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java有趣小程序源代码,小程序的源代码

用JAVA编写一个小程序,不限类型好玩点的。

控制台小游戏 class YZDEL

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{

public static void main(String[] args)

{

java.util.Random Shiji = new java.util.Random();

java.util.Scanner Shuru = new java.util.Scanner(System.in);

java.util.Scanner Nandu = new java.util.Scanner(System.in);

int YingxHP = 20;

int YingxMP = 0;

int MogHP = 20;

int MogMP = 0;

int MogDo = 0;

int fangyu = 0;

System.out.println("┏━━━━╮┏━━┣┣┓ ╮ ┓┏━┳━┳┓┓━┓ ");

System.out.println("┏┣━━━┓┏━━┣┣┓ ┃┏ ┃ ┃┓┃ ╯ ");

System.out.println("┣┣━━━┫╭━━┻╯╮ ┃╰┓┃ ┃╯┏━┣━━┓");

System.out.println("┣┣━━━┫┏━━━━┓╭━━┣━┛┗━┻━┻┛┃┃");

System.out.println("┏┣━━━┓┣━━━━┫ ┃┃┃┗╮╮┃┃┣━╯");

System.out.println(" ┛┗╯┗━━━━╯┗╯╰╰━━┛┛┗━╯╰━┛");

System.out.println();

System.out.println(" 作者:天狐空幻");

System.out.println();

System.out.println("说明:勇者的操作方式为以下所示:");

System.out.println(" 使用攻击需消耗1MP 伤害1HP");

System.out.println(" 使用蓄力可增加1MP 伤害0HP");

System.out.println(" 使用躲闪需消耗0MP 伤害0HP 躲避攻击");

System.out.println(" 使用重击需消耗3MP 伤害2HP 防御无效");

System.out.println(" 恶龙攻击力高, 注意防御是取胜的关键");

System.out.println(" 恶龙MP达到4时可能会放出火焰无法躲避");

System.out.println(" 准备说明完毕,那么让我们来挑战恶龙吧!");

System.out.println("==================================");

//难度选择

System.out.println("请选择难度");

System.out.println("1.娱乐 2.挑战 3.噩梦");

int ND = Nandu.nextInt();

System.out.println("==================================");

while(true)

{

//HP,MP的显示

System.out.print("勇者: ");

System.out.print(" HP ");

for(int x=YingxHP;x0;x--) System.out.print("*");

System.out.print(" "+YingxHP);

System.out.println();

System.out.print(" ");

System.out.print(" MP ");

for(int x=YingxMP;x0;x--) System.out.print("*");

System.out.print(" "+YingxMP);

System.out.println();

System.out.print("恶龙: ");

System.out.print(" HP ");

for(int y=MogHP;y0;y--) System.out.print("*");

System.out.print(" "+MogHP);

System.out.println();

System.out.print(" ");

System.out.print(" MP ");

for(int y=MogMP;y0;y--) System.out.print("*");

System.out.print(" "+MogMP);

System.out.println();

System.out.println("==================================");

//胜利判定

if(YingxHP1) {System.out.println();System.out.println("勇者HP为0! 不..不可能..我怎么会..勇者倒下了。再接再厉吧!~");System.out.println();break;}

if(MogHP1) {System.out.println();System.out.println("恶龙HP为0! 恶龙绝望的哀鸣中倒了下去。勇者胜利了。恭喜你挑战成功!!");System.out.println();break;}

//角色输入判定

System.out.println("你要做什么:");

System.out.println("1.攻击 2.蓄力");

System.out.println("3.躲闪 4.重击");

System.out.println("____________________");

int Do = Shuru.nextInt();

