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Java Swing GUI 俄罗斯方块游戏(重制版)

时间:2021-09-12 16:54:11

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Java Swing GUI 俄罗斯方块游戏(重制版)

效果如下图

虽然整体上比原版没有功能上的增加,甚至把一些不必要的组件给删掉了,但是从程序本身上讲,这和原版有质的飞跃,与原版相比

改变:

1:删除了自定义图片按钮,用R键来重新开始,用P键来暂停和开始

2:删除了分数展示框,使分数展示在窗口标题栏里

特点:

1:代码的可读性大大增强

2:代码的可学习性大大增强

3:代码被模块化,使之更容易分离用作他用

4:大幅改善代码,取代繁杂的代码,用最精简的代码完成

5:优化UI刷新,使之不会出现任何的刷新不协调

保留:

1:按下向上按钮来旋转方块

2:按下左/右/下按钮进行移动

3:按下空格键进行落到底部

扩展:

1:可自定义方块图片(格式:jpg,尺寸49*49,名称:red,yellow,green,blue,purple,empty)

2:代码移植可抠出类GameContent,Block,Units来分离游戏逻辑

总计累计大概10小时完成

可以通过以下进行代码比较

原版代码展示(极其繁杂,毫无可读性)1000+行

package UIDesign.UI2;import javax.swing.*;import java.awt.*;import java.awt.event.*;import java.util.Random;public class UI2 {static boolean IsTest=true;public static void main(String []args){frame2 x=new frame2();x.setTitle("俄罗斯方块");}}class frame2 extends JFrame implements KeyListener, ActionListener, MouseListener ,MouseMotionListener{static boolean enable=false;static int Button_Restart =1;static int Score =0;static int drop=0;static int color;static int nowType;static final int wid=10;static final int hei=18;static int[]ST=new int[6];static int[][]Ready1=new int[4][4];static int[][]Ready2=new int[4][4];static int[][]Ready3=new int[4][4];static int[][]A=new int[hei+4][wid];static int[][][]M=new int[2][4][2];static Timer timer;frame2(){setSize(310+50*wid,50+50*hei);setDefaultCloseOperation(frame2.EXIT_ON_CLOSE);setResizable(false);setLocationRelativeTo(null);enable=true;create(RandomTypeAndColor());addInit();RCopy(GetReady(ST[1]), GetReady(ST[3]), GetReady(ST[5]));addKeyListener(this);addMouseListener(this);addMouseMotionListener(this);if(UI2.IsTest){setIconImage(Toolkit.getDefaultToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\green.jpg"));}else{setIconImage(Toolkit.getDefaultToolkit().getImage("green.jpg"));}timer = new Timer(1000, this);timer.start();setVisible(true);}@Overridepublic void paint(Graphics g) {g.drawLine(50*wid+11,0,50*wid+11,40+50*hei);Image empty,blue,yellow,purple,red,green,restart0,restart1;if(UI2.IsTest) {empty = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\empty.jpg");blue = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\blue.jpg");yellow = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\yellow.jpg");purple = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\purple.jpg");red = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\red.jpg");green = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\green.jpg");restart0 = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\restart0.jpg");restart1 = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\restart1.jpg");}else{empty = getToolkit().getImage("empty.jpg");blue = getToolkit().getImage("blue.jpg");yellow = getToolkit().getImage("yellow.jpg");purple = getToolkit().getImage("purple.jpg");red = getToolkit().getImage("red.jpg");green = getToolkit().getImage("green.jpg");restart0 = getToolkit().getImage("restart0.jpg");restart1 = getToolkit().getImage("restart1.jpg");}for(int y=4;y<A.length;y++){for(int x=0;x<A[0].length;x++){switch (A[y][x]){case 0:g.drawImage(empty,10+x*50,y*50-160,this);break;case 1:g.drawImage(blue,10+x*50,y*50-160,this);break;case 2:g.drawImage(yellow,10+x*50,y*50-160,this);break;case 3:g.drawImage(purple,10+x*50,y*50-160,this);break;case 4:g.drawImage(red,10+x*50,y*50-160,this);break;case 5:g.drawImage(green,10+x*50,y*50-160,this);break;}}}for(int y=0;y<4;y++){for(int x=0;x<4;x++){switch (Ready1[y][x]){case 0:g.drawImage(empty,x*50+560,y*50+50,this);break;case 1:g.drawImage(blue,x*50+560,y*50+50,this);break;case 2:g.drawImage(yellow,x*50+560,y*50+50,this);break;case 3:g.drawImage(purple,x*50+560,y*50+50,this);break;case 4:g.drawImage(red,x*50+560,y*50+50,this);break;case 5:g.drawImage(green,x*50+560,y*50+50,this);break;}}}for(int y=0;y<4;y++){for(int x=0;x<4;x++){switch (Ready2[y][x]){case 0:g.drawImage(empty,x*50+560,y*50+300,this);break;case 1:g.drawImage(blue,x*50+560,y*50+300,this);break;case 2:g.drawImage(yellow,x*50+560,y*50+300,this);break;case 3:g.drawImage(purple,x*50+560,y*50+300,this);break;case 