本文目录一览:
- 在这段java代码--俄罗斯方块,方块是怎么旋转的?
- java的俄罗斯方块代码
- 用Java设计网络版俄罗斯方块会遇到哪些难点?
- java如何用图形界面显示二维数组俄罗斯方块
- 求用JAVA编写俄罗斯方块游戏的源代码
- java俄罗斯方块旋转算法,求解
在这段java代码--俄罗斯方块,方块是怎么旋转的?
贴出来的代码还不够,不过已经基本能回答你的问题了。
我的推理过程:从(turnstate+1)%4
可以看出,turnstate
是一个数字,取值只有0、1、2、3,因此它仅仅是一个标识符,0、1、2、3四种取值分别标记着这个方块处于原状、旋转90度、180度或者270度。然后blow
函数应该是一个判断旋转之后会不会出现和已有方块重叠的函数。
因此,这个turn
函数的功能是:把标识符变成下一个状态,然后判断如果旋转,会不会和已有的方块重叠,如果重叠,就取消这个旋转标记的改变。
因此,答案就很明显了:真正实现旋转方块的操作并不在这里,或者说,你再仔细研究一下这个程序的代码,它可能实际上根本没有旋转过那个方块,只是用turnstate
这个数字标记方块旋转了多少度,判断重叠以及绘制的时候才真正计算或者从表里直接读取旋转后状态而已。
java的俄罗斯方块代码
俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame {
public static boolean isPlay = false;
public static int level = 1, score = 0;
public static TextField scoreField, levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus) {
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title) {
super(title);
setSize(600, 480);
setLayout(new GridLayout(1, 2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2, 1, 0, 30));
rightScr.setSize(120, 500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4, 1, 0, 5));
infoScr.setSize(120, 300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:", Label.LEFT);
Label levelp = new Label("级数:", Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20, 60));
scoreField.setSize(new Dimension(20, 60));
levelp.setSize(new Dimension(20, 60));
levelField.setSize(new Dimension(20, 60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5, 1, 0, 5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50, 200));
play_b.addActionListener(new Command(Command.button_play, gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50, 200));
level_up_b.addActionListener(new Command(Command.button_levelup, gameScr));
//定义按钮Level Down
Button level_down_b = new Button("降低级数");
level_down_b.setSize(new Dimension(50, 200));
level_down_b.addActionListener(new Command(Command.button_leveldown, gameScr));
//定义按钮Level Pause
Button pause_b = new Button("游戏暂停");
pause_b.setSize(new Dimension(50, 200));
pause_b.addActionListener(new Command(Command.button_pause, gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50, 200));
quit_b.addActionListener(new Command(Command.button_quit, gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel {
public Insets getInsets() {
return new Insets(30, 50, 30, 50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener {
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int[][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas() {
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum / 2 - 2;
scrArr = new int[32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr() {
for (int i = 0; i < rowNum; i++)
for (int j = 0; j < columnNum; j++)
scrArr[i][j] = 0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g) {
for (int i = 0; i < rowNum; i++)
for (int j = 0; j < columnNum; j++)
drawUnit(i, j, scrArr[i][j]);
}
//画方块的方法
public void drawUnit(int row, int col, int type) {
scrArr[row][col] = type;
Graphics g = getGraphics();
switch (type) { //表示画方快的方法
case 0:
g.setColor(Color.black);
break; //以背景为颜色画
case 1:
g.setColor(Color.blue);
break; //画正在下落的方块
case 2:
g.setColor(Color.magenta);
break; //画已经落下的方法
}
g.fill3DRect(col * unitSize, getSize().height - (row + 1) * unitSize, unitSize, unitSize, true);
g.dispose();
}
public Block getBlock() {
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row, int col) {
if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
return (-1);
else
return (scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow() {
return (blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol() {
return (blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine() {
int full_line_num = 0;
int k = 0;
for (int i = 0; i < rowNum; i++) {
boolean isfull = true;
L1: for (int j = 0; j < columnNum; j++)
if (scrArr[i][j] == 0) {
k++;
isfull = false;
break L1;
}
if (isfull) full_line_num++;
if (k != 0 && k - 1 != i && !isfull)
