我正在制作俄罗斯方块计划。我正在重用一个功能完善的Tron程序来实现它。在Tron程序中,GUI工作得很好,但在俄罗斯方块程序中,我无法获得任何GUI窗口,甚至连网格都不会弹出。我还需要另一个窗口弹出来告诉设置控件。如果你尝试,非常感谢。下面,我将为您提供两套程序
方块
public class Board extends JPanel {
private static final long serialVersionUID = 1l;
public static boolean death = false;
public static int score = 0;
public static String direction;
public static int numberTetris = 1;
public static final int numRows = 10;
public static final int numCols = 18;
public static final int size = 20;
public static int[][] grid = new int[10][218];
public Board(Tetris tempTetris){
grid[10][18] = 8;
setPreferredSize(new Dimension(numCols * size, numRows * size));
setBackground(Color.DARK_GRAY);
}
//Erases the grid to be filled with zeros
public static void restart(int[][] gr){
for (int i = 0; i <= numCols; i++){
for (int j = 1; j <= numRows; j++){
grid[i][j] = 0;
}
}
Piece.nextTetris();
}
//Swts the graphics component
public void paintComponent(Graphics g){
super.paintComponent(g);
g.drawString("score: " + score, 10, 10);
g.setColor(Color.DARK_GRAY);
g.drawRect(0, 0 , getWidth() - 1, getHeight() - 1);
for (int x = 0; x < numCols; x++){
for (int y = 0; y < numRows; y++){
g.drawLine(x * size, 0, x * size, getHeight());
g.drawLine(0, y * size, getWidth(), y * size);
}
}
}
//Fills in the spaces
private void drawTile(int x, int y, int type, Graphics g){
x *= size;
y *= size;
switch (type){
case 1:
if (Piece.type == 1){
//ZShape
g.setColor(Color.ORANGE);
if (Piece.pieceDirection == 270 || Piece.pieceDirection == 90){
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY - 1, size, size);
}
if (Piece.pieceDirection == 180 || Piece.pieceDirection == 0){
g.fillRect(Piece.centerX + 1, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
}
}else if (Piece.type == 2){
//"SShape;
g.setColor(Color.BLUE);
if (Piece.pieceDirection == 270 || Piece.pieceDirection == 90){
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX - 1, Piece.centerY - 1, size, size);
}
if (Piece.pieceDirection == 180 || Piece.pieceDirection == 0){
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY - 1, size, size);
}
}else if (Piece.type == 3){
//LineShape;
g.setColor(Color.RED);
if (Piece.pieceDirection == 270 || Piece.pieceDirection == 90){
g.fillRect(Piece.centerX - 2, Piece.centerY, size, size);
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
}
if (Piece.pieceDirection == 180 || Piece.pieceDirection == 0){
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 2, size, size);
}
}else if (Piece.type == 4){
//TShape;
g.setColor(Color.GREEN);
if (Piece.pieceDirection == 270){
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
}
if (Piece.pieceDirection == 90){
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
}
if (Piece.pieceDirection == 180){
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
}
if (Piece.pieceDirection == 0){
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
}
}else if (Piece.type == 5){
//SqaureShape;
g.setColor(Color.YELLOW);
if (Piece.pieceDirection == 270 || Piece.pieceDirection == 180 || Piece.pieceDirection == 90 || Piece.pieceDirection == 0){
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX - 1, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
}
}else if (Piece.type == 6){
//LShape;
g.setColor(Color.DARK_GRAY);
if (Piece.pieceDirection == 270){
g.fillRect(Piece.centerX - 1, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
}
if (Piece.pieceDirection == 90){
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY + 1, size, size);
}
if (Piece.pieceDirection == 180){
g.fillRect(Piece.centerX - 1, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
}
if (Piece.pieceDirection == 0){
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY - 1, size, size);
}
}else if (Piece.type == 7){
//MirroredLShape;
