import java.util.Vector; import cs1.Keyboard; public class Keeyo10 { public static void main(String[] args) { String a ; String gu; //guess stirng String[] ch = new String[10]; int u,i,n = 0,x,t; boolean as,coun = false; System.out.println("The Hangman game!"); do { int count = 0; //count the chance Vector co = new Vector(); String ab; //the string you will guess String[] words = {"Vivian","dog","Sundays","boyboy","someone","cattail","class","Keeyo","anywhere"}; ab = words[(int)(Math.random()*words.length)]; //give the string a word String[] sss = new String[ab.length()]; //ues an array to print the word's length for (int space = 0;space<ab.length();space++) sss[space] = " _"; t = 0; co.addElement("");//give the vector a volue do { if (t == ab.length()) break; // if you have guess 10 times but can't guess the correct letter. you will lose, and jump the loop, begin a new game. do { System.out.print("\nThe word is"); for (int space = 0;space<ab.length();space++) System.out.print(sss[space]); //print the "_ _ _ _" or "_ a _ a _ " System.out.println(" .\nPlease guess a letter or the entire word.\nYou still have "+ (10-count)+" chances."); System.out.println("\nYou have guessed these:" + co); //print the guessed letter. gu = Keyboard.readString();//it is your guess word or letter. as = false;// give the as a false if (!choose(gu)) //use a method to test the letter such as "12356,%^&$" not a letter or word. { System.out.println("\nYour input \"" + gu + "\" should be a letter from A to Z."); as = true; //to run the input loop } else if (gu.length() != 1 && gu.length() != ab.length()) { System.out.println("Your input \"" + gu + "\" is not the right word."); as = true; //run the input loop coun = false; } //test less than the word not equal one letter. if (co.contains(gu)) //test if you have same letters or words in your inputs { System.out.println("You have inputed it."); as = true; //run the input loop } else { co.addElement(gu);// no the same letters add it into vector "co" coun = true; //the chance can reduce } } while (as); //the input gu loop if (gu.equals(ab)) { System.out.println("Good luck, the answer is right!"); break; } // test if input the same size as the words is right n = 0; u = 0; for (i = 0;i<ab.length();i++) { if (gu.equals( ab.substring(i,i + 1)) ) { u = i; sss[u] = " " + gu; n = n + 1;//print the "a__" t = t + 1;//print the last answer coun = false; } } if (n == 1) System.out.println("There is "+ n + " letter " + sss[u] + " in this word."); if (n > 1) System.out.println("There is "+ n + " letters \"" + gu + "\" in this word."); if (n == 0) System.out.println("There are no \"" + gu +"\"."); if (coun == true) count++; if (count == 10) { System.out.println("you have no choose! You lose!"); break; } } while (n != ab.length()); System.out.println("The word is " + ab + "!"); System.out.println("Do you want to play another game or end(yes or no):"); a = Keyboard.readString(); while (!a.equalsIgnoreCase("yes") && !a.equalsIgnoreCase("no")) { System.out.println("You have wrong input, try again:"); a = Keyboard.readString(); } } while ( a.equalsIgnoreCase("yes")); System.out.println("THIS IS HUNGMAN GAME! BYE :)"); } static boolean choose(String ppp) { String pp = ppp.toLowerCase(); int number = pp.length(); boolean flag = false; for (int c = 0;c < number;c++) { char dd = pp.charAt(c); if (dd < 'a' || dd > 'z') { flag = false; break; } else flag = true; } return flag; } }
