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Swing俄罗斯游戏编写详解(附源码)

發(fā)布時(shí)間:2025/1/21 编程问答 52 豆豆
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俄羅斯方塊游戲是一個(gè)上手簡單,老少皆宜的游戲,它的基本規(guī)則是移動、旋轉(zhuǎn)擺放游戲自動產(chǎn)生的各種方塊,使之排列成完整的一行或多行并且消除得分。

你能學(xué)到什么?

通過本文的閱讀,讀者可以對Swing版俄羅斯方塊游戲的本身,對游戲中的關(guān)鍵點(diǎn),如圖形變換、鍵盤事件處理、游戲進(jìn)度保存、滿行和消行等都會有較好的理解。

游戲界面

界面組成

游戲界面有四個(gè)部分組成:

  • 游戲面板區(qū) -- 游戲主面板
  • 下一個(gè)圖形預(yù)覽區(qū) -- 呈現(xiàn)下一個(gè)圖形
  • 分?jǐn)?shù)顯示區(qū) -- 顯示目前的得分
  • 菜單欄 -- 具備幫助、游戲設(shè)置、進(jìn)度保存等功能
  • ?

    ?

    圖形選擇

    一般來講,一個(gè)圖形有四個(gè)點(diǎn),可以表示出常用的“一字型”,“T字型”,“Z字型”以及“L字型”方塊。

    如果將四個(gè)點(diǎn)的一個(gè)或者多個(gè)重疊,或者不采用常用的“一字型”,“T字型”,“Z字型”以及“L字型”方塊,那么可以演變出更多的圖形出來。如果想要更加豐富和復(fù)雜的圖形,可以使用更多的點(diǎn)去表示想要的圖形。

    四個(gè)點(diǎn)組成的圖形有如下幾種:

    常規(guī)圖形

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    ?

    非重合的常規(guī)圖形

    如果將四個(gè)點(diǎn)中的一個(gè)或者多個(gè)點(diǎn)重合,就可以有如下幾種類型的圖形:


    ?

    無重合點(diǎn)的不常規(guī)圖

    如果四個(gè)點(diǎn)不重合,還可以有如下幾種比較詭異的圖形,可以為游戲增加難度。

    圖形對象類表示

    格子類( Grid.java )?,俄羅斯方塊游戲中的圖形由四個(gè)格子組成。每個(gè)格子類有下x , y兩個(gè)坐標(biāo)位置, 顏色,以及格子圖形繪制方法等。

    如:

    package my.games.russia.model;import java.awt.Color; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import java.io.Serializable;import my.games.russia.constants.RussiaGameConstant;/*** 格子,俄羅斯方塊游戲中的圖形由四個(gè)格子組成* @author wangmengjun**/ public class Grid implements Serializable {private static final long serialVersionUID = -3722886719784770741L;/**x位置*/private int x;/**y位置*/private int y;/**格子的顏色*/private Color color;public Grid() {}public Grid(int x, int y, Color color) {this.x = x;this.y = y;this.color = color;}public void draw(Graphics2D g2) {//TODO:}}

    圖形抽象類 ( AbstractRussiaSquare .java?)。抽象類包含一些公用的屬性(如:每個(gè)圖形由四個(gè)方塊組成)、公用的方法(如向左移動、向右移動)、抽象方法(如圖形變換需要子類實(shí)現(xiàn)細(xì)節(jié))。

    如:

    package my.games.russia.model;import java.awt.Color; import java.awt.Graphics2D; import java.io.Serializable; import my.games.russia.constants.RussiaGameConstant;/*** 俄羅斯方塊游戲,圖形的抽象類* @author wangmengjun**/ public abstract class AbstractRussiaSquare implements Serializable {private static final long serialVersionUID = 192398482620404584L;/**每一個(gè)圖形都是有四個(gè)小方塊Grid組成*/protected Grid[] grids = { null, null, null, null };/**xLocations*/protected int[] xLocations = { 0, 0, 0, 0 };/**yLocations*/protected int[] yLocations = { 0, 0, 0, 0 };/**圖形是否alive,即是否還能變換*/protected boolean alive;/**圖形格子的顏色*/protected Color color;/**圖形初始狀態(tài),圖形轉(zhuǎn)換的狀態(tài)*/public int state;public AbstractRussiaSquare() {int r = (int) (Math.random() * 256);int g = (int) (Math.random() * 256);int b = (int) (Math.random() * 256);this.color = new Color(r, g, b);grids[0] = new Grid(0, 0, color);grids[1] = new Grid(0, 0, color);grids[2] = new Grid(0, 0, color);grids[3] = new Grid(0, 0, color);alive = true;}/*** 圖形繪制*/public void draw(Graphics2D g2) {for(Grid grid : grids) {grid.draw(g2);}}/*** 往左移動* * @param flag*/protected void moveLeft(int[][] flags) {if (!alive) {return;}//TODO:坐標(biāo)變化}/*** 往右移動* * @param flag*/protected void moveLeft(int[][] flags) {if (!alive) {return;}//TODO:坐標(biāo)變化}/*** 往下移動* * @param flag*/protected void moveDown(int[][] flags) {if (!alive) {return;}//TODO:坐標(biāo)變化}protected void isStateChangeAllowed(int[][] flags, int state) {//TODO}/**/*** 每個(gè)圖形的圖形變化各不相同,需要子類實(shí)現(xiàn)細(xì)節(jié)*/protected abstract void changeState(int[][] flags);}

    每個(gè)子類,只要繼承了該抽象父類即可擁有公有的方法和屬性,實(shí)現(xiàn)父類定義的抽象方法就可以擁有自身的實(shí)現(xiàn)細(xì)節(jié)。

    關(guān)鍵點(diǎn)

    圖形變換

    圖形變換或者圖形旋轉(zhuǎn)是俄羅斯方塊游戲中比較關(guān)鍵的一個(gè)部分。

    圖形變換的思想?

    因?yàn)橐粋€(gè)圖形有四個(gè)點(diǎn)來表示,可以先確定其中的一個(gè)點(diǎn)的變換位置然后其它的三個(gè)點(diǎn)根據(jù)這個(gè)確定的基點(diǎn)進(jìn)行位置調(diào)整就可以了。?
    ?

    比如,

    一字型的圖形為例,只要第二號格子為固定點(diǎn),相繼算出其它格子的位置即可。

    ?

    package my.games.russia.model;import java.util.Random;/*** 一字型* @author wangmengjun**/ public class RussiaSquare_2 extends AbstractRussiaSquare {private static final long serialVersionUID = -4746450405460864752L;public RussiaSquare_2() {initGrids();}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#changeState(int[][])*/@Overridepublic void changeState(int[][] flags) {int fixedXLocation = grids[1].getX();int fixedYLocation = grids[1].getY();switch (state) {case 0:/*** 橫向到豎直方向轉(zhuǎn)換*//*** 第二個(gè)點(diǎn)保持不變*/xLocations[1] = fixedXLocation;yLocations[1] = fixedYLocation;xLocations[0] = fixedXLocation;yLocations[0] = fixedYLocation - 1;xLocations[2] = fixedXLocation;yLocations[2] = fixedYLocation + 1;xLocations[3] = fixedXLocation;yLocations[3] = fixedYLocation + 2;isAllowChangeState(flags, 2);break;case 1:xLocations[1] = fixedXLocation;yLocations[1] = fixedYLocation;/*** 豎直到橫向轉(zhuǎn)換*/xLocations[0] = fixedXLocation - 1;yLocations[0] = fixedYLocation;xLocations[2] = fixedXLocation + 1;yLocations[2] = fixedYLocation;xLocations[3] = fixedXLocation + 2;yLocations[3] = fixedYLocation;isAllowChangeState(flags, 2);break;default:break;}}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#initGrids()*/@Overridepublic void initGrids() {state = new Random().nextInt(2);switch (state) {case 0:/*** 豎直*/grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX());grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 2);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 3);break;case 1:/*** 橫向*/grids[0].setX(8);grids[0].setY(0);grids[1].setX(grids[0].getX() + 1);grids[1].setY(grids[0].getY());grids[2].setX(grids[0].getX() + 2);grids[2].setY(grids[0].getY());grids[3].setX(grids[0].getX() + 3);grids[3].setY(grids[0].getY());break;default:break;}}}

    ?

