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java實(shí)現(xiàn)俄羅斯方塊小程序

2024-07-14 08:41:22
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這是java課最后做的課程設(shè)計(jì),由于java是初學(xué)的,所以做的時(shí)候有參考一些技術(shù)大牛的博客,在此表示感謝。

發(fā)在這里跟大家交流學(xué)習(xí)一下。

如需要完整工程文件、說(shuō)明文檔以及可運(yùn)行jar文件,下載地址:點(diǎn)擊打開(kāi)鏈接

RussianBlocksGame.java

package RussiaBlocksGame;   import java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.border.Border; import javax.swing.border.EtchedBorder;   /**  * 游戲主類,繼承自JFrame類,負(fù)責(zé)游戲的全局控制。 內(nèi)含: 1.一個(gè)GameCanvas畫(huà)布類的實(shí)例對(duì)象,  * 2.一個(gè)保存當(dāng)前活動(dòng)塊(RussiaBlock)實(shí)例的對(duì)象; 3.一個(gè)保存當(dāng)前控制面板(ControlPanel)實(shí)例的對(duì)象;  */ public class RussiaBlocksGame extends JFrame {   private static final long serialVersionUID = -7332245439279674749L; /**   * 每填滿一行計(jì)多少分   */  public final static int PER_LINE_SCORE = 100;  /**   * 積多少分以后能升級(jí)   */  public final static int PER_LEVEL_SCORE = PER_LINE_SCORE * 20;  /**   * 最大級(jí)數(shù)是10級(jí)   */  public final static int MAX_LEVEL = 10;  /**   * 默認(rèn)級(jí)數(shù)是2   */  public final static int DEFAULT_LEVEL = 2;  private GameCanvas canvas;  private ErsBlock block;  private boolean playing = false;  private ControlPanel ctrlPanel;  //初始化菜單欄  private JMenuBar bar = new JMenuBar();  private JMenu mGame = new JMenu(" 游戲"),    mControl = new JMenu(" 控制"),    mInfo = new JMenu("幫助");  private JMenuItem miNewGame = new JMenuItem("新游戲"),    miSetBlockColor = new JMenuItem("設(shè)置方塊顏色..."),    miSetBackColor = new JMenuItem("設(shè)置背景顏色..."),    miTurnHarder = new JMenuItem("升高游戲難度"),    miTurnEasier = new JMenuItem("降低游戲難度"),    miExit = new JMenuItem("退出"),    miPlay = new JMenuItem("開(kāi)始"),    miPause = new JMenuItem("暫停"),    miResume = new JMenuItem("恢復(fù)"),    miStop = new JMenuItem("終止游戲"),    miRule = new JMenuItem("游戲規(guī)則"),    miAuthor = new JMenuItem("關(guān)于本游戲");      /**   * 建立并設(shè)置窗口菜單   */  private void creatMenu() {   bar.add(mGame);   bar.add(mControl);   bar.add(mInfo);   mGame.add(miNewGame);   mGame.addSeparator();//在菜單中加水平分割線   mGame.add(miSetBlockColor);   mGame.add(miSetBackColor);   mGame.addSeparator();//在菜單中加水平分割線   mGame.add(miTurnHarder);   mGame.add(miTurnEasier);   mGame.addSeparator();//在菜單中加水平分割線   mGame.add(miExit);   mControl.add(miPlay);   miPlay.setEnabled(true);   mControl.add(miPause);   miPause.setEnabled(false);   mControl.add(miResume);   miResume.setEnabled(false);   mControl.add(miStop);   miStop.setEnabled(false);   mInfo.add(miRule);   mInfo.add(miAuthor);   setJMenuBar(bar);     miNewGame.addActionListener(new ActionListener() {    @Override    public void actionPerformed(ActionEvent e) {     stopGame();     reset();     setLevel(DEFAULT_LEVEL);    }   });      //設(shè)置方塊顏色   miSetBlockColor.addActionListener(new ActionListener() {    @Override    public void actionPerformed(ActionEvent e) {     Color newFrontColor =       JColorChooser.showDialog(RussiaBlocksGame.this, "設(shè)置方塊顏色", canvas.getBlockColor());     if (newFrontColor != null) {      canvas.setBlockColor(newFrontColor);     }    }   });      //設(shè)置背景顏色   miSetBackColor.addActionListener(new ActionListener() {    @Override    public void actionPerformed(ActionEvent e) {     Color newBackColor =       JColorChooser.showDialog(RussiaBlocksGame.this, "設(shè)置背景顏色", canvas.getBackgroundColor());     if (newBackColor != null) {      canvas.setBackgroundColor(newBackColor);     }    }   });      //定義菜單欄"關(guān)于"的功能,彈出確認(rèn)框。   miAuthor.addActionListener(new ActionListener() {          @Override    public void actionPerformed(ActionEvent e) {     JOptionPane.showMessageDialog(null, "軟件工程(4)班/n3115005372/n楊宇杰/n©一切解釋權(quán)歸楊宇杰所有", "關(guān)于俄羅斯方塊 - 2016", 1);    }   });      //游戲規(guī)則說(shuō)明   miRule.addActionListener(new ActionListener() {          @Override    public void actionPerformed(ActionEvent e) {     JOptionPane.showMessageDialog(null, "由小方塊組成的不同形狀的板塊陸續(xù)從屏幕上方落下來(lái),/n玩家通過(guò)調(diào)整板塊的位置和方向,使它們?cè)谄聊坏撞科?n出完整的一條或幾條。這些完整的橫條會(huì)隨即消失,給新/n落下來(lái)的板塊騰出空間,與此同時(shí),玩家得到分?jǐn)?shù)獎(jiǎng)勵(lì)。