俄罗斯方块java程序中如何用一个空格键不能暂停视频控制暂停和继续?请直接给出代码,不用讲太细

* @author jiangnan314
7 import java.applet.A
8 import java.applet.AudioC
9 import java.awt.*;
10 import java.awt.event.*;
11 import java.text.DateF
12 import java.text.SimpleDateF
13 import java.util.D
14 import javax.swing.*;
15 import javax.swing.border.B
16 import javax.swing.border.EtchedB
* 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;
22 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2
public final static int DEFAULT_LEVEL = 2;
private GameC
private ErsB
private FileDialog dialog = new FileDialog(this);
private boolean playing = false;
private AudioC
private ControlPanel ctrlP
private JMenuBar bar = new JMenuBar();
private JMenu mGame = new JMenu(" 游戏"),
mControl = new JMenu(" 控制"),
mWindowStyle = new JMenu("游戏风格"),
mMusic = new JMenu("设置游戏音乐"),
mInfo = new JMenu("帮助");
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"),
miOpen = new JMenuItem("打开"),
playMusic = new JMenuItem("播放"),
stopMusic = new JMenuItem("停止"),
miStop = new JMenuItem("终止游戏"),
loopMusic = new JMenuItem("循环"),
miAuthor = new JMenuItem("关于本游戏");
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
public ErsBlocksGame(String title) {
super(title);
//设置标题
setSize(328, 405);
//设置窗口大小
setLocationRelativeTo(null);
//设置窗口居中
creatMenu();
Container container = getContentPane();
container.setLayout(new BorderLayout(6, 0));
//设置窗口的布局管理器
canvas = new GameCanvas(20, 15);
//新建游戏画布
ctrlPanel = new ControlPanel(this);
//新建控制面板
container.add(canvas, BorderLayout.CENTER);
//左边加上画布
container.add(ctrlPanel, BorderLayout.EAST);
//右边加上控制面板
addWindowListener(new WindowAdapter() {
//注册窗口事件。当点击关闭按钮时,结束游戏,系统退出。
public void windowClosing(WindowEvent we) {
stopGame();
System.exit(0);
addComponentListener(new ComponentAdapter() {
public void componentResized(ComponentEvent ce) {
canvas.fanning();
setVisible(true);
canvas.fanning();
* 让游戏复位
public void reset() {
//画布复位,控制面板复位
ctrlPanel.setPlayButtonEnable(true);
ctrlPanel.setPauseButtonEnable(false);
ctrlPanel.setPauseButtonLabel(true);
ctrlPanel.setStopButtonEnable(false);
ctrlPanel.setTurnLevelDownButtonEnable(true);
ctrlPanel.setTurnLevelUpButtonEnable(true);
miPlay.setEnabled(true);
miPause.setEnabled(false);
miResume.setEnabled(false);
miStop.setEnabled(false);
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() {
* 得到当前活动的块
* @return ErsBlock,当前活动块的引用
public ErsBlock getCurBlock() {
* 得到当前画布
* @return GameCanvas,当前画布的引用
public GameCanvas getCanvas() {
* 开始游戏
public void playGame() {
ctrlPanel.setPlayButtonEnable(false);
ctrlPanel.setPauseButtonEnable(true);
ctrlPanel.setPauseButtonLabel(true);
ctrlPanel.setStopButtonEnable(true);
ctrlPanel.setTurnLevelDownButtonEnable(false);
ctrlPanel.setTurnLevelUpButtonEnable(false);
miPlay.setEnabled(false);
miPause.setEnabled(true);
miResume.setEnabled(false);
miStop.setEnabled(true);
miTurnHarder.setEnabled(false);
miTurnEasier.setEnabled(false);
ctrlPanel.requestFocus();
//设置焦点
* 游戏暂停
public void pauseGame() {
if (block != null) {
block.pauseMove();
ctrlPanel.setPlayButtonEnable(false);
ctrlPanel.setPauseButtonLabel(false);
ctrlPanel.setStopButtonEnable(true);
miPlay.setEnabled(false);
miPause.setEnabled(false);
miResume.setEnabled(true);
miStop.setEnabled(true);
* 让暂停中的游戏继续
public void resumeGame() {
if (block != null) {
block.resumeMove();
ctrlPanel.setPlayButtonEnable(false);
ctrlPanel.setPauseButtonEnable(true);
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();
ctrlPanel.setPlayButtonEnable(true);
ctrlPanel.setPauseButtonEnable(false);
ctrlPanel.setPauseButtonLabel(true);
ctrlPanel.setStopButtonEnable(false);
ctrlPanel.setTurnLevelDownButtonEnable(true);
ctrlPanel.setTurnLevelUpButtonEnable(true);
miPlay.setEnabled(true);
miPause.setEnabled(false);
miResume.setEnabled(false);
miStop.setEnabled(false);
miTurnHarder.setEnabled(true);
miTurnEasier.setEnabled(true);
public AudioClip getAudioClip() {
public void setAudioClip(AudioClip clip) {
this.audioclip =
public void playAudio() {
if (audioclip != null) {
audioclip.play();
public void loop() {
if (audioclip != null) {
public void stop() {
if (audioclip != null) {
* 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();
* 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();
* 当积分累积到一定数值时,升一次级
* @return Boolean,true-update succeed,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() {
playing = true;
Thread thread = new Thread(new Game());
thread.start();
* 报告游戏结束了
private void reportGameOver() {
new gameOverDialog(this, "俄罗斯方块", "游戏结束,您的得分为" + canvas.getScore());
* 建立并设置窗口菜单
private void creatMenu() {
bar.add(mGame);
bar.add(mControl);
bar.add(mWindowStyle);
bar.add(mMusic);
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);
miPlay.setEnabled(true);
mControl.add(miPause);
miPause.setEnabled(false);
mControl.add(miResume);
miResume.setEnabled(false);
mControl.add(miStop);
miStop.setEnabled(false);