    采用類似的方法,可以寫出T字形的方塊轉(zhuǎn)換:

    package my.games.russia.model;import java.util.Random;/*** T字型方塊* @author wangmengjun**/ public class RussiaSquare_3 extends AbstractRussiaSquare {private static final long serialVersionUID = -8336206016924545562L;public RussiaSquare_3() {initGrids();}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#changeState(int[][])*/@Overridepublic void changeState(int[][] flags) {switch (state) {case 0:xLocations[0] = grids[0].getX();yLocations[0] = grids[0].getY();xLocations[1] = xLocations[0];yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0] + 1;yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0];yLocations[3] = yLocations[0] + 2;isAllowChangeState(flags, 4);break;case 1:xLocations[0] = grids[0].getX() - 1;yLocations[0] = grids[0].getY() + 1;xLocations[1] = xLocations[0] + 1;yLocations[1] = yLocations[0];xLocations[2] = xLocations[0] + 2;yLocations[2] = yLocations[0];xLocations[3] = xLocations[0] + 1;yLocations[3] = yLocations[0] + 1;isAllowChangeState(flags, 4);break;case 2:xLocations[0] = grids[0].getX() + 1;yLocations[0] = grids[0].getY() - 1;xLocations[1] = xLocations[0] - 1;yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0];yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0];yLocations[3] = yLocations[0] + 2;isAllowChangeState(flags, 4);break;case 3:xLocations[0] = grids[0].getX();yLocations[0] = grids[0].getY();xLocations[1] = xLocations[0] - 1;yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0];yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0] + 1;yLocations[3] = yLocations[0] + 1;isAllowChangeState(flags, 4);break;default:break;}}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#initGrids()*/@Overridepublic void initGrids() {state = new Random().nextInt(4);switch (state) {case 0:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() - 1);grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX() + 1);grids[3].setY(grids[0].getY() + 1);break;case 1:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX());grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX() + 1);grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 2);break;case 2:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() + 1);grids[1].setY(grids[0].getY());grids[2].setX(grids[0].getX() + 2);grids[2].setY(grids[0].getY());grids[3].setX(grids[0].getX() + 1);grids[3].setY(grids[0].getY() + 1);break;case 3:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() - 1);grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 2);break;default:break;}}}

    ?

    鍵盤事件的處理?

    鍵盤事件主要有如下幾個(gè)部分

  • 向左
  • 向右
  • 向下
  • 按向上鍵變換圖形
  • 按空格鍵直接到最底部
  • 向左

    /*** 往左移動* */public void moveLeft(int[][] flags) {if (!alive) {return;}/*** 將現(xiàn)有的點(diǎn)賦值到xLocation和yLocation上去*/for (int i = 0; i < grids.length; i++) {xLocations[i] = grids[i].getX() - 1;yLocations[i] = grids[i].getY();}if (xLocations[0] >= RussiaGameConstant.LEFT && flags[xLocations[0]][yLocations[0]] == 0&& xLocations[1] >= RussiaGameConstant.LEFT&& flags[xLocations[1]][yLocations[1]] == 0&& xLocations[2] >= RussiaGameConstant.LEFT&& flags[xLocations[2]][yLocations[2]] == 0&& xLocations[3] >= RussiaGameConstant.LEFT&& flags[xLocations[3]][yLocations[3]] == 0) {for (int i = 0; i < grids.length; i++) {grids[i].setX(xLocations[i]);}}}

    向右以及向下都和向左操作類似。

    向右

    /*** 往右移動*/public void moveRight(int flags[][]) {if (!alive) {return;}for (int i = 0; i < grids.length; i++) {xLocations[i] = grids[i].getX() + 1;yLocations[i] = grids[i].getY();}if (xLocations[0] <= RussiaGameConstant.RIGHT && flags[xLocations[0]][yLocations[0]] == 0&& xLocations[1] <= RussiaGameConstant.RIGHT&& flags[xLocations[1]][yLocations[1]] == 0&& xLocations[2] <= RussiaGameConstant.RIGHT&& flags[xLocations[2]][yLocations[2]] == 0&& xLocations[3] <= RussiaGameConstant.RIGHT&& flags[xLocations[3]][yLocations[3]] == 0) {for (int i = 0; i < grids.length; i++) {grids[i].setX(xLocations[i]);}}}

    向下

    /*** 往下移動*/public void moveDown(int[][] flags) {for (int i = 0; i < grids.length; i++) {xLocations[i] = grids[i].getX();yLocations[i] = grids[i].getY() + 1;}if (yLocations[0] <= RussiaGameConstant.DOWN && flags[xLocations[0]][yLocations[0]] == 0&& yLocations[1] <= RussiaGameConstant.DOWN&& flags[xLocations[1]][yLocations[1]] == 0&& yLocations[2] <= RussiaGameConstant.DOWN&& flags[xLocations[2]][yLocations[2]] == 0&& yLocations[3] <= RussiaGameConstant.DOWN&& flags[xLocations[3]][yLocations[3]] == 0) {for (int i = 0; i < grids.length; i++) {grids[i].setY(yLocations[i]);;}} else {alive = false;}}

    變換圖形

    每個(gè)圖形,或有一種變換,或者有2種或者有四種變換,可以根據(jù)圖形的特性進(jìn)行處理。?

    比如,將“T字型”圖型按照順時(shí)針旋轉(zhuǎn),擁有四種變換,創(chuàng)建對象的時(shí)候已經(jīng)確定了state是多少(state確定初始的位置是哪里),此后的變換只要對state加1并對4求余就可以知道怎么變換。?

    /* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#changeState(int[][])*/@Overridepublic void changeState(int[][] flags) {switch (state) {case 0:xLocations[0] = grids[0].getX();yLocations[0] = grids[0].getY();xLocations[1] = xLocations[0];yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0] + 1;yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0];yLocations[3] = yLocations[0] + 2;isAllowChangeState(flags, 4);break;case 1:xLocations[0] = grids[0].getX() - 1;yLocations[0] = grids[0].getY() + 1;xLocations[1] = xLocations[0] + 1;yLocations[1] = yLocations[0];xLocations[2] = xLocations[0] + 2;yLocations[2] = yLocations[0];xLocations[3] = xLocations[0] + 1;yLocations[3] = yLocations[0] + 1;isAllowChangeState(flags, 4);break;case 2:xLocations[0] = grids[0].getX() + 1;yLocations[0] = grids[0].getY() - 1;xLocations[1] = xLocations[0] - 1;yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0];yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0];yLocations[3] = yLocations[0] + 2;isAllowChangeState(flags, 4);break;case 3:xLocations[0] = grids[0].getX();yLocations[0] = grids[0].getY();xLocations[1] = xLocations[0] - 1;yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0];yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0] + 1;yLocations[3] = yLocations[0] + 1;isAllowChangeState(flags, 4);break;default:break;}}

    一鍵到底

    按下空格鍵一直向下的操作,其實(shí)就是在可以動的范圍下,一直調(diào)用moveDown()方法

    case KeyEvent.VK_SPACE:while (sr1.isAlive()) {sr1.moveDown(flag);}

    針對鍵盤的操作,大家可以定義一個(gè)內(nèi)部的事件處理器。

    private class KeyHandler implements KeyListener {public void keyPressed(KeyEvent event) {if (!gameState.isRunState()) {return;}int keyCode = event.getKeyCode();switch (keyCode) {case KeyEvent.VK_LEFT:sr1.moveLeft(flag);break;case KeyEvent.VK_RIGHT:sr1.moveRight(flag);break;case KeyEvent.VK_UP:sr1.changeState(flag);break;case KeyEvent.VK_DOWN:sr1.moveDown(flag);break;case KeyEvent.VK_SPACE:while (sr1.isAlive()) {sr1.moveDown(flag);}default:break;}repaint();}public void keyReleased(KeyEvent event) {}public void keyTyped(KeyEvent event) {}}

    然后,在游戲Panel創(chuàng)建的時(shí)候,添加上去即可。

    addKeyListener(new KeyHandler());

    ?

    滿行及其消行操作?

    用一個(gè)二維數(shù)組記錄當(dāng)前屏幕上的方塊狀態(tài),0表示沒有方塊,1表示有方塊。

    滿行條件?

    滿行的判斷就歸結(jié)到某一行1的個(gè)數(shù)是否等于該行列的總數(shù),如果是就滿足滿行條件。?

    當(dāng)有滿行情況出現(xiàn)的時(shí)候,需要進(jìn)行消除和計(jì)分操作。?

    如何消行?
    ?

    消除行的一個(gè)做法就是將該行以上的行通通往下移,移動之后在將第一行的flag全部置為0

    for (int i = RussiaGameConstant.UP; i <= RussiaGameConstant.DOWN; i++) {int count = 0;for (int j = RussiaGameConstant.LEFT; j <= RussiaGameConstant.RIGHT; j++) {count += flag[j][i];}/** flag[i][j] =1 表示這個(gè)位置有小方塊,如果一行的位置都有小方塊,那么滿行的個(gè)數(shù)num加1.* 并且消除行。*/if (count == RussiaGameConstant.GRID_COLUMN_NUMBER) {num++;/*** 消除行操作。*/for (int m = i; m > RussiaGameConstant.UP; m--) {for (int n = RussiaGameConstant.LEFT; n <= RussiaGameConstant.RIGHT; n++) {flag[n][m] = flag[n][m - 1];color[n][m] = color[n][m - 1];}}/** 重新將第一行的flag[s][0]置為0*/for (int s = RussiaGameConstant.LEFT; s <= RussiaGameConstant.RIGHT; s++) {flag[s][RussiaGameConstant.UP] = 0;}}} /*** @param num* 方塊滿行的個(gè)數(shù)*/private void calculateScore(int num) {switch (num) {case 1:score += 10;break;case 2:score += 20;break;case 3:score += 50;break;case 4:score += 100;break;default:break;}}

    游戲結(jié)束判斷?


