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; } } } }