mWindowStyle.add(miAsWindows);
mWindowStyle.add(miAsMotif);
mWindowStyle.add(miAsMetal);
mMusic.add(miOpen);
mMusic.add(playMusic);
mMusic.add(stopMusic);
mMusic.add(loopMusic);
mInfo.add(miAuthor);
setJMenuBar(bar);
miPause.setAccelerator(KeyStroke.getKeyStroke(
KeyEvent.VK_P, KeyEvent.CTRL_MASK));
miResume.setAccelerator(KeyStroke.getKeyStroke(
KeyEvent.VK_R, KeyEvent.CTRL_MASK));
miNewGame.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
stopGame();
setLevel(DEFAULT_LEVEL);
miSetBlockColor.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
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 e) {
Color newBackColor =
JColorChooser.showDialog(ErsBlocksGame.this, "设置背景颜色", canvas.getBackgroundColor());
if (newBackColor != null) {
canvas.setBackgroundColor(newBackColor);
miAuthor.addActionListener(new ActionListener() {
//定义菜单栏"关于"的功能,弹出确认框。
public void actionPerformed(ActionEvent e) {
JOptionPane.showMessageDialog(null, "(C) Copyright 姜楠-张卓\n" + "
All Rights Reserved.", "关于俄罗斯方块 - 2013", 1);
miTurnHarder.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
int curLevel = getLevel();
if (!playing && curLevel & MAX_LEVEL) {
setLevel(curLevel + 1);
miTurnEasier.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
int curLevel = getLevel();
if (!playing && curLevel & 1) {
setLevel(curLevel - 1);
miExit.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
System.exit(0);
miPlay.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
playGame();
miPause.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
pauseGame();
miResume.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
resumeGame();
miStop.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
stopGame();
miOpen.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
dialog.setVisible(true);
if (dialog.getFile() != null) {
String filename = dialog.getDirectory() + dialog.getFile();
setAudioClip(Applet.newAudioClip((new java.io.File(filename)).toURI().toURL()));
playAudio();
} catch (Exception ex) {
ex.printStackTrace();
playMusic.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
playAudio();
playMusic.setEnabled(false);
stopMusic.setEnabled(true);
stopMusic.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
loopMusic.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
miAsWindows.addActionListener(new ActionListener() {
//改变游戏风格,Windows风格,motif风格,metal风格
public void actionPerformed(ActionEvent ae) {
String plaf = "com.sun.java.swing.plaf.windows.WindowsLookAndFeel";
setWindowStyle(plaf);
canvas.fanning();
//以新的界面风格的重新绘制画布和控制面板
ctrlPanel.fanning();
miAsWindows.setState(true);
miAsMetal.setState(false);
miAsMotif.setState(false);
miAsMotif.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
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 e) {
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) {
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 新的当前块人 让它自动落下。
* 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()) {
Thread.currentThread().sleep(500);
} catch (InterruptedException ie) {
ie.printStackTrace();
checkFullLine();
//检查是否有全填满的行
if (isGameOver()) {
reportGameOver();
miPlay.setEnabled(true);
miPause.setEnabled(false);
miResume.setEnabled(false);
miStop.setEnabled(false);
ctrlPanel.setPlayButtonEnable(true);
ctrlPanel.setPauseButtonLabel(false);
ctrlPanel.setStopButtonEnable(false);
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;
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;
* 定义GameOver对话框。
private class gameOverDialog extends JDialog implements ActionListener {
private JButton againButton, exitB
private Border border = new EtchedBorder(EtchedBorder.RAISED, Color.white, new Color(148, 145, 140));
public gameOverDialog(JFrame parent, String title, String message) {
super(parent, title, true);
if (parent != null) {
setSize(240, 120);
this.setLocationRelativeTo(parent);
JPanel messagePanel = new JPanel();
messagePanel.add(new JLabel(message));
messagePanel.setBorder(border);
Container container = this.getContentPane();
container.setLayout(new GridLayout(2, 0, 0, 10));
container.add(messagePanel);
JPanel choosePanel = new JPanel();
choosePanel.setLayout(new GridLayout(0, 2, 4, 0));
container.add(choosePanel);
againButton = new JButton("再玩一局");
exitButton = new JButton("退出游戏");
choosePanel.add(new JPanel().add(againButton));
choosePanel.add(new JPanel().add(exitButton));
choosePanel.setBorder(border);
againButton.addActionListener(this);
exitButton.addActionListener(this);
this.setVisible(true);
public void actionPerformed(ActionEvent e) {
if (e.getSource() == againButton) {
this.setVisible(false);
} else if (e.getSource() == exitButton) {
stopGame();
System.exit(0);
* 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:ZJUT-CS&T");
* 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。
679 class GameCanvas extends JPanel {
private Color backColor = Color.LIGHT_GRAY, frontColor = Color.