/n沒(méi)有被消除掉的方塊不斷堆積起來(lái),一旦堆到屏幕頂端,/n玩家便告輸,游戲結(jié)束。", "游戲規(guī)則", 1);    }   });      //增加難度   miTurnHarder.addActionListener(new ActionListener() {    @Override    public void actionPerformed(ActionEvent e) {     int curLevel = getLevel();     if (!playing && curLevel < MAX_LEVEL) {      setLevel(curLevel + 1);     }    }   });      //減少難度   miTurnEasier.addActionListener(new ActionListener() {    @Override    public void actionPerformed(ActionEvent e) {     int curLevel = getLevel();     if (!playing && curLevel > 1) {      setLevel(curLevel - 1);     }    }   });      //退出按鈕動(dòng)作響應(yīng)   miExit.addActionListener(new ActionListener() {    @Override    public void actionPerformed(ActionEvent e) {     System.exit(0);    }   });    }    /**   * 主游戲類的構(gòu)造方法   *   * @param title String ,窗口標(biāo)題   */  public RussiaBlocksGame(String title) {   super(title);           //設(shè)置標(biāo)題   setSize(500, 600);          //設(shè)置窗口大小       setLocationRelativeTo(null);        //設(shè)置窗口居中     creatMenu();   Container container = getContentPane(); //創(chuàng)建菜單欄   container.setLayout(new BorderLayout(6, 0));    //設(shè)置窗口的布局管理器   canvas = new GameCanvas(20, 15);       //新建游戲畫(huà)布   ctrlPanel = new ControlPanel(this);      //新建控制面板   container.add(canvas, BorderLayout.CENTER);    //左邊加上畫(huà)布   container.add(ctrlPanel, BorderLayout.EAST);    //右邊加上控制面板     //注冊(cè)窗口事件。當(dāng)點(diǎn)擊關(guān)閉按鈕時(shí),結(jié)束游戲,系統(tǒng)退出。   addWindowListener(new WindowAdapter() {         @Override    public void windowClosing(WindowEvent we) {     stopGame();     System.exit(0);    }   });      //根據(jù)窗口大小,自動(dòng)調(diào)節(jié)方格的尺寸   addComponentListener(new ComponentAdapter() {    @Override    public void componentResized(ComponentEvent ce) {     canvas.adjust();    }   });     setVisible(true);   canvas.adjust();  }    /**   * 讓游戲復(fù)位   */  public void reset() {       //畫(huà)布復(fù)位,控制面板復(fù)位   ctrlPanel.setPlayButtonEnable(true);   ctrlPanel.setPauseButtonEnable(false);   ctrlPanel.setPauseButtonLabel(true);   ctrlPanel.setStopButtonEnable(false);   ctrlPanel.setTurnLevelDownButtonEnable(true);   ctrlPanel.setTurnLevelUpButtonEnable(true);   miPlay.setEnabled(true);   miPause.setEnabled(false);   miResume.setEnabled(false);   miStop.setEnabled(false);   ctrlPanel.reset();   canvas.reset();  }    /**   * 判斷游戲是否還在進(jìn)行   *   * @return boolean,true -還在運(yùn)行,false-已經(jīng)停止   */  public boolean isPlaying() {   return playing;  }    /**   * 得到當(dāng)前活動(dòng)的塊   *   * @return ErsBlock,當(dāng)前活動(dòng)塊的引用   */  public ErsBlock getCurBlock() {   return block;  }    /**   * 得到當(dāng)前畫(huà)布   *   * @return GameCanvas,當(dāng)前畫(huà)布的引用   */  public GameCanvas getCanvas() {   return canvas;  }    /**   * 開(kāi)始游戲   */  public void playGame() {   play();   ctrlPanel.setPlayButtonEnable(false);   ctrlPanel.setPauseButtonEnable(true);   ctrlPanel.setPauseButtonLabel(true);   ctrlPanel.setStopButtonEnable(true);   ctrlPanel.setTurnLevelDownButtonEnable(false);   ctrlPanel.setTurnLevelUpButtonEnable(false);   miStop.setEnabled(true);   miTurnHarder.setEnabled(false);   miTurnEasier.setEnabled(false);   ctrlPanel.requestFocus();    //設(shè)置焦點(diǎn)在控制面板上  }    /**   * 游戲暫停   */  public void pauseGame() {   if (block != null) {    block.pauseMove();   }   ctrlPanel.setPlayButtonEnable(false);   ctrlPanel.setPauseButtonLabel(false);   ctrlPanel.setStopButtonEnable(true);   miPlay.setEnabled(false);   miPause.setEnabled(false);   miResume.setEnabled(true);   miStop.setEnabled(true);  }    /**   * 讓暫停中的游戲繼續(xù)   */  public void resumeGame() {   if (block != null) {    block.resumeMove();   }   ctrlPanel.setPlayButtonEnable(false);   ctrlPanel.setPauseButtonEnable(true);   ctrlPanel.setPauseButtonLabel(true);   miPause.setEnabled(true);   miResume.setEnabled(false);   ctrlPanel.requestFocus();  }    /**   * 用戶停止游戲   */  public void stopGame() {   playing = false;   if (block != null) {    block.stopMove();   }   ctrlPanel.setPlayButtonEnable(true);   ctrlPanel.setPauseButtonEnable(false);   ctrlPanel.setPauseButtonLabel(true);   ctrlPanel.setStopButtonEnable(false);   ctrlPanel.setTurnLevelDownButtonEnable(true);   ctrlPanel.setTurnLevelUpButtonEnable(true);   miPlay.setEnabled(true);   miPause.setEnabled(false);   miResume.setEnabled(false);   miStop.setEnabled(false);   miTurnHarder.setEnabled(true);   miTurnEasier.setEnabled(true);   reset();//重置畫(huà)布和控制面板  }      /**   * 得到游戲者設(shè)置的難度   *   * @return int ,游戲難度1-MAX_LEVEL   */  public int getLevel() {   return ctrlPanel.getLevel();  }    /**   * 用戶設(shè)置游戲難度   *   * @param level int ,游戲難度1-MAX_LEVEL   */  public void setLevel(int level) {   if (level < 11 && level > 0) {    ctrlPanel.setLevel(level);   }  }    /**   * 得到游戲積分   *   * @return int,積分   */  public int getScore() {   if (canvas != null) {    return