JAVA俄罗斯方块
发表评论 2002-12-03 浏览次数:191次
俄罗斯方块程序思路: 1.类 a.主类:ERS_Block 继承了Frame。 b.MyPanel类,继承了Panel。(非重要的类) c.游戏画布类:GameCanvas,继承了Canvas,重载KeyListener。 d.处理控制类:Command,重载了ActionListener(重要不是很简单的类)。 处理按钮的基本动作。 e.方块类:Block。(非常重要类包括主要算法) 作用:pattern[6][3]这个二维数组非常重要,它是来决定什么进行画方块。其实那个方块是由一块一块组成的,而blockType(随机)决定pattern[x],turnState(随机)决定pattern[y],而dispBlock()也是一个重要的方法,它是通过算法来确定什么画方块的,当dispBlock(0)就是删除当前的方块,dispBlock(1)就是重画,所谓的变形和移动也就是这个原理。 f.定时线程类:MyTimer,重载了Thread。(重要但是简单的类) 作用:线程的基本功能,用while(true)无限循环,延时功能,块下降和消行的实现。 g.WinListener类:重载了WindowAdapter(非重要类)。 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=0;i for (int j=0; j scrArr[i][j]=0; b.reset(); repaint(); } //重新刷新画布方法 public void paint(Graphics g){ for(int i = 0; i < rowNum; i++) for(int j = 0; j < columnNum; j++) drawUnit(i,j,scrArr[i][j]); } //画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); switch(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=0;i boolean isfull = true; L1:for(int j=0;j if(scrArr[i][j] == 0){ k++; isfull = false; break L1; } if(isfull) full_line_num++; if(k!=0 && k-1!=i && !isfull) for(int j = 0; j < columnNum; j++){ if (scrArr[i][j] == 0) drawUnit(k-1,j,0); else drawUnit(k-1,j,2); scrArr[k-1][j] = scrArr[i][j]; } } for(int i = k-1 i < rowNum; i++){ for(int j = 0; j < columnNum; j++){ drawUnit(i,j,0); scrArr[i][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 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; switch(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){ switch(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); } } //实现块落下的操作的方法 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 = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ 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 = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ 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); } } 如果在复制的时候出现时候,请仔细看看原代码,因为分行的原因,所以会复制错误的。
[email protected]
import cs1.Keyboard;
public class Keeyo10
{
public static void main(String[] args)
{
String a ;
String gu; //guess stirng
String[] ch = new String[10];
int u,i,n = 0,x,t;
boolean as,coun = false;
System.out.println("The Hangman game!");
do
{
int count = 0; //count the chance
Vector co = new Vector();
String ab; //the string you will guess
String[] words = {"Vivian","dog","Sundays","boyboy","someone","cattail","class","Keeyo","anywhere"};
ab = words[(int)(Math.random()*words.length)]; //give the string a word
String[] sss = new String[ab.length()]; //ues an array to print the word's length
for (int space = 0;space<ab.length();space++)
sss[space] = " _";
t = 0;
co.addElement("");//give the vector a volue
do
{
if (t == ab.length())
break; // if you have guess 10 times but can't guess the correct letter. you will lose, and jump the loop, begin a new game.
do
{
System.out.print("\nThe word is");
for (int space = 0;space<ab.length();space++)
System.out.print(sss[space]); //print the "_ _ _ _" or "_ a _ a _ "
System.out.println(" .\nPlease guess a letter or the entire word.\nYou still have "+ (10-count)+" chances.");
System.out.println("\nYou have guessed these:" + co); //print the guessed letter.
gu = Keyboard.readString();//it is your guess word or letter.
as = false;// give the as a false
if (!choose(gu)) //use a method to test the letter such as "12356,%^&$" not a letter or word.