private int rows, cols, score = 0, scoreForLevelUpdate = 0;
private ErsBox[][]
private int boxWidth, boxH
* 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 =
this.cols =
boxes = new ErsBox[rows][cols];
for (int i = 0; i & boxes. i++) {
for (int j = 0; j & boxes[i]. 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
* @param cols
* @param backColor
* @param frontColor
public GameCanvas(int rows, int cols,
Color backColor, Color frontColor) {
this(rows, cols);
this.backColor = backC
this.frontColor = frontC
* 设置游戏背景色彩
* @param backColor Color,背景色彩
public void setBackgroundColor(Color backColor) {
this.backColor = backC
* 取得游戏背景色彩
* @return Color ,背景色彩
public Color getBackgroundColor() {
return backC
* 设置游戏方块颜色
* @param frontColor Color,方块颜色
public void setBlockColor(Color frontColor) {
this.frontColor = frontC
* 取得游戏方块色彩
* @return Color,方块颜色
public Color getBlockColor() {
return frontC
* 取得画布中方格的列数
public int getRows() {
* 取得画布中方格的行数
* @return int,方格的行数
public int getCols() {
* 取得游戏成绩
* @return int, 分数
public int getScore() {
* 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 scoreForLevelU
* 升级后,将上一次升级以来的积分清零
public void resetScoreForLevelUpdate() {
scoreForLevelUpdate -= ErsBlocksGame.PER_LEVEL_SCORE;
* 得到某一行某一列的方格引用
* @return row int ,要引用的方格所在的行
* @param col int, 要引用的方格所在的行
* @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. i++) {
for (int j = 0; j & boxes[i]. j++) {
g.setColor(boxes[i][j].isColorBox() ? frontColor : backColor);
g.fill3DRect(j * boxWidth, i * boxHeight,
boxWidth, boxHeight, true);
* 根据窗口大小,自动调节方格的尺寸
public void fanning() {
boxWidth = getSize().width /
boxHeight = getSize().height /
* 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 = i & 0; i--) {
for (int j = 0; j & j++) {
boxes[i][j] = (ErsBox) boxes[i - 1][j].clone();
//将上一行的方块颜色克隆下来,
//即消去一行方块
score += ErsBlocksGame.PER_LEVEL_SCORE;
scoreForLevelUpdate += ErsBlocksGame.PER_LEVEL_SCORE;
repaint();
* 重置画布,置积分为零
public void reset() {
score = 0;
scoreForLevelUpdate = 0;
for (int i = 0; i & boxes. i++) {
for (int j = 0; j & boxes[i]. 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
877 class ErsBox implements Cloneable {
private boolean isC
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 = isC
* 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 isC
* 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 = isC
* 得到此方格的尺寸
* @return Dimension ,方格的尺寸
public Dimension getSize() {
* 设置方格的尺寸,
* @param size Dimension ,方格的尺寸
public void setSize(Dimension size) {
this.size =
* 覆盖Object的Object clone(),实现克隆
* @return Object,克隆的结果
public Object clone() {
Object cloned = null;
cloned = super.clone();
} catch (Exception ex) {
ex.printStackTrace();
* 块类,继承自线程类(Thread) 由4 × 4个方块(ErsBox)构成一个方块, 控制块的移动·下落·变形等
948 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
public final static int BLOCK_KIND_NUMBER = 7;
* 每一个样式的方块的反转状态种类为4
public final static int BLOCK_STATUS_NUMBER = 4;
* 分别对应7种模型的28种状态
public final static int[][] STYLES = { //共28种状态
{0x0f00, 0xf00, 0x4444}, //长条型的四种状态
{0x04e0, 0xe4, 0x04c4}, //T型的四种状态
{0xc00, 0xc00}, //反Z型的四种状态
{0x0, 0x0}, //Z型的四种状态
{0x0, 0x0}, //<span style="color: #型的四种状态
{0xe20, 0x44c0, 0x8e00}, //反7型的四种状态
{0x0, 0x0}, //方块的四种状态
private GameC
private ErsBox[][] boxes = new ErsBox[BOXES_ROWS][BOXES_COLS];
private int style, y, x,
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lie
* @param level 游戏等级,控制块的下落速度
* @param canvas 画板
<span style="color: #00
public ErsBlock(int style, int y, int x, int level, GameCanvas canvas) {
<span style="color: #01
this.style =
<span style="color: #02
<span style="color: #03
<span style="color: #04
this.level =
<span style="color: #05
this.canvas =
<span style="color: #06
<span style="color: #07
int key = 0x8000;
<span style="color: #08
for (int i = 0; i & boxes. i++) {
<span style="color: #09
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #10
boolean isColor = ((style & key) != 0);
<span style="color: #11
boxes[i][j] = new ErsBox(isColor);
<span style="color: #12
key &&= 1;
<span style="color: #13
<span style="color: #14
<span style="color: #15
<span style="color: #16
display();
<span style="color: #17
<span style="color: #18
<span style="color: #19
<span style="color: #20
* 线程类的run()函数覆盖,下落块,直到块不能再下落
<span style="color: #21
<span style="color: #22
<span style="color: #23