canvas.getScore();   }   return 0;  }    /**   * 得到自上次升級(jí)以來(lái)的游戲積分,升級(jí)以后,此積分清零   *   * @return int,積分   */  public int getScoreForLevelUpdate() {   if (canvas != null) {    return canvas.getScoreForLevelUpdate();   }   return 0;  }    /**   * 當(dāng)積分累積到一定數(shù)值時(shí),升一次級(jí)   *   * @return Boolean,true-update succeed,false-update fail   */  public boolean levelUpdate() {   int curLevel = getLevel();   if (curLevel < MAX_LEVEL) {    setLevel(curLevel + 1);    canvas.resetScoreForLevelUpdate();    return true;   }   return false;  }    /**   * 游戲開(kāi)始   */  private void play() {   reset();   playing = true;   Thread thread = new Thread(new Game());//啟動(dòng)游戲線程   thread.start();  }    /**   * 報(bào)告游戲結(jié)束了   */  private void reportGameOver() {   new gameOverDialog(this, "俄羅斯方塊", "游戲結(jié)束,您的得分為" + canvas.getScore());  }      /**   * 一輪游戲過(guò)程,實(shí)現(xiàn)了Runnable接口 一輪游戲是一個(gè)大循環(huán),在這個(gè)循環(huán)中,每隔100毫秒, 檢查游戲中的當(dāng)前塊是否已經(jīng)到底了,如果沒(méi)有,   * 就繼續(xù)等待。如果到底了,就看有沒(méi)有全填滿的行, 如果有就刪除它,并為游戲者加分,同時(shí)隨機(jī)產(chǎn)生一個(gè)新的當(dāng)前塊并讓它自動(dòng)落下。   * 當(dāng)新產(chǎn)生一個(gè)塊時(shí),先檢查畫(huà)布最頂上的一行是否已經(jīng)被占了,如果是,可以判斷Game Over 了。   */ private class Game implements Runnable {   @Override   public void run() {    int col = (int) (Math.random() * (canvas.getCols() - 3));//隨機(jī)生成方塊出現(xiàn)的位置    int style = ErsBlock.STYLES[ (int) (Math.random() * 7)][(int) (Math.random() * 4)];//隨機(jī)生成一種形狀的方塊      while (playing) {     if (block != null) { //第一次循環(huán)時(shí),block為空      if (block.isAlive()) {       try {        Thread.currentThread();  Thread.sleep(500);       } catch (InterruptedException ie) {        ie.printStackTrace();       }       continue;      }     }       checkFullLine(); //檢查是否有全填滿的行       if (isGameOver()) {      reportGameOver();      miPlay.setEnabled(true);      miPause.setEnabled(false);      miResume.setEnabled(false);      miStop.setEnabled(false);      ctrlPanel.setPlayButtonEnable(true);      ctrlPanel.setPauseButtonLabel(false);      ctrlPanel.setStopButtonEnable(false);      return;     }       block = new ErsBlock(style, -1, col, getLevel(), canvas);     block.start();       col = (int) (Math.random() * (canvas.getCols() - 3));     style = ErsBlock.STYLES[ (int) (Math.random() * 7)][(int) (Math.random() * 4)];       ctrlPanel.setTipStyle(style);    }   }     //檢查畫(huà)布中是否有全填滿的行,如果有就刪之   public void checkFullLine() {    for (int i = 0; i < canvas.getRows(); i++) {     int row = -1;     boolean fullLineColorBox = true;     for (int j = 0; j < canvas.getCols(); j++) {      if (!canvas.getBox(i, j).isColorBox()) {       fullLineColorBox = false;       break;      }     }     if (fullLineColorBox) {      row = i--;      canvas.removeLine(row);     }    }   }     //根據(jù)最頂行是否被占,判斷游戲是否已經(jīng)結(jié)束了   //@return boolean ,true-游戲結(jié)束了,false-游戲未結(jié)束   private boolean isGameOver() {    for (int i = 0; i < canvas.getCols(); i++) {     ErsBox box = canvas.getBox(0, i);     if (box.isColorBox()) {      return true;     }    }    return false;   }  }    /**   * 定義GameOver對(duì)話框。   */  @SuppressWarnings("serial")  private class gameOverDialog extends JDialog implements ActionListener {     private JButton againButton, exitButton;   private Border border = new EtchedBorder(EtchedBorder.RAISED, Color.white, new Color(148, 145, 140));     public gameOverDialog(JFrame parent, String title, String message) {    super(parent, title, true);    if (parent != null) {     setSize(240, 120);     this.setLocationRelativeTo(parent);     JPanel messagePanel = new JPanel();     messagePanel.add(new JLabel(message));     messagePanel.setBorder(border);     Container container = this.getContentPane();     container.setLayout(new GridLayout(2, 0, 0, 10));     container.add(messagePanel);     JPanel choosePanel = new JPanel();     choosePanel.setLayout(new GridLayout(0, 2, 4, 0));     container.add(choosePanel);     againButton = new JButton("再玩一局");     exitButton = new JButton("退出游戲");     choosePanel.add(new JPanel().add(againButton));     choosePanel.add(new JPanel().add(exitButton));     choosePanel.setBorder(border);    }    againButton.addActionListener(this);    exitButton.addActionListener(this);    this.setVisible(true);   }     @Override   public void actionPerformed(ActionEvent e) {    if (e.getSource() == againButton) {     this.setVisible(false);     reset();    } else if (e.getSource() == exitButton) {     stopGame();     System.exit(0);      }   }  } } 

