import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Tetris extends JFrame {
public Tetris() {
TetrisPanel a = new TetrisPanel();
addKeyListener(a.listener);
add(a);
JMenuBar menu = new JMenuBar();
JMenu game = new JMenu("游戏");
game.add("新游戏");
game.add("暂停");
game.add("继续");
game.add("退出");
JMenu help = new JMenu("帮助");
help.add("关于");
menu.add(game);
menu.add(help);
this.setJMenuBar(menu);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(220, 275);
setTitle("Tetris内测版");
setResizable(false);
}
public static void main(String[] args) {
new Tetris().setVisible(true);
}
}
// 创建一个俄罗斯方块类
class TetrisPanel extends JPanel {
public TimerListener listener = new TimerListener();
// 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;
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 } } };
// 初始化构造方法
public TetrisPanel() {
nextBlock();
newGame();
new Timer(1000, listener).start();
}
// 生成新方块的方法
private void nextBlock() {
blockType = (int) (Math.random() * 1000) % 7;
turnState = (int) (Math.random() * 1000) % 4;
x = 4;
y = 0;
if (crash(x, y, blockType, turnState) == 0) {
JOptionPane.showMessageDialog(null, "GAME OVER");
newGame();
}
}
// 初始化地图
private void newGame() {
score = 0;
for (int i = 0; i < 12; i++) {
for (int j = 0; j < 22; j++) {
map[i][j] = 0;
map[11][j] = map[0][j] = 3;
}
map[i][21] = 3;
}
}
// 旋转的方法
private void turn() {
turnState = (crash(x, y, blockType, (turnState + 1) % 4) + turnState) % 4;
repaint();
}
// 左移的方法
private void left() {
x -= crash(x - 1, y, blockType, turnState);
repaint();
}
// 右移的方法
private void right() {
x += crash(x + 1, y, blockType, turnState);
repaint();
}
// 下落的方法
private void down() {
y += crash(x, y + 1, blockType, turnState);
if (crash(x, y + 1, blockType, turnState) == 0) {
add(x, y, blockType, turnState);
nextBlock();
}
repaint();
}
// 是否碰撞的方法
private int crash(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] & map[x + b + 1][y
+ a]) == 1) {
return 0;
}
}
}
return 1;
}
// 尝试消行的方法
private void tryDelLine() {
for (int b = 0; b < 21; b++) {
int c = 1;
for (int a = 0; a < 12; a++) {
c &= map[a][b];
}
if (c == 1) {
score += 10;
for (int d = b; d > 0; d--) {
for (int e = 0; e < 11; e++) {
map[e][d] = map[e][d - 1];
}
}
}
}
}
// 把当前添加map
private void add(int x, int y, int blockType, int turnState) {
for (int a = 0; a < 4; a++) {
for (int b = 0; b < 4; b++) {
map[x + b + 1][y + a] |= shapes[blockType][turnState][a * 4 + b];
}
}
tryDelLine();
}
// 画方块的的方法
public void paintComponent(Graphics g) {
super.paintComponent(g);
// 画当前方块
for (int 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 (int j = 0; j < 22; j++) {
for (int i = 0; i < 12; i++) {
if (map[i][j] == 1) {
g.fillRect(i * 10, j * 10, 10, 10);
} else if (map[i][j] == 3) {
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);
}
// 定时器监听和键盘监听
class TimerListener extends KeyAdapter implements ActionListener {
public void actionPerformed(ActionEvent e) {
down();
}
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();
}
}
}
}
回忆童年的电子游戏 俄罗斯方块的Java代码,布布扣,bubuko.com
回忆童年的电子游戏 俄罗斯方块的Java代码