JAVA写的俄罗斯方块

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import java.awt.*; import java.awt.event.*; import java.applet.*; /* TRTRIS GAME WRITE BY DELFAN EMAIL : [email protected] URL : http://www.delfan.com 经典"俄罗斯方块"游戏 作者 : DELFAN EMail : [email protected] 主页 : http://www.delfan.com 版本信息: 2002.01.13 基本完成 请任何时候都保留以上信息.谢谢! */ public class tetris extends Applet implements Runnable { Thread thread; private Image offImg; // 缓冲图象 private Graphics offG; // 缓冲 final int BaseX = 20; final int BaseY = 20; final int BlockSize = 20; // 每个块的大小 // // 定义游戏中出现的信息 // final String INFO_READY = "S键 开始游戏"; final String INFO_PAUSE = "P键 继续游戏"; final String INFO_GAMEOVER = "游戏结束 任意键继续"; byte SHAPE[][][][] = // [造型索引][旋转索引][4][坐标] { { // 造型一 {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}}, // 旋转一 [][].... {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}}, // 旋转二 [][].... {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}}, // 旋转三 ......... {{ 0, 0},{ 1, 0},{ 0, 1},{ 1, 1}} // 旋转四 ......... }, { // 造型二 {{-1, 0},{ 0, 0},{ 0, 1},{ 1, 1}}, // 旋转一 [] {{ 0,-1},{ 0, 0},{-1, 0},{-1, 1}}, // 旋转二 []() []() {{-1, 0},{ 0, 0},{ 0, 1},{ 1, 1}}, // 旋转三 [][] [] {{ 0,-1},{ 0, 0},{-1, 0},{-1, 1}} // 旋转四 }, { // 造型三 {{ 1, 0},{ 0, 0},{ 0, 1},{-1, 1}}, // 旋转一 [] {{ 0,-1},{ 0, 0},{ 1, 0},{ 1, 1}}, // 旋转二 ()[] ()[] {{ 1, 0},{ 0, 0},{ 0, 1},{-1, 1}}, // 旋转三 [][] [] {{ 0,-1},{ 0, 0},{ 1, 0},{ 1, 1}} // 旋转四 }, { // 造型四 {{ 0, 0},{ 1, 0},{ 2, 0},{ 0, 1}}, // 旋转一 [] [] {{ 0,-2},{ 0,-1},{ 0, 0},{ 1, 0}}, // 旋转二 ()[][] []() [][]() [] {{-2, 0},{-1, 0},{ 0, 0},{ 0,-1}}, // 旋转三 [] [] ()[] {{-1, 0},{ 0, 0},{ 0, 1},{ 0, 2}} // 旋转四 [] }, { // 造型五 {{-2, 0},{-1, 0},{ 0, 0},{ 0, 1}}, // 旋转一 [] {{ 0, 0},{ 1, 0},{ 0, 1},{ 0, 2}}, // 旋转二 [][]() [] [] ()[] {{ 0,-1},{ 0, 0},{ 1, 0},{ 2, 0}}, // 旋转三 [] []() ()[][] [] {{ 0,-2},{ 0,-1},{ 0, 0},{-1, 0}} // 旋转四 [] }, { // 造型六 {{-1, 0},{ 0, 0},{ 1, 0},{ 0, 1}}, // 旋转一 {{ 0,-1},{ 0, 0},{ 0, 1},{ 1, 0}}, // 旋转二 [] [] [] {{-1, 0},{ 0, 0},{ 1, 0},{ 0,-1}}, // 旋转三 []()[] ()[] []()[] []() {{-1, 0},{ 0, 0},{ 0,-1},{ 0, 1}} // 旋转四 [] [] [] }, { // 造型六 {{ 0,-1},{ 0, 0},{ 0, 1},{ 0, 2}}, // 旋转一 [] {{-1, 0},{ 0, 0},{ 1, 0},{ 2, 0}}, // 旋转二 () []()[][] {{ 0,-1},{ 0, 0},{ 0, 1},{ 0, 2}}, // 旋转三 [] {{-1, 0},{ 0, 0},{ 1, 0},{ 2, 0}} // 旋转四 [] } }; // // 定义游戏中使用的变量 // final int[] Speeds = {60,50,40,30,20,15,10,5,3,1}; // 速度值定义 byte[][] Ground = new byte[10][20]; // 在 10 X 20 的场地游戏,预留顶部放置方块的空间一格 byte[][] NextShape = new byte[4][2]; // 存放下块造型 int CurrentX; // 当前X左边 int CurrentY; // 当前Y坐标 int CurrentShapeIndex; // 当前造型索引 int CurrentTurnIndex; // 当前旋转索引 int CurrentColorIndex; // 当前造型色彩索引 int NextShapeIndex; // 下块出现的造型的索引 int GameSpeed = 0; // 游戏速度 int SpeedVar = 0; // 延时计数 int FlashSpeed = 60; // 信息提示闪烁速度 int FlashVar = 0; // 闪烁延时计数 int ClearTotalLine = 0; // 消掉的总行数 Color[] Colors = {Color.black,Color.red,Color.green,Color.blue,Color.magenta,Color.yellow,Color.orange,Color.pink}; // // 定义游戏中出现的状态 // final int READY = 0; final int GAMING = 1; final int PAUSE = 2; final int GAMEOVER = 3; private int CurrentMode = READY ; // 游戏状态变量 String InfoStr = new String(INFO_READY); public void init() { offImg = createImage(getSize().width, getSize().height); // 创建缓冲图象大小 offG = offImg.getGraphics(); setBackground(Color.black); } public void MakeNextShape() { NextShapeIndex = (int)(Math.random()*70) /10; NextShape = SHAPE[NextShapeIndex][0]; } public void ClearGround() // 清除场地 { for(int i=0; i<10; i++) for(int j=0; j<20; j++) Ground[i][j]=0; CurrentMode = READY; ClearTotalLine = 0; } public void StartGame() // 开始游戏 { ClearGround(); CurrentShapeIndex = (int)(Math.random()*70) /10; CurrentX = 4; CurrentY = 0; CurrentMode = GAMING; CurrentColorIndex = (int)(Math.random()*70) /10 +1; MakeNextShape(); } public void drawABlock(Graphics g,int x,int y,int colorIndex) // 用指定的颜色画一个方块 { g.setColor(Colors[colorIndex]); g.fill3DRect(BaseX + x * BlockSize, BaseY + y * BlockSize , BlockSize, BlockSize, true); g.fill3DRect(BaseX + x * BlockSize + 1, BaseY + y * BlockSize +1, BlockSize -2, BlockSize-2, true); } public void drawShape(Graphics g,int x,int y, int shapeindex,int trunindex) // 在指定位置画指定的造型 { for(int i=0; i<4; i++) { if(y+SHAPE[shapeindex][trunindex][i][1]>=0) // 不画最顶上不在区域的块 drawABlock(g,x+SHAPE[shapeindex][trunindex][i][0] ,y+SHAPE[shapeindex][trunindex][i][1],CurrentColorIndex); } } public void drawGround(Graphics g) // 画整个画面 { // 画提示信息及行数及其他 g.setColor(new Color(255,255,255)); if(CurrentMode == READY) g.drawString(" + / - : 调整速度",BaseX,BaseY-3); if(CurrentMode == GAMING) g.drawString("Up:翻转 Left/Right:移动 Down:快落 R:重玩",BaseX,BaseY-3); g.drawRect(BaseX-1,BaseY-1,BlockSize*10, BlockSize*20); for(int i=0; i<10; i++) for(int j=1; j<20; j++) if(Ground[i][j]!=0) drawABlock(g,i,j,Ground[i][j]); // 显示相关信息 g.setColor(Color.lightGray); g.drawRect(BaseX + BlockSize * 10 , BaseY-1,BlockSize * 2 + BlockSize /2 + BlockSize/2,20); // 与下一块提示对齐 g.drawString("TETRIS",BaseX + BlockSize * 10+8,BaseY + 14); // 画游戏相关信息 g.drawString("已消行数",BaseX + BlockSize * 10+5,BaseY * 3 ); g.drawString(String.valueOf(ClearTotalLine),BaseX + BlockSize * 10+5,BaseY * 4); g.drawString("当前速度",BaseX + BlockSize * 10+5,BaseY * 6 ); g.drawString(String.valueOf(GameSpeed),BaseX + BlockSize * 10+5,BaseY * 7); g.drawString("http://www.delfan.com" ,BaseX,BaseY + BlockSize * 21-10 ); } public void drawNextBlock(Graphics g) // 画下一块 { g.setColor(Color.lightGray); g.drawString("下一块",BaseX+11*BlockSize - BlockSize / 2,BaseY+17*BlockSize); g.drawRect(BaseX + BlockSize * 10, BaseY + BlockSize *18 - BlockSize / 2 ,BlockSize * 2 + BlockSize / 2,BlockSize * 2); g.setColor(Color.blue); for(int i=0; i<4; i++) g.fill3DRect(BaseX + 11 * BlockSize + NextShape[i][0]*BlockSize / 2 , BaseY + 18 * BlockSize + NextShape[i][1]*BlockSize / 2 , BlockSize / 2 , BlockSize /2, true); } public void drawInfo(Graphics g) // 绘制提示的信息 { g.setColor(Color.white); Font old = g.getFont(); g.setFont(new Font("宋体",0,24)); g.drawString(InfoStr,BaseX+5*BlockSize - InfoStr.length()* 7 ,BaseY+10*BlockSize); g.setFont(old); } public void paint(Graphics g) { offG.clearRect(0,0,getSize().width,getSize().height); drawGround(offG); switch(CurrentMode) { case READY : case PAUSE : case GAMEOVER : drawInfo(offG); break; case GAMING : drawShape(offG,CurrentX,CurrentY,CurrentShapeIndex,CurrentTurnIndex); drawNextBlock(offG); break; } if(offG!