JAVA俄羅斯方塊程序 勉強能看懂,但是我寫不出來,555
代碼貼出如下:
package com.zzk.cn;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.lang.*;
class systemStatus {
public systemStatus(int tmpX, int tmpY) {
origin = new Point(tmpX, tmpY);
iSystemStatus = 0;
}
public void drawSystemStatus(Graphics g) {
g.setColor(Color.black);
String strSystemStatus;
switch (iSystemStatus) {
case 0:
strSystemStatus = "初始化完成...\"S\"鍵開始."; // 在狀態前麵空出一個漢字的寬度.
break;
case 1:
strSystemStatus = "遊戲進行中...\"D\"鍵暫停,\"S\"鍵重新開始."; // 在狀態前麵空出一個漢字的寬度.
break;
case 2:
strSystemStatus = "遊戲暫停中...\"D\"鍵恢複,\"S\"鍵重新開始."; // 在狀態前麵空出一個漢字的寬度.
break;
case 3:
strSystemStatus = "GAMEOVER...\"S\"鍵重新開始."; // 在狀態前麵空出一個漢字的寬度.
break;
default:
strSystemStatus = "係統發生嚴重異常...請立即退出!!!"; // 在狀態前麵空出一個漢字的寬度.
break;
}
g.drawString(strSystemStatus, origin.x, origin.y);
}
public int getSystemStatus() {
return iSystemStatus;
}
public void setSystemStatus(int iTmp) {
iSystemStatus = iTmp;
}
private Point origin; // 得分字符串的最左邊字符左下角的坐標.
private final int ROWINTERVAL = 15; // 2行字符串之間的行間距.
private int iSystemStatus; // 存放係統的當前狀態;0-剛啟動或gameOver後重啟動的狀態
// (容器中沒有已固定的格子,分數為0,隻接受S鍵的輸入事件開始遊戲),1-玩家遊戲時的狀態,2-係統暫停時的狀態(計時器停止,隻接收P鍵或S鍵的輸入事件),3-GAMEOVER(計時器停止,隻接收S鍵的輸入事件).
}
class copyright {
public copyright(int tmpX, int tmpY) {
origin = new Point(tmpX, tmpY);
}
public void drawCopyright(Graphics g) {
String strCopyright;
strCopyright = "作者:";
g.drawString(strCopyright, origin.x, origin.y);
strCopyright = "aaa";
g.drawString(strCopyright, origin.x, origin.y + ROWINTERVAL);
strCopyright = "聯係方式:";
g.drawString(strCopyright, origin.x, origin.y + 2 * ROWINTERVAL);
strCopyright = "暫無";
g.drawString(strCopyright, origin.x, origin.y + 3 * ROWINTERVAL);
strCopyright = "版本號:";
g.drawString(strCopyright, origin.x, origin.y + 4 * ROWINTERVAL);
strCopyright = "1.0";
g.drawString(strCopyright, origin.x, origin.y + 5 * ROWINTERVAL);
}
private final int ROWINTERVAL = 15; // 2行字符串之間的行間距.
private Point origin;
}
class score {
public score(int tmpX, int tmpY) {
origin = new Point(tmpX, tmpY);
iScore = 0;
}
public void restart() {
iScore = 0;
}
public void drawScore(Graphics g) {
g.setColor(Color.black);
String strScore;
strScore = "得分:";
g.drawString(strScore, origin.x, origin.y);
strScore = " " + iScore; // 在分數前麵空出一個漢字的寬度.
g.drawString(strScore, origin.x, origin.y + ROWINTERVAL);
}
public void addScore(int tmpLineNum) // tmpLineNum是消除的行數.根據消除的行數來計分.
{
switch (tmpLineNum) {
case 1:
iScore += 100;
break;
case 2:
iScore += 300;
break;
case 3:
iScore += 600;
break;
case 4:
iScore += 1000;
break;
}
}
private final int ROWINTERVAL = 15; // 2行字符串之間的行間距.
private Point origin; // 得分字符串的最左邊字符左下角的坐標.
private int iScore;
}
class preview {
public preview(int tmpX, int tmpY, int tmpHeightGrid, int tmpWidthGrid,
int tmpHeight, int tmpWidth) {
origin = new Point(tmpX, tmpY + tmpHeight);
iHeightGrid = tmpHeightGrid;
iWidthGrid = tmpWidthGrid;
iHeight = tmpHeight;
iWidth = tmpWidth;
aryGrids = new grid[iHeightGrid][iWidthGrid];
calGridToPosition();
}
public void calGridToPosition() // 計算出預覽框中各個格子左上角的坐標.
{
// 對容器中的4*4個格子進行初始化.
for (int i = 0; i < iHeightGrid; i++) {
for (int j = 0; j < iWidthGrid; j++) {
aryGrids[i][j] = new grid(iHeight / iHeightGrid, iWidth
/ iWidthGrid, origin.x + j * (iWidth / iWidthGrid),
origin.y - i * (iHeight / iHeightGrid), 1, 1, 0);
}
}
}
public void drawGrids(Graphics g, int[][] tmpRowColNos) // tmpRowColNos存放有方塊在預覽框中顯示的行號和列號.
