java_游戏-俄罗斯方块
收藏的一个java写的俄罗斯方块的游戏
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.border.EtchedBorder;
import javax.swing.border.Border;
/**
* 游戏主类,继承自JFrame类,负责游戏的全局控制。
* 内含
* 1、一个GameCanvas画布类的实例对象,
* 2、一个保存当前活动块 (ErsBlock)实例的对象,
* 3、一个保存当前控制面板( ControlPanel)实例的对象;
*/
public class ErsBlocksGame extends JFrame {
//每填满一行计多少分
public final static int PER_LINE_SCORE = 100;
//积多少分以后能升级
public final static int PER_LEVEL_SCORE = PER_LINE_SCORE * 20;
//最大级数是10级
public final static int MAX_LEVEL = 10;
//默认级数是5
public final static int DEFAULT_LEVEL = 5;
private GameCanvas canvas;
private ErsBlock block;
private boolean playing = false;
private ControlPanel ctrlPanel;
private JMenuBar bar = new JMenuBar();
private JMenu mGame = new JMenu("游戏" ),
mControl = new JMenu("控制 "),
mWindowStyle = new JMenu("游戏风格 "),
mInfo = new JMenu("信息 ");
private JMenuItem miNewGame = new JMenuItem("新游戏" ),
miSetBlockColor = new JMenuItem("设置方块颜色 ..."),
miSetBackColor = new JMenuItem("设置背景颜色 ..."),
miTurnHarder = new JMenuItem("升高游戏难度 "),
miTurnEasier = new JMenuItem("降低游戏难度 "),
miExit = new JMenuItem("退出 "),
miPlay = new JMenuItem("开始 "),
miPause = new JMenuItem("暂停 "),
miResume = new JMenuItem("恢复 "),
miStop = new JMenuItem("中止游戏 "),
miAuthor = new JMenuItem("版本:俄罗斯方块 1.0"),
miSourceInfo = new JMenuItem("源代码由 Java实现");
private JCheckBoxMenuItem
miAsWindows = new JCheckBoxMenuItem("Windows"),
miAsMotif = new JCheckBoxMenuItem("Motif"),
miAsMetal = new JCheckBoxMenuItem("Metal", true);
//主游戏类的构造方法@param title String,窗口标题
@SuppressWarnings( "deprecation")
public ErsBlocksGame(String title) {
super(title);
setSize( 315, 392 );
Dimension scrSize =
Toolkit.getDefaultToolkit() .getScreenSize();
setLocation((scrSize.width - getSize() .width) / 2,
(scrSize.height - getSize() .height) / 2);
createMenu();
Container container = getContentPane();
container.setLayout( new BorderLayout(6, 0));
canvas = new GameCanvas(20, 12);
ctrlPanel = new ControlPanel(this);
container.add(canvas, BorderLayout.CENTER);
container.add(ctrlPanel, BorderLayout.EAST);
addWindowListener( new WindowAdapter() {
public void windowClosing(WindowEvent we) {
stopGame();
System.exit( 0);
}
});
addComponentListener( new ComponentAdapter() {
public void componentResized(ComponentEvent ce) {
canvas.fanning();
}
});
show();
canvas.fanning();
}
//让游戏"复位 "
public void reset() {
ctrlPanel.reset();
canvas.reset();
}
//判断游戏是否还在进行
//@return boolean, true-还在运行,false-已经停止
public boolean isPlaying() {
return playing;
}
/**
* 得到当前活动的块
* @return ErsBlock, 当前活动块的引用
*/
public ErsBlock getCurBlock() {
return block;
}
//得到当前画布,@return GameCanvas, 当前画布的引用
public GameCanvas getCanvas() {
return canvas;
}
//开始游戏
public void playGame() {
play();
ctrlPanel.setPlayButtonEnable( false);
miPlay.setEnabled( false);
ctrlPanel.requestFocus();
}
//游戏暂停
public void pauseGame() {
if (block != null) block.pauseMove();
ctrlPanel.setPauseButtonLabel( false);
miPause.setEnabled( false);
miResume.setEnabled( true);
}
//让暂停中的游戏继续
public void resumeGame() {
if (block != null) block.resumeMove();