=null) g.drawImage(offImg,0,0,this); } public void update(Graphics g) { paint(g); } public void start() { thread = new Thread(this); thread.start(); } public void stop() { thread = null; } public void run() { Thread current = Thread.currentThread(); while(thread == current) { try { Thread.currentThread().sleep(10); } catch (InterruptedException e) {} if(CurrentMode == GAMING) { if(SpeedVar ++ > Speeds[GameSpeed]) { SpeedVar = 0; DownIt(); repaint(); } } else if(FlashVar ++ > FlashSpeed) { FlashVar = 0; switch(CurrentMode) { case READY : if(InfoStr.equals("")) InfoStr = INFO_READY; else InfoStr = ""; break; case PAUSE : if(InfoStr.equals("")) InfoStr = INFO_PAUSE; else InfoStr = ""; break; case GAMEOVER : if(InfoStr.equals("")) InfoStr = INFO_GAMEOVER; else InfoStr = ""; } repaint(); } // End of if(FlashVar++... }// End of While } public boolean CanMoveTo(int shape,int turn,int x,int y) //判断是否能移动到指定位置 { boolean result = true; turn %=4; for(int i=0; i<4; i++) { if( (x + SHAPE[shape][turn][i][0] < 0) || (x + SHAPE[shape][turn][i][0] > 9) ) { result = false; break; } if( y + SHAPE[shape][turn][i][1] > 19) { result = false; break; } if(Ground[x+SHAPE[shape][turn][i][0]][y + SHAPE[shape][turn][i][1]] != 0) { result = false; break; } } return result; } public synchronized void DownIt() // 处理下落过程 { if(CanMoveTo(CurrentShapeIndex,CurrentTurnIndex,CurrentX,CurrentY+1)) { CurrentY++; } else // 已经下落到底部了 { if(CurrentY == 0) CurrentMode = GAMEOVER; else { // 将当前块放到Ground中去 for(int i=0; i<4; i++) Ground[CurrentX + SHAPE[CurrentShapeIndex][CurrentTurnIndex][i][0]] [CurrentY + SHAPE[CurrentShapeIndex][CurrentTurnIndex][i][1]] = (byte)CurrentColorIndex; CurrentX=4; CurrentY=0; CurrentShapeIndex = NextShapeIndex; CurrentColorIndex = (int)(Math.random()*70) /10 + 1; MakeNextShape(); CurrentTurnIndex =0; // 判断有没有一行的数据 int total; for(int y=19; y>=0; y--) { total = 0; for(int x=0; x<10; x++) if(Ground[x][y] != 0) total ++; if(total == 10) // 说明行满了 { // 将此行上面所有数据复制下来 for(int i=0; i<10; i++) for(int j=y; j>0; j--) Ground[i][j] = Ground[i][j-1]; y++; ClearTotalLine++; if(ClearTotalLine % 50 == 0) { GameSpeed ++; // 每消50行增加一次速度 if(GameSpeed>9) GameSpeed = 9; } } }//end of For } // of else } // of else } public boolean keyDown(Event e, int key) // 处理键盘事件 { switch(CurrentMode) { case READY : if(key == ´s´ || key ==´S´) StartGame(); if(key == ´+´) { GameSpeed ++; if(GameSpeed>9) GameSpeed = 9; } if(key == ´-´) { GameSpeed --; if(GameSpeed<0) GameSpeed = 0; } break; case PAUSE : if(key == ´p´ || key ==´P´) CurrentMode = GAMING; break; case GAMEOVER : CurrentMode = READY; // 按任意键准备游戏 break; case GAMING : if(key == ´p´ || key == ´P´) CurrentMode = PAUSE; if(key == ´r´ || key == ´R´) CurrentMode = READY; if(key == Event.LEFT && CanMoveTo(CurrentShapeIndex,CurrentTurnIndex,CurrentX-1,CurrentY)) CurrentX --; if(key == Event.RIGHT && CanMoveTo(CurrentShapeIndex,CurrentTurnIndex,CurrentX+1,CurrentY)) CurrentX ++; if(key == Event.UP && CurrentY>1 && CanMoveTo(CurrentShapeIndex,CurrentTurnIndex+1,CurrentX,CurrentY)) { CurrentTurnIndex ++; CurrentTurnIndex %= 4; } if(key == Event.DOWN) DownIt(); repaint(); break; } return true; } }  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[] args){ 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[k][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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