Java游戏开发 —— 俄罗斯方块

引言:

        俄罗斯方块的代码实现很简单,很有意思!

思路:

        1、创建主窗口,加载菜单及游戏面板。

        2、在游戏面板中初始化各种参数,并建立各种功能组件。

        3、利用paint()函数开始画方块。

        4、游戏结束,收尾,准备下一局。


本游戏用的是JDK1.8,编码UTF-8;

        共有5个类,Gobang.java是游戏入口类。GameFrame.java是主窗口类。GamePanel.java是游戏面板类。GameLogic.java是游戏逻辑类。先一口气把所有的代码贴上来再说。

1、Tetris.java 游戏入口类

package com.game.tetris;

/**
 * 功能:俄罗斯方块<br>
 * 作者:我是小木鱼(Lag)<br>
 */
public class Tetris 
{

	public static void main(String[] args)
	{
		new GameFrame();
	}

}

2、GameFrame.java 主窗口类。

package com.game.tetris;

import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

/**
 * 功能:游戏窗口<br>
 * 作者:我是小木鱼(Lag)<br>
 */
public class GameFrame extends JFrame implements ActionListener
{
	private static final long serialVersionUID = 1L;

	/** 游戏面板 */
	private GamePanel gamePanel;

	/**
	 * 功能:构造函数<br>
	 */
	public GameFrame()
	{
		try
		{
			//菜单
			JMenuBar jmb_tetris = new JMenuBar();
			JMenu jm_game = new JMenu("游戏");
			JMenuItem jmi_game_new = jm_game.add("新游戏");
			jmi_game_new.addActionListener(this);
			jmi_game_new.setActionCommand("new");
			JMenuItem jmi_game_pause = jm_game.add("暂停");
			jmi_game_pause.addActionListener(this);
			jmi_game_pause.setActionCommand("pause");
			JMenuItem jmi_game_continue = jm_game.add("继续");
			jmi_game_continue.addActionListener(this);
			jmi_game_continue.setActionCommand("continue");
			jm_game.addSeparator();
			JMenuItem jmi_game_exit = jm_game.add("退出");
			jmi_game_exit.addActionListener(this);
			jmi_game_exit.setActionCommand("exit");
			jmb_tetris.add(jm_game);
			JMenu jm_help = new JMenu("帮助");
			JMenuItem jmi_help_about = jm_help.add("关于");
			jmi_help_about.addActionListener(this);
			jmi_help_about.setActionCommand("about");
			jmb_tetris.add(jm_help);
			this.setJMenuBar(jmb_tetris);
			//面板
			this.gamePanel = new GamePanel();
			this.add(this.gamePanel);
			//显示
			this.setTitle("俄罗斯方块");
			this.setSize(400,500);
			this.setResizable(false);
			this.setLocationRelativeTo(null);
			this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
			this.setVisible(true);
		}
		catch(Exception e)
		{
			JOptionPane.showMessageDialog(this,"程序出现异常错误,即将退出!\r\n\r\n"+e.toString(),"提示",JOptionPane.ERROR_MESSAGE);
			System.exit(0);
		}
		
	}
	
	/**
	 * 功能:事件监听<br>
	 */
	@Override
	public void actionPerformed(ActionEvent e)
	{
		String command = e.getActionCommand();
		if("new".equals(command))
		{
			this.gamePanel.newGame();
		}
		else if("pause".equals(command))
		{
			this.gamePanel.pauseGame();
		}
		else if("continue".equals(command))
		{
			this.gamePanel.continueGame();
		}
		else if("exit".equals(command))
		{
			System.exit(0);
		}
		else if("about".equals(command))
		{
			JOptionPane.showMessageDialog(this,"左右键移动,向上键旋转!\r\n\r\n我是小木鱼(Lag)\r\n\r\n","提示",JOptionPane.INFORMATION_MESSAGE);
		}
	}

}

3、GamePanel.java 游戏面板类。

package com.game.tetris;

import java.awt.Font;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
import javax.swing.Timer;

/**
 * 功能:游戏面板<br>
 * 作者:我是小木鱼(Lag)<br>
 */
public class GamePanel extends JPanel implements KeyListener,ActionListener
{
	private static final long serialVersionUID = 1L;

	/** 游戏逻辑 */
	private GameLogic gameLogic;

