俄罗斯方块java(java做俄罗斯方块)

本文目录
- java做俄罗斯方块
- java俄罗斯方块制作方法 全面哦
- 求一个java俄罗斯方块的设计思路 不要代码 只要思路 本人是初学者
- Java 制作俄罗斯方块的问题
- java俄罗斯方块
- java 俄罗斯方块
- 关于游戏俄罗斯方块(JAVA语言做的)项目答辩时,老师通常会问什么问题求助高手,并解答,谢谢
java做俄罗斯方块
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 ; }
//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();
}
java俄罗斯方块制作方法 全面哦
代码多了,传不过去 分开给你传吧
还是发你邮箱吧
下面是一部分代码
代码如下:
package com.tarena.tetris;//包名倒写
//导包
import java.awt.image.BufferedImage;
/**
* 格子类
*/
public class Cell {
//1定义属性
private int row;//行
private int col;//列
private BufferedImage image;//图片
//2构造器
public Cell(int row, int col, BufferedImage image) {
super();
this.row = row;
this.col = col;
this.image = image;
}
//3属性访问方法
public int getRow() {
return row;
}
public void setRow(int row) {
this.row = row;
}
public int getCol() {
return col;
}
public void setCol(int col) {
this.col = col;
}
public BufferedImage getImage() {
return image;
}
public void setImage(BufferedImage image) {
this.image = image;
}
//5移动方法
public void drop() {
row++;
}
public void moveLeft() {
col--;
}
public void moveRight() {
col++;
}
//4重写toString
public String toString() {
return row + “,“ + col;
}
}
-----------------------------------------------------------------------
package com.tarena.tetris;//包名倒写
//导包
import java.util.Arrays;
import java.util.Random;
/**
* 四格方块类:包含七个子类T I J L S Z O
*/
public abstract class Tetromino {
//1创建四个格子
protected Cell cells = new Cell;
//9
protected State states;//旋转状态
protected int index = 10000;//旋转状态的序号 state[index%state.length]
//8旋转 内部类
protected class State {
int row0,col0,row1,col1,row2,col2,row3,col3;//转一圈 8个数
//构造器
public State(int row0, int col0, int row1, int col1, int row2,
int col2, int row3, int col3) {
super();
this.row0 = row0;
this.col0 = col0;
this.row1 = row1;
this.col1 = col1;
this.row2 = row2;
this.col2 = col2;
this.row3 = row3;
this.col3 = col3;
}
}
//10
/** 向右转 */
public void rotateRight() {
//1取得变换的下个数据状态state[n]
index++;
State s = states[index%states.length];
//2取得当前轴的row,col
Cell o = cells;
int row = o.getRow();
int col = o.getCol();
//3旋转以后的数据=(row,col) + state[n]
cells.setRow(row + s.row1);
cells.setCol(col + s.col1);
cells.setRow(row + s.row2);
cells.setCol(col + s.col2);
cells.setRow(row + s.row3);
cells.setCol(col + s.col3);
}
//11
/** 向左转 */
public void rotateLeft() {
//1取得变换的下个数据状态state[n]
index--;
State s = states[index%states.length];
//2取得当前轴的row,col
Cell o = cells;
int row = o.getRow();
int col = o.getCol();
//3旋转以后的数据=(row,col) + state[n]
cells.setRow(row + s.row1);
cells.setCol(col + s.col1);
cells.setRow(row + s.row2);
cells.setCol(col + s.col2);
cells.setRow(row + s.row3);
cells.setCol(col + s.col3);
}
//2工厂方法,随机产生四个格子
public static Tetromino randomOne() {
//4随机产生七种四格方块
Random random = new Random();
int type = random.nextInt(7);
switch(type) {
case 0 : return new T();
case 1 : return new I();
case 2 : return new J();
case 3 : return new L();
case 4 : return new S();
case 5 : return new Z();
case 6 : return new O();
}
return null;
}
//5移动方法
public void softDrop() {
for(int i=0; i《cells.length; i++) {//迭代每一个方块
cells[i].drop();//使每一个方块下落
}
}
public void moveLeft() {
for(int i=0; i《cells.length; i++) {//迭代每一个方块
cells[i].moveLeft();//使每一个方块左移
}
}
public void moveRight() {
for(int i=0; i《cells.length; i++) {//迭代每一个方块
cells[i].moveRight();//使每一个方块右移
}
}
//6重写toString
public String toStrig() {
return Arrays.toString(cells);
}
}
//3创建子类T继承父类Tetromino
class T extends Tetromino {
//7
public T() {
cells = new Cell(0,4,Tetris.T);
cells = new Cell(0,3,Tetris.T);
cells = new Cell(0,5,Tetris.T);