for (int j = 0; j < columnNum; j++) {
if (scrArr[i][j] == 0)
drawUnit(k - 1, j, 0);
else
drawUnit(k - 1, j, 2);
scrArr[k - 1][j] = scrArr[i][j];
}
}
for (int i = k - 1; i < rowNum; i++) {
for (int j = 0; j < columnNum; j++) {
drawUnit(i, j, 0);
scrArr[i][j] = 0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd() {
for (int col = 0; col < columnNum; col++) {
if (scrArr[maxAllowRowNum][col] != 0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e) {
if (!ERS_Block.isPlay)
return;
switch (e.getKeyCode()) {
case KeyEvent.VK_DOWN:
b.fallDown();
break;
case KeyEvent.VK_LEFT:
b.leftMove();
break;
case KeyEvent.VK_RIGHT:
b.rightMove();
break;
case KeyEvent.VK_SPACE:
b.leftTurn();
break;
}
}
}
//处理控制类
class Command implements ActionListener {
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button, GameCanvas scr) {
curButton = button;
this.scr = scr;
}
//按钮执行方法
public void actionPerformed(ActionEvent e) {
switch (curButton) {
case button_play:
if (!ERS_Block.isPlay) {
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:
if (ERS_Block.level < 10) {
ERS_Block.level++;
ERS_Block.levelField.setText("" + ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:
if (ERS_Block.level > 1) {
ERS_Block.level--;
ERS_Block.levelField.setText("" + ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:
if (pause_resume) {
ERS_Block.timer.suspend();
pause_resume = false;
} else {
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:
System.exit(0);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00, 0x4444, 0x0f00, 0x4444}, //用十六进至表示,本行表示长条四种状态
{0x04e0, 0x0464, 0x00e4, 0x04c4},
{0x4620, 0x6c00, 0x4620, 0x6c00},
{0x2640, 0xc600, 0x2640, 0xc600},
{0x6220, 0x1700, 0x2230, 0x0740},
{0x6440, 0x0e20, 0x44c0, 0x8e00},
{0x0660, 0x0660, 0x0660, 0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row, col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
Block(GameCanvas scr) {
this.scr = scr;
blockType = (int) (Math.random() * 1000) % 7;
turnState = (int) (Math.random() * 1000) % 4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化块,并显示新块
public void reset() {
blockType = (int) (Math.random() * 1000) % 7;
turnState = (int) (Math.random() * 1000) % 4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//实现“块”翻转的方法
public void leftTurn() {
if (assertValid(blockType, (turnState + 1) % 4, row, col)) {
dispBlock(0);
turnState = (turnState + 1) % 4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove() {
if (assertValid(blockType, turnState, row, col - 1)) {
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove() {
if (assertValid(blockType, turnState, row, col + 1)) {
dispBlock(0);
col++;
dispBlock(1);
}
}
//实现块落下的操作的方法
public boolean fallDown() {
if (blockState == 2)
return (false);
if (assertValid(blockType, turnState, row - 1, col)) {
dispBlock(0);
row--;
dispBlock(1);
return (true);
} else {
blockState = 2;
dispBlock(2);
return (false);
}
}
//判断是否正确的方法
boolean assertValid(int t, int s, int row, int col) {
int k = 0x8000;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if ((int) (pattern[t][s] & k) != 0) {
int temp = scr.getScrArrXY(row - i, col + j);
if (temp < 0 || temp == 2)
return false;
}
k = k >> 1;
}
}
return true;
}
//同步显示的方法
public synchronized void dispBlock(int s) {
int k = 0x8000;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (((int) pattern[blockType][turnState] & k) != 0) {
scr.drawUnit(row - i, col + j, s);
}
k = k >> 1;
}
}
}
}
//定时线程
class MyTimer extends Thread {
GameCanvas scr;
public MyTimer(GameCanvas scr) {
this.scr = scr;
}
public void run() {
while (true) {
try {
sleep((10 - ERS_Block.level + 1) * 100);
} catch (InterruptedException e) {
}
if (!scr.getBlock().fallDown()) {
scr.deleteFullLine();
if (scr.isGameEnd()) {
ERS_Block.isPlay = false;
suspend();
} else
scr.getBlock().reset();
}
}
}
}
class WinListener extends WindowAdapter {
public void windowClosing(WindowEvent l) {
System.exit(0);
}
}
用Java设计网络版俄罗斯方块会遇到哪些难点?