g.setColor(Color.MAGENTA);
if (Piece.pieceDirection == 270){
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY - 1, size, size);
}
if (Piece.pieceDirection == 90){
g.fillRect(Piece.centerX - 1, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX - 1, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX + 1, Piece.centerY, size, size);
}
if (Piece.pieceDirection == 180){
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
g.fillRect(Piece.centerX - 1, Piece.centerY - 1, size, size);
}
if (Piece.pieceDirection == 0){
g.fillRect(Piece.centerX + 1, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY + 1, size, size);
g.fillRect(Piece.centerX, Piece.centerY, size, size);
g.fillRect(Piece.centerX, Piece.centerY - 1, size, size);
}
}
break;
//Used pieces
case 2:
g.setColor(Color.BLACK);
g.fillRect(x, y, size, size);
break;
//The grid
case 3:
g.setColor(Color.WHITE);
break;
}
//Pretty much refreshes the board
public static void repaint(){
for (int i = 0; i <= numCols; i++){
for (int j = -1; j >= numRows; j--){
if (grid[i][j] == 2){
drawTile(i, j, 2, g);
}else if (grid[i][j] == 0){
drawTile(i, j, 3, g);
}
}
}
}
}
public class Piece extends JFrame {
public static final long serialVersionUID = 1L;
public Board board;
public static final int x = 1;
public static final int y = 1;
public static int centerX = 10;
public static int centerY = 10;
public static final int north = 90;
public static final int east = 0;
public static final int south = 270;
public static final int west = 180;
public static int pieceDirection = south;
public static int pieceCount;
public static Piece[][] piece1 = new Piece[x][y];
public static Piece[][] piece2 = new Piece[x][y];
public static Piece[][] piece3 = new Piece[x][y];
public static Piece[][] piece4 = new Piece[x][y];
public static int a;
public static String pieceName;
public static int[][] usedPieceCoords = new int[Board.numRows][Board.numCols];
public static int type;
/*
* type = 1 == ZShape
type = 2 == SShape
type = 3 == LineShape
type = 4 == TShape
type = 5 == SquareShape
type = 6 == LShape
type = 7 == MirroredLShape
*/
public static final int firstCenterX = 4;
public static final int firstCenterY = -1;
//Constructs a piece obeject at a certain pair of coordinates
public Piece(int X, int Y, int num){
centerX = X;
centerY = Y;
type = num;
}
//Checks if the piece has gone out of set bounds, I still haven't done anything to it, but advice would be helpful
public static boolean checkCollision(){
if (centerX == 20 || centerY == 20 || centerX == -1 || centerY == -1){
Tetris.gameOver = true;
Board.death = true;
Tetris.gameOver();
}
return false;
}
//Makes a new tetris and puts it in the game
public static void nextTetris(){
a = (int)(Math.random());
Piece centerPiece = new Piece(firstCenterX, firstCenterY, a);
}
//I intend to increase speed until it hits the piece under it
public static void drop() {
}
//Moves the piece one space to the right
public static void moveRight() {
Board.grid[centerX][centerY] = 0;
centerX =+ 1;
}
//Moves the piece one space to the left
public static void moveLeft() {
Board.grid[centerX][centerY] = 0;
Board.grid[centerX - 1][centerY] = 1;
}
//Rotates the piece 90 degrees clockwise
public static void turnPiece(){
pieceDirection -= 90;
if (Tetris.tetrisName == ""){
}
}
}
public class Tetris extends JFrame {
private static final long serialVersionUID = 1L;
private Board board;
public static int speed = 250;
public static int segmentCount = 4;
public static boolean gameOver = false;
public static boolean start = false;
public static String tetrisName;
//Makes a tetris object, still to define it more as creating a certain object based on Piece.type
public Tetris(){
super("Tetris");
setLayout(new BorderLayout());
setDefaultCloseOperation(EXIT_ON_CLOSE);
