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java如何制作俄羅斯方塊小程序?

發(fā)布時(shí)間:2020-06-23 15:26:29 來源:億速云 閱讀:212 作者:清晨 欄目:編程語言

不懂java如何制作俄羅斯方塊小程序??其實(shí)想解決這個(gè)問題也不難,下面讓小編帶著大家一起學(xué)習(xí)怎么去解決,希望大家閱讀完這篇文章后大所收獲。具體內(nèi)容如下:

RussianBlocksGame.java

package RussiaBlocksGame; 
 
 
import java.awt.*; 
import java.awt.event.*; 
import javax.swing.*; 
import javax.swing.border.Border; 
import javax.swing.border.EtchedBorder; 
 
 
/** 
 * 游戲主類,繼承自JFrame類,負(fù)責(zé)游戲的全局控制。 內(nèi)含: 1.一個(gè)GameCanvas畫布類的實(shí)例對(duì)象, 
 * 2.一個(gè)保存當(dāng)前活動(dòng)塊(RussiaBlock)實(shí)例的對(duì)象; 3.一個(gè)保存當(dāng)前控制面板(ControlPanel)實(shí)例的對(duì)象; 
 */ 
public class RussiaBlocksGame extends JFrame { 
 
 
private static final long serialVersionUID = -7332245439279674749L; 
/** 
 * 每填滿一行計(jì)多少分 
 */ 
 public final static int PER_LINE_SCORE = 100; 
 /** 
 * 積多少分以后能升級(jí) 
 */ 
 public final static int PER_LEVEL_SCORE = PER_LINE_SCORE * 20; 
 /** 
 * 最大級(jí)數(shù)是10級(jí) 
 */ 
 public final static int MAX_LEVEL = 10; 
 /** 
 * 默認(rèn)級(jí)數(shù)是2 
 */ 
 public final static int DEFAULT_LEVEL = 2; 
 private GameCanvas canvas; 
 private ErsBlock block; 
 private boolean playing = false; 
 private ControlPanel ctrlPanel; 
 //初始化菜單欄 
 private JMenuBar bar = new JMenuBar(); 
 private JMenu mGame = new JMenu(" 游戲"), 
 mControl = new JMenu(" 控制"), 
 mInfo = new JMenu("幫助"); 
 private JMenuItem miNewGame = new JMenuItem("新游戲"), 
 miSetBlockColor = new JMenuItem("設(shè)置方塊顏色..."), 
 miSetBackColor = new JMenuItem("設(shè)置背景顏色..."), 
 miTurnHarder = new JMenuItem("升高游戲難度"), 
 miTurnEasier = new JMenuItem("降低游戲難度"), 
 miExit = new JMenuItem("退出"), 
 miPlay = new JMenuItem("開始"), 
 miPause = new JMenuItem("暫停"), 
 miResume = new JMenuItem("恢復(fù)"), 
 miStop = new JMenuItem("終止游戲"), 
 miRule = new JMenuItem("游戲規(guī)則"), 
 miAuthor = new JMenuItem("關(guān)于本游戲"); 
 
 
 /** 
 * 建立并設(shè)置窗口菜單 
 */ 
 private void creatMenu() { 
 bar.add(mGame); 
 bar.add(mControl); 
 bar.add(mInfo); 
 mGame.add(miNewGame); 
 mGame.addSeparator();//在菜單中加水平分割線 
 mGame.add(miSetBlockColor); 
 mGame.add(miSetBackColor); 
 mGame.addSeparator();//在菜單中加水平分割線 
 mGame.add(miTurnHarder); 
 mGame.add(miTurnEasier); 
 mGame.addSeparator();//在菜單中加水平分割線 
 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); 
 mInfo.add(miRule); 
 mInfo.add(miAuthor); 
 setJMenuBar(bar); 
 
 
 miNewGame.addActionListener(new ActionListener() { 
 @Override 
 public void actionPerformed(ActionEvent e) { 
 stopGame(); 
 reset(); 
 setLevel(DEFAULT_LEVEL); 
 } 
 }); 
 
 //設(shè)置方塊顏色 
 miSetBlockColor.addActionListener(new ActionListener() { 
 @Override 
 public void actionPerformed(ActionEvent e) { 
 Color newFrontColor = 
  JColorChooser.showDialog(RussiaBlocksGame.this, "設(shè)置方塊顏色", canvas.getBlockColor()); 
 if (newFrontColor != null) { 
  canvas.setBlockColor(newFrontColor); 
 } 
 } 
 }); 
 
 //設(shè)置背景顏色 
 miSetBackColor.addActionListener(new ActionListener() { 
 @Override 
 public void actionPerformed(ActionEvent e) { 
 Color newBackColor = 
  JColorChooser.showDialog(RussiaBlocksGame.this, "設(shè)置背景顏色", canvas.getBackgroundColor()); 
 if (newBackColor != null) { 
  canvas.setBackgroundColor(newBackColor); 
 } 
 } 
 }); 
 
 //定義菜單欄"關(guān)于"的功能,彈出確認(rèn)框。 
 miAuthor.addActionListener(new ActionListener() {  
 @Override 
 public void actionPerformed(ActionEvent e) { 
 JOptionPane.showMessageDialog(null, "軟件工程(4)班\n3115005372\n楊宇杰\n©一切解釋權(quán)歸楊宇杰所有", "關(guān)于俄羅斯方塊 - 2016", 1); 
 } 
 }); 
 
