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java游戏实例_Java游戏俄罗斯方块的实现实例

發布時間:2023/12/18 java 29 豆豆
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Java游戲俄羅斯方塊的實現實例

java小游戲主要理解應用java Swing,awt等基礎組件的知識,通過本例應當掌握面向對象的知識。

實現代碼:

package cn.hncu.games;

import java.awt.Color;

import java.awt.Font;

import java.awt.Graphics;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import java.awt.event.KeyAdapter;

import java.awt.event.KeyEvent;

import javax.swing.JFrame;

import javax.swing.JMenu;

import javax.swing.JMenuBar;

import javax.swing.JMenuItem;

import javax.swing.JOptionPane;

import javax.swing.JPanel;

import javax.swing.Timer;

public class Tetris extends JFrame {

private TetrisPanel tp;

public Tetris() {

// 添加菜單,這里只是意思一下,留待大家自己做更詳細的

// 菜單條

JMenuBar menubar = new JMenuBar();

setJMenuBar(menubar);

// 菜單

JMenu menuGame = new JMenu("游戲");

menubar.add(menuGame);

// 菜單項

JMenuItem mi1 = new JMenuItem("新游戲");

mi1.setActionCommand("new");

JMenuItem mi2 = new JMenuItem("暫停");

mi2.setActionCommand("pause");

JMenuItem mi3 = new JMenuItem("繼續");

mi3.setActionCommand("continue");

JMenuItem mi4 = new JMenuItem("退出");

mi4.setActionCommand("exit");

menuGame.add(mi1);

menuGame.add(mi2);

menuGame.add(mi3);

menuGame.add(mi4);

//菜單項監聽

MenuListener menuListener = new MenuListener();

mi1.addActionListener(menuListener);

mi2.addActionListener(menuListener);

mi3.addActionListener(menuListener);

mi4.addActionListener(menuListener);

// 版本菜單

JMenu menuHelp = new JMenu("幫助");

menubar.add(menuHelp);

menuHelp.add("版本所有@湖南城院 QQ:666688888");

setLocation(700, 200);

setDefaultCloseOperation(EXIT_ON_CLOSE);

setSize(220, 275);

setResizable(false);

tp = new TetrisPanel();

getContentPane().add(tp);

// 讓整個畫布添加鍵盤監聽

// tp.addKeyListener(tp.listener);//不行,畫布不方便獲得鍵盤焦點

this.addKeyListener(tp.listener); // 讓框架來監聽鍵盤

}

public static void main(String[] args) {

Tetris te = new Tetris();

te.setVisible(true);

}

class MenuListener implements ActionListener {

@Override

public void actionPerformed(ActionEvent e) {

if(e.getActionCommand().equalsIgnoreCase("new")){

getContentPane().remove(tp);

tp = new TetrisPanel();

getContentPane().add(tp);

getContentPane().validate();//校驗當前容器,有刷新功能

}else if(e.getActionCommand().equalsIgnoreCase("pause")){

tp.getTimer().stop();

}else if(e.getActionCommand().equalsIgnoreCase("continue")){

tp.getTimer().restart();

}else if(e.getActionCommand().equalsIgnoreCase("exit")){

System.exit(0);

}

}

}

}

class TetrisPanel extends JPanel {

private int map[][] = new int[13][23];// map[列號][行號]。真正的方塊區是:21行*10列。邊框(2列,1行)

// 方塊的形狀:

// 第一維代表方塊類型(包括7種:S、Z、L、J、I、O、T)

// 第二維代表旋轉次數

// 第三四維代表方塊矩陣

// 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 (※把版本1中的橫條從第1行換到第2行)

{ { 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, 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, 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 } } };

private int type;

private int turnState;

private int x, y;// 當前塊的位置---左上角的坐標

private int score = 0;

private Timer timer = null;

private int delay = 1000;

TimerListener listener = null;

public TetrisPanel() {

newGame();

nextBlock();

listener = new TimerListener();

timer = new Timer(delay, listener);

timer.start();

}

private void newGame() {

// 初始化游戲地圖

for (int i = 0; i < 12; i++) {

for (int j = 0; j < 21; j++) {

if (i == 0 || i == 11) {// 邊框

map[i][j] = 3;