- 开发一个俄罗斯方块游戏。游戏者移动和旋转窗口内落下的方块,方块在一行堆满后就可以消掉,并得到相应的分数;如果方块堆积至窗口顶端,即告负。
- 在游戏程序中,我们可以将它看成3个对象,分别是程序窗体主类对象、方块数据管理对象、控制游戏自动下落的定时器线程对象、三个背景音乐对象。
- 开发工具:Sun NetBeans IDE 6.1。
- 游戏数据与界面显示相分离,用游戏结构数据描述游戏的状态,玩家操作或游戏自行走一步,程序中都通过修改游戏数据来体现,即每走一步,程序会修改当前的游戏数据,判断游戏是否结束了,也是通过对游戏数据的分析来作出结论。游戏界面是根据当时游戏数据来绘制的,当数据改变时,要清除原图形并重绘。总之,游戏的逻辑设计是针对游戏数据,而不是游戏界面。界面只是间接地向玩家显示结果。因此,在设计函数时,大致分二类:与玩家操作事件有关的数据处理函数,与界面效果有关的图形绘制函数。游戏运行过程由窗体监听到的键盘事件控制。
- 游戏窗体的设计视图中,选择“开始游戏”按钮,再右键点击“开始游戏”按钮,从菜单中选“事件”->“Action”事件类型->“actionPerformed”接口方法,将转到源视图中事件处理代码处,加入我们的处理代码,使得游戏开始。
- 功能:具有等级功能,不同的等级游戏的难度不一样;具有分数功能,消行可以得到分数;具有声音,有背景音和执行不同的操作出现不同的声音;具有设置功能,可以用来设置初始等级、开始行数、按键设置等。
java如何用图形界面显示二维数组俄罗斯方块
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame {
public static boolean isPlay = false;
public static int level = 1, score = 0;
public static TextField scoreField, levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus) {
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title) {
super(title);
setSize(600, 480);
setLayout(new GridLayout(1, 2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2, 1, 0, 30));
rightScr.setSize(120, 500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4, 1, 0, 5));
infoScr.setSize(120, 300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:", Label.LEFT);
Label levelp = new Label("级数:", Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20, 60));
scoreField.setSize(new Dimension(20, 60));
levelp.setSize(new Dimension(20, 60));
levelField.setSize(new Dimension(20, 60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5, 1, 0, 5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50, 200));
play_b.addActionListener(new Command(Command.button_play, gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50, 200));
level_up_b.addActionListener(new Command(Command.button_levelup, gameScr));
//定义按钮Level Down
Button level_down_b = new Button("降低级数");
level_down_b.setSize(new Dimension(50, 200));
level_down_b.addActionListener(new Command(Command.button_leveldown, gameScr));
//定义按钮Level Pause
Button pause_b = new Button("游戏暂停");
pause_b.setSize(new Dimension(50, 200));
pause_b.addActionListener(new Command(Command.button_pause, gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50, 200));
quit_b.addActionListener(new Command(Command.button_quit, gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel {
public Insets getInsets() {
return new Insets(30, 50, 30, 50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener {
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int[][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas() {
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum / 2 - 2;
scrArr = new int[32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr() {
for (int i = 0; i < rowNum; i++)
for (int j = 0; j < columnNum; j++)
scrArr[i][j] = 0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g) {
for (int i = 0; i < rowNum; i++)
for (int j = 0; j < columnNum; j++)
drawUnit(i, j, scrArr[i][j]);
}
//画方块的方法
public void drawUnit(int row, int col, int type) {
scrArr[row][col] = type;
Graphics g = getGraphics();
switch (type) { //表示画方快的方法
case 0:
g.setColor(Color.black);
break; //以背景为颜色画
case 1:
g.setColor(Color.blue);
break; //画正在下落的方块
case 2:
g.setColor(Color.magenta);
break; //画已经落下的方法
}
g.fill3DRect(col * unitSize, getSize().height - (row + 1) * unitSize, unitSize, unitSize, true);
g.dispose();
}
public Block getBlock() {
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row, int col) {
if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
return (-1);
else
return (scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow() {
return (blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol() {
return (blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine() {
int full_line_num = 0;