	/** 游戏地图(共21行12列,该地图包含墙和固定死的方块信息) */
	private byte[][] map;
	
	/** 是否接收键盘信息(true-接收,false-不接收) */
	private boolean isAcceptKey = true;

	/** 定时器 */
	private Timer timer;

	/**
	 * 功能:构造函数<br>
	 */
	public GamePanel()
	{
		//与主窗口大小保持一致(去掉菜单高度)
		this.setSize(400,440);
		//获得焦点(没焦点就不能截获键盘监听)
		this.setFocusable(true);
		//键盘监听
		this.addKeyListener(this);
		//游戏逻辑
		this.gameLogic = new GameLogic();
		//初始化游戏
		this.initGame();
		//定时器
		timer = new Timer(500,this);
		timer.start();
	}
	
	/**
	 * 功能:初始化游戏<br>
	 */
	private void initGame()
	{
		//初始化游戏逻辑
		this.gameLogic.init();
		//得到地图
		this.map = this.gameLogic.getMap();
		//重画地图
		this.repaint();
	}
	
	/**
	 * 功能:绘图<br>
	 * 备注:给我地图剩下的你就不用管了。<br>
	 */
	@Override
	public void paint(Graphics g)
	{
		int blockSize = 20;		//默认方块大小
		int row = 0;
		int column = 0;
		
		//调用父类,让其做一些事前的工作,如刷新屏幕等
		super.paint(g);
		
		//画大地图中已经固定的方块和围墙
		//==================地图==================
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 7, 7, 0, 0, 0, 0, 0, 0, -1},	
		//{-1, 0, 0, 7, 7, 0, 0, 1, 1, 1, 1, -1},	
		//{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1}	
		//==================结束==================
		row = this.map.length;
		column = this.map[0].length;
		for(int i=0;i<row;i++)
		{
			for(int j=0;j<column;j++)
			{
				if(this.map[i][j] == -1)	//墙
				{
					g.setColor(Color.GRAY);
					g.fillRect(j * blockSize,i * blockSize,blockSize,blockSize);
					g.setColor(Color.WHITE);
					g.drawRect(j * blockSize,i * blockSize,blockSize,blockSize);
				}
				else if(this.map[i][j] > 0)	//方块
				{
					switch(this.map[i][j])
					{
						case 1:
							g.setColor(Color.RED);
							break;
						case 2:
							g.setColor(Color.ORANGE);
							break;
						case 3:
							g.setColor(Color.YELLOW);
							break;
						case 4:
							g.setColor(Color.GREEN);
							break;
						case 5:
							g.setColor(Color.BLUE);
							break;
						case 6:
							g.setColor(Color.PINK);
							break;
						case 7:
							g.setColor(Color.MAGENTA);
							break;
					}
					g.fillRect(j * blockSize,i * blockSize,blockSize,blockSize);
					g.setColor(Color.WHITE);
					g.drawRect(j * blockSize,i * blockSize,blockSize,blockSize);
				}
			}
		}
		
		//画当前方块
		byte[][] curShape = this.gameLogic.getShape();
		row = curShape.length;
		column = curShape[0].length;
		for(int i=0;i<row;i++)
		{
			for(int j=0;j<column;j++)
			{
				if(curShape[i][j] > 0)	//方块
				{
					switch(curShape[i][j])
					{
						case 1:
							g.setColor(Color.RED);
							break;
						case 2:
							g.setColor(Color.ORANGE);
							break;
						case 3:
							g.setColor(Color.YELLOW);
							break;
						case 4:
							g.setColor(Color.GREEN);
							break;
						case 5:
							g.setColor(Color.BLUE);
							break;
						case 6:
							g.setColor(Color.PINK);
							break;
						case 7:
							g.setColor(Color.MAGENTA);
							break;
					}
					g.fillRect((j + this.gameLogic.getShapeColumn()) * blockSize,(i + this.gameLogic.getShapeRow()) * blockSize,blockSize,blockSize);
					g.setColor(Color.WHITE);
					g.drawRect((j + this.gameLogic.getShapeColumn()) * blockSize,(i + this.gameLogic.getShapeRow()) * blockSize,blockSize,blockSize);
				}
			}
		}
		
		//画记分牌
		g.setColor(Color.BLACK);
		g.setFont(new Font("宋体",Font.PLAIN,12));
		g.drawString("当前分数: " + this.gameLogic.getScore(),this.map[0].length * blockSize + 20,30);
		