} else {

map[i][j] = 0;

}

}

map[i][21] = 3;

}

score = 0;

}

private void nextBlock() {

type = (int) (Math.random() * 1000) % 7; // type=5;

turnState = (int) (Math.random() * 1000) % 4; // turnState=3;

x = 4;

y = 0;

if (crash(x, y, type, turnState) == 0) {

timer.stop();

int op = JOptionPane.showConfirmDialog(null,

"Game Over!....笨蛋,敢再來一局嗎?!");

if (op == JOptionPane.YES_OPTION) {

newGame();

} else if (op == JOptionPane.NO_OPTION) {

System.exit(0);

}

}

}

private void down() {

if (crash(x, y + 1, type, turnState) == 0) {// 判斷當前塊往下落一格后是否和地圖存在填充塊完全重合---注意實參:y+1

add(x, y, type, turnState);// 把該塊加到地圖---形成堆積塊

nextBlock();

} else {

y++;

}

repaint();

}

private void left() {

if (x >= 0) {

x -= crash(x - 1, y, type, turnState);

}

repaint();

}

private void right() {

if (x < 8) {

x += crash(x + 1, y, type, turnState);

}

repaint();

}

private void turn() {

if (crash(x, y, type, (turnState + 1) % 4) == 1) {

turnState = (turnState + 1) % 4;

}

repaint();

}

// 讓一個塊堆積,其實是把當前塊中的填充塊信息記錄到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();

}

// 消塊

private void tryDelLine() {

// 從上往下,一行行依次遍歷,如果某一行的map[i][j]值全是1,則把這一行消掉---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];

}

}

// 更改游戲的難度(加快下落速度)

delay /= 2;

timer.setDelay(delay);

}

}

}

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) {// 和填充塊或框架重合,都算碰撞

return 0; // 碰撞了---方塊的填充塊和地圖中的填充塊完全重合

}

}

}

return 1;// 沒有碰撞

}

// 表現層

@Override

public void paint(Graphics g) {

super.paint(g);// 清除殘影

// 畫當前塊

for (int j = 0; j < 16; j++) {

if (shapes[type][turnState][j] == 1) {

g.setColor(Color.green);

g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10);

}

}

/*

* for(int a=0;a<4;a++){ for(int b=0;b<4;b++){

* if(shapes[type][turnState][a*4+b]==1){ g.fillRect((b+x+1)*10,

* (a+y)*10, 10, 10); } } }

*/

// 畫地圖(整個游戲的方塊區和邊框)

for (int i = 0; i < 12; i++) {

for (int j = 0; j < 22; j++) {

if (map[i][j] == 1) {

g.setColor(Color.red);

g.fillRect(i * 10, j * 10, 10, 10);// 填充

g.setColor(Color.yellow);

g.drawRect(i * 10, j * 10, 10, 10);// 格線

} else if (map[i][j] == 3) {

g.setColor(Color.red);

g.drawRect(i * 10, j * 10, 10, 10);

}

}

}

// 顯示分數,同時為版面美觀,在界面上再加點東西

// 畫方塊區右側部分

g.setColor(Color.blue);

g.setFont(new Font("aa", Font.BOLD, 18));

g.drawString("score=" + score, 130, 20);

g.setFont(new Font("aa", Font.PLAIN, 13));

g.drawString("拒絕盜版游戲", 130, 70);

g.drawString("注意自我保護", 130, 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);

}

class TimerListener extends KeyAdapter implements ActionListener {

@Override

public void actionPerformed(ActionEvent e) {

down();

}

@Override

public void keyPressed(KeyEvent e) {

// System.out.println("aaaaa");

switch (e.getKeyCode()) {

case KeyEvent.VK_DOWN:

down();

break;

case KeyEvent.VK_LEFT:

left();

break;

case KeyEvent.VK_RIGHT:

right();

break;

case KeyEvent.VK_UP:

turn();

}

}

}

public Timer getTimer() {

return timer;

}

}

以上就是Java 俄羅斯方塊的詳解,如有疑問請留言或者到本站社區交流討論,感謝閱讀,希望能幫助到大家,謝謝大家對本站的支持!

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