//敌人输入判定

//娱乐难度

if(ND==1){

for(int i=1;i3;i++) MogDo = Shiji.nextInt(4);}

//挑战难度

if(ND==2){

if(YingxMP==0MogMP==0) {MogDo = 0;}

else if(MogMP==0){for(int i=1;i3;i++) MogDo = Shiji.nextInt(2);}

else if(YingxMP2MogMP2) MogDo = 2;

else if(MogMP4) {for(int i=1;i4;i++) MogDo = Shiji.nextInt(3);}

else MogDo = 3;}

//噩梦难度

if(ND==3){

if(Do==1) MogDo=1;

if(Do==2MogMP0) MogDo=2;

if(Do==2MogMP==0) MogDo=0;

if(Do==3MogMP4) MogDo=0;

if(Do==3MogMP=4) MogDo=3;}//变态判定。。

//战斗分析

//防御

if(Do==3) {fangyu=1;System.out.println("你灵巧的躲避攻击!");}

if(MogDo==1) {fangyu=1;System.out.println("恶龙进行防御!");}

//角色判定

if(Do==1YingxMP==0) {System.out.println("MP不足!");}

if(Do==1YingxMP0) {

if(fangyu==0) {MogHP=MogHP-1;YingxMP=YingxMP-1;System.out.println("你发动攻击!");}

if(fangyu==1) {YingxMP=YingxMP-1;System.out.println("你的攻击被格挡!");}}

if(Do==2) {YingxMP=YingxMP+1;System.out.println("你进行蓄力!");}

if(Do==4YingxMP3) {System.out.println("MP不足!");}

if(Do==4YingxMP2) {MogHP=MogHP-2;YingxMP=YingxMP-3;System.out.println("你发动重击!");}

if(Do 4) System.out.println("你不知所措...");

//敌人判定

if(MogDo==2MogMP==0) {System.out.println("恶龙在发呆!");}

if(MogDo==2MogMP0) {

if(fangyu==0) {YingxHP=YingxHP-2;MogMP=MogMP-1;System.out.println("恶龙发动攻击!");}

if(fangyu==1) {MogMP=MogMP-1;System.out.println("恶龙的攻击被躲开了!");}}

if(MogDo==0) {MogMP=MogMP+1;System.out.println("恶龙进行蓄力!");}

if(MogDo==3MogMP4) {System.out.println("恶龙在发呆!");}

if(MogDo==3MogMP3) {YingxHP=YingxHP-4;MogMP=MogMP-4;System.out.println("恶龙发动火焰吐吸!躲避不能!");}

//结束

fangyu = 0;

MogDo = 0;

System.out.println("____________________");

System.out.println();

System.out.println("=================================="); }

}

}

求一段JAVA编写的贪吃蛇小程序源代码

用MVC方式实现的贪吃蛇游戏,共有4个类。运行GreedSnake运行即可。主要是观察者模式的使用,我已经添加了很多注释了。

1、

/*

* 程序名称:贪食蛇

* 原作者:BigF

* 修改者:algo

* 说明:我以前也用C写过这个程序,现在看到BigF用Java写的这个,发现虽然作者自称是Java的初学者,

* 但是明显编写程序的素养不错,程序结构写得很清晰,有些细微得地方也写得很简洁,一时兴起之

* 下,我认真解读了这个程序,发现数据和表现分开得很好,而我近日正在学习MVC设计模式,

* 因此尝试把程序得结构改了一下,用MVC模式来实现,对源程序得改动不多。

* 我同时也为程序增加了一些自己理解得注释,希望对大家阅读有帮助。

*/

package mvcTest;

/**

* @author WangYu

* @version 1.0

* Description:

* /pre

* Create on :Date :2005-6-13 Time:15:57:16

* LastModified:

* History:

*/

public class GreedSnake {

public static void main(String[] args) {

SnakeModel model = new SnakeModel(20,30);

SnakeControl control = new SnakeControl(model);

SnakeView view = new SnakeView(model,control);

//添加一个观察者,让view成为model的观察者

model.addObserver(view);

(new Thread(model)).start();

}

}

-------------------------------------------------------------

2、

package mvcTest;

//SnakeControl.java

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

/**

* MVC中的Controler,负责接收用户的操作,并把用户操作通知Model

*/

public class SnakeControl implements KeyListener{

SnakeModel model;

public SnakeControl(SnakeModel model){

this.model = model;