GameCanvas.java

package RussiaBlocksGame;   import java.awt.Color; import java.awt.Graphics; import javax.swing.JPanel; import javax.swing.border.EtchedBorder;   /**  * 畫(huà)布類,內(nèi)有<行數(shù)>*<列數(shù)> 個(gè)方格類實(shí)例。 繼承自JPanel類。 ErsBlock線程類動(dòng)態(tài)改變畫(huà)布類的方格顏色,畫(huà)布類通過(guò)  * 檢查方格顏色來(lái)體現(xiàn)ErsBlock塊的移動(dòng)情況。  */ public class GameCanvas extends JPanel {   private static final long serialVersionUID = 6732901391026089276L; private Color backColor = Color.darkGray, frontColor = Color.WHITE;  private int rows, cols, score = 0, scoreForLevelUpdate = 0;  private ErsBox[][] boxes;  private int boxWidth, boxHeight;    /**   * 畫(huà)布類的構(gòu)造函數(shù)   *   * @param rows int,畫(huà)布的行數(shù)   * @param cols int,畫(huà)布的列數(shù) 行數(shù)和列數(shù)決定著畫(huà)布擁有方格的數(shù)目   */  public GameCanvas(int rows, int cols) {   this.rows = rows;   this.cols = cols;     boxes = new ErsBox[rows][cols];   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     boxes[i][j] = new ErsBox(false);    }   }     setBorder(new EtchedBorder(EtchedBorder.RAISED, Color.white, new Color(148, 145, 140)));  }    /**   * 畫(huà)布類的構(gòu)造函數(shù)   *   * @param rows   * @param cols   * @param backColor   * @param frontColor   */  public GameCanvas(int rows, int cols,    Color backColor, Color frontColor) {   this(rows, cols);   this.backColor = backColor;   this.frontColor = frontColor;  }    /**   * 設(shè)置游戲背景色彩   *   * @param backColor Color,背景色彩   */  public void setBackgroundColor(Color backColor) {   this.backColor = backColor;  }    /**   * 取得游戲背景色彩   *   * @return Color ,背景色彩   */  public Color getBackgroundColor() {   return backColor;  }    /**   * 設(shè)置游戲方塊顏色   *   * @param frontColor Color,方塊顏色   */  public void setBlockColor(Color frontColor) {   this.frontColor = frontColor;  }    /**   * 取得游戲方塊色彩   *   * @return Color,方塊顏色   */  public Color getBlockColor() {   return frontColor;  }    /**   * 取得畫(huà)布中方格的行數(shù)   *   * @return   */  public int getRows() {   return rows;  }    /**   * 取得畫(huà)布中方格的列數(shù)   *   * @return int,方格的列數(shù)   */  public int getCols() {   return cols;  }    /**   * 取得游戲成績(jī)   *   * @return int, 分?jǐn)?shù)   */  public int getScore() {   return score;  }    /**   * 取得自上一次升級(jí)后的積分   *   * @return int ,上一次升級(jí)后的積分   */  public int getScoreForLevelUpdate() {   return scoreForLevelUpdate;  }    /**   * 升級(jí)后,將上一次升級(jí)以來(lái)的積分清零   */  public void resetScoreForLevelUpdate() {   scoreForLevelUpdate -= RussiaBlocksGame.PER_LEVEL_SCORE;  }    /**   * 得到某一行某一列的方格引用   *   * @return row int ,要引用的方格所在的行   * @param col int, 要引用的方格所在的行   * @return ErsBox,在row行col列的方格的引用   */  public ErsBox getBox(int row, int col) {   if (row < 0 || row > boxes.length - 1 || col < 0 || col > boxes[0].length - 1) {    return null;   }   return (boxes[row][col]);  }    /**   * 覆蓋JComponent類的函數(shù),畫(huà)組件。   *   * @param g 圖形設(shè)備環(huán)境   */  @Override  public void paintComponent(Graphics g) {   super.paintComponent(g);     g.setColor(frontColor);   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     g.setColor(boxes[i][j].isColorBox() ? frontColor : backColor);     g.fill3DRect(j * boxWidth, i * boxHeight,       boxWidth, boxHeight, true);    }   }  }    /**   * 根據(jù)窗口大小,自動(dòng)調(diào)節(jié)方格的尺寸   */  public void adjust() {   boxWidth = getSize().width / cols;   boxHeight = getSize().height / rows;  }    /**   * 當(dāng)一行被游戲者疊滿后,將此行清除,并為游戲者加分   *   * @param row int,要清除的行,是由ErsBoxesGame類計(jì)算的   */  public synchronized void removeLine(int row) {   for (int i = row; i > 0; i--) {    for (int j = 0; j < cols; j++) {     boxes[i][j] = (ErsBox) boxes[i - 1][j].clone();     //將上一行的方塊顏色克隆下來(lái),    }                 //即消去一行方塊   }     score += RussiaBlocksGame.PER_LEVEL_SCORE;   scoreForLevelUpdate += RussiaBlocksGame.PER_LEVEL_SCORE;   repaint();  }    /**   * 重置畫(huà)布,置積分為零   */  public void reset() {   score = 0;   scoreForLevelUpdate = 0;   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     boxes[i][j].setColor(false);    }   }     repaint();  } } 

