java 写一个俄罗斯方块

时间: 2023-12-28 17:05:46 浏览: 28
好的,以下是一个简单的俄罗斯方块游戏的Java代码: ``` import java.awt.Color; import java.awt.Graphics; import java.awt.Point; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.Timer; public class Tetris extends JPanel implements ActionListener { private static final long serialVersionUID = -8715353373678321308L; private final Point[][][] Tetraminos = { // I-Piece { {new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(3, 1)}, {new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(1, 3)}, {new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(3, 1)}, {new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(1, 3)} }, // J-Piece { {new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(2, 0)}, {new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(2, 2)}, {new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(0, 2)}, {new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(0, 0)} }, // L-Piece { {new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(2, 2)}, {new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(0, 2)}, {new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(0, 0)}, {new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(2, 0)} }, // O-Piece { {new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1)}, {new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1)}, {new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1)}, {new Point(0, 0), new Point(0, 1), new Point(1, 0), new Point(1, 1)} }, // S-Piece { {new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1)}, {new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2)}, {new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1)}, {new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2)} }, // T-Piece { {new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(2, 1)}, {new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2)}, {new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(1, 2)}, {new Point(1, 0), new Point(1, 1), new Point(2, 1), new Point(1, 2)} }, // Z-Piece { {new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(2, 1)}, {new Point(1, 1), new Point(0, 2), new Point(1, 2), new Point(0, 3)}, {new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(2, 1)}, {new Point(1, 1), new Point(0, 2), new Point(1, 2), new Point(0, 3)} } }; private final Color[] tetraminoColors = { Color.cyan, Color.blue, Color.orange, Color.yellow, Color.green, Color.pink, Color.red }; private Point pieceOrigin; private int currentPiece; private int rotation; private ArrayList<Integer> nextPieces = new ArrayList<Integer>(); private long score; private Color[][] well; // Creates a border around the well and initializes the dropping piece private void init() { well = new Color[12][24]; for (int i = 0; i < 12; i++) { for (int j = 0; j < 23; j++) { if (i == 0 || i == 11 || j == 22) { well[i][j] = Color.GRAY; } else { well[i][j] = Color.BLACK; } } } newPiece(); } // Put a new, random piece into the dropping position public void newPiece() { pieceOrigin = new Point(5, 2); rotation = 0; if (nextPieces.isEmpty()) { Collections.addAll(nextPieces, 0, 1, 2, 3, 4, 5, 6); Collections.shuffle(nextPieces); } currentPiece = nextPieces.get(0); nextPieces.remove(0); } // Collision test for the dropping piece private boolean collidesAt(int x, int y, int rotation) { for (Point p : Tetraminos[currentPiece][rotation]) { if (well[p.x + x][p.y + y] != Color.BLACK) { return true; } } return false; } // Rotate the piece clockwise or counterclockwise public void rotate(int i) { int newRotation = (rotation + i) % 4; if (newRotation < 0) { newRotation = 3; } if (!collidesAt(pieceOrigin.x, pieceOrigin.y, newRotation)) { rotation = newRotation; } repaint(); } // Move the piece left or right public void move(int i) { if (!collidesAt(pieceOrigin.x + i, pieceOrigin.y, rotation)) { pieceOrigin.x += i; } repaint(); } // Drops the piece one line or fixes it to the well if it can't drop public void dropDown() { if (!collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) { pieceOrigin.y += 1; } else { fixToWell(); } repaint(); } // Make the dropping piece part of the well, so it is available for // checking for lines and so it doesn't interfere with the next piece public void fixToWell() { for (Point p : Tetraminos[currentPiece][rotation]) { well[pieceOrigin.x + p.x][pieceOrigin.y + p.y] = tetraminoColors[currentPiece]; } clearRows(); newPiece(); } public void deleteRow(int row) { for (int j = row-1; j > 0; j--) { for (int i = 1; i < 11; i++) { well[i][j+1] = well[i][j]; } } } // Clear completed rows from the field and award score according to // the number of simultaneously cleared rows. public void clearRows() { boolean gap; int numClears = 0; for (int j = 21; j > 0; j--) { gap = false; for (int i = 1; i < 11; i++) { if (well[i][j] == Color.BLACK) { gap = true; break; } } if (!gap) { deleteRow(j); j += 1; numClears += 1; } } switch (numClears) { case 1: score += 100; break; case 2: score += 300; break; case 3: score += 500; break; case 4: score += 800; break; } } // Draw the falling piece private void drawPiece(Graphics g) { g.setColor(tetraminoColors[currentPiece]); for (Point p : Tetraminos[currentPiece][rotation]) { g.fillRect((p.x + pieceOrigin.x) * 26, (p.y + pieceOrigin.y) * 26, 25, 25); } } @Override public void paintComponent(Graphics g) { // Paint the well g.fillRect(0, 0, 26*12, 26*23); for (int i = 0; i < 12; i++) { for (int j = 0; j < 23; j++) { g.setColor(well[i][j]); g.fillRect(26*i, 26*j, 25, 25); } } // Display the score g.setColor(Color.WHITE); g.drawString("" + score, 19*12, 25); // Draw the currently falling piece drawPiece(g); } public static void main(String[] args) { JFrame f = new JFrame("Tetris"); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setSize(12*26+10, 26*23+25); f.setVisible(true); final Tetris game = new Tetris(); game.init(); f.add(game); // Keyboard controls f.addKeyListener(new KeyListener() { public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_UP: game.rotate(-1); break; case KeyEvent.VK_DOWN: game.dropDown(); game.score += 1; break; case KeyEvent.VK_LEFT: game.move(-1); break; case KeyEvent.VK_RIGHT: game.move(+1); break; case KeyEvent.VK_SPACE: game.dropDown(); game.dropDown(); game.score += 2; break; } } public void keyReleased(KeyEvent e) { } }); // Make the falling piece drop every second new Thread() { @Override public void run() { while (true) { try { Thread.sleep(1000); game.dropDown(); } catch ( InterruptedException e ) {} } } }.start(); } @Override public void actionPerformed(ActionEvent e) { // TODO Auto-generated method stub } } ``` 这个代码实现了一个基本的俄罗斯方块游戏,其中包括了方块形状、旋转、移动、下落、消除、计分等功能。游戏界面使用了Java的Swing库实现,键盘控制使用了Java的KeyListener接口。

