作者:雷神
QQ:38929568
QQ群:28048051JAVA游戏编程(满) 28047782(满) 50761834(新开)
声明:本人发表的代码全部可以用来学习,如果需要作商业用途,请及时与作者联系。
本例为J2SE游戏开发的经典游戏--俄罗斯方块,
方向键 上下左右ASDW2468都可以游戏,0更换方块,1显示隐藏网格!game over 时5键重新开始,*键退出游戏
游戏图片:
<a target="_blank" href="http://blog.51cto.com/attachment/201105/170445518.jpg"></a>
代码如下:
package code;
///////////////////////////////////////////////////////////////////////////////////////////////////
/** *//**
* 俄罗斯方块
* 高雷
* 2007年11月30日
*/
import javax.microedition.midlet.*; //j2me MIDlet程序必须继承MIDlet类,所以要引入此包
import javax.microedition.lcdui.*; //Display这个类所在包
public class Tetris extends MIDlet
...{
static Tetris s_midlet; //MIDlet类的静态对象,方便实用 MIDlet类方法
static Display s_display = null;//用来显示 Canvas
static cGame s_game = null; //Canvas类对象,主要实现游戏的类
public Tetris()
...{
s_midlet = this;
}
/** *//**
* 程序开始 系统会调用这个函数
* 也有些手机 可以把程序初始化部分放到构造函数里,这连个地方应视手机的不同而定!
*/
public void startApp()
if (s_display == null)
...{
s_display = Display.getDisplay(this);//创建Display对象,参数是MIDlet类对象,也就是我们当前写的这个Minesweeper类
}
if (s_game == null)
s_game = new cGame(); //创建 Canvas对象
s_display.setCurrent(s_game); //把Canvas对象设置成当前显示
}
else
s_display.setCurrent(s_game);
* 程序暂停 系统会自动调用这个函数,不是所有手机都支持,
* 手机在接到中断,如 来电,来短信时候会调用这个函数,这个函数 通常是空的!
public void pauseApp()
* 程序关闭 系统会调用这个函数,如果希望关闭程序的时候保存数据,可在这个函数里添加保存数据的方法
* 比如游戏进行中,按了关机键,程序就会调用这个函数,也可以在程序中调用这个函数来结束游戏!
public void destroyApp(boolean unconditional)
notifyDestroyed();
}
程序主要逻辑代码类
//import java.awt.*;
//import java.awt.Canvas;
//import java.awt.event.*;
//import javax.swing.*;
import java.util.Random;
import javax.microedition.lcdui.*; //写界面所需要的包
public class cGame extends Canvas implements Runnable
private Random rand;
private Thread thread;
private Graphics gb;
private Image buffer;
private Image gameOverImg; //游戏结束
private static final int s_width = 240;
private static final int s_height = 320;
private static final int s_box_w = 16;
private static final int s_box_h = 16;
private static final int s_box_w_sum = 10; //操作区域宽 格子数
private static final int s_box_h_sum = 20; //操作区域高 格子数
private static final int s_line_between_x = s_box_w * s_box_w_sum;//分割线x位置
public static final int UP = -1;
public static final int DOWN = -2;
public static final int LEFT = -3;
public static final int RIGHT = -4;
public static final int init_x = 3; //当前方块初始化坐标X
public static final int init_y = 0; //当前方块初始化坐标y
public static int s_box_x = init_x; //当前方块坐标X
public static int s_box_y = init_y; //当前方块坐标Y
private static int level = 1; //等级
private static int success = 0; //得分
private static long goDownDelayTime[] = //1800; //下降延迟时间
1000, 900, 800, 700,
600, 500, 400,
300, 200, 100
};
private static int level_up = (int)(goDownDelayTime[0]-goDownDelayTime[level]); //升级成绩
private static boolean isShowReseau = true; //是否现实网格
private static short s_next_box = 0; //下一个方块编号
private static short boxColor; //当前box的颜色
// private static final Color gameBG = new Color( 0x333333 ); //游戏区域背景颜色
private static final int gameBG = 0x333333; //游戏区域背景颜色
// private static final Color gameColor[] = new Color[]
private static final int gameColor[] = new int[]
0x444444, //new Color( 0x444444 ), //网格颜色
0xEEEEEE, //new Color( 0xEEEEEE ), //方块颜色
0xEE0000, //new Color( 0xEE0000 ),
0x00EE00, //new Color( 0x00EE00 ),
0x0000EE, //new Color( 0x0000EE ),
0xEE00EE, //new Color( 0xEE00EE ),