4:g.drawImage(red,x*50+560,y*50+300,this);break;case 5:g.drawImage(green,x*50+560,y*50+300,this);break;}}}for(int y=0;y<4;y++){for(int x=0;x<4;x++){switch (Ready3[y][x]){case 0:g.drawImage(empty,x*50+560,y*50+550,this);break;case 1:g.drawImage(blue,x*50+560,y*50+550,this);break;case 2:g.drawImage(yellow,x*50+560,y*50+550,this);break;case 3:g.drawImage(purple,x*50+560,y*50+550,this);break;case 4:g.drawImage(red,x*50+560,y*50+550,this);break;case 5:g.drawImage(green,x*50+560,y*50+550,this);break;}}}g.clearRect(550,850,200,100);g.drawString("得分:"+ Score,550,900);if(Button_Restart ==1) {g.drawImage(restart1, 550, 800, this);}else{g.drawImage(restart0, 550, 800, this);}}void addNext(){Random A=new Random();ST[0]=ST[2];ST[1]=ST[3];ST[2]=ST[4];ST[3]=ST[5];ST[4]=A.nextInt(5)+1;ST[5]=A.nextInt(19)+1;}void addInit(){Random A=new Random();ST[0]=A.nextInt(5)+1;ST[1]=A.nextInt(19)+1;ST[2]=A.nextInt(5)+1;ST[3]=A.nextInt(19)+1;ST[4]=A.nextInt(5)+1;ST[5]=A.nextInt(19)+1;}void checkIt(){int i=21;int t=0;while(i>3){int k=1;for(int x=0;x<=9;x++){if(A[i][x]==0){k=0;break;}}if(k==1){Destroy(i);t++;}else{i--;}}if(t==1){Score = Score +10;}else if(t==2){Score = Score +30;}else if(t==3){Score = Score +60;}else if(t==4){Score = Score +100;}for(int x=0;x<10;x++){if(A[3][x]!=0){GameOver();break;}}}void Convert(){if(check(RConvert())){DConvert();repaint();}}int [][]copy(int [][]S){int [][]M=new int[S.length][];for(int y=0;y<S.length;y++){M[y]=S[y].clone();}return M;}boolean check_help(int []S){for(int y=0;y<=3;y++){if(M[1][y][0]==S[0]&&M[1][y][1]==S[1]){return false;}}return true;}boolean check(int [][]N){for(int i=0;i<=3;i++){if(N[i][1]>9||N[i][1]<0||N[i][0]>21||N[i][0]<0){return false;}}for(int i=0;i<=3;i++){if(check_help(N[i])){if(A[N[i][0]][N[i][1]]!=0){return false;}}}return true;}void change(){for (int i = 0; i <= 3; i++) {A[M[0][i][0]][M[0][i][1]] = 0;}for(int i=0;i<=3;i++){A[M[1][i][0]][M[1][i][1]]=color;}}void create(int type){drop=0;nowType=type;switch (type){case 1:SCopy(TYPE.A1);M[1]=copy(TYPE.AI1);break;case 2:SCopy(TYPE.A2);M[1]=copy(TYPE.AI2);break;case 3:SCopy(TYPE.B1);M[1]=copy(TYPE.BI1);break;case 4:SCopy(TYPE.B2);M[1]=copy(TYPE.BI2);break;case 5:SCopy(TYPE.C1);M[1]=copy(TYPE.CI1);break;case 6:SCopy(TYPE.C2);M[1]=copy(TYPE.CI2);break;case 7:SCopy(TYPE.D1);M[1]=copy(TYPE.DI1);break;case 8:SCopy(TYPE.D2);M[1]=copy(TYPE.DI2);break;case 9:SCopy(TYPE.D3);M[1]=copy(TYPE.DI3);break;case 10:SCopy(TYPE.D4);M[1]=copy(TYPE.DI4);break;case 11:SCopy(TYPE.E1);M[1]=copy(TYPE.EI1);break;case 12:SCopy(TYPE.E2);M[1]=copy(TYPE.EI2);break;case 13:SCopy(TYPE.E3);M[1]=copy(TYPE.EI3);break;case 14:SCopy(TYPE.E4);M[1]=copy(TYPE.EI4);break;case 15:SCopy(TYPE.F);M[1]=copy(TYPE.FI);break;case 16:SCopy(TYPE.G1);M[1]=copy(TYPE.GI1);break;case 17:SCopy(TYPE.G2);M[1]=copy(TYPE.GI2);break;case 18:SCopy(TYPE.G3);M[1]=copy(TYPE.GI3);break;case 19:SCopy(TYPE.G4);M[1]=copy(TYPE.GI4);break;default:}}boolean checkInRestart(int x,int y){return x >= 550 && x <= 650 && y >= 800 && y < 840;}int ConvertType(int Type){switch (Type){case 1:return 2;case 2:return 1;case 3:return 4;case 4:return 3;case 5:return 6;case 6:return 5;case 7:return 8;case 8:return 9;case 9:return 10;case 10:return 7;case 11:return 12;case 12:return 13;case 13:return 14;case 14:return 11;case 15:return 15;case 16:return 17;case 17:return 18;case 18:return 19;case 19:return 16;}return 0;}void Drop(){if(check(RDrop())){DDrop();drop++;change();}else{checkIt();color=ST[0];create(ST[1]);addNext();RCopy(GetReady(ST[1]), GetReady(ST[3]), GetReady(ST[5]));}repaint();}void Down(){if(enable) {Drop();}}void DropDown(){if(enable) {while (check(RDrop())) {DDrop();drop++;change();}repaint();}}void DConvert(){int [][]K=copy(M[1]);switch (nowType){case 1:K[0][0]+=2;K[0][1]-=2;K[1][0]+=1;K[1][1]-=1;K[3][0]-=1;K[3][1]+=1;break;case 2:K[0][0]-=2;K[0][1]+=2;K[1][0]-=1;K[1][1]+=1;K[3][0]+=1;K[3][1]-=1;break;case 3:K[0][0]+=1;K[0][1]-=1;K[1][1]+=1;K[2][0]+=1;K[3][1]+=2;break;case 4:K[0][0]-=1;K[0][1]+=1;K[1][1]-=1;K[2][0]-=1;K[3][1]-=2;break;case 5:K[0][0]+=1;K[1][1]+=1;K[2][0]+=1;K[2][1]-=2;K[3][1]-=1;break;case 6:K[0][0]-=1;K[1][1]-=1;K[2][0]-=1;K[2][1]+=2;K[3][1]+=1;break;case 