<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
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grid[i][j]=1
gridBuf[i][j]=1
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[
[
[1,1,1,1],
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[
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[1,1,0,0],
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[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
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function Box(x,y,arr,color)
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this.arr=arr
this.x=x
this.y=y
this.w=getWidth(arr)
this.h=getHeight(arr)
this.color=color
this.active=true
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{
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()
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}
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>
俄罗斯方块C源代码
#include <stdio.h>
#include <windows.h>
#include <conio.h>
#include <time.h>
#define ZL 4 //坐标增量, 不使游戏窗口靠边
#define WID 36 //游戏窗口的宽度
#define HEI 20 //游戏窗口的高度
int i,j,Ta,Tb,Tc // Ta,Tb,Tc用于记住和转换方块变量的值
int a[60][60]={0} //标记游戏屏幕各坐标点:0,1,2分别为空、方块、边框
int b[4] //标记4个"口"方块:1有,0无,类似开关
int x,y, level,score,speed //方块中心位置的x,y坐标,游戏等级、得分和游戏速度
int flag,next //当前要 *** 作的方块类型序号,下一个方块类型序号
void gtxy(int m, int n) //以下声明要用到的自编函数
void gflag( ) //获得下一方块序号
void csh( ) //初始化界面
void start( ) //开始部分
void prfk ( ) //打印方块
void clfk( ) //清除方块
void mkfk( ) //制作方块
void keyD( ) //按键 *** 作
int ifmov( ) //判断方块能否移动或变体
void clHA( ) //清除满行的方块
void clNEXT( ) //清除边框外的NEXT方块
int main( )
{ csh( )
while(1)
{start( ) //开始部分
while(1)
{ prfk( )
Sleep(speed) //延时
clfk( )
Tb=xTc=flag //临存当前x坐标和序号,以备撤销 *** 作
keyD( )
y++ //方块向下移动
if (ifmov( )==0) { y-- prfk( ) dlHA( ) break} //不可动放下,删行,跨出循环
}
for(i=y-2i<y+2i++){ if (i==ZL) { j=0 } } //方块触到框顶
if (j==0) { system("cls")gtxy(10,10)printf("游戏结束!") getch() break }
clNEXT( ) //清除框外的NEXT方块
}
return 0
}
void gtxy(int m, int n) //控制光标移动
{COORD pos //定义变量
pos.X = m //横坐标
pos.Y = n //纵坐标
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos)
}
void csh( ) //初始化界面
{gtxy(ZL+WID/2-5,ZL-2) printf("俄罗斯方块") //打印游戏名称
gtxy(ZL+WID+3,ZL+7) printf("******* NEXT:") //打印菜单信息
gtxy(ZL+WID+3,ZL+13) printf("**********")
gtxy(ZL+WID+3,ZL+15) printf("Esc :退出游戏")
gtxy(ZL+WID+3,ZL+17) printf("↑键:变体")
gtxy(ZL+WID+3,ZL+19) printf("空格:暂停游戏")
gtxy(ZL,ZL) printf("╔") gtxy(ZL+WID-2,ZL) printf("╗") //打印框角
gtxy(ZL,ZL+HEI) printf("╚") gtxy(ZL+WID-2,ZL+HEI) printf("╝")
a[ZL][ZL+HEI]=2 a[ZL+WID-2][ZL+HEI]=2 //记住有图案
for(i=2i<WID-2i+=2) {gtxy(ZL+i,ZL) printf("═") } //打印上横框
for(i=2i<WID-2i+=2) {gtxy(ZL+i,ZL+HEI) printf("═") a[ZL+i][ZL+HEI]=2 } //下框
for(i=1i<HEIi++) { gtxy(ZL,ZL+i) printf("║") a[ZL][ZL+i]=2 } //左竖框记住有图案