public void run() {
<span style="color: #24
while (moving) {
<span style="color: #25
<span style="color: #26
sleep(BETWEEN_LEVELS_DEGRESS_TIME
<span style="color: #27
* (ErsBlocksGame.MAX_LEVEL - level + LEVEL_FLATNESS_GENE));
<span style="color: #28
} catch (InterruptedException ie) {
<span style="color: #29
ie.printStackTrace();
<span style="color: #30
<span style="color: #31
//后边的moving是表示在等待的100毫秒间,moving没有被改变
<span style="color: #32
if (!pausing) {
<span style="color: #33
moving = (moveTo(y + 1, x) && moving);
<span style="color: #34
<span style="color: #35
<span style="color: #36
<span style="color: #37
<span style="color: #38
<span style="color: #39
* 块向左移动一格
<span style="color: #40
<span style="color: #41
public void moveLeft() {
<span style="color: #42
moveTo(y, x - 1);
<span style="color: #43
<span style="color: #44
<span style="color: #45
<span style="color: #46
* 块向右移动一格
<span style="color: #47
<span style="color: #48
public void moveRight() {
<span style="color: #49
moveTo(y, x + 1);
<span style="color: #50
<span style="color: #51
<span style="color: #52
<span style="color: #53
* 块向下移动一格
<span style="color: #54
<span style="color: #55
public void moveDown() {
<span style="color: #56
moveTo(y + 1, x);
<span style="color: #57
<span style="color: #58
<span style="color: #59
<span style="color: #60
<span style="color: #61
<span style="color: #62
public void turnNext() {
<span style="color: #63
for (int i = 0; i & BLOCK_KIND_NUMBER; i++) {
<span style="color: #64
for (int j = 0; j & BLOCK_STATUS_NUMBER; j++) {
<span style="color: #65
if (STYLES[i][j] == style) {
<span style="color: #66
int newStyle = STYLES[i][(j + 1) % BLOCK_STATUS_NUMBER];
<span style="color: #67
turnTo(newStyle);
<span style="color: #68
<span style="color: #69
<span style="color: #70
<span style="color: #71
<span style="color: #72
<span style="color: #73
<span style="color: #74
public void startMove() {
<span style="color: #75
pausing = false;
<span style="color: #76
moving = true;
<span style="color: #77
<span style="color: #78
<span style="color: #79
<span style="color: #80
* 暂停块的下落,对应游戏暂停
<span style="color: #81
<span style="color: #82
public void pauseMove() {
<span style="color: #83
pausing = true;
<span style="color: #84
<span style="color: #85
<span style="color: #86
<span style="color: #87
<span style="color: #88
* 继续块的下落,对应游戏继续
<span style="color: #89
<span style="color: #90
public void resumeMove() {
<span style="color: #91
pausing = false;
<span style="color: #92
moving = true;
<span style="color: #93
<span style="color: #94
<span style="color: #95
<span style="color: #96
* 停止块的下落,对应游戏停止
<span style="color: #97
<span style="color: #98
public void stopMove() {
<span style="color: #99
pausing = false;
<span style="color: #00
moving = false;
<span style="color: #01
<span style="color: #02
<span style="color: #03
<span style="color: #04
* 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
<span style="color: #05
<span style="color: #06
private void erase() {
<span style="color: #07
for (int i = 0; i & boxes. i++) {
<span style="color: #08
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #09
if (boxes[i][j].isColorBox()) {
<span style="color: #10
ErsBox box = canvas.getBox(i + y, j + x);
<span style="color: #11
if (box == null) {
<span style="color: #12
<span style="color: #13
<span style="color: #14
box.setColor(false);
<span style="color: #15
<span style="color: #16
<span style="color: #17
<span style="color: #18
<span style="color: #19
<span style="color: #20
<span style="color: #21
* 让当前块放置在画布的对因位置上,要等到下次重画画布时才能看见
<span style="color: #22
<span style="color: #23
private void display() {
<span style="color: #24
for (int i = 0; i & boxes. i++) {
<span style="color: #25
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #26
if (boxes[i][j].isColorBox()) {
<span style="color: #27
ErsBox box = canvas.getBox(i + y, j + x);
<span style="color: #28
if (box == null) {
<span style="color: #29
<span style="color: #30
<span style="color: #31
box.setColor(true);
<span style="color: #32
<span style="color: #33
<span style="color: #34
<span style="color: #35
<span style="color: #36
<span style="color: #37
<span style="color: #38
* 当前块能否移动到newRow/newCol 所指定的位置
<span style="color: #39
<span style="color: #40
* @param newRow int,目的地所在行
