㈠ java 俄羅斯方塊
import java.awt.*;
import java.awt.event.*;
//俄羅斯方塊類
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("俄羅斯方塊游戲");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
// 俄羅斯方塊類的構造方法
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);
// 右邊信息窗體的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
// 定義標簽和初始值
Label scorep = new Label("分數:",Label.LEFT);
Label levelp = new Label("級數:",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");
// 右邊控制按鈕窗體的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
// 定義按鈕play
Button play_b = new Button("開始游戲");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
// 定義按鈕Level UP
Button level_up_b = new Button("提高級數");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
// 定義按鈕Level Down
Button level_down_b =new Button("降低級數");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
// 定義按鈕Level Pause
Button pause_b =new Button("游戲暫停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
// 定義按鈕Quit
Button quit_b = new Button("退出遊戲");
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();
}
}
//重寫MyPanel類,使Panel的四周留空間
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戲畫布類
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方塊邊長
int rowNum; //正方格的行數
int columnNum; //正方格的列數
int maxAllowRowNum; //允許有多少行未削
int blockInitRow; //新出現塊的起始行坐標
int blockInitCol; //新出現塊的起始列坐標
int [][] scrArr; //屏幕數組
Block b; //對方快的引用
// 畫布類的構造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
// 初始化屏幕,並將屏幕數組清零的方法
void initScr(){
for(int i=0;i<rowNum;i++)
for (int j=0; j<columnNum;j++)
scrArr[i][j]=0;
b.reset();
repaint();
}
// 重新刷新畫布方法
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]);
}
// 畫方塊的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
switch(type){ //表示畫方快的方法
case 0: g.setColor(Color.black);break; //以背景為顏色畫
case 1: g.setColor(Color.blue);break; //畫正在下落的方塊
case 2: g.setColor(Color.magenta);break; //畫已經落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block實例的引用
}
// 返回屏幕數組中(row,col)位置的屬性值
public int getScrArrXY(int row,int col){
if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
return(-1);
else
return(scrArr[row][col]);
}
// 返回新塊的初始行坐標方法
public int getInitRow(){
return(blockInitRow); //返回新塊的初始行坐標
}
// 返回新塊的初始列坐標方法
public int getInitCol(){
return(blockInitCol); //返回新塊的初始列坐標
}
// 滿行刪除方法
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);
}
// 判斷游戲是否結束方法
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){
}
// 處理鍵盤輸入的方法
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;
}
}
}
//處理控制類
class Command implements ActionListener{
static final int button_play = 1; //給按鈕分配編號
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; //當前按鈕
GameCanvas scr;
// 控制按鈕類的構造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
// 按鈕執行方法
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);
}
}
}
//方塊類
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六進至表示,本行表示長條四種狀態
{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; //塊的模式號(0-6)
int turnState; //塊的翻轉狀態(0-3)
int blockState; //快的下落狀態
int row,col; //塊在畫布上的坐標
GameCanvas scr;
// 塊類的構造方法
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();
}
// 重新初始化塊,並顯示新塊
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);
}
// 實現「塊」翻轉的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
// 實現「塊」的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
// 實現塊的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
// 實現塊落下的操作的方法
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);
}
}
// 判斷是否正確的方法
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;
}
// 同步顯示的方法
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;
}
}
}
}
//定時線程
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);
}
}
㈡ java編寫的俄羅斯方塊游戲
以下為一個俄羅斯方塊的源代碼,以---------線分隔一個類。
郁悶太長了,不能全部粘貼上來,要的話在線M我吧。
import javax.microedition.midlet.*;
import javax.microedition.lci.*;
import java.io.IOException;
/**
* <p>Title: 俄羅斯方塊</p>
*
* <p>Description: 俄羅斯方塊游戲</p>
*
* <p>Copyright: Copyright (c) 2005</p>
*
* <p>Company: Star Group</p>
*
* @author: Part of this programe comes from a open-source project in the Web(www.hyweb.net).