7:K[0][0]+=1;K[0][1]+=-1;K[1][0]+=1;K[1][1]+=-1;K[2][1]+=1;K[3][1]+=1;break;case 8:K[1][0]+=-1;K[1][1]+=1;K[2][1]+=-1;K[3][0]+=1;K[3][1]+=-2;break;case 9:K[0][1]+=-1;K[1][1]+=-1;K[2][0]+=-1;K[2][1]+=1;K[3][0]+=-1;K[3][1]+=1;break;case 10:K[0][0]+=-1;K[0][1]+=2;K[1][1]+=1;K[2][0]+=1;K[2][1]+=-1;break;case 11:K[0][0]+=1;K[0][1]+=1;K[1][0]+=1;K[1][1]+=-1;break;case 12:K[0][1]-=1;K[1][0]-=1;K[1][1]+=2;K[2][1]+=1;K[3][0]+=1;break;case 13:K[2][0]+=-1;K[2][1]+=1;K[3][0]+=-1;K[3][1]+=-1;break;case 14:K[0][0]+=-1;K[1][1]+=-1;K[2][0]+=1;K[2][1]+=-2;K[3][1]+=1;break;case 15:break;case 16:K[1][1]+=1;K[2][1]+=1;K[3][0]+=1;K[3][1]-=1;break;case 17:K[0][0]+=1;K[0][1]-=1;break;case 18:K[0][0]-=1;K[0][1]+=1;K[1][1]-=1;K[2][1]-=1;break;case 19:K[3][0]-=1;K[3][1]+=1;break;}M[0]=copy(M[1]);M[1]=K.clone();nowType=ConvertType(nowType);change();}void DDrop(){M[0]=copy(M[1]);for(int i=0;i<=3;i++){M[1][i][0]++;}change();}void DLeft(){M[0]=copy(M[1]);for(int i=0;i<=3;i++){M[1][i][1]--;}change();}void DRight(){M[0]=copy(M[1]);for(int i=0;i<=3;i++){M[1][i][1]++;}change();}void Destroy(int Line){for(int i=0;i<10;i++){A[Line][i]=0;}for(int y=Line;y>3;y--){System.arraycopy(A[y - 1], 0, A[y], 0, 10);}repaint();}int[][] GetReady(int M){switch (M){case 1:return TYPE.A1;case 2:return TYPE.A2;case 3:return TYPE.B1;case 4:return TYPE.B2;case 5:return TYPE.C1;case 6:return TYPE.C2;case 7:return TYPE.D1;case 8:return TYPE.D2;case 9:return TYPE.D3;case 10:return TYPE.D4;case 11:return TYPE.E1;case 12:return TYPE.E2;case 13:return TYPE.E3;case 14:return TYPE.E4;case 15:return TYPE.F;case 16:return TYPE.G1;case 17:return TYPE.G2;case 18:return TYPE.G3;case 19:return TYPE.G4;}return TYPE.AI1;}void GameOver(){timer.stop();enable=false;int n = JOptionPane.showConfirmDialog(null, "游戏结束,是否重新开始游戏?", "提示",JOptionPane.YES_NO_OPTION);if(n==0){restart();}}void init(){Score =0;for(int y=0;y<A.length;y++){for(int x=0;x<A[0].length;x++){A[y][x]=0;}}create(RandomTypeAndColor());addInit();RCopy(GetReady(ST[1]), GetReady(ST[3]), GetReady(ST[5]));}void Left(){if(enable) {if (check(RLeft())) {DLeft();repaint();}}}void Right(){if(enable) {if (check(RRight())) {DRight();repaint();}}}void RCopy(int [][]E,int [][]W,int [][]K){for(int y=0;y<4;y++){for(int x=0;x<4;x++){if(E[y][x+3]==1){Ready1[y][x]=ST[0];}else if(E[y][x+3]==0){Ready1[y][x]=0;}if(W[y][x+3]==1){Ready2[y][x]=ST[2];}else if(W[y][x+3]==0){Ready2[y][x]=0;}if(K[y][x+3]==1){Ready3[y][x]=ST[4];}else if(K[y][x+3]==0){Ready3[y][x]=0;}}}}int[][] RConvert(){int [][]K=copy(M[1]);switch (nowType){case 1:K[0][0]+=2;K[0][1]-=2;K[1][0]+=1;K[1][1]-=1;K[3][0]-=1;K[3][1]+=1;break;case 2:K[0][0]-=2;K[0][1]+=2;K[1][0]-=1;K[1][1]+=1;K[3][0]+=1;K[3][1]-=1;break;case 3:K[0][0]+=1;K[0][1]-=1;K[1][1]+=1;K[2][0]+=1;K[3][1]+=2;break;case 4:K[0][0]-=1;K[0][1]+=1;K[1][1]-=1;K[2][0]-=1;K[3][1]-=2;break;case 5:K[0][0]+=1;K[1][1]+=1;K[2][0]+=1;K[2][1]-=2;K[3][1]-=1;break;case 6:K[0][0]-=1;K[1][1]-=1;K[2][0]-=1;K[2][1]+=2;K[3][1]+=1;break;case 7:K[0][0]+=1;K[0][1]+=-1;K[1][0]+=1;K[1][1]+=-1;K[2][1]+=1;K[3][1]+=1;break;case 8:K[1][0]+=-1;K[1][1]+=1;K[2][1]+=-1;K[3][0]+=1;K[3][1]+=-2;break;case 9:K[0][1]+=-1;K[1][1]+=-1;K[2][0]+=-1;K[2][1]+=1;K[3][0]+=-1;K[3][1]+=1;break;case 10:K[0][0]+=-1;K[0][1]+=2;K[1][1]+=1;K[2][0]+=1;K[2][1]+=-1;break;case 11:K[0][0]+=1;K[0][1]+=1;K[1][0]+=1;K[1][1]+=-1;break;case 12:K[0][1]+=-1;K[1][0]+=-1;K[1][1]+=2;K[2][1]+=1;K[3][0]+=1;break;case 13:K[2][0]+=-1;K[2][1]+=1;K[3][0]+=-1;K[3][1]+=-1;break;case 14:K[0][0]+=-1;K[1][1]+=-1;K[2][0]+=1;K[2][1]+=-2;K[3][1]+=1;break;case 15:break;case 16:K[1][1]+=1;K[2][1]+=1;K[3][0]+=1;K[3][1]-=1;break;case 17:K[0][0]+=1;K[0][1]-=1;break;case 18:K[0][0]-=1;K[0][1]+=1;K[1][1]-=1;K[2][1]-=1;break;case 19:K[3][0]-=1;K[3][1]+=1;break;}return K;}int[][] RDrop(){int [][]K=copy(M[1]);for(int i=0;i<=3;i++){K[i][0]++;}return K;}int[][] RLeft(){int [][]K=copy(M[1]);for(int i=0;i<=3;i++){K[i][1]--;}return K;}int[][] RRight(){int [][]K=copy(M[1]);for(int i=0;i<=3;i++){K[i][1]++;}return K;}int RandomTypeAndColor(){Random A=new Random();color=A.nextInt(5)+1;return A.nextInt(19)+1;}void restart(){init();repaint();enable=true;timer.restart();}void