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求例如俄罗斯方块,五子棋,黑白棋等小游戏的JAVA版

发布网友 发布时间:2022-04-30 01:50

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4个回答

热心网友 时间:2022-04-20 04:01

俄罗斯方块——java源代码提供
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[] argus){
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[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[j]);
}

//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(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[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[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i < rowNum; i++){
for(int j = 0; j < columnNum; j++){
drawUnit(i,j,0);
scrArr[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;
tch(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){
tch(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);
}
}

参考http://www.baidu.com/s?ie=gb2312&bs=JAVA%B0%E6%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5&sr=&z=&cl=3&f=8&wd=JAVA%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5&ct=0

热心网友 时间:2022-04-20 05:19

var BX=new Array(4);
var BY=new Array(4);
var PX=new Array(4);
var PY=new Array(4);
var mTimer
var firstView

function beginGame()
{
gameState=0;
speed=1;
outTime=1100-speed*100;
score=0;
if(gameState!=0)return;
firstView=true;
for(j=0;j<16;j++)
for(i=0;i<10;i++)
setClass(i,j,"BK");
randBar();
gameState=1;
Play.disabled=true;
window.clearInterval(mTimer);
mTimer=window.setInterval("moveBar()",outTime);
}

function keyControl()
{
if(gameState!=1)return;
switch(event.keyCode){
case 37:{ //left
for(i=0;i<4;i++)if(BX[i]==0)return;
for(i=0;i<4;i++)if(getClass(BX[i]-1,BY[i])=="SB")return;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++)BX[i]=BX[i]-1;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
break;}
case 38:{ //up
var preMBarX=new Array(4);
var preMBarY=new Array(4);
var cx=Math.round((BX[0]+BX[1]+BX[2]+BX[3])/4);
var cy=Math.round((BY[0]+BY[1]+BY[2]+BY[3])/4);
for(i=0;i<4;i++){
preMBarX[i]=Math.round(cx-cy+BY[i]);
preMBarY[i]=Math.round(cx+cy-BX[i]);
if(preMBarX[i]<0 || preMBarX[i]>9 || preMBarY[i]<0 || preMBarY[i]>15)return;
if(getClass(preMBarX[i],preMBarY[i])=="SB")return;
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++){
BX[i]=preMBarX[i];
BY[i]=preMBarY[i];
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
break;}
case 39:{ //right
for(i=0;i<4;i++)if(BX[i]==9)return;
for(i=0;i<4;i++)if(getClass(BX[i]+1,BY[i])=="SB")return;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++)BX[i]=BX[i]+1;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
break;}
case 40:{ //down
moveBar();
break;}
}
}

function delLine()
{
for(i=0;i<4;i++)setClass(BX[i],BY[i],"SB");
for(j=0;j<16;j++){
dLine=true;
for(i=0;i<9;i++){
if(getClass(i,j)!="SB"){
dLine=false;
break;
}
}
if(dLine){
score=score+100;
for(k=j;k>0;k--)
for(l=0;l<10;l++)
setClass(l,k,getClass(l,k-1));
for(l=0;l<10;l++)setClass(l,0,"BK");
}
}
randBar();
speed=Math.floor(score/3000)+1;
outTime=1100-speed*100;
scoreBar.innerHTML="Score : " + score;
speedBar.innerHTML="Speed : " + speed;
window.clearInterval(mTimer);
mTimer=window.setInterval("moveBar()",outTime);
}

function getClass(x,y){return GameBar.children[y].children[x].className;}
function setClass(x,y,cName){GameBar.children[y].children[x].className=cName;}

function moveBar()
{
if(gameState!=1)return;
dropLine=true;
for(i=0;i<4;i++)if(BY[i]==15)dropLine=false;
if(dropLine)for(i=0;i<4;i++)if(getClass(BX[i],BY[i]+1)=="SB")dropLine=false;
if(!dropLine){
window.clearInterval(mTimer);
delLine();
return;
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++)BY[i]=BY[i]+1;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
}