 //游戲規(guī)則說明 
 miRule.addActionListener(new ActionListener() {  
 @Override 
 public void actionPerformed(ActionEvent e) { 
 JOptionPane.showMessageDialog(null, "由小方塊組成的不同形狀的板塊陸續(xù)從屏幕上方落下來,\n玩家通過調(diào)整板塊的位置和方向,使它們?cè)谄聊坏撞科碶n出完整的一條或幾條。這些完整的橫條會(huì)隨即消失,給新\n落下來的板塊騰出空間,與此同時(shí),玩家得到分?jǐn)?shù)獎(jiǎng)勵(lì)。\n沒有被消除掉的方塊不斷堆積起來,一旦堆到屏幕頂端,\n玩家便告輸,游戲結(jié)束。", "游戲規(guī)則", 1); 
 } 
 }); 
 
 //增加難度 
 miTurnHarder.addActionListener(new ActionListener() { 
 @Override 
 public void actionPerformed(ActionEvent e) { 
 int curLevel = getLevel(); 
 if (!playing && curLevel < MAX_LEVEL) { 
  setLevel(curLevel + 1); 
 } 
 } 
 }); 
 
 //減少難度 
 miTurnEasier.addActionListener(new ActionListener() { 
 @Override 
 public void actionPerformed(ActionEvent e) { 
 int curLevel = getLevel(); 
 if (!playing && curLevel > 1) { 
  setLevel(curLevel - 1); 
 } 
 } 
 }); 
 
 //退出按鈕動(dòng)作響應(yīng) 
 miExit.addActionListener(new ActionListener() { 
 @Override 
 public void actionPerformed(ActionEvent e) { 
 System.exit(0); 
 } 
 }); 
 
 
 } 
 
 /** 
 * 主游戲類的構(gòu)造方法 
 * 
 * @param title String ,窗口標(biāo)題 
 */ 
 public RussiaBlocksGame(String title) { 
 super(title);   //設(shè)置標(biāo)題 
 setSize(500, 600);   //設(shè)置窗口大小  
 setLocationRelativeTo(null);  //設(shè)置窗口居中 
 
 
 creatMenu(); 
 Container container = getContentPane(); //創(chuàng)建菜單欄 
 container.setLayout(new BorderLayout(6, 0)); //設(shè)置窗口的布局管理器 
 canvas = new GameCanvas(20, 15);  //新建游戲畫布 
 ctrlPanel = new ControlPanel(this);  //新建控制面板 
 container.add(canvas, BorderLayout.CENTER); //左邊加上畫布 
 container.add(ctrlPanel, BorderLayout.EAST); //右邊加上控制面板 
 
 
 //注冊(cè)窗口事件。當(dāng)點(diǎn)擊關(guān)閉按鈕時(shí),結(jié)束游戲,系統(tǒng)退出。 
 addWindowListener(new WindowAdapter() {  
 @Override 
 public void windowClosing(WindowEvent we) { 
 stopGame(); 
 System.exit(0); 
 } 
 }); 
 
 //根據(jù)窗口大小,自動(dòng)調(diào)節(jié)方格的尺寸 
 addComponentListener(new ComponentAdapter() { 
 @Override 
 public void componentResized(ComponentEvent ce) { 
 canvas.adjust(); 
 } 
 }); 
 
 
 setVisible(true); 
 canvas.adjust(); 
 } 
 
 
 /** 
 * 讓游戲復(fù)位 
 */ 
 public void reset() {  //畫布復(fù)位,控制面板復(fù)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(); 
 } 
 
 
 /** 
 * 判斷游戲是否還在進(jìn)行 
 * 
 * @return boolean,true -還在運(yùn)行,false-已經(jīng)停止 
 */ 
 public boolean isPlaying() { 
 return playing; 
 } 
 
 
 /** 
 * 得到當(dāng)前活動(dòng)的塊 
 * 
 * @return ErsBlock,當(dāng)前活動(dòng)塊的引用 
 */ 
 public ErsBlock getCurBlock() { 
 return block; 
 } 
 
 
 /** 
 * 得到當(dāng)前畫布 
 * 
 * @return GameCanvas,當(dāng)前畫布的引用 
 */ 
 public GameCanvas getCanvas() { 
 return canvas; 
 } 
 
 
 /** 
 * 開始游戲 
 */ 
 public void playGame() { 
 play(); 
 ctrlPanel.setPlayButtonEnable(false); 
 ctrlPanel.setPauseButtonEnable(true); 
 ctrlPanel.setPauseButtonLabel(true); 
 ctrlPanel.setStopButtonEnable(true); 
 ctrlPanel.setTurnLevelDownButtonEnable(false); 
 ctrlPanel.setTurnLevelUpButtonEnable(false); 
 miStop.setEnabled(true); 
 miTurnHarder.setEnabled(false); 
 miTurnEasier.setEnabled(false); 
 ctrlPanel.requestFocus(); //設(shè)置焦點(diǎn)在控制面板上 
 } 
 
 
 /** 
 * 游戲暫停 
 */ 
 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); 
 } 
 
 
 /** 
 * 讓暫停中的游戲繼續(xù) 
 */ 
 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(); 
 } 
 
 
 /** 
 * 用戶停止游戲 
 */ 
 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); 
 reset();//重置畫布和控制面板 
 } 
 
 
 
 
 /** 
 * 得到游戲者設(shè)置的難度 
 * 
 * @return int ,游戲難度1-MAX_LEVEL 
 */ 
 public int getLevel() { 
 return ctrlPanel.getLevel(); 
 } 
 
 
 /** 
 * 用戶設(shè)置游戲難度 
 * 
 * @param level int ,游戲難度1-MAX_LEVEL 
 */ 
 public void setLevel(int level) { 
 if (level < 11 && level > 0) { 
 ctrlPanel.setLevel(level); 
 } 
 } 
 