		//画下一个方块
		g.drawString("下一个方块是:",this.map.length * blockSize + 20,60);
		byte[][] nextShape = this.gameLogic.getNextShape();
		row = nextShape.length;
		column = nextShape[0].length;
		for(int i=0;i<row;i++)
		{
			for(int j=0;j<column;j++)
			{
				if(nextShape[i][j] > 0)
				{
					switch(nextShape[i][j])
					{
						case 1:
							g.setColor(Color.RED);
							break;
						case 2:
							g.setColor(Color.ORANGE);
							break;
						case 3:
							g.setColor(Color.YELLOW);
							break;
						case 4:
							g.setColor(Color.GREEN);
							break;
						case 5:
							g.setColor(Color.BLUE);
							break;
						case 6:
							g.setColor(Color.PINK);
							break;
						case 7:
							g.setColor(Color.MAGENTA);
							break;
					}
					g.fillRect(this.map[0].length * blockSize + 36 + j * blockSize,100 + i * blockSize,blockSize,blockSize);
					g.setColor(Color.WHITE);
					g.drawRect(this.map[0].length * blockSize + 36 + j * blockSize,100 + i * blockSize,blockSize,blockSize);
				}
			}
		}
		
	}
	
	/**
	 * 功能:方块移动<br>
	 */
	private void move(int keyCode)
	{
		if(!this.isAcceptKey){return;}
		
		//开始移动
		if(!this.gameLogic.move(keyCode)){return;}

		//得到移动后的新地图
		this.map = this.gameLogic.getMap();

		//重绘界面
		this.repaint();

		//判断是否Gave Over
		if(this.gameLogic.gameOver())
		{
			//屏蔽键盘信息
			this.isAcceptKey = false;
			return;
		}
	}
	
	/**
	 * 功能:开始新游戏<br>
	 */
	public void newGame()
	{
		this.isAcceptKey = true;
		this.initGame();
		timer.start();
	}
	
	/**
	 * 功能:暂停游戏<br>
	 */
	public void pauseGame()
	{
		this.isAcceptKey = false;
		timer.stop();
	}

	/**
	 * 功能:继续游戏<br>
	 */
	public void continueGame()
	{
		this.isAcceptKey = true;
		timer.start();
	}

	/**
	 * 功能:键盘监听<br>
	 */
	@Override
	public void keyPressed(KeyEvent e)
	{
		int keyCode = e.getKeyCode();
		if(keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN || keyCode == KeyEvent.VK_LEFT || keyCode == KeyEvent.VK_RIGHT)
		{
			this.move(keyCode);
		}

	}

	@Override
	public void keyTyped(KeyEvent e){}

	@Override
	public void keyReleased(KeyEvent e){}

	/**
	 * 功能:事件监听<br>
	 */
	@Override
	public void actionPerformed(ActionEvent e) 
	{
		if(e.getSource() == this.timer)		//定时器
		{
			this.move(KeyEvent.VK_DOWN);
		}
	}

}

4、GameLogic.java 游戏逻辑类。

package com.game.tetris;

import java.awt.event.KeyEvent;
import javax.swing.JOptionPane;

/**
 * 功能:游戏逻辑<br>
 * 作者:我是小木鱼(Lag)<br>
 */
public class GameLogic
{
	/** 大地图(共21行12列,该地图包含墙和后加入固定死的方块信息) */
	private byte[][] map;

	/** 方块类型(共7种) */
	private int blockType = 0;
	
	/** 方块状态(共4种) */
	private int turnState = 0;

	/** 当前方块图形(1-长条形方块,2-Z形方块,3-倒Z字形方块,4-J形方块,5-L字形,6-T字形方块,7-田字形方块) */
	private byte[][] shape;
	
	/** 当前方块图形(4×4矩阵)左上角所在行 */
	private int shapeRow;

	/** 当前方块图形(4×4矩阵)左上角所在列 */
	private int shapeColumn;

	/** 下一个方块类型 */
	private int nextBlockType = -1;
	
	/** 下一个方块状态 */
	private int nextTurnState = -1;

	/** 下一个方块图形 */
	private byte[][] nextShape;
	
	/** 得分 */
	private int score = 0;
	
