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項目實戰(zhàn) 俄羅斯方塊,主講:賈宗維,程序演示,游戲01_功能演示與說明 游戲02_面向?qū)ο笤O計 游戲03_使用API類組裝游戲 游戲04_編寫各個類主體框架 游戲05_編寫Controler類實現(xiàn)事件監(jiān)聽 游戲06_編寫類測試代碼 游戲07_圖形設計與創(chuàng)建 游戲08_圖形移動與顯示 游戲09_處理游戲邊界問題 游戲10_障礙物生成與顯示 游戲11_消除滿行的障礙物 游戲12_增加游戲結(jié)束 游戲13_定時下落,編寫各個類主體框架-Shape類,public class Shape /private ShapeListener listener; public void moveLeft() System.out.println(“shapes moveLeft“); public void moveRight() System.out.println(“shapes moveright“); public void moveDown() System.out.println(“shapes moveDown“); public void rotate() System.out.println(“shapes rotate“); public void drawMe() System.out.println(“shapes drawme“); ,private class ShapeDriver implements Runnable public void run() / TODO Auto-generated method stub while(true) moveDown(); /listener.shapeMoveDown(Shape.this); try Thread.sleep(1000); catch (InterruptedException e) / TODO Auto-generated catch block e.printStackTrace();,編寫各個類主體框架-ShapeFactory類,public class ShapeFactory public Shape getShape(ShapeListener listener) System.out.println(“ShapeFactorys getShape“); Shape shape=new Shape(); return shape; ,編寫各個類主體框架-Ground類,package cn.tetris.entities; public class Ground public void accept() System.out.println(“Grounds accept“); public void drawMe() System.out.println(“Grounds drawMe“); ,編寫各個類主體框架-GamePanel類,public class GamePanel extends JPanel private Ground ground; private Shape shape; public void display(Ground ground,Shape shape) System.out.println(“GamePanels display“); this.ground=ground; this.shape=shape; this.repaint(); Override protected void paintComponent(Graphics arg0) / TODO Auto-generated method stub /重新顯示 if (ground!=null ,編寫各個類主體框架-Controller類,public class Controller extends KeyAdapter private Ground ground; private Shape shape; private ShapeFactory shapeFactory; private GamePanel gamePanel; public void keyPressed(KeyEvent e) switch(e.getKeyCode() case KeyEvent.VK_UP: shape.rotate(); break; case KeyEvent.VK_LEFT: shape.moveLeft(); break; case KeyEvent.VK_RIGHT: shape.moveRight(); break; case KeyEvent.VK_DOWN: shape.moveDown(); break; gamePanel.display(ground, shape); ,編寫各個類主體框架-ShapeListener接口,public interface ShapeListener void shapeMoveDown(Shape shape); ,Shape類增加監(jiān)聽器對象及下落后調(diào)用,public class Shape private ShapeListener listener; public void moveLeft() System.out.println(“shapes moveLeft“); public void moveRight() System.out.println(“shapes moveright“); public void moveDown() System.out.println(“shapes moveDown“); public void rotate() System.out.println(“shapes rotate“); public void drawMe() System.out.println(“shapes drawme“); ,private class ShapeDriver implements Runnable public void run() / TODO Auto-generated method stub while(true) moveDown(); listener.shapeMoveDown(Shape.this); try Thread.sleep(1000); catch (InterruptedException e) / TODO Auto-generated catch block e.printStackTrace();,Shape類中增加注冊監(jiān)聽器的方法,public void addShapeListener(ShapeListener l) if(l!=null) this.listener =l; ,Shape構(gòu)造方法中啟動下落線程,public Shape() new Thread(new ShapeDriver().start(); ,Controller類實現(xiàn)ShapeListener接口,public class Controller extends KeyAdapter implements ShapeListener public void shapeMoveDown(Shape shape) / TODO Auto-generated method stub gamePanel.display(ground, shape); ,生產(chǎn)圖形時同時注冊監(jiān)聽器,public class ShapeFactory public Shape getShape(ShapeListener listener) System.out.println(“ShapeFactorys getShape“); Shape shape=new Shape(); shape.addShapeListener(listener); return shape; ,GamePanel類設置大小,public GamePanel() this.setSize(300,300); ,Controller類中增加開始新游戲方法,public void newGame() shape=shapeFactory.getShape(this); ,Controller類中如何接收外部控制的對象,public Controller(ShapeFactory shapeFactory,Ground ground, GamePanel gamePanel) this.shapeFactory=shapeFactory; this.ground=ground; this.gamePanel=gamePanel; ,測試類Game,public class Game public static void main(String args) / TODO Auto-generated method stub ShapeFactory shapeFactory=new ShapeFactory(); Ground ground=new Ground(); GamePanel gamePanel=new GamePanel(); Controller controller=new Controller(shapeFactory,ground,gamePanel); JFrame frame=new JFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(gamePanel.getSize().width+10, gamePanel.getSize().height+35); frame.add(gamePanel); gamePanel.addKeyListener(controller); frame.setVisible(true); controller.newGame(); ,程序步驟,游戲01_功能演示與說明 游戲02_面向?qū)ο笤O計 游戲03_使用API類組裝游戲 游戲04_編寫各個類主體框架 游戲05_編寫Controler類實現(xiàn)事件監(jiān)聽 游戲06_編寫類測試代碼 游戲07_圖形設計與創(chuàng)建 游戲08_圖形移動與顯示 游戲09_處理游戲邊界問題 游戲10_障礙物生成與顯示 游戲11_消除滿行的障礙物 游戲12_增加游戲結(jié)束 游戲13_定時下落,Shape類,增加圖形的描述,/二維變量用于保存圖形的所有狀態(tài) private int body; /用于保存圖形當前的狀態(tài) private int status; /設置狀態(tài)的方法 public void setBody(int body) this.body=body; /設置當前是第幾種狀態(tài) public void setStatus(int status) this.status=status; ,ShapeFactory類增加生產(chǎn)各種圖形,/三維數(shù)組用于表示一種圖形的多種形狀 private int shapes=new int 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, 0,1,0,0, 0,1,0,0, 1,1,0,0, 0,0,0,0 ;,public Shape /生產(chǎn)一個隨機數(shù),用于表示圖形的狀態(tài) int type=new Random().nextInt(shapes.length); /設置圖形有幾種狀態(tài) shape.setBody(shapestype); /設置默認狀態(tài) shape.setStatus(0); return shape; ,Shape類中增加圖形的位置信息,/表示圖形距離左側(cè)的距離 private int left; /表示圖形距離上邊界的距離 private int top; public void moveLeft() left-; public void moveRight() left+; public void moveDown() top+; public void rotate() /顯示下一個狀態(tài),但得保證狀態(tài)值不超過4,所以需處理 status=(status+1)%body.length; ,Shape類中增加圖形的繪制方法,public void drawMe(Graphics g) System.out.println(“shapes drawme“); g.setColor(Color.RED); /循環(huán)訪問代表方正的數(shù)組 for(int x=0;x4;x+) for(int y=0;y4;y+) if(getFlagByPoint(x,y) g.fill3DRect(left+x)*Global.CELL_SIZE, (top+y)*Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true); /獲取方正中標志是1還是0,1表示要繪圖0表示不繪圖 private boolean getFlagByPoint(int x,int y) return bodystatusy*4+x=1; ,游戲常量的存放Glaobal,public class Global /表示每個方格的像素值 public static final int CELL_SIZE=20; /表示圖形面板有多少個格子寬和高 public static final int WIDTH=15; pu

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