{
// 在預覽框中顯示方塊.
for (int i = 0; i < tmpRowColNos.length; i++)
if ((tmpRowColNos[i][0] != -1) && (tmpRowColNos[i][1] != -1))
aryGrids[tmpRowColNos[i][0]][tmpRowColNos[i][1]]
.drawDiamonds(g); // tmpRowColNos[i][0]是行號,tmpRowColNos[i][1]是列號.
}
public void drawGridFrame(Graphics g) {
// 畫各個格子之間的分割線
g.setColor(Color.lightGray);
// 畫格子的豎分隔線
for (int i = 1; i < iWidthGrid; i++) {
g.drawLine(origin.x + i * (iWidth / iWidthGrid), origin.y, origin.x
+ i * (iWidth / iWidthGrid), origin.y - iHeight);
}
// 畫格子的橫分隔線
for (int i = 1; i < iHeightGrid; i++) {
g.drawLine(origin.x, origin.y - i * (iHeight / iHeightGrid),
origin.x + iWidth, origin.y - i * (iHeight / iHeightGrid));
}
// 畫容器的整個外框
g.setColor(Color.black);
// System.out.println("origin in drawGridFrame(): "
// +origin.x+","+origin.y);
g.drawRect(origin.x, origin.y - iHeight, iWidth, iHeight);
}
private Point origin; // 原點是整個預覽容器左下角的坐標.
private int iHeightGrid;
private int iWidthGrid;
private int iHeight;
private int iWidth;
private grid[][] aryGrids; // 第1,2維的下標是用於確定是平麵上的哪個格子.第1維對應行號,取值範圍0~iHeightGrid-1;第2維對應列號,取值範圍是0~iWidthgrid-1
}
// 方塊下落固定後,就變成了格子
class diamonds {
public diamonds(int tmpRowNo, int tmpColNo) {
initDiamondsTable();
referPoint[0] = tmpRowNo;
referPoint[1] = tmpColNo;
orgReferPoint[0] = tmpRowNo;
orgReferPoint[1] = tmpColNo;
createNew();
iPreStatusNo = iStatusNo; // 初始化,應付第1個方塊的第1次旋轉時遇到衝突時的情況.其實問題也不大因為剛開始時容器中沒有已固定的方塊會發生衝突.
}
public void restart() {
referPoint[0] = orgReferPoint[0];
referPoint[1] = orgReferPoint[1];
}
// 經過判斷方塊無法進行旋轉,調用此函數恢複方塊本次旋轉之前的狀態.
public void unCircumrotate() {
referPoint[0] = preReferPoint[0];
referPoint[1] = preReferPoint[1];
iStatusNo = iPreStatusNo;
setAryDiamonds();
}
public void circumrotate() {
preReferPoint[0] = referPoint[0];
preReferPoint[1] = referPoint[1];
iPreStatusNo = iStatusNo;
iStatusNo = diamondsTable[iSortNo][iStatusNo];
setAryDiamonds();
}
// 重新生成一個新的方塊,實質是隨機設定方塊的類型和方塊的狀態,並將其位置複位.
public void createNew() {
// 獲得在方塊種類數範圍之內的隨機數.
iSortNo = (int) (Math.random() * 100) % SORTNUM;
// 每個方塊的狀態數是不同的.
iStatusNo = (int) (Math.random() * 100) % diamondsTable[iSortNo].length;
setAryDiamonds();
}
// 返回方塊所占的行號,用於消行.
public int[] getRowNos() {
int[] rtnRowNos = new int[iHeightGrid];
// 注意返回數組中行號的排列順序是從大到小的.順序不能打亂,否則消行時會產生錯誤.
// 對所有的方塊通用.
for (int i = 0; i < iHeightGrid; i++) {
rtnRowNos[i] = referPoint[0] + (iHeightGrid - i - 1);
}
return rtnRowNos;
}
// 返回方塊中所有有效部分在容器中顯示的行號和列號.
public int[][] diamondsPosition() {
int[][] rtnRowColNos = new int[iHeightGrid * iWidthGrid][2];
// 轉換,把方塊內有效部分的坐標都轉換成容器內的坐標,然後返回.
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (aryDiamonds[i][j] == 1) {
rtnRowColNos[i * iWidthGrid + j][0] = referPoint[0] + i;
rtnRowColNos[i * iWidthGrid + j][1] = referPoint[1] + j;
} else // 把方塊中不用顯示的部分的行號和列號設為-1,便於區分.
{
rtnRowColNos[i * iWidthGrid + j][0] = -1;
rtnRowColNos[i * iWidthGrid + j][1] = -1;
}
return (rtnRowColNos);
}
// 返回判定向左移動時判定接觸的方塊部分的行號和列號,數組中元素存放的順序無要求.
public int[][] leftTouchGrids() {
int[][] rtnRowColNos = new int[iHeightGrid][2]; // 第1維是接觸麵所占格子的數量,第2維的第1,2個元素是格子相對於容器的坐標.