SCopy(int [][]E){for(int i=0;i<=3;i++){A[i]=E[i].clone();}}void Up(){if(enable) {Convert();}}@Overridepublic void actionPerformed(ActionEvent e) {Drop();}@Overridepublic void mouseClicked(MouseEvent e) {if(e.getButton()== MouseEvent.BUTTON1 && Button_Restart ==0){timer.stop();enable=false;int n = JOptionPane.showConfirmDialog(null, "确定重新开始游戏?", "提示",JOptionPane.YES_NO_OPTION);if(n==0){restart();}else {timer.restart();enable=true;}}}@Overridepublic void mousePressed(MouseEvent e) {}@Overridepublic void mouseReleased(MouseEvent e) {}@Overridepublic void mouseEntered(MouseEvent e) {}@Overridepublic void mouseExited(MouseEvent e) {}@Overridepublic void keyTyped(KeyEvent e) {}@Overridepublic void keyPressed(KeyEvent e) {int s=e.getKeyCode();switch (s){case 37:Left();break;case 38:Up();break;case 39:Right();break;case 40:Down();break;case 32:DropDown();break;}}@Overridepublic void keyReleased(KeyEvent e) {}@Overridepublic void mouseDragged(MouseEvent e) {}@Overridepublic void mouseMoved(MouseEvent e) {int x=e.getX();int y=e.getY();if(checkInRestart(x,y)){Button_Restart =0;}else {Button_Restart =1;}repaint(550,800,100,40);}}class TYPE{static int [][]A1={{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0}};static int [][]AI1={{0,5},{1,5},{2,5},{3,5}};//T1static int [][]A2={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,1,1,1,1,0,0,0}};static int [][]AI2={{3,3},{3,4},{3,5},{3,6}};//T2static int [][]B1={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,1,1,0,0,0,0},{0,0,0,0,1,0,0,0,0,0}};static int [][]BI1={{1,5},{2,4},{2,5},{3,4}};//T3static int [][]B2={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,1,1,0,0,0,0,0},{0,0,0,0,1,1,0,0,0,0}};static int [][]BI2={{2,3},{2,4},{3,4},{3,5}};//T4static int [][]C1={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,0,0,0,0,0},{0,0,0,0,1,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0}};static int [][]CI1={{1,4},{2,4},{2,5},{3,5}};//T5static int [][]C2={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,1,1,0,0,0},{0,0,0,0,1,1,0,0,0,0}};static int [][]CI2={{2,5},{2,6},{3,4},{3,5}};//T6static int [][]D1={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,1,1,0,0,0,0}};static int [][]DI1={{1,5},{2,5},{3,4},{3,5}};//T7static int [][]D2={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,0,0,0,0,0},{0,0,0,0,1,1,1,0,0,0}};static int [][]DI2={{2,4},{3,4},{3,5},{3,6}};//T8static int [][]D3={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,1,0,0,0,0},{0,0,0,0,1,0,0,0,0,0},{0,0,0,0,1,0,0,0,0,0}};static int [][]DI3={{1,4},{1,5},{2,4},{3,4}};//T9static int [][]D4={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,1,1,0,0,0},{0,0,0,0,0,0,1,0,0,0}};static int [][]DI4={{2,4},{2,5},{2,6},{3,6}};//T10static int [][]E1={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,0,0,0,0,0},{0,0,0,0,1,0,0,0,0,0},{0,0,0,0,1,1,0,0,0,0}};static int [][]EI1={{1,4},{2,4},{3,4},{3,5}};//T11static int [][]E2={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,1,0,0,0},{0,0,0,0,1,1,1,0,0,0}};static int [][]EI2={{2,6},{3,4},{3,5},{3,6}};//T12static int [][]E3={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0}};static int [][]EI3={{1,4},{1,5},{2,5},{3,5}};//T13static int [][]E4={{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,1,1,0,0,0},{0,0,0,0,1,0,0,0,0,0}};static int [][]EI4={{2,4},{2,5},{2,6},{3,4}};//T14static int [][]F= {{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,1,0,0,0,0},{0,0,0,0,1,1,0,0,0,0}};static int [][]FI={{2,4},{2,5},{3,4},{3,5}};//T15static int [][]G1= {{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,1,1,1,0,0,0}};static int [][]GI1={{2,5},{3,4},{3,5},{3,6}};//T16static int [][]G2= {{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,0,0,0,0,0},{0,0,0,0,1,1,0,0,0,0},{0,0,0,0,1,0,0,0,0,0}};static int [][]GI2={{1,4},{2,4},{2,5},{3,4}};//T17static int [][]G3= {{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,1,1,1,0,0,0},{0,0,0,0,0,1,0,0,0,0}};static int [][]GI3={{2,4},{2,5},{2,6},{3,5}};//T18static int [][]G4= {{0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,1,0,0,0,0},{0,0,0,0,1,1,0,0,0,0},{0,0,0,0,0,1,0,0,0,0}};static int [][]GI4={{1,5},{2,4},{2,5},{3,5}};//T19}