ctrlPanel.setPauseButtonLabel( true);
miPause.setEnabled( true);
miResume.setEnabled( false);
ctrlPanel.requestFocus();
}
//用户停止游戏
public void stopGame() {
playing = false;
if (block != null) block.stopMove();
miPlay.setEnabled( true);
miPause.setEnabled( true);
miResume.setEnabled( false);
ctrlPanel.setPlayButtonEnable( true);
ctrlPanel.setPauseButtonLabel( true);
}
//得到游戏者设置的难度, @return int,游戏难度1-MAX_LEVEL
public int getLevel() {
return ctrlPanel.getLevel();
}
//用户设置游戏难度,@param level int,游戏难度1- MAX_LEVEL
public void setLevel(int level) {
if (level < 11 && level > 0) ctrlPanel.setLevel(level);
}
//得到游戏积分, @return int, 积分。
public int getScore() {
if (canvas != null) return canvas.getScore();
return 0 ;
}
//得到自上次升级以来的游戏积分,升级以后,此积分清零
//@return int, 积分。
public int getScoreForLevelUpdate() {
if (canvas != null) return canvas.getScoreForLevelUpdate();
return 0 ;
}
//当分数累计到一定的数量时,升一次级
//@return boolean, ture-update successufl, false-update fail
public boolean levelUpdate() {
int curLevel = getLevel();
if (curLevel < MAX_LEVEL) {
setLevel(curLevel + 1);
canvas.resetScoreForLevelUpdate();
return true ;
}
return false ;
}
//游戏开始
private void play() {
reset();
playing = true;
Thread thread = new Thread(new Game());
thread.start();
}
//报告游戏结束了
private void reportGameOver() {
JOptionPane.showMessageDialog( this, "Game Over!" );
}
//建立并设置窗口菜单
private void createMenu() {
bar.add(mGame);
bar.add(mControl);
bar.add(mWindowStyle);
bar.add(mInfo);
mGame.add(miNewGame);
mGame.addSeparator();
mGame.add(miSetBlockColor);
mGame.add(miSetBackColor);
mGame.addSeparator();
mGame.add(miTurnHarder);
mGame.add(miTurnEasier);
mGame.addSeparator();
mGame.add(miExit);
mControl.add(miPlay);
mControl.add(miPause);
mControl.add(miResume);
mControl.add(miStop);
mWindowStyle.add(miAsWindows);
mWindowStyle.add(miAsMotif);
mWindowStyle.add(miAsMetal);
mInfo.add(miAuthor);
mInfo.add(miSourceInfo);
setJMenuBar(bar);
miPause.setAccelerator(KeyStroke.getKeyStroke(
KeyEvent.VK_P,KeyEvent.CTRL_MASK));
miResume.setAccelerator(KeyStroke.getKeyStroke(
KeyEvent.VK_ENTER, 0));
miNewGame.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
stopGame();
reset();
setLevel(DEFAULT_LEVEL);
}
});
miSetBlockColor.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
Color newFrontColor = JColorChooser.showDialog(
ErsBlocksGame. this," 设置方块颜色 ",
canvas.getBlockColor());
if (newFrontColor != null)
canvas.setBlockColor(newFrontColor);
}
});
miSetBackColor.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
Color newBackColor = JColorChooser.showDialog(
ErsBlocksGame. this, " 设置方块颜色 ",
canvas.getBackgroundColor());
if (newBackColor != null)
canvas.setBackgroundColor(newBackColor);
}
});
miTurnHarder.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
int curLevel = getLevel();
if (curLevel < MAX_LEVEL) setLevel(curLevel + 1);
}
});
miTurnEasier.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
int curLevel = getLevel();
if (curLevel > 1) setLevel(curLevel - 1);
}
});
miExit.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
