俄罗斯方块——java源代码提供
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);
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
//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);
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
*/
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