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翻转棋的代码java

作者:小编 更新时间:2023-08-29 21:51:42 浏览量:34人看过

求一个JAVA游戏代码!!!急!!!

俄罗斯方块——java源代码提供

翻转棋的代码java-图1

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;

翻转棋的代码java-图2

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);

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

add(rightScr);

//右边信息窗体的布局

MyPanel infoScr = new MyPanel();

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.setEditable(false);

levelField.setEditable(false);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scoreField.setText("0");

levelField.setText("1");

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel();

rightScr.add(controlScr);

//定义按钮play

Button play_b = new Button("开始游戏");

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.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.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停");

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.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(){

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

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

翻转棋的代码java-图3

//画布类的构造方法

GameCanvas(){

columnNum = 10;

b = new Block(this);

blockInitRow = rowNum - 1;

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[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[j]);

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(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

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;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[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[j] == 0)

drawUnit(k-1,j,0);

scrArr[k-1][j] = scrArr[j];

for(int i = k-1 ;i rowNum; i++){

drawUnit(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;

tch(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 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){

tch(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);

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

pause_resume = true;

case button_quit:System.exit(0);

//方块类

class Block {

static int[][] pattern = {

};

int blockState; //快的下落状态

int row,col; //块在画布上的坐标

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

//重新初始化块,并显示新块

public void reset(){

dispBlock(1);

//实现"块"翻转的方法

public void leftTurn(){

dispBlock(0);

//实现"块"的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

col--;

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

col++;

//实现块落下的操作的方法

public boolean fallDown(){

return(false);

if(assertValid(blockType,turnState,row-1,col)){

row--;

return(true);

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

k = k 1;

//同步显示的方法

public synchronized void dispBlock(int s){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

k=k1;

//定时线程

class MyTimer extends Thread{

public MyTimer(GameCanvas 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);

求例如俄罗斯方块,五子棋,黑白棋等小游戏的JAVA版

java黑白棋代码,急求

package com.citicbank.other;

import java.awt.Color;

import java.awt.Font;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import javax.swing.JButton;

import javax.swing.JFrame;

import javax.swing.JLabel;

import javax.swing.JOptionPane;

import javax.swing.SwingConstants;

import javax.swing.border.LineBorder;

public class gameTest extends JFrame {

private int number;

private int sum;

final JLabel label = new JLabel();

final JLabel label_1 = new JLabel();

public static void main(String[] args) {

new gameTest();

public gameTest() {

getContentPane().setLayout(null);

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

final JButton button = new JButton();

button.addActionListener(new ActionListener() {

public void actionPerformed(final ActionEvent arg0) {

onClick();

});

button.setText("出牌");

getContentPane().add(button);

label.setBorder(new LineBorder(Color.black, 1, false));

label.setHorizontalAlignment(SwingConstants.CENTER);

label.setText("背面");

getContentPane().add(label);

label_1.setText("你已经拥有的牌:");

getContentPane().add(label_1);

this.setVisible(true);

public int randNumber() {

try {

Thread.sleep(10);

} catch (InterruptedException e) {

e.printStackTrace();

return (int) (Math.random() * 10 + 1);

public void onClick() {

number = this.randNumber();

this.sum += number;

label.setText("" + number);

String strTemp = this.label_1.getText();

strTemp += "" + number + " ";

label_1.setText(strTemp);

String temp = "合计:" + sum;

isWin();

public void isWin() {

JOptionPane.showMessageDialog(this, "你输了");

clear();

JOptionPane.showMessageDialog(this, "你赢了");

} else {

int i = JOptionPane.showOptionDialog(this, "是否继续?", "提示",

JOptionPane.OK_CANCEL_OPTION,

JOptionPane.INFORMATION_MESSAGE, null, null, null);

if (i == JOptionPane.OK_OPTION) {

} else

private void clear() {

sum = 0;

number = 0;

/**

* @return

*/

以上就是土嘎嘎小编为大家整理的翻转棋的代码java相关主题介绍,如果您觉得小编更新的文章只要能对粉丝们有用,就是我们最大的鼓励和动力,不要忘记讲本站分享给您身边的朋友哦!!

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