function pauseGame()
{
if(gameState==0)return;
if(event.srcElement.value=="Pause"){
gameState=2;
event.srcElement.value="Continue";
window.clearInterval(mTimer);
}
else{
gameState=1;
event.srcElement.value="Pause";
mTimer=window.setInterval("moveBar()",outTime);
}
}

function fMnu(){return false;}
document.oncontextmenu=fMnu;

function preview()
{
if(previewBar.style.display!="none")
previewBar.style.display="none";
else
previewBar.style.display="block";
}

function replayGame()
{
if(gameState!=1)return;
if(!confirm("真的要重新开始?"))return;
gameState=0;
window.clearInterval(mTimer);
beginGame();
}
function randBar()
{
randNum=Math.floor(Math.random()*20)+1;
if(!firstView)
for(i=0;i<4;i++){
BX[i]=PX[i];
BY[i]=PY[i];
}
switch(randNum){
case 1:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=5;
PY[2]=1;
PX[3]=6;
PY[3]=1;
break;}
case 2:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=4;
PY[2]=1;
PX[3]=4;
PY[3]=2;
break;}
case 3:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=6;
PY[2]=0;
PX[3]=6;
PY[3]=1;
break;}
case 4:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=2;
PX[3]=4;
PY[3]=2;
break;}
case 5:{
PX[0]=6;
PY[0]=0;
PX[1]=6;
PY[1]=1;
PX[2]=4;
PY[2]=1;
PX[3]=5;
PY[3]=1;
break;}
case 6:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=4;
PY[2]=2;
PX[3]=5;
PY[3]=2;
break;}
case 7:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=5;
PY[2]=0;
PX[3]=6;
PY[3]=0;
break;}
case 8:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=5;
PY[2]=1;
PX[3]=5;
PY[3]=2;
break;}
case 9:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=5;
PY[2]=1;
PX[3]=6;
PY[3]=1;
break;}
case 10:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=4;
PY[2]=1;
PX[3]=4;
PY[3]=2;
break;}
case 11:{
PX[0]=4;
PY[0]=1;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=0;
PX[3]=6;
PY[3]=0;
break;}
case 12:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=5;
PY[2]=1;
PX[3]=5;
PY[3]=2;
break;}
case 13:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=6;
PY[2]=0;
PX[3]=5;
PY[3]=1;
break;}
case 14:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=4;
PY[2]=2;
PX[3]=5;
PY[3]=1;
break;}
case 15:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=4;
PY[2]=1;
PX[3]=6;
PY[3]=1;
break;}
case 16:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=2;
PX[3]=4;
PY[3]=1;
break;}
case 17:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=4;
PY[2]=1;
PX[3]=5;
PY[3]=1;
break;}
case 18:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=4;
PY[2]=1;
PX[3]=5;
PY[3]=1;
break;}
case 19:{
PX[0]=3;
PY[0]=0;
PX[1]=4;
PY[1]=0;
PX[2]=5;
PY[2]=0;
PX[3]=6;
PY[3]=0;
break;}
case 20:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=2;
PX[3]=5;
PY[3]=3;
break;}
}
if(firstView){
firstView=false;
randBar();
return;
}
for(i=0;i<4;i++){
for(j=0;j<4;j++){
previewBar.children[j].children[i].className="BK";
}
}
for(i=0;i<4;i++)previewBar.children[PY[i]].children[PX[i]-3].className="MB";
for(i=0;i<4;i++){
if(getClass(BX[i],BY[i])!="BK"){
alert("Game Over!");
window.clearInterval(mTimer);
Play.disabled=false;
gameState=0;
return;
}
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
}

以上是javascript的俄罗斯方块.