int k = 0;
for (int i = 0; i < rowNum; i++) {
boolean isfull = true;
L1: for (int j = 0; j < columnNum; j++)
if (scrArr[i][j] == 0) {
k++;
isfull = false;
break L1;
}
if (isfull) full_line_num++;
if (k != 0 && k - 1 != i && !isfull)
for (int j = 0; j < columnNum; j++) {
if (scrArr[i][j] == 0)
drawUnit(k - 1, j, 0);
else
drawUnit(k - 1, j, 2);
scrArr[k - 1][j] = scrArr[i][j];
}
}
for (int i = k - 1; i < rowNum; i++) {
for (int j = 0; j < columnNum; j++) {
drawUnit(i, j, 0);
scrArr[i][j] = 0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd() {
for (int col = 0; col < columnNum; col++) {
if (scrArr[maxAllowRowNum][col] != 0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e) {
if (!ERS_Block.isPlay)
return;
switch (e.getKeyCode()) {
case KeyEvent.VK_DOWN:
b.fallDown();
break;
case KeyEvent.VK_LEFT:
b.leftMove();
break;
case KeyEvent.VK_RIGHT:
b.rightMove();
break;
case KeyEvent.VK_SPACE:
b.leftTurn();
break;
}
}
}
//处理控制类
class Command implements ActionListener {
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button, GameCanvas scr) {
curButton = button;
this.scr = scr;
}
//按钮执行方法
public void actionPerformed(ActionEvent e) {
switch (curButton) {
case button_play:
if (!ERS_Block.isPlay) {
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:
if (ERS_Block.level < 10) {
ERS_Block.level++;
ERS_Block.levelField.setText("" + ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:
if (ERS_Block.level > 1) {
ERS_Block.level--;
ERS_Block.levelField.setText("" + ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:
if (pause_resume) {
ERS_Block.timer.suspend();
pause_resume = false;
} else {
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:
System.exit(0);
}
}
}
求用JAVA编写俄罗斯方块游戏的源代码
俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame {
public static boolean isPlay = false;
public static int level = 1, score = 0;
public static TextField scoreField, levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus) {
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title) {
super(title);
setSize(600, 480);
setLayout(new GridLayout(1, 2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2, 1, 0, 30));
rightScr.setSize(120, 500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4, 1, 0, 5));
infoScr.setSize(120, 300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:", Label.LEFT);
Label levelp = new Label("级数:", Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20, 60));
scoreField.setSize(new Dimension(20, 60));
levelp.setSize(new Dimension(20, 60));
levelField.setSize(new Dimension(20, 60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5, 1, 0, 5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50, 200));
play_b.addActionListener(new Command(Command.button_play, gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50, 200));
level_up_b.addActionListener(new Command(Command.button_levelup, gameScr));
//定义按钮Level Down
Button level_down_b = new Button("降低级数");
level_down_b.setSize(new Dimension(50, 200));
level_down_b.addActionListener(new Command(Command.button_leveldown, gameScr));
//定义按钮Level Pause
Button pause_b = new Button("游戏暂停");
pause_b.setSize(new Dimension(50, 200));
pause_b.addActionListener(new Command(Command.button_pause, gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50, 200));
quit_b.addActionListener(new Command(Command.button_quit, gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel {
public Insets getInsets() {
return new Insets(30, 50, 30, 50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener {
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int[][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas() {
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum / 2 - 2;
scrArr = new int[32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr() {