* Our group makes some remakeble improvement to it.
* @version 1.0
*/
public class RussianGameMIDlet extends MIDlet {
static RussianGameMIDlet instance;
private UIController controller = new UIController(this);
private Splash splash;
private Image imgStart;
Display display = null;
public RussianGameMIDlet() {
instance = this;
display = Display.getDisplay(this);
}
public void startApp() {
try
{
imgStart = Image.createImage("/start.png");
} catch (IOException e) {
}
StringBuffer infoStart = new StringBuffer("俄羅斯方塊");
splash = new Splash(this.controller,infoStart, imgStart);
controller.setSplash(splash);
controller.handleEvent(UIController.EventID.EVENT_START_SPLASH);
}
public void pauseApp() {
}
public void destroyApp(boolean unconditional) {
}
public static void quitApp() {
instance.destroyApp(true);
instance.notifyDestroyed();
instance = null;
}
}
--------------------------------------------------------------------------------------------------------------------------------------------
㈢ 求用JAVA編寫俄羅斯方塊游戲的源代碼
俄羅斯方塊——java源代碼提供 import java.awt.*; import java.awt.event.*; //俄羅斯方塊類 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("俄羅斯方塊游戲 V1.0 Author:Vincent"); WindowListener win_listener = new WinListener(); ers.addWindowListener(win_listener); } //俄羅斯方塊類的構造方法 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); //右邊信息窗體的布局 MyPanel infoScr = new MyPanel(); infoScr.setLayout(new GridLayout(4,1,0,5)); infoScr.setSize(120,300); rightScr.add(infoScr); //定義標簽和初始值 Label scorep = new Label("分數:",Label.LEFT); Label levelp = new Label("級數:",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"); //右邊控制按鈕窗體的布局 MyPanel controlScr = new MyPanel(); controlScr.setLayout(new GridLayout(5,1,0,5)); rightScr.add(controlScr); //定義按鈕play Button play_b = new Button("開始游戲"); play_b.setSize(new Dimension(50,200)); play_b.addActionListener(new Command(Command.button_play,gameScr)); //定義按鈕Level UP Button level_up_b = new Button("提高級數"); level_up_b.setSize(new Dimension(50,200)); level_up_b.addActionListener(new Command(Command.button_levelup,gameScr)); //定義按鈕Level Down Button level_down_b =new Button("降低級數"); level_down_b.setSize(new Dimension(50,200)); level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr)); //定義按鈕Level Pause Button pause_b =new Button("游戲暫停"); pause_b.setSize(new Dimension(50,200)); pause_b.addActionListener(new Command(Command.button_pause,gameScr)); //定義按鈕Quit Button quit_b = new Button("退出遊戲"); 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(); } } //重寫MyPanel類,使Panel的四周留空間 class MyPanel extends Panel{ public Insets getInsets(){ return new Insets(30,50,30,50); } } //游戲畫布類 class GameCanvas extends Canvas implements KeyListener{ final int unitSize = 30; //小方塊邊長 int rowNum; //正方格的行數 int columnNum; //正方格的列數 int maxAllowRowNum; //允許有多少行未削 int blockInitRow; //新出現塊的起始行坐標 int blockInitCol; //新出現塊的起始列坐標 int [][] scrArr; //屏幕數組 Block b; //對方快的引用 //畫布類的構造方法 GameCanvas(){ rowNum = 15; columnNum = 10; maxAllowRowNum = rowNum - 2; b = new Block(this); blockInitRow = rowNum - 1; blockInitCol = columnNum/2 - 2; scrArr = new int [32][32]; } //初始化屏幕,並將屏幕數組清零的方法 void