Java的俄罗斯的代码,java俄罗斯方块源代码-成都创新互联网站建设

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Java的俄罗斯的代码,java俄罗斯方块源代码

求java编的俄罗斯方块代码! 最好是网络版的!单机版的也好啊!谢谢诶啊

其实java做的俄罗斯方块游戏的源码网上有很多的,我给你一个单击版的吧,希望你喜欢,并且能研究一下,代码如下:

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import java.awt.*;

import java.awt.event.*;

import javax.swing.*;

public class Els extends JFrame implements KeyListener,Runnable

{

public Els()

{

setSize(240,320);

setUndecorated(true);

int H=(int) (this.getToolkit().getScreenSize().height);

int W=(int) (this.getToolkit().getScreenSize().width);

setLocation(W/2-120,H/2-160);

setResizable(false);

setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

public void paint(Graphics g)

{

super.paint(g);

Graphics2D g2=(Graphics2D)g;

g2.setColor(Color.darkGray.brighter().brighter());

//绘制小框格

for(int m=192;m=232;m+=10)

{

g2.drawLine(m, 52, m,92);

}

for(int m=52;m=92;m+=10)

{

g2.drawLine(192, m, 232, m);

}

//绘制大框格

for(int m=0;m=180;m+=15)

{

g2.drawLine(m, 0, m, 300);

}

for(int m=0;m=300;m+=15)

{

g2.drawLine(0, m, 180, m);

}

//将值不非0的格子涂黑

for(int i=1;i13;i++)

{

for(int j=0;j20;j++)

{

g2.setColor(Color.DARK_GRAY);

if (o[i][j]!=0) g2.fillRect(15*i-13, 15*j+2, 13, 13);

}

}

//在小框格中绘制下一个的模型

switch(nextMODE)

{

case 0: g2.fillRect(204, 54, 8, 8);

g2.fillRect(204, 64, 8, 8);

g2.fillRect(204, 74, 8, 8);

g2.fillRect(204, 84, 8, 8);

break;

case 1: g2.fillRect(194, 64, 8, 8);

g2.fillRect(204, 64, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(224, 64, 8, 8);

break;

case 2: g2.fillRect(214, 64, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(214, 84, 8, 8);

g2.fillRect(204, 84, 8, 8);

break;

case 3: g2.fillRect(204, 64, 8, 8);

g2.fillRect(204, 74, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(224, 74, 8, 8);

break;

case 4: g2.fillRect(204, 64, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(204, 74, 8, 8);

g2.fillRect(204, 84, 8, 8);

break;

case 5: g2.fillRect(204, 64, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(224, 64, 8, 8);

g2.fillRect(224, 74, 8, 8);

break;

case 6: g2.fillRect(204, 54, 8, 8);

g2.fillRect(204, 64, 8, 8);

g2.fillRect(204, 74, 8, 8);

g2.fillRect(214, 74, 8, 8);

break;

case 7: g2.fillRect(204, 74, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(224, 74, 8, 8);

g2.fillRect(224, 64, 8, 8);

break;

case 8: g2.fillRect(204, 64, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(214, 84, 8, 8);

break;

case 9: g2.fillRect(204, 64, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(224, 64, 8, 8);

g2.fillRect(204, 74, 8, 8);

break;

case 10: g2.fillRect(204, 64, 8, 8);

g2.fillRect(204, 74, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(214, 84, 8, 8);

break;

case 11: g2.fillRect(204, 74, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(224, 64, 8, 8);

break;

case 12: g2.fillRect(214, 64, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(204, 74, 8, 8);

g2.fillRect(204, 84, 8, 8);

break;

case 13: g2.fillRect(204, 64, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(214, 74, 8, 8);

g2.fillRect(224, 74, 8, 8);

break;

case 14: g2.fillRect(204, 64, 8, 8);

g2.fillRect(214, 64, 8, 8);

g2.fillRect(204, 74, 8, 8);

g2.fillRect(214, 74, 8, 8);

break;

}

g2.setColor(Color.black);

g2.drawLine(180, 0, 180, 300);

g2.setColor(Color.DARK_GRAY);

g2.drawString("LEVEL", 194, 10);

g2.drawString(""+LEVEL, 210, 28);

g2.drawString("NEXT", 196, 45);

g2.drawString("SCORE",193, 110);

g2.drawString(""+SCORE,205, 130);

g2.drawString("Xiong", 205, 160);

g2.drawString("Xuan", 205, 180);

}

//方块下落的方法

public void down()

