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1、JAVA程序設(shè)計 項目實訓(xùn)演練 ! 項目實戰(zhàn) 俄羅斯方塊 主講:賈宗維 程序演示 游戲 01_功能演示與說明 游戲 02_面向?qū)ο笤O(shè)計 游戲 03_使用 API類組裝游戲 游戲 04_編寫各個類主體框架 游戲 05_編寫 Controler類實現(xiàn)事件監(jiān)聽 游戲 06_編寫類測試代碼 游戲 07_圖形設(shè)計與創(chuàng)建 游戲 08_圖形移動與顯示 游戲 09_處理游戲邊界問題 游戲 10_障礙物生成與顯示 游戲 11_消除滿行的障礙物 游戲 12_增加游戲結(jié)束 游戲 13_定時下落 編寫各個類主體框架 -Shape類 public class Shape //
2、private ShapeListener listener; public void moveLeft() System.out.println(shapes moveLeft); public void moveRight() System.out.println(shapes moveright); public void moveDown() System.out.println(shapes moveDown); public void rotate() System.out.println(shapes rot
3、ate); public void drawMe() System.out.println(shapes drawme); private class ShapeDriver implements Runnable public void run() // TODO Auto-generated method stub while(true) moveDown(); //listener.shapeMoveDown(Shape.this); try Thread.sleep(1000); catch (InterruptedException e) // T
4、ODO Auto-generated catch block e.printStackTrace(); 編寫各個類主體框架 -ShapeFactory類 public class ShapeFactory public Shape getShape(ShapeListener listener) System.out.println(ShapeFactorys getShape); Shape shape=new Shape(); return shape; 編寫各個類主體框架 -Ground類 package cn.tetris.entities; publi
5、c class Ground public void accept() System.out.println(Grounds accept); public void drawMe() System.out.println(Grounds drawMe); 編寫各個類主體框架 -GamePanel類 public class GamePanel extends JPanel private Ground ground; private Shape shape; public void display(Ground ground,Shape shape)
6、 System.out.println(GamePanels display); this.ground=ground; this.shape=shape; this.repaint(); Override protected void paintComponent(Graphics arg0) // TODO Auto-generated method stub //重新顯示 if (ground!=null shape.drawMe(); 編寫各個類主體框架 -Controller類 public class Controller extends KeyAd
7、apter private Ground ground; private Shape shape; private ShapeFactory shapeFactory; private GamePanel gamePanel; public void keyPressed(KeyEvent e) switch(e.getKeyCode()) case KeyEvent.VK_UP: shape.rotate(); break; case KeyEvent.VK_LEFT: shape.moveLeft(); break; case KeyEvent.VK_RIG
8、HT: shape.moveRight(); break; case KeyEvent.VK_DOWN: shape.moveDown(); break; gamePanel.display(ground, shape); 編寫各個類主體框架 -ShapeListener接 口 public interface ShapeListener void shapeMoveDown(Shape shape); Shape類增加監(jiān)聽器對象及下落后調(diào)用 public class Shape private ShapeListener listener; pub
9、lic void moveLeft() System.out.println(shapes moveLeft); public void moveRight() System.out.println(shapes moveright); public void moveDown() System.out.println(shapes moveDown); public void rotate() System.out.println(shapes rotate); public void drawMe() S
10、ystem.out.println(shapes drawme); private class ShapeDriver implements Runnable public void run() // TODO Auto-generated method stub while(true) moveDown(); listener.shapeMoveDown(Shape.this); try Thread.sleep(1000); catch (InterruptedException e) // TODO Auto-generated catch block e.printSt
11、ackTrace(); Shape類中增加注冊監(jiān)聽器的方法 public void addShapeListener(ShapeListener l) if(l!=null) this.listener =l; Shape構(gòu)造方法中啟動下落線程 public Shape() new Thread(new ShapeDriver()).start(); Controller類實現(xiàn) ShapeListener接 口 public class Controller extends KeyAdapter implements ShapeListen
12、er public void shapeMoveDown(Shape shape) // TODO Auto-generated method stub gamePanel.display(ground, shape); 生產(chǎn)圖形時同時注冊監(jiān)聽器 public class ShapeFactory public Shape getShape(ShapeListener listener) System.out.println(ShapeFactorys getShape); Shape shape=new Shape(); shape.addShapeListene
