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java手机游戏俄罗斯方块(俄罗斯方块Java版)俄罗斯方块游戏java程序

车友车行 资讯攻略 2022-10-02 1018浏览 1

去九游9game。Çn搜下游戏名,九游游戏都是完全破解的,很好找,找到直接下载就行。要用手机登陆或用电脑opera浏览器登陆喔

一:如何下载旧版俄罗斯方块,手机游戏,就像步步高手机上的那种、手机老版俄罗斯方块

推荐去宝软网wap.baoruan.com设定机型后,在搜索游戏里输入俄罗斯方块,即可

二:java的俄罗斯方块代码及详细解 和设计思想、俄罗斯方块Java版



import java.awt.*;  import java.awt.event.*;  //俄罗斯方块类  public class ERS_Block extends Frame{  public static boolean isPlay=false;  public static int level=1,score=0;  public static TextField scoreField,levelField;  public static MyTimer timer;  GameCanvas gameScr;  public static void main(String[] argus){  ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");  WindowListener win_listener = new WinListener();  ers.addWindowListener(win_listener);  }  //俄罗斯方块类的构造方法  ERS_Block(String title){  super(title);  setSize(600,480);  setLayout(new GridLayout(1,2));  gameScr = new GameCanvas();  gameScr.addKeyListener(gameScr);  timer = new MyTimer(gameScr);  timer.setDaemon(true);  timer.start();  timer.suspend();  add(gameScr);  Panel rightScr = new Panel();  rightScr.setLayout(new GridLayout(2,1,0,30));  rightScr.setSize(120,500);  add(rightScr);  //右边信息窗体的布局  MyPanel infoScr = new MyPanel();  infoScr.setLayout(new GridLayout(4,1,0,5));  infoScr.setSize(120,300);  rightScr.add(infoScr);  //定义标签和初始值  Label scorep = new Label("分数:",Label.LEFT);  Label levelp = new Label("级数:",Label.LEFT);  scoreField = new TextField(8);  levelField = new TextField(8);  scoreField.setEditable(false);  levelField.setEditable(false);  infoScr.add(scorep);  infoScr.add(scoreField);  infoScr.add(levelp);  infoScr.add(levelField);  scorep.setSize(new Dimension(20,60));  scoreField.setSize(new Dimension(20,60));  levelp.setSize(new Dimension(20,60));  levelField.setSize(new Dimension(20,60));  scoreField.setText("0");  levelField.setText("1");  //右边控制按钮窗体的布局  MyPanel controlScr = new MyPanel();  controlScr.setLayout(new GridLayout(5,1,0,5));  rightScr.add(controlScr);  //定义按钮play  Button play_b = new Button("开始游戏");  play_b.setSize(new Dimension(50,200));  play_b.addActionListener(new Command(Command.button_play,gameScr));  //定义按钮Level UP  Button level_up_b = new Button("提高级数");  level_up_b.setSize(new Dimension(50,200));  level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));  //定义按钮Level Down  Button level_down_b =new Button("降低级数");  level_down_b.setSize(new Dimension(50,200));  level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));  //定义按钮Level Pause  Button pause_b =new Button("游戏暂停");  pause_b.setSize(new Dimension(50,200));  pause_b.addActionListener(new Command(Command.button_pause,gameScr));  //定义按钮Quit  Button quit_b = new Button("退出游戏");  quit_b.setSize(new Dimension(50,200));  quit_b.addActionListener(new Command(Command.button_quit,gameScr));  controlScr.add(play_b);  controlScr.add(level_up_b);  controlScr.add(level_down_b);  controlScr.add(pause_b);  controlScr.add(quit_b);  setVisible(true);  gameScr.requestFocus();  }  }  //重写MyPanel类,使Panel的四周留空间  class MyPanel extends Panel{  public Insets getInsets(){  return new Insets(30,50,30,50);  }  }  //游戏画布类  class GameCanvas extends Canvas implements KeyListener{  final int unitSize = 30; //小方块边长  int rowNum; //正方格的行数  int columnNum; //正方格的列数  int maxAllowRowNum; //允许有多少行未削  