    俄羅斯方塊游戲結(jié)束的判斷其實(shí)很簡單,只要判斷第一行的標(biāo)記位是否有1即可。

    /*** 如果是top touched 則執(zhí)行Game Over的相關(guān)操作* */private void judgeGameOver() {if (isTopTouched()) {gameState = GameState.OVER;writeScore();int result = JOptionPane.showConfirmDialog(frame, "Game over! Continue?", "俄羅斯方塊",JOptionPane.YES_NO_OPTION);if (result == JOptionPane.YES_OPTION) {for (int i = RussiaGameConstant.LEFT; i <= RussiaGameConstant.RIGHT; i++) {for (int j = RussiaGameConstant.UP; j <= RussiaGameConstant.DOWN; j++) {flag[i][j] = 0;}}gameState = GameState.RUN;score = 0;timer.start();} else {System.exit(0);}}} private boolean isTopTouched() {for (int i = RussiaGameConstant.LEFT; i <= RussiaGameConstant.RIGHT; i++) {if (flag[i][RussiaGameConstant.UP] == 1) {return true;}}return false;}

    游戲進(jìn)度存儲和加載?

    ?游戲進(jìn)度的保存和加載功能是通過序列化反序列化來完成的。?

    如何保存游戲進(jìn)度?

    通過序列化的方式將當(dāng)前游戲運(yùn)行狀態(tài)中用到的一些重要對象屬性序列化到文件中加以保存,從而達(dá)到記錄當(dāng)前游戲狀態(tài)的效果。?

    如何載入游戲進(jìn)度?

    通過反序列化的方式將序列化后的對象讀取出來,從而達(dá)到恢復(fù)之前游戲保存時(shí)的狀態(tài)的效果。用戶可以在此基礎(chǔ)上繼續(xù)進(jìn)行游戲。?

    步驟

    (一)編寫保存游戲進(jìn)度、加載游戲進(jìn)度的事件監(jiān)聽器

    private class LoadAction implements ActionListener {public void actionPerformed(ActionEvent event) {FileDialog dialog = new FileDialog(RussiaGameFrame.this, "Open",FileDialog.LOAD);dialog.setVisible(true);String dir = dialog.getDirectory();String fileName = dialog.getFile();String filePath = dir + fileName;if (fileName != null && fileName.trim().length() != 0) {File file = new File(filePath);panel.readSelfFromFile(file);startMI.setEnabled(false);pauseMI.setEnabled(true);} else {JOptionPane.showConfirmDialog(RussiaGameFrame.this,"文件名為空\n裝載游戲進(jìn)度失敗", "俄羅斯方塊", JOptionPane.DEFAULT_OPTION);}}}private class SaveAction implements ActionListener {public void actionPerformed(ActionEvent event) {if (panel.gameState == GameState.INITIALIZE) {JOptionPane.showConfirmDialog(RussiaGameFrame.this,"游戲沒有運(yùn)行\(zhòng)n不能保存游戲進(jìn)度", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);return;}FileDialog dialog = new FileDialog(RussiaGameFrame.this, "Save",FileDialog.SAVE);dialog.setVisible(true);String dir = dialog.getDirectory();String fileName = dialog.getFile();String filePath = dir + fileName;if (fileName != null && fileName.trim().length() != 0) {File file = new File(filePath);panel.writeSelfToFile(file);} else {JOptionPane.showConfirmDialog(RussiaGameFrame.this,"文件名為空\n保存游戲進(jìn)度失敗", "俄羅斯方塊", JOptionPane.DEFAULT_OPTION);}}}

    (二)添加用于保存和加載功能的MenuItem, 并為它們添加ActionListenser?

    private JMenuItem loadMI = new JMenuItem("Open");public JMenuItem saveMI = new JMenuItem("Save"); setMenu.add(loadMI);setMenu.add(saveMI); loadMI.addActionListener(new LoadAction()); saveMI.addActionListener(new SaveAction());

    (三)編寫具體的業(yè)務(wù)邏輯

    public void writeSelfToFile(File file) {try {FileOutputStream fileStream = new FileOutputStream(file);ObjectOutputStream objectStream = new ObjectOutputStream(fileStream);objectStream.writeObject(flag);objectStream.writeObject(color);objectStream.writeObject(sr1);objectStream.writeObject(sr2);objectStream.writeObject(new Integer(score));objectStream.close();fileStream.close();JOptionPane.showConfirmDialog(frame, "保存游戲進(jìn)度成功", "俄羅斯方塊", JOptionPane.DEFAULT_OPTION);} catch (Exception e) {JOptionPane.showConfirmDialog(frame, e.toString() + "\n保存游戲進(jìn)度失敗", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);}}public void readSelfFromFile(File file) {try {int[][] f;AbstractRussiaSquare s1, s2;Integer integer;Color[][] c;FileInputStream fileStream = new FileInputStream(file);ObjectInputStream objectStream = new ObjectInputStream(fileStream);f = (int[][]) objectStream.readObject();c = (Color[][]) objectStream.readObject();s1 = (AbstractRussiaSquare) objectStream.readObject();s2 = (AbstractRussiaSquare) objectStream.readObject();integer = (Integer) objectStream.readObject();objectStream.close();fileStream.close();if (f != null && c != null && s1 != null && s2 != null && integer != null) {flag = f;color = c;sr1 = s1;sr2 = s2;score = integer.intValue();gameState = GameState.RUN;frame.saveMI.setEnabled(true);if (!timer.isRunning()) {timer.start();}repaint();JOptionPane.showConfirmDialog(frame, "裝載游戲進(jìn)度成功", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);}} catch (Exception e) {JOptionPane.showConfirmDialog(frame, e.toString() + "\n裝載游戲進(jìn)度失敗", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);}}

    ?

    游戲玩家得分排行榜?

    得分排行榜上列出Top 10的記錄信息,包括玩家名稱,得分和名次。?

    該功能可以通過如下幾個(gè)步驟完成:?

    步驟


    (一)創(chuàng)建游戲記錄類和比較器

    package my.games.russia.model;import java.io.Serializable;/*** 記錄玩家的信息* @author wangmengjun**/ public class Record implements Serializable {private static final long serialVersionUID = 9143467974370981697L;/**玩家姓名*/private String player = null;/**玩家得分*/private int score = 0;public Record(String player, int score) {this.player = player;this.score = score;}/*** @return the player*/public String getPlayer() {return player;}/*** @param player the player to set*/public void setPlayer(String player) {this.player = player;}/*** @return the score*/public int getScore() {return score;}/*** @param score the score to set*/public void setScore(int score) {this.score = score;}}

    先通過分?jǐn)?shù)比較,如果分?jǐn)?shù)一致,則比較玩家名字。

    package my.games.russia.compare;import java.util.Comparator;import my.games.russia.model.Record;/*** 俄羅斯記錄的比較器* @author wangmengjun**/ public class RecordComparator implements Comparator<Record> {public int compare(Record o1, Record o2) {Record r1 = (Record) o1;Record r2 = (Record) o2;int compareScore = compareScore(r1, r2);return (0 == compareScore) ? compareScore : compareName(r1, r2);}private int compareScore(Record r1, Record r2) {return r2.getScore() - r1.getScore();}private int compareName(Record r1, Record r2) {return r1.getPlayer().compareTo(r2.getPlayer());}}


    (二)完成游戲結(jié)束后對記錄文件更新的操作。?

    private void writeScore() {if (score == 0) {return;}File file = new File("file.dat");RussiaGameRecords records = new ReadRecord().readRecordsFromFile(file);if (records == null || records.isEmpty() || !records.isFull()|| (records.getLastAvailableRecord().getScore() < score && records.isFull())) {String playerName = JOptionPane.showInputDialog("Please input your name");if (playerName == null || playerName.length() == 0) {playerName = "無名英雄";}Record record = new Record(playerName, score);records.addRecordToTopTen(record);new WriteRecord().writeRecordToFile(records, file);}}

    ?

    /*** 如果是top touched 則執(zhí)行Game Over的相關(guān)操作* */private void judgeGameOver() {if (isTopTouched()) {gameState = GameState.OVER;writeScore();int result = JOptionPane.showConfirmDialog(frame, "Game over! Continue?", "俄羅斯方塊",JOptionPane.YES_NO_OPTION);if (result == JOptionPane.YES_OPTION) {for (int i = RussiaGameConstant.LEFT; i <= RussiaGameConstant.RIGHT; i++) {for (int j = RussiaGameConstant.UP; j <= RussiaGameConstant.DOWN; j++) {flag[i][j] = 0;}}gameState = GameState.RUN;score = 0;timer.start();} else {System.exit(0);}}}



    (三)完成點(diǎn)擊Record相關(guān)的MenuItem,讀取記錄信息,并用ScrollPane展示出來。?

    package my.games.russia.ui;import java.io.File;import javax.swing.JScrollPane; import javax.swing.JTable; import my.games.russia.model.Record; import my.games.russia.model.RussiaGameRecords;/*** * @author wangmengjun**/ public class ReadScrollPane {public JScrollPane getReadScrollPane(RussiaGameRecords records, File recordFile) {Object[][] data = new Object[records.getNumberInRecord()][3];for (int i = 0; i < records.getNumberInRecord(); i++) {Record record = records.getRecords()[i];data[i][0] = String.valueOf(i + 1);data[i][1] = record.getPlayer();data[i][2] = String.valueOf(record.getScore());}Object[] columnNames = new Object[3];columnNames[0] = "ID";columnNames[1] = "Name";columnNames[2] = "Score";JTable table = new JTable(data, columnNames);table.setAutoResizeMode(JTable.AUTO_RESIZE_ALL_COLUMNS);JScrollPane pane = new JScrollPane(table);return pane;}}

    ?