热心网友 时间:2022-04-20 06:54

俄罗斯方块(有高分榜)JavaScript源代码:http://youxi.moonlightchest.com/games/tetris_game.asp

热心网友 时间:2022-04-20 08:45

var BX=new Array(4);
var BY=new Array(4);
var PX=new Array(4);
var PY=new Array(4);
var mTimer
var firstView

function beginGame()
{
gameState=0;
speed=1;
outTime=1100-speed*100;
score=0;
if(gameState!=0)return;
firstView=true;
for(j=0;j<16;j++)
for(i=0;i<10;i++)
setClass(i,j,"BK");
randBar();
gameState=1;
Play.disabled=true;
window.clearInterval(mTimer);
mTimer=window.setInterval("moveBar()",outTime);
}

function keyControl()
{
if(gameState!=1)return;
switch(event.keyCode){
case 37:{ //left
for(i=0;i<4;i++)if(BX[i]==0)return;
for(i=0;i<4;i++)if(getClass(BX[i]-1,BY[i])=="SB")return;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++)BX[i]=BX[i]-1;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
break;}
case 38:{ //up
var preMBarX=new Array(4);
var preMBarY=new Array(4);
var cx=Math.round((BX[0]+BX[1]+BX[2]+BX[3])/4);
var cy=Math.round((BY[0]+BY[1]+BY[2]+BY[3])/4);
for(i=0;i<4;i++){
preMBarX[i]=Math.round(cx-cy+BY[i]);
preMBarY[i]=Math.round(cx+cy-BX[i]);
if(preMBarX[i]<0 || preMBarX[i]>9 || preMBarY[i]<0 || preMBarY[i]>15)return;
if(getClass(preMBarX[i],preMBarY[i])=="SB")return;
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++){
BX[i]=preMBarX[i];
BY[i]=preMBarY[i];
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
break;}
case 39:{ //right
for(i=0;i<4;i++)if(BX[i]==9)return;
for(i=0;i<4;i++)if(getClass(BX[i]+1,BY[i])=="SB")return;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++)BX[i]=BX[i]+1;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
break;}
case 40:{ //down
moveBar();
break;}
}
}

function delLine()
{
for(i=0;i<4;i++)setClass(BX[i],BY[i],"SB");
for(j=0;j<16;j++){
dLine=true;
for(i=0;i<9;i++){
if(getClass(i,j)!="SB"){
dLine=false;
break;
}
}
if(dLine){
score=score+100;
for(k=j;k>0;k--)
for(l=0;l<10;l++)
setClass(l,k,getClass(l,k-1));
for(l=0;l<10;l++)setClass(l,0,"BK");
}
}
randBar();
speed=Math.floor(score/3000)+1;
outTime=1100-speed*100;
scoreBar.innerHTML="Score : " + score;
speedBar.innerHTML="Speed : " + speed;
window.clearInterval(mTimer);
mTimer=window.setInterval("moveBar()",outTime);
}

function getClass(x,y){return GameBar.children[y].children[x].className;}
function setClass(x,y,cName){GameBar.children[y].children[x].className=cName;}

function moveBar()
{
if(gameState!=1)return;
dropLine=true;
for(i=0;i<4;i++)if(BY[i]==15)dropLine=false;
if(dropLine)for(i=0;i<4;i++)if(getClass(BX[i],BY[i]+1)=="SB")dropLine=false;
if(!dropLine){
window.clearInterval(mTimer);
delLine();
return;
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"BK");
for(i=0;i<4;i++)BY[i]=BY[i]+1;
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
}

function pauseGame()
{
if(gameState==0)return;
if(event.srcElement.value=="Pause"){
gameState=2;
event.srcElement.value="Continue";
window.clearInterval(mTimer);
}
else{
gameState=1;
event.srcElement.value="Pause";
mTimer=window.setInterval("moveBar()",outTime);
}
}

function fMnu(){return false;}
document.oncontextmenu=fMnu;

function preview()
{
if(previewBar.style.display!="none")
previewBar.style.display="none";
else
previewBar.style.display="block";
}