// 這裏默認方塊的接觸麵是連續的沒有空缺.
for (int i = 0; i < iHeightGrid; i++) {
for (int j = 0; j < iWidthGrid; j++) {
if (aryDiamonds[i][j] == 1) {
rtnRowColNos[i][0] = referPoint[0] + i;
rtnRowColNos[i][1] = referPoint[1] + j;
break;
}
}
}
/*
* 隻適合方塊5的代碼. if(iSortNo==5) { rtnRowColNos[0][0]=referPoint[0];
* rtnRowColNos[0][1]=referPoint[1]; rtnRowColNos[1][0]=referPoint[0];
* rtnRowColNos[1][1]=referPoint[1]+1; }
*/
return rtnRowColNos;
}
// 返回判定向右移動時判定接觸的方塊部分的坐標
public int[][] rightTouchGrids() {
int[][] rtnRowColNos = new int[iHeightGrid][2];
for (int i = 0; i < iHeightGrid; i++) {
for (int j = iWidthGrid - 1; j >= 0; j--) {
if (aryDiamonds[i][j] == 1) {
rtnRowColNos[i][0] = referPoint[0] + i;
rtnRowColNos[i][1] = referPoint[1] + j;
break;
}
}
}
return rtnRowColNos;
}
// 返回判定向下移動時判定接觸的方塊部分的坐標
public int[][] downTouchGrids() {
int[][] rtnRowColNos = new int[iWidthGrid][2];
for (int i = 0; i < iWidthGrid; i++) {
for (int j = 0; j < iHeightGrid; j++) {
if (aryDiamonds[j][i] == 1) {
rtnRowColNos[i][0] = referPoint[0] + j;
rtnRowColNos[i][1] = referPoint[1] + i;
break;
}
}
}
return rtnRowColNos;
}
public void initDiamondsTable() {
diamondsTable = new int[SORTNUM][];
diamondsTable[0] = new int[2];
diamondsTable[1] = new int[4];
diamondsTable[2] = new int[4];
diamondsTable[3] = new int[2];
diamondsTable[4] = new int[2];
diamondsTable[5] = new int[1];
diamondsTable[6] = new int[4];
// 存放各種方塊旋轉後的下一個狀態號.
for (int i = 0; i < diamondsTable.length; i++)
for (int j = 0; j < diamondsTable[i].length; j++)
if (j == diamondsTable[i].length - 1)
diamondsTable[i][j] = 0;
else
diamondsTable[i][j] = j + 1;
}
public void setAryDiamonds() {
switch (iSortNo) {
case 0:
switch (iStatusNo) {
case 0:
iHeightGrid = 4;
iWidthGrid = 1;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
aryDiamonds[i][j] = 1; // 對於方塊0的狀態0,4*1矩陣中的每一個元素都是顯示部分.
break;
case 1:
iHeightGrid = 1;
iWidthGrid = 4;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
aryDiamonds[i][j] = 1;
break;
}
break;
case 1:
switch (iStatusNo) {
case 0:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 1) && (j == 1)) || ((i == 2) && (j == 1)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 1:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 1)) || ((i == 0) && (j == 2)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 2:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 0)) || ((i == 1) && (j == 0)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 3:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 1) && (j == 0)) || ((i == 1) && (j == 1)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
}
break;
case 2:
switch (iStatusNo) {
case 0:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 1) && (j == 0)) || ((i == 2) && (j == 0)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 1:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 1) && (j == 1)) || ((i == 1) && (j == 2)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 2:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 1)) || ((i == 1) && (j == 1)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 3:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 0)) || ((i == 0) && (j == 1)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
}
break;
case 3:
switch (iStatusNo) {
case 0:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 0)) || ((i == 2) && (j == 1)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 1:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 2)) || ((i == 1) && (j == 0)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
}
break;
case 4:
switch (iStatusNo) {
case 0:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 1)) || ((i == 2) && (j == 0)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 1:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 0)) || ((i == 1) && (j == 2)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
}
break;
case 5:
iHeightGrid = 2;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
aryDiamonds[i][j] = 1;
break;
case 6:
switch (iStatusNo) {
case 0:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 1) && (j == 0)) || ((i == 1) && (j == 2)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 1:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 1)) || ((i == 2) && (j == 1)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 2:
iHeightGrid = 2;
iWidthGrid = 3;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 0)) || ((i == 0) && (j == 2)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
case 3:
iHeightGrid = 3;
iWidthGrid = 2;
aryDiamonds = new int[iHeightGrid][iWidthGrid];
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
if (((i == 0) && (j == 0)) || ((i == 2) && (j == 0)))
aryDiamonds[i][j] = 0;
else
aryDiamonds[i][j] = 1;
break;
}
break;
}
}
public int getWidthGrid() {
return iWidthGrid;
}
public int getStatusNo() {
return iStatusNo;
}
public void setStatusNo(int tmpStatusNo) {
iStatusNo = tmpStatusNo;
}
public int getSortNo() {
return iSortNo;
}
public void setSortNo(int tmpSortNo) {
iSortNo = tmpSortNo;
}
public int[] getReferPoint() {
return (referPoint);
}
public void setReferPoint(int tmpRowNo, int tmpColNo) {
referPoint[0] = tmpRowNo;
referPoint[1] = tmpColNo;
}
private final int SORTNUM = 7; // 目前有7種方塊,各方塊在各狀態定義的圖案參考開發文檔.
private int[] orgReferPoint = new int[2]; // 存放調用構造函數時,得到的參照點的行號和列號參數.