{

Y++;

switch(MODE)

{

case 0: o[X+2][Y]=1;

o[X+2][Y+1]=1;

o[X+2][Y+2]=1;

o[X+2][Y+3]++;

o[X+2][Y-1]=0;

break;

case 1: o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+3][Y+1]++;

o[X][Y]=0;

o[X+1][Y]=0;

o[X+2][Y]=0;

o[X+3][Y]=0;

break;

case 2: o[X+2][Y]=1;

o[X+2][Y+1]=1;

o[X+2][Y+2]++;

o[X+1][Y+2]++;

o[X+2][Y-1]=0;

o[X+1][Y+1]=0;

break;

case 3: o[X][Y]=1;

o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X][Y-1]=0;

//o[X][Y]=0;

o[X+1][Y]=0;

o[X+2][Y]=0;

break;

case 4: o[X+1][Y]=1;

o[X+2][Y]++;

o[X+1][Y+1]=1;

o[X+1][Y+2]++;

o[X+1][Y-1]=0;

o[X+2][Y-1]=0;

break;

case 5: o[X][Y]++;

o[X+1][Y]++;

o[X+2][Y]=1;

o[X+2][Y+1]++;

o[X][Y-1]=0;

o[X+1][Y-1]=0;

o[X+2][Y-1]=0;

break;

case 6: o[X+1][Y]=1;

o[X+1][Y+1]=1;

o[X+1][Y+2]++;

o[X+2][Y+2]++;

o[X+1][Y-1]=0;

//o[X+1][Y]=0;

//o[X+1][Y+1]=0;

o[X+2][Y+1]=0;

break;

case 7: o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+2][Y]=1;

o[X][Y]=0;

o[X+1][Y]=0;

//o[X+2][Y]=0;

o[X+2][Y-1]=0;

break;

case 8: o[X+1][Y]++;

o[X+2][Y]=1;

o[X+2][Y+1]=1;

o[X+2][Y+2]++;

o[X+1][Y-1]=0;

o[X+2][Y-1]=0;

//o[X+2][Y]=0;

//o[X+2][Y+1]=0;

break;

case 9: o[X+1][Y]=1;

o[X+2][Y]++;

o[X+3][Y]++;

o[X+1][Y+1]++;

o[X+1][Y-1]=0;

o[X+2][Y-1]=0;

o[X+3][Y-1]=0;

//o[X+1][Y]=0;

break;

case 10:o[X+1][Y]=1;

o[X+1][Y+1]++;

o[X+2][Y+1]=1;

o[X+2][Y+2]++;

o[X+1][Y-1]=0;

//o[X+1][Y]=0;

o[X+2][Y]=0;

//o[X+2][Y+1]=0;

break;

case 11:o[X+2][Y]=1;

o[X+3][Y]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+2][Y-1]=0;

o[X+3][Y-1]=0;

o[X+1][Y]=0;

//o[X+2][Y]=0;

break;

case 12:o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X+1][Y+2]++;

o[X+2][Y]=1;

o[X+1][Y]=0;

//o[X+2][Y]=0;

//o[X+1][Y+1]=0;

o[X+2][Y-1]=0;

break;

case 13:o[X+1][Y]++;

o[X+2][Y]=1;

o[X+2][Y+1]++;

o[X+3][Y+1]++;

o[X+1][Y-1]=0;

o[X+2][Y-1]=0;

//o[X+2][Y]=0;

o[X+3][Y]=0;

break;

case 14:o[X+1][Y]=1;

o[X+2][Y]=1;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+1][Y-1]=0;

o[X+2][Y-1]=0;

//o[X+1][Y]=0;

//o[X+2][Y]=0;

break;

}

//如果碰撞,则自动上升一格

for(int i=0;i13;i++)

{

for(int j=0;j21;j++)

{

if (o[i][j]==2) up();

}

}

}

//方块上升的方法

public void up()

{

Y--;

switch(MODE)

{

case 0: o[X+2][Y]++;

o[X+2][Y+1]=1;

o[X+2][Y+2]=1;

o[X+2][Y+3]=1;

o[X+2][Y+4]--;

break;

case 1: o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+3][Y+1]++;

o[X][Y+2]--;

o[X+1][Y+2]--;

o[X+2][Y+2]--;

o[X+3][Y+2]--;

break;

case 2: o[X+2][Y]++;

o[X+2][Y+1]=1;

o[X+2][Y+2]=1;

o[X+1][Y+2]++;

o[X+2][Y+3]--;

o[X+1][Y+3]--;

break;

case 3: o[X][Y]++;

o[X][Y+1]=1;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X][Y+2]--;