ControlPanel.java

 

package RussiaBlocksGame;   import java.awt.BorderLayout; import java.awt.Color; import java.awt.Graphics; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.ComponentAdapter; import java.awt.event.ComponentEvent; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.text.DateFormat; import java.text.SimpleDateFormat; import java.util.Date;   import javax.swing.JButton; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JTextField; import javax.swing.Timer; import javax.swing.border.Border; import javax.swing.border.EtchedBorder;   /**  * 控制面板類,繼承自JPanel。 上邊安放預(yù)顯窗口,等級(jí),得分,控制按鈕 主要用來(lái)控制游戲進(jìn)程。  */ class ControlPanel extends JPanel {   private static final long serialVersionUID = 3900659640646175724L; private JTextField tfLevel = new JTextField("" + RussiaBlocksGame.DEFAULT_LEVEL),    tfScore = new JTextField(" 0"),    tfTime = new JTextField(" ");  private JButton btPlay = new JButton(" 開(kāi)始"),    btPause = new JButton(" 暫停"),    btStop = new JButton("終止游戲"),    btTurnLevelUp = new JButton(" 增加難度"),    btTurnLevelDown = new JButton(" 降低難度");  private JPanel plTip = new JPanel(new BorderLayout());  private TipPanel plTipBlock = new TipPanel();  private JPanel plInfo = new JPanel(new GridLayout(4, 1));  private JPanel plButton = new JPanel(new GridLayout(6, 1));  private Timer timer;  private Border border = new EtchedBorder(EtchedBorder.RAISED, Color.white, new Color(148, 145, 140));    /**   * 控制面板類的構(gòu)造函數(shù)   *   * @param game ErsBlocksGame,ErsBlocksGame 類的一個(gè)實(shí)例引用 方便直接控制ErsBlocksGame類的行為。   */  public ControlPanel(final RussiaBlocksGame game) {   setLayout(new GridLayout(3, 1, 0, 2));   plTip.add(new JLabel(" 下一個(gè)方塊"), BorderLayout.NORTH);    //添加組件   plTip.add(plTipBlock);   plTip.setBorder(border);     plInfo.add(new JLabel(" 難度系數(shù)"));   plInfo.add(tfLevel);   plInfo.add(new JLabel(" 得分"));   plInfo.add(tfScore);   plInfo.setBorder(border);     plButton.add(btPlay);   btPlay.setEnabled(true);   plButton.add(btPause);   btPause.setEnabled(false);   plButton.add(btStop);   btStop.setEnabled(false);   plButton.add(btTurnLevelUp);   plButton.add(btTurnLevelDown);   plButton.add(tfTime);   plButton.setBorder(border);     tfLevel.setEditable(false);   tfScore.setEditable(false);   tfTime.setEditable(false);     add(plTip);   add(plInfo);   add(plButton);     addKeyListener(new KeyAdapter() {    @Override    public void keyPressed(KeyEvent ke) {     if (!game.isPlaying()) {      return;     }       ErsBlock block = game.getCurBlock();     switch (ke.getKeyCode()) {      case KeyEvent.VK_DOWN:       block.moveDown();       break;      case KeyEvent.VK_LEFT:       block.moveLeft();       break;      case KeyEvent.VK_RIGHT:       block.moveRight();       break;      case KeyEvent.VK_UP:       block.turnNext();       break;      default:       break;     }    }   });     btPlay.addActionListener(new ActionListener() {       //開(kāi)始游戲    @Override    public void actionPerformed(ActionEvent ae) {     game.playGame();    }   });   btPause.addActionListener(new ActionListener() {      //暫停游戲    @Override    public void actionPerformed(ActionEvent ae) {     if (btPause.getText().equals(" 暫停")) {      game.pauseGame();     } else {      game.resumeGame();     }    }   });   btStop.addActionListener(new ActionListener() {       //停止游戲    @Override    public void actionPerformed(ActionEvent ae) {     game.stopGame();    }   });   btTurnLevelUp.addActionListener(new ActionListener() {     //升高難度    @Override    public void actionPerformed(ActionEvent ae) {     try {      int level = Integer.parseInt(tfLevel.getText());      if (level < RussiaBlocksGame.MAX_LEVEL) {       tfLevel.setText("" + (level + 1));      }     } catch (NumberFormatException e) {     }     requestFocus();    }   });   btTurnLevelDown.addActionListener(new ActionListener() {    //降低游戲難度    @Override    public void actionPerformed(ActionEvent