for(i=1i<HEIi++) {gtxy(ZL+WID-2,ZL+i) printf("║") a[ZL+WID-2][ZL+i]=2 } //右框
CONSOLE_CURSOR_INFO cursor_info={1,0} //以下是隐藏光标的设置
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info)
level=1 score=0 speed=400
gflag( ) flag=next //获得一个当前方块序号
}
void gflag( ) //获得下一个方块的序号
{ srand((unsigned)time(NULL)) next = rand()%19+1}
void start( ) //开始部分
{ gflag( ) Ta=flag flag=next //保存当前方块序号,将下一方块序号临时 *** 作
x=ZL+WID+6 y=ZL+10 prfk( ) //给x,y赋值,在框外打印出下一方块
flag=Ta x=ZL+WID/2 y=ZL-1 //取回当前方块序号,并给x,y赋值
}
void prfk ( ) //打印俄罗斯方块
{ for(i=0i<4i++) {b[i]=1 } //数组b[4]每个元素的值都为1
mkfk ( ) //制作俄罗斯方块
for( i= x-2 i<=x+4 i+=2 ) //打印方块
{ for(j=y-2j<= y+1j++) { if( a[i][j]==1 && j>ZL ){ gtxy(i,j) printf("□") } } }
gtxy(ZL+WID+3,ZL+1) printf("level : %d",level) //以下打印菜单信息
gtxy(ZL+WID+3,ZL+3) printf("score : %d",score)
gtxy(ZL+WID+3,ZL+5) printf("speed : %d",speed)
}
void clfk( ) //清除俄罗斯方块
{ for(i=0i<4i++) { b[i]=0 } //数组b[4]每个元素的值都为0
mkfk ( ) //制作俄罗斯方块
for( i=x-2 i<=x+4 i+=2 ) //清除方块
{ for(j=y-2j<=y+1j++){ if( a[i][j]==0 && j>ZL ){ gtxy(i,j) printf(" ") } } }
}
void mkfk( ) //制作俄罗斯方块
{ a[x][ y]=b[0] //方块中心位置状态: 1-有,0-无
switch(flag) //共6大类,19种小类型
{ case 1: { a[x][y-1]=b[1] a[x+2][y-1]=b[2] a[x+2][y]=b[3] break } //田字方块
case 2: { a[x-2][y]=b[1] a[x+2][y]=b[2] a[x+4][y]=b[3] break } //直线方块:----
case 3: { a[x][y-1]=b[1] a[x][y-2]=b[2] a[x][y+1]=b[3] break } //直线方块: |
case 4: { a[x-2][y]=b[1] a[x+2][y]=b[2] a[x][y+1]=b[3] break } //T字方块
case 5: { a[x][y-1]=b[1] a[x][y+1]=b[2] a[x-2][y]=b[3] break } //T字顺时针转90度
case 6: { a[x][y-1]=b[1] a[x-2][y]=b[2] a[x+2][y]=b[3] break } //T字顺转180度
case 7: { a[x][y-1]=b[1] a[x][y+1]=b[2] a[x+2][y]=b[3] break } //T字顺转270度
case 8: { a[x][y+1]=b[1] a[x-2][y]=b[2] a[x+2][y+1]=b[3] break } //Z字方块
case 9: { a[x][y-1]=b[1] a[x-2][y]=b[2] a[x-2][y+1]=b[3] break } //Z字顺转90度
case 10: { a[x][y-1]=b[1] a[x-2][y-1]=b[2] a[x+2][y]=b[3] break } //Z字顺转180度
case 11: { a[x][y+1]=b[1] a[x+2][y-1]=b[2] a[x+2][ y]=b[3] break } //Z字顺转270度
case 12: { a[x][y-1]=b[1] a[x][y+1]=b[2] a[x-2][y-1]=b[3] break } //7字方块
case 13: {a[x-2][y]=b[1] a[x+2][y-1]=b[2] a[x+2][y]=b[3] break } //7字顺转90度
case 14: { a[x][y-1]=b[1] a[x][y+1]=b[2] a[x+2][y+1]=b[3] break } //7字顺转180度
case 15: { a[x-2][y]=b[1] a[x-2][y+1]=b[2] a[x+2][y]=b[3] break } //7字顺转270度
case 16: { a[x][y+1]=b[1] a[x][y-1]=b[2] a[x+2][y-1]=b[3] break } //倒7字方块
case 17: { a[x-2][y]=b[1] a[x+2][y+1]=b[2] a[x+2][y]=b[3] break } //倒7字顺转90度
case 18: { a[x][y-1]=b[1] a[x][y+1]=b[2] a[x-2][y+1]=b[3] break } //倒7字顺转180度
case 19: { a[x-2][y]=b[1] a[x-2][y-1]=b[2] a[x+2][y]=b[3] break } //倒7字顺转270度
}
}
void keyD( ) //按键 *** 作
{ if (kbhit( ))
{ int key
key=getch()
if (key==224)
{ key=getch()
if (key==75) { x-=2 } //按下左方向键,中心横坐标减2
if (key==77) { x+=2 } //按下右方向键,中心横坐标加2
if (key==72) //按下向上方向键,方块变体