    隨機(jī)產(chǎn)生方塊

    為了游戲更具隨機(jī)性,隨機(jī)產(chǎn)生方塊主要包含兩個(gè)部分的隨機(jī)性。

    方塊圖形產(chǎn)生的隨機(jī)性

    編寫一個(gè)工廠類,隨機(jī)產(chǎn)生方塊:如產(chǎn)生一字型的方塊、T字形的方塊等。

    package my.games.russia.util;import java.util.Random;import my.games.russia.model.AbstractRussiaSquare; import my.games.russia.model.RussiaSquare_1; import my.games.russia.model.RussiaSquare_2; import my.games.russia.model.RussiaSquare_3;/*** * @author wangmengjun**/ public class RussiaSquareFactory {private static final int TOTAL_RUSSIA_SQUARE_COUNT = 3;public static AbstractRussiaSquare generateNextRussiaSquareByRandom() {AbstractRussiaSquare rs = null;int index = new Random().nextInt(TOTAL_RUSSIA_SQUARE_COUNT);switch (index) {case 0:rs = new RussiaSquare_1();break;case 1:rs = new RussiaSquare_2();break;case 2:rs = new RussiaSquare_3();break;default:rs = new RussiaSquare_1();break;}return rs;} }

    方塊初始化的隨機(jī)性

    每個(gè)圖形通過旋轉(zhuǎn),都可以有不一樣的初始化形態(tài)。比如T字形的方塊就可以有四種形態(tài),初始化的時(shí)候,也就有四種初始狀態(tài)。如下是T字形方塊的初始化:

    /* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#initGrids()*/@Overridepublic void initGrids() {state = new Random().nextInt(4);switch (state) {case 0:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() - 1);grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX() + 1);grids[3].setY(grids[0].getY() + 1);break;case 1:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX());grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX() + 1);grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 2);break;case 2:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() + 1);grids[1].setY(grids[0].getY());grids[2].setX(grids[0].getX() + 2);grids[2].setY(grids[0].getY());grids[3].setX(grids[0].getX() + 1);grids[3].setY(grids[0].getY() + 1);break;case 3:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() - 1);grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 2);break;default:break;}}

    方塊下降和速度改變

    方塊下降可以采用Timer來控制。如:

    public Timer timer;public TimerAction timerAction; timerAction = new TimerAction();timer = new Timer(1000, timerAction);

    TimeAction類執(zhí)行相關(guān)的邏輯行為,如:

    private class TimerAction implements ActionListener, Serializable {private static final long serialVersionUID = -6117702515382009989L;public void actionPerformed(ActionEvent event) {if (!gameState.isRunState()) {return;}//滿行的個(gè)數(shù)int num = 0;sr1.moveDown(flag);if (!sr1.isAlive()) {for (int i = 0; i < 4; i++) {Grid[] grids = sr1.getGrids();flag[grids[i].getX()][grids[i].getY()] = 1;color[grids[i].getX()][grids[i].getY()] = sr1.getColor();}judgeGameOver();for (int i = RussiaGameConstant.UP; i <= RussiaGameConstant.DOWN; i++) {int count = 0;for (int j = RussiaGameConstant.LEFT; j <= RussiaGameConstant.RIGHT; j++) {count += flag[j][i];}/** flag[i][j] =1 表示這個(gè)位置有小方塊,如果一行的位置都有小方塊,那么滿行的個(gè)數(shù)num加1.* 并且消除行。*/if (count == RussiaGameConstant.GRID_COLUMN_NUMBER) {num++;/*** 消除行操作。*/for (int m = i; m > RussiaGameConstant.UP; m--) {for (int n = RussiaGameConstant.LEFT; n <= RussiaGameConstant.RIGHT; n++) {flag[n][m] = flag[n][m - 1];color[n][m] = color[n][m - 1];}}/** 重新將第一行的flag[s][0]置為0*/for (int s = RussiaGameConstant.LEFT; s <= RussiaGameConstant.RIGHT; s++) {flag[s][RussiaGameConstant.UP] = 0;}}}/** 將下一個(gè)圖形作為當(dāng)前運(yùn)動的圖形,并隨機(jī)產(chǎn)生下一個(gè)圖形。*/sr1 = sr2;sr2 = RussiaSquareFactory.generateNextRussiaSquareByRandom();}// 計(jì)算分?jǐn)?shù)calculateScore(num);repaint();}}

    ?

    小結(jié)

    通過如上的步驟,一個(gè)單機(jī)版的Swing游戲就實(shí)現(xiàn)了,本文描述和實(shí)現(xiàn)了三種方塊類型的旋轉(zhuǎn)。

  • 田字形
  • 一字型
  • T字形
  • 大家可以參考上述的變形方法完成其他類型的變化,如L型, Z字形

    游戲效果如下:

    ?

    源碼

    貌似OSChina博客沒有附件上傳,寫把代碼列出來,下次找個(gè)時(shí)間放到GITHUB上去,再提供下載地址。

    下面按照package包的名字來列出源碼吧。

    application

    MyRussiaGameApplication.java

    package my.games.russia.application;import javax.swing.JFrame; import my.games.russia.ui.RussiaGameFrame;public class MyRussiaGameApplication {@SuppressWarnings("deprecation")public static void main(String[] args) {RussiaGameFrame frame = new RussiaGameFrame();frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);frame.show();} }

    compare

    RecordComparator.java

    package my.games.russia.compare;import java.util.Comparator;import my.games.russia.model.Record;/*** 俄羅斯記錄的比較器* @author wangmengjun**/ public class RecordComparator implements Comparator<Record> {public int compare(Record o1, Record o2) {Record r1 = (Record) o1;Record r2 = (Record) o2;int compareScore = compareScore(r1, r2);return (0 == compareScore) ? compareScore : compareName(r1, r2);}private int compareScore(Record r1, Record r2) {return r2.getScore() - r1.getScore();}private int compareName(Record r1, Record r2) {return r1.getPlayer().compareTo(r2.getPlayer());}}

    contants

    RussiaGameConstant.java

    package my.games.russia.constants;/*** 俄羅斯方塊的常量類* @author wangmengjun**/ public class RussiaGameConstant {public static final int GRID_SIZE = 20;public static final int RUSSIA_GAME_PANEL_LEFT = 10;public static final int RUSSIA_GAME_PANEL_RIGHT = RUSSIA_GAME_PANEL_LEFT + 400;public static final int RUSSIA_GAME_PANEL_TOP = 0;public static final int RUSSIA_GAME_PANEL_BOTTOM = RUSSIA_GAME_PANEL_TOP + 600;public static final int RUSSIA_GAME_NEXT_PANEL_LEFT = RUSSIA_GAME_PANEL_RIGHT+ GRID_SIZE;public static final int RUSSIA_GAME_NEXT_PANEL_RIGHT = RUSSIA_GAME_NEXT_PANEL_LEFT + 80;public static final int RUSSIA_GAME_NEXT_PANEL_TOP = RUSSIA_GAME_PANEL_TOP;public static final int RUSSIA_GAME_NEXT_PANEL_BOTTOM = RUSSIA_GAME_NEXT_PANEL_TOP + 80;public static final int LEFT = 0;public static final int RIGHT = 19;public static final int UP = 0;public static final int DOWN = 29;public static final int LITTLEX = 21;public static final int RUSSIA_GAME_FRAME_WIDTH = 540;public static final int RUSSIA_GAME_FRAME_HEIGHT = 660;public static final int GRID_COLUMN_NUMBER = 20;public static final int GRID_ROW_NUMBER = 30;}

    enums

    GameState.java

    package my.games.russia.enums;import java.util.HashMap; import java.util.Map;public enum GameState {INITIALIZE("I", "Initial Game State"), RUN("R", "Run State"), PAUSE("P","Pause State"), OVER("O", "Over State"), UNKNOWN("U", "UNKNOWN");private String gameStateCode = null;private String gameStateValue = null;private static Map<String, GameState> MAP = new HashMap<String, GameState>();static {for (GameState gameState : GameState.values()) {MAP.put(gameState.getGameStateCode(), gameState);}}private GameState(String gameStateCode, String gameStateValue) {this.gameStateCode = gameStateCode;this.gameStateValue = gameStateValue;}public static GameState getGameStateByCode(String gameStateCode) {return MAP.containsKey(gameStateCode) ? MAP.get(gameStateCode): UNKNOWN;}/*** @return the gameStateCode*/public String getGameStateCode() {return gameStateCode;}/*** @param gameStateCode* the gameStateCode to set*/public void setGameStateCode(String gameStateCode) {this.gameStateCode = gameStateCode;}/*** @return the gameStateValue*/public String getGameStateValue() {return gameStateValue;}/*** @param gameStateValue* the gameStateValue to set*/public void setGameStateValue(String gameStateValue) {this.gameStateValue = gameStateValue;}public boolean isInitializedState() {return this == INITIALIZE;}public boolean isRunState() {return this == RUN;}public boolean isPausedState() {return this == PAUSE;}public boolean isOverState() {return this == OVER;} }

    model

    Grid.java

    package my.games.russia.model;import java.awt.Color; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import java.io.Serializable;import my.games.russia.constants.RussiaGameConstant;/*** 格子,俄羅斯方塊游戲中的圖形由四個(gè)格子組成* @author wangmengjun**/ public class Grid implements Serializable {private static final long serialVersionUID = -3722886719784770741L;/**x位置*/public int x;/**y位置*/private int y;/**格子的顏色*/private Color color;public Grid() {}public Grid(int x, int y, Color color) {this.x = x;this.y = y;this.color = color;}/*** Draw Grid* @param g2*/public void draw(Graphics2D g2) {int clientX = RussiaGameConstant.RUSSIA_GAME_PANEL_LEFT + x * RussiaGameConstant.GRID_SIZE;int clientY = RussiaGameConstant.RUSSIA_GAME_PANEL_TOP + y * RussiaGameConstant.GRID_SIZE;Rectangle2D.Double rect = new Rectangle2D.Double(clientX, clientY,RussiaGameConstant.GRID_SIZE, RussiaGameConstant.GRID_SIZE);g2.setPaint(color);g2.fill(rect);g2.setPaint(Color.BLACK);g2.draw(rect);}/*** @return the x*/public int getX() {return x;}/*** @param x the x to set*/public void setX(int x) {this.x = x;}/*** @return the y*/public int getY() {return y;}/*** @param y the y to set*/public void setY(int y) {this.y = y;}/*** @return the color*/public Color getColor() {return color;}/*** @param color the color to set*/public void setColor(Color color) {this.color = color;}}