 
 /** 
 * 得到游戲積分 
 * 
 * @return int,積分 
 */ 
 public int getScore() { 
 if (canvas != null) { 
 return canvas.getScore(); 
 } 
 return 0; 
 } 
 
 
 /** 
 * 得到自上次升級(jí)以來的游戲積分,升級(jí)以后,此積分清零 
 * 
 * @return int,積分 
 */ 
 public int getScoreForLevelUpdate() { 
 if (canvas != null) { 
 return canvas.getScoreForLevelUpdate(); 
 } 
 return 0; 
 } 
 
 
 /** 
 * 當(dāng)積分累積到一定數(shù)值時(shí),升一次級(jí) 
 * 
 * @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; 
 } 
 
 
 /** 
 * 游戲開始 
 */ 
 private void play() { 
 reset(); 
 playing = true; 
 Thread thread = new Thread(new Game());//啟動(dòng)游戲線程 
 thread.start(); 
 } 
 
 
 /** 
 * 報(bào)告游戲結(jié)束了 
 */ 
 private void reportGameOver() { 
 new gameOverDialog(this, "俄羅斯方塊", "游戲結(jié)束,您的得分為" + canvas.getScore()); 
 } 
 
 
 
 
 /** 
 * 一輪游戲過程,實(shí)現(xiàn)了Runnable接口 一輪游戲是一個(gè)大循環(huán),在這個(gè)循環(huán)中,每隔100毫秒, 檢查游戲中的當(dāng)前塊是否已經(jīng)到底了,如果沒有, 
 * 就繼續(xù)等待。如果到底了,就看有沒有全填滿的行, 如果有就刪除它,并為游戲者加分,同時(shí)隨機(jī)產(chǎn)生一個(gè)新的當(dāng)前塊并讓它自動(dòng)落下。 
 * 當(dāng)新產(chǎn)生一個(gè)塊時(shí),先檢查畫布最頂上的一行是否已經(jīng)被占了,如果是,可以判斷Game Over 了。 
 */ 
private class Game implements Runnable { 
 @Override 
 public void run() { 
 int col = (int) (Math.random() * (canvas.getCols() - 3));//隨機(jī)生成方塊出現(xiàn)的位置 
 int style = ErsBlock.STYLES[ (int) (Math.random() * 7)][(int) (Math.random() * 4)];//隨機(jī)生成一種形狀的方塊 
 
 
 while (playing) { 
 if (block != null) { //第一次循環(huán)時(shí),block為空 
  if (block.isAlive()) { 
  try { 
  Thread.currentThread(); 
 Thread.sleep(500); 
  } catch (InterruptedException ie) { 
  ie.printStackTrace(); 
  } 
  continue; 
  } 
 } 
 
 
 checkFullLine(); //檢查是否有全填滿的行 
 
 
 if (isGameOver()) { 
  reportGameOver(); 
  miPlay.setEnabled(true); 
  miPause.setEnabled(false); 
  miResume.setEnabled(false); 
  miStop.setEnabled(false); 
  ctrlPanel.setPlayButtonEnable(true); 
  ctrlPanel.setPauseButtonLabel(false); 
  ctrlPanel.setStopButtonEnable(false); 
  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); 
 } 
 } 
 
 
 //檢查畫布中是否有全填滿的行,如果有就刪之 
 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); 
 } 
 } 
 } 
 
 
 //根據(jù)最頂行是否被占,判斷游戲是否已經(jīng)結(jié)束了 
 //@return boolean ,true-游戲結(jié)束了,false-游戲未結(jié)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; 
 } 
 } 
 
 
 /** 
 * 定義GameOver對(duì)話框。 
 */ 
 @SuppressWarnings("serial") 
 private class gameOverDialog extends JDialog implements ActionListener { 
 
 
 private JButton againButton, exitButton; 
 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("退出游戲"); 
 choosePanel.add(new JPanel().add(againButton)); 
 choosePanel.add(new JPanel().add(exitButton)); 
 choosePanel.setBorder(border); 
 } 
 againButton.addActionListener(this); 
 exitButton.addActionListener(this); 
 this.setVisible(true); 
 } 
 
 
 @Override 
 public void actionPerformed(ActionEvent e) { 
 if (e.getSource() == againButton) { 
 this.setVisible(false); 
 reset(); 
 } else if (e.getSource() == exitButton) { 
 stopGame(); 
 System.exit(0); 
 
 
 } 
 } 
 } 
} 

GameCanvas.java

package RussiaBlocksGame; 
 
 
import java.awt.Color; 
import java.awt.Graphics; 
import javax.swing.JPanel; 
import javax.swing.border.EtchedBorder; 
 
 
/** 
 * 畫布類,內(nèi)有<行數(shù)>*<列數(shù)> 個(gè)方格類實(shí)例。 繼承自JPanel類。 ErsBlock線程類動(dòng)態(tài)改變畫布類的方格顏色,畫布類通過 
 * 檢查方格顏色來體現(xiàn)ErsBlock塊的移動(dòng)情況。 
 */ 
public class GameCanvas extends JPanel { 
 
private static final long serialVersionUID = 6732901391026089276L; 
private Color backColor = Color.darkGray, frontColor = Color.WHITE; 
 private int rows, cols, score = 0, scoreForLevelUpdate = 0; 
 private ErsBox[][] boxes; 
 private int boxWidth, boxHeight; 
 