//o[X][Y]=0;

o[X+1][Y+2]--;

o[X+2][Y+2]--;

break;

case 4: o[X+1][Y]++;

o[X+2][Y]++;

o[X+1][Y+1]=1;

o[X+1][Y+2]=1;

o[X+1][Y+3]--;

o[X+2][Y+1]--;

break;

case 5: o[X][Y]++;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]=1;

o[X][Y+1]--;

o[X+1][Y+1]--;

o[X+2][Y+2]--;

break;

case 6: o[X+1][Y]++;

o[X+1][Y+1]=1;

o[X+1][Y+2]=1;

o[X+2][Y+2]++;

o[X+1][Y+3]--;

//o[X+1][Y]=0;

//o[X+1][Y+1]=0;

o[X+2][Y+3]--;

break;

case 7: o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]=1;

o[X+2][Y]++;

o[X][Y+2]--;

o[X+1][Y+2]--;

//o[X+2][Y]=0;

o[X+2][Y+2]--;

break;

case 8: o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]=1;

o[X+2][Y+2]=1;

o[X+1][Y+1]--;

o[X+2][Y+3]--;

//o[X+2][Y]=0;

//o[X+2][Y+1]=0;

break;

case 9: o[X+1][Y]++;

o[X+2][Y]++;

o[X+3][Y]++;

o[X+1][Y+1]=1;

o[X+1][Y+2]--;

o[X+2][Y+1]--;

o[X+3][Y+1]--;

//o[X+1][Y]=0;

break;

case 10:o[X+1][Y]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X+2][Y+2]=1;

o[X+1][Y+2]--;

//o[X+1][Y]=0;

o[X+2][Y+3]--;

//o[X+2][Y+1]=0;

break;

case 11:o[X+2][Y]++;

o[X+3][Y]++;

o[X+1][Y+1]++;

o[X+2][Y+1]=1;

o[X+2][Y+2]--;

o[X+1][Y+2]--;

o[X+3][Y+1]--;

//o[X+2][Y]=0;

break;

case 12:o[X+1][Y+1]++;

o[X+2][Y+1]=1;

o[X+1][Y+2]=1;

o[X+2][Y]++;

o[X+2][Y+2]--;

//o[X+2][Y]=0;

//o[X+1][Y+1]=0;

o[X+1][Y+3]--;

break;

case 13:o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]=1;

o[X+3][Y+1]++;

o[X+1][Y+1]--;

o[X+2][Y+2]--;

//o[X+2][Y]=0;

o[X+3][Y+2]--;

break;

case 14:o[X+1][Y]++;

o[X+2][Y]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]=1;

o[X+1][Y+2]--;

o[X+2][Y+2]--;

//o[X+1][Y]=0;

//o[X+2][Y]=0;

break;

}

for(int i=0;i20;i++)

{

if (o[1][i]==1

o[2][i]==1

o[3][i]==1

o[4][i]==1

o[5][i]==1

o[6][i]==1

o[7][i]==1

o[8][i]==1

o[9][i]==1

o[10][i]==1

o[11][i]==1

o[12][i]==1

)

{for(int k=1;k=12;k++)

{

for(int j=i;j=1;j--)

{

o[k][j]=o[k][j-1];

}

}

SCORE++;

if(SCORE==5)LEVEL++;

if(SCORE==10)LEVEL++;

}

}

X=5;Y=0;

MODE=nextMODE;

down();

repaint();

nextMODE=(int)(Math.random()*14);

}

public void left()

{

X--;

switch(MODE)

{

case 0:

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X+2][Y+3]++;

o[X+3][Y]--;

o[X+3][Y+1]--;

o[X+3][Y+2]--;

o[X+3][Y+3]--;

break;

case 1:

o[X][Y+1]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]=1;

o[X+3][Y+1]=1;

//o[X+1][Y+1]=0;

//o[X+2][Y+1]=0;

//o[X+3][Y+1]=0;

o[X+4][Y+1]--;

break;

case 2:

//if(X==-2)X++;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]=1;

o[X+1][Y+2]++;

o[X+3][Y]--;

o[X+3][Y+1]--;

o[X+3][Y+2]--;

//o[X+2][Y+2]=0;

break;

case 3: //if(X==-1)X++;

o[X][Y]++;

o[X][Y+1]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]=1;

o[X+1][Y]--;