重制版(代码全部重写,简单明了) <800行

package UIDesign.UI2A;import javax.swing.*;import java.awt.*;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import java.awt.event.KeyEvent;import java.awt.event.KeyListener;import java.util.Random;class Settings{public static boolean IsDebug=false;//设置版本为发行版本(false)还是开发版本(true),主要区别在于寻找图片路径不同}public class Game {public static void main(String []args){new GameFrame("俄罗斯方块-得分:0");}}class GameFrame extends JFrame implements KeyListener{public GamePanel gp;public GameFrame(String title){if(Settings.IsDebug){setIconImage(Toolkit.getDefaultToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\green.jpg"));}else{setIconImage(Toolkit.getDefaultToolkit().getImage("green.jpg"));}setTitle(title);//设置标题setSize(800,950);//设置尺寸setLocationRelativeTo(null);//使之默认显示在屏幕中心setDefaultCloseOperation(GameFrame.EXIT_ON_CLOSE);//设置当窗体关闭时发生的事情(退出程序)setResizable(false);//使窗口大小不会被改变gp=new GamePanel(this);//添加游戏面板类add(gp);addKeyListener(this);//添加KeyListener接口setVisible(true);//设置窗体可见性true//game start:gp.GameStart();//------游戏开始入口------}@Overridepublic void keyTyped(KeyEvent e) {}@Overridepublic void keyPressed(KeyEvent e) {int s=e.getKeyCode();switch (s){case 37:gp.gc.BlockMoveLeft();//左移方块break;case 39:gp.gc.BlockMoveRight();//右移方块break;case 38:gp.gc.BlockChange();//旋转方块break;case 40:gp.gc.BlockMoveDown();//下移方块break;case 32:gp.gc.BlockDropDown();//坠落方块break;case 80:gp.gc.parse();//暂停/开始break;case 82:gp.gc.restart();//重新开始break;}}@Overridepublic void keyReleased(KeyEvent e) {}}class GamePanel extends JPanel implements Runnable,ActionListener{public GameContent gc;public GameFrame gf;public Thread t;private Image IB;private Graphics GB;Image empty,blue,yellow,purple,red,green;//声明所需要的图片资源public GamePanel(GameFrame gf){//initthis.gf=gf;if(Settings.IsDebug) {//设置图片资源empty = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\empty.jpg");blue = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\blue.jpg");yellow = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\yellow.jpg");purple = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\purple.jpg");red = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\red.jpg");green = getToolkit().getImage("C:\\Users\\86158\\Desktop\\use\\n02\\green.jpg");}else{empty = getToolkit().getImage("empty.jpg");blue = getToolkit().getImage("blue.jpg");yellow = getToolkit().getImage("yellow.jpg");purple = getToolkit().getImage("purple.jpg");red = getToolkit().getImage("red.jpg");green = getToolkit().getImage("green.jpg");}//UIsetLayout(null);//设置空布局//GameStartgc=new GameContent();//初始化游戏逻辑类GameContent}public void GameStart(){//游戏界面绘制开始t=new Thread(this);t.start();gc.GameStart();//游戏逻辑开始}public void paint(Graphics g){if(IB ==null){IB =createImage(this.getSize().width,this.getSize().height);GB = IB.getGraphics();}GB.setColor(getBackground());GB.fillRect(0,0,this.getSize().width,this.getSize().height);//绘制主要游戏图形for(int y=4;y<GameContent.Height+GameContent.ReservedSpaceHeight;y++){for(int x=0;x<GameContent.Width;x++){if(gc.game[y][x]!