 
 /** 
 * 畫布類的構(gòu)造函數(shù) 
 * 
 * @param rows int,畫布的行數(shù) 
 * @param cols int,畫布的列數(shù) 行數(shù)和列數(shù)決定著畫布擁有方格的數(shù)目 
 */ 
 public GameCanvas(int rows, int cols) { 
 this.rows = rows; 
 this.cols = cols; 
 
 
 boxes = new ErsBox[rows][cols]; 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 boxes[i][j] = new ErsBox(false); 
 } 
 } 
 
 
 setBorder(new EtchedBorder(EtchedBorder.RAISED, Color.white, new Color(148, 145, 140))); 
 } 
 
 
 /** 
 * 畫布類的構(gòu)造函數(shù) 
 * 
 * @param rows 
 * @param cols 
 * @param backColor 
 * @param frontColor 
 */ 
 public GameCanvas(int rows, int cols, 
 Color backColor, Color frontColor) { 
 this(rows, cols); 
 this.backColor = backColor; 
 this.frontColor = frontColor; 
 } 
 
 
 /** 
 * 設(shè)置游戲背景色彩 
 * 
 * @param backColor Color,背景色彩 
 */ 
 public void setBackgroundColor(Color backColor) { 
 this.backColor = backColor; 
 } 
 
 
 /** 
 * 取得游戲背景色彩 
 * 
 * @return Color ,背景色彩 
 */ 
 public Color getBackgroundColor() { 
 return backColor; 
 } 
 
 
 /** 
 * 設(shè)置游戲方塊顏色 
 * 
 * @param frontColor Color,方塊顏色 
 */ 
 public void setBlockColor(Color frontColor) { 
 this.frontColor = frontColor; 
 } 
 
 
 /** 
 * 取得游戲方塊色彩 
 * 
 * @return Color,方塊顏色 
 */ 
 public Color getBlockColor() { 
 return frontColor; 
 } 
 
 
 /** 
 * 取得畫布中方格的行數(shù) 
 * 
 * @return 
 */ 
 public int getRows() { 
 return rows; 
 } 
 
 
 /** 
 * 取得畫布中方格的列數(shù) 
 * 
 * @return int,方格的列數(shù) 
 */ 
 public int getCols() { 
 return cols; 
 } 
 
 
 /** 
 * 取得游戲成績(jī) 
 * 
 * @return int, 分?jǐn)?shù) 
 */ 
 public int getScore() { 
 return score; 
 } 
 
 
 /** 
 * 取得自上一次升級(jí)后的積分 
 * 
 * @return int ,上一次升級(jí)后的積分 
 */ 
 public int getScoreForLevelUpdate() { 
 return scoreForLevelUpdate; 
 } 
 
 
 /** 
 * 升級(jí)后,將上一次升級(jí)以來的積分清零 
 */ 
 public void resetScoreForLevelUpdate() { 
 scoreForLevelUpdate -= RussiaBlocksGame.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]); 
 } 
 
 
 /** 
 * 覆蓋JComponent類的函數(shù),畫組件。 
 * 
 * @param g 圖形設(shè)備環(huán)境 
 */ 
 @Override 
 public void paintComponent(Graphics g) { 
 super.paintComponent(g); 
 
 
 g.setColor(frontColor); 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 g.setColor(boxes[i][j].isColorBox() &#63; frontColor : backColor); 
 g.fill3DRect(j * boxWidth, i * boxHeight, 
  boxWidth, boxHeight, true); 
 } 
 } 
 } 
 
 
 /** 
 * 根據(jù)窗口大小,自動(dòng)調(diào)節(jié)方格的尺寸 
 */ 
 public void adjust() { 
 boxWidth = getSize().width / cols; 
 boxHeight = getSize().height / rows; 
 } 
 
 
 /** 
 * 當(dāng)一行被游戲者疊滿后,將此行清除,并為游戲者加分 
 * 
 * @param row int,要清除的行,是由ErsBoxesGame類計(jì)算的 
 */ 
 public synchronized void removeLine(int row) { 
 for (int i = row; i > 0; i--) { 
 for (int j = 0; j < cols; j++) { 
 boxes[i][j] = (ErsBox) boxes[i - 1][j].clone();  //將上一行的方塊顏色克隆下來, 
 }     //即消去一行方塊 
 } 
 
 
 score += RussiaBlocksGame.PER_LEVEL_SCORE; 
 scoreForLevelUpdate += RussiaBlocksGame.PER_LEVEL_SCORE; 
 repaint(); 
 } 
 
 
 /** 
 * 重置畫布,置積分為零 
 */ 
 public void reset() { 
 score = 0; 
 scoreForLevelUpdate = 0; 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 boxes[i][j].setColor(false); 
 } 
 } 
 
 
 repaint(); 
 } 
} 

ControlPanel.java

package RussiaBlocksGame; 
 
 
import java.awt.BorderLayout; 
import java.awt.Color; 
import java.awt.Graphics; 
import java.awt.GridLayout; 
import java.awt.event.ActionEvent; 
import java.awt.event.ActionListener; 
import java.awt.event.ComponentAdapter; 
import java.awt.event.ComponentEvent; 
import java.awt.event.KeyAdapter; 
import java.awt.event.KeyEvent; 
import java.text.DateFormat; 
import java.text.SimpleDateFormat; 
import java.util.Date; 
 
 
import javax.swing.JButton; 
import javax.swing.JLabel; 
import javax.swing.JPanel; 
import javax.swing.JTextField; 
import javax.swing.Timer; 
import javax.swing.border.Border; 
import javax.swing.border.EtchedBorder; 
 