ae) {     try {      int level = Integer.parseInt(tfLevel.getText());      if (level > 1) {       tfLevel.setText("" + (level - 1));      }     } catch (NumberFormatException e) {     }     requestFocus();    }   });     addComponentListener(new ComponentAdapter() {    @Override    public void componentResized(ComponentEvent ce) {     plTipBlock.adjust();    }   });     timer = new Timer(1000, new ActionListener() {    @Override    public void actionPerformed(ActionEvent ae) {     DateFormat format = new SimpleDateFormat("時(shí)間:HH:mm:ss");  //系統(tǒng)獲得時(shí)間     Date date = new Date();     tfTime.setText(format.format(date));       tfScore.setText("" + game.getScore());     int ScoreForLevelUpdate = //判斷當(dāng)前分?jǐn)?shù)是否能升級(jí)       game.getScoreForLevelUpdate();     if (ScoreForLevelUpdate >= RussiaBlocksGame.PER_LEVEL_SCORE       && ScoreForLevelUpdate > 0) {      game.levelUpdate();     }    }   });   timer.start();  }    /**   * 設(shè)置預(yù)顯窗口的樣式   *   * @param style int,對(duì)應(yīng)ErsBlock類的STYLES中的28個(gè)值   */  public void setTipStyle(int style) {   plTipBlock.setStyle(style);  }    /**   * 取得用戶設(shè)置的游戲等級(jí)。   *   * @return int ,難度等級(jí),1-ErsBlocksGame.MAX_LEVEL   */  public int getLevel() {   int level = 0;   try {    level = Integer.parseInt(tfLevel.getText());   } catch (NumberFormatException e) {   }   return level;  }    /**   * 讓用戶修改游戲難度等級(jí)。   *   * @param level 修改后的游戲難度等級(jí)   */  public void setLevel(int level) {   if (level > 0 && level < 11) {    tfLevel.setText("" + level);   }  }    /**   * 設(shè)置“開(kāi)始”按鈕的狀態(tài)。   */  public void setPlayButtonEnable(boolean enable) {   btPlay.setEnabled(enable);  }    public void setPauseButtonEnable(boolean enable) {   btPause.setEnabled(enable);  }    public void setPauseButtonLabel(boolean pause) {   btPause.setText(pause ? " 暫停" : " 繼續(xù)");  }    public void setStopButtonEnable(boolean enable) {   btStop.setEnabled(enable);  }    public void setTurnLevelUpButtonEnable(boolean enable) {   btTurnLevelUp.setEnabled(enable);  }    public void setTurnLevelDownButtonEnable(boolean enable) {   btTurnLevelDown.setEnabled(enable);  }    /**   * 重置控制面板   */  public void reset() {   tfScore.setText(" 0");   plTipBlock.setStyle(0);  }    /**   * 重新計(jì)算TipPanel里的boxes[][]里的小框的大小   */  public void adjust() {   plTipBlock.adjust();  }    /**   * 預(yù)顯窗口的實(shí)現(xiàn)細(xì)節(jié)類   */ public class TipPanel extends JPanel {         //TipPanel用來(lái)顯示下一個(gè)將要出現(xiàn)方塊的形狀   private static final long serialVersionUID = 5160553671436997616L; private Color backColor = Color.darkGray, frontColor = Color.WHITE;   private ErsBox[][] boxes = new ErsBox[ErsBlock.BOXES_ROWS][ErsBlock.BOXES_COLS];   private int style, boxWidth, boxHeight;   private boolean isTiled = false;     /**    * 預(yù)顯示窗口類構(gòu)造函數(shù)    */   public TipPanel() {    for (int i = 0; i < boxes.length; i++) {     for (int j = 0; j < boxes[i].length; j++) {      boxes[i][j] = new ErsBox(false);     }    }   }     /**    * 設(shè)置預(yù)顯示窗口的方塊樣式    *    * @param style int,對(duì)應(yīng)ErsBlock類的STYLES中的28個(gè)值    */   public void setStyle(int style) {    this.style = style;    repaint();   }     /**    * 覆蓋JComponent類的函數(shù),畫(huà)組件。    *    * @param g 圖形設(shè)備環(huán)境    */   @Override   public void paintComponent(Graphics g) {    super.paintComponent(g);      if (!isTiled) {    adjust();    }      int key = 0x8000;    for (int i = 0; i < boxes.length; i++) {     for (int j = 0; j < boxes[i].length; j++) {      Color color = ((key & style) != 0 ? frontColor : backColor);      g.setColor(color);      g.fill3DRect(j * boxWidth, i * boxHeight,        boxWidth, boxHeight, true);      key >>= 1;     }    }   }     /**    * g根據(jù)窗口的大小,自動(dòng)調(diào)整方格的尺寸    */   public void adjust() {    boxWidth = getSize().width / ErsBlock.BOXES_COLS;    boxHeight = getSize().height / ErsBlock.BOXES_ROWS;    isTiled = true;   }  } } 