private int[] preReferPoint = new int[2]; // 用於解決超出右邊界進行調整後,又發生方塊和已固定方塊發生衝突的情況.
private int[] referPoint = new int[2]; // 1維數組記錄左下角元素在容器中所處的位置,存放行號和列號,不是存放象素.
private int iHeightGrid; // 方塊矩陣高占的格子數.
private int iWidthGrid; // 方塊矩陣寬占的格子數.
private int[][] aryDiamonds; // 2維矩陣,用於繪製方塊.第1維對應行號,取值範圍是0~iHeightGrid-1,從下到上編號從小到大;第2維對應列號,取值範圍是0~iWidthGrid-1,從左到右編號從小到大.0表示不是方塊的顯示部分,1表示是方塊的顯示部分.
private int iSortNo; // 存放當前方塊的種類編號,取值範圍0~6,編號對應的圖案查看開發文檔
private int iStatusNo; // 存放當前方塊的狀態編號,狀態編號隨方塊的旋轉而改變.
private int[][] diamondsTable; // 此2維數組中第1維是代表方塊的種類,第2維是代表方塊的狀態,數組中存放的是方塊下一個狀態的編號
private int iPreStatusNo; // 存放方塊在旋轉前的上一個狀態.旋轉方塊不會改變方塊的種類號.
}
class grid {
public grid(int tmpHeight, int tmpWidth, int tmpX, int tmpY, int tmpDiffX,
int tmpDiffY, int tmpInUse) {
iHeight = tmpHeight;
iWidth = tmpWidth;
XYPosition = new Point(tmpX, tmpY - tmpHeight);
diffX = tmpDiffX;
diffY = tmpDiffY;
inUse = tmpInUse;
}
public void drawGrid(Graphics g) {
if (inUse == 1) {
g.setColor(Color.black);
g.fillRect(XYPosition.x + diffX, XYPosition.y + diffY, iWidth - 2
* diffX, iHeight - 2 * diffY);
}
}
public void drawDiamonds(Graphics g) {
g.setColor(Color.black);
g.fillRect(XYPosition.x + diffX, XYPosition.y + diffY, iWidth - 2
* diffX, iHeight - 2 * diffY);
}
public int getInUse() // 返回當前的格子是否被使用
{
return inUse;
}
public void setInUse(int tmpMode) // 參數tmpMode為0-未使用,為1-已使用
{
inUse = tmpMode;
}
private int iHeight; // 格子在Y軸方向上的高度,以象素為單位
private int iWidth; // 格子在X軸方向上的寬度,以象素為單位
private Point XYPosition; // 格子左上角的實際坐標
private int diffX; // 格子中圖黑部分在X軸方向單邊縮進象素
private int diffY; // 格子中圖黑部分在Y軸方向單邊縮進象素
private int inUse; // 存放整型0或1.0表示格子已被占用,1表示格子未被占用
// 還要加個有關顏色的參數,可以由用戶設置格子顏色
}
class board {
public board(int tmpX, int tmpY, int tmpHeightGrid, int tmpWidthGrid,
int tmpHeight, int tmpWidth, int tmpBufferHeightGrid,
int tmpBufferHeight) // tmpX,tmpY是容器右上角的X,Y坐標.tmpHeightGrid,tmpWidthGrid是高占幾格和寬占幾格,以格子為單位.tmpHeight,tmpWidth是高和寬,以象素為單位.tmpBufferHeightGrid和tmpBufferHeight是緩衝區,讓方塊作進入容器的準備工作.
{
// System.out.println("in board() tmpX="+tmpX+" tmpY="+tmpY+" tmpHeight="+tmpHeight);
origin = new Point(tmpX, tmpY + tmpHeight);
// System.out.println("origin in board(): "
// +origin.x+","+origin.y);
iHeightGrid = tmpHeightGrid;
iWidthGrid = tmpWidthGrid;
iHeight = tmpHeight;
iWidth = tmpWidth;
iBufferHeightGrid = tmpBufferHeightGrid;
iBufferHeight = tmpBufferHeight;
aryGrids = new grid[iHeightGrid + iBufferHeightGrid][iWidthGrid]; // 包括緩衝行,便於進行GAMEOVER判斷.
calGridToPosition();
objDiamonds = new diamonds(iHeightGrid, iWidthGrid / 2 - 1);
objSystemStatus = new systemStatus(10, 10 + 300 + 20);
}
public void restart() // 把所有格子的狀態設為未使用.
{
for (int i = 0; i < iHeightGrid + iBufferHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
aryGrids[i][j].setInUse(0);
}
public int gameOverChk() // 檢查是否已經GAMEOVER;返回值=0,沒有GAMEOVER;=1,已經GAMEOVER.
{
int rtnGameOver = 0;
for (int i = 0; i < iWidthGrid; i++)
if (aryGrids[iHeightGrid][i].getInUse() == 1) {
rtnGameOver = 1;
break;
}
return rtnGameOver;
}
public int conflictChk() // 方塊旋轉後的衝突檢測.返回值=0,無衝突;=1,有衝突.