	/**
	 * 功能:构造函数<br>
	 */
	public GameLogic()
	{}
	
	/**
	 * 功能:初始化<br>
	 */
	public void init()
	{
		//得到大地图
		this.map = GameMap.getMap();
		
		//随机生成新方块
		this.newBlock();
		
	}
	
	/**
	 * 功能:随机生成新方块<br>
	 */
	private void newBlock()
	{
		//如果当前没有下一方块(即游戏刚开局,还未生成当前方块和下一方块)
		if(this.nextBlockType == -1 && this.nextTurnState == -1)
		{
			this.blockType = (int)(Math.random() * 7);		//随机生成7种形状中的一种
			this.turnState = (int)(Math.random() * 4);		//随机生成4种旋转中的一种
			this.nextBlockType = (int)(Math.random() * 7);
			this.nextTurnState = (int)(Math.random() * 4);
		}
		else
		{
			this.blockType = this.nextBlockType;
			this.turnState = this.nextTurnState;
			this.nextBlockType = (int)(Math.random() * 7);
			this.nextTurnState = (int)(Math.random() * 4);
		}
		
		//获得当前方块,并设置初始位置(方块(4×4矩阵)最左上角方格初始行列位置即最顶端水平居中)
		this.shape = GameMap.getShape(this.blockType,this.turnState);
		this.shapeRow = 0;
		this.shapeColumn = 5;
		
		//获得下一个方块
		this.nextShape = GameMap.getShape(this.nextBlockType,this.nextTurnState);
		
	}

	
	/**
	 * 功能:将方块信息添加到地图数组信息中<br>
	 * 备注:方块信息是已经固定死了的<br>
	 */
	private void add()
	{
		//添加当前方块位置状态
		int rowCount = this.shape.length;
		int columnCount = this.shape[0].length;
		for(int i=this.shapeRow;i<this.shapeRow+rowCount;i++)
		{
			for(int j=this.shapeColumn;j<this.shapeColumn+columnCount;j++)
			{
				if(this.shape[i - this.shapeRow][j - this.shapeColumn] > 0)
				{
					this.map[i][j] = this.shape[i - this.shapeRow][j - this.shapeColumn];
				}
			}
		}
		
	}

	/**
	 * 功能:销毁满行的部分<br>
	 * 原理:一行一行对地图信息进行扫描,如果一行的每个元素值均大于0,说明满行,销毁该行,该行上面的方块依次下落一行。<br>
	 */
	private void deleteLine()
	{
		int count = 0;
		int mapRowCount = this.map.length;
		int mapColumnCount = this.map[0].length;
		
		for(int i=0;i<mapRowCount - 1;i++)		//20行
		{
			for(int j=1;j<mapColumnCount - 1;j++)	//10列
			{
				if(this.map[i][j] > 0)
				{
					count++;
					if(count == (mapColumnCount - 2))	//满行了,可以销毁该行
					{
						for(int m=i;m>0;m--)			//从当前行往回计算
						{
							for(int n=1;n<mapColumnCount - 1;n++)
							{
								this.map[m][n] = this.map[m-1][n];
							}
						}
						this.score += 10;
					}
				}
			}
			count = 0;	//开始下一行计数
		}
	}

	/**
	 * 功能:判断当前方块的位置是否合法<br>
	 * 参数:_row -> 图形左上角所在行 <br>
	 * 参数:_column -> 图形左上角所在列 <br>
	 * 参数:_shape -> 移动变化的图形 <br>
	 * 返回:0-不合法(可能与围墙或其他固定的方块位置重叠),1-合法<br>
	 */
	private int blow(int _row,int _column,byte[][] _shape)
	{
		int rowCount = _shape.length;
		int columnCount = _shape[0].length;
		
		//方块所在的行列与墙或其他方块的行列都大于0或-1
		for(int i=0;i<rowCount;i++)
		{
			for(int j=0;j<columnCount;j++)
			{
				if(_shape[i][j] > 0)	//对该图形进行循环,找出大于零的数,即是方块
				{
					//判断墙
					if(this.map[_row + i][_column + j] == -1){return 0;}
					//判断固定方块
					if(this.map[_row + i][_column + j] > 0){return 0;}
				}
			}
		}
		