<span style="color: #41
* @param newCol int,目的地所在列
<span style="color: #42
* @return boolean,true-能移动,false-不能移动
<span style="color: #43
<span style="color: #44
public boolean isMoveAble(int newRow, int newCol) {
<span style="color: #45
<span style="color: #46
for (int i = 0; i & boxes. i++) {
<span style="color: #47
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #48
if (boxes[i][j].isColorBox()) {
<span style="color: #49
ErsBox box = canvas.getBox(i + newRow, j + newCol);
<span style="color: #50
if (box == null || (box.isColorBox())) {
<span style="color: #51
display();
<span style="color: #52
return false;
<span style="color: #53
<span style="color: #54
<span style="color: #55
<span style="color: #56
<span style="color: #57
display();
<span style="color: #58
return true;
<span style="color: #59
<span style="color: #60
<span style="color: #61
<span style="color: #62
* 将当前块移动到newRow/newCol 所指定的位置
<span style="color: #63
<span style="color: #64
* @param newRow int,目的地所在行
<span style="color: #65
* @param newCol int,目的地所在列
<span style="color: #66
* @return boolean,true-移动成功,false-移动失败
<span style="color: #67
<span style="color: #68
private synchronized boolean moveTo(int newRow, int newCol) {
<span style="color: #69
if (!isMoveAble(newRow, newCol) || !moving) {
<span style="color: #70
return false;
<span style="color: #71
<span style="color: #72
<span style="color: #73
<span style="color: #74
<span style="color: #75
<span style="color: #76
<span style="color: #77
display();
<span style="color: #78
canvas.repaint();
<span style="color: #79
<span style="color: #80
return true;
<span style="color: #81
<span style="color: #82
<span style="color: #83
<span style="color: #84
* 当前块能否变成newStyle所指定的块样式,主要是考虑 边界以及被其他块挡住,不能移动的情况
<span style="color: #85
<span style="color: #86
* @param newSytle int,希望改变的块样式,对应STYLES的28个值中的一个
<span style="color: #87
* @return boolean,true-能改变,false-不能改变
<span style="color: #88
<span style="color: #89
private boolean isTurnAble(int newStyle) {
<span style="color: #90
int key = 0x8000;
<span style="color: #91
<span style="color: #92
for (int i = 0; i & boxes. i++) {
<span style="color: #93
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #94
if ((newStyle & key) != 0) {
<span style="color: #95
ErsBox box = canvas.getBox(i + y, j + x);
<span style="color: #96
if (box == null || (box.isColorBox())) {
<span style="color: #97
display();
<span style="color: #98
return false;
<span style="color: #99
<span style="color: #00
<span style="color: #01
key &&= 1;
<span style="color: #02
<span style="color: #03
<span style="color: #04
display();
<span style="color: #05
return true;
<span style="color: #06
<span style="color: #07
<span style="color: #08
<span style="color: #09
* 将当前块变成newStyle所指定的块样式
<span style="color: #10
<span style="color: #11
* @param newStyle int,希望改变的块样式,对应STYLES的28个值中的一个
<span style="color: #12
* @return true-改变成功,false-改变失败
<span style="color: #13
<span style="color: #14
private boolean turnTo(int newStyle) {
<span style="color: #15
if (!isTurnAble(newStyle) || !moving) {
<span style="color: #16
return false;
<span style="color: #17
<span style="color: #18
<span style="color: #19
<span style="color: #20
int key = 0x8000;
<span style="color: #21
for (int i = 0; i & boxes. i++) {
<span style="color: #22
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #23
boolean isColor = ((newStyle & key) != 0);
<span style="color: #24
boxes[i][j].setColor(isColor);
<span style="color: #25
key &&= 1;
<span style="color: #26
<span style="color: #27
<span style="color: #28
style = newS
<span style="color: #29
<span style="color: #30
display();
<span style="color: #31
canvas.repaint();
<span style="color: #32
<span style="color: #33
return true;
<span style="color: #34
<span style="color: #35 }
<span style="color: #36
<span style="color: #37 /**
<span style="color: #38
* 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。
<span style="color: #39
<span style="color: #40 class ControlPanel extends JPanel {
<span style="color: #41
<span style="color: #42
private JTextField tfLevel = new JTextField("" + ErsBlocksGame.DEFAULT_LEVEL),
<span style="color: #43
tfScore = new JTextField(" 0"),
<span style="color: #44
tfTime = new JTextField(" ");
<span style="color: #45
private JButton btPlay = new JButton(" 开始"),