0xEEEE00, //new Color( 0xEEEE00 ),
0x00EEEE //new Color( 0x00EEEE )
private static final short box_sum[][] = new short[][] //所有方块图形
...{ 0x0660, 0x0660, 0x0660, 0x0660 },
...{ 0x2222, 0x00F0, 0x2222, 0x00F0 },
...{ 0x0264, 0x0630, 0x0264, 0x0630 },
...{ 0x0462, 0x0360, 0x0462, 0x0360 },
...{ 0x02E0, 0x4460, 0x0740, 0x0622 },
...{ 0x0E20, 0x2260, 0x0470, 0x0644 },
...{ 0x0464, 0x00E4, 0x04C4, 0x04E0 }
private static short next_box[] = new short[]...{ 0x0660, 0x0660, 0x0660, 0x0660 };
private static short box[] = new short[]...{ 0x0660, 0x0660, 0x0660, 0x0660 };
private static short map[][]; //地图
private static short box_state = 0;//当前BOX的状态//旋转方向
private static short matrix[][] = //定义矩阵用来计算出box_sum的方块
...{ 0x1000, 0x0100, 0x0010, 0x0001 },
...{ 0x2000, 0x0200, 0x0020, 0x0002 },
...{ 0x4000, 0x0400, 0x0040, 0x0004 },
...{ (short)0x8000, 0x0800, 0x0080, 0x0008 }
public cGame()
setFullScreenMode(true); //设置游戏为全屏幕模式,该函数只能在支持midp2.0的手机上使用
// s_width = getWidth(); //得到屏幕尺寸 宽
// s_height= getHeight(); //得到屏幕尺寸 高
rand = new Random( System.currentTimeMillis() );
try
//gameOverImg = Toolkit.getDefaultToolkit().getImage("src/pics/laser.png");
gameOverImg = Image.createImage("/pics/laser.png");
}catch(Exception e)...{}
//setSize( s_width, s_height ); //设置画布
initGame(); //游戏初始化
thread = new Thread(this);
thread.start();
private void initGame()
level = 1; //等级
success = 0; //得分
map = new short[s_box_h_sum][s_box_w_sum];
setNextBox(); //设置下一个BOX
setBox(); //将下一个BOX设置成当前BOX
setGameOver( false ); //恢复游戏
private void setBox() //将next_box设置成当前可控制box
box_state = 0; //box 状态
s_box_x = init_x; //当前方块坐标X
s_box_y = init_y; //当前方块坐标Y
boxColor = s_next_box; //设置当前BOX颜色
System.arraycopy( next_box, 0, box, 0, next_box.length ); //box = next_box
goDownPreTime = System.currentTimeMillis(); //设置好当前BOX后 计时
setNextBox(); //设置下一个BOX
if( !isCanMove() )
setGameOver( true );
public static boolean isGameOver = false;
public static long updatas = 0;
public static long fps = 0;
private long startTime, beginTime, endTime;
private long delay = 25;
private long upTime = 25;
public void run()
while ( true )
try
...{
beginTime = System.currentTimeMillis();
updatas++;
updata( updatas );
repaint();
endTime = System.currentTimeMillis();
upTime = endTime-beginTime;
if( upTime<delay )
...{
fps = 1000/delay;
thread.sleep(delay-upTime);
}
else
fps = 1000/upTime;
}catch(Exception e)...{ }
void setGameOver( boolean _isGameOver )
isGameOver = _isGameOver;
public void updata( long updatas )
public void update(Graphics g)
paint(g);
public static int offx = 0;
public static int offy = 0;
public void paint(Graphics g)
if( buffer == null )
buffer = Image.createImage( s_width, s_height ); //设置画布缓冲区
gb = buffer.getGraphics(); //得到绘图设备
}
// gb.translate( offx, offy );
// gb.setColor( new Color( 0x0 ) ); //初始化 画布颜色
gb.setColor( 0x0 ); //初始化 画布颜色
gb.setClip ( 0, 0, s_width, s_height); //初始化 画布区域
gb.fillRect( 0, 0, s_width, s_height); //初始化 画布填充
paintReseau( gb ); //绘制网格
paintNextBox( gb ); //绘制下一BOX
paintMap( gb ); //绘制地图上不可以动BOX
paintBox( gb, s_box_x, s_box_y ); //绘制当前可控制BOX
// gb.setColor( new Color( 0xFF3333 ) ); //分割线颜色
gb.setColor( 0xFF3333 ); //分割线颜色
gb.drawLine( s_line_between_x, 0, s_line_between_x, s_height ); //分割线
// gb.drawString( "FPS:"+fps, s_line_between_x+10,10 ); //祯数