}

public void keyPressed(KeyEvent e) {

int keyCode = e.getKeyCode();

if (model.running){ // 运行状态下,处理的按键

switch (keyCode) {

case KeyEvent.VK_UP:

model.changeDirection(SnakeModel.UP);

break;

case KeyEvent.VK_DOWN:

model.changeDirection(SnakeModel.DOWN);

break;

case KeyEvent.VK_LEFT:

model.changeDirection(SnakeModel.LEFT);

break;

case KeyEvent.VK_RIGHT:

model.changeDirection(SnakeModel.RIGHT);

break;

case KeyEvent.VK_ADD:

case KeyEvent.VK_PAGE_UP:

model.speedUp();

break;

case KeyEvent.VK_SUBTRACT:

case KeyEvent.VK_PAGE_DOWN:

model.speedDown();

break;

case KeyEvent.VK_SPACE:

case KeyEvent.VK_P:

model.changePauseState();

break;

default:

}

}

// 任何情况下处理的按键,按键导致重新启动游戏

if (keyCode == KeyEvent.VK_R ||

keyCode == KeyEvent.VK_S ||

keyCode == KeyEvent.VK_ENTER) {

model.reset();

}

}

public void keyReleased(KeyEvent e) {

}

public void keyTyped(KeyEvent e) {

}

}

-------------------------------------------------------------

3、

/*

*

*/

package mvcTest;

/**

* 游戏的Model类,负责所有游戏相关数据及运行

* @author WangYu

* @version 1.0

* Description:

* /pre

* Create on :Date :2005-6-13 Time:15:58:33

* LastModified:

* History:

*/

//SnakeModel.java

import javax.swing.*;

import java.util.Arrays;

import java.util.LinkedList;

import java.util.Observable;

import java.util.Random;

/**

* 游戏的Model类,负责所有游戏相关数据及运行

*/

class SnakeModel extends Observable implements Runnable {

boolean[][] matrix; // 指示位置上有没蛇体或食物

LinkedList nodeArray = new LinkedList(); // 蛇体

Node food;

int maxX;

int maxY;

int direction = 2; // 蛇运行的方向

boolean running = false; // 运行状态

int timeInterval = 200; // 时间间隔,毫秒

double speedChangeRate = 0.75; // 每次得速度变化率

boolean paused = false; // 暂停标志

int score = 0; // 得分

int countMove = 0; // 吃到食物前移动的次数

// UP and DOWN should be even

// RIGHT and LEFT should be odd

public static final int UP = 2;

public static final int DOWN = 4;

public static final int LEFT = 1;

public static final int RIGHT = 3;

public SnakeModel( int maxX, int maxY) {

this.maxX = maxX;

this.maxY = maxY;

reset();

}

public void reset(){

direction = SnakeModel.UP; // 蛇运行的方向

timeInterval = 200; // 时间间隔,毫秒

paused = false; // 暂停标志

score = 0; // 得分

countMove = 0; // 吃到食物前移动的次数

// initial matirx, 全部清0

matrix = new boolean[maxX][];

for (int i = 0; i maxX; ++i) {

matrix[i] = new boolean[maxY];

Arrays.fill(matrix[i], false);

}

// initial the snake

// 初始化蛇体,如果横向位置超过20个,长度为10,否则为横向位置的一半

int initArrayLength = maxX 20 ? 10 : maxX / 2;

nodeArray.clear();

for (int i = 0; i initArrayLength; ++i) {

int x = maxX / 2 + i;//maxX被初始化为20

int y = maxY / 2; //maxY被初始化为30

//nodeArray[x,y]: [10,15]-[11,15]-[12,15]~~[20,15]

//默认的运行方向向上,所以游戏一开始nodeArray就变为:

// [10,14]-[10,15]-[11,15]-[12,15]~~[19,15]

nodeArray.addLast(new Node(x, y));

matrix[x][y] = true;

}

// 创建食物

food = createFood();

matrix[food.x][food.y] = true;

}

public void changeDirection(int newDirection) {

// 改变的方向不能与原来方向同向或反向

if (direction % 2 != newDirection % 2) {

direction = newDirection;

}

}

/**

* 运行一次

* @return

*/

public boolean moveOn() {

Node n = (Node) nodeArray.getFirst();

int x = n.x;

int y = n.y;