		return 1;
	}

	/**
	 * 功能:方块移动<br>
	 * 返回:true -> 可以移动旋转,需要刷新地图,false ->不可以,也不需要刷新地图<br>
	 */
	public boolean move(int keyCode)
	{
		if(keyCode == KeyEvent.VK_UP)			//向上旋转
		{
			//得到逆时针要变的旋转变形
			int tempTurnState = (this.turnState + 1) % this.shape.length;
			byte[][] turnShape = GameMap.getShape(this.blockType,tempTurnState);
			if(blow(this.shapeRow,this.shapeColumn,turnShape) == 1)
			{
				this.shape = turnShape;
				this.turnState = tempTurnState;
			}
			else
			{
				return false;
			}
		}
		else if(keyCode == KeyEvent.VK_DOWN)		//向下移动
		{
			if(blow(this.shapeRow + 1,this.shapeColumn,this.shape) == 1)
			{
				this.shapeRow++;
			}
			else
			{
				this.add();
				this.deleteLine();
				this.newBlock();
			}
		}
		else if(keyCode == KeyEvent.VK_LEFT)		//向左移动
		{
			if(blow(this.shapeRow,this.shapeColumn - 1,this.shape) == 1)	//可以向左移
			{
				this.shapeColumn--;
			}
			else
			{
				return false;
			}
		}
		else if(keyCode == KeyEvent.VK_RIGHT)		//向右移动
		{
			if(blow(this.shapeRow,this.shapeColumn + 1,this.shape) == 1)	//可以向右移
			{
				this.shapeColumn++;
			}
			else
			{
				return false;
			}
		}
		
		return true;
	}

	/**
	 * 功能:判断游戏是否结束<br>
	 * 参数:true -> 已结束<br>
	 * 参数:false -> 未结束<br>
	 */
	public boolean gameOver()
	{
		if(blow(this.shapeRow,this.shapeColumn,this.shape) == 0)	//如果碰到围墙或固定方块,游戏结束。
		{
			this.score = 0;
			JOptionPane.showMessageDialog(null,"大虾,请重新来过吧!","提示",JOptionPane.ERROR_MESSAGE);
			return true;
		}
		else
		{
			return false;
		}
	}

	/**
	 * 功能:返回大地图(共21行12列,该地图包含墙和固定死的方块信息)<br>
	 */
	public byte[][] getMap()
	{
		return map;
	}

	/**
	 * 功能:返回当前方块图形<br>
	 */
	public byte[][] getShape()
	{
		return shape;
	}

	/**
	 * 功能:返回当前方块图形(4×4矩阵)左上角所在行<br>
	 */
	public int getShapeRow()
	{
		return shapeRow;
	}

	/**
	 * 功能:返回当前方块图形(4×4矩阵)左上角所在列<br>
	 */
	public int getShapeColumn() 
	{
		return shapeColumn;
	}

	/**
	 * 功能:返回下一个随机方块<br>
	 */
	public byte[][] getNextShape()
	{
		return nextShape;
	}

	/**
	 * 功能:返回分数 <br>
	 */
	public int getScore() 
	{
		return score;
	}
	
	
}

5、GameMap.java 游戏地图类。

package com.game.tetris;

/**
 * 功能:游戏地图<br>
 * 作者:我是小木鱼(Lag)<br>
 */
public class GameMap 
{
	/** 游戏大地图(存储方块[1~7]和围墙[-1]及空块[0]的信息,共21行12列252个小方格) */
	private static byte[][] map = 
		{
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1},	
			{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1}	
		};
	