    AbstractRussiaSquare.java

    package my.games.russia.model;import java.awt.Color; import java.awt.Graphics2D; import java.io.Serializable; import my.games.russia.constants.RussiaGameConstant;/*** 俄羅斯方塊游戲,圖形的抽象類* @author wangmengjun**/ public abstract class AbstractRussiaSquare implements Serializable {private static final long serialVersionUID = 192398482620404584L;/**每一個(gè)圖形都是有四個(gè)小方塊Grid組成*/protected Grid[] grids = { null, null, null, null };/**xLocations*/protected int[] xLocations = { 0, 0, 0, 0 };/**yLocations*/protected int[] yLocations = { 0, 0, 0, 0 };/**圖形是否alive,即是否還能變換*/protected boolean alive;/**圖形格子的顏色*/protected Color color;/**圖形初始狀態(tài),圖形轉(zhuǎn)換的狀態(tài)*/public int state;public AbstractRussiaSquare() {int r = (int) (Math.random() * 256);int g = (int) (Math.random() * 256);int b = (int) (Math.random() * 256);this.color = new Color(r, g, b);grids[0] = new Grid(0, 0, color);grids[1] = new Grid(0, 0, color);grids[2] = new Grid(0, 0, color);grids[3] = new Grid(0, 0, color);alive = true;/*** 每個(gè)圖形都有1到4種變換形態(tài),隨機(jī)產(chǎn)生一種*/initGrids();}/*** 圖形繪制*/public void draw(Graphics2D g2) {for (Grid grid : grids) {grid.draw(g2);}}/*** 往左移動* */public void moveLeft(int[][] flags) {if (!alive) {return;}/*** 將現(xiàn)有的點(diǎn)賦值到xLocation和yLocation上去*/for (int i = 0; i < grids.length; i++) {xLocations[i] = grids[i].getX() - 1;yLocations[i] = grids[i].getY();}if (xLocations[0] >= RussiaGameConstant.LEFT && flags[xLocations[0]][yLocations[0]] == 0&& xLocations[1] >= RussiaGameConstant.LEFT&& flags[xLocations[1]][yLocations[1]] == 0&& xLocations[2] >= RussiaGameConstant.LEFT&& flags[xLocations[2]][yLocations[2]] == 0&& xLocations[3] >= RussiaGameConstant.LEFT&& flags[xLocations[3]][yLocations[3]] == 0) {for (int i = 0; i < grids.length; i++) {grids[i].setX(xLocations[i]);}}}/*** 往右移動*/public void moveRight(int flags[][]) {if (!alive) {return;}for (int i = 0; i < grids.length; i++) {xLocations[i] = grids[i].getX() + 1;yLocations[i] = grids[i].getY();}if (xLocations[0] <= RussiaGameConstant.RIGHT && flags[xLocations[0]][yLocations[0]] == 0&& xLocations[1] <= RussiaGameConstant.RIGHT&& flags[xLocations[1]][yLocations[1]] == 0&& xLocations[2] <= RussiaGameConstant.RIGHT&& flags[xLocations[2]][yLocations[2]] == 0&& xLocations[3] <= RussiaGameConstant.RIGHT&& flags[xLocations[3]][yLocations[3]] == 0) {for (int i = 0; i < grids.length; i++) {grids[i].setX(xLocations[i]);}}}/*** 往下移動*/public void moveDown(int[][] flags) {for (int i = 0; i < grids.length; i++) {xLocations[i] = grids[i].getX();yLocations[i] = grids[i].getY() + 1;}if (yLocations[0] <= RussiaGameConstant.DOWN && flags[xLocations[0]][yLocations[0]] == 0&& yLocations[1] <= RussiaGameConstant.DOWN&& flags[xLocations[1]][yLocations[1]] == 0&& yLocations[2] <= RussiaGameConstant.DOWN&& flags[xLocations[2]][yLocations[2]] == 0&& yLocations[3] <= RussiaGameConstant.DOWN&& flags[xLocations[3]][yLocations[3]] == 0) {for (int i = 0; i < grids.length; i++) {grids[i].setY(yLocations[i]);;}} else {alive = false;}}public void drawNext(Graphics2D g2) {for (int i = 0; i < grids.length; i++) {xLocations[i] = grids[i].getX();yLocations[i] = grids[i].getY();}while (true) {xLocations[0]++;xLocations[1]++;xLocations[2]++;xLocations[3]++;if (xLocations[0] >= RussiaGameConstant.LITTLEX&& xLocations[1] >= RussiaGameConstant.LITTLEX&& xLocations[2] >= RussiaGameConstant.LITTLEX&& xLocations[3] >= RussiaGameConstant.LITTLEX) {break;}}for (int i = 0; i < grids.length; i++) {new Grid(xLocations[i], yLocations[i], color).draw(g2);}}protected void isAllowChangeState(int[][] flags, int count) {if (!alive) {return;}if (xLocations[0] >= RussiaGameConstant.LEFT && xLocations[0] <= RussiaGameConstant.RIGHT&& yLocations[0] >= RussiaGameConstant.UP&& yLocations[0] <= RussiaGameConstant.DOWN&& flags[xLocations[0]][yLocations[0]] == 0&& xLocations[1] >= RussiaGameConstant.LEFT&& xLocations[1] <= RussiaGameConstant.RIGHT&& yLocations[1] >= RussiaGameConstant.UP&& yLocations[1] <= RussiaGameConstant.DOWN&& flags[xLocations[1]][yLocations[1]] == 0&& xLocations[2] >= RussiaGameConstant.LEFT&& xLocations[2] <= RussiaGameConstant.RIGHT&& yLocations[2] >= RussiaGameConstant.UP&& yLocations[2] <= RussiaGameConstant.DOWN&& flags[xLocations[2]][yLocations[2]] == 0&& xLocations[3] >= RussiaGameConstant.LEFT&& xLocations[3] <= RussiaGameConstant.RIGHT&& yLocations[3] >= RussiaGameConstant.UP&& yLocations[3] <= RussiaGameConstant.DOWN&& flags[xLocations[3]][yLocations[3]] == 0) {for (int i = 0; i < grids.length; i++) {grids[i].setX(xLocations[i]);grids[i].setY(yLocations[i]);}/*** count為圖形可以變化的種數(shù)*/state = (state + 1) % count;}}/*** 每個(gè)圖形的圖形變化各不相同,需要子類實(shí)現(xiàn)細(xì)節(jié)*/public abstract void changeState(int[][] flags);public abstract void initGrids();/*** @return the alive*/public boolean isAlive() {return alive;}/*** @param alive the alive to set*/public void setAlive(boolean alive) {this.alive = alive;}/*** @return the grids*/public Grid[] getGrids() {return grids;}/*** @param grids the grids to set*/public void setGrids(Grid[] grids) {this.grids = grids;}/*** @return the color*/public Color getColor() {return color;}/*** @param color the color to set*/public void setColor(Color color) {this.color = color;}}

    Record.java

    package my.games.russia.model;import java.io.Serializable;/*** 記錄玩家的信息* @author wangmengjun**/ public class Record implements Serializable {private static final long serialVersionUID = 9143467974370981697L;/**玩家姓名*/private String player = null;/**玩家得分*/private int score = 0;public Record(String player, int score) {this.player = player;this.score = score;}/*** @return the player*/public String getPlayer() {return player;}/*** @param player the player to set*/public void setPlayer(String player) {this.player = player;}/*** @return the score*/public int getScore() {return score;}/*** @param score the score to set*/public void setScore(int score) {this.score = score;}}