// 根据方向增减坐标值

switch (direction) {

case UP:

y--;

break;

case DOWN:

y++;

break;

case LEFT:

x--;

break;

case RIGHT:

x++;

break;

}

// 如果新坐标落在有效范围内,则进行处理

if ((0 = x x maxX) (0 = y y maxY)) {

if (matrix[x][y]) { // 如果新坐标的点上有东西(蛇体或者食物)

if (x == food.x y == food.y) { // 吃到食物,成功

nodeArray.addFirst(food); // 从蛇头赠长

// 分数规则,与移动改变方向的次数和速度两个元素有关

int scoreGet = (10000 - 200 * countMove) / timeInterval;

score += scoreGet 0 ? scoreGet : 10;

countMove = 0;

food = createFood(); // 创建新的食物

matrix[food.x][food.y] = true; // 设置食物所在位置

return true;

} else // 吃到蛇体自身,失败

return false;

} else { // 如果新坐标的点上没有东西(蛇体),移动蛇体

nodeArray.addFirst(new Node(x, y));

matrix[x][y] = true;

n = (Node) nodeArray.removeLast();

matrix[n.x][n.y] = false;

countMove++;

return true;

}

}

return false; // 触到边线,失败

}

public void run() {

running = true;

while (running) {

try {

Thread.sleep(timeInterval);

} catch (Exception e) {

break;

}

if (!paused) {

if (moveOn()) {

setChanged(); // Model通知View数据已经更新

notifyObservers();

} else {

JOptionPane.showMessageDialog(null,

"you failed",

"Game Over",

JOptionPane.INFORMATION_MESSAGE);

break;

}

}

}

running = false;

}

private Node createFood() {

int x = 0;

int y = 0;

// 随机获取一个有效区域内的与蛇体和食物不重叠的位置

do {

Random r = new Random();

x = r.nextInt(maxX);

y = r.nextInt(maxY);

} while (matrix[x][y]);

return new Node(x, y);

}

public void speedUp() {

timeInterval *= speedChangeRate;

}

public void speedDown() {

timeInterval /= speedChangeRate;

}

public void changePauseState() {

paused = !paused;

}

public String toString() {

String result = "";

for (int i = 0; i nodeArray.size(); ++i) {

Node n = (Node) nodeArray.get(i);

result += "[" + n.x + "," + n.y + "]";

}

return result;

}

}

class Node {

int x;

int y;

Node(int x, int y) {

this.x = x;

this.y = y;

}

}

------------------------------------------------------------

4、

package mvcTest;

//SnakeView.java

import javax.swing.*;

import java.awt.*;

import java.util.Iterator;

import java.util.LinkedList;

import java.util.Observable;

import java.util.Observer;

/**

* MVC模式中得Viewer,只负责对数据的显示,而不用理会游戏的控制逻辑

*/

public class SnakeView implements Observer {

SnakeControl control = null;

SnakeModel model = null;

JFrame mainFrame;

Canvas paintCanvas;

JLabel labelScore;

public static final int canvasWidth = 200;

public static final int canvasHeight = 300;

public static final int nodeWidth = 10;

public static final int nodeHeight = 10;

public SnakeView(SnakeModel model, SnakeControl control) {

this.model = model;

this.control = control;

mainFrame = new JFrame("GreedSnake");

Container cp = mainFrame.getContentPane();

// 创建顶部的分数显示

labelScore = new JLabel("Score:");

cp.add(labelScore, BorderLayout.NORTH);

// 创建中间的游戏显示区域

paintCanvas = new Canvas();

paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);

paintCanvas.addKeyListener(control);

cp.add(paintCanvas, BorderLayout.CENTER);

// 创建底下的帮助栏

JPanel panelButtom = new JPanel();

panelButtom.setLayout(new BorderLayout());

JLabel labelHelp;

labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.NORTH);

labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.CENTER);

labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.SOUTH);

cp.add(panelButtom, BorderLayout.SOUTH);

mainFrame.addKeyListener(control);

mainFrame.pack();

mainFrame.setResizable(false);

mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

mainFrame.setVisible(true);