{ if (flag>=2 && flag<=3 ) { flag++ flag%=2 flag+=2 }
if ( flag>=4 && flag<=7 ) { flag++ flag%=4 flag+=4 }
if (flag>=8 && flag<=11 ) { flag++ flag%=4 flag+=8 }
if (flag>=12 && flag<=15 ) { flag++ flag%=4 flag+=12 }
if ( flag>=16 && flag<=19 ) { flag++ flag%=4 flag+=16 } }
}
if (key==32) //按空格键,暂停
{ prfk( ) while(1) { if (getch( )==32) { clfk( )break} } } //再按空格键,继续游戏
if (ifmov( )==0) { x=Tb flag=Tc } //如果不可动,撤销上面 *** 作
else { prfk( ) Sleep(speed) clfk( ) Tb=xTc=flag} //如果可动,执行 *** 作
}
}
int ifmov( ) //判断能否移动
{ if (a[x][y]!=0) { return 0 } //方块中心处有图案返回0,不可移动
else{ if ( (flag==1 && ( a[x][ y-1]==0 && a[x+2][y-1]==0 && a[x+2][y]==0 ) ) ||
(flag==2 && ( a[x-2][y]==0 && a[x+2][y]==0 && a[x+4][y]==0 ) ) ||
(flag==3 && ( a[x][y-1]==0 && a[x][y-2]==0 && a[x][y+1]==0 ) ) ||
(flag==4 && ( a[x-2][y]==0 && a[x+2][y]==0 && a[x][y+1]==0 ) ) ||
(flag==5 && ( a[x][y-1]==0 && a[x][y+1]==0 && a[x-2][y]==0 ) ) ||
(flag==6 && ( a[x][ y-1]==0 && a[x-2][y]==0 && a[x+2][y]==0 ) ) ||
(flag==7 && ( a[x][y-1]==0 && a[x][y+1]==0 && a[x+2][y]==0 ) ) ||
(flag==8 && ( a[x][y+1]==0 && a[x-2][y]==0 && a[x+2][y+1]==0 ) ) ||
(flag==9 && ( a[x][y-1]==0 && a[x-2][y]==0 && a[x-2][y+1]==0 ) ) ||
(flag==10 && ( a[x][y-1]==0 && a[x-2][y-1]==0 && a[x+2][y]==0 ) ) ||
(flag==11 && ( a[x][y+1]==0 && a[x+2][y-1]==0 && a[x+2][y]==0 ) ) ||
(flag==12 && ( a[x][y-1]==0 && a[x][y+1]==0 && a[x-2][y-1]==0 ) ) ||
( flag==13 &&( a[x-2][y]==0 &&a[x+2][y-1]==0 &&a[x+2][y]==0 ) ) ||
( flag==14 &&( a[x][y-1]==0 &&a[x][y+1]==0 &&a[x+2][y+1]==0 ) ) ||
(flag==15 &&( a[x-2][y]==0 &&a[x-2][y+1]==0 &&a[x+2][y]==0 ) ) ||
(flag==16 &&( a[x][y+1]==0 &&a[x][y-1]==0 &&a[x+2][y-1]==0 ) ) ||
( flag==17 &&( a[x-2][y]==0 &&a[x+2][y+1]==0 &&a[x+2][y]==0 ) ) ||
(flag==18 &&( a[x][y-1]==0 &&a[x][y+1]==0 &&a[x-2][y+1]==0 ) ) ||
(flag==19 &&( a[x-2][y]==0 &&a[x-2][y-1]==0
&& a[x+2][y]==0 ) ) ) { return 1 }
}
return 0 //其它情况返回0
}
void clNEXT( ) //清除框外的NEXT方块
{ flag = next x=ZL+WID+6 y=ZL+10 clfk( ) }
void clHA( ) //清除满行的方块
{ int k, Hang=0 //k是某行方块个数, Hang是删除的方块行数
for(j=ZL+HEI-1j>=ZL+1j--) //当某行有WID/2-2个方块时,则为满行
{ k=0 for(i=ZL+2i<ZL+WID-2i+=2)
{ if (a[i][j]==1) //竖坐标从下往上,横坐标由左至右依次判断是否满行
{ k++ //下面将 *** 作删除行
if (k==WID/2-2) { for(k=ZL+2k<ZL+WID-2k+=2)
{ a[k][j]=0 gtxy(k,j) printf(" ") Sleep(1) }
for(k=j-1k>ZLk--)
{ for(i=ZL+2i<ZL+WID-2i+=2) //已删行数上面有方块,先清除再全部下移一行
{ if(a[i][k]==1) { a[i][k]=0 gtxy(i,k) printf(" ")a[i][k+1]=1
gtxy(i,k+1) printf("□") } }
}
j++ //方块下移后,重新判断删除行是否满行
Hang++ //记录删除方块的行数
}
}
}
}
score+=100*Hang //每删除一行,得100分
if ( Hang>0 && (score%500==0 || score/500> level-1 ) ) //得分满500速度加快升一级
{ speed-=20 level++ if(speed<200)speed+=20}
}
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)
}
}
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