    RussiaGameRecords.java

    package my.games.russia.model;import java.io.Serializable; import java.util.Arrays; import java.util.Collections;import my.games.russia.compare.RecordComparator;/*** 俄羅斯方塊游戲的排行榜* @author wangmengjun**/ public class RussiaGameRecords implements Serializable {private static final long serialVersionUID = 2621026339727176509L;private static final int TOP_TEN = 10;private Record[] records = null;private int numberInRecord = 0; // 排行榜中已經(jīng)擁有的記錄個(gè)數(shù)public RussiaGameRecords() {records = new Record[TOP_TEN];}public void sortRecords() {Collections.sort(Arrays.asList(getAvailableRecords()), new RecordComparator());}private Record[] getAvailableRecords() {Record[] availableRecords = new Record[numberInRecord];for (int i = 0; i < numberInRecord; i++) {availableRecords[i] = new Record(records[i].getPlayer(), records[i].getScore());}return availableRecords;}/*** * @return*/public Record getLastAvailableRecord() {return isEmpty() ? null : records[numberInRecord - 1];}/*** * @param record*/public void addRecordToTopTen(Record record) {if (isEmpty()) {records[0] = record;numberInRecord++;return;}if (isFull()) {if (records[TOP_TEN - 1].getScore() < record.getScore()) {records[TOP_TEN - 1] = record;sortRecords();return;}}records[numberInRecord] = record;numberInRecord++;sortRecords();}/*** * @return*/public boolean isEmpty() {return 0 == numberInRecord;}/*** * @return*/public boolean isFull() {return TOP_TEN == numberInRecord;}/*** @return the numberInRecord*/public int getNumberInRecord() {return numberInRecord;}/*** @param numberInRecord* the numberInRecord to set*/public void setNumberInRecord(int numberInRecord) {this.numberInRecord = numberInRecord;}/*** @return the records*/public Record[] getRecords() {return records;}/*** @param records* the records to set*/public void setRecords(Record[] records) {this.records = records;}}

    RussiaSquare_1.java

    package my.games.russia.model;/*** 田字形* * @author wangmengjun**/ public class RussiaSquare_1 extends AbstractRussiaSquare {private static final long serialVersionUID = -2293988596788484343L;public RussiaSquare_1() {initGrids();}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#changeState(int[][])*/@Overridepublic void changeState(int[][] flags) {// 田字形只有一種形態(tài),不需要變換}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#initGrids()*/@Overridepublic void initGrids() {grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() + 1);grids[1].setY(0);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX() + 1);grids[3].setY(grids[0].getY() + 1);}}

    RussiaSquare_2.java

    package my.games.russia.model;import java.util.Random;/*** 一字型* @author wangmengjun**/ public class RussiaSquare_2 extends AbstractRussiaSquare {private static final long serialVersionUID = -4746450405460864752L;public RussiaSquare_2() {initGrids();}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#changeState(int[][])*/@Overridepublic void changeState(int[][] flags) {int fixedXLocation = grids[1].getX();int fixedYLocation = grids[1].getY();switch (state) {case 0:/*** 橫向到豎直方向轉(zhuǎn)換*//*** 第二個(gè)點(diǎn)保持不變*/xLocations[1] = fixedXLocation;yLocations[1] = fixedYLocation;xLocations[0] = fixedXLocation;yLocations[0] = fixedYLocation - 1;xLocations[2] = fixedXLocation;yLocations[2] = fixedYLocation + 1;xLocations[3] = fixedXLocation;yLocations[3] = fixedYLocation + 2;isAllowChangeState(flags, 2);break;case 1:xLocations[1] = fixedXLocation;yLocations[1] = fixedYLocation;/*** 豎直到橫向轉(zhuǎn)換*/xLocations[0] = fixedXLocation - 1;yLocations[0] = fixedYLocation;xLocations[2] = fixedXLocation + 1;yLocations[2] = fixedYLocation;xLocations[3] = fixedXLocation + 2;yLocations[3] = fixedYLocation;isAllowChangeState(flags, 2);break;default:break;}}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#initGrids()*/@Overridepublic void initGrids() {state = new Random().nextInt(2);switch (state) {case 0:/*** 豎直*/grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX());grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 2);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 3);break;case 1:/*** 橫向*/grids[0].setX(8);grids[0].setY(0);grids[1].setX(grids[0].getX() + 1);grids[1].setY(grids[0].getY());grids[2].setX(grids[0].getX() + 2);grids[2].setY(grids[0].getY());grids[3].setX(grids[0].getX() + 3);grids[3].setY(grids[0].getY());break;default:break;}}}

    RussiaSquare_3.java

    package my.games.russia.model;import java.util.Random;/*** T字型方塊* @author wangmengjun**/ public class RussiaSquare_3 extends AbstractRussiaSquare {private static final long serialVersionUID = -8336206016924545562L;public RussiaSquare_3() {initGrids();}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#changeState(int[][])*/@Overridepublic void changeState(int[][] flags) {switch (state) {case 0:xLocations[0] = grids[0].getX();yLocations[0] = grids[0].getY();xLocations[1] = xLocations[0];yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0] + 1;yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0];yLocations[3] = yLocations[0] + 2;isAllowChangeState(flags, 4);break;case 1:xLocations[0] = grids[0].getX() - 1;yLocations[0] = grids[0].getY() + 1;xLocations[1] = xLocations[0] + 1;yLocations[1] = yLocations[0];xLocations[2] = xLocations[0] + 2;yLocations[2] = yLocations[0];xLocations[3] = xLocations[0] + 1;yLocations[3] = yLocations[0] + 1;isAllowChangeState(flags, 4);break;case 2:xLocations[0] = grids[0].getX() + 1;yLocations[0] = grids[0].getY() - 1;xLocations[1] = xLocations[0] - 1;yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0];yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0];yLocations[3] = yLocations[0] + 2;isAllowChangeState(flags, 4);break;case 3:xLocations[0] = grids[0].getX();yLocations[0] = grids[0].getY();xLocations[1] = xLocations[0] - 1;yLocations[1] = yLocations[0] + 1;xLocations[2] = xLocations[0];yLocations[2] = yLocations[0] + 1;xLocations[3] = xLocations[0] + 1;yLocations[3] = yLocations[0] + 1;isAllowChangeState(flags, 4);break;default:break;}}/* (non-Javadoc)* @see my.games.russia.model.AbstractRussiaSquare#initGrids()*/@Overridepublic void initGrids() {state = new Random().nextInt(4);switch (state) {case 0:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() - 1);grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX() + 1);grids[3].setY(grids[0].getY() + 1);break;case 1:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX());grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX() + 1);grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 2);break;case 2:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() + 1);grids[1].setY(grids[0].getY());grids[2].setX(grids[0].getX() + 2);grids[2].setY(grids[0].getY());grids[3].setX(grids[0].getX() + 1);grids[3].setY(grids[0].getY() + 1);break;case 3:grids[0].setX(9);grids[0].setY(0);grids[1].setX(grids[0].getX() - 1);grids[1].setY(grids[0].getY() + 1);grids[2].setX(grids[0].getX());grids[2].setY(grids[0].getY() + 1);grids[3].setX(grids[0].getX());grids[3].setY(grids[0].getY() + 2);break;default:break;}}}

    record

    ReadRecord.java

    package my.games.russia.record;import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.IOException; import java.io.ObjectInputStream; import my.games.russia.model.RussiaGameRecords;public class ReadRecord {public RussiaGameRecords readRecordsFromFile(File recordFile) {RussiaGameRecords records = new RussiaGameRecords();FileInputStream fileInput = null;ObjectInputStream objectInput = null;if (!recordFile.exists()) {return records;}try {fileInput = new FileInputStream(recordFile);} catch (FileNotFoundException e) {// TODO Auto-generated catch blocke.printStackTrace();}try {objectInput = new ObjectInputStream(fileInput);} catch (IOException e1) {// TODO Auto-generated catch blocke1.printStackTrace();}Object o = null;try {o = objectInput.readObject();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();} catch (ClassNotFoundException e) {// TODO Auto-generated catch blocke.printStackTrace();}try {objectInput.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}try {fileInput.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}records = (RussiaGameRecords) o;records.sortRecords();return records;}}

    WriteRecord.java

    package my.games.russia.record;import java.io.File; import java.io.FileNotFoundException; import java.io.FileOutputStream; import java.io.IOException; import java.io.ObjectOutputStream; import my.games.russia.model.RussiaGameRecords;public class WriteRecord {public void writeRecordToFile(RussiaGameRecords records, File recordFile) {FileOutputStream fileOutput = null;try {fileOutput = new FileOutputStream(recordFile);} catch (FileNotFoundException e) {// TODO Auto-generated catch blocke.printStackTrace();}ObjectOutputStream objectOutput = null;try {objectOutput = new ObjectOutputStream(fileOutput);} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}try {objectOutput.writeObject(records);} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}try {objectOutput.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}try {fileOutput.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}} }

    ui

    ReadScrollPane.java

    package my.games.russia.ui;import java.io.File;import javax.swing.JScrollPane; import javax.swing.JTable; import my.games.russia.model.Record; import my.games.russia.model.RussiaGameRecords;/*** * @author wangmengjun**/ public class ReadScrollPane {public JScrollPane getReadScrollPane(RussiaGameRecords records, File recordFile) {Object[][] data = new Object[records.getNumberInRecord()][3];for (int i = 0; i < records.getNumberInRecord(); i++) {Record record = records.getRecords()[i];data[i][0] = String.valueOf(i + 1);data[i][1] = record.getPlayer();data[i][2] = String.valueOf(record.getScore());}Object[] columnNames = new Object[3];columnNames[0] = "ID";columnNames[1] = "Name";columnNames[2] = "Score";JTable table = new JTable(data, columnNames);table.setAutoResizeMode(JTable.AUTO_RESIZE_ALL_COLUMNS);JScrollPane pane = new JScrollPane(table);return pane;}}