System.exit( 0);
}
});
miPlay.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
playGame();
}
});
miPause.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
pauseGame();
}
});
miResume.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
resumeGame();
}
});
miStop.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
stopGame();
}
});
miAsWindows.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
String plaf = "com.sun.java.swing.plaf.windows.WindowsLookAndFeel" ;
setWindowStyle(plaf);
canvas.fanning();
ctrlPanel.fanning();
miAsWindows.setState( true);
miAsMetal.setState( false);
miAsMotif.setState( false);
}
});
miAsMotif.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
String plaf = "com.sun.java.swing.plaf.motif.MotifLookAndFeel" ;
setWindowStyle(plaf);
canvas.fanning();
ctrlPanel.fanning();
miAsWindows.setState( false);
miAsMetal.setState( false);
miAsMotif.setState( true);
}
});
miAsMetal.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
String plaf = "javax.swing.plaf.metal.MetalLookAndFeel" ;
setWindowStyle(plaf);
canvas.fanning();
ctrlPanel.fanning();
miAsWindows.setState( false);
miAsMetal.setState( true);
miAsMotif.setState( false);
}
});
}
//根据字串设置窗口外观 , @param plaf String, 窗口外观的描述
private void setWindowStyle(String plaf) {
try {
UIManager.setLookAndFeel(plaf);
SwingUtilities.updateComponentTreeUI( this);
} catch (Exception e) {
}
}
/**
* 一轮游戏过程,实现了 Runnable接口
* 一轮游戏是一个大循环,在这个循环中,每隔 100毫秒,
* 检查游戏中的当前块是否已经到底了,如果没有,
* 就继续等待。如果到底了,就看有没有全填满的行,
* 如果有就删除它,并为游戏者加分,同时随机产生一个
* 新的当前块,让它自动下落。
* 当新产生一个块时,先检查画布最顶上的一行是否已经
* 被占了,如果是,可以判断 Game Over了。
*/
private class Game implements Runnable {
public void run() {
int col = (int) (Math.random() * (canvas.getCols() - 3));
int style = ErsBlock.STYLES[(int) (Math.random() * 7)][(int ) (Math.random() * 4)];
while (playing) {
if (block != null) { //第一次循环时,block为空
if (block.isAlive()) {
try {
Thread.currentThread() .sleep(100 );
} catch (InterruptedException ie) {
ie.printStackTrace();
}
continue;
}
}
checkFullLine(); //检查是否有全填满的行
if (isGameOver()) { //检查游戏是否应该结束了
miPlay.setEnabled( true);
miPause.setEnabled( true);
miResume.setEnabled( false);
ctrlPanel.setPlayButtonEnable( true);
ctrlPanel.setPauseButtonLabel( true);
reportGameOver();
return;
}
block = new ErsBlock(style, -1, col, getLevel(), canvas);
block.start();
col = ( int) (Math.random() * (canvas.getCols() - 3));
style = ErsBlock.STYLES[( int) (Math.random() * 7)][(int ) (Math.random() * 4)];
ctrlPanel.setTipStyle(style);
}
}
//检查画布中是否有全填满的行,如果有就删除之
public void checkFullLine() {
for (int i = 0; i < canvas.getRows(); i++) {
int row = -1;
boolean fullLineColorBox = true;
for (int j = 0; j < canvas.getCols(); j++) {
if (!canvas.getBox(i, j).isColorBox()) {
fullLineColorBox = false;
break;
}
}
if (fullLineColorBox) {
row = i--;
canvas.removeLine(row);
}
}
}
//根据最顶行是否被占,判断游戏是否已经结束了。
//@return boolean, true-游戏结束了,false-游戏未结束
private boolean isGameOver() {
for (int i = 0; i < canvas.getCols(); i++) {
ErsBox box = canvas.getBox( 0, i);
if (box.isColorBox()) return true;
