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本例为J2SE游戏开发的经典游戏--俄罗斯方块,手机移植版本176*220屏幕手机可用! 记录函数在主midlet类! 工程文件已经打包上传,本人全部游戏代码下载地址 http://download.csdn.net/hicsdn/kome2000 方向键 上下左右ASDW2468都可以游戏,0更换方块,1显示隐藏网格!game over 时5键重新开始,*键退出游戏
游戏图片:
cGame176x220.java 主要绘图 类
package code;

//import java.awt.*;
//import java.awt.Canvas;
//import java.awt.event.*;
//import javax.swing.*;
import java.util.Random;
import javax.microedition.lcdui.*; //写界面所需要的包
 /** *//**
* 俄罗斯方块
* 高雷
* 2007年11月30日
*/
public class cGame176x220 extends Canvas implements Runnable
 ...{
private Random rand;
private Thread thread;
private Graphics gb;
private Image buffer;
private Image gameOverImg; //游戏结束
private static final int s_width = 176;
private static final int s_height = 220;
private static final int s_box_w = 12;
private static final int s_box_h = 12;
private static final int s_box_w_sum = 10; //操作区域宽 格子数
private static final int s_box_h_sum = 18; //操作区域高 格子数
private static final int offx = 0; //
private static final int offy = -(s_height-s_box_h_sum*s_box_h);//控制区偏移
private static final int s_line_between_x = s_box_w * s_box_w_sum;//分割线x位置

public static final int UP = -1;
public static final int DOWN = -2;
public static final int LEFT = -3;
public static final int RIGHT = -4;
public static final int init_x = 3; //当前方块初始化坐标X
public static final int init_y = 0; //当前方块初始化坐标y
public static int s_box_x = init_x; //当前方块坐标X
public static int s_box_y = init_y; //当前方块坐标Y
private static int level = 1; //等级
private static int success = 0; //得分
private static long goDownDelayTime[] = //1800; //下降延迟时间
 ...{
1000, 900, 800, 700,
600, 500, 400,
300, 200, 100
};
private static int level_up = (int)(goDownDelayTime[0]-goDownDelayTime[level]); //升级成绩
private static boolean isShowReseau = true; //是否现实网格
private static short s_next_box = 0; //下一个方块编号
private static short boxColor; //当前box的颜色
// private static final Color gameBG = new Color( 0x333333 ); //游戏区域背景颜色
private static final int gameBG = 0x333333; //游戏区域背景颜色
// private static final Color gameColor[] = new Color[]
private static final int gameColor[] = new int[]
 ...{
0x444444, //new Color( 0x444444 ), //网格颜色
0xEEEEEE, //new Color( 0xEEEEEE ), //方块颜色
0xEE0000, //new Color( 0xEE0000 ),
0x00EE00, //new Color( 0x00EE00 ),
0x0000EE, //new Color( 0x0000EE ),
0xEE00EE, //new Color( 0xEE00EE ),
0xEEEE00, //new Color( 0xEEEE00 ),
0x00EEEE //new Color( 0x00EEEE )
};
private static final short box_sum[][] = new short[][] //所有方块图形
 ...{
 ...{ 0x0660, 0x0660, 0x0660, 0x0660 },
 ...{ 0x2222, 0x00F0, 0x2222, 0x00F0 },
 ...{ 0x0264, 0x0630, 0x0264, 0x0630 },
 ...{ 0x0462, 0x0360, 0x0462, 0x0360 },
 ...{ 0x02E0, 0x4460, 0x0740, 0x0622 },
 ...{ 0x0E20, 0x2260, 0x0470, 0x0644 },
 ...{ 0x0464, 0x00E4, 0x04C4, 0x04E0 }
};

 private static short next_box[] = new short[]...{ 0x0660, 0x0660, 0x0660, 0x0660 };
 private static short box[] = new short[]...{ 0x0660, 0x0660, 0x0660, 0x0660 };
private static short map[][]; //地图
private static short box_state = 0;//当前BOX的状态//旋转方向
private static short matrix[][] = //定义矩阵用来计算出box_sum的方块
 ...{
 ...{ 0x1000, 0x0100, 0x0010, 0x0001 },
 ...{ 0x2000, 0x0200, 0x0020, 0x0002 },
 ...{ 0x4000, 0x0400, 0x0040, 0x0004 },
 ...{ (short)0x8000, 0x0800, 0x0080, 0x0008 }
};