	/** 方块图形(存储七种形状及其四种旋转变形<逆时针旋转90度>,每种旋转变形用包含4×4的数组表示具体图形<盯住大于零的数字猛看,就能看到图形了>) */
	private static byte shape[][][][] = new byte[][][][]
	{
		//长条形方块
		{
			//旋转变形一
			{
				{0, 0, 0, 0},
				{1, 1, 1, 1},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形二
			{
				{0, 1, 0, 0},
				{0, 1, 0, 0},
				{0, 1, 0, 0},
				{0, 1, 0, 0}
			},
			//旋转变形三
			{
				{0, 0, 0, 0},
				{1, 1, 1, 1},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形四
			{
				{0, 1, 0, 0},
				{0, 1, 0, 0},
				{0, 1, 0, 0},
				{0, 1, 0, 0}
			}
		},
		//Z形方块
		{
			//旋转变形一
			{
				{2, 2, 0, 0},
				{0, 2, 2, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形二
			{
				{0, 2, 0, 0},
				{2, 2, 0, 0},
				{2, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形三
			{
				{2, 2, 0, 0},
				{0, 2, 2, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形四
			{
				{0, 2, 0, 0},
				{2, 2, 0, 0},
				{2, 0, 0, 0},
				{0, 0, 0, 0}
			}
		},
		//倒Z字形方块
		{
			//旋转变形一
			{
				{0, 3, 3, 0},
				{3, 3, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形二
			{
				{3, 0, 0, 0},
				{3, 3, 0, 0},
				{0, 3, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形三
			{
				{0, 3, 3, 0},
				{3, 3, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形四
			{
				{3, 0, 0, 0},
				{3, 3, 0, 0},
				{0, 3, 0, 0},
				{0, 0, 0, 0}
			}
		},
		//J形方块
		{
			//旋转变形一
			{
				{0, 4, 0, 0},
				{0, 4, 0, 0},
				{4, 4, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形二
			{
				{4, 4, 4, 0},
				{0, 0, 4, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形三
			{
				{4, 4, 0, 0},
				{4, 0, 0, 0},
				{4, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形四
			{
				{4, 0, 0, 0},
				{4, 4, 4, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			}
		},
		//L字形
		{
			//旋转变形一
			{
				{5, 0, 0, 0},
				{5, 0, 0, 0},
				{5, 5, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形二
			{
				{0, 0, 5, 0},
				{5, 5, 5, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形三
			{
				{5, 5, 0, 0},
				{0, 5, 0, 0},
				{0, 5, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形四
			{
				{5, 5, 5, 0},
				{5, 0, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			}
		},
		//T字形方块
		{
			//旋转变形一
			{
				{0, 6, 0, 0},
				{6, 6, 6, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形二
			{
				{0, 6, 0, 0},
				{6, 6, 0, 0},
				{0, 6, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形三
			{
				{6, 6, 6, 0},
				{0, 6, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形四
			{
				{6, 0, 0, 0},
				{6, 6, 0, 0},
				{6, 0, 0, 0},
				{0, 0, 0, 0}
			}
		},
		//田字形方块
		{
			//旋转变形一
			{
				{7, 7, 0, 0},
				{7, 7, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形二
			{
				{7, 7, 0, 0},
				{7, 7, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形三
			{
				{7, 7, 0, 0},
				{7, 7, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			},
			//旋转变形四
			{
				{7, 7, 0, 0},
				{7, 7, 0, 0},
				{0, 0, 0, 0},
				{0, 0, 0, 0}
			}
		}
	};
	
	/**
	 * 功能:返回大地图<br>
	 * 备注:由于原始地图数据不允许修改,因此只返回复制后的地图赝品<br>
	 */
	public static byte[][] getMap()
	{
		//由于数组是个对象,而原始地图是不允许被修改的,所以不能直接赋值(引用地址),得复制一个新的地图让游戏随便修改。
		int row = map.length;
		int column = map[0].length;
		byte[][] copyMap = new byte[row][column];
		for(int i=0;i<row;i++)
		{
			for(int j=0;j<column;j++)
			{
				copyMap[i][j] = map[i][j];
			}
		}
		return copyMap;
	}
	
	/**
	 * 功能:返回方块图形<br>
	 * 参数:int _blockType -> 方块类型<br>
	 * 参数:int _turnState -> 旋转状态<br>
	 * 备注:由于原始方块图形数据不允许修改,因此只返回复制后的方块图形赝品<br>
	 */
	public static byte[][] getShape(int _blockType,int _turnState)
	{
		byte[][] temp = shape[_blockType][_turnState];
		//开始复制
		int row = temp.length;
		int column = temp[0].length;
		byte[][] shapeMap = new byte[row][column];
		for(int i=0;i<row;i++)
		{
			for(int j=0;j<column;j++)
			{
				shapeMap[i][j] = temp[i][j];
			}
		}
		return shapeMap;
	}
	
}

详解: 

待续...

运行: 

        做一个DOS批处理文件,tetris.bat,内容如下:

@echo off
start javaw com.game.tetris.Tetris

  下载: 

        百度网盘链接:https://pan.baidu.com/s/1g1h9Zn1KmIoMWCMGLV1nCA 提取码:h5m2

感言: 

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转载自blog.csdn.net/lag_csdn/article/details/124711977