{
int isConflict = 0; // =0,無衝突;=1,有衝突
int[][] rtnRowColNos;
rtnRowColNos = objDiamonds.diamondsPosition();
for (int i = 0; i < rtnRowColNos.length; i++)
if (((rtnRowColNos[i][0] != -1) && (rtnRowColNos[i][1] != -1))
&& aryGrids[rtnRowColNos[i][0]][rtnRowColNos[i][1]]
.getInUse() == 1) {
isConflict = 1;
break;
}
return isConflict;
}
public void adjust() // 方塊在旋轉後,某部分超出了容器的邊界就要進行調整操作
{
int[] rtnReferPoint;
int tmpWidthGrid;
tmpWidthGrid = objDiamonds.getWidthGrid();
rtnReferPoint = objDiamonds.getReferPoint();
if ((rtnReferPoint[1] + tmpWidthGrid) > iWidthGrid)
objDiamonds.setReferPoint(rtnReferPoint[0], iWidthGrid
- tmpWidthGrid);
}
public int removeRows() // 進行消行操作.返回值為消去的行數.
{
int[] rtnRowNos; // 存放方塊所占行的行號.
int[] fullRowNos; // 存放已滿行的行號.
int fullCount = 0; // 存放已滿行的行數.
rtnRowNos = objDiamonds.getRowNos();
// System.out.print("In removeRows: ");
// for(int i=0;i<rtnRowNos.length;i++)
// {
// System.out.print(rtnRowNos[i]+",");
// }
// System.out.println();
fullRowNos = new int[rtnRowNos.length];
for (int i = 0; i < fullRowNos.length; i++)
fullRowNos[i] = 0;
// 方塊所在行中,如果有行已滿,則取出此行的行號.
for (int i = 0; i < rtnRowNos.length; i++) {
int rowNo;
int isFull; // 0-當前行未滿,1-當前行已滿.
rowNo = rtnRowNos[i];
isFull = 1;
for (int j = 0; j < iWidthGrid; j++) {
// System.out.println("In removeRows: aryGrids["+rowNo+"]["+j+"].getInUse()="+aryGrids[rowNo][j].getInUse());
if (aryGrids[rowNo][j].getInUse() == 0) {
isFull = 0;
break;
}
}
// System.out.println("In removeRows: isFull="+isFull);
if (isFull == 1) {
fullRowNos[fullCount] = rowNo;
fullCount++;
}
}
// System.out.println("In removeRows: fullCount="+fullCount);
for (int i = 0; i < fullCount; i++) {
int rowNo;
rowNo = fullRowNos[i];
for (int j = rowNo; j < iHeightGrid; j++) {
for (int k = 0; k < iWidthGrid; k++) {
int tmpMode;
tmpMode = aryGrids[j + 1][k].getInUse();
aryGrids[j][k].setInUse(tmpMode);
}
}
}
return fullCount;
}
public void calGridToPosition() // 計算出各個格子左上角的坐標.
{
// 對容器中的20*10個格子進行初始化.
for (int i = 0; i < (iHeightGrid + iBufferHeightGrid); i++) {
for (int j = 0; j < iWidthGrid; j++) {
aryGrids[i][j] = new grid(
(iHeight + iBufferHeight)
/ (iHeightGrid + iBufferHeightGrid),
iWidth / iWidthGrid,
origin.x + j * (iWidth / iWidthGrid),
origin.y
- i
* ((iHeight + iBufferHeight) / (iHeightGrid + iBufferHeightGrid)),
2, 2, 0);
}
}
}
public void drawGrids(Graphics g) {
// 顯示已經固定的格子.
for (int i = 0; i < iHeightGrid; i++)
for (int j = 0; j < iWidthGrid; j++)
aryGrids[i][j].drawGrid(g);
// 顯示方塊.
int[][] rtnRowColNos;
rtnRowColNos = objDiamonds.diamondsPosition();
// System.out.println("in drawGrids: rtnRowColNos.length="
// +rtnRowColNos.length);
// for(int i=0;i<rtnRowColNos.length;i++)
// {
// System.out.println("rtnRowColNos["+i+"][0]="+rtnRowColNos[i][0]+","+"rtnRowColNos["+i+"][1]="+rtnRowColNos[i][1]);
// }
for (int i = 0; i < rtnRowColNos.length; i++)
if ((rtnRowColNos[i][0] != -1) && (rtnRowColNos[i][1] != -1))
if (rtnRowColNos[i][0] < iHeightGrid)
aryGrids[rtnRowColNos[i][0]][rtnRowColNos[i][1]]
.drawDiamonds(g); // rtnRowColNos[i][0]是行號,rtnRowColNos[i][1]是列號.
}
public void drawGridFrame(Graphics g) {
// 畫各個格子之間的分割線
g.setColor(Color.lightGray);
// 畫格子的豎分隔線
for (int i = 1; i < iWidthGrid; i++) {
g.drawLine(origin.x + i * (iWidth / iWidthGrid), origin.y, origin.x
+ i * (iWidth / iWidthGrid), origin.y - (iHeight));
}
// 畫格子的橫分隔線
for (int i = 1; i < iHeightGrid; i++) {
g.drawLine(
origin.x,
origin.y
- i
* ((iHeight + iBufferHeight) / (iHeightGrid + iBufferHeightGrid)),
origin.x + iWidth,
origin.y
- i
* ((iHeight + iBufferHeight) / (iHeightGrid + iBufferHeightGrid)));
}
// 畫容器的整個外框
g.setColor(Color.black);
// System.out.println("origin in drawGridFrame(): "
// +origin.x+","+origin.y);
g.drawRect(origin.x, origin.y - iHeight, iWidth, iHeight);
}
public int getHeightGrid() {
return iHeightGrid;
}
public int getWidthGrid() {
return iWidthGrid;
}
public int getBufferHeightGrid() {
return iBufferHeightGrid;
}
public int getAryGrids(int i, int j) // i是行號對應y軸;j是列號對應x軸.