}
return false ;
}
}
//程序入口函数, @param args String[], 附带的命令行参数
public static void main(String[] args) {
new ErsBlocksGame("俄罗斯方块 ");
}
}
/**
* 画布类,内有<行数> * < 列数>个方格类实例。
* 继承自JPanel类。
* ErsBlock 线程类动态改变画布类的方格颜色,画布类通过
* 检查方格颜色来体现ErsBlock块的移动情况。
*/
class GameCanvas extends JPanel {
private Color backColor = Color.black, frontColor = Color.orange;
private int rows, cols, score = 0, scoreForLevelUpdate = 0;
private ErsBox[][] boxes;
private int boxWidth, boxHeight;
/**
* 画布类的构造函数
* @param rows int, 画布的行数
* @param cols int, 画布的列数
* 行数和列数决定着画布拥有方格的数目
*/
public GameCanvas(int rows, int cols) {
this.rows = rows;
this.cols = cols;
boxes = new ErsBox[rows][cols];
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
boxes[i][j] = new ErsBox(false);
}
}
setBorder( new EtchedBorder(
EtchedBorder.RAISED, Color.white, new Color(148, 145, 140 )));
}
/**
* 画布类的构造函数
* @param rows 与public GameCanvas(int rows, int cols)同
* @param cols 与public GameCanvas(int rows, int cols)同
* @param backColor Color, 背景色
* @param frontColor Color, 前景色
*/
public GameCanvas(int rows, int cols,
Color backColor, Color frontColor) {
this(rows, cols);
this.backColor = backColor;
this.frontColor = frontColor;
}
/**
* 设置游戏背景色彩
* @param backColor Color, 背景色彩
*/
public void setBackgroundColor(Color backColor) {
this.backColor = backColor;
}
/**
* 取得游戏背景色彩
* @return Color, 背景色彩
*/
public Color getBackgroundColor() {
return backColor;
}
/**
* 设置游戏方块色彩
* @param frontColor Color, 方块色彩
*/
public void setBlockColor(Color frontColor) {
this.frontColor = frontColor;
}
/**
* 取得游戏方块色彩
* @return Color, 方块色彩
*/
public Color getBlockColor() {
return frontColor;
}
/**
* 取得画布中方格的行数
* @return int, 方格的行数
*/
public int getRows() {
return rows;
}
/**
* 取得画布中方格的列数
* @return int, 方格的列数
*/
public int getCols() {
return cols;
}
/**
* 取得游戏成绩
* @return int, 分数
*/
public int getScore() {
return score;
}
/**
* 取得自上一次升级后的积分
* @return int, 上一次升级后的积分
*/
public int getScoreForLevelUpdate() {
return scoreForLevelUpdate;
}
/**
* 升级后,将上一次升级以来的积分清 0
*/
public void resetScoreForLevelUpdate() {
scoreForLevelUpdate -= ErsBlocksGame.PER_LEVEL_SCORE;
}
/**
* 得到某一行某一列的方格引用。
* @param row int, 要引用的方格所在的行
* @param col int, 要引用的方格所在的列
* @return ErsBox, 在row行col 列的方格的引用
*/
public ErsBox getBox(int row, int col) {
if (row < 0 || row > boxes.length - 1
|| col < 0 || col > boxes[0].length - 1)
return null ;
return (boxes[row][col]);
}
/**
* 覆盖JComponent类的函数,画组件。
* @param g 图形设备环境
*/
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(frontColor);
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
g.setColor(boxes[i][j] .isColorBox() ? frontColor : backColor);
g.fill3DRect(j * boxWidth, i * boxHeight,
boxWidth, boxHeight, true);
}
}
}
/**
* 根据窗口的大小,自动调整方格的尺寸
*/
public void fanning() {
boxWidth = getSize() .width / cols;
boxHeight = getSize() .height / rows;
}
/**
* 当一行被游戏者叠满后,将此行清除,并为游戏者加分
* @param row int, 要清除的行,是由 ErsBoxesGame类计算的
*/
public synchronized void removeLine(int row) {
for (int i = row; i > 0; i--) {
for (int j = 0; j < cols; j++)