}

void repaint() {

Graphics g = paintCanvas.getGraphics();

//draw background

g.setColor(Color.WHITE);

g.fillRect(0, 0, canvasWidth, canvasHeight);

// draw the snake

g.setColor(Color.BLACK);

LinkedList na = model.nodeArray;

Iterator it = na.iterator();

while (it.hasNext()) {

Node n = (Node) it.next();

drawNode(g, n);

}

// draw the food

g.setColor(Color.RED);

Node n = model.food;

drawNode(g, n);

updateScore();

}

private void drawNode(Graphics g, Node n) {

g.fillRect(n.x * nodeWidth,

n.y * nodeHeight,

nodeWidth - 1,

nodeHeight - 1);

}

public void updateScore() {

String s = "Score: " + model.score;

labelScore.setText(s);

}

public void update(Observable o, Object arg) {

repaint();

}

}

希望采纳

求java小程序源代码 在线等 急急急!!!

下面是俄罗斯方块游戏源代码

还没完,这代码太长了,我用我另一个号再粘上

import javax.swing.*;

import javax.swing.JOptionPane;

import javax.swing.border.Border;

import javax.swing.border.EtchedBorder;

import java.awt.*;

import java.awt.event.*;

/**

* 游戏主类,继承自JFrame类,负责游戏的全局控制。

* 内含

* 1, 一个GameCanvas画布类的实例引用,

* 2, 一个保存当前活动块(ErsBlock)实例的引用,

* 3, 一个保存当前控制面板(ControlPanel)实例的引用;*/

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("游戏设置"),

mControl = new JMenu("游戏控制"),

mWindowStyle = new JMenu("窗口风格");

private JMenuItem

miNewGame = new JMenuItem("新游戏"),

miSetBlockColor = new JMenuItem("设置颜色 ..."),

miSetBackColor = new JMenuItem("设置底色 ..."),

miTurnHarder = new JMenuItem("提升等级"),

miTurnEasier = new JMenuItem("调底等级"),

miExit = new JMenuItem("退出"),

miPlay = new JMenuItem("开始游戏"),

miPause = new JMenuItem("暂停"),

miResume = new JMenuItem("继续");

private JCheckBoxMenuItem

miAsWindows = new JCheckBoxMenuItem("风格1"),

miAsMotif = new JCheckBoxMenuItem("风格2"),

miAsMetal = new JCheckBoxMenuItem("风格3", true);

/**

* 主游戏类的构造函数

* @param title String,窗口标题*/

public ErsBlocksGame(String title) {

super(title);

//this.setTitle("lskdf");

setSize(315, 392);

Dimension scrSize = Toolkit.getDefaultToolkit().getScreenSize();

//获得屏幕的大小

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) {

JOptionPane about=new JOptionPane();

stopGame();

System.exit(0);

}

});

addComponentListener(new ComponentAdapter() {

public void componentResized(ComponentEvent ce) {

canvas.fanning();

}

});

show();

canvas.fanning();

}

// 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);

}

/**

* 得到当前游戏者设置的游戏难度

* @return int, 游戏难度1-MAX_LEVEL*/

public int getLevel() {

return ctrlPanel.getLevel();

}

/**

* 让用户设置游戏难度

* @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, "游戏结束!");

}

/**

* 建立并设置窗口菜单 */

private void createMenu() {

bar.add(mGame);

bar.add(mControl);

bar.add(mWindowStyle);

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);

mWindowStyle.add(miAsWindows);

mWindowStyle.add(miAsMotif);

mWindowStyle.add(miAsMetal);

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,

"设置积木颜色", canvas.getBlockColor());

if (newFrontColor != null)

canvas.setBlockColor(newFrontColor);

}

});

miSetBackColor.addActionListener(new ActionListener() {

public void actionPerformed(ActionEvent ae) {

Color newBackColor =

JColorChooser.showDialog(ErsBlocksGame.this,

"设置底版颜色", 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();

}

});

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() {

//产生新方快

int col = (int) (Math.random() * (canvas.getCols() - 3)),

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;

}

}


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