 
/** 
 * 控制面板類,繼承自JPanel。 上邊安放預(yù)顯窗口,等級(jí),得分,控制按鈕 主要用來控制游戲進(jìn)程。 
 */ 
class ControlPanel extends JPanel { 
 
 
private static final long serialVersionUID = 3900659640646175724L; 
private JTextField tfLevel = new JTextField("" + RussiaBlocksGame.DEFAULT_LEVEL), 
 tfScore = new JTextField(" 0"), 
 tfTime = new JTextField(" "); 
 private JButton btPlay = new JButton(" 開始"), 
 btPause = new JButton(" 暫停"), 
 btStop = new JButton("終止游戲"), 
 btTurnLevelUp = new JButton(" 增加難度"), 
 btTurnLevelDown = new JButton(" 降低難度"); 
 private JPanel plTip = new JPanel(new BorderLayout()); 
 private TipPanel plTipBlock = new TipPanel(); 
 private JPanel plInfo = new JPanel(new GridLayout(4, 1)); 
 private JPanel plButton = new JPanel(new GridLayout(6, 1)); 
 private Timer timer; 
 private Border border = new EtchedBorder(EtchedBorder.RAISED, Color.white, new Color(148, 145, 140)); 
 
 
 /** 
 * 控制面板類的構(gòu)造函數(shù) 
 * 
 * @param game ErsBlocksGame,ErsBlocksGame 類的一個(gè)實(shí)例引用 方便直接控制ErsBlocksGame類的行為。 
 */ 
 public ControlPanel(final RussiaBlocksGame game) { 
 setLayout(new GridLayout(3, 1, 0, 2)); 
 plTip.add(new JLabel(" 下一個(gè)方塊"), BorderLayout.NORTH); //添加組件 
 plTip.add(plTipBlock); 
 plTip.setBorder(border); 
 
 
 plInfo.add(new JLabel(" 難度系數(shù)")); 
 plInfo.add(tfLevel); 
 plInfo.add(new JLabel(" 得分")); 
 plInfo.add(tfScore); 
 plInfo.setBorder(border); 
 
 
 plButton.add(btPlay); 
 btPlay.setEnabled(true); 
 plButton.add(btPause); 
 btPause.setEnabled(false); 
 plButton.add(btStop); 
 btStop.setEnabled(false); 
 plButton.add(btTurnLevelUp); 
 plButton.add(btTurnLevelDown); 
 plButton.add(tfTime); 
 plButton.setBorder(border); 
 
 
 tfLevel.setEditable(false); 
 tfScore.setEditable(false); 
 tfTime.setEditable(false); 
 
 
 add(plTip); 
 add(plInfo); 
 add(plButton); 
 
 
 addKeyListener(new KeyAdapter() { 
 @Override 
 public void keyPressed(KeyEvent ke) { 
 if (!game.isPlaying()) { 
  return; 
 } 
 
 
 ErsBlock block = game.getCurBlock(); 
 switch (ke.getKeyCode()) { 
  case KeyEvent.VK_DOWN: 
  block.moveDown(); 
  break; 
  case KeyEvent.VK_LEFT: 
  block.moveLeft(); 
  break; 
  case KeyEvent.VK_RIGHT: 
  block.moveRight(); 
  break; 
  case KeyEvent.VK_UP: 
  block.turnNext(); 
  break; 
  default: 
  break; 
 } 
 } 
 }); 
 
 
 btPlay.addActionListener(new ActionListener() {  //開始游戲 
 @Override 
 public void actionPerformed(ActionEvent ae) { 
 game.playGame(); 
 } 
 }); 
 btPause.addActionListener(new ActionListener() {  //暫停游戲 
 @Override 
 public void actionPerformed(ActionEvent ae) { 
 if (btPause.getText().equals(" 暫停")) { 
  game.pauseGame(); 
 } else { 
  game.resumeGame(); 
 } 
 } 
 }); 
 btStop.addActionListener(new ActionListener() {  //停止游戲 
 @Override 
 public void actionPerformed(ActionEvent ae) { 
 game.stopGame(); 
 } 
 }); 
 btTurnLevelUp.addActionListener(new ActionListener() {  //升高難度 
 @Override 
 public void actionPerformed(ActionEvent ae) { 
 try { 
  int level = Integer.parseInt(tfLevel.getText()); 
  if (level < RussiaBlocksGame.MAX_LEVEL) { 
  tfLevel.setText("" + (level + 1)); 
  } 
 } catch (NumberFormatException e) { 
 } 
 requestFocus(); 
 } 
 }); 
 btTurnLevelDown.addActionListener(new ActionListener() { //降低游戲難度 
 @Override 
 public void actionPerformed(ActionEvent ae) { 
 try { 
  int level = Integer.parseInt(tfLevel.getText()); 
  if (level > 1) { 
  tfLevel.setText("" + (level - 1)); 
  } 
 } catch (NumberFormatException e) { 
 } 
 requestFocus(); 
 } 
 }); 
 
 
 addComponentListener(new ComponentAdapter() { 
 @Override 
 public void componentResized(ComponentEvent ce) { 
 plTipBlock.adjust(); 
 } 
 }); 
 
 
 timer = new Timer(1000, new ActionListener() { 
 @Override 
 public void actionPerformed(ActionEvent ae) { 
 DateFormat format = new SimpleDateFormat("時(shí)間:HH:mm:ss"); //系統(tǒng)獲得時(shí)間 
 Date date = new Date(); 
 tfTime.setText(format.format(date)); 
 
 
 tfScore.setText("" + game.getScore()); 
 int ScoreForLevelUpdate = //判斷當(dāng)前分?jǐn)?shù)是否能升級(jí) 
  game.getScoreForLevelUpdate(); 
 if (ScoreForLevelUpdate >= RussiaBlocksGame.PER_LEVEL_SCORE 
  && ScoreForLevelUpdate > 0) { 
  game.levelUpdate(); 
 } 
 } 
 }); 
 timer.start(); 
 } 
 