boxes[i][j] = (ErsBox) boxes[i - 1][j]. clone();
}
score += ErsBlocksGame.PER_LINE_SCORE;
scoreForLevelUpdate += ErsBlocksGame.PER_LINE_SCORE;
repaint();
}
/**
* 重置画布,置积分为 0
*/
public void reset() {
score = 0;
scoreForLevelUpdate = 0;
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++)
boxes[i][j] .setColor(false);
}
repaint();
}
}
/**
* 方格类,是组成块的基本元素,用自己的颜色来表示块的外观
*/
class ErsBox implements Cloneable {
private boolean isColor;
private Dimension size = new Dimension();
/**
* 方格类的构造函数
* @param isColor 是不是用前景色来为此方格着色,
* true 前景色, false用背景色
*/
public ErsBox(boolean isColor) {
this.isColor = isColor;
}
/**
* 此方格是不是用前景色表现
* @return boolean,true 用前景色表现, false用背景色表现
*/
public boolean isColorBox() {
return isColor;
}
/**
* 设置方格的颜色,
* @param isColor boolean,true 用前景色表现, false用背景色表现
*/
public void setColor(boolean isColor) {
this.isColor = isColor;
}
/**
* 得到此方格的尺寸
* @return Dimension, 方格的尺寸
*/
public Dimension getSize() {
return size;
}
/**
* 设置方格的尺寸
* @param size Dimension, 方格的尺寸
*/
public void setSize(Dimension size) {
this.size = size;
}
/**
* 覆盖Object的Object clone() ,实现克隆
* @return Object, 克隆的结果
*/
public Object clone() {
Object cloned = null;
try {
cloned = super.clone();
} catch (Exception ex) {
ex.printStackTrace();
}
return cloned;
}
}
/**
* 块类,继承自线程类( Thread)
* 由 4 * 4 个方格( ErsBox)构成一个块,
* 控制块的移动、下落、变形等
*/
class ErsBlock extends Thread {
/**
* 一个块占的行数是 4行
*/
public final static int BOXES_ROWS = 4;
/**
* 一个块占的列数是 4列
*/
public final static int BOXES_COLS = 4;
/**
* 让升级变化平滑的因子,避免最后几级之间的速度相差近一倍
*/
public final static int LEVEL_FLATNESS_GENE = 3;
/**
* 相近的两级之间,块每下落一行的时间差别为多少 (毫秒)
*/
public final static int BETWEEN_LEVELS_DEGRESS_TIME = 50;
/**
* 方块的样式数目为 7
*/
private final static int BLOCK_KIND_NUMBER = 7;
/**
* 每一个样式的方块的反转状态种类为 4
*/
private final static int BLOCK_STATUS_NUMBER = 4;
/**
* 分别对应对 7种模型的28种状态
*/
public final static int[][] STYLES = { // 共28种状态
{ 0x0f00, 0x4444 , 0x0f00, 0x4444}, // 长条型的四种状态
{ 0x04e0, 0x0464 , 0x00e4, 0x04c4}, // 'T'型的四种状态
{ 0x4620, 0x6c00 , 0x4620, 0x6c00}, // 反'Z'型的四种状态
{ 0x2640, 0xc600 , 0x2640, 0xc600}, // 'Z'型的四种状态
{ 0x6220, 0x1700 , 0x2230, 0x0740}, // '7'型的四种状态
{ 0x6440, 0x0e20 , 0x44c0, 0x8e00}, // 反'7'型的四种状态
{ 0x0660, 0x0660 , 0x0660, 0x0660}, // 方块的四种状态
};
private GameCanvas canvas;
private ErsBox[][] boxes = new ErsBox[BOXES_ROWS][BOXES_COLS];
private int style, y, x, level;
private boolean pausing = false, moving = true;
/**
* 构造函数,产生一个特定的块
* @param style 块的样式,对应 STYLES的28个值中的一个
* @param y 起始位置,左上角在 canvas中的坐标行
* @param x 起始位置,左上角在 canvas中的坐标列
* @param level 游戏等级,控制块的下落速度
* @param canvas 画板
*/
public ErsBlock(int style, int y, int x, int level, GameCanvas canvas) {
this.style = style;
this.y = y;
this.x = x;
this.level = level;
this.canvas = canvas;
int key = 0x8000;
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
boolean isColor = ((style & key) != 0);
boxes[i][j] = new ErsBox(isColor);
key >>= 1;
}
}
display();
}
/**
* 线程类的 run()函数覆盖,下落块,直到块不能再下落
*/
public void run() {
while (moving) {
try {
sleep(BETWEEN_LEVELS_DEGRESS_TIME