int blockInitRow; //新出现块的起始行坐标  int blockInitCol; //新出现块的起始列坐标  int [][] scrArr; //屏幕数组  Block b; //对方快的引用  //画布类的构造方法  GameCanvas(){  rowNum = 15;  columnNum = 10;  maxAllowRowNum = rowNum - 2;  b = new Block(this);  blockInitRow = rowNum - 1;  blockInitCol = columnNum/2 - 2;  scrArr = new int [32][32];  }  //初始化屏幕,并将屏幕数组清零的方法  void initScr(){  for(int i=0;i<rowNum;i++)  for (int j=0; j<columnNum;j++)  scrArr[i][j]=0;  b.reset();  repaint();  }  //重新刷新画布方法  public void paint(Graphics g){  for(int i = 0; i < rowNum; i++)  for(int j = 0; j < columnNum; j++)  drawUnit(i,j,scrArr[i][j]);  }  //画方块的方法  public void drawUnit(int row,int col,int type){  scrArr[row][col] = type;  Graphics g = getGraphics();  switch(type){ //表示画方快的方法  case 0: g.setColor(Color.black);break; //以背景为颜色画  case 1: g.setColor(Color.blue);break; //画正在下落的方块  case 2: g.setColor(Color.magenta);break; //画已经落下的方法  }  g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);  g.dispose();  }  public Block getBlock(){  return b; //返回block实例的引用  }  //返回屏幕数组中(row,col)位置的属性值  public int getScrArrXY(int row,int col){  if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)  return(-1);  else  return(scrArr[row][col]);  }  //返回新块的初始行坐标方法  public int getInitRow(){  return(blockInitRow); //返回新块的初始行坐标  }  //返回新块的初始列坐标方法  public int getInitCol(){  return(blockInitCol); //返回新块的初始列坐标  }  //满行删除方法  void deleteFullLine(){  int full_line_num = 0;  int k = 0;  for (int i=0;i<rowNum;i++){  boolean isfull = true;  L1:for(int j=0;j<columnNum;j++)  if(scrArr[i][j] == 0){  k++;  isfull = false;  break L1;  }  if(isfull) full_line_num++;  if(k!=0 && k-1!=i && !isfull)  for(int j = 0; j < columnNum; j++){  if (scrArr[i][j] == 0)  drawUnit(k-1,j,0);  else  drawUnit(k-1,j,2);  scrArr[k-1][j] = scrArr[i][j];  }  }  for(int i = k-1 ;i < rowNum; i++){  for(int j = 0; j < columnNum; j++){  drawUnit(i,j,0);  scrArr[i][j]=0;  }  }  ERS_Block.score += full_line_num;  ERS_Block.scoreField.setText(""+ERS_Block.score);  }  //判断游戏是否结束方法  boolean isGameEnd(){  for (int col = 0 ; col <columnNum; col ++){  if(scrArr[maxAllowRowNum][col] !=0)  return true;  }  return false;  }  public void keyTyped(KeyEvent e){  }  public void keyReleased(KeyEvent e){  }  //处理键盘输入的方法  public void keyPressed(KeyEvent e){  if(!ERS_Block.isPlay)  return;  switch(e.getKeyCode()){  case KeyEvent.VK_DOWN:b.fallDown();break;  case KeyEvent.VK_LEFT:b.leftMove();break;  case KeyEvent.VK_RIGHT:b.rightMove();break;  case KeyEvent.VK_SPACE:b.leftTurn();break;  }  }  }  //处理控制类  class Command implements ActionListener{  static final int button_play = 1; //给按钮分配编号  static final int button_levelup = 2;  static final int button_leveldown = 3;  static final int button_quit = 4;  static final int button_pause = 5;  static boolean pause_resume = true;  int curButton; //当前按钮  GameCanvas scr;  //控制按钮类的构造方法  Command(int button,GameCanvas scr){  curButton = button;  this.scr=scr;  }  //按钮执行方法  public void actionPerformed (ActionEvent e){  switch(curButton){  case button_play:if(!ERS_Block.isPlay){  scr.initScr();  ERS_Block.isPlay = true;  ERS_Block.score = 0;  ERS_Block.scoreField.setText("0");  ERS_Block.timer.resume();  }  scr.requestFocus();  break;  case button_levelup:if(ERS_Block.level < 10){  ERS_Block.level++;  