ErsBox.java

 

package RussiaBlocksGame;   import java.awt.Dimension;   /**  * 方格類,是組成塊的基本元素,用自己的顏色來(lái)表示塊的外觀  */ public class ErsBox implements Cloneable {    private boolean isColor;  private Dimension size = new Dimension();    /**   * 方格類的構(gòu)造函數(shù),   *   * @param isColor 是不是用前景色來(lái)為此方格著色 true前景色,false 用背景色   */  public ErsBox(boolean isColor) {   this.isColor = isColor;  }    /**   * 此方格是不是用前景色表現(xiàn)   *   * @return boolean ,true用前景色表現(xiàn),false 用背景色表現(xiàn)   */  public boolean isColorBox() {   return isColor;  }    /**   * 設(shè)置方格的顏色,   *   * @param isColor boolean ,true用前景色表現(xiàn),false 用背景色表現(xiàn)   */  public void setColor(boolean isColor) {   this.isColor = isColor;  }    /**   * 得到此方格的尺寸   *   * @return Dimension ,方格的尺寸   */  public Dimension getSize() {   return size;  }    /**   * 設(shè)置方格的尺寸,   *   * @param size Dimension ,方格的尺寸   */  public void setSize(Dimension size) {   this.size = size;  }    /**   * 覆蓋Object的Object clone(),實(shí)現(xiàn)克隆   *   * @return Object,克隆的結(jié)果   */  @Override  public Object clone() {   Object cloned = null;   try {    cloned = super.clone();   } catch (Exception ex) {    ex.printStackTrace();   }     return cloned;  } } 