    RussiaGameFrame.java

    package my.games.russia.ui;import java.awt.Container; import java.awt.FileDialog; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.File;import javax.swing.ButtonGroup; import javax.swing.JDialog; import javax.swing.JFrame; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; import javax.swing.JOptionPane; import javax.swing.JRadioButtonMenuItem; import javax.swing.JScrollPane;import my.games.russia.constants.RussiaGameConstant; import my.games.russia.enums.GameState; import my.games.russia.model.RussiaGameRecords; import my.games.russia.record.ReadRecord;/*** * @author wangmengjun**/ public class RussiaGameFrame extends JFrame {private static final long serialVersionUID = 2511418550392568827L;private final int WIDTH = RussiaGameConstant.RUSSIA_GAME_FRAME_WIDTH;private final int HEIGHT = RussiaGameConstant.RUSSIA_GAME_FRAME_HEIGHT;private RussiaGamePanel panel;private Container contentPane;private JMenuItem startMI = new JMenuItem("Start");private JMenuItem pauseMI = new JMenuItem("Pause");private JMenuItem recordMI = new JMenuItem("Record");private JMenu speedMenu = new JMenu("Speed");private JMenuItem exitMI = new JMenuItem("Exit");private JMenuItem aboutMI = new JMenuItem("About");private JMenuItem loadMI = new JMenuItem("Open");public JMenuItem saveMI = new JMenuItem("Save");private JRadioButtonMenuItem speedMI1 = new JRadioButtonMenuItem("Speed1",true);private JRadioButtonMenuItem speedMI2 = new JRadioButtonMenuItem("Speed2",false);private JRadioButtonMenuItem speedMI3 = new JRadioButtonMenuItem("Speed3",false);private JRadioButtonMenuItem speedMI4 = new JRadioButtonMenuItem("Speed4",false);private JRadioButtonMenuItem speedMI5 = new JRadioButtonMenuItem("Speed5",false);public int speedFlag = 1;public RussiaGameFrame() {setTitle("俄羅斯方塊");setSize(WIDTH, HEIGHT);setResizable(false);JMenuBar menuBar = new JMenuBar();setJMenuBar(menuBar);JMenu setMenu = new JMenu("Set");JMenu helpMenu = new JMenu("Help");setMenu.setMnemonic('s');setMenu.setMnemonic('H');menuBar.add(setMenu);menuBar.add(helpMenu);setMenu.add(startMI);setMenu.add(pauseMI);setMenu.addSeparator();setMenu.add(loadMI);setMenu.add(saveMI);setMenu.add(recordMI);setMenu.addSeparator();setMenu.add(speedMenu);setMenu.addSeparator();setMenu.add(exitMI);ButtonGroup group = new ButtonGroup();group.add(speedMI1);group.add(speedMI2);group.add(speedMI3);group.add(speedMI4);group.add(speedMI5);speedMenu.add(speedMI1);speedMenu.add(speedMI2);speedMenu.add(speedMI3);speedMenu.add(speedMI4);speedMenu.add(speedMI5);startMI.addActionListener(new StartAction());pauseMI.addActionListener(new PauseAction());loadMI.addActionListener(new LoadAction());saveMI.addActionListener(new SaveAction());recordMI.addActionListener(new RecordAction());exitMI.addActionListener(new ExitAction());speedMI1.addActionListener(new SpeedAction());speedMI2.addActionListener(new SpeedAction());speedMI3.addActionListener(new SpeedAction());speedMI4.addActionListener(new SpeedAction());speedMI5.addActionListener(new SpeedAction());helpMenu.add(aboutMI);aboutMI.addActionListener(new AboutAction());contentPane = getContentPane();panel = new RussiaGamePanel(this);contentPane.add(panel);startMI.setEnabled(true);pauseMI.setEnabled(false);saveMI.setEnabled(false);// 設(shè)置游戲狀態(tài)是初始化狀態(tài)panel.setGameState(GameState.INITIALIZE);}private class StartAction implements ActionListener {public void actionPerformed(ActionEvent event) {startMI.setEnabled(false);pauseMI.setEnabled(true);saveMI.setEnabled(true);panel.setGameState(GameState.RUN);panel.timer.start();}}private class PauseAction implements ActionListener {public void actionPerformed(ActionEvent event) {pauseMI.setEnabled(false);startMI.setEnabled(true);panel.setGameState(GameState.PAUSE);if (panel.timer.isRunning()) {panel.timer.stop();}}}private class LoadAction implements ActionListener {public void actionPerformed(ActionEvent event) {FileDialog dialog = new FileDialog(RussiaGameFrame.this, "Open",FileDialog.LOAD);dialog.setVisible(true);String dir = dialog.getDirectory();String fileName = dialog.getFile();String filePath = dir + fileName;if (fileName != null && fileName.trim().length() != 0) {File file = new File(filePath);panel.readSelfFromFile(file);startMI.setEnabled(false);pauseMI.setEnabled(true);} else {JOptionPane.showConfirmDialog(RussiaGameFrame.this,"文件名為空\n裝載游戲進(jìn)度失敗", "俄羅斯方塊", JOptionPane.DEFAULT_OPTION);}}}private class SaveAction implements ActionListener {public void actionPerformed(ActionEvent event) {if (panel.gameState == GameState.INITIALIZE) {JOptionPane.showConfirmDialog(RussiaGameFrame.this,"游戲沒有運(yùn)行\(zhòng)n不能保存游戲進(jìn)度", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);return;}FileDialog dialog = new FileDialog(RussiaGameFrame.this, "Save",FileDialog.SAVE);dialog.setVisible(true);String dir = dialog.getDirectory();String fileName = dialog.getFile();String filePath = dir + fileName;if (fileName != null && fileName.trim().length() != 0) {File file = new File(filePath);panel.writeSelfToFile(file);} else {JOptionPane.showConfirmDialog(RussiaGameFrame.this,"文件名為空\n保存游戲進(jìn)度失敗", "俄羅斯方塊", JOptionPane.DEFAULT_OPTION);}}}private class RecordAction implements ActionListener {@SuppressWarnings("deprecation")public void actionPerformed(ActionEvent event) {File file = new File("file.dat");RussiaGameRecords records = new ReadRecord().readRecordsFromFile(file);records.sortRecords();JScrollPane panel = new ReadScrollPane().getReadScrollPane(records,file);JDialog recordDialog = new JDialog(RussiaGameFrame.this, "俄羅斯方塊");recordDialog.setBounds(300, 300, 300, 219);Container container = recordDialog.getContentPane();container.add(panel);recordDialog.show();}}private class SpeedAction implements ActionListener {public void actionPerformed(ActionEvent event) {Object speed = event.getSource();if (speed == speedMI1) {speedFlag = 1;} else if (speed == speedMI2) {speedFlag = 2;} else if (speed == speedMI3) {speedFlag = 3;} else if (speed == speedMI4) {speedFlag = 4;} else if (speed == speedMI5) {speedFlag = 5;}panel.timer.setDelay(1000 - 200 * (speedFlag - 1));}}private class ExitAction implements ActionListener {public void actionPerformed(ActionEvent event) {int result = JOptionPane.showConfirmDialog(RussiaGameFrame.this,"Are you sure quit?", "俄羅斯方塊", JOptionPane.YES_NO_OPTION);if (result == JOptionPane.YES_OPTION) {System.exit(0);}}}private class AboutAction implements ActionListener {public void actionPerformed(ActionEvent event) {String string = "說明:\n1.按左鍵向左移動\n" + "2.按右鍵向右移動\n" + "3.按向上鍵翻滾\n"+ "4.按向下鍵加速下降\n" + "5.按空格鍵下降到最底部";JOptionPane.showMessageDialog(RussiaGameFrame.this, string);}}}

