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1、JAVA課題設(shè)計(jì) (俄羅斯方塊)組員名單 :任務(wù)分配 :先是組內(nèi)五個(gè)人一起討論設(shè)計(jì)思想,以及設(shè)計(jì)過(guò)程中應(yīng)該注意的問(wèn)題,然后大家各自回去搜集資料,或者通過(guò)互聯(lián)網(wǎng)絡(luò)查找,最后再一起進(jìn)行整理,弄出完整的源代碼來(lái)。程序中所用到的包有: import java.awt.* import java.awt.event.ActionEvent import java.awt.event.ActionListener import java.awt.event.KeyEvent import java.awt.event.KeyListener; import javax.swing.* import jav

2、ax.swing.Timer源代碼:import java.awt.*;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import java.awt.event.KeyEvent;import java.awt.event.KeyListener;import javax.swing.*;import javax.swing.Timer;public class Tetris extends JFrame public Tetris() Tetrisblok a = new Tetrisblok()

3、; addKeyListener(a); add(a); public static void main(String args) Tetris frame = new Tetris(); JMenuBar menu = new JMenuBar(); frame.setJMenuBar(menu); JMenu game = new JMenu(游戲); JMenuItem newgame = game.add(新游戲); JMenuItem pause = game.add(暫停); JMenuItem goon = game.add(繼續(xù)); JMenuItem exit = game.

4、add(退出); JMenu help = new JMenu(幫助); JMenuItem about = help.add(關(guān)于); menu.add(game); menu.add(help); frame.setLocationRelativeTo(null); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(220, 275); frame.setTitle(Tetris內(nèi)測(cè)版); / frame.setUndecorated(true); frame.setVisible(true); fram

5、e.setResizable(false); / 創(chuàng)建一個(gè)俄羅斯方塊類class Tetrisblok extends JPanel implements KeyListener / blockType 代表方塊類型 / turnState代表方塊狀態(tài) private int blockType; private int score = 0; private int turnState; private int x; private int y; private int i = 0; int j = 0; int flag = 0; / 定義已經(jīng)放下的方塊x=0-11,y=0-21; int

6、map = new int1323; / 方塊的形狀 第一組代表方塊類型有S、Z、L、J、I、O、T 7種 第二組 代表旋轉(zhuǎn)幾次 第三四組為 方塊矩陣 private final int shapes = new int / i 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 , 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 , 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 , 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0,

7、 1, 0, 0 , / s 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 , 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 , / z 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0,

8、0, 0, 0, 0 , 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 , / j 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 , 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,

9、 0, 0, 0 , / o 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , / l 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 , 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0,

10、0, 0, 0, 0 , 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 , 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 , / t 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 , 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0,

11、 0, 0, 0 ; / 生成新方塊的方法 public void newblock() blockType = (int) (Math.random() * 1000) % 7; turnState = (int) (Math.random() * 1000) % 4; x = 4; y = 0; if (gameover(x, y) = 1) newmap(); drawwall(); score = 0; JOptionPane.showMessageDialog(null, GAME OVER); / 畫(huà)圍墻 public void drawwall() for (i = 0; i 1

12、2; i+) mapi21 = 2; for (j = 0; j 22; j+) map11j = 2; map0j = 2; / 初始化地圖 public void newmap() for (i = 0; i 12; i+) for (j = 0; j 22; j+) mapij = 0; / 初始化構(gòu)造方法 Tetrisblok() newblock(); newmap(); drawwall(); Timer timer = new Timer(1000, new TimerListener(); timer.start(); / 旋轉(zhuǎn)的方法 public void turn() in

13、t tempturnState = turnState; turnState = (turnState + 1) % 4; if (blow(x, y, blockType, turnState) = 1) if (blow(x, y, blockType, turnState) = 0) turnState = tempturnState; repaint(); / 左移的方法 public void left() if (blow(x - 1, y, blockType, turnState) = 1) x = x - 1; ; repaint(); / 右移的方法 public void

14、 right() if (blow(x + 1, y, blockType, turnState) = 1) x = x + 1; ; repaint(); / 下落的方法 public void down() if (blow(x, y + 1, blockType, turnState) = 1) y = y + 1; delline(); ; if (blow(x, y + 1, blockType, turnState) = 0) add(x, y, blockType, turnState); newblock(); delline(); ; repaint(); / 是否合法的方法

15、 public int blow(int x, int y, int blockType, int turnState) for (int a = 0; a 4; a+) for (int b = 0; b 4; b+) if (shapesblockTypeturnStatea * 4 + b = 1) & (mapx + b + 1y + a = 1) | (shapesblockTypeturnStatea * 4 + b = 1) & (mapx + b + 1y + a = 2) return 0; return 1; / 消行的方法 public void delline() in

16、t c = 0; for (int b = 0; b 22; b+) for (int a = 0; a 0; d-) for (int e = 0; e 11; e+) maped = maped - 1; c = 0; / 判斷你掛的方法 public int gameover(int x, int y) if (blow(x, y, blockType, turnState) = 0) return 1; return 0; / 把當(dāng)前添加map public void add(int x, int y, int blockType, int turnState) int j = 0;

17、for (int a = 0; a 4; a+) for (int b = 0; b 4; b+) if (mapx + b + 1y + a = 0) mapx + b + 1y + a = shapesblockTypeturnStatej; ; j+; / 畫(huà)方塊的的方法 public void paintComponent(Graphics g) super.paintComponent(g); / 畫(huà)當(dāng)前方塊 for (j = 0; j 16; j+) if (shapesblockTypeturnStatej = 1) g.fillRect(j % 4 + x + 1) * 10,

18、 (j / 4 + y) * 10, 10, 10); / 畫(huà)已經(jīng)固定的方塊 for (j = 0; j 22; j+) for (i = 0; i 12; i+) if (mapij = 1) g.fillRect(i * 10, j * 10, 10, 10); if (mapij = 2) g.drawRect(i * 10, j * 10, 10, 10); g.drawString(score= + score, 125, 10); g.drawString(抵制不良游戲,, 125, 50); g.drawString(拒絕盜版游戲。, 125, 70); g.drawString(注意自我保護(hù),, 125, 90); g.drawString(謹(jǐn)防受騙上當(dāng)。, 125, 110); g.drawString(適度游戲益腦,, 125, 130); g.drawString(沉迷游戲傷身。, 125, 150); g.drawString(合理安排時(shí)間,, 125, 170); g.drawString(享受健康生活。, 125, 190

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