// gb.drawString( "等级:"+level, s_line_between_x+10,30 ); //等级
// gb.drawString( "得分:"+success, s_line_between_x+10,50 ); //分数
gb.drawString( "FPS:"+fps, s_line_between_x+10, 10, g.TOP|g.LEFT );//祯数
gb.drawString( "等级:"+level, s_line_between_x+10, 30, g.TOP|g.LEFT );//等级
gb.drawString( "得分:"+success, s_line_between_x+10, 50, g.TOP|g.LEFT );//分数
if( isGameOver )
// gb.drawImage( gameOverImg, (getWidth()-offx-gameOverImg.getWidth(null))/2, (getHeight()-gameOverImg.getHeight(null))/2 , null );
gb.drawImage( gameOverImg, s_width>>1, s_height>>1, g.HCENTER|g.VCENTER );
// gb.translate( -offx, -offy );
catch(Exception e)
...{
System.out.println("err at paint.e====="+e);
// g.drawImage( buffer, offx, offy, null); //将画布缓冲区绘制到屏幕//偏移 (2,2)
g.drawImage( buffer, offx, offy, 0); //将画布缓冲区绘制到屏幕//偏移 (2,2)
private void paintReseau( Graphics g ) //绘制网格
g.setColor( gameBG );
g.fillRect( 0, 0, s_line_between_x, s_height );
if( isShowReseau )
g.setColor( gameColor[0] );
for( int i=0; i<s_line_between_x/s_box_w; i++ ) // |
g.drawLine( i*s_box_h, 0, i*s_box_h, s_height );
for( int j=0; j<s_height/s_box_h; j++ ) // -
g.drawLine( 0, j*s_box_w, s_line_between_x, j*s_box_w );
private void paintBox( Graphics g, int off_x, int off_y )
for( int i=0; i<4; i++ ) //行
for( int j=0; j<4; j++ ) //列
if( (box[box_state] & matrix[i][j]) == matrix[i][j] )
g.setColor( gameColor[ boxColor ] );
g.fillRect( (off_x+j)*s_box_w, (off_y+i)*s_box_h, s_box_w, s_box_h );
g.setColor( gameBG );
g.drawRect( (off_x+j)*s_box_w+1, (off_y+i)*s_box_h+1, s_box_w-2, s_box_h-2 );
goDown(); //BOX是否下降
private void paintNextBox( Graphics g )
int off_x = s_line_between_x+( s_width - s_line_between_x - 4*s_box_w )/2;
int off_y = s_height/2;
g.translate( off_x, off_y );
g.fillRect( 0, 0, 4*s_box_w, 4*s_box_h );
if( isShowReseau ) //显示格式
for( int i=0; i<5; i++ ) // |
g.drawLine( i*s_box_h, 0, i*s_box_h, 4*s_box_h );
for( int j=0; j<5; j++ ) // -
g.drawLine( 0, j*s_box_w, 4*s_box_w, j*s_box_w );
if( (next_box[0] & matrix[i][j]) == matrix[i][j] )
g.setColor( gameColor[ s_next_box ] );
g.fillRect( j*s_box_w, i*s_box_h, s_box_w, s_box_h );
g.drawRect( j*s_box_w+1, i*s_box_h+1, s_box_w-2, s_box_h-2 );
g.translate( -off_x, -off_y );
private long goDownPreTime = 0; //上次下降时间
private long currTime = 0; //当前时间
private void goDown() //当前BOX下降
if( isGameOver ) //游戏结束
return;
//isKeyDown按了向下移动就需要检查 不需要时间
if( isKeyDown==1 || System.currentTimeMillis() - goDownPreTime >= goDownDelayTime[level] )
s_box_y++;
goDownPreTime = System.currentTimeMillis();
if( !isCanMove() )
isKeyDown = 0; //没有按下
s_box_y--;
setMap(); //将BOX放进map
setBox(); //新的BOX
private void setMap()
if( ( box[box_state] & matrix[i][j] ) == matrix[i][j] ) //是格子
map[s_box_y+i][s_box_x+j] = boxColor;
//检测是否可以消去一行
int line_success = 0;
for( int i=0; i<s_box_h_sum; i++ ) //行
if( isFullLine( i ) ) //这行可以消去
setNullLine( i ); //设置第i行为空
setGoDownMap( i ); //地图第i行以上的向下移动一行
line_success++;
success += line_success*line_success; //设置得分
level_up = (int)(goDownDelayTime[0]-goDownDelayTime[level]);
if( success >= level_up ) //设置升级
level %= goDownDelayTime.length;
level ++;
private void paintMap( Graphics g )
for( int j=0; j<s_box_w_sum; j++ ) //列
if( map[i][j] > 0 ) //是格子//绘制格子
g.setColor( gameColor[ map[i][j] ] );
g.fillRect( j*s_box_w, i*s_box_h, s_box_w, s_box_h );