for (int i = 0; i < rowNum; i++)
for (int j = 0; j < columnNum; j++)
scrArr[i][j] = 0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g) {
for (int i = 0; i < rowNum; i++)
for (int j = 0; j < columnNum; j++)
drawUnit(i, j, scrArr[i][j]);
}
//画方块的方法
public void drawUnit(int row, int col, int type) {
scrArr[row][col] = type;
Graphics g = getGraphics();
switch (type) { //表示画方快的方法
case 0:
g.setColor(Color.black);
break; //以背景为颜色画
case 1:
g.setColor(Color.blue);
break; //画正在下落的方块
case 2:
g.setColor(Color.magenta);
break; //画已经落下的方法
}
g.fill3DRect(col * unitSize, getSize().height - (row + 1) * unitSize, unitSize, unitSize, true);
g.dispose();
}
public Block getBlock() {
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row, int col) {
if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
return (-1);
else
return (scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow() {
return (blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol() {
return (blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine() {
int full_line_num = 0;
int k = 0;
for (int i = 0; i < rowNum; i++) {
boolean isfull = true;
L1: for (int j = 0; j < columnNum; j++)
if (scrArr[i][j] == 0) {
k++;
isfull = false;
break L1;
}
if (isfull) full_line_num++;
if (k != 0 && k - 1 != i && !isfull)
for (int j = 0; j < columnNum; j++) {
if (scrArr[i][j] == 0)
drawUnit(k - 1, j, 0);
else
drawUnit(k - 1, j, 2);
scrArr[k - 1][j] = scrArr[i][j];
}
}
for (int i = k - 1; i < rowNum; i++) {
for (int j = 0; j < columnNum; j++) {
drawUnit(i, j, 0);
scrArr[i][j] = 0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd() {
for (int col = 0; col < columnNum; col++) {
if (scrArr[maxAllowRowNum][col] != 0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e) {
if (!ERS_Block.isPlay)
return;
switch (e.getKeyCode()) {
case KeyEvent.VK_DOWN:
b.fallDown();
break;
case KeyEvent.VK_LEFT:
b.leftMove();
break;
case KeyEvent.VK_RIGHT:
b.rightMove();
break;
case KeyEvent.VK_SPACE:
b.leftTurn();
break;
}
}
}
//处理控制类
class Command implements ActionListener {
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button, GameCanvas scr) {
curButton = button;
this.scr = scr;
}
//按钮执行方法
public void actionPerformed(ActionEvent e) {
switch (curButton) {
case button_play:
if (!ERS_Block.isPlay) {
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:
if (ERS_Block.level < 10) {
ERS_Block.level++;
ERS_Block.levelField.setText("" + ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:
if (ERS_Block.level > 1) {
ERS_Block.level--;
ERS_Block.levelField.setText("" + ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" + ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:
if (pause_resume) {
ERS_Block.timer.suspend();
pause_resume = false;
} else {
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:
System.exit(0);
}
}
}
java俄罗斯方块旋转算法,求解
可以给每一个小方块设置为一个坐标,变为一个三阶行列式,3*3矩阵,转变为二元数组旋转。观察一下左旋:
11 12 13 31 21 11
21 22 23 →→ 32 22 12
31 32 33 33 23 13
坐标变换如下:(1,1)变为(1,3),(1,2)变为(2,3),(1,3)变为(3,3) (2,1)变为(1,2),(2,2)变为(2,2),(2,3)变为(3,2) (3,1)变为(1,1),(3,2)变为(2,1),(3,3)变为(3,1) 规律就是(i,j)变为(j,3-i+1): 如果是22的方格,就可以变为二阶行列式,也就是22的二元数组,这里给出3*3九宫格改变的示意,我的代码如下:
import java.util.Random;
public class T {
public static void main(String[] args) {
int[][] a = new int[3][3];
System.out.println("now begin to form a new integer array");
Random r = new Random();
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
a[i][j] = r.nextInt(10);
}
}
System.out.println("the array is shown as follows:");
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
System.out.print(a[i][j] + " ");
}
System.out.println();
}
System.out.println("左转九十度");
for (int i = 0; i < a.length; i++) {
for (int j = 0; j < a[i].length; j++) {
System.out.print(a[a[i].length - 1 - j][i] + " ");
}
System.out.println();
}
}
}