{
return aryGrids[i][j].getInUse();
}
public void setAryGrids(int i, int j, int tmpMode) // 設置矩陣中行號為i,列號為j的格子的狀態(使用或未使用);參數tmpMode=0表示把當前格設為未使用,=1表示把當前格設為使用.
{
aryGrids[i][j].setInUse(tmpMode);
}
private Point origin; // 原點是整個方塊容器左下角的坐標.
private int iHeightGrid; // 存放高有幾格
private int iWidthGrid; // 存放寬有幾格
private int iHeight; // 存放容器的高度,以象素為單位
private int iWidth; // 存放容器的寬度,以象素為單位
private int iBufferHeightGrid; // iBufferHeightGrid和iBufferHeight是緩衝區,讓方塊作進入容器的準備工作.
private int iBufferHeight;
private grid[][] aryGrids; // 第1,2維是用於確定是平麵上的哪個格子.第1維對應行號,取值範圍0~iHeightGrid+iBufferHeightGrid-1;第2維對應列號,取值範圍是0~iWidthGrid-1.
public diamonds objDiamonds;
public systemStatus objSystemStatus;
}
class eluosiPanel extends JPanel implements KeyListener, ActionListener {
public eluosiPanel() {
b = new board(10, 10, 20, 10, 300, 150, 10, 150);
objPreview = new preview(10 + 150 + 10, 10, 5, 5, 50, 50);
objPreDiamonds = new diamonds(0, 0);
addKeyListener(this);
objScore = new score(10 + 150 + 10, 10 + 50 + 20);
objCopyright = new copyright(10 + 150 + 10, 10 + 50 + 20 + 15 + 20 + 50);
t = new Timer(delay, this);
}
// 覆蓋eluosiPanel類的isFocusTraversable方法,使麵板能夠獲得焦點.
public boolean isFocusTraversable() {
return (true);
}
// 通過方向鍵左右下,來控製方塊5的移動.
public void keyPressed(KeyEvent evt) {
int keyCode = evt.getKeyCode();
int[] rtnRowColNo; // 存放方塊中的參照格子的行號和列號.
rtnRowColNo = b.objDiamonds.getReferPoint();
// 移動前要先判斷是否會超出容器的邊框.
if (keyCode == KeyEvent.VK_LEFT) {
if (b.objSystemStatus.getSystemStatus() != 0
&& b.objSystemStatus.getSystemStatus() != 2
&& b.objSystemStatus.getSystemStatus() != 3) {
if (rtnRowColNo[1] - 1 >= 0) {
t.stop();
// 方塊5向左移動時,如果遇到已使用的格子,就取消向左移動的情況.
int isTouch = 0; // 為0表示未接觸,為1表示已接觸.
int[][] aryLeftTouchGrids; // 存放方塊左側接觸麵上格子的行號和列號.
aryLeftTouchGrids = b.objDiamonds.leftTouchGrids();
for (int i = 0; i < aryLeftTouchGrids.length; i++) {
if (b.getAryGrids(aryLeftTouchGrids[i][0],
aryLeftTouchGrids[i][1] - 1) == 1) {
isTouch = 1;
break;
}
}
if (isTouch == 0)
b.objDiamonds.setReferPoint(rtnRowColNo[0],
rtnRowColNo[1] - 1);
t.start();
}
}
} else if (keyCode == KeyEvent.VK_RIGHT) {
if (b.objSystemStatus.getSystemStatus() != 0
&& b.objSystemStatus.getSystemStatus() != 2
&& b.objSystemStatus.getSystemStatus() != 3) {
if (rtnRowColNo[1] + 1 < (b.getWidthGrid() - (b.objDiamonds
.getWidthGrid() - 1))) {
t.stop();
// 方塊5向右移動時,如果遇到已使用的格子,就取消向右移動的情況.
int isTouch = 0; // 為0表示未接觸,為1表示已接觸.
int[][] aryRightTouchGrids;
aryRightTouchGrids = b.objDiamonds.rightTouchGrids();
for (int i = 0; i < aryRightTouchGrids.length; i++) {
if (b.getAryGrids(aryRightTouchGrids[i][0],
aryRightTouchGrids[i][1] + 1) == 1) {
isTouch = 1;
break;
}
}
if (isTouch == 0)
b.objDiamonds.setReferPoint(rtnRowColNo[0],
rtnRowColNo[1] + 1);
t.start();
}
}
} else
// 按了"向下鍵"的事件處理比較特殊,如果位置合適,方塊5將變為固定的格子.
if (keyCode == KeyEvent.VK_DOWN) {
if (b.objSystemStatus.getSystemStatus() != 0
&& b.objSystemStatus.getSystemStatus() != 2
&& b.objSystemStatus.getSystemStatus() != 3) {
// t.stop(); //按向下鍵時方塊不自動下落.