相关推荐

最新推荐

recommend-type

node-v0.10.13-sunos-x86.tar.gz

Node.js,简称Node,是一个开源且跨平台的JavaScript运行时环境,它允许在浏览器外运行JavaScript代码。Node.js于2009年由Ryan Dahl创立,旨在创建高性能的Web服务器和网络应用程序。它基于Google Chrome的V8 JavaScript引擎,可以在Windows、Linux、Unix、Mac OS X等操作系统上运行。 Node.js的特点之一是事件驱动和非阻塞I/O模型,这使得它非常适合处理大量并发连接,从而在构建实时应用程序如在线游戏、聊天应用以及实时通讯服务时表现卓越。此外,Node.js使用了模块化的架构,通过npm(Node package manager,Node包管理器),社区成员可以共享和复用代码,极大地促进了Node.js生态系统的发展和扩张。 Node.js不仅用于服务器端开发。随着技术的发展,它也被用于构建工具链、开发桌面应用程序、物联网设备等。Node.js能够处理文件系统、操作数据库、处理网络请求等,因此,开发者可以用JavaScript编写全栈应用程序,这一点大大提高了开发效率和便捷性。 在实践中,许多大型企业和组织已经采用Node.js作为其Web应用程序的开发平台,如Netflix、PayPal和Walmart等。它们利用Node.js提高了应用性能,简化了开发流程,并且能更快地响应市场需求。
recommend-type

课设毕设基于SSM的高校二手交易平台-LW+PPT+源码可运行.zip

课设毕设基于SSM的高校二手交易平台--LW+PPT+源码可运行
recommend-type

软件设计师讲义.md

软件设计师讲义.md
recommend-type

时间序列预测,股票方向应用,使用transformer-lstm融合的模型算法

适用人群 针对有一定机器学习和深度学习背景的专业人士,特别是那些对时间序列预测和Transformer以及LSTM模型有兴趣的人。需要一定的Python知识基础 适用场景 用于处理时间序列数据,尤其是在金融领域,示例是股票价格预测。Transformer模型和LSTM的混合使用表明,代码的目的是利用这两种模型的优势来提高预测准确性。 目标 代码的主要目标是利用Transformer模型和LSTM模型来预测时间序列数据,如股票价格。通过实现这两种模型,代码旨在提供一个强大的工具来进行更准确的时间序列分析和预测。
recommend-type

Autojs-PJYSDK-泡椒云网络验证-v1.15.zip

Autojs-PJYSDK-泡椒云网络验证-v1.15.zip
recommend-type

zigbee-cluster-library-specification

最新的zigbee-cluster-library-specification说明文档。
recommend-type

管理建模和仿真的文件

管理Boualem Benatallah引用此版本:布阿利姆·贝纳塔拉。管理建模和仿真。约瑟夫-傅立叶大学-格勒诺布尔第一大学,1996年。法语。NNT:电话:00345357HAL ID:电话:00345357https://theses.hal.science/tel-003453572008年12月9日提交HAL是一个多学科的开放存取档案馆,用于存放和传播科学研究论文,无论它们是否被公开。论文可以来自法国或国外的教学和研究机构,也可以来自公共或私人研究中心。L’archive ouverte pluridisciplinaire
recommend-type

实现实时数据湖架构:Kafka与Hive集成

![实现实时数据湖架构:Kafka与Hive集成](https://img-blog.csdnimg.cn/img_convert/10eb2e6972b3b6086286fc64c0b3ee41.jpeg) # 1. 实时数据湖架构概述** 实时数据湖是一种现代数据管理架构,它允许企业以低延迟的方式收集、存储和处理大量数据。与传统数据仓库不同,实时数据湖不依赖于预先定义的模式,而是采用灵活的架构,可以处理各种数据类型和格式。这种架构为企业提供了以下优势: - **实时洞察:**实时数据湖允许企业访问最新的数据,从而做出更明智的决策。 - **数据民主化:**实时数据湖使各种利益相关者都可
recommend-type

SPDK_NVMF_DISCOVERY_NQN是什么 有什么作用

SPDK_NVMF_DISCOVERY_NQN 是 SPDK (Storage Performance Development Kit) 中用于查询 NVMf (Non-Volatile Memory express over Fabrics) 存储设备名称的协议。NVMf 是一种基于网络的存储协议,可用于连接远程非易失性内存存储器。 SPDK_NVMF_DISCOVERY_NQN 的作用是让存储应用程序能够通过 SPDK 查询 NVMf 存储设备的名称,以便能够访问这些存储设备。通过查询 NVMf 存储设备名称,存储应用程序可以获取必要的信息,例如存储设备的IP地址、端口号、名称等,以便能
recommend-type

JSBSim Reference Manual

JSBSim参考手册,其中包含JSBSim简介,JSBSim配置文件xml的编写语法,编程手册以及一些应用实例等。其中有部分内容还没有写完,估计有生之年很难看到完整版了,但是内容还是很有参考价值的。