function replayGame()
{
if(gameState!=1)return;
if(!confirm("真的要重新开始?"))return;
gameState=0;
window.clearInterval(mTimer);
beginGame();
}
function randBar()
{
randNum=Math.floor(Math.random()*20)+1;
if(!firstView)
for(i=0;i<4;i++){
BX[i]=PX[i];
BY[i]=PY[i];
}
switch(randNum){
case 1:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=5;
PY[2]=1;
PX[3]=6;
PY[3]=1;
break;}
case 2:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=4;
PY[2]=1;
PX[3]=4;
PY[3]=2;
break;}
case 3:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=6;
PY[2]=0;
PX[3]=6;
PY[3]=1;
break;}
case 4:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=2;
PX[3]=4;
PY[3]=2;
break;}
case 5:{
PX[0]=6;
PY[0]=0;
PX[1]=6;
PY[1]=1;
PX[2]=4;
PY[2]=1;
PX[3]=5;
PY[3]=1;
break;}
case 6:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=4;
PY[2]=2;
PX[3]=5;
PY[3]=2;
break;}
case 7:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=5;
PY[2]=0;
PX[3]=6;
PY[3]=0;
break;}
case 8:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=5;
PY[2]=1;
PX[3]=5;
PY[3]=2;
break;}
case 9:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=5;
PY[2]=1;
PX[3]=6;
PY[3]=1;
break;}
case 10:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=4;
PY[2]=1;
PX[3]=4;
PY[3]=2;
break;}
case 11:{
PX[0]=4;
PY[0]=1;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=0;
PX[3]=6;
PY[3]=0;
break;}
case 12:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=5;
PY[2]=1;
PX[3]=5;
PY[3]=2;
break;}
case 13:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=6;
PY[2]=0;
PX[3]=5;
PY[3]=1;
break;}
case 14:{
PX[0]=4;
PY[0]=0;
PX[1]=4;
PY[1]=1;
PX[2]=4;
PY[2]=2;
PX[3]=5;
PY[3]=1;
break;}
case 15:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=4;
PY[2]=1;
PX[3]=6;
PY[3]=1;
break;}
case 16:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=2;
PX[3]=4;
PY[3]=1;
break;}
case 17:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=4;
PY[2]=1;
PX[3]=5;
PY[3]=1;
break;}
case 18:{
PX[0]=4;
PY[0]=0;
PX[1]=5;
PY[1]=0;
PX[2]=4;
PY[2]=1;
PX[3]=5;
PY[3]=1;
break;}
case 19:{
PX[0]=3;
PY[0]=0;
PX[1]=4;
PY[1]=0;
PX[2]=5;
PY[2]=0;
PX[3]=6;
PY[3]=0;
break;}
case 20:{
PX[0]=5;
PY[0]=0;
PX[1]=5;
PY[1]=1;
PX[2]=5;
PY[2]=2;
PX[3]=5;
PY[3]=3;
break;}
}
if(firstView){
firstView=false;
randBar();
return;
}
for(i=0;i<4;i++){
for(j=0;j<4;j++){
previewBar.children[j].children[i].className="BK";
}
}
for(i=0;i<4;i++)previewBar.children[PY[i]].children[PX[i]-3].className="MB";
for(i=0;i<4;i++){
if(getClass(BX[i],BY[i])!="BK"){
alert("Game Over!");
window.clearInterval(mTimer);
Play.disabled=false;
gameState=0;
return;
}
}
for(i=0;i<4;i++)setClass(BX[i],BY[i],"MB");
}

以上是javascript的俄罗斯方块.
回答者:chj853 - 举人 四级 5-31 13:01

俄罗斯方块——java源代码提供
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[] argus){
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[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[j]);
}

//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(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[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[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i < rowNum; i++){
for(int j = 0; j < columnNum; j++){
drawUnit(i,j,0);
scrArr[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;
tch(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){
tch(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);
}
}
参考http://www.baidu.com/s?ie=gb2312&bs=JAVA%B0%E6%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5&sr=&z=&cl=3&f=8&wd=JAVA%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5&ct=0
俄罗斯方块(有高分榜)JavaScript源代码:http://youxi.moonlightchest.com/games/tetris_game.asp
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