<span style="color: #46
btPause = new JButton(" 暂停"),
<span style="color: #47
btStop = new JButton("终止游戏"),
<span style="color: #48
btTurnLevelUp = new JButton(" 增加难度"),
<span style="color: #49
btTurnLevelDown = new JButton(" 降低难度");
<span style="color: #50
private JPanel plTip = new JPanel(new BorderLayout());
<span style="color: #51
private TipPanel plTipBlock = new TipPanel();
<span style="color: #52
private JPanel plInfo = new JPanel(new GridLayout(4, 1));
<span style="color: #53
private JPanel plButton = new JPanel(new GridLayout(6, 1));
<span style="color: #54
<span style="color: #55
private ErsBlocksG
<span style="color: #56
private Border border = new EtchedBorder(EtchedBorder.RAISED, Color.white, new Color(148, 145, 140));
<span style="color: #57
<span style="color: #58
<span style="color: #59
* 控制面板类的构造函数
<span style="color: #60
<span style="color: #61
* @param game ErsBlocksGame,ErsBlocksGame 类的一个实例引用 方便直接控制ErsBlocksGame类的行为。
<span style="color: #62
<span style="color: #63
public ControlPanel(final ErsBlocksGame game) {
<span style="color: #64
setLayout(new GridLayout(3, 1, 0, 2));
<span style="color: #65
this.game =
<span style="color: #66
<span style="color: #67
plTip.add(new JLabel(" 下一个方块"), BorderLayout.NORTH);
//添加组件
<span style="color: #68
plTip.add(plTipBlock);
<span style="color: #69
plTip.setBorder(border);
<span style="color: #70
<span style="color: #71
plInfo.add(new JLabel(" 难度系数"));
<span style="color: #72
plInfo.add(tfLevel);
<span style="color: #73
plInfo.add(new JLabel(" 得分"));
<span style="color: #74
plInfo.add(tfScore);
<span style="color: #75
plInfo.setBorder(border);
<span style="color: #76
<span style="color: #77
plButton.add(btPlay);
<span style="color: #78
btPlay.setEnabled(true);
<span style="color: #79
plButton.add(btPause);
<span style="color: #80
btPause.setEnabled(false);
<span style="color: #81
plButton.add(btStop);
<span style="color: #82
btStop.setEnabled(false);
<span style="color: #83
plButton.add(btTurnLevelUp);
<span style="color: #84
plButton.add(btTurnLevelDown);
<span style="color: #85
plButton.add(tfTime);
<span style="color: #86
plButton.setBorder(border);
<span style="color: #87
<span style="color: #88
tfLevel.setEditable(false);
<span style="color: #89
tfScore.setEditable(false);
<span style="color: #90
tfTime.setEditable(false);
<span style="color: #91
<span style="color: #92
add(plTip);
<span style="color: #93
add(plInfo);
<span style="color: #94
add(plButton);
<span style="color: #95
<span style="color: #96
addKeyListener(new KeyAdapter() {
<span style="color: #97
<span style="color: #98
public void keyPressed(KeyEvent ke) {
<span style="color: #99
if (!game.isPlaying()) {
<span style="color: #00
<span style="color: #01
<span style="color: #02
<span style="color: #03
ErsBlock block = game.getCurBlock();
<span style="color: #04
switch (ke.getKeyCode()) {
<span style="color: #05
case KeyEvent.VK_DOWN:
<span style="color: #06
block.moveDown();
<span style="color: #07
<span style="color: #08
case KeyEvent.VK_LEFT:
<span style="color: #09
block.moveLeft();
<span style="color: #10
<span style="color: #11
case KeyEvent.VK_RIGHT:
<span style="color: #12
block.moveRight();
<span style="color: #13
<span style="color: #14
case KeyEvent.VK_UP:
<span style="color: #15
block.turnNext();
<span style="color: #16
<span style="color: #17
<span style="color: #18
<span style="color: #19
<span style="color: #20
<span style="color: #21
<span style="color: #22
<span style="color: #23
btPlay.addActionListener(new ActionListener() {
//开始游戏
<span style="color: #24
<span style="color: #25
public void actionPerformed(ActionEvent ae) {
<span style="color: #26
game.playGame();
<span style="color: #27
<span style="color: #28
<span style="color: #29
btPause.addActionListener(new ActionListener() {
//暂停游戏
<span style="color: #30
<span style="color: #31
public void actionPerformed(ActionEvent ae) {
<span style="color: #32
if (btPause.getText().equals(" 暂停")) {
<span style="color: #33
game.pauseGame();
<span style="color: #34
<span style="color: #35
game.resumeGame();
<span style="color: #36
<span style="color: #37
<span style="color: #38
<span style="color: #39
btStop.addActionListener(new ActionListener() {
//停止游戏
<span style="color: #40
<span style="color: #41
public void actionPerformed(ActionEvent ae) {