setResizable(false);
this.board = new Board(this);
add(board, BorderLayout.CENTER);
//the key listeners
addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e) {
switch(e.getKeyCode()){
case KeyEvent.VK_W:
case KeyEvent.VK_UP:
Piece.turnPiece();
break;
case KeyEvent.VK_S:
case KeyEvent.VK_DOWN:
speed =+ 10;
break;
case KeyEvent.VK_A:
case KeyEvent.VK_LEFT:
Piece.moveLeft();
break;
case KeyEvent.VK_D:
case KeyEvent.VK_RIGHT:
Piece.moveRight();
break;
case KeyEvent.VK_SPACE:
Piece.drop();
}
}
});
pack();
setLocationRelativeTo(null);
setVisible(true);
runGame();
}
//The delay portion and the starting of the game
public void runGame(){
while (gameOver == false){
try{
Thread.sleep(150);
}
catch(Exception e){}
if (start){
//self-collision check
if (Board.grid[Piece.centerX][Piece.centerY] >= -1){
gameOver = true;
Board.death = true;
gameOver();
}
board.repaint();
}
}
}
//This just outprints "GAME OVER" to the consule when it is called
public static void gameOver(){
System.out.println("GAME OVER");
}
//This outputs the number that the certain name corresponds to
public int getType(String tetrisName){
if (tetrisName == "ZShape"){
Piece.type = 1;
}else if (tetrisName == "SShape"){
Piece.type = 2;
}else if (tetrisName == "LineShape"){
Piece.type = 3;
}else if (tetrisName == "TShape"){
Piece.type = 4;
}else if (tetrisName == "SquareShape"){
Piece.type = 5;
}else if (tetrisName == "LShape"){
Piece.type = 6;
}else if (tetrisName == "MirroredLShape"){
Piece.type = 7;
}
return Piece.type;
}
//Making a new piece, tetris, and board
public static void main(String[] args){
int a = (int)(Math.random() * 7);
Piece centerPiece = new Piece(Piece.firstCenterX, Piece.firstCenterY, a);
Tetris tetris = new Tetris();
new Board(tetris);
}}
特隆
public class Snake extends JFrame{
private static final long serialVersionUID = 1L;
private Board board;
public static int a = 10;
public static int b = 10;
public static int c;
public static int d;
public static int flag = 0;
public static int headX = 3;
public static int headY = 20;
public static int speed = 100;
public static String snakeDirection = "east";
public static int segmentCount;
public static int segmentCount2;
public static boolean gameOver = false;
public static boolean gameOver2 = false;
public static boolean start = false;
public static boolean start2 = false;
public static int[][] segments = new int[2][400];
public static int[][] segments2 = new int[2][400];
public static int headX2 = 37;
public static int headY2 = 20;
public static String snakeDirection2 = "west";
//Creates Snake
public static void main(String[] args) {
Snake snake = new Snake();
new Board(snake);
}
public Snake(){
super("Snake");
setLayout(new BorderLayout());
setDefaultCloseOperation(EXIT_ON_CLOSE);
setResizable(false);
this.board = new Board(this);
add(board, BorderLayout.CENTER);
addKeyListener(new KeyAdapter(){
public void keyPressed(KeyEvent e){
switch (e.getKeyCode()){
// checks if keys are pressed
case KeyEvent.VK_UP:
if(snakeDirection != "south"){
snakeDirection = "north";
start = true;
}
break;
case KeyEvent.VK_W:
if(snakeDirection2 != "south"){
snakeDirection2 = "north";
start2 = true;
}
break;
case KeyEvent.VK_DOWN:
if(snakeDirection != "north") {
snakeDirection = "south";
start = true;
}
break;
case KeyEvent.VK_S:
if(snakeDirection2 != "north") {
snakeDirection2 = "south";
start2 = true;
}
break;
case KeyEvent.VK_LEFT:
if(snakeDirection != "east") {
snakeDirection = "west";
start = true;
}
break;
case KeyEvent.VK_A:
if(snakeDirection2 != "east") {
snakeDirection2 = "west";
start2 = true;
}
break;
case KeyEvent.VK_RIGHT:
if(snakeDirection != "west") {
snakeDirection = "east";
start = true;
}
break;
case KeyEvent.VK_D:
if(snakeDirection2 != "west") {
snakeDirection2 = "east";