initScr(){ for(int i=0;i<rowNum;i++) for (int j=0; j<columnNum;j++) scrArr[j]=0; b.reset(); repaint(); } //重新刷新畫布方法 public void paint(Graphics g){ for(int i = 0; i < rowNum; i++) for(int j = 0; j < columnNum; j++) drawUnit(i,j,scrArr[j]); } //畫方塊的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(type){ //表示畫方快的方法 case 0: g.setColor(Color.black);break; //以背景為顏色畫 case 1: g.setColor(Color.blue);break; //畫正在下落的方塊 case 2: g.setColor(Color.magenta);break; //畫已經落下的方法 } g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true); g.dispose(); } public Block getBlock(){ return b; //返回block實例的引用 } //返回屏幕數組中(row,col)位置的屬性值 public int getScrArrXY(int row,int col){ if (row < 0 || row >= rowNum || col < 0 || col >= columnNum) return(-1); else return(scrArr[row][col]); } //返回新塊的初始行坐標方法 public int getInitRow(){ return(blockInitRow); //返回新塊的初始行坐標 } //返回新塊的初始列坐標方法 public int getInitCol(){ return(blockInitCol); //返回新塊的初始列坐標 } //滿行刪除方法 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); } //判斷游戲是否結束方法 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){ } //處理鍵盤輸入的方法 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; } } } //處理控制類 class Command implements ActionListener{ static final int button_play = 1; //給按鈕分配編號 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; //當前按鈕 GameCanvas scr; //控制按鈕類的構造方法 Command(int button,GameCanvas scr){ curButton = button; this.scr=scr; } //按鈕執行方法 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); } } } //方塊類 class Block { static int[][] pattern = { {0x0f00,0x4444,0x0f00,0x4444},//用十六進至表示,本行表示長條四種狀態 {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; //塊的模式號(0-6) int turnState; //塊的翻轉狀態(0-3) int blockState; //快的下落狀態 int row,col; //塊在畫布上的坐標 GameCanvas scr; //塊類的構造方法 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(); } //重新初始化塊,並顯示新塊 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); } //實現「塊」翻轉的方法 public void leftTurn(){ if(assertValid(blockType,(turnState + 1)%4,row,col)){ dispBlock(0); turnState = (turnState + 1)%4; dispBlock(1); } } //實現「塊」的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1); } } //實現塊的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1); } } //實現塊落下的操作的方法 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); } } //判斷是否正確的方法 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; } //同步顯示的方法 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; } } } } //定時線程 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); } } 22
㈣ 在網上下載了java的俄羅斯方塊的源代碼,用cmd運行總是不能通過編譯,提示「無效的標志」
javac是編譯的命令
運行時用java 包含主方法的類全名
建議學習一下java的基礎再來運行程序
補充回答:根據你的提示,你的電腦上應該是裝有JDK的,並非不給你詳細步驟,只是需要看到代碼才能准確地寫出步驟,因為你連包名、類名都不知道
詳細步驟:
1.先用javac 命令編譯你下載的所有的.java文件
2.用java命令執行這些文件中的一個含有main()方法的那個文件
ps:執行第一步編譯操作時,需要加上包名,查看包名的辦法是,打開你要編譯的一個.java文件,文件的第一行也就是以package 開頭的一行,package 後面有一個空格,然後後面的內容就是包名,他的寫法是package aaa.bbb.ccc;
你在編譯時的操作:
在命令行輸入:
javac aaa/bbb/ccc/Xxx.java
其中Xxx.java即是你打開這個文件的文件名
一般編譯成功的標志就是你在命令行中輸入上面那句話以後敲回車,然後游標直接跳到下一行,沒有任何提示。然後你會發現,在這個.java文件的同路徑下,多了一個前綴相同,後綴為.class的文件
如果有一些英文提示表示你編譯失敗了,應該是你的包名或類名的原因,仔細修改吧!
執行第二步:
java aaa.bbb.ccc.Xxx
將編譯時的/全部換成.
最後的.java就不要寫了
如果執行成功了,你就可以看到那個俄羅斯方塊的界面了。
說得還算詳細吧,貌似有點羅索了,呵呵,樓主將就看吧,為了這10分我可真不易啊!