scr.getBlock().fallDown()){scr.deleteFullLine();if(scr.isGameEnd()){ERS_Block.isPlay=false;suspend();}elsescr.getBlock().reset();}}}}classWinListenerextendsWindowAdapter{publicvoidwindowClosing(WindowEventl){System.exit(0);}}------------------有机会一起学习~

        求俄罗斯Java代码

        上面这位仁兄的代码我调可很长时间才调好,做事情真不负责任,既然要贴出来就应该是拿来就能用的。哎!!我把改好的给你

        import java.awt.*;

        import java.awt.event.*;

        //俄罗斯方块类

        public class ERS_Block extends Frame{

        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;irowNum;i++)

        for (int j=0; jcolumnNum;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;irowNum;i++){

        boolean isfull = true;

        L1:for(int j=0;jcolumnNum;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 (temp0||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=k1;

        }

        }

        }

        }

        //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);

        }

        }

        java的俄罗斯方块代码

        俄罗斯方块——java源代码提供

        import java.awt.*;

        import java.awt.event.*;

        //俄罗斯方块类

        public class ERS_Block extends Frame{

        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;irowNum;i++)

        for (int j=0; jcolumnNum;j++)

        scrArr[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[j]);

        }

        //画方块的方法

        public void drawUnit(int row,int col,int type){

        scrArr[row][col] = type;

        Graphics g = getGraphics();

        tch(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;irowNum;i++){

        boolean isfull = true;

        L1:for(int j=0;jcolumnNum;j++)

        if(scrArr[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[j] == 0)

        drawUnit(k-1,j,0);

        else

        drawUnit(k-1,j,2);

        scrArr[k-1][j] = scrArr[j];

        }

        }

        for(int i = k-1 ;i rowNum; i++){

        for(int j = 0; j columnNum; j++){

        drawUnit(i,j,0);

        scrArr[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;

        tch(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){

        tch(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 (temp0||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=k1;

        }

        }

        }

        }

        //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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