// 方塊5已經沉底,要被固定的情況
if (rtnRowColNo[0] - 1 < 0) {
int[][] rtnPosition;
rtnPosition = b.objDiamonds.diamondsPosition();
// 把容器中與方塊的顯示部分位置相對應的格子設為已使用.
for (int i = 0; i < rtnPosition.length; i++)
if ((rtnPosition[i][0] != -1)
&& (rtnPosition[i][1] != -1))
b.setAryGrids(rtnPosition[i][0], rtnPosition[i][1],
1);
// 對已滿的行要進行消行處理.
int tmpLineNum;
tmpLineNum = b.removeRows();
objScore.addScore(tmpLineNum); // 消行後要累加分數.
if (b.gameOverChk() == 1) {
// System.out.println("GAME OVER!!");
t.stop();
b.objSystemStatus.setSystemStatus(3);
} else {
// 重新生成一個新的方塊,實質是設定方塊的類型,並將其位置複位.
b.objDiamonds.setSortNo(objPreDiamonds.getSortNo());
b.objDiamonds.setStatusNo(objPreDiamonds.getStatusNo());
b.objDiamonds.setAryDiamonds();
objPreDiamonds.createNew();
b.objDiamonds.setReferPoint(b.getHeightGrid(),
b.getWidthGrid() / 2 - 1);
// t.start();
}
} else {
// 方塊5向下移動遇到已使用的格子而固定的情況
int isTouch = 0; // 為0表示未接觸,為1表示已接觸.
int[][] aryDownTouchGrids;
aryDownTouchGrids = b.objDiamonds.downTouchGrids();
for (int i = 0; i < aryDownTouchGrids.length; i++) {
if (b.getAryGrids(aryDownTouchGrids[i][0] - 1,
aryDownTouchGrids[i][1]) == 1) {
isTouch = 1;
break;
}
}
if (isTouch == 1) // 向下移動已發生了接觸.
{
int[][] rtnPosition;
rtnPosition = b.objDiamonds.diamondsPosition();
// 把容器中與方塊5位置相對應的格子設為已使用.
for (int i = 0; i < rtnPosition.length; i++)
if ((rtnPosition[i][0] != -1)
&& (rtnPosition[i][1] != -1))
b.setAryGrids(rtnPosition[i][0],
rtnPosition[i][1], 1);
// 對已滿的行要進行消行處理.
int tmpLineNum;
tmpLineNum = b.removeRows();
objScore.addScore(tmpLineNum);
if (b.gameOverChk() == 1) {
t.stop();
System.out.println("GAME OVER!!");
b.objSystemStatus.setSystemStatus(3);
} else {
// 重新生成一個新的方塊,實質是設定方塊的類型,並將其位置複位.
b.objDiamonds.setSortNo(objPreDiamonds.getSortNo());
b.objDiamonds.setStatusNo(objPreDiamonds
.getStatusNo());
b.objDiamonds.setAryDiamonds();
objPreDiamonds.createNew();
b.objDiamonds.setReferPoint(b.getHeightGrid(),
b.getWidthGrid() / 2 - 1);
// t.start();
}
} else {
b.objDiamonds.setReferPoint(rtnRowColNo[0] - 1,
rtnRowColNo[1]);
// t.start();
}
}
}
} else
/*
* if(keyCode==KeyEvent.VK_UP) {
* if(b.objSystemStatus.getSystemStatus()!=
* 0&&b.objSystemStatus.getSystemStatus
* ()!=2&&b.objSystemStatus.getSystemStatus()!=3) {
* if(rtnRowColNo[0]+1<(b.getHeightGrid()+b.getBufferHeightGrid()-1))
* b.objDiamonds.setReferPoint(rtnRowColNo[0]+1,rtnRowColNo[1]); } }
* else
*/
if (keyCode == KeyEvent.VK_SPACE) {
if (b.objSystemStatus.getSystemStatus() != 0
&& b.objSystemStatus.getSystemStatus() != 2
&& b.objSystemStatus.getSystemStatus() != 3) {
t.stop(); // 翻轉時方塊不自動下落
b.objDiamonds.circumrotate();
b.adjust();
if (b.conflictChk() == 1) // 進行衝突檢查,如果旋轉後方塊與容器中已固定的方塊發生位置衝突,必須取消這次旋轉.
b.objDiamonds.unCircumrotate();
t.start();
}
} else if (keyCode == KeyEvent.VK_S) // 按S鍵,根據iSystemStatus判斷是開始或重新開始
{
if (b.objSystemStatus.getSystemStatus() == 0) // 開始
{
t.start();
// System.out.println("start...");
b.objSystemStatus.setSystemStatus(1); // 轉到玩家遊戲狀態.
} else if (b.objSystemStatus.getSystemStatus() == 1
|| b.objSystemStatus.getSystemStatus() == 2
|| b.objSystemStatus.getSystemStatus() == 3) // 重新開始
{
t.stop();
b.restart();
// System.out.println("restart...");
objScore.restart();
b.objDiamonds.restart();
b.objSystemStatus.setSystemStatus(1);
t.start();
}
} else if (keyCode == KeyEvent.VK_D) // 按P鍵,如果當前係統處於玩家遊戲狀態,就暫停(iSysStatus=2).如果處於暫停狀態,就恢複到玩家遊戲狀態.