start2 = true;
}
break;
}
}
});
pack();
setLocationRelativeTo(null);
setVisible(true);
runGame();
}
public void runGame(){
while(gameOver == false) {
segmentCount = Board.numberSegments;
try {
Thread.sleep(speed);
} catch (Exception e) {
}
if(start) {
//checks to see if the snake collided with itself
if(Board.grid[headX][headY] == 1){
gameOver = true;
Board.death = true;
gameOver();
}
if(Board.grid[headX2][headY2] == 1){
gameOver = true;
Board.death = true;
gameOver();
}
// changes depending on which direction the snake is going
if(snakeDirection.equals("north")) {
headY -= 1;
System.out.println("Player 111(Coord):" + headX + " " + headY);
if(checkCollision() == true){
while (segmentCount > 0){
segments[0][segmentCount] = segments[0][segmentCount - 1];
segments[1][segmentCount] = segments[1][segmentCount - 1];
segmentCount -= 1;
}
segments[0][0] = headX;
segments[1][0] = headY + 1;
}
}
if(snakeDirection2.equals("north")) {
System.out.println("Player 222(Coord):" + headX2 + " " + headY2);
headY2 -= 1;
if(checkCollision() == true){
while (segmentCount2 > 0){
segments2[0][segmentCount2] = segments2[0][segmentCount2 - 1];
segments2[1][segmentCount2] = segments2[1][segmentCount2 - 1];
segmentCount2 -= 1;
}
segments2[0][0] = headX2;
segments2[1][0] = headY2 + 1;
}
}
if(snakeDirection.equals("east")){
headX += 1;
System.out.println("Player 111(Coord):" + headX + " " + headY);
if(checkCollision() == true){
while(segmentCount > 0){
segments[0][segmentCount] = segments[0][segmentCount - 1];
segments[1][segmentCount] = segments[1][segmentCount - 1];
segmentCount -= 1;
}
segments[0][0] = headX - 1;
segments[1][0] = headY;
}
}
if(snakeDirection2.equals("east")){
headX2 += 1;
System.out.println("Player 222(Coord):" + headX2 + " " + headY2);
if(checkCollision() == true){
while(segmentCount2 > 0){
segments2[0][segmentCount2] = segments2[0][segmentCount2 - 1];
segments2[1][segmentCount2] = segments2[1][segmentCount2 - 1];
segmentCount2 -= 1;
}
segments2[0][0] = headX2 - 1;
segments2[1][0] = headY2;
}
}
if(snakeDirection.equals("south")){
headY += 1;
System.out.println("Player 111(Coord):" + headX + " " + headY);
if(checkCollision() == true){
while(segmentCount > 0){
segments[0][segmentCount] = segments[0][segmentCount - 1];
segments[1][segmentCount] = segments[1][segmentCount - 1];
segmentCount -= 1;
}
segments[0][0] = headX;
segments[1][0] = headY - 1;
}
}
if(snakeDirection2.equals("south")){
headY2 += 1;
System.out.println("Player 222(Coord):" + headX2 + " " + headY2);
if(checkCollision() == true){
while(segmentCount2 > 0){
segments2[0][segmentCount2] = segments2[0][segmentCount2 - 1];
segments2[1][segmentCount2] = segments2[1][segmentCount2 - 1];
segmentCount2 -= 1;
}
segments2[0][0] = headX2;
segments2[1][0] = headY2 - 1;
}
}
if(snakeDirection.equals("west")){
headX -= 1;
System.out.println("Player 111(Coord):" + headX + " " + headY);
if(checkCollision() == true){
while(segmentCount > 0){
segments[0][segmentCount] = segments[0][segmentCount - 1];
segments[1][segmentCount] = segments[1][segmentCount - 1];
segmentCount -= 1;
}
segments[0][0] = headX + 1;
segments[1][0] = headY;
}
}
if(snakeDirection2.equals("west")){
headX2 -= 1;
System.out.println("Player 222(Coord):" + headX2 + " " + headY2);
if(checkCollision() == true){
while(segmentCount2 > 0){
segments2[0][segmentCount2] = segments2[0][segmentCount2 - 1];
segments2[1][segmentCount2] = segments2[1][segmentCount2 - 1];
segmentCount2 -= 1;
}
segments2[0][0] = headX2 + 1;
segments2[1][0] = headY2;
}
}
board.repaint();
//sees i the game is still going
if(!gameOver) {
segmentCount = Board.numberSegments;
if(Board.grid[headX][headY] != 0) {
gameOver = true;
Board.death = true;
gameOver();
}
Board.grid[headX][headY] = 2;
