package tan;
import java.awt.*;
import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import javax.swing.*; import javax.swing.Timer;public class Tetris extends JFrame {
public Tetris() { Tetrisblok a = new Tetrisblok(); addKeyListener(a); add(a); }public static void main(String[] args) {
Tetris frame = new Tetris(); JMenuBar menu = new JMenuBar(); frame.setJMenuBar(menu); JMenu game = new JMenu("游戏"); JMenuItem newgame = game.add("新游戏"); JMenuItem pause = game.add("暂停"); JMenuItem goon = game.add("继续"); JMenuItem exit = game.add("退出"); JMenu help = new JMenu("帮助"); JMenuItem about = help.add("关于"); menu.add(game); menu.add(help); frame.setLocationRelativeTo(null); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(220, 275); frame.setTitle("测试版"); // frame.setUndecorated(true); frame.setVisible(true); frame.setResizable(false);}
}// 创建一个俄罗斯方块类
class Tetrisblok extends JPanel implements KeyListener {// blockType 代表方块类型
// turnState代表方块状态 private int blockType; private int score = 0;private int turnState;
private int x;
private int y;
private int i = 0;
int j = 0;
int flag = 0; // 定义已经放下的方块x=0-11,y=0-21; int[][] map = new int[13][23];// 方块的形状 第一组代表方块类型有S、Z、L、J、I、O、T 7种 第二组 代表旋转几次 第三四组为 方块矩阵
private final int shapes[][][] = new int[][][] { // i { { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 }, { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 } }, // s { { 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } }, // z { { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } }, // j { { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // o { { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // l { { 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // t { { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } };// 生成新方块的方法
public void newblock() { blockType = (int) (Math.random() * 1000) % 7; turnState = (int) (Math.random() * 1000) % 4; x = 4; y = 0; if (gameover(x, y) == 1) {newmap();
drawwall(); score = 0; JOptionPane.showMessageDialog(null, "GAME OVER"); } }// 画围墙
public void drawwall() { for (i = 0; i < 12; i++) { map[i][21] = 2; } for (j = 0; j < 22; j++) { map[11][j] = 2; map[0][j] = 2; } }// 初始化地图
public void newmap() { for (i = 0; i < 12; i++) { for (j = 0; j < 22; j++) { map[i][j] = 0; } } }// 初始化构造方法
Tetrisblok() { newblock(); newmap(); drawwall(); Timer timer = new Timer(1000, new TimerListener()); timer.start(); }// 旋转的方法
public void turn() { int tempturnState = turnState; turnState = (turnState + 1) % 4; if (blow(x, y, blockType, turnState) == 1) { } if (blow(x, y, blockType, turnState) == 0) { turnState = tempturnState; } repaint(); }// 左移的方法
public void left() { if (blow(x - 1, y, blockType, turnState) == 1) { x = x - 1; } ; repaint(); }// 右移的方法
public void right() { if (blow(x + 1, y, blockType, turnState) == 1) { x = x + 1; } ; repaint(); }// 下落的方法
public void down() { if (blow(x, y + 1, blockType, turnState) == 1) { y = y + 1; delline(); } ; if (blow(x, y + 1, blockType, turnState) == 0) { add(x, y, blockType, turnState); newblock(); delline(); } ; repaint(); }// 是否合法的方法
public int blow(int x, int y, int blockType, int turnState) { for (int a = 0; a < 4; a++) { for (int b = 0; b < 4; b++) { if (((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x + b + 1][y + a] == 1)) || ((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x + b + 1][y + a] == 2))) {return 0;
} } } return 1; }// 消行的方法
public void delline() { int c = 0; for (int b = 0; b < 22; b++) { for (int a = 0; a < 12; a++) { if (map[a][b] == 1) {c = c + 1;
if (c == 10) { score += 10; for (int d = b; d > 0; d--) { for (int e = 0; e < 11; e++) { map[e][d] = map[e][d - 1];}
} } } } c = 0; } }// 判断你挂的方法
public int gameover(int x, int y) { if (blow(x, y, blockType, turnState) == 0) { return 1; } return 0; }// 把当前添加map
public void add(int x, int y, int blockType, int turnState) { int j = 0; for (int a = 0; a < 4; a++) { for (int b = 0; b < 4; b++) { if (map[x + b + 1][y + a] == 0) { map[x + b + 1][y + a] = shapes[blockType][turnState][j]; } ; j++; } } }// 画方块的的方法
public void paintComponent(Graphics g) { super.paintComponent(g); // 画当前方块 for (j = 0; j < 16; j++) { if (shapes[blockType][turnState][j] == 1) { g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10); } } // 画已经固定的方块 for (j = 0; j < 22; j++) { for (i = 0; i < 12; i++) { if (map[i][j] == 1) { g.fillRect(i * 10, j * 10, 10, 10);}
if (map[i][j] == 2) { g.drawRect(i * 10, j * 10, 10, 10);}
} } g.drawString("score=" + score, 125, 10); g.drawString("抵制不良游戏,", 125, 50); g.drawString("拒绝盗版游戏。", 125, 70); g.drawString("注意自我保护,", 125, 90); g.drawString("谨防受骗上当。", 125, 110); g.drawString("适度游戏益脑,", 125, 130); g.drawString("沉迷游戏伤身。", 125, 150); g.drawString("合理安排时间,", 125, 170); g.drawString("享受健康生活。", 125, 190); }// 键盘监听
public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_DOWN: down(); break; case KeyEvent.VK_UP: turn(); break; case KeyEvent.VK_RIGHT: right(); break; case KeyEvent.VK_LEFT: left(); break; }}
// 无用
public void keyReleased(KeyEvent e) { }// 无用
public void keyTyped(KeyEvent e) { }// 定时器监听
class TimerListener implements ActionListener { public void actionPerformed(ActionEvent e) {repaint();
if (blow(x, y + 1, blockType, turnState) == 1) { y = y + 1; delline(); } ; if (blow(x, y + 1, blockType, turnState) == 0) {if (flag == 1) {
add(x, y, blockType, turnState); delline(); newblock(); flag = 0; } flag = 1; } ; } } }