cells = new Cell(1,4,Tetris.T);
//12
states = new State;
states = new State(0,0, 0,-1, 0,1, 1,0);
states = new State(0,0, -1,0, 1,0, 0,-1);
states = new State(0,0, 0,1, 0,-1, -1,0);
states = new State(0,0, 1,0, -1,0, 0,1);
}
}
//3创建子类I继承父类Tetromino
class I extends Tetromino {
//7
public I() {
cells = new Cell(0,4,Tetris.I);
cells = new Cell(0,3,Tetris.I);
cells = new Cell(0,5,Tetris.I);
cells = new Cell(0,6,Tetris.I);
//12
states = new State {new State(0,0, 0,1, 0,-1, 0,-2),
new State(0,0, -1,0, 1,0, 2,0)};
}
}
//3创建子类J继承父类Tetromino
class J extends Tetromino {
//7
public J() {
cells = new Cell(0,4,Tetris.J);
cells = new Cell(0,3,Tetris.J);
cells = new Cell(0,5,Tetris.J);
cells = new Cell(1,5,Tetris.J);
//12
states = new State{
new State(0,0, 0,-1, 0,1, 1,1),
new State(0,0, -1,0, 1,0, 1,-1),
new State(0,0, 0,1, 0,-1, -1,-1),
new State(0,0, 1,0, -1,0, -1,1)};
}
}
//3创建子类L继承父类Tetromino
class L extends Tetromino {
//7
public L() {
cells = new Cell(0,4,Tetris.L);
cells = new Cell(0,3,Tetris.L);
cells = new Cell(0,5,Tetris.L);
cells = new Cell(1,3,Tetris.L);
//12
states = new State{
new State(0,0, 0,-1, 0,1, 1,-1),
new State(0,0, -1,0, 1,0, -1,-1),
new State(0,0, 0,1, 0,-1, -1,1),
new State(0,0, 1,0, -1,0, 1,1)};
}
}
//3创建子类S继承父类Tetromino
class S extends Tetromino {
//7
public S() {
cells = new Cell(0,4,Tetris.S);
cells = new Cell(0,5,Tetris.S);
cells = new Cell(1,3,Tetris.S);
cells = new Cell(1,4,Tetris.S);
//12
states = new State{
new State(0,0, 0,1, 1,-1, 1,0),
new State(0,0, -1,0, 1,1, 0,1)};
}
}
//3创建子类Z继承父类Tetromino
class Z extends Tetromino {
//7
public Z() {
cells = new Cell(1,4,Tetris.Z);
cells = new Cell(0,3,Tetris.Z);
cells = new Cell(0,4,Tetris.Z);
cells = new Cell(1,5,Tetris.Z);
//12
states = new State{
new State(0,0, -1,-1, -1,0, 0,1),
new State(0,0, -1,1, 0,1, 1,0)};
}
}
//3创建子类O继承父类Tetromino
class O extends Tetromino {
//7
public O() {
cells = new Cell(0,4,Tetris.O);
cells = new Cell(0,5,Tetris.O);
cells = new Cell(1,4,Tetris.O);
cells = new Cell(1,5,Tetris.O);
//12
states = new State{
new State(0,0, 0,1, 1,0, 1,1),
new State(0,0, 0,1, 1,0, 1,1)};
}
}
求一个java俄罗斯方块的设计思路 不要代码 只要思路 本人是初学者
1:首先自己定义一个类,比如MyLabel,继承jlabel,设置大小比如
(40,40)设置成方块,这就是游戏里面最小的单位,下落的图形,就是四个这个样的单位组合到一起,位置不同。
2:定义自己的图形(就是游戏中下落的部分)比如MyPic
,这个类是控制MyLabel的,一般是4个MyLabel组合成一个MyPic,
3:定义自己的面板,大小是
(n*40,m*40
)就是上面最小单位的整数行和列,然后建一个二位数组
int
[n][m],数组里面默认为0,标示这个位置没有MyLabel
,是空的,如果位置有
MyLabel,设置成1
,这个是数组是,图形下落的时候判断是否继续下落还是要停下了,下面有了就停,否则继续下落,下落停止后,根据数组,看某一行是否全部为1
是的话,把这行清空
图形的下落要用定时器或者自己写线程实现,然后就是判断下面是否有东西,是下落,还是停止,
图形的旋转的话,自己研究吧,位置的变换,也不好做
Java 制作俄罗斯方块的问题
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class computer 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){
computer ers = new computer(“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
computer(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 ;
}
//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[i][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[i][j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
switch(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[i][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[i][j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[i][j];
}
}
for(int i = k-1 ;i 《 rowNum; i++){
for(int j = 0; j 《 columnNum; j++){
drawUnit(i,j,0);
scrArr[i][j]=0;
}
}
computer.score += full_line_num;
computer.scoreField.setText(““+computer.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(!computer.isPlay)
return;
switch(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){
switch(curButton){
