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。
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。
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