=null){GB.drawImage(GetImg(gc.game[y][x].color),50*x,50*y-200,this);}else{GB.drawImage(GetImg(0),50*x,50*y-200,this);}}}//移动中的方块将会覆盖上面的固定方块for(int i=0;i<4;i++){GB.drawImage(GetImg(gc.BlockStatus[i].color),gc.BlockStatus[i].x*50,gc.BlockStatus[i].y*50-200,this);}//绘制队列1for(int y=0;y<=3;y++){for(int x=0;x<=3;x++){GB.drawImage(GetImg(0),x*50+550,y*50,this);}}int [][]S1=gc.GetBlock(gc.BlockQueue[0][0]);for(int i=0;i<=3;i++){GB.drawImage(GetImg(gc.BlockQueue[0][1]),(S1[i][1]-3)*50+550,S1[i][0]*50,this);}//绘制队列2for(int y=0;y<=3;y++){for(int x=0;x<=3;x++){GB.drawImage(GetImg(0),x*50+550,250+y*50,this);}}int [][]S2=gc.GetBlock(gc.BlockQueue[1][0]);for(int i=0;i<=3;i++){GB.drawImage(GetImg(gc.BlockQueue[1][1]),(S2[i][1]-3)*50+550,250+S2[i][0]*50,this);}//绘制队列3for(int y=0;y<=3;y++){for(int x=0;x<=3;x++){GB.drawImage(GetImg(0),x*50+550,500+y*50,this);}}int [][]S3=gc.GetBlock(gc.BlockQueue[2][0]);for(int i=0;i<=3;i++){GB.drawImage(GetImg(gc.BlockQueue[2][1]),(S3[i][1]-3)*50+550,500+S3[i][0]*50,this);}//显示更新g.drawImage(IB,0,0,this);}private Image GetImg(int color){//返回相应图片资源switch (color){case 1:return red;case 2:return yellow;case 3:return green;case 4:return blue;case 5:return purple;default:return empty;}}@Overridepublic void run() {//UI更新while(true){repaint();if(!gc.IsGameOver) {gf.setTitle("俄罗斯方块-得分:" + gc.Score);}else{gf.setTitle("俄罗斯方块-游戏结束-最终得分:" + gc.Score+"-"+"按下R键以重新开始");}try {Thread.sleep(10);} catch (InterruptedException e) {e.printStackTrace();}}}@Overridepublic void actionPerformed(ActionEvent e) {}}class GameContent implements ActionListener{//Game Parameters:public static final int Width= 10;//游戏宽度,如不懂其影响,不要更改!public static final int Height= 18;//游戏高度,如不懂其影响,不要更改!public static final int ReservedSpaceHeight=4;//预留高度,用来产生方块,如不懂其影响,不要更改!//Game Setting://Basic Properties:public Block [][]game;//22*10方块数组public Timer timer;//定时器//Run Dependencies:public Block [] BlockStatus;//正在移动中的方块的属性public int [][] BlockQueue=new int[3][2];//队列方块属性public int Score;//得分public boolean IsParse;//是否暂停public boolean IsGameOver;public int BlockType;//正在移动中的方块属性public GameContent(){}public void GameStart(){//开始游戏init();timer =new Timer(1000,this);timer.start();IsParse=false;}public void restart(){//重新开始游戏timer.stop();init();timer.restart();IsParse=false;}public void parse(){//暂停/开始游戏if(!IsParse){timer.stop();}else{timer.restart();}IsParse=!IsParse;}public void BlockMoveLeft(){if(IsParse){return;}Block []ReadyBlockStatus=CalculateSum(BlockStatus,GetMoveChange(20));//计算移动后的方块的变化,CalculateSum(目前的位置,位移)if(CheckOccupancy(ReadyBlockStatus)){//检测边界碰撞和方块碰撞BlockStatus=ReadyBlockStatus;//如果无碰撞那么更新移动中的方块状态}}public void BlockMoveRight(){if(IsParse){return;}Block []ReadyBlockStatus=CalculateSum(BlockStatus,GetMoveChange(21));//同上if(CheckOccupancy(ReadyBlockStatus)){BlockStatus=ReadyBlockStatus;}}public void BlockMoveDown(){if(IsParse){return;}Block []ReadyBlockStatus=CalculateSum(BlockStatus,GetMoveChange(22));//同上if(CheckOccupancy(ReadyBlockStatus)){BlockStatus=ReadyBlockStatus;}else{//如果检测到碰撞for (Block blockStatus : BlockStatus) {game[blockStatus.y][blockStatus.x] = blockStatus;//将移动中的方块固定}Destroy();//检测并摧毁可以消除的行,并计分CheckGameStatus();//检测游戏状态,是否游戏结束?CreateNewBlock();//产生新的方块}}public void BlockChange(){if(IsParse){return;}Block []ReadyBlockStatus=CalculateSum(BlockStatus,GetMoveChange(BlockType));//同上if(CheckOccupancy(ReadyBlockStatus)){BlockStatus=ReadyBlockStatus;BlockType= TypeChange(BlockType);//更新旋转后的形状的编号}}public void BlockDropDown(){if(IsParse){return;}while(true){//循环下落,直到检测到碰撞Block []ReadyBlockStatus=CalculateSum(BlockStatus,GetMoveChange(22));//同上if(CheckOccupancy(ReadyBlockStatus)){BlockStatus=ReadyBlockStatus;}else{for (Block blockStatus : BlockStatus) {game[blockStatus.y][blockStatus.x] = blockStatus;}Destroy();//同上CreateNewBlock();break;}}}public