 
 /** 
 * 設(shè)置預(yù)顯窗口的樣式 
 * 
 * @param style int,對(duì)應(yīng)ErsBlock類的STYLES中的28個(gè)值 
 */ 
 public void setTipStyle(int style) { 
 plTipBlock.setStyle(style); 
 } 
 
 
 /** 
 * 取得用戶設(shè)置的游戲等級(jí)。 
 * 
 * @return int ,難度等級(jí),1-ErsBlocksGame.MAX_LEVEL 
 */ 
 public int getLevel() { 
 int level = 0; 
 try { 
 level = Integer.parseInt(tfLevel.getText()); 
 } catch (NumberFormatException e) { 
 } 
 return level; 
 } 
 
 
 /** 
 * 讓用戶修改游戲難度等級(jí)。 
 * 
 * @param level 修改后的游戲難度等級(jí) 
 */ 
 public void setLevel(int level) { 
 if (level > 0 && level < 11) { 
 tfLevel.setText("" + level); 
 } 
 } 
 
 
 /** 
 * 設(shè)置“開始”按鈕的狀態(tài)。 
 */ 
 public void setPlayButtonEnable(boolean enable) { 
 btPlay.setEnabled(enable); 
 } 
 
 
 public void setPauseButtonEnable(boolean enable) { 
 btPause.setEnabled(enable); 
 } 
 
 
 public void setPauseButtonLabel(boolean pause) { 
 btPause.setText(pause &#63; " 暫停" : " 繼續(xù)"); 
 } 
 
 
 public void setStopButtonEnable(boolean enable) { 
 btStop.setEnabled(enable); 
 } 
 
 
 public void setTurnLevelUpButtonEnable(boolean enable) { 
 btTurnLevelUp.setEnabled(enable); 
 } 
 
 
 public void setTurnLevelDownButtonEnable(boolean enable) { 
 btTurnLevelDown.setEnabled(enable); 
 } 
 
 
 /** 
 * 重置控制面板 
 */ 
 public void reset() { 
 tfScore.setText(" 0"); 
 plTipBlock.setStyle(0); 
 } 
 
 
 /** 
 * 重新計(jì)算TipPanel里的boxes[][]里的小框的大小 
 */ 
 public void adjust() { 
 plTipBlock.adjust(); 
 } 
 
 
 /** 
 * 預(yù)顯窗口的實(shí)現(xiàn)細(xì)節(jié)類 
 */ 
public class TipPanel extends JPanel {   //TipPanel用來顯示下一個(gè)將要出現(xiàn)方塊的形狀 
 
 
private static final long serialVersionUID = 5160553671436997616L; 
private Color backColor = Color.darkGray, frontColor = Color.WHITE; 
 private ErsBox[][] boxes = new ErsBox[ErsBlock.BOXES_ROWS][ErsBlock.BOXES_COLS]; 
 private int style, boxWidth, boxHeight; 
 private boolean isTiled = false; 
 
 
 /** 
 * 預(yù)顯示窗口類構(gòu)造函數(shù) 
 */ 
 public TipPanel() { 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
  boxes[i][j] = new ErsBox(false); 
 } 
 } 
 } 
 
 
 /** 
 * 設(shè)置預(yù)顯示窗口的方塊樣式 
 * 
 * @param style int,對(duì)應(yīng)ErsBlock類的STYLES中的28個(gè)值 
 */ 
 public void setStyle(int style) { 
 this.style = style; 
 repaint(); 
 } 
 
 
 /** 
 * 覆蓋JComponent類的函數(shù),畫組件。 
 * 
 * @param g 圖形設(shè)備環(huán)境 
 */ 
 @Override 
 public void paintComponent(Graphics g) { 
 super.paintComponent(g); 
 
 
 if (!isTiled) { 
 adjust(); 
 } 
 
 
 int key = 0x8000; 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
  Color color = ((key & style) != 0 &#63; frontColor : backColor); 
  g.setColor(color); 
  g.fill3DRect(j * boxWidth, i * boxHeight, 
  boxWidth, boxHeight, true); 
  key >>= 1; 
 } 
 } 
 } 
 
 
 /** 
 * g根據(jù)窗口的大小,自動(dòng)調(diào)整方格的尺寸 
 */ 
 public void adjust() { 
 boxWidth = getSize().width / ErsBlock.BOXES_COLS; 
 boxHeight = getSize().height / ErsBlock.BOXES_ROWS; 
 isTiled = true; 
 } 
 } 
} 

ErsBox.java

package RussiaBlocksGame; 
 
 
import java.awt.Dimension; 
 
 
/** 
 * 方格類,是組成塊的基本元素,用自己的顏色來表示塊的外觀 
 */ 
public class ErsBox implements Cloneable { 
 
 
 private boolean isColor; 
 private Dimension size = new Dimension(); 
 
 
 /** 
 * 方格類的構(gòu)造函數(shù), 
 * 
 * @param isColor 是不是用前景色來為此方格著色 true前景色,false 用背景色 
 */ 
 public ErsBox(boolean isColor) { 
 this.isColor = isColor; 
 } 
 
 
 /** 
 * 此方格是不是用前景色表現(xiàn) 
 * 
 * @return boolean ,true用前景色表現(xiàn),false 用背景色表現(xiàn) 
 */ 
 public boolean isColorBox() { 
 return isColor; 
 } 
 