public cGame176x220()
 ...{
setFullScreenMode(true); //设置游戏为全屏幕模式,该函数只能在支持midp2.0的手机上使用
// s_width = getWidth(); //得到屏幕尺寸 宽
// s_height= getHeight(); //得到屏幕尺寸 高
rand = new Random( System.currentTimeMillis() );
try
 ...{
//gameOverImg = Toolkit.getDefaultToolkit().getImage("src/pics/laser.png");
gameOverImg = Image.createImage("/pics/laser.png");
 }catch(Exception e)...{}
//setSize( s_width, s_height ); //设置画布
initGame(); //游戏初始化
thread = new Thread(this);
thread.start();
}
private void initGame()
 ...{
level = 1; //等级
success = 0; //得分
map = new short[s_box_h_sum][s_box_w_sum];
setNextBox(); //设置下一个BOX
setBox(); //将下一个BOX设置成当前BOX
setGameOver( false ); //恢复游戏
}
private void setBox() //将next_box设置成当前可控制box
 ...{
box_state = 0; //box 状态
s_box_x = init_x; //当前方块坐标X
s_box_y = init_y; //当前方块坐标Y
boxColor = s_next_box; //设置当前BOX颜色
System.arraycopy( next_box, 0, box, 0, next_box.length ); //box = next_box
goDownPreTime = System.currentTimeMillis(); //设置好当前BOX后 计时
setNextBox(); //设置下一个BOX
if( !isCanMove() )
 ...{
setGameOver( true );
}
}

public static boolean isGameOver = false;
public static long updatas = 0;
public static long fps = 0;
private long startTime, beginTime, endTime;
private long delay = 25;
private long upTime = 25;
public void run()
 ...{
while ( true )
 ...{
try
 ...{
beginTime = System.currentTimeMillis();
updatas++;
updata( updatas );
repaint();
endTime = System.currentTimeMillis();
upTime = endTime-beginTime;
if( upTime<delay )
 ...{
fps = 1000/delay;
thread.sleep(delay-upTime);
}
else
fps = 1000/upTime;
 }catch(Exception e)...{ }
}
}
void setGameOver( boolean _isGameOver )
 ...{
isGameOver = _isGameOver;
if( isGameOver )
 ...{
setRecord( successSort() );
}
}
public void updata( long updatas )
 ...{

}
public void update(Graphics g)
 ...{
paint(g);
}
public void paint(Graphics g)
 ...{
try
 ...{
if( buffer == null )
 ...{
buffer = Image.createImage( s_width, s_height ); //设置画布缓冲区
gb = buffer.getGraphics(); //得到绘图设备
}
// gb.translate( offx, offy );
// gb.setColor( new Color( 0x0 ) ); //初始化 画布颜色
gb.setColor( 0x0 ); //初始化 画布颜色
gb.setClip ( 0, 0, s_width, s_height); //初始化 画布区域
gb.fillRect( 0, 0, s_width, s_height); //初始化 画布填充
paintReseau( gb ); //绘制网格
paintNextBox( gb ); //绘制下一BOX
paintMap( gb ); //绘制地图上不可以动BOX
paintBox( gb, s_box_x, s_box_y ); //绘制当前可控制BOX
// gb.setColor( new Color( 0xFF3333 ) ); //分割线颜色
gb.setColor( 0xFF3333 ); //分割线颜色
gb.drawLine( s_line_between_x, 0, s_line_between_x, s_height ); //分割线
// gb.drawString( "FPS:"+fps, s_line_between_x+10,10 ); //祯数
// gb.drawString( "等级:"+level, s_line_between_x+10,30 ); //等级
// gb.drawString( "得分:"+success, s_line_between_x+10,50 ); //分数
gb.drawString( "FPS:"+fps, s_line_between_x+10, 10, g.TOP|g.LEFT );//祯数
gb.drawString( "级:"+level, s_line_between_x+10, 30, g.TOP|g.LEFT );//等级
gb.drawString( "分:"+success, s_line_between_x+10, 50, g.TOP|g.LEFT );//分数
if( isGameOver )
 ...{
// gb.drawImage( gameOverImg, (getWidth()-offx-gameOverImg.getWidth(null))/2, (getHeight()-gameOverImg.getHeight(null))/2 , null );
// gb.drawImage( gameOverImg, s_width>>1, s_height>>1, g.HCENTER|g.VCENTER );
paintRecord( gb );
}
// gb.translate( -offx, -offy );
}
catch(Exception e)
 ...{
System.out.println("err at paint.e====="+e);
}
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