ErsBlock.java

package RussiaBlocksGame;   /**  * 塊類,繼承自線程類(Thread) 由4 × 4個(gè)方塊(ErsBox)構(gòu)成一個(gè)方塊, 控制塊的移動(dòng)·下落·變形等  */   class ErsBlock extends Thread {    /**   * 一個(gè)塊占的行數(shù)是4行   */  public final static int BOXES_ROWS = 4;  /**   * 一個(gè)塊占的列數(shù)是4列   */  public final static int BOXES_COLS = 4;  /**   * 讓升級(jí)變化平滑的因子,避免最后幾級(jí)之間的速度相差近一倍   */  public final static int LEVEL_FLATNESS_GENE = 3;  /**   * 相近的兩級(jí)之間,塊每下落一行的時(shí)間差別為多少(毫秒)   */  public final static int BETWEEN_LEVELS_DEGRESS_TIME = 50;  /**   * 方塊的樣式數(shù)目為7   */  public final static int BLOCK_KIND_NUMBER = 7;  /**   * 每一個(gè)樣式的方塊的反轉(zhuǎn)狀態(tài)種類為4   */  public final static int BLOCK_STATUS_NUMBER = 4;  /**   * 分別對(duì)應(yīng)7種模型的28種狀態(tài)   */  public final static int[][] STYLES = { //共28種狀態(tài)   {0x0f00, 0x4444, 0x0f00, 0x4444}, //長(zhǎng)條型的四種狀態(tài)   {0x04e0, 0x0464, 0x00e4, 0x04c4}, //T型的四種狀態(tài)   {0x4620, 0x6c00, 0x4620, 0x6c00}, //反Z型的四種狀態(tài)   {0x2640, 0xc600, 0x2640, 0xc600}, //Z型的四種狀態(tài)   {0x6220, 0x1700, 0x2230, 0x0740}, //7型的四種狀態(tài)   {0x6440, 0x0e20, 0x44c0, 0x8e00}, //反7型的四種狀態(tài)    {0x0660, 0x0660, 0x0660, 0x0660}, //方塊的四種狀態(tài)  };  private GameCanvas canvas;  private ErsBox[][] boxes = new ErsBox[BOXES_ROWS][BOXES_COLS];  private int style, y, x, level;  private boolean pausing = false, moving = true;    /**   * 構(gòu)造函數(shù),產(chǎn)生一個(gè)特定的塊   *   * @param style 塊的樣式,對(duì)應(yīng)STYLES的28個(gè)值中的一個(gè)   * @param y 起始位置,左上角在canvas中的坐標(biāo)行   * @param x 起始位置,左上角在canvas中的坐標(biāo)列   * @param level 游戲等級(jí),控制塊的下落速度   * @param canvas 畫(huà)板   */  public ErsBlock(int style, int y, int x, int level, GameCanvas canvas) {   this.style = style;   this.y = y;   this.x = x;   this.level = level;   this.canvas = canvas;     int key = 0x8000;   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     boolean isColor = ((style & key) != 0);     boxes[i][j] = new ErsBox(isColor);     key >>= 1;    }   }     display();  }    /**   * 線程類的run()函數(shù)覆蓋,下落塊,直到塊不能再下落   */  @Override  public void run() {   while (moving) {    try {     sleep(BETWEEN_LEVELS_DEGRESS_TIME       * (RussiaBlocksGame.MAX_LEVEL - level + LEVEL_FLATNESS_GENE));    } catch (InterruptedException ie) {     ie.printStackTrace();    }    //后邊的moving是表示在等待的100毫秒間,moving沒(méi)有被改變    if (!pausing) {     moving = (moveTo(y + 1, x) && moving);    }   }  }    /**   * 塊向左移動(dòng)一格   */  public void moveLeft() {   moveTo(y, x - 1);  }    /**   * 塊向右移動(dòng)一格   */  public void moveRight() {   moveTo(y, x + 1);  }    /**   * 塊向下移動(dòng)一格   */  public void moveDown() {   moveTo(y + 1, x);  }    /**   * 塊變型   */  public void turnNext() {   for (int i = 0; i < BLOCK_KIND_NUMBER; i++) {    for (int j = 0; j < BLOCK_STATUS_NUMBER; j++) {     if (STYLES[i][j] == style) {      int newStyle = STYLES[i][(j + 1) % BLOCK_STATUS_NUMBER];      turnTo(newStyle);      return;     }    }   }  }    public void startMove() {   pausing = false;   moving = true;  }    /**   * 暫停塊的下落,對(duì)應(yīng)游戲暫停   */  public void pauseMove() {   pausing = true;   // moving = false;  }    /**   * 繼續(xù)塊的下落,對(duì)應(yīng)游戲繼續(xù)   */  public void resumeMove() {   pausing = false;   moving = true;  }    /**   * 停止塊的下落,對(duì)應(yīng)游戲停止   */  public void stopMove() {   pausing = false;   moving = false;  }    /**   * 將當(dāng)前塊從畫(huà)布的對(duì)應(yīng)位置移除,要等到下次重畫(huà)畫(huà)布時(shí)才能反映出來(lái)   */  private void erase() {   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     if (boxes[i][j].isColorBox()) {      ErsBox box = canvas.getBox(i + y, j + x);      if (box == null) {       continue;      }      box.setColor(false);     }    }   }  }    /**   * 讓當(dāng)前塊放置在畫(huà)布的對(duì)因位置上,要等到下次重畫(huà)畫(huà)布時(shí)才能看見(jiàn)   */  private void display() {   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     if (boxes[i][j].isColorBox()) {      ErsBox box = canvas.getBox(i + y, j + x);      if (box == null) {       continue;      }      box.setColor(true);     }    }   }  }   /**   * 當(dāng)前塊能否移動(dòng)到newRow/newCol 所指定的位置   *   * @param newRow int,目的地所在行   * @param newCol int,目的地所在列   * @return boolean,true-能移動(dòng),false-不能移動(dòng)   */  public boolean isMoveAble(int newRow, int newCol) {   erase();   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     if (boxes[i][j].isColorBox()) {      ErsBox box = canvas.getBox(i + newRow, j + newCol);      if (box == null || (box.isColorBox())) {       display();       return false;      }     }    }   }   display();   return true;  }    /**   * 將當(dāng)前塊移動(dòng)到newRow/newCol 所指定的位置   *   * @param newRow int,目的地所在行   * @param newCol int,目的地所在列   * @return boolean,true-移動(dòng)成功,false-移動(dòng)失敗   */  private synchronized boolean moveTo(int newRow, int newCol) {   if (!isMoveAble(newRow, newCol) || !moving) {    return false;   }     erase();   y = newRow;   x = newCol;     display();   canvas.repaint();     return true;  }    /**   * 當(dāng)前塊能否變成newStyle所指定的塊樣式,主要是考慮 邊界以及被其他塊擋住,不能移動(dòng)的情況   *   * @param newSytle int,希望改變的塊樣式,對(duì)應(yīng)STYLES的28個(gè)值中的一個(gè)   * @return boolean,true-能改變,false-不能改變   */  private boolean isTurnAble(int newStyle) {   int key = 0x8000;   erase();   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     if ((newStyle & key) != 0) {      ErsBox box = canvas.getBox(i + y, j + x);      if (box == null || (box.isColorBox())) {       display();       return false;      }     }     key >>= 1;    }   }   display();   return true;  }   /**   * 將當(dāng)前塊變成newStyle所指定的塊樣式   *   * @param newStyle int,希望改變的塊樣式,對(duì)應(yīng)STYLES的28個(gè)值中的一個(gè)   * @return true-改變成功,false-改變失敗   */  private boolean turnTo(int newStyle) {   if (!isTurnAble(newStyle) || !moving) {    return false;   }    erase();   int key = 0x8000;   for (int i = 0; i < boxes.length; i++) {    for (int j = 0; j < boxes[i].length; j++) {     boolean isColor = ((newStyle & key) != 0);     boxes[i][j].setColor(isColor);     key >>= 1;    }   }   style = newStyle;     display();   canvas.repaint();     return true;  } } 

Main.java

package RussiaBlocksGame;  /**  * 程序入口函數(shù)  *  * @param args String[],附帶的命令行參數(shù)  */  public class Main { public static void main(String[] args) {   new RussiaBlocksGame("俄羅斯方塊:楊宇杰");  } } 

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持VeVb武林網(wǎng)。


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