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Java游戏开发之俄罗斯方块的实现

俄罗斯方块小游戏

简单的实现俄罗斯方块,只有一个主代码,很好理解的,有暂停/继续、重新开始、结束游戏的简单功能。这里就不多说实现的原理了,可以在网上进行相关的查询。这里就直接给出了源代码,这个也是我参考网上的,自己进行了相关的更改,增加了一些功能。

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import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.util.*;

import javax.imageio.*;

import javax.swing.*;

import javax.swing.Timer;

 

 

public class MyGame extends JFrame {

 

        public MyGame(){

         GameBody gamebody= new GameBody();

         gamebody.setBounds( 5 , 10 , 500 , 600 );  //

         gamebody.setOpaque( false );

         gamebody.setLayout( null );

         addKeyListener(gamebody);

         add(gamebody);

        

 

         int w=Toolkit.getDefaultToolkit().getScreenSize().width;

         int h=Toolkit.getDefaultToolkit().getScreenSize().height;

         JLabel image= new JLabel( new ImageIcon( "13.jpg" ));

         image.setBounds( 0 , 0 , 500 , 600 );

         getLayeredPane().setLayout( null );

         getLayeredPane().add(image, new Integer(Integer.MIN_VALUE));

         ((JPanel)getContentPane()).setOpaque( false );

 

         final JButton login= new JButton( new ImageIcon( "login4.PNG" ));

         login.setContentAreaFilled( false );

         login.setMargin( new Insets( 0 , 0 , 0 , 0 ));

         login.setBorderPainted( false );

         login.setBounds( 340 , 320 , 120 , 26 );

         gamebody.add(login);

 

         login.addActionListener( new ActionListener(){

            public void actionPerformed(ActionEvent e) {    //登录的按钮

                 if (e.getSource()==login){

                 requestFocus( true );    //获得焦点,不用失去焦点

                 gamebody.resetMap();   //重置地图

                 gamebody.drawWall();   //冲重新绘制边界墙体

                 gamebody.createshape();   //重新产生新的地图

                 gamebody.setStart( false );  //唤醒定时下落的线程

                 gamebody.score= 0 ;       //将分数置为零

                 repaint();

                 }

            }

         });

 

         final JButton pauselogin= new JButton( new ImageIcon( "login6.PNG" ));

         pauselogin.setContentAreaFilled( false );

         pauselogin.setMargin( new Insets( 0 , 0 , 0 , 0 ));

         pauselogin.setBorderPainted( false );

         pauselogin.setBounds( 340 , 370 , 120 , 26 );

         gamebody.add(pauselogin);

 

         pauselogin.addMouseListener( new MouseListener(){   //暂停的按钮

           /* public void actionPerformed(ActionEvent e) {   //用事件监听,没用实现再次按暂停键后继续游戏

                 //while(true){

                 if (e.getSource()==pauselogin)

                 {

                     gamebody.setStart(true);

                     requestFocus(true);

 

                 }if(e.getSource()==login){

                     new GameBody.setStart(false);

                     requestFocus(true);

                 }

                 //}

            }*/

 

          //鼠标点击事件,可以分别判断不同的事件,做出不同的反应

         public void mouseClicked(MouseEvent e){

             if (e.getButton()==e.BUTTON1 ){     //单击左键暂停

                 gamebody.setStart( true );   //将自动下落线程关闭

                 //requestFocus(true);    //同时整个JFrame失去焦点,无法操作,但可以点击按钮

             }

         else if (e.getButton()==e.BUTTON3 ){   //右击暂停,继续游戏

                 gamebody.setStart( false );   //唤醒自动下落线程

                 requestFocus( true );

             }

         if (e.getClickCount()== 2 ){     //左键双击,也可以继续游戏

                 gamebody.setStart( false );

                 requestFocus( true );

             }

         }

         public void mouseEntered(MouseEvent e){}

         public void mouseExited(MouseEvent e){}

         public void mousePressed(MouseEvent e){}

         public void mouseReleased(MouseEvent e){}

           

         });

