用java代码写的俄罗斯方块

    技术2022-05-20  68

    package com.yjd.els;

     

    import java.awt.*;

    import java.awt.event.ActionEvent;

    import java.awt.event.ActionListener;

    import java.awt.event.KeyEvent;

    import java.awt.event.KeyListener;

    import javax.swing.*;

    import javax.swing.Timer;

     

    public class Tetris extends JFrame {

    private static final long serialVersionUID = 4614174775034049765L;

     

    public Tetris() {

    Tetrisblok a = new Tetrisblok();

    addKeyListener(a);

    add(a);

    }

     

    public static void main(String[] args) {

    Tetris frame = new Tetris();

    JMenuBar menu = new JMenuBar();

    frame.setJMenuBar(menu);

    JMenu game = new JMenu("游戏");

    JMenuItem newgame = game.add("新游戏");

    JMenuItem pause = game.add("暂停");

    JMenuItem goon = game.add("继续");

    JMenuItem exit = game.add("退出");

    JMenu help = new JMenu("帮助");

    JMenuItem about = help.add("关于");

    menu.add(game);

    menu.add(help);

    frame.setLocationRelativeTo(null);

    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

    frame.setSize(220, 275);

    frame.setTitle("Tetris内测版");

    // frame.setUndecorated(true);

    frame.setVisible(true);

    frame.setResizable(false);

     

    }

    }

     

    // 创建一个俄罗斯方块类

    class Tetrisblok extends JPanel implements KeyListener {

     

    // blockType 代表方块类型

    // turnState代表方块状态

    private int blockType;

    private int score = 0;

     

    private int turnState;

     

    private int x;

     

    private int y;

     

    private int i = 0;

     

    int j = 0;

    int flag = 0;

    // 定义已经放下的方块x=0-11,y=0-21;

    int[][] map = new int[13][23];

     

    // 方块的形状 第一组代表方块类型有S、Z、L、J、I、O、T 7种 第二组 代表旋转几次 第三四组为 方块矩阵

    private final int shapes[][][] = new int[][][] {

    // i

    { { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 },

    { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 } },

    // s

    { { 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },

    { 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } },

    // z

    { { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } },

    // j

    { { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 },

    { 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },

    // o

    { { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },

    // l

    { { 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },

    { 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },

    // t

    { { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },

    { 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

    { 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } };

     

    // 生成新方块的方法

    public void newblock() {

    blockType = (int) (Math.random() * 1000) % 7;

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

    x = 4;

    y = 0;

    if (gameover(x, y) == 1) {

     

    newmap();

    drawwall();

    score = 0;

    JOptionPane.showMessageDialog(null, "GAME OVER");

    }

    }

     

    // 画围墙

    public void drawwall() {

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

    map[i][21] = 2;

    }

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

    map[11][j] = 2;

    map[0][j] = 2;

    }

    }

     

    // 初始化地图

    public void newmap() {

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

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

    map[i][j] = 0;

    }

    }

    }

     

    // 初始化构造方法

    Tetrisblok() {

    newblock();

    newmap();

    drawwall();

    Timer timer = new Timer(1000, new TimerListener());

    timer.start();

    }

     

    // 旋转的方法

    public void turn() {

    int tempturnState = turnState;

    turnState = (turnState + 1) % 4;

    if (blow(x, y, blockType, turnState) == 1) {

    }

    if (blow(x, y, blockType, turnState) == 0) {

    turnState = tempturnState;

    }

    repaint();

    }

     

    // 左移的方法

    public void left() {

    if (blow(x - 1, y, blockType, turnState) == 1) {

    x = x - 1;

    }

    ;

    repaint();

    }

     

    // 右移的方法

    public void right() {

    if (blow(x + 1, y, blockType, turnState) == 1) {

    x = x + 1;

    }

    ;

    repaint();

    }

     

    // 下落的方法

    public void down() {

    if (blow(x, y + 1, blockType, turnState) == 1) {

    y = y + 1;

    delline();

    }

    ;

    if (blow(x, y + 1, blockType, turnState) == 0) {

    add(x, y, blockType, turnState);

    newblock();

    delline();

    }

    ;

    repaint();

    }

     

    // 是否合法的方法

    public int blow(int x, int y, int blockType, int turnState) {

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

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

    if (((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x

    + b + 1][y + a] == 1))

    || ((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x

    + b + 1][y + a] == 2))) {

     

    return 0;

    }

    }

    }

    return 1;

    }

     

    // 消行的方法

    public void delline() {

    int c = 0;

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

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

    if (map[a][b] == 1) {

     

    c = c + 1;

    if (c == 10) {

    score += 10;

    for (int d = b; d > 0; d--) {

    for (int e = 0; e < 11; e++) {

    map[e][d] = map[e][d - 1];

     

    }

    }

    }

    }

    }

    c = 0;

    }

    }

     

    // 判断你挂的方法

    public int gameover(int x, int y) {

    if (blow(x, y, blockType, turnState) == 0) {

    return 1;

    }

    return 0;

    }

     

    // 把当前添加map

    public void add(int x, int y, int blockType, int turnState) {

    int j = 0;

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

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

    if (map[x + b + 1][y + a] == 0) {

    map[x + b + 1][y + a] = shapes[blockType][turnState][j];

    }

    ;

    j++;

    }

    }

    }

     

    // 画方块的的方法

    public void paintComponent(Graphics g) {

    super.paintComponent(g);

    // 画当前方块

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

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

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

    }

    }

    // 画已经固定的方块

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

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

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

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

     

    }

    if (map[i][j] == 2) {

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

     

    }

    }

    }

    g.drawString("score=" + score, 125, 10);

    g.drawString("抵制不良游戏,", 125, 50);

    g.drawString("拒绝盗版游戏。", 125, 70);

    g.drawString("注意自我保护,", 125, 90);

    g.drawString("谨防受骗上当。", 125, 110);

    g.drawString("适度游戏益脑,", 125, 130);

    g.drawString("沉迷游戏伤身。", 125, 150);

    g.drawString("合理安排时间,", 125, 170);

    g.drawString("享受健康生活。", 125, 190);

    }

     

    // 键盘监听

    public void keyPressed(KeyEvent e) {

    switch (e.getKeyCode()) {

    case KeyEvent.VK_DOWN:

    down();

    break;

    case KeyEvent.VK_UP:

    turn();

    break;

    case KeyEvent.VK_RIGHT:

    right();

    break;

    case KeyEvent.VK_LEFT:

    left();

    break;

    }

     

    }

     

    // 无用

    public void keyReleased(KeyEvent e) {

    }

     

    // 无用

    public void keyTyped(KeyEvent e) {

    }

     

    // 定时器监听

    class TimerListener implements ActionListener {

    public void actionPerformed(ActionEvent e) {

     

    repaint();

    if (blow(x, y + 1, blockType, turnState) == 1) {

    y = y + 1;

    delline();

    }

    ;

    if (blow(x, y + 1, blockType, turnState) == 0) {

     

    if (flag == 1) {

    add(x, y, blockType, turnState);

    delline();

    newblock();

    flag = 0;

    }

    flag = 1;

    }

    ;

    }

    }

    }


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