* (ErsBlocksGame.MAX_LEVEL - level + LEVEL_FLATNESS_GENE));
} catch (InterruptedException ie) {
ie.printStackTrace();
}
//后边的moving是表示在等待的 100毫秒间,moving没被改变
if (!pausing) moving = (moveTo(y + 1, x) && moving);
}
}
/**
* 块向左移动一格
*/
public void moveLeft() {
moveTo(y, x - 1);
}
/**
* 块向右移动一格
*/
public void moveRight() {
moveTo(y, x + 1);
}
/**
* 块向下落一格
*/
public void moveDown() {
moveTo(y + 1, x);
}
/**
* 块变型
*/
public void turnNext() {
for (int i = 0; i < BLOCK_KIND_NUMBER; i++) {
for (int j = 0; j < BLOCK_STATUS_NUMBER; j++) {
if (STYLES[i][j] == style) {
int newStyle = STYLES[i][(j + 1) % BLOCK_STATUS_NUMBER];
turnTo(newStyle);
return;
}
}
}
}
/**
* 暂停块的下落,对应游戏暂停
*/
public void pauseMove() {
pausing = true;
}
/**
* 继续块的下落,对应游戏继续
*/
public void resumeMove() {
pausing = false;
}
/**
* 停止块的下落,对应游戏停止
*/
public void stopMove() {
moving = false;
}
/**
* 将当前块从画布的对应位置移除,要等到下次重画画布时才能反映出来
*/
private void earse() {
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
if (boxes[i][j].isColorBox()) {
ErsBox box = canvas.getBox(i + y, j + x);
if (box == null) continue;
box.setColor( false);
}
}
}
}
/**
* 让当前块放置在画布的对应位置上,要等到下次重画画布时才能看见
*/
private void display() {
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
if (boxes[i][j].isColorBox()) {
ErsBox box = canvas.getBox(y + i, x + j);
if (box == null) continue;
box.setColor( true);
}
}
}
}
/**
* 当前块能否移动到 newRow/newCol所指定的位置
* @param newRow int, 目的地所在行
* @param newCol int, 目的地所在列
* @return boolean, true- 能移动, false-不能
*/
private boolean isMoveAble(int newRow, int newCol) {
earse();
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
if (boxes[i][j].isColorBox()) {
ErsBox box = canvas.getBox(newRow + i, newCol + j);
if (box == null || (box.isColorBox())) {
display();
return false ;
}
}
}
}
display();
return true ;
}
/**
* 将当前画移动到 newRow/newCol所指定的位置
* @param newRow int, 目的地所在行
* @param newCol int, 目的地所在列
* @return boolean, true- 移动成功, false-移动失败
*/
private synchronized boolean moveTo(int newRow, int newCol) {
if (!isMoveAble(newRow, newCol) || !moving) return false;
earse();
y = newRow;
x = newCol;
display();
canvas.repaint();
return true ;
}
/**
* 当前块能否变成 newStyle所指定的块样式,主要是要考虑
* 边界以及被其它块挡住、不能移动的情况
* @param newStyle int, 希望改变的块样式,对应 STYLES的28个值中的一个
* @return boolean,true- 能改变, false-不能改变
*/
private boolean isTurnAble(int newStyle) {
int key = 0x8000;
earse();
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
if ((newStyle & key) != 0) {
ErsBox box = canvas.getBox(y + i, x + j);
if (box == null || box.isColorBox()) {
display();
return false ;
}
}
key >>= 1;
}
}
display();
return true ;
}
/**
* 将当前块变成 newStyle所指定的块样式
* @param newStyle int, 将要改变成的块样式,对应 STYLES的28个值中的一个
* @return boolean,true- 改变成功, false-改变失败
*/
private boolean turnTo(int newStyle) {
if (!isTurnAble(newStyle) || !moving) return false;
earse();
int key = 0x8000;
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
boolean isColor = ((newStyle & key) != 0);
boxes[i][j] .setColor(isColor);
key >>= 1;
}
}
style = newStyle;
display();
canvas.repaint();
return true ;
}
}
/**
* 控制面板类,继承自JPanel.