 

         final JButton overlogin= new JButton( new ImageIcon( "login5.PNG" ));   //退出的按钮

         overlogin.setMargin( new Insets( 0 , 0 , 0 , 0 ));

         overlogin.setContentAreaFilled( false );

         overlogin.setBounds( 340 , 420 , 120 , 26 );

         overlogin.setBorderPainted( false );

         add(overlogin);

 

         overlogin.addActionListener( new ActionListener(){

            public void actionPerformed(ActionEvent e) {

               System.exit( 1 );

            }

         });

        

         setTitle( "俄罗斯方块 V.1.0" );

         setResizable( false );

         setFocusable( true );

         setBounds((w- 500 )/ 2 ,(h- 600 )/ 2 , 500 , 600 );

         setLayout( null );

 

         setVisible( true );

         setDefaultCloseOperation( 3 );

     }

     public static void main(String[] args) {

         new MyGame();

     }

 

     //创建需要定义的局部变量和游戏类

      class GameBody extends JPanel implements KeyListener{

         private int shapeType=- 1 ;  //定义方块的类型  定义的为7中

         private int shapeState=- 1 ; //定义方块为何种状态,每种都有四种状态

         private int nextshapeType=- 1 ;  //定义下一块产生的类型

         private int nextshapeState=- 1 ;  //定义下一块的方块的状态

         private final int CELL= 25 ;   //定义方格的大小

         private int score= 0 ;    //定义显示的成绩

         private int left;       //定义初始图形与两边的墙的距离

         private int top;        //定义初始图形与上下墙的距离

         private int i= 0 ;        //表示列

         private int j= 0 ;        //表示行

         public int flag= 0 ;

         public   volatile boolean start= false ;  //暂停的判断条件,为轻量锁,保持同步的

         //public boolean start=false;

         //Timer t;

         Random randomcolor= new Random();

         Random random= new Random();

 

         //定义地图的大小,创建二位的数组

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

 

         //初始化地图

         public void resetMap(){

           for (i= 0 ;i< 12 ;i++){

              for (j= 0 ;j< 22 ;j++){  //遍历的范围不能小

               map[i][j]= 0 ;

             }

           }

         }

 

         //画围墙的方法

         public void drawWall(){

           for (j= 0 ;j< 22 ;j++)  //0到21行

           {

             map[ 0 ][j]= 2 ;

             map[ 11 ][j]= 2 ;    //第0行和第11行为墙

           }

           for (i= 0 ;i< 12 ;i++){  //0到11列

             map[i][ 21 ]= 2 ;    //第21行划墙

           }

         }

 

 

         //定义随机的图形种类

         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 } }

         };

 

 

         //产生新图形的方法

         public void createshape(){

             if (shapeType==- 1 &&shapeState==- 1 ){

               shapeType = random.nextInt(shapes.length);

               shapeState = random.nextInt(shapes[ 0 ].length);

             } else {

               shapeType=nextshapeType;

               shapeState=nextshapeState;

             }

               nextshapeType = random.nextInt(shapes.length);

               nextshapeState = random.nextInt(shapes[ 0 ].length);

             //shapeType=(int)(Math.random()*1000)%7;   //在7中类型中随机选取

             //shapeState=(int)(Math.random()*1000)%4;  //在四种状态中随机选取

             left= 4 ; top= 0 ;  //图形产生的初始位置为(4,0)\

             if (gameOver(left,top)== 1 ){

             //判断游戏

               resetMap();

               drawWall();

               score= 0 ;

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

             }

         }

 

         //遍历[4][4]数组产生的方块并判断状态

         public int judgeState( int left, int top, int shapeType, int shapeState){

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

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

                 if (((shapes[shapeType][shapeState][a* 4 +b]== 1 &&   //遍历数组中为1的个数,即判断是否有图形

                     map[left+b+ 1 ][top+a]== 1 ))||                   //判断地图中是否还有障碍物

                     ((shapes[shapeType][shapeState][a* 4 +b]== 1 &&   //遍历数组中为1的个数,即判断是否有图形

                     map[left+b+ 1 ][top+a]== 2 ))){                   //判断是否撞墙

                           return 0 ;    //表明无法不能正常运行

                     }                

               }

             }

             return 1 ;