private boolean isFullLine(int line) //是否一行已经满了
for( int j=0; j<s_box_w_sum; j++ ) //列
if( map[line][j] <= 0 )
return false;
return true;
private void setNullLine( int line ) //设置地图上的这一行 空
map[line][j] = 0;
}
private void setGoDownMap( int line ) //设置地图line以上的每行都向下移动一行
for( int i=line; i>0; i-- ) //行
map[i][j] = map[i-1][j]; //向下移动一行
private boolean isCanMove()
if( s_box_x+j < 0 ) //左边界检测
...{
System.out.println( "left s_box_x="+s_box_x+" matrix["+i+"]["+j+"]="+matrix[i][j]);
return false;
}
if( s_box_x+j > s_box_w_sum-1 ) //右边界检测
System.out.println( "right s_box_x="+s_box_x+" matrix["+i+"]["+j+"]="+matrix[i][j]);
if( s_box_y+i > s_box_h_sum-1 ) //下边界检测
System.out.println( "down s_box_y="+s_box_y+" matrix["+i+"]["+j+"]="+matrix[i][j]);
//地图格子检测
if( map[s_box_y+i][s_box_x+j] > 0 )
private short isKeyDown = 0; //0没有按下,1按下,2抬起
// public boolean keyDown(Event evt, int key)
public void keyPressed( int key )
key = getKeyCode( key );
switch( key )
case UP: //顺时针旋转
isKeyDown = 0; //0没有按下
box_state ++;
box_state %= 4;
if( !isCanMove() )
box_state --;
if( box_state<0 )
box_state = 3;
break;
case DOWN: //向下移动
if( isKeyDown == 2 )
isKeyDown = 1;
if( isKeyDown == 1 )
s_box_y ++;
if( !isCanMove() )
s_box_y --;
case LEFT: //向左移动BOX
s_box_x --;
s_box_x ++;
case RIGHT: //向右移动BOX
s_box_x ++;
s_box_x --;
case 53: //数字5键
if( isGameOver ) //游戏结束
initGame(); //重新游戏
case 42:
// System.exit(0); //退出游戏
Tetris.s_midlet.destroyApp(true);
case 48:
setBox(); //新的BOX
case 49: //是否显示网格
isShowReseau = !isShowReseau;
repaint(); //重新绘制屏幕
// return true;
public void keyRepeated( int key )
keyPressed( key );
public void setNextBox()
s_next_box = (short)rand.nextInt( box_sum.length );
System.arraycopy( box_sum[s_next_box], 0, next_box, 0, next_box.length );
s_next_box++;
public int getKeyCode( int key )
System.out.println( "key="+key );
case 1004: // up
case 119: // w
case 87: // W
case 50: // 2
return UP;
case 1005: // down
case 115: // s
case 83: // S
case 56: // 8
return DOWN;
case 1006: // left
case 97: // a
case 65: // A
case 52: // 4
return LEFT;
case 1007: // right
case 100: // d
case 68: // D
case 54: // 6
return RIGHT;
default:
return key;
// public boolean keyUp(Event evt, int key)
public void keyReleased( int key )
isKeyDown = 2; //释放按键
// public boolean mouseDown(Event evt, int x, int y)
// {
// try
// {
//// System.out.println( "x="+x+" y="+y );
// }catch( Exception e){e.printStackTrace();}
//// this.repaint();
// }
// public boolean mouseMove(Event evt, int x, int y)
// //System.out.println( "x="+x+" y="+y );
// public static void main(String[] args)
// JFrame frame = new JFrame("俄罗斯方块 北京|雷神 QQ:38929568");
// final cGame dc = new cGame();
// frame.getContentPane().add(dc, BorderLayout.CENTER);
//
//// JButton button = new JButton("刷新");
//// button.addActionListener(new ActionListener()
//// {
//// public void actionPerformed(ActionEvent e)
//// {
//// dc.repaint();
//// }
//// });
//// frame.getContentPane().add(button, BorderLayout.SOUTH);
// frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// frame.setSize(dc.s_width+10, dc.s_height+30);
// frame.setVisible(true);
<a href="http://down.51cto.com/data/2358282" target="_blank">附件:http://down.51cto.com/data/2358282</a>
本文转自 kome2000 51CTO博客,原文链接:http://blog.51cto.com/kome2000/578539