* 上边安放预显窗口、等级、得分、控制按钮
* 主要用来控制游戏进程。
*/
class ControlPanel extends JPanel {
private JTextField
tfLevel = new JTextField(""+ ErsBlocksGame.DEFAULT_LEVEL),
tfScore = new JTextField("0");
private JButton
btPlay = new JButton("开始 "),
btPause = new JButton("暂停 "),
btStop = new JButton("中止游戏 "),
btTurnLevelUp = new JButton("增加难度 "),
btTurnLevelDown = new JButton("降低难度 ");
private JPanel plTip = new JPanel(new BorderLayout());
private TipPanel plTipBlock = new TipPanel();
private JPanel plInfo = new JPanel(new GridLayout( 4, 1 ));
private JPanel plButton = new JPanel(new GridLayout( 5, 1 ));
private Timer timer;
private ErsBlocksGame game;
private Border border = new EtchedBorder(
EtchedBorder.RAISED, Color.white, new Color(148, 145, 140));
/**
* 控制面板类的构造函数
* @param game ErsBlocksGame, ErsBoxesGame 类的一个实例引用,
* 方便直接控制 ErsBoxesGame类的行为。
*/
public ControlPanel(final ErsBlocksGame game) {
setLayout( new GridLayout(3, 1, 0, 4 ));
this.game = game;
plTip.add( new JLabel("下一个方块 "), BorderLayout.NORTH);
plTip.add(plTipBlock);
plTip.setBorder(border);
plInfo.add( new JLabel("难度系数 "));
plInfo.add(tfLevel);
plInfo.add( new JLabel("得分 "));
plInfo.add(tfScore);
plInfo.setBorder(border);
tfLevel.setEditable( false);
tfScore.setEditable( false);
plButton.add(btPlay);
plButton.add(btPause);
plButton.add(btStop);
plButton.add(btTurnLevelUp);
plButton.add(btTurnLevelDown);
plButton.setBorder(border);
add(plTip);
add(plInfo);
add(plButton);
addKeyListener( new ControlKeyListener());
btPlay.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
game.playGame();
}
});
btPause.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
if (btPause.getText().equals(new String("Pause" ))) {
game.pauseGame();
} else {
game.resumeGame();
}
}
});
btStop.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
game.stopGame();
}
});
btTurnLevelUp.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
try {
int level = Integer.parseInt(tfLevel.getText());
if (level < ErsBlocksGame.MAX_LEVEL)
tfLevel.setText( ""+ (level + 1));
} catch (NumberFormatException e) {
}
requestFocus();
}
});
btTurnLevelDown.addActionListener( new ActionListener() {
public void actionPerformed(ActionEvent ae) {
try {
int level = Integer.parseInt(tfLevel.getText());
if (level > 1)
tfLevel.setText( ""+ (level - 1));
} catch (NumberFormatException e) {
}
requestFocus();
}
});
addComponentListener( new ComponentAdapter() {
public void componentResized(ComponentEvent ce) {
plTipBlock.fanning();
}
});
timer = new Timer(500, new ActionListener() {
public void actionPerformed(ActionEvent ae) {
tfScore.setText( ""+ game.getScore());
int scoreForLevelUpdate =
game.getScoreForLevelUpdate();