<span style="color: #42
game.stopGame();
<span style="color: #43
<span style="color: #44
<span style="color: #45
btTurnLevelUp.addActionListener(new ActionListener() {
//升高难度
<span style="color: #46
<span style="color: #47
public void actionPerformed(ActionEvent ae) {
<span style="color: #48
<span style="color: #49
int level = Integer.parseInt(tfLevel.getText());
<span style="color: #50
if (level & ErsBlocksGame.MAX_LEVEL) {
<span style="color: #51
tfLevel.setText("" + (level + 1));
<span style="color: #52
<span style="color: #53
} catch (NumberFormatException e) {
<span style="color: #54
<span style="color: #55
requestFocus();
<span style="color: #56
<span style="color: #57
<span style="color: #58
btTurnLevelDown.addActionListener(new ActionListener() {
//降低游戏难度
<span style="color: #59
<span style="color: #60
public void actionPerformed(ActionEvent ae) {
<span style="color: #61
<span style="color: #62
int level = Integer.parseInt(tfLevel.getText());
<span style="color: #63
if (level & 1) {
<span style="color: #64
tfLevel.setText("" + (level - 1));
<span style="color: #65
<span style="color: #66
} catch (NumberFormatException e) {
<span style="color: #67
<span style="color: #68
requestFocus();
<span style="color: #69
<span style="color: #70
<span style="color: #71
<span style="color: #72
addComponentListener(new ComponentAdapter() {
<span style="color: #73
<span style="color: #74
public void componentResized(ComponentEvent ce) {
<span style="color: #75
plTipBlock.fanning();
<span style="color: #76
<span style="color: #77
<span style="color: #78
<span style="color: #79
timer = new Timer(1000, new ActionListener() {
<span style="color: #80
<span style="color: #81
public void actionPerformed(ActionEvent ae) {
<span style="color: #82
DateFormat format = new SimpleDateFormat("时间:HH:mm:ss");
//系统获得时间
<span style="color: #83
Date date = new Date();
<span style="color: #84
tfTime.setText(format.format(date));
<span style="color: #85
<span style="color: #86
tfScore.setText("" + game.getScore());
<span style="color: #87
int ScoreForLevelUpdate = //判断当前分数是否能升级
<span style="color: #88
game.getScoreForLevelUpdate();
<span style="color: #89
if (ScoreForLevelUpdate &= ErsBlocksGame.PER_LEVEL_SCORE
<span style="color: #90
&& ScoreForLevelUpdate & 0) {
<span style="color: #91
game.levelUpdate();
<span style="color: #92
<span style="color: #93
<span style="color: #94
<span style="color: #95
timer.start();
<span style="color: #96
<span style="color: #97
<span style="color: #98
<span style="color: #99
* 设置预显窗口的样式
<span style="color: #00
<span style="color: #01
* @param style int,对应ErsBlock类的STYLES中的28个值
<span style="color: #02
<span style="color: #03
public void setTipStyle(int style) {
<span style="color: #04
plTipBlock.setStyle(style);
<span style="color: #05
<span style="color: #06
<span style="color: #07
<span style="color: #08
* 取得用户设置的游戏等级。
<span style="color: #09
<span style="color: #10
* @return int ,难度等级,1-ErsBlocksGame.MAX_LEVEL
<span style="color: #11
<span style="color: #12
public int getLevel() {
<span style="color: #13
int level = 0;
<span style="color: #14
<span style="color: #15
level = Integer.parseInt(tfLevel.getText());
<span style="color: #16
} catch (NumberFormatException e) {
<span style="color: #17
<span style="color: #18
<span style="color: #19
<span style="color: #20
<span style="color: #21
<span style="color: #22
* 让用户修改游戏难度等级。
<span style="color: #23
<span style="color: #24
* @param level 修改后的游戏难度等级
<span style="color: #25
<span style="color: #26
public void setLevel(int level) {
<span style="color: #27
if (level & 0 && level & 11) {
<span style="color: #28
tfLevel.setText("" + level);
<span style="color: #29
<span style="color: #30
<span style="color: #31
<span style="color: #32
<span style="color: #33
* 设置“开始”按钮的状态。
<span style="color: #34
<span style="color: #35
public void setPlayButtonEnable(boolean enable) {
<span style="color: #36
btPlay.setEnabled(enable);
<span style="color: #37
<span style="color: #38
<span style="color: #39
public void setPauseButtonEnable(boolean enable) {
<span style="color: #40
btPause.setEnabled(enable);
<span style="color: #41
<span style="color: #42
<span style="color: #43
public void setPauseButtonLabel(boolean pause) {
<span style="color: #44
btPause.setText(pause ? " 暂停" : " 继续");
