<head>
<title>标题</title>
</head>
<body>
<style>
span.btn
{
BORDER-RIGHT: #7b9ebd 1px solid
PADDING-RIGHT: 2px
BORDER-TOP: #7b9ebd 1px solid
PADDING-LEFT: 2px
FONT-SIZE: 12px
FILTER: progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr=#ffffff, EndColorStr=#cecfde)
BORDER-LEFT: #7b9ebd 1px solid
COLOR: black
PADDING-TOP: 2px
BORDER-BOTTOM: #7b9ebd 1px solid
background-color: #CCCCCC
}
</style>
<script language="javascript">
var doing
var candown=0
var wnum=13
var hnum=18
var grid=new Array()
var gridBuf=new Array()
for(i=0i<=hnumi++){
grid[i]=new Array()
gridBuf[i]=new Array()
for(j=0j<=wnumj++){
if(j>0 &&j<wnum &&i<hnum){
grid[i][j]=0
gridBuf[i][j]=0
}else{
grid[i][j]=1
gridBuf[i][j]=1
}
}
}
var boxdata=
[
[
[1,1,1,1],
[0,0,0,0],
[0,0,0,0],
[0,0,0,0]
],
[
[1,1,1,0],
[1,0,0,0],
[0,0,0,0],
[0,0,0,0],
],
[
[1,1,1,0],
[0,1,0,0],
[0,0,0,0],
[0,0,0,0]
],
[
[1,1,1,0],
[0,0,1,0],
[0,0,0,0],
[0,0,0,0]
],
[
[1,1,0,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]
],
[
[0,1,1,0],
[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]
]
]
var colors=["black","#A0A0A0","red","#FF8000","yellow","pink"]
var gotLine=0
var box
var bGameOver=false
function getHeight(arr)
{
var i,j
for(i=3i>=0i--)
for(j=0j<4j++)
if(arr[i][j]) return i
}
function getWidth(arr)
{
var i,j
for(i=3i>=0i--)
for(j=0j<4j++)
if(arr[j][i]) return i
}
function Box(x,y,arr,color)
{
this.arr=arr
this.x=x
this.y=y
this.w=getWidth(arr)
this.h=getHeight(arr)
this.color=color
this.active=true
this.clearOldBox=function()
{
for(var j=0j<=this.hj++)
for(var i=0i<=this.wi++)
if(this.arr[j][i]>0) grid[this.y+j][this.x+i]=0
}
this.putNewBox=function()
{
for(var j=0j<=this.hj++)
for(var i=0i<=this.wi++)
if(this.arr[j][i]>0) grid[this.y+j][this.x+i]=this.color
}
this.moveLeft=function()
{
this.clearOldBox()
var _x=this.x-1
if(this.canMove(_x,this.y)) this.x=_x
this.putNewBox()
drawGrid()
}
this.moveRight=function()
{
this.clearOldBox()
var _x=this.x+1
if(this.canMove(_x,this.y)) this.x=_x
this.putNewBox()
drawGrid()
}
this.moveDown=function()
{
this.clearOldBox()
var _y=this.y+1
if(this.canMove(this.x,_y)){
this.y=_y
this.putNewBox()
drawGrid()
}else{
this.putNewBox()
drawGrid()
checkLineFull()
return
}
}
this.rotate=function()
{
var tmp=[[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]
for(j=0j<=this.hj++)
for(i=0i<=this.wi++)
tmp[this.w-i][j]=this.arr[j][i]
var newBox=new Box(this.x,this.y,tmp,this.color)
this.clearOldBox()
if(! newBox.canMove(this.x,this.y)) this.putNewBox()
else
{
box=newBox
box.putNewBox()
drawGrid()
}
}
this.canMove=function(x,y)
{
for(var j=0j<=this.hj++)
for(var i=0i<=this.wi++)
{
if(grid[y+j][x+i]!=0 &&this.arr[j][i]!=0){ candown=1return false}
}
return true
}
}
function drawGrid()
{
for(var j=0j<hnumj++)
for(var i=0i<wnumi++)
{
if( grid[j][i]!=gridBuf[j][i])
{
paintCell(j,i,grid[j][i])
}
gridBuf[j][i]=grid[j][i]
}
}
function paintCell(i,j,color)
{
var htmlGrid=document.getElementById("TetrisGrid").firstChild
htmlGrid.childNodes[i].childNodes[j].style.backgroundColor=colors[color]
}
function init()
{
var html='<table id="TetrisGrid" cellspacing=1 style="background-color:green"><tbody>'
for(var i=0i<=hnumi++)
{
html+='<tr>'
for(var j=0j<=wnumj++)
{
html+='<td width="20" height="20" style="background-color:'+colors[grid[i][j]]+'"></td>'
}
html+='</tr>\r\n'
}
html+='</tbody></table>'
document.write(html)
}
function checkLineFull()
{
var full,i,j,i2
var y3=box.y+box.h
var y4=box.y
for(i=y3i>=y4)
{
full=1
for(j=0j<wnumj++)
if(grid[i][j]==0){full=0break}
if(full==0){ --icontinue}