//o[X+1][Y+1]=0;

//o[X+2][Y+1]=0;

o[X+3][Y+1]--;

break;

case 4: //if(X==-2)X++;

o[X+1][Y]++;

o[X+2][Y]=1;

o[X+1][Y+1]++;

o[X+1][Y+2]++;

//o[X+2][Y]=0;

o[X+3][Y]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

break;

case 5: //if(X==-1)X++;

o[X][Y]++;

o[X+1][Y]=1;

o[X+2][Y]=1;

o[X+2][Y+1]++;

//o[X+1][Y]=0;

//o[X+2][Y]=0;

o[X+3][Y]--;

o[X+3][Y+1]--;

break;

case 6: //if(X==-2)X++;

o[X+1][Y]++;

o[X+1][Y+1]++;

o[X+1][Y+2]++;

o[X+2][Y+2]=1;

o[X+2][Y]--;

o[X+2][Y+1]--;

//o[X+2][Y+2]=0;

o[X+3][Y+2]--;

break;

case 7: //if(X==-1)X++;

o[X][Y+1]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]=1;

o[X+2][Y]++;

//o[X+1][Y+1]=0;

//o[X+2][Y+1]=0;

o[X+3][Y+1]--;

o[X+3][Y]--;

break;

case 8: //if(X==-2)X++;

o[X+1][Y]++;

o[X+2][Y]=1;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

//o[X+2][Y]=0;

o[X+3][Y]--;

o[X+3][Y+1]--;

o[X+3][Y+2]--;

break;

case 9: //if(X==-2)X++;

o[X+1][Y]++;

o[X+2][Y]=1;

o[X+3][Y]=1;

o[X+1][Y+1]++;

//o[X+2][Y]=0;

//o[X+3][Y]=0;

o[X+4][Y]--;

o[X+2][Y+1]--;

break;

case 10://if(X==-2)X++;

o[X+1][Y]++;

o[X+1][Y+1]++;

o[X+2][Y+1]=1;

o[X+2][Y+2]++;

o[X+2][Y]--;

//o[X+3][Y+1]=0;

o[X+3][Y+1]--;

o[X+3][Y+2]--;

break;

case 11://if(X==-2)X++;

o[X+2][Y]++;

o[X+3][Y]=1;

o[X+1][Y+1]++;

o[X+2][Y+1]=1;

//o[X+3][Y]=0;

o[X+4][Y]--;

//o[X+2][Y+1]=0;

o[X+3][Y+1]--;

break;

case 12://if(X==-2)X++;

o[X+1][Y+1]++;

o[X+2][Y+1]=1;

o[X+1][Y+2]++;

o[X+2][Y]++;

//o[X+2][Y+1]=0;

o[X+3][Y+1]--;

o[X+2][Y+2]--;

o[X+3][Y]--;

break;

case 13://if(X==-2)X++;

o[X+1][Y]++;

o[X+2][Y]=1;

o[X+2][Y+1]++;

o[X+3][Y+1]=1;

//o[X+2][Y]=0;

o[X+3][Y]--;

//o[X+3][Y+1]=0;

o[X+4][Y+1]--;

break;

case 14://if(X==-2)X++;

o[X+1][Y]++;

o[X+2][Y]=1;

o[X+1][Y+1]++;

o[X+2][Y+1]=1;

//o[X+2][Y]=0;

o[X+3][Y]--;

//o[X+2][Y+1]=0;

o[X+3][Y+1]--;

break;

}

for(int i=0;i13;i++)

{

for(int j=0;j21;j++)

{

if (o[i][j]==2) right();

}

}

}

public void right()

{

X++;

switch(MODE)

{

case 0:

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X+2][Y+3]++;

o[X+1][Y]--;

o[X+1][Y+1]--;

o[X+1][Y+2]--;

o[X+1][Y+3]--;

break;

case 1: //if(X==11)X--;

o[X][Y+1]=1;

o[X+1][Y+1]=1;

o[X+2][Y+1]=1;

o[X+3][Y+1]++;

o[X-1][Y+1]--;

//o[X][Y+1]=0;

//o[X+1][Y+1]=0;

//o[X+2][Y+1]=0;

break;

case 2: //if(X==10)X--;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X+1][Y+2]=1;

o[X+1][Y]--;

o[X+1][Y+1]--;

//o[X+1][Y+2]=0;

o[X][Y+2]--;

break;

case 3:

o[X][Y]++;

o[X][Y+1]=1;

o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X-1][Y]--;

o[X-1][Y+1]--;