int [][] GetBlock(int type){//返回随机产生的方块数据switch (type) {case 1:return Units.BA1;case 2:return Units.BA2;case 3:return Units.BB1;case 4:return Units.BB2;case 5:return Units.BB3;case 6:return Units.BB4;case 7:return Units.BC1;case 8:return Units.BC2;case 9:return Units.BC3;case 10:return Units.BC4;case 11:return Units.BD1;case 12:return Units.BD2;case 13:return Units.BD3;case 14:return Units.BD4;case 15:return Units.BE1;case 16:return Units.BE2;case 17:return Units.BF1;case 18:return Units.BF2;default:return Units.BG;}}private void CreateNewBlock(){Random a =new Random();//随机方块形状,颜色数据int i=a.nextInt(19)+1;int e=a.nextInt(5)+1;//Red,yellow,green,blue,purpleint [][]New=GetBlock(BlockQueue[0][0]);//将队列1方块取出for(int ii=0;ii<New.length;ii++){BlockStatus[ii]=new Block(New[ii][1],New[ii][0],BlockQueue[0][1]);}BlockType=BlockQueue[0][0];for(int u=0;u<=1;u++){//队列前进System.arraycopy(BlockQueue[u + 1], 0, BlockQueue[u], 0, 2);}//刷新队列尾部BlockQueue[2][0]=i;BlockQueue[2][1]=e;}private Block[] CalculateSum(Block [] main,int [][] change){Block []cp=new Block[4];//声明新的方块for(int i=0;i<=3;i++){cp[i]=new Block(main[i]);//复制方块}for(int i=0;i<=3;i++){//将方块位置数据和位移数据计算和,得出移动后的位置cp[i].y+=change[i][0];cp[i].x+=change[i][1];}return cp;//返回移动后的状态}private int [][] GetMoveChange(int type){//获取相应的方块变化状况switch (type){case 1:return Units.SBA1;//方块1变化case 2:return Units.SBA2;//方块2变化case 3:return Units.SBB1;//以此类推case 4:return Units.SBB2;//...case 5:return Units.SBB3;case 6:return Units.SBB4;case 7:return Units.SBC1;case 8:return Units.SBC2;case 9:return Units.SBC3;case 10:return Units.SBC4;case 11:return Units.SBD1;case 12:return Units.SBD2;case 13:return Units.SBD3;case 14:return Units.SBD4;case 15:return Units.SBE1;case 16:return Units.SBE2;case 17:return Units.SBF1;case 18:return Units.SBF2;case 19:return Units.SBG;case 20:return Units.SML;//左移case 21:return Units.SMR;//右移case 22:return Units.SMD;//下移default:return null;}}private boolean CheckOccupancy(Block [] bl){for(Block a:bl){if(!(a.x>=0&&a.x<10&&a.y>=0&&a.y<22)){//检测碰撞,如果超出边界,那么返回falsereturn false;}if(game[a.y][a.x]!=null){//检测碰撞,如果位置和已经固定的方块冲突,返回falsereturn false;}}return true;//如果没有碰撞,返回true}private int TypeChange(int blockType) {//更新方块变化之后的类型编号switch (blockType){case 1:return 2;case 2:return 1;case 3:return 4;case 4:return 5;case 5:return 6;case 6:return 3;case 7:return 8;case 8:return 9;case 9:return 10;case 10:return 7;case 11:return 12;case 12:return 13;case 13:return 14;case 14:return 11;case 15:return 16;case 16:return 15;case 17:return 18;case 18:return 17;case 19:return 19;default:return 0;}}private void Destroy(){//摧毁可以消除的行int line=0;for(int i=Height+ReservedSpaceHeight-1;i>ReservedSpaceHeight;i--){//从下往上检测for(int f=0;f<Width;f++){if(game[i][f]==null){break;//如果这行有空格,那么结束循环,继续向上寻找}if(f==Width-1){//如果这行没有空格for(int h=0;h<Width;h++){game[i][h]=null;//消除行}for(int h=i;h>ReservedSpaceHeight;h--){for(int v=0;v<Width;v++){game[h][v]=game[h-1][v];//平移方块game[h-1][v]=null;//消除平移源方块}}i++;//如果此行被消除,那么将会使i加一,从而重新检测此行的可摧毁情况line++;//本次消除的行数}}}switch (line){case 1: Score+=10;//一行+10分break;case 2: Score+=30;//二行+30分break;case 3: Score+=60;//..........break;case 4: Score+=100;break;}}private void CheckGameStatus(){for(int y=0;y<=3;y++){for(int x=0;x<=9;x++){if(game[y][x]!