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Java的俄羅斯的代碼,java俄羅斯方塊源代碼

求java編的俄羅斯方塊代碼! 最好是網(wǎng)絡版的!單機版的也好??!謝謝誒啊

其實java做的俄羅斯方塊游戲的源碼網(wǎng)上有很多的,我給你一個單擊版的吧,希望你喜歡,并且能研究一下,代碼如下:

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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());

//繪制小框格

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);

}

//繪制大框格

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);

}

//將值不非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);

}

}

//在小框格中繪制下一個的模型

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);

}

//方塊下落的方法

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,則自動上升一格

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

{

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

{

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

}

}

}

//方塊上升的方法

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,如果全部代碼都發(fā)上來的話,就超過了10000字了,所以后面

的代碼都發(fā)不了了,如果你要的話,留一下你的郵箱,我給你發(fā)過去

java的俄羅斯方塊代碼

俄羅斯方塊——java源代碼提供

import java.awt.*;

import java.awt.event.*;

//俄羅斯方塊類

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("俄羅斯方塊游戲 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄羅斯方塊類的構造方法

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);

//右邊信息窗體的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定義標簽和初始值

Label scorep = new Label("分數(shù):",Label.LEFT);

Label levelp = new Label("級數(shù):",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");

//右邊控制按鈕窗體的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定義按鈕play

Button play_b = new Button("開始游戲");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定義按鈕Level UP

Button level_up_b = new Button("提高級數(shù)");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定義按鈕Level Down

Button level_down_b =new Button("降低級數(shù)");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定義按鈕Level Pause

Button pause_b =new Button("游戲暫停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定義按鈕Quit

Button quit_b = new Button("退出游戲");

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();

}

}

//重寫MyPanel類,使Panel的四周留空間

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戲畫布類

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方塊邊長

int rowNum; //正方格的行數(shù)

int columnNum; //正方格的列數(shù)

int maxAllowRowNum; //允許有多少行未削

int blockInitRow; //新出現(xiàn)塊的起始行坐標

int blockInitCol; //新出現(xiàn)塊的起始列坐標

int [][] scrArr; //屏幕數(shù)組

Block b; //對方快的引用

//畫布類的構造方法

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,并將屏幕數(shù)組清零的方法

void initScr(){

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

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

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新畫布方法

public void paint(Graphics g){

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

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

drawUnit(i,j,scrArr[j]);

}

//畫方塊的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示畫方快的方法

case 0: g.setColor(Color.black);break; //以背景為顏色畫

case 1: g.setColor(Color.blue);break; //畫正在下落的方塊

case 2: g.setColor(Color.magenta);break; //畫已經落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block實例的引用

}

//返回屏幕數(shù)組中(row,col)位置的屬性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新塊的初始行坐標方法

public int getInitRow(){

return(blockInitRow); //返回新塊的初始行坐標

}

//返回新塊的初始列坐標方法

public int getInitCol(){

return(blockInitCol); //返回新塊的初始列坐標

}

//滿行刪除方法

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);

}

//判斷游戲是否結束方法

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){

}

//處理鍵盤輸入的方法

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;

}

}

}

//處理控制類

class Command implements ActionListener{

static final int button_play = 1; //給按鈕分配編號

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; //當前按鈕

GameCanvas scr;

//控制按鈕類的構造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按鈕執(zhí)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);

}

}

}

//方塊類

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六進至表示,本行表示長條四種狀態(tài)

{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; //塊的模式號(0-6)

int turnState; //塊的翻轉狀態(tài)(0-3)

int blockState; //快的下落狀態(tài)

int row,col; //塊在畫布上的坐標

GameCanvas scr;

//塊類的構造方法

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();

}

//重新初始化塊,并顯示新塊

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);

}

//實現(xiàn)“塊”翻轉的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//實現(xiàn)“塊”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//實現(xiàn)塊的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//實現(xiàn)塊落下的操作的方法

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);

}

}

//判斷是否正確的方法

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;

}

//同步顯示的方法

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;