    RussiaGamePanel.java

    package my.games.russia.ui;import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.geom.Rectangle2D; import java.io.File; import java.io.FileInputStream; import java.io.FileOutputStream; import java.io.ObjectInputStream; import java.io.ObjectOutputStream; import java.io.Serializable;import javax.swing.JOptionPane; import javax.swing.JPanel; import javax.swing.Timer;import my.games.russia.constants.RussiaGameConstant; import my.games.russia.enums.GameState; import my.games.russia.model.Grid; import my.games.russia.model.Record; import my.games.russia.model.RussiaGameRecords; import my.games.russia.model.AbstractRussiaSquare; import my.games.russia.record.ReadRecord; import my.games.russia.record.WriteRecord; import my.games.russia.util.RussiaSquareFactory;/*** 俄羅斯方塊游戲面板* @author wangmengjun**/ public class RussiaGamePanel extends JPanel {private static final long serialVersionUID = 3422344654252668944L;public int[][] flag = new int[RussiaGameConstant.GRID_COLUMN_NUMBER][RussiaGameConstant.GRID_ROW_NUMBER];// 在一個(gè)10*20的界面中,設(shè)置每個(gè)方塊的flagpublic Color[][] color = new Color[RussiaGameConstant.GRID_COLUMN_NUMBER][RussiaGameConstant.GRID_ROW_NUMBER];// 在一個(gè)10*20的界面中,設(shè)置每個(gè)方塊的顏色public AbstractRussiaSquare sr1; // 主顯示界面的圖形public AbstractRussiaSquare sr2; // 下一個(gè)顯示界面的圖形public Timer timer;public TimerAction timerAction;public int score;public RussiaGameFrame frame;public Grid square;// public int gameState;public GameState gameState = GameState.INITIALIZE;public RussiaGamePanel(RussiaGameFrame frame) {for (int i = RussiaGameConstant.LEFT; i <= RussiaGameConstant.RIGHT; i++) {for (int j = RussiaGameConstant.UP; j <= RussiaGameConstant.DOWN; j++) {flag[i][j] = 0;}}addKeyListener(new KeyHandler());setFocusable(true);timerAction = new TimerAction();timer = new Timer(1000, timerAction);sr1 = RussiaSquareFactory.generateNextRussiaSquareByRandom();sr2 = RussiaSquareFactory.generateNextRussiaSquareByRandom();score = 0;this.frame = frame;square = new Grid();}public void drawGameFrame(Graphics2D g2) {Rectangle2D.Double leftFrame = new Rectangle2D.Double(RussiaGameConstant.RUSSIA_GAME_PANEL_LEFT,RussiaGameConstant.RUSSIA_GAME_PANEL_TOP, 400, 600);Rectangle2D.Double rightFrame = new Rectangle2D.Double(RussiaGameConstant.RUSSIA_GAME_NEXT_PANEL_LEFT,RussiaGameConstant.RUSSIA_GAME_NEXT_PANEL_TOP, 80, 80);g2.draw(leftFrame);g2.draw(rightFrame);}public void paintComponent(Graphics g) {super.paintComponent(g);Graphics2D g2 = (Graphics2D) g;drawGameFrame(g2);if (gameState.isInitializedState()) {return;}sr1.draw(g2);sr2.drawNext(g2);for (int i = RussiaGameConstant.LEFT; i <= RussiaGameConstant.RIGHT; i++) {for (int j = RussiaGameConstant.UP; j <= RussiaGameConstant.DOWN; j++) {if (flag[i][j] == 1) {square.setX(i);square.setY(j);square.setColor(color[i][j]);square.draw(g2);}}}g.drawString("Score: " + score, RussiaGameConstant.RUSSIA_GAME_NEXT_PANEL_LEFT, 200);}public void writeSelfToFile(File file) {try {FileOutputStream fileStream = new FileOutputStream(file);ObjectOutputStream objectStream = new ObjectOutputStream(fileStream);objectStream.writeObject(flag);objectStream.writeObject(color);objectStream.writeObject(sr1);objectStream.writeObject(sr2);objectStream.writeObject(new Integer(score));objectStream.close();fileStream.close();JOptionPane.showConfirmDialog(frame, "保存游戲進(jìn)度成功", "俄羅斯方塊", JOptionPane.DEFAULT_OPTION);} catch (Exception e) {JOptionPane.showConfirmDialog(frame, e.toString() + "\n保存游戲進(jìn)度失敗", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);}}public void readSelfFromFile(File file) {try {int[][] f;AbstractRussiaSquare s1, s2;Integer integer;Color[][] c;FileInputStream fileStream = new FileInputStream(file);ObjectInputStream objectStream = new ObjectInputStream(fileStream);f = (int[][]) objectStream.readObject();c = (Color[][]) objectStream.readObject();s1 = (AbstractRussiaSquare) objectStream.readObject();s2 = (AbstractRussiaSquare) objectStream.readObject();integer = (Integer) objectStream.readObject();objectStream.close();fileStream.close();if (f != null && c != null && s1 != null && s2 != null && integer != null) {flag = f;color = c;sr1 = s1;sr2 = s2;score = integer.intValue();gameState = GameState.RUN;frame.saveMI.setEnabled(true);if (!timer.isRunning()) {timer.start();}repaint();JOptionPane.showConfirmDialog(frame, "裝載游戲進(jìn)度成功", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);}} catch (Exception e) {JOptionPane.showConfirmDialog(frame, e.toString() + "\n裝載游戲進(jìn)度失敗", "俄羅斯方塊",JOptionPane.DEFAULT_OPTION);}}public void setGameState(GameState state) {gameState = state;}private void writeScore() {if (score == 0) {return;}File file = new File("file.dat");RussiaGameRecords records = new ReadRecord().readRecordsFromFile(file);if (records == null || records.isEmpty() || !records.isFull()|| (records.getLastAvailableRecord().getScore() < score && records.isFull())) {String playerName = JOptionPane.showInputDialog("Please input your name");if (playerName == null || playerName.length() == 0) {playerName = "無名英雄";}Record record = new Record(playerName, score);records.addRecordToTopTen(record);new WriteRecord().writeRecordToFile(records, file);}}private boolean isTopTouched() {for (int i = RussiaGameConstant.LEFT; i <= RussiaGameConstant.RIGHT; i++) {if (flag[i][RussiaGameConstant.UP] == 1) {return true;}}return false;}/*** 如果是top touched 則執(zhí)行Game Over的相關(guān)操作* */private void judgeGameOver() {if (isTopTouched()) {gameState = GameState.OVER;writeScore();int result = JOptionPane.showConfirmDialog(frame, "Game over! Continue?", "俄羅斯方塊",JOptionPane.YES_NO_OPTION);if (result == JOptionPane.YES_OPTION) {for (int i = RussiaGameConstant.LEFT; i <= RussiaGameConstant.RIGHT; i++) {for (int j = RussiaGameConstant.UP; j <= RussiaGameConstant.DOWN; j++) {flag[i][j] = 0;}}gameState = GameState.RUN;score = 0;timer.start();} else {System.exit(0);}}}private class KeyHandler implements KeyListener {public void keyPressed(KeyEvent event) {if (!gameState.isRunState()) {return;}int keyCode = event.getKeyCode();switch (keyCode) {case KeyEvent.VK_LEFT:sr1.moveLeft(flag);break;case KeyEvent.VK_RIGHT:sr1.moveRight(flag);break;case KeyEvent.VK_UP:sr1.changeState(flag);break;case KeyEvent.VK_DOWN:sr1.moveDown(flag);break;case KeyEvent.VK_SPACE:while (sr1.isAlive()) {sr1.moveDown(flag);}default:break;}repaint();}public void keyReleased(KeyEvent event) {}public void keyTyped(KeyEvent event) {}}private class TimerAction implements ActionListener, Serializable {private static final long serialVersionUID = -6117702515382009989L;public void actionPerformed(ActionEvent event) {if (!gameState.isRunState()) {return;}//滿行的個(gè)數(shù)int num = 0;sr1.moveDown(flag);if (!sr1.isAlive()) {for (int i = 0; i < 4; i++) {Grid[] grids = sr1.getGrids();flag[grids[i].getX()][grids[i].getY()] = 1;color[grids[i].getX()][grids[i].getY()] = sr1.getColor();}judgeGameOver();for (int i = RussiaGameConstant.UP; i <= RussiaGameConstant.DOWN; i++) {int count = 0;for (int j = RussiaGameConstant.LEFT; j <= RussiaGameConstant.RIGHT; j++) {count += flag[j][i];}/** flag[i][j] =1 表示這個(gè)位置有小方塊,如果一行的位置都有小方塊,那么滿行的個(gè)數(shù)num加1.* 并且消除行。*/if (count == RussiaGameConstant.GRID_COLUMN_NUMBER) {num++;/*** 消除行操作。*/for (int m = i; m > RussiaGameConstant.UP; m--) {for (int n = RussiaGameConstant.LEFT; n <= RussiaGameConstant.RIGHT; n++) {flag[n][m] = flag[n][m - 1];color[n][m] = color[n][m - 1];}}/** 重新將第一行的flag[s][0]置為0*/for (int s = RussiaGameConstant.LEFT; s <= RussiaGameConstant.RIGHT; s++) {flag[s][RussiaGameConstant.UP] = 0;}}}/** 將下一個(gè)圖形作為當(dāng)前運(yùn)動的圖形,并隨機(jī)產(chǎn)生下一個(gè)圖形。*/sr1 = sr2;sr2 = RussiaSquareFactory.generateNextRussiaSquareByRandom();}// 計(jì)算分?jǐn)?shù)calculateScore(num);repaint();}}/*** @param num* 方塊滿行的個(gè)數(shù)*/private void calculateScore(int num) {switch (num) {case 1:score += 10;break;case 2:score += 20;break;case 3:score += 50;break;case 4:score += 100;break;default:break;}} }

    util

    RussiaSquareFactory.java

    package my.games.russia.util;import java.util.Random;import my.games.russia.model.AbstractRussiaSquare; import my.games.russia.model.RussiaSquare_1; import my.games.russia.model.RussiaSquare_2; import my.games.russia.model.RussiaSquare_3;/*** * @author wangmengjun**/ public class RussiaSquareFactory {private static final int TOTAL_RUSSIA_SQUARE_COUNT = 3;public static AbstractRussiaSquare generateNextRussiaSquareByRandom() {AbstractRussiaSquare rs = null;int index = new Random().nextInt(TOTAL_RUSSIA_SQUARE_COUNT);switch (index) {case 0:rs = new RussiaSquare_1();break;case 1:rs = new RussiaSquare_2();break;case 2:rs = new RussiaSquare_3();break;default:rs = new RussiaSquare_1();break;}return rs;} }

    ?

    如有任何錯(cuò)誤,請大家指正。

    如有任何建議,也請告訴我,謝謝。

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    轉(zhuǎn)載于:https://my.oschina.net/wangmengjun/blog/777218

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