=null){parse();IsGameOver=true;}}}}private void init(){//初始化游戏game=new Block[Height+ReservedSpaceHeight][Width];//清空方块BlockStatus= new Block[4];//初始化移动中的方块Random R=new Random();for(int i=0;i<3;i++){//填充方块队列BlockQueue[i][0]=R.nextInt(19)+1;BlockQueue[i][1]=R.nextInt(5)+1;}CreateNewBlock();//产生方块,移动队列Score=0;//刷新分数IsGameOver=false;}@Overridepublic void actionPerformed(ActionEvent e) {if(e.getSource()==timer){BlockMoveDown();//计时器}}}class Block{//记录单个方块的数据public int color;public int x;public int y;public Block(int x,int y,int color){//构造1,用全部数据进行构造this.x=x;this.y=y;this.color=color;}public Block(Block bl){//构造2,用一个已经存在的方块进行构造,用来复制方块this.x=bl.x;this.y=bl.y;this.color=bl.color;}}class Units{//此为方块1的产生位置数据public static int [][]BA1={// I-0{0,4},{1,4},{2,4},{3,4}};//此为该方块1的旋转的数据public static int [][]SBA1={// I-0{2,-1},{1,0},{0,1},{-1,2}};//>1//方块2开始,以此类推public static int [][]BA2={// I-90{3,3},{3,4},{3,5},{3,6}};public static int [][]SBA2={// I-90{-2,1},{-1,0},{0,-1},{1,-2}};//>2public static int [][]BB1={// L-0{1,4},{2,4},{3,4},{3,5}};public static int [][]SBB1={// L-0{2,-1},{1,0},{0,1},{-1,0}};//>3public static int [][]BB2={// L-90{3,3},{3,4},{3,5},{2,5}};public static int [][]SBB2={// L-90{1,2},{0,1},{-1,0},{0,-1}};//>4public static int [][]BB3={//L-180{3,5},{2,5},{1,5},{1,4}};public static int [][]SBB3={//L-180{-2,1},{-1,0},{0,-1},{1,0}};//>5public static int [][]BB4={ //L-270{2,6},{2,5},{2,4},{3,4}};public static int [][]SBB4={ //L-270{-1,-2},{0,-1},{1,0},{0,1}};//>6public static int [][]BC1={//RL-0{1,5},{2,5},{3,5},{3,4}};public static int [][]SBC1={//RL-0{1,-2},{0,-1},{-1,0},{0,1}};//>7public static int [][]BC2={//RL-90{2,3},{2,4},{2,5},{3,5}};public static int [][]SBC2={//RL-90{2,1},{1,0},{0,-1},{-1,0}};//>8public static int [][]BC3={//RL-180{3,4},{2,4},{1,4},{1,5}};public static int [][]SBC3={//RL-180{-1,2},{0,1},{1,0},{0,-1}};//>9public static int [][]BC4={//RL-270{3,6},{3,5},{3,4},{2,4}};public static int [][]SBC4={//RL-270{-2,-1},{-1,0},{0,1},{1,0}};//>10public static int [][]BD1={//E-0{1,4},{2,4},{3,4},{2,5}};public static int [][]SBD1={//E-0{1,-1},{0,0},{-1,1},{-1,-1}};//>11public static int [][]BD2={//E-90{3,3},{3,4},{3,5},{2,4}};public static int [][]SBD2={//E-90{1,1},{0,0},{-1,-1},{1,-1}};//>12public static int [][]BD3={//E-180{3,4},{2,4},{1,4},{2,3}};public static int [][]SBD3={//E-180{-1,1},{0,0},{1,-1},{1,1}};//>13public static int [][]BD4={//E-270{2,5},{2,4},{2,3},{3,4}};public static int [][]SBD4={//E-270{-1,-1},{0,0},{1,1},{-1,1}};//>14public static int [][]BE1={//Z-0{2,3},{2,4},{3,4},{3,5}};public static int [][]SBE1={//Z-0{0,2},{1,1},{0,0},{1,-1}};//>15public static int [][]BE2={//Z-90{1,5},{2,5},{2,4},{3,4}};public static int [][]SBE2={//Z-90{0,-2},{-1,-1},{0,0},{-1,1}};//>16public static int [][]BF1={//RZ-0{2,5},{2,4},{3,4},{3,3}};public static int [][]SBF1={//RZ-0{0,-2},{1,-1},{0,0},{1,1}};//>17public static int [][]BF2={//RZ-90{1,3},{2,3},{2,4},{3,4}};public static int [][]SBF2={//RZ-90{0,2},{-1,1},{0,0},{-1,-1}};//>18public static int [][]BG={//O-0{1,4},{1,5},{2,4},{2,5}};public static int [][]SBG={//O-0{0,0},{0,0},{0,0},{0,0}};//>19public static int [][]SML={//左移的位移数据{0,-1},{0,-1},{0,-1},{0,-1}};public static int [][]SMR={//右移的位移数据{0, 1},{0, 1},{0, 1},{0, 1}};public static int [][]SMD={//下移的位移数据{1,0},{1,0},{1,0},{1,0}};}

这是已经能正常运行的代码,但是编写以后发现还有一些细节需要改动,如果喜欢,可以点赞,收藏,也可以下载我的资源获取完整的资源(jar+图片,可以直接运行,java程序+全注释,class字节码),下载所需积分非常少,仅仅5积分,算作支持一下作者吧.如有疑问,请私信联系

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