}

}

}

}

//定時線程

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編寫俄羅斯方塊游戲的源代碼

俄羅斯方塊——java源代碼提供 import java.awt.*; import java.awt.event.*; //俄羅斯方塊類 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("俄羅斯方塊游戲 V1.0 Author:Vincent"); WindowListener win_listener = new WinListener(); ers.addWindowListener(win_listener); } //俄羅斯方塊類的構造方法 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); //右邊信息窗體的布局 MyPanel infoScr = new MyPanel(); infoScr.setLayout(new GridLayout(4,1,0,5)); infoScr.setSize(120,300); rightScr.add(infoScr); //定義標簽和初始值 Label scorep = new Label("分數(shù):",Label.LEFT); Label levelp = new Label("級數(shù):",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"); //右邊控制按鈕窗體的布局 MyPanel controlScr = new MyPanel(); controlScr.setLayout(new GridLayout(5,1,0,5)); rightScr.add(controlScr); //定義按鈕play Button play_b = new Button("開始游戲"); play_b.setSize(new Dimension(50,200)); play_b.addActionListener(new Command(Command.button_play,gameScr)); //定義按鈕Level UP Button level_up_b = new Button("提高級數(shù)"); level_up_b.setSize(new Dimension(50,200)); level_up_b.addActionListener(new Command(Command.button_levelup,gameScr)); //定義按鈕Level Down Button level_down_b =new Button("降低級數(shù)"); level_down_b.setSize(new Dimension(50,200)); level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr)); //定義按鈕Level Pause Button pause_b =new Button("游戲暫停"); pause_b.setSize(new Dimension(50,200)); pause_b.addActionListener(new Command(Command.button_pause,gameScr)); //定義按鈕Quit Button quit_b = new Button("退出游戲"); 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(); } } //重寫MyPanel類,使Panel的四周留空間 class MyPanel extends Panel{ public Insets getInsets(){ return new Insets(30,50,30,50); } } //游戲畫布類 class GameCanvas extends Canvas implements KeyListener{ final int unitSize = 30; //小方塊邊長 int rowNum; //正方格的行數(shù) int columnNum; //正方格的列數(shù) int maxAllowRowNum; //允許有多少行未削 int blockInitRow; //新出現(xiàn)塊的起始行坐標 int blockInitCol; //新出現(xiàn)塊的起始列坐標 int [][] scrArr; //屏幕數(shù)組 Block b; //對方快的引用 //畫布類的構造方法 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,并將屏幕數(shù)組清零的方法 void initScr(){ for(int i=0;irowNum;i++) for (int j=0; jcolumnNum;j++) scrArr[j]=0; b.reset(); repaint(); } //重新刷新畫布方法 public void paint(Graphics g){ for(int i = 0; i rowNum; i++) for(int j = 0; j columnNum; j++) drawUnit(i,j,scrArr[j]); } //畫方塊的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(type){ //表示畫方快的方法 case 0: g.setColor(Color.black);break; //以背景為顏色畫 case 1: g.setColor(Color.blue);break; //畫正在下落的方塊 case 2: g.setColor(Color.magenta);break; //畫已經落下的方法 } g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true); g.dispose(); } public Block getBlock(){ return b; //返回block實例的引用 } //返回屏幕數(shù)組中(row,col)位置的屬性值 public int getScrArrXY(int row,int col){ if (row 0 || row = rowNum || col 0 || col = columnNum) return(-1); else return(scrArr[row][col]); } //返回新塊的初始行坐標方法 public int getInitRow(){ return(blockInitRow); //返回新塊的初始行坐標 } //返回新塊的初始列坐標方法 public int getInitCol(){ return(blockInitCol); //返回新塊的初始列坐標 } //滿行刪除方法 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); } //判斷游戲是否結束方法 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){ } //處理鍵盤輸入的方法 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; } } } //處理控制類 class Command implements ActionListener{ static final int button_play = 1; //給按鈕分配編號 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; //當前按鈕 GameCanvas scr; //控制按鈕類的構造方法 Command(int button,GameCanvas scr){ curButton = button; this.scr=scr; } //按鈕執(zhí)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); } } } //方塊類 class Block { static int[][] pattern = { {0x0f00,0x4444,0x0f00,0x4444},//用十六進至表示,本行表示長條四種狀態(tài) {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; //塊的模式號(0-6) int turnState; //塊的翻轉狀態(tài)(0-3) int blockState; //快的下落狀態(tài) int row,col; //塊在畫布上的坐標 GameCanvas scr; //塊類的構造方法 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(); } //重新初始化塊,并顯示新塊 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); } //實現(xiàn)“塊”翻轉的方法 public void leftTurn(){ if(assertValid(blockType,(turnState + 1)%4,row,col)){ dispBlock(0); turnState = (turnState + 1)%4; dispBlock(1); } } //實現(xiàn)“塊”的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1); } } //實現(xiàn)塊的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1); } } //實現(xiàn)塊落下的操作的方法 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); } } //判斷是否正確的方法 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; } //同步顯示的方法 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; } } } } //定時線程 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

當前標題:Java的俄羅斯的代碼,java俄羅斯方塊源代碼
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