         }

 

 

         //创建键盘事件监听

         public void keyPressed(KeyEvent e){

         //if (start){

           switch (e.getKeyCode()){

             case KeyEvent.VK_LEFT:

             leftMove(); //调用左移的方法

             repaint();

             break ;

             case KeyEvent.VK_RIGHT:

             rightMove(); //调用右移的方法

             repaint();

             break ;

             case KeyEvent.VK_DOWN:

             downMove(); //调用左移的方法

             repaint();

             break ;

             case KeyEvent.VK_UP:

             turnShape(); //调用变形的方法

             repaint();

             break ;

           }

         // }

         }

       public void keyReleased(KeyEvent e) {

       }

       public void keyTyped(KeyEvent e) {

       }

 

 

 

       //创建左移的方法

         public void leftMove(){

             if (judgeState(left- 1 ,top,shapeType,shapeState)== 1 ){

                 left-= 1 ;

                 }

         }

         //创建右移的方法

       public void rightMove(){

             if (judgeState(left+ 1 ,top,shapeType,shapeState)== 1 ){

                 left+= 1 ;

                 };

            

         }

         //创建下移的方法

         public void downMove(){

             if (judgeState(left,top+ 1 ,shapeType,shapeState)== 1 ){  //判断有图形

                 top+= 1 ;

                 deleteLine();   //判断下移后是否有满行

                 }

             if (judgeState(left,top+ 1 ,shapeType,shapeState)== 0 ){   //判断没有图形

                

                 addshape(left,top,shapeType,shapeState);

                 createshape();

                 deleteLine();

             }

         }

 

 

         //创建旋转变形的方法

         public void turnShape(){

           int tempshape=shapeState;

           shapeState=(shapeState+ 1 )% 4 ; //在四中的状态中选取

           if (judgeState(left,top,shapeType,shapeState)== 1 ){

              

           }

           if (judgeState(left,top,shapeType,shapeState)== 0 ){

                 shapeState=tempshape;   //没有图形,不能进行旋转,还原原来状态

           }

                 repaint();

         }

 

         //绘图方法

         public void paintComponent(Graphics g){

            super .paintComponent(g);

            int t=randomcolor.nextInt( 5 );

            int count=randomcolor.nextInt( 5 );

            Color[] color= new Color[]{Color.pink,Color.green,Color.red,Color.yellow,Color.blue};

           /* Image image = null;

         try {

             image = ImageIO.read(new File("1.jpg"));

         } catch (IOException e) {

             // TODO 自动生成的 catch 块

             e.printStackTrace();

             g.drawImage(image, 0, 0,this);

         }*/

           

           //绘制围墙

            for (j= 0 ;j< 22 ;j++){

              for (i= 0 ;i< 12 ;i++){

                if (map[i][j]== 2 ){ //判断是否为墙并绘制

                  g.setColor(Color.blue);

                  g.fill3DRect(i*CELL,j*CELL,CELL,CELL, true );

                }

                if (map[i][j]== 0 ){ //判断是否为墙并绘制

                  g.setColor(Color.red);

                  g.drawRoundRect(i*CELL,j*CELL,CELL,CELL, 6 , 6 );}

              }

            }

           

            //绘制正在下落的图形

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

              if (shapes[shapeType][shapeState][k]== 1 ){

                g.setColor(Color.red);

                g.fill3DRect((left+k% 4 + 1 )*CELL,(top+k/ 4 )*CELL,CELL,CELL, true );  //left\top为左上角的坐标

              }

            }

 

            //绘制落下的图形

            for (j= 0 ;j< 22 ;j++){ 

              for (i= 0 ;i< 12 ;i++){

                if (map[i][j]== 1 ){

                  g.setColor(Color.green);

                  g.fill3DRect(i*CELL,j*CELL,CELL,CELL, true );

                }

              }

            }  

 

            //显示右边预览图形

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

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

                 if (shapes[nextshapeType][nextshapeState][i* 4 +j] == 1 ) {

                     g.setColor(Color.red);

                     g.fill3DRect( 375 +(j*(CELL- 10 )), 190 +(i*(CELL- 10 )), CELL- 10 , CELL- 10 , true );