//o[X][Y+1]=0;

//o[X+1][Y+1]=0;

break;

case 4: //if(X==10)X--;

o[X+1][Y]=1;

o[X+2][Y]++;

o[X+1][Y+1]++;

o[X+1][Y+2]++;

o[X][Y]--;

//o[X+1][Y]=0;

o[X][Y+1]--;

o[X][Y+2]--;

break;

case 5://if(X==10)X--;

o[X][Y]=1;

o[X+1][Y]=1;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X-1][Y]--;

//o[X][Y]=0;

//o[X+1][Y]=0;

o[X+1][Y+1]--;

break;

case 6: //if(X==9)X--;

o[X+1][Y]++;

o[X+1][Y+1]++;

o[X+1][Y+2]=1;

o[X+2][Y+2]++;

o[X][Y]--;

o[X][Y+1]--;

o[X][Y+2]--;

//o[X+1][Y+2]=0;

break;

case 7: //if(X==10)X--;

o[X][Y+1]=1;

o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X+2][Y]++;

o[X-1][Y+1]--;

//o[X][Y+1]=0;

//o[X+1][Y+1]=0;

o[X+1][Y]--;

break;

case 8: //if(X==10)X--;

o[X+1][Y]=1;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X][Y]--;

//o[X+1][Y]=0;

o[X+1][Y+1]--;

o[X+1][Y+2]--;

break;

case 9: //if(X==11)X--;

o[X+1][Y]=1;

o[X+2][Y]=1;

o[X+3][Y]++;

o[X+1][Y+1]++;

o[X][Y]--;

//o[X+1][Y]=0;

//o[X+2][Y]=0;

o[X][Y+1]--;

break;

case 10://if(X==10)X--;

o[X+1][Y]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X][Y]--;

o[X][Y+1]--;

//o[X+1][Y+1]=0;

o[X+1][Y+2]--;

break;

case 11://if(X==11)X--;

o[X+2][Y]=1;

o[X+3][Y]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X+1][Y]--;

//o[X+2][Y]=0;

o[X][Y+1]--;

//o[X+1][Y+1]=0;

break;

case 12://if(X==10)X--;

o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X+1][Y+2]++;

o[X+2][Y]++;

o[X][Y+1]--;

//o[X+1][Y+1]=0;

o[X][Y+2]--;

o[X+1][Y]--;

break;

case 13://if(X==11)X--;

o[X+1][Y]=1;

o[X+2][Y]++;

o[X+2][Y+1]=1;

o[X+3][Y+1]++;

o[X][Y]--;

//o[X+1][Y]=0;

o[X+1][Y+1]--;

//o[X+2][Y+1]=0;

break;

case 14://if(X==10)X--;

o[X+1][Y]=1;

o[X+2][Y]++;

o[X+1][Y+1]=1;

o[X+2][Y+1]++;

o[X][Y]--;

//o[X+1][Y]=0;

o[X][Y+1]--;

//o[X+1][Y+1]=0;

break;

}

for(int i=0;i14;i++)

{

for(int j=0;j21;j++)

{

if (o[i][j]==2) left();

}

}

}

public void change()

{

switch(MODE)

{

case 0: o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X+2][Y+3]--;

o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+3][Y+1]++;

MODE=1;

break;

case 1: o[X][Y+1]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+3][Y+1]--;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X+2][Y+3]++;

MODE=0;

break;

case 2: o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X+1][Y+2]--;

o[X][Y]++;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]++;

MODE=5;

break;

case 3: o[X][Y]--;

o[X][Y+1]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X+1][Y+2]++;

MODE=2;

break;

case 4: o[X+1][Y]--;

o[X+2][Y]--;

o[X+1][Y+1]--;

o[X+1][Y+2]--;

o[X][Y]++;

o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

MODE=3;

break;

case 5: o[X][Y]--;

o[X+1][Y]--;

o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+1][Y+1]++;

o[X+1][Y+2]++;

MODE=4;

break;

case 6: o[X+1][Y]--;

o[X+1][Y+1]--;

o[X+1][Y+2]--;

o[X+2][Y+2]--;

o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+2][Y]++;

MODE=7;

break;

case 7: o[X][Y+1]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+2][Y]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

MODE=8;

break;

case 8: o[X+1][Y]--;

o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+3][Y]++;

o[X+1][Y+1]++;