case button_play:if(!computer.isPlay){
scr.initScr();
computer.isPlay = true;
computer.score = 0;
computer.scoreField.setText(“0“);
computer.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(computer.level 《 10){
computer.level++;
computer.levelField.setText(““+computer.level);
computer.score = 0;
computer.scoreField.setText(““+computer.score);
}
scr.requestFocus();
break;
case button_leveldown:if(computer.level 》 1){
computer.level--;
computer.levelField.setText(““+computer.level);
computer.score = 0;
computer.scoreField.setText(““+computer.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
computer.timer.suspend();
pause_resume = false;
}else{
computer.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-computer.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
computer.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
java俄罗斯方块
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 ;
}
//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);
}
}
希望能解决您的问题。
java 俄罗斯方块
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class Mytest 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){
Mytest ers = new Mytest(“俄罗斯方块游戏“);
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
// 俄罗斯方块类的构造方法
Mytest(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 ;
}
// 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[i][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[i][j]);
}
// 画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
switch(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[i][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[i][j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[i][j];
}
}
for(int i = k-1 ;i 《 rowNum; i++){
for(int j = 0; j 《 columnNum; j++){
drawUnit(i,j,0);
scrArr[i][j]=0;
}
}
Mytest.score += full_line_num;
Mytest.scoreField.setText(““+Mytest.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(!Mytest.isPlay)
return;
switch(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){
switch(curButton){
case button_play:if(!Mytest.isPlay){
scr.initScr();
Mytest.isPlay = true;
Mytest.score = 0;
Mytest.scoreField.setText(“0“);
Mytest.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(Mytest.level 《 10){
Mytest.level++;
Mytest.levelField.setText(““+Mytest.level);
Mytest.score = 0;
Mytest.scoreField.setText(““+Mytest.score);
}
scr.requestFocus();
break;
case button_leveldown:if(Mytest.level 》 1){
Mytest.level--;
Mytest.levelField.setText(““+Mytest.level);
Mytest.score = 0;
Mytest.scoreField.setText(““+Mytest.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
Mytest.timer.suspend();
pause_resume = false;
}else{
Mytest.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-Mytest.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
Mytest.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
关于游戏俄罗斯方块(JAVA语言做的)项目答辩时,老师通常会问什么问题求助高手,并解答,谢谢
我以前同学也是做这个毕业设计的。不过是用C++做的。我记得评委提了几个问题。
1、俄罗斯方块已经是很老的游戏了,你做的俄罗斯方块与我们平时见过的有什么区别?创新点在哪里?这个问题是百分之百会问的。
回答:就要看你到底有没有创新,怎么去和一般的俄罗斯方块比较,要好好总结一下。
2、这个毕业设计的工作量、代码量。
回答:从你开始收集需求分析开始,时间统计,代码量粗略统计。
3、你觉得这个俄罗斯方块还有什么不足,怎么改进?
回答:比如界面要更加人性化,音效还不够完美……还要增加多人对战模式等等
4、你实现项目的主要技术,核心算法有哪些?
回答:介绍主要技术,算法参考。
基本上记得的就这些,希望你顺利通过。

更多文章:
turtles歌曲(哪位大神有turtles(乌龟组合)的<谢谢>的歌词中文翻译 感激不尽)
2026年10月11日 10:00
金山铁路22号线(请问现在轨道交通22号线金山铁路是个什么情况据说9月28日就开通了啊~~~)
2026年10月11日 09:10
repercussions(都是余波,repercussions和aftermath有什么区别啊)
2026年10月11日 09:00
dropdownlist 绑定(DropDownList 绑定所有项 并 显示指定项)
2026年10月11日 08:50
易语言网页api接口怎么调用(易语言,怎么读取网页json的api)
2026年10月11日 08:00
majority of(the majority of 和 a majority of的区别以及用法例句)
2026年10月11日 07:40