                     }

                  }

             }

             //添加右边预览图形方格

             for ( int i = 0 ; i < 5 ; i++) {

              for ( int j = 0 ; j < 5 ; j++){

                     g.setColor(Color.blue);

                     g.drawRoundRect( 360 +(j*(CELL- 10 )), 175 +(i*(CELL- 10 )),CELL- 10 , CELL- 10 , 3 , 3 );

                  }

             }

            g.setFont( new Font( "楷书" ,Font.BOLD, 20 ));

            g.setColor(Color.BLUE);

            g.drawString( "游戏分数:" , 310 , 70 );

            g.setColor(Color.RED);

            g.drawString(score+ "  " , 420 , 70 );

            g.setColor(Color.BLUE);

            g.drawString( "  分" , 450 , 70 );

 

         }

 

 

     //创建添加新图形到地图的方法、

         public void addshape( int left, int top, int shapeType, int shapeState){

          int temp= 0 ;

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

              for ( int b= 0 ;b< 4 ;b++){   //对存储方块队的[4][4]数组遍历

                 if (map[left+b+ 1 ][top+a]== 0 ){ //表明[4][4]数组没有方块

                    

                     map[left+b+ 1 ][top+a]=shapes[shapeType][shapeState][temp];

                 }

                 temp++;

              }  

            }

         }

 

 

      

 

         //创建消行的方法,即将满行以上的部分整体下移

       public void deleteLine(){

           int tempscore= 0 ;      //定义满行的列个数满足1

           for ( int a= 0 ;a< 22 ;a++){   //对地图进行遍历

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

               if (map[b][a]== 1 ){    //表示找到满行

                  tempscore++;     // 记录一行有多少个1

                  if (tempscore== 10 ){

                    score+= 10 ;

                  for ( int k=a;k> 0 ;k--){     //从满行开始回历

                    for ( int c= 1 ;c< 12 ;c++){

                       map[c][k]=map[c][k- 1 ];  //将图形整体下移一行

                    }

                  }

                  }

             }

           }

             tempscore= 0 ;

           }

         }

 

 

 

       //判断游戏结束,1、判断新块的状态是否不存在,即judgeState()==0

         //2、判断初始产生的位置是否一直为1;

         public int gameOver( int left, int top){

           if (judgeState(left,top,shapeType,shapeState)== 0 ){

              return 1 ;

           }

           return 0 ;

         }

 

         //创建构造方法

         public GameBody(){

             resetMap();

             drawWall();

             createshape();

             //Timer timer=new Timer(1000,new TimeListener());

             Thread timer= new Thread( new TimeListener());

             timer.start();

         }

 

         public void setStart( boolean start){   //改变start值的方法

             this .start=start;

         }

 

         //创建定时下落的监听器

         class TimeListener implements Runnable{

           public void run(){

               while ( true ){

                 if (!start){

               try {

                 repaint();

                 if (judgeState(left,top+ 1 ,shapeType,shapeState)== 1 ){

                       top+= 1 ;

                       deleteLine();}

                 if (judgeState(left,top+ 1 ,shapeType,shapeState)== 0 ){

                     if (flag== 1 ){

                       addshape(left,top,shapeType,shapeState);

                       deleteLine();

                       createshape();

                       flag= 0 ;

                     }

                     flag= 1 ;

                 }

                 Thread.sleep( 800 );

           } catch (Exception e){

             e.getMessage();

                }

              }

             }

           }

         }  

    }    

} //外层

下面是游戏演示的一些界面效果图:

这里说一下,我是把图片和源代码直接放在了一个文件夹下,对于初学者很好理解,这也是很好的练手项目。图片什么的大家可以在网上直接找一个,然后重命名一下就可了。

以上就是Java游戏开发之俄罗斯方块的实现的详细内容,更多关于Java俄罗斯方块的资料请关注其它相关文章!

原文链接:https://blog.csdn.net/Code__rookie/article/details/101780313

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