 
 /** 
 * 設(shè)置方格的顏色, 
 * 
 * @param isColor boolean ,true用前景色表現(xiàn),false 用背景色表現(xiàn) 
 */ 
 public void setColor(boolean isColor) { 
 this.isColor = isColor; 
 } 
 
 
 /** 
 * 得到此方格的尺寸 
 * 
 * @return Dimension ,方格的尺寸 
 */ 
 public Dimension getSize() { 
 return size; 
 } 
 
 
 /** 
 * 設(shè)置方格的尺寸, 
 * 
 * @param size Dimension ,方格的尺寸 
 */ 
 public void setSize(Dimension size) { 
 this.size = size; 
 } 
 
 
 /** 
 * 覆蓋Object的Object clone(),實(shí)現(xiàn)克隆 
 * 
 * @return Object,克隆的結(jié)果 
 */ 
 @Override 
 public Object clone() { 
 Object cloned = null; 
 try { 
 cloned = super.clone(); 
 } catch (Exception ex) { 
 ex.printStackTrace(); 
 } 
 
 
 return cloned; 
 } 
} 

ErsBlock.java

package RussiaBlocksGame; 
 
 
/** 
 * 塊類,繼承自線程類(Thread) 由4 × 4個(gè)方塊(ErsBox)構(gòu)成一個(gè)方塊, 控制塊的移動(dòng)·下落·變形等 
 */ 
 
 
class ErsBlock extends Thread { 
 
 
 /** 
 * 一個(gè)塊占的行數(shù)是4行 
 */ 
 public final static int BOXES_ROWS = 4; 
 /** 
 * 一個(gè)塊占的列數(shù)是4列 
 */ 
 public final static int BOXES_COLS = 4; 
 /** 
 * 讓升級(jí)變化平滑的因子,避免最后幾級(jí)之間的速度相差近一倍 
 */ 
 public final static int LEVEL_FLATNESS_GENE = 3; 
 /** 
 * 相近的兩級(jí)之間,塊每下落一行的時(shí)間差別為多少(毫秒) 
 */ 
 public final static int BETWEEN_LEVELS_DEGRESS_TIME = 50; 
 /** 
 * 方塊的樣式數(shù)目為7 
 */ 
 public final static int BLOCK_KIND_NUMBER = 7; 
 /** 
 * 每一個(gè)樣式的方塊的反轉(zhuǎn)狀態(tài)種類為4 
 */ 
 public final static int BLOCK_STATUS_NUMBER = 4; 
 /** 
 * 分別對(duì)應(yīng)7種模型的28種狀態(tài) 
 */ 
 public final static int[][] STYLES = { //共28種狀態(tài) 
 {0x0f00, 0x4444, 0x0f00, 0x4444}, //長(zhǎng)條型的四種狀態(tài) 
 {0x04e0, 0x0464, 0x00e4, 0x04c4}, //T型的四種狀態(tài) 
 {0x4620, 0x6c00, 0x4620, 0x6c00}, //反Z型的四種狀態(tài) 
 {0x2640, 0xc600, 0x2640, 0xc600}, //Z型的四種狀態(tài) 
 {0x6220, 0x1700, 0x2230, 0x0740}, //7型的四種狀態(tài) 
 {0x6440, 0x0e20, 0x44c0, 0x8e00}, //反7型的四種狀態(tài) 
 {0x0660, 0x0660, 0x0660, 0x0660}, //方塊的四種狀態(tài) 
 }; 
 private GameCanvas canvas; 
 private ErsBox[][] boxes = new ErsBox[BOXES_ROWS][BOXES_COLS]; 
 private int style, y, x, level; 
 private boolean pausing = false, moving = true; 
 
 
 /** 
 * 構(gòu)造函數(shù),產(chǎn)生一個(gè)特定的塊 
 * 
 * @param style 塊的樣式,對(duì)應(yīng)STYLES的28個(gè)值中的一個(gè) 
 * @param y 起始位置,左上角在canvas中的坐標(biāo)行 
 * @param x 起始位置,左上角在canvas中的坐標(biāo)列 
 * @param level 游戲等級(jí),控制塊的下落速度 
 * @param canvas 畫板 
 */ 
 public ErsBlock(int style, int y, int x, int level, GameCanvas canvas) { 
 this.style = style; 
 this.y = y; 
 this.x = x; 
 this.level = level; 
 this.canvas = canvas; 
 
 
 int key = 0x8000; 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 boolean isColor = ((style & key) != 0); 
 boxes[i][j] = new ErsBox(isColor); 
 key >>= 1; 
 } 
 } 
 
 
 display(); 
 } 
 
 
 /** 
 * 線程類的run()函數(shù)覆蓋,下落塊,直到塊不能再下落 
 */ 
 @Override 
 public void run() { 
 while (moving) { 
 try { 
 sleep(BETWEEN_LEVELS_DEGRESS_TIME 
  * (RussiaBlocksGame.MAX_LEVEL - level + LEVEL_FLATNESS_GENE)); 
 } catch (InterruptedException ie) { 
 ie.printStackTrace(); 
 } 
 //后邊的moving是表示在等待的100毫秒間,moving沒有被改變 
 if (!pausing) { 
 moving = (moveTo(y + 1, x) && moving); 
 } 
 } 
 } 
 