for(i2=ii2>0i2--)
for(j=0j<wnumj++)
grid[i2][j]=grid[i2-1][j]
drawGrid()
y4++
gotLine++
}
checkGameOver()
}
function checkGameOver()
{
var bOver=false
for(var j=1j<wnumj++)
if(grid[0][j]>0){ bOver=truebreak}
if(!bOver){
box=new Box((wnum-1)/2,0,boxdata[Math.floor(Math.random()*7)],Math.floor(Math.random()*5)+1)
box.putNewBox()
}
else
{
bGameOver=true
msg.innerHTML="游戏结束! 您的得分为"+gotLine*100
window.clearTimeout(doing)
}
}
function document_onkeydown()
{
if(bGameOver) return
switch(event.keyCode)
{
case 32:
down()
break
case 37:
box.moveLeft()
break
case 39:
box.moveRight()
break
case 38:
box.rotate()
break
case 40:
box.moveDown()
break
case 80:
stop()
break
case 66:
window.location.reload()
break
case 67:
restart()
break
}
}
function down(){
if(window.event.keyCode==32){
clearTimeout(doing)
for(i=0i<hnumi++){
if(candown==0){
box.moveDown()
}else{
break
}
}
candown=0
doing=window.setTimeout('moveDownBox()',interval)
}
}
var interval
function moveDownBox()
{
interval=1000-10*(gotLine>80?80 :gotLine)
msg.innerHTML=" 等级:"+Math.floor(gotLine/10)+";得分:"+gotLine*100
box.moveDown()
doing=window.setTimeout('moveDownBox()',interval)
}
function startGame()
{
init()
doing=window.setTimeout('moveDownBox()',1000)
bGameOver=false
box=new Box((wnum-1)/2,0,boxdata[Math.floor(Math.random()*7)],Math.floor(Math.random()*5)+1)
box.putNewBox()
drawGrid()
}
var status
function stop(){
status=1
window.clearTimeout(doing)
}
function restart(){
if(status==1){
status=0
doing=window.setTimeout('moveDownBox()',1000)
}
}
function keydown(){
if (document.all)document_onkeydown()
}
</script>
<BODY onLoad="window.focus()" onkeydown="keydown()">
<table width="100%" height="100%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td>
<table id="maintable" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td align="center">
<span class="btn" style="width:100%height:24pxbackground-color:#F0C0C0color:#0000FFvertical-align:middletext-align:center">俄罗斯方块</span></td>
</tr>
<tr>
<td style="height:20pxbackground-color:blackcolor:#00FF00font-size:12px"><table height="20" border="0" cellpadding="0" cellspacing="0">
<tr style="font-size:12pxcolor:#FFFFFF">
<td width="100%"><a style="cursor:hand" onclick="window.location.reload()">开始(B)</a> <a style="cursor:hand" onclick="stop()">暂停(P)</a> <a style="cursor:hand" onclick="restart()">继续(C)</a></td>
</tr>
</table></td>
</tr>
<tr>
<td style="height:20pxbackground-color:blackcolor:#00FF00font-size:12px" id="msg">等级:0;得分:0</td>
</tr>
<tr>
<td height="20">
<script language=javascript>
maintable.style.width=(wnum+1)*20
startGame()
</script>
</td>
</tr>
</table></td>
</tr>
</table>
</body>
</html>
你可以先去【绘学霸】网站找“游戏特效/unity3D”板块的【免费】视频教程-【点击进入】完整入门到精通视频教程列表: www.huixueba.net/web/AppWebClient/AllCourseAndResourcePage?type=1&tagid=305,306&zdhhr-11y17r-239619078想要系统的学习可以考虑报一个网络直播课,推荐CGWANG的网络课。老师讲得细,上完还可以回看,还有同类型录播课可以免费学(赠送终身VIP)。
自制能力相对较弱的话,建议还是去好点的培训机构,实力和规模在国内排名前几的大机构,推荐行业龙头:王氏教育。
王氏教育全国直营校区面授课程试听【复制后面链接在浏览器也可打开】:
www.cgwang.com/course/gecoursemobilecheck/?zdhhr-11y17r-239619078
在“游戏特效/unity3D”领域的培训机构里,【王氏教育】是国内的老大,且没有加盟分校,都是总部直营的连锁校区。跟很多其它同类型大机构不一样的是:王氏教育每个校区都是实体面授,老师是手把手教,而且有专门的班主任从早盯到晚,爆肝式的学习模式,提升会很快,特别适合基础差的学生。
大家可以先把【绘学霸】APP下载到自己手机,方便碎片时间学习——绘学霸APP下载:www.huixueba.com.cn/Scripts/download.html
手机游戏---俄罗斯方块http://www.onlinedown.net/soft/40673.htmhttp://games.sina.com.cn/m/c/2004-10-21/1069.shtml
http://www.gamezero.cn/game8878.html
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=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)
}
}
欢迎分享,转载请注明来源:内存溢出
评论列表(0条)