13、r(listener); return shape; GamePanel類設(shè)置大小 public GamePanel() this.setSize(300,300); Controller類中增加開始新游戲方法 public void newGame() shape=shapeFactory.getShape(this); Controller類中如何接收外部控制的對象 public Controller(ShapeFactory shapeFactory,Ground ground, GamePanel gamePanel) this.shapeFactory=sha
14、peFactory; this.ground=ground; this.gamePanel=gamePanel; 測試類 Game public class Game public static void main(String args) // TODO Auto-generated method stub ShapeFactory shapeFactory=new ShapeFactory(); Ground ground=new Ground(); GamePanel gamePanel=new GamePanel(); Controller
15、controller=new Controller(shapeFactory,ground,gamePanel); JFrame frame=new JFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(gamePanel.getSize().width+10, gamePanel.getSize().height+35); frame.add(gamePanel); gamePanel.addKeyListener(controller);
16、 frame.setVisible(true); controller.newGame(); 程序步驟 游戲 01_功能演示與說明 游戲 02_面向?qū)ο笤O(shè)計 游戲 03_使用 API類組裝游戲 游戲 04_編寫各個類主體框架 游戲 05_編寫 Controler類實現(xiàn)事件監(jiān)聽 游戲 06_編寫類測試代碼 游戲 07_圖形設(shè)計與創(chuàng)建 游戲 08_圖形移動與顯示 游戲 09_處理游戲邊界問題 游戲 10_障礙物生成與顯示 游戲 11_消除滿行的障礙物 游戲 12_增加游戲結(jié)束 游戲 13_定時下落 Shape類,增加圖形的描述 //二維變量用于保存圖
17、形的所有狀態(tài) private int body; //用于保存圖形當前的狀態(tài) private int status; //設(shè)置狀態(tài)的方法 public void setBody(int body) this.body=body; //設(shè)置當前是第幾種狀態(tài) public void setStatus(int status) this.status=status; ShapeFactory類增加生產(chǎn)各種圖形 //三維數(shù)組用于表示一種圖形 的多種形狀 private int shapes=new int 1,0,0,0, 1,1,1,0,
18、 0,0,0,0, 0,0,0,0, 1,1,0,0, 1,0,0,0, 1,0,0,0, 0,0,0,0, 1,1,1,0, 0,0,1,0, 0,0,0,0, 0,0,0,0, 0,1,0,0, 0,1,0,0, 1,1,0,0, 0,0,0,0 ; public Shape //生產(chǎn)一個隨機數(shù),用于表示圖形的 狀態(tài) int type=new Random().nextInt(shapes.length); //設(shè)置圖形有幾種狀態(tài) shape.setBody(shapestype); //設(shè)置默認狀態(tài) shape.setStatus(0);
19、 return shape; Shape類中增加圖形的位置信息 //表示圖形距離左側(cè)的距離 private int left; //表示圖形距離上邊界的距離 private int top; public void moveLeft() left--; public void moveRight() left++; public void moveDown() top++; public void rotate() //顯示下一個狀態(tài),但得保證狀態(tài)值不超過 4,所以需處理 status=(status+1
20、)%body.length; Shape類中增加圖形的繪制方法 public void drawMe(Graphics g) System.out.println(shapes drawme); g.setColor(Color.RED); //循環(huán)訪問代表方正的數(shù)組 for(int x=0;x<4;x++) for(int y=0;y<4;y++) if(getFlagByPoint(x,y)) g.fill3DRect((left+x)*Global.CELL_SIZE, (top+y)*Global.CELL_SIZE, Globa
21、l.CELL_SIZE, Global.CELL_SIZE, true); //獲取方正中標志是 1還是 0, 1表示要繪圖 0表示不繪圖 private boolean getFlagByPoint(int x,int y) return bodystatusy*4+x==1; 游戲常量的存放 Glaobal public class Global //表示每個方格的像素值 public static final int CELL_SIZE=20; //表示圖形面板有多少個格子寬和高 public static final in
22、t WIDTH=15; public static final int HEIGHT=15; 測試游戲,下落方塊出現(xiàn)拖影 在 GamePanel類的 paintComponent方法中增加 如下代碼 :在填充一個與背景同色的區(qū)域 g.setColor(new Color(0 xcfcfcf)); g.fillRect(0, 0, Global.CELL_SIZE*Global.WIDTH, Global.CELL_SIZE*Global.HEIGHT); //填充一 個灰色顯示區(qū)域,避免圖形拖影 修改此處的同時還需修改 Shape的 drawme方法 中設(shè)置圖形的顏色,以及給 fram
23、e也注冊監(jiān)聽 器。 圖形如何避免移出邊界 public boolean isMoveable(Shape shape,int action) //得到圖像當前的位置信息 int left=shape.getLeft(); int top=shape.getTop(); //根據(jù)圖形的動作,得出圖形最新 的位置信息 switch(action) case Shape.LEFT: left--; break; case Shape.RIGHT: left++; break; case Shape.DOWN: top++; break; //依次取出圖形中的每一個點,判斷 是否超出顯示區(qū)域 for(int x=0;x<4;x++) for(int y=0;y=Global.HEIGHT|| left+x=Global.WIDTH) return false; return true;