<span style="color: #45
<span style="color: #46
<span style="color: #47
public void setStopButtonEnable(boolean enable) {
<span style="color: #48
btStop.setEnabled(enable);
<span style="color: #49
<span style="color: #50
<span style="color: #51
public void setTurnLevelUpButtonEnable(boolean enable) {
<span style="color: #52
btTurnLevelUp.setEnabled(enable);
<span style="color: #53
<span style="color: #54
<span style="color: #55
public void setTurnLevelDownButtonEnable(boolean enable) {
<span style="color: #56
btTurnLevelDown.setEnabled(enable);
<span style="color: #57
<span style="color: #58
<span style="color: #59
<span style="color: #60
* 重置控制面板
<span style="color: #61
<span style="color: #62
public void reset() {
<span style="color: #63
tfScore.setText(" 0");
<span style="color: #64
plTipBlock.setStyle(0);
<span style="color: #65
<span style="color: #66
<span style="color: #67
<span style="color: #68
* 重新计算TipPanel里的boxes[][]里的小框的大小
<span style="color: #69
<span style="color: #70
public void fanning() {
<span style="color: #71
plTipBlock.fanning();
<span style="color: #72
<span style="color: #73
<span style="color: #74
<span style="color: #75
* 预显窗口的实现细节类
<span style="color: #76
<span style="color: #77
private class TipPanel extends JPanel {
//TipPanel用来显示下一个将要出现方块的形状
<span style="color: #78
<span style="color: #79
private Color backColor = Color.LIGHT_GRAY, frontColor = Color.ORANGE;
<span style="color: #80
private ErsBox[][] boxes = new ErsBox[ErsBlock.BOXES_ROWS][ErsBlock.BOXES_COLS];
<span style="color: #81
private int style, boxWidth, boxH
<span style="color: #82
private boolean isTiled = false;
<span style="color: #83
<span style="color: #84
<span style="color: #85
* 预显示窗口类构造函数
<span style="color: #86
<span style="color: #87
public TipPanel() {
<span style="color: #88
for (int i = 0; i & boxes. i++) {
<span style="color: #89
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #90
boxes[i][j] = new ErsBox(false);
<span style="color: #91
<span style="color: #92
<span style="color: #93
<span style="color: #94
<span style="color: #95
<span style="color: #96
* 预显示窗口类构造函数
<span style="color: #97
<span style="color: #98
* @param backColor Color,窗口的背景色
<span style="color: #99
* @param frontColor Color,窗口的前景色
<span style="color: #00
<span style="color: #01
public TipPanel(Color backColor, Color frontColor) {
<span style="color: #02
<span style="color: #03
this.backColor = backC
<span style="color: #04
this.frontColor = frontC
<span style="color: #05
<span style="color: #06
<span style="color: #07
<span style="color: #08
* 设置预显示窗口的方块样式
<span style="color: #09
<span style="color: #10
* @param style int,对应ErsBlock类的STYLES中的28个值
<span style="color: #11
<span style="color: #12
public void setStyle(int style) {
<span style="color: #13
this.style =
<span style="color: #14
repaint();
<span style="color: #15
<span style="color: #16
<span style="color: #17
<span style="color: #18
* 覆盖JComponent类的函数,画组件。
<span style="color: #19
<span style="color: #20
* @param g 图形设备环境
<span style="color: #21
<span style="color: #22
<span style="color: #23
public void paintComponent(Graphics g) {
<span style="color: #24
super.paintComponent(g);
<span style="color: #25
<span style="color: #26
if (!isTiled) {
<span style="color: #27
fanning();
<span style="color: #28
<span style="color: #29
<span style="color: #30
int key = 0x8000;
<span style="color: #31
for (int i = 0; i & boxes. i++) {
<span style="color: #32
for (int j = 0; j & boxes[i]. j++) {
<span style="color: #33
Color color = ((key & style) != 0 ? frontColor : backColor);
<span style="color: #34
g.setColor(color);
<span style="color: #35
g.fill3DRect(j * boxWidth, i * boxHeight,
<span style="color: #36
boxWidth, boxHeight, true);
<span style="color: #37
key &&= 1;
<span style="color: #38
<span style="color: #39
<span style="color: #40
<span style="color: #41
<span style="color: #42
<span style="color: #43
* g根据窗口的大小,自动调整方格的尺寸
<span style="color: #44
<span style="color: #45
public void fanning() {
<span style="color: #46
boxWidth = getSize().width / ErsBlock.BOXES_COLS;
<span style="color: #47
boxHeight = getSize().height / ErsBlock.BOXES_ROWS;
<span style="color: #48
isTiled = true;
<span style="color: #49
<span style="color: #50
<span style="color: #51 }
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