1. 基本的Java编程技能:您需要熟悉Java的基本语法,包括变量、类、方法、接口等,以及如何使用Java进行编程。
2. 对图形用户界面(GUI)的理解:您需要熟悉如何使用Java来创建图形用户界面,以及如何使用GUI来控制俄罗斯方块的游戏进程。
3. 对俄罗斯方块游戏规则的理解:您需要熟悉俄罗斯方块的游戏规则,以及如何使用Java编程来实现这些规则。
4. 对算法的理解:您需要熟悉如何使用算法来实现俄罗斯方块的游戏进程,以及如何使用算法来控制俄罗斯方块的游戏进程。
5. 对数据结构的理解:您需要熟悉如何使用数据结构来存储俄罗斯方块的游戏数据,以及如何使用数据结构来实现俄罗斯方块的游戏进程。
6. 对调试工具的理解:您需要熟悉如何使用调试工具来检查俄罗斯方块的游戏代码,以及如何使用调试工具来定位和修复游戏中的错误。
7. 对测试工具的理解:您需要熟悉如何使用测试工具来测试俄罗斯方块的游戏代码,以及如何使用测试工具来确保游戏的正确性。
总之,要写俄罗斯方块,您需要具备基本的Java编程技能,以及对图形用户界面、俄罗斯方块游戏规则、算法、数据结构和调试工具的理解,以及对测试工具的理解。只有具备了这些技能,您才能够开发出一款完整的俄罗斯方块游戏。
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 timerGameCanvas 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=0i<rowNumi++)
for (int j=0j<columnNumj++)
scrArr[j]=0b.reset()repaint()
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0i <rowNumi++)
for(int j = 0j <columnNumj++)
drawUnit(i,j,scrArr[j])}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type
Graphics g = getGraphics()
tch(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()
}
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 V1.0Author: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=0i<rowNumi++)
for (int j=0j<columnNumj++)
scrArr[j]=0
b.reset()
repaint()
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0i <rowNumi++)
for(int j = 0j <columnNumj++)
drawUnit(i,j,scrArr[j])
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type
Graphics g = getGraphics()
tch(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=0i<rowNumi++){
boolean isfull = true
L1:for(int j=0j<columnNumj++)
if(scrArr[j] == 0){
k++
isfull = false
break L1
}
if(isfull) full_line_num++
if(k!=0 &&k-1!=i &&!isfull)
for(int j = 0j <columnNumj++){
if (scrArr[j] == 0)
drawUnit(k-1,j,0)
else
drawUnit(k-1,j,2)
scrArr[k-1][j] = scrArr[j]
}
}
for(int i = k-1 i <rowNumi++){
for(int j = 0j <columnNumj++){
drawUnit(i,j,0)
scrArr[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 <columnNumcol ++){
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
tch(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){
tch(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 *** 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 = 0i <4i++){
for(int j = 0j <4j++){
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 = 0i <4i++){
for(int j = 0j <4j++){
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)
}
}
希望能解决您的问题。
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