{
System.out.println("\nYour input \"" + gu + "\" should be a letter from A to Z.");
as = true; //to run the input loop
}
else if (gu.length() != 1 && gu.length() != ab.length())
{
System.out.println("Your input \"" + gu + "\" is not the right word.");
as = true; //run the input loop
coun = false;
} //test less than the word not equal one letter.
if (co.contains(gu)) //test if you have same letters or words in your inputs
{
System.out.println("You have inputed it.");
as = true; //run the input loop
}
else
{
co.addElement(gu);// no the same letters add it into vector "co"
coun = true; //the chance can reduce
}
}
while (as); //the input gu loop if (gu.equals(ab))
{
System.out.println("Good luck, the answer is right!");
break;
} // test if input the same size as the words is right
n = 0;
u = 0;
for (i = 0;i<ab.length();i++)
{
if (gu.equals( ab.substring(i,i + 1)) )
{
u = i;
sss[u] = " " + gu;
n = n + 1;//print the "a__"
t = t + 1;//print the last answer
coun = false;
}
}
if (n == 1)
System.out.println("There is "+ n + " letter " + sss[u] + " in this word.");
if (n > 1)
System.out.println("There is "+ n + " letters \"" + gu + "\" in this word.");
if (n == 0)
System.out.println("There are no \"" + gu +"\".");
if (coun == true)
count++;
if (count == 10)
{
System.out.println("you have no choose! You lose!");
break;
}
}
while (n != ab.length()); System.out.println("The word is " + ab + "!");
System.out.println("Do you want to play another game or end(yes or no):");
a = Keyboard.readString(); while (!a.equalsIgnoreCase("yes") && !a.equalsIgnoreCase("no"))
{
System.out.println("You have wrong input, try again:");
a = Keyboard.readString();
}
}
while ( a.equalsIgnoreCase("yes")); System.out.println("THIS IS HUNGMAN GAME! BYE :)"); } static boolean choose(String ppp)
{
String pp = ppp.toLowerCase();
int number = pp.length();
boolean flag = false;
for (int c = 0;c < number;c++)
{
char dd = pp.charAt(c);
if (dd < 'a' || dd > 'z')
{
flag = false;
break;
}
else
flag = true;
}
return flag;
}
}
发表评论 2002-12-03 浏览次数:191次
俄罗斯方块程序思路:
1.类
a.主类:ERS_Block 继承了Frame。 b.MyPanel类,继承了Panel。(非重要的类)
c.游戏画布类:GameCanvas,继承了Canvas,重载KeyListener。
d.处理控制类:Command,重载了ActionListener(重要不是很简单的类)。
处理按钮的基本动作。 e.方块类:Block。(非常重要类包括主要算法)
作用:pattern[6][3]这个二维数组非常重要,它是来决定什么进行画方块。其实那个方块是由一块一块组成的,而blockType(随机)决定pattern[x],turnState(随机)决定pattern[y],而dispBlock()也是一个重要的方法,它是通过算法来确定什么画方块的,当dispBlock(0)就是删除当前的方块,dispBlock(1)就是重画,所谓的变形和移动也就是这个原理。 f.定时线程类:MyTimer,重载了Thread。(重要但是简单的类)
作用:线程的基本功能,用while(true)无限循环,延时功能,块下降和消行的实现。 g.WinListener类:重载了WindowAdapter(非重要类)。 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=0;i for (int j=0; j scrArr[i][j]=0;
b.reset();
repaint();
} //重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i < rowNum; i++)
for(int j = 0; j < columnNum; j++)
drawUnit(i,j,scrArr[i][j]);
} //画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
switch(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
}
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;i boolean isfull = true; L1:for(int j=0;j if(scrArr[i][j] == 0){
k++;
isfull = false;
break L1;
}
if(isfull) full_line_num++;
if(k!=0 && k-1!=i && !isfull)
for(int j = 0; j < columnNum; j++){
if (scrArr[i][j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[i][j];
}
}
for(int i = k-1 i < rowNum; i++){
for(int j = 0; j < columnNum; j++){
drawUnit(i,j,0);
scrArr[i][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 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;
switch(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){
switch(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);
}
} //实现块落下的操作的方法
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 = 0; i < 4; i++){
for(int j = 0; j < 4; j++){
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 = 0; i < 4; i++){
for(int j = 0; j < 4; j++){
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);
}
} 如果在复制的时候出现时候,请仔细看看原代码,因为分行的原因,所以会复制错误的。