ERS_Block.levelField.setText(""+ERS_Block.level);  ERS_Block.score = 0;  ERS_Block.scoreField.setText(""+ERS_Block.score);  }  scr.requestFocus();  break;  case button_leveldown:if(ERS_Block.level > 1){  ERS_Block.level--;  ERS_Block.levelField.setText(""+ERS_Block.level);  ERS_Block.score = 0;  ERS_Block.scoreField.setText(""+ERS_Block.score);  }  scr.requestFocus();  break;  case button_pause:if(pause_resume){  ERS_Block.timer.suspend();  pause_resume = false;  }else{  ERS_Block.timer.resume();  pause_resume = true;  }  scr.requestFocus();  break;  case button_quit:System.exit(0);  }  }  }  //方块类  class Block {  static int[][] pattern = {  {0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态  {0x04e0,0x0464,0x00e4,0x04c4},  {0x4620,0x6c00,0x4620,0x6c00},  {0x2640,0xc600,0x2640,0xc600},  {0x6220,0x1700,0x2230,0x0740},  {0x6440,0x0e20,0x44c0,0x8e00},  {0x0660,0x0660,0x0660,0x0660}  };  int blockType; //块的模式号(0-6)  int turnState; //块的翻转状态(0-3)  int blockState; //快的下落状态  int row,col; //块在画布上的坐标  GameCanvas scr;  //块类的构造方法  Block(GameCanvas scr){  this.scr = scr;  blockType = (int)(Math.random() * 1000)%7;  turnState = (int)(Math.random() * 1000)%4;  blockState = 1;  row = scr.getInitRow();  col = scr.getInitCol();  }  //重新初始化块,并显示新块  public void reset(){  blockType = (int)(Math.random() * 1000)%7;  turnState = (int)(Math.random() * 1000)%4;  blockState = 1;  row = scr.getInitRow();  col = scr.getInitCol();  dispBlock(1);  }  //实现“块”翻转的方法  public void leftTurn(){  if(assertValid(blockType,(turnState + 1)%4,row,col)){  dispBlock(0);  turnState = (turnState + 1)%4;  dispBlock(1);  }  }  //实现“块”的左移的方法  public void leftMove(){  if(assertValid(blockType,turnState,row,col-1)){  dispBlock(0);  col--;  dispBlock(1);  }  }  //实现块的右移  public void rightMove(){  if(assertValid(blockType,turnState,row,col+1)){  dispBlock(0);  col++;  dispBlock(1);  }  }  //实现块落下的操作的方法  public boolean fallDown(){  if(blockState == 2)  return(false);  if(assertValid(blockType,turnState,row-1,col)){  dispBlock(0);  row--;  dispBlock(1);  return(true);  }else{  blockState = 2;  dispBlock(2);  return(false);  }  }  //判断是否正确的方法  boolean assertValid(int t,int s,int row,int col){  int k = 0x8000;  for(int i = 0; i < 4; i++){  for(int j = 0; j < 4; j++){  if((int)(pattern[t][s]&k) != 0){  int temp = scr.getScrArrXY(row-i,col+j);  if (temp<0||temp==2)  return false;  }  k = k >> 1;  }  }  return true;  }  //同步显示的方法  public synchronized void dispBlock(int s){  int k = 0x8000;  for (int i = 0; i < 4; i++){  for(int j = 0; j < 4; j++){  if(((int)pattern[blockType][turnState]&k) != 0){  scr.drawUnit(row-i,col+j,s);  }  k=k>>1;  }  }  }  }  //定时线程  class MyTimer extends Thread{  GameCanvas scr;  public MyTimer(GameCanvas scr){  this.scr = scr;  }  public void run(){  while(true){  try{  sleep((10-ERS_Block.level + 1)*100);  }  catch(InterruptedException e){}  if(!scr.getBlock().fallDown()){  scr.deleteFullLine();  if(scr.isGameEnd()){  ERS_Block.isPlay = false;  suspend();  }else  scr.getBlock().reset();  }  }  }  }  class WinListener extends WindowAdapter{  public void windowClosing (WindowEvent l){  System.exit(0);  }  }

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1条评论
  • saBPWxW 发表于 10个月前 回复

    文章中的细节描写非常到位,让人仿佛看到了画面。http://www.ghzszy.com/book_24.html