if (scoreForLevelUpdate >= ErsBlocksGame.PER_LEVEL_SCORE
&& scoreForLevelUpdate > 0)
game.levelUpdate();
}
});
timer.start();
}
/**
* 设置预显窗口的样式,
* @param style int, 对应ErsBlock类的STYLES 中的28个值
*/
public void setTipStyle(int style) {
plTipBlock.setStyle(style);
}
/**
* 取得用户设置的游戏等级。
* @return int, 难度等级, 1 - ErsBlocksGame.MAX_LEVEL
*/
public int getLevel() {
int level = 0;
try {
level = Integer.parseInt(tfLevel.getText());
} catch (NumberFormatException e) {
}
return level;
}
/**
* 让用户修改游戏难度等级。
* @param level 修改后的游戏难度等级
*/
public void setLevel(int level) {
if (level > 0 && level < 11) tfLevel.setText( ""+ level);
}
/**
* 设置"开始" 按钮的状态。
*/
public void setPlayButtonEnable(boolean enable) {
btPlay.setEnabled(enable);
}
public void setPauseButtonLabel(boolean pause) {
btPause.setText(pause ? "暂停": "继续" );
}
/**
* 重置控制面板
*/
public void reset() {
tfScore.setText( "0");
plTipBlock.setStyle( 0);
}
/**
* 重新计算 TipPanel里的boxes[][]里的小框的大小
*/
public void fanning() {
plTipBlock.fanning();
}
/**
* 预显窗口的实现细节类
*/
private class TipPanel extends JPanel {
private Color backColor = Color.darkGray, frontColor = Color.lightGray;
private ErsBox[][] boxes =
new ErsBox[ErsBlock.BOXES_ROWS][ErsBlock.BOXES_COLS];
private int style, boxWidth, boxHeight;
private boolean isTiled = false;
/**
* 预显窗口类构造函数
*/
public TipPanel() {
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++)
boxes[i][j] = new ErsBox(false);
}
}
/**
* 预显窗口类构造函数
* @param backColor Color, 窗口的背景色
* @param frontColor Color, 窗口的前景色
*/
public TipPanel(Color backColor, Color frontColor) {
this();
this.backColor = backColor;
this.frontColor = frontColor;
}
/**
* 设置预显窗口的方块样式
* @param style int, 对应ErsBlock类的STYLES 中的28个值
*/
public void setStyle(int style) {
this.style = style;
repaint();
}
/**
* 覆盖JComponent类的函数,画组件。
* @param g 图形设备环境
*/
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (!isTiled) fanning();
int key = 0x8000;
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i] .length; j++) {
Color color = (((key & style) != 0) ? frontColor : backColor);
g.setColor(color);
g.fill3DRect(j * boxWidth, i * boxHeight,
boxWidth, boxHeight, true);
key >>= 1;
}
}
}
/**
* 根据窗口的大小,自动调整方格的尺寸
*/
public void fanning() {
boxWidth = getSize() .width / ErsBlock.BOXES_COLS;
boxHeight = getSize() .height / ErsBlock.BOXES_ROWS;
isTiled = true;
}
}
private class ControlKeyListener extends KeyAdapter {
public void keyPressed(KeyEvent ke) {
if (!game.isPlaying()) return;
ErsBlock block = game.getCurBlock();
switch (ke.getKeyCode()) {
case KeyEvent.VK_DOWN:
block.moveDown();
break;
case KeyEvent.VK_LEFT:
block.moveLeft();
break;
case KeyEvent.VK_RIGHT:
block.moveRight();
break;
case KeyEvent.VK_UP:
block.turnNext();
break;
default:
break;
}
}
}
}