MODE=9;

break;

case 9: o[X+1][Y]--;

o[X+2][Y]--;

o[X+3][Y]--;

o[X+1][Y+1]--;

o[X+1][Y]++;

o[X+1][Y+1]++;

o[X+1][Y+2]++;

o[X+2][Y+2]++;

MODE=6;

break;

case 10:o[X+1][Y]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X+2][Y]++;

o[X+3][Y]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

MODE=11;

break;

case 11:o[X+2][Y]--;

o[X+3][Y]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+1][Y]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

MODE=10;

break;

case 12:o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+1][Y+2]--;

o[X+2][Y]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+3][Y+1]++;

MODE=13;

break;

case 13:o[X+1][Y]--;

o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+3][Y+1]--;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+1][Y+2]++;

o[X+2][Y]++;

MODE=12;

break;

case 14:o[X+1][Y]=1;

o[X+2][Y]=1;

o[X+1][Y+1]=1;

o[X+2][Y+1]=1;

break;

}

for(int i=0;i14;i++)

{

for(int j=0;j21;j++)

{

if (o[i][j]==2) changeback();

}

}

}

public void changeback()

{

switch(MODE)

{

case 0:o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X+2][Y+3]--;

o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+3][Y+1]++;

MODE=1;

break;

case 1:o[X][Y+1]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+3][Y+1]--;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X+2][Y+3]++;

MODE=0;

break;

case 2:o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X+1][Y+2]--;

o[X][Y]++;

o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

MODE=3;

break;

case 3:o[X][Y]--;

o[X][Y+1]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+1][Y+1]++;

o[X+1][Y+2]++;

MODE=4;

break;

case 4:o[X+1][Y]--;

o[X+2][Y]--;

o[X+1][Y+1]--;

o[X+1][Y+2]--;

o[X][Y]++;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]++;

MODE=5;

break;

case 5:o[X][Y]--;

o[X+1][Y]--;

o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

o[X+1][Y+2]++;

MODE=2;

break;

case 6:o[X+1][Y]--;

o[X+1][Y+1]--;

o[X+1][Y+2]--;

o[X+2][Y+2]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+3][Y]++;

o[X+1][Y+1]++;

MODE=9;

break;

case 7:o[X][Y+1]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+2][Y]--;

o[X+1][Y]++;

o[X+1][Y+1]++;

o[X+1][Y+2]++;

o[X+2][Y+2]++;

MODE=6;

break;

case 8:o[X+1][Y]--;

o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X][Y+1]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+2][Y]++;

MODE=7;

break;

case 9:o[X+1][Y]--;

o[X+2][Y]--;

o[X+3][Y]--;

o[X+1][Y+1]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

MODE=8;

break;

case 10:o[X+1][Y]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+2][Y+2]--;

o[X+2][Y]++;

o[X+3][Y]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

MODE=11;

break;

case 11:o[X+2][Y]--;

o[X+3][Y]--;

o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+1][Y]++;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+2][Y+2]++;

MODE=10;

break;

case 12:o[X+1][Y+1]--;

o[X+2][Y+1]--;

o[X+1][Y+2]--;

o[X+2][Y]--;

o[X+1][Y]++;

o[X+2][Y]++;

o[X+2][Y+1]++;

o[X+3][Y+1]++;

MODE=13;

break;

case 13:o[X+1][Y]--;

o[X+2][Y]--;

o[X+2][Y+1]--;

o[X+3][Y+1]--;

o[X+1][Y+1]++;

o[X+2][Y+1]++;

o[X+1][Y+2]++;

o[X+2][Y]++;

MODE=12;

break;

case 14:o[X+1][Y]=1;

o[X+2][Y]=1;

o[X+1][Y+1]=1;

o[X+2][Y+1]=1;

break;

}

}

不好意思,如果全部代码都发上来的话,就超过了10000字了,所以后面

的代码都发不了了,如果你要的话,留一下你的邮箱,我给你发过去

java的俄罗斯方块代码

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=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[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[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=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[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[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 rowNum; i++){

for(int j = 0; j columnNum; j++){

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 columnNum; 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;

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 (temp0||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=k1;

}

}

}

}

//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);

}

}

求用JAVA编写俄罗斯方块游戏的源代码

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=0;irowNum;i++) for (int j=0; jcolumnNum;j++) scrArr[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[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=0;irowNum;i++){ boolean isfull = true; L1:for(int j=0;jcolumnNum;j++) if(scrArr[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[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 rowNum; i++){ for(int j = 0; j columnNum; j++){ 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 columnNum; 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; 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 (temp0||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=k1; } } } } //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); } } 22


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