 
 /** 
 * 塊向左移動(dòng)一格 
 */ 
 public void moveLeft() { 
 moveTo(y, x - 1); 
 } 
 
 
 /** 
 * 塊向右移動(dòng)一格 
 */ 
 public void moveRight() { 
 moveTo(y, x + 1); 
 } 
 
 
 /** 
 * 塊向下移動(dòng)一格 
 */ 
 public void moveDown() { 
 moveTo(y + 1, x); 
 } 
 
 
 /** 
 * 塊變型 
 */ 
 public void turnNext() { 
 for (int i = 0; i < BLOCK_KIND_NUMBER; i++) { 
 for (int j = 0; j < BLOCK_STATUS_NUMBER; j++) { 
 if (STYLES[i][j] == style) { 
  int newStyle = STYLES[i][(j + 1) % BLOCK_STATUS_NUMBER]; 
  turnTo(newStyle); 
  return; 
 } 
 } 
 } 
 } 
 
 
 public void startMove() { 
 pausing = false; 
 moving = true; 
 } 
 
 
 /** 
 * 暫停塊的下落,對(duì)應(yīng)游戲暫停 
 */ 
 public void pauseMove() { 
 pausing = true; 
 // moving = false; 
 } 
 
 
 /** 
 * 繼續(xù)塊的下落,對(duì)應(yīng)游戲繼續(xù) 
 */ 
 public void resumeMove() { 
 pausing = false; 
 moving = true; 
 } 
 
 
 /** 
 * 停止塊的下落,對(duì)應(yīng)游戲停止 
 */ 
 public void stopMove() { 
 pausing = false; 
 moving = false; 
 } 
 
 
 /** 
 * 將當(dāng)前塊從畫布的對(duì)應(yīng)位置移除,要等到下次重畫畫布時(shí)才能反映出來 
 */ 
 private void erase() { 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 if (boxes[i][j].isColorBox()) { 
  ErsBox box = canvas.getBox(i + y, j + x); 
  if (box == null) { 
  continue; 
  } 
  box.setColor(false); 
 } 
 } 
 } 
 } 
 
 
 /** 
 * 讓當(dāng)前塊放置在畫布的對(duì)因位置上,要等到下次重畫畫布時(shí)才能看見 
 */ 
 private void display() { 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 if (boxes[i][j].isColorBox()) { 
  ErsBox box = canvas.getBox(i + y, j + x); 
  if (box == null) { 
  continue; 
  } 
  box.setColor(true); 
 } 
 } 
 } 
 } 
 
 /** 
 * 當(dāng)前塊能否移動(dòng)到newRow/newCol 所指定的位置 
 * 
 * @param newRow int,目的地所在行 
 * @param newCol int,目的地所在列 
 * @return boolean,true-能移動(dòng),false-不能移動(dòng) 
 */ 
 public boolean isMoveAble(int newRow, int newCol) { 
 erase(); 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 if (boxes[i][j].isColorBox()) { 
  ErsBox box = canvas.getBox(i + newRow, j + newCol); 
  if (box == null || (box.isColorBox())) { 
  display(); 
  return false; 
  } 
 } 
 } 
 } 
 display(); 
 return true; 
 } 
 
 
 /** 
 * 將當(dāng)前塊移動(dòng)到newRow/newCol 所指定的位置 
 * 
 * @param newRow int,目的地所在行 
 * @param newCol int,目的地所在列 
 * @return boolean,true-移動(dòng)成功,false-移動(dòng)失敗 
 */ 
 private synchronized boolean moveTo(int newRow, int newCol) { 
 if (!isMoveAble(newRow, newCol) || !moving) { 
 return false; 
 } 
 
 
 erase(); 
 y = newRow; 
 x = newCol; 
 
 
 display(); 
 canvas.repaint(); 
 
 
 return true; 
 } 
 
 
 /** 
 * 當(dāng)前塊能否變成newStyle所指定的塊樣式,主要是考慮 邊界以及被其他塊擋住,不能移動(dòng)的情況 
 * 
 * @param newSytle int,希望改變的塊樣式,對(duì)應(yīng)STYLES的28個(gè)值中的一個(gè) 
 * @return boolean,true-能改變,false-不能改變 
 */ 
 private boolean isTurnAble(int newStyle) { 
 int key = 0x8000; 
 erase(); 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 if ((newStyle & key) != 0) { 
  ErsBox box = canvas.getBox(i + y, j + x); 
  if (box == null || (box.isColorBox())) { 
  display(); 
  return false; 
  } 
 } 
 key >>= 1; 
 } 
 } 
 display(); 
 return true; 
 } 
 
 /** 
 * 將當(dāng)前塊變成newStyle所指定的塊樣式 
 * 
 * @param newStyle int,希望改變的塊樣式,對(duì)應(yīng)STYLES的28個(gè)值中的一個(gè) 
 * @return true-改變成功,false-改變失敗 
 */ 
 private boolean turnTo(int newStyle) { 
 if (!isTurnAble(newStyle) || !moving) { 
 return false; 
 } 
 
 erase(); 
 int key = 0x8000; 
 for (int i = 0; i < boxes.length; i++) { 
 for (int j = 0; j < boxes[i].length; j++) { 
 boolean isColor = ((newStyle & key) != 0); 
 boxes[i][j].setColor(isColor); 
 key >>= 1; 
 } 
 } 
 style = newStyle; 
 
 
 display(); 
 canvas.repaint(); 
 
 
 return true; 
 } 
} 

Main.java

package RussiaBlocksGame; 
 
/** 
 * 程序入口函數(shù) 
 * 
 * @param args String[],附帶的命令行參數(shù) 
 */ 
 
public class Main { 
public static void main(String[] args) { 
 new RussiaBlocksGame("俄羅斯方塊:楊宇杰"); 
 } 
} 

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