{
if (b.objSystemStatus.getSystemStatus() != 0
&& b.objSystemStatus.getSystemStatus() != 3) {
if (b.objSystemStatus.getSystemStatus() == 1) {
t.stop();
b.objSystemStatus.setSystemStatus(2);
} else if (b.objSystemStatus.getSystemStatus() == 2) {
t.start();
b.objSystemStatus.setSystemStatus(1);
}
}
}
repaint();
}
public void keyReleased(KeyEvent evt) {
}
public void keyTyped(KeyEvent evt) {
}
// 計時器事件,與按下鍵的事件處理一致.
public void actionPerformed(ActionEvent evt) {
int[] rtnRowColNo; // 存放方塊中的參照格子的行號和列號.
rtnRowColNo = b.objDiamonds.getReferPoint();
// 方塊5已經沉底,要被固定的情況
if (rtnRowColNo[0] - 1 < 0) {
int[][] rtnPosition;
rtnPosition = b.objDiamonds.diamondsPosition();
// 把容器中與方塊的顯示部分位置相對應的格子設為已使用.
for (int i = 0; i < rtnPosition.length; i++)
if ((rtnPosition[i][0] != -1) && (rtnPosition[i][1] != -1))
b.setAryGrids(rtnPosition[i][0], rtnPosition[i][1], 1);
// 對已滿的行要進行消行處理.
int tmpLineNum;
tmpLineNum = b.removeRows();
objScore.addScore(tmpLineNum); // 消行後要累加分數.
if (b.gameOverChk() == 1)
System.out.println("GAME OVER!!");
if (b.gameOverChk() == 1) {
t.stop();
// System.out.println("GAME OVER!!");
b.objSystemStatus.setSystemStatus(3);
} else {
// 重新生成一個新的方塊,實質是設定方塊的類型,並將其位置複位.
b.objDiamonds.setSortNo(objPreDiamonds.getSortNo());
b.objDiamonds.setStatusNo(objPreDiamonds.getStatusNo());
b.objDiamonds.setAryDiamonds();
objPreDiamonds.createNew();
b.objDiamonds.setReferPoint(b.getHeightGrid(),
b.getWidthGrid() / 2 - 1);
}
} else {
// 方塊5向下移動遇到已使用的格子而固定的情況
int isTouch = 0; // 為0表示未接觸,為1表示已接觸.
int[][] aryDownTouchGrids;
aryDownTouchGrids = b.objDiamonds.downTouchGrids();
for (int i = 0; i < aryDownTouchGrids.length; i++) {
if (b.getAryGrids(aryDownTouchGrids[i][0] - 1,
aryDownTouchGrids[i][1]) == 1) {
isTouch = 1;
break;
}
}
if (isTouch == 1) // 向下移動已發生了接觸.
{
int[][] rtnPosition;
rtnPosition = b.objDiamonds.diamondsPosition();
// 把容器中與方塊5位置相對應的格子設為已使用.
for (int i = 0; i < rtnPosition.length; i++)
if ((rtnPosition[i][0] != -1) && (rtnPosition[i][1] != -1))
b.setAryGrids(rtnPosition[i][0], rtnPosition[i][1], 1);
// 對已滿的行要進行消行處理.
int tmpLineNum;
tmpLineNum = b.removeRows();
objScore.addScore(tmpLineNum);
if (b.gameOverChk() == 1)
System.out.println("GAME OVER!!");
if (b.gameOverChk() == 1) {
t.stop();
System.out.println("GAME OVER!!");
b.objSystemStatus.setSystemStatus(3);
} else {
// 重新生成一個新的方塊,實質是設定方塊的類型,並將其位置複位.
b.objDiamonds.setSortNo(objPreDiamonds.getSortNo());
b.objDiamonds.setStatusNo(objPreDiamonds.getStatusNo());
b.objDiamonds.setAryDiamonds();
objPreDiamonds.createNew();
b.objDiamonds.setReferPoint(b.getHeightGrid(),
b.getWidthGrid() / 2 - 1);
}
} else {
b.objDiamonds.setReferPoint(rtnRowColNo[0] - 1, rtnRowColNo[1]);
}
}
repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
b.drawGridFrame(g);
b.drawGrids(g);
objPreview.drawGridFrame(g);
objPreview.drawGrids(g, objPreDiamonds.diamondsPosition());
objScore.drawScore(g);
objCopyright.drawCopyright(g);
b.objSystemStatus.drawSystemStatus(g);
}
private Timer t;
private int delay = 200;
private board b;
private diamonds objPreDiamonds;
private preview objPreview;
private score objScore;
private copyright objCopyright;
}
class eluosiFrame extends JFrame {
public eluosiFrame() {
setTitle("經典俄羅斯方塊");
setSize(240, 400);
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
Container contentPane = getContentPane();
contentPane.add(new eluosiPanel());
}
}
public class Russia {
public static void main(String[] args) {
JFrame myEluosi = new eluosiFrame();
myEluosi.show();
}
}
最後更新:2017-04-02 06:52:18