//Board.grid[segments[0][segmentCount]][segments[1][segmentCount]] = 0;
//while(segmentCount > 0) {
//Board.grid[segments[0][segmentCount]][segments[1][segmentCount]] = 1;
//segmentCount -= 1;
//}
if(Board.grid[headX2][headY2] != 0) {
gameOver = true;
Board.death = true;
gameOver();
}
Board.grid[headX2][headY2] = 12;
Board.grid[segments2[0][segmentCount2]][segments2[1][segmentCount2]] = 10;
while(segmentCount2 > 0) {
Board.grid[segments2[0][segmentCount2]][segments2[1][segmentCount2]] = 11;
segmentCount2 -= 1;
}
board.repaint();
}
}
}
}
//makes sure the game is over
public void gameOver(){
System.out.println("GGGGGAAAAAAAMMMMMMMEEEEEEE OOOOOOVVVVVEEEEERRRR");
for(int i = 0; i < 20; i++){
System.out.println(segments2[0][i] + " " + segments2[1][i]);
}
}
//checks to see if the snake collided with the boarder
public boolean checkCollision(){
if(headX == 41 || headY == 41 || headX == -1 || headY == -1){
gameOver = true;
Board.death = true;
gameOver();
return false;
}
return true;
}
public boolean checkCollision2(){
if(headX2 == 41 || headY2 == 41 || headX2 == -1 || headY2 == -1){
gameOver2 = true;
Board.death = true;
gameOver();
return false;
}
return true;
}
}
public class Board extends JPanel{
private static final long serialVersionUID = 1l;
public static int x = 10;
public static int y = 10;
public static int a = 10;
public static int b = 10;
public static int n = 10;
public static int m = 10;
public static int s;
public static int sg;
public static int erase = 20;
public static int erase2 = 20;
public static boolean death = false;
public static boolean death2 = false;
public static int segmentAdd;
public static int score = 0;
public static boolean touchedFruit = false;
public static boolean isFruit = false;
public static String direction;
public static String direction2;
public static int numberSegments = 5;
public static int numberSegments2 = 5;
public static String bodyDirection;
public static String tailDirection;
public static String bodyDirection2;
public static String tailDirection2;
public static final int num_rows = 40;
public static final int num_cols = 40;
public static int size = 15;
public static int [][] grid = new int[40][40];
//makes board
public Board(Snake tempSnake){
grid[10][10] = 0;
setPreferredSize(new Dimension(num_cols * size, num_rows * size));
setBackground(Color.WHITE);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
deathTracker(g);
for(int i = 0; i < 40; i++){
for(int j = 0; j < 40; j++){
if(grid[i][j] != 0){
drawTile(i,j,grid[i][j],g);
}
}
}
//bodyTracker(g);
//bodyTracker2(g);
System.out.println("Player 111:" + (numberSegments + 2));
System.out.println("Player 222:" + (numberSegments2 + 2));
g.setColor(Color.WHITE);
g.drawRect(0, 0, getWidth()-1, getHeight()-1);
for(int x = 0; x < num_cols; x++){
for(int y = 0; y < num_cols; y++){
g.drawLine(x * size, 0, x * size, getHeight());
g.drawLine(0, y * size, getWidth(), y * size);
}
}
}
private void drawTile(int x, int y, int type, Graphics g){
x *= size;
y *= size;
switch(type){
case 1:
g.setColor(Color.GREEN);
g.fillRect(x, y, size, size);
break;
case 2:
g.setColor(Color.RED);
g.fillRect(x, y, size, size);
break;
case 3:
g.setColor(Color.GREEN);
g.fillRect(x, y, size, size);
break;
case 4:
g.setColor(Color.RED);
g.fillRect(x, y, size, size);
break;
case 11:
g.setColor(Color.PINK);
g.fillRect(x, y, size, size);
break;
case 12:
g.setColor(Color.MAGENTA);
g.fillRect(x, y, size, size);
break;
case 10:
g.setColor(Color.CYAN);
g.fillRect(x, y, size, size);
break;
}
}
private void drawTile2(int x, int y, int type, Graphics g){
x *= size;
y *= size;
switch(type){
case 11:
g.setColor(Color.RED);
g.fillRect(x, y, size, size);
break;
case 12:
g.setColor(Color.RED);
g.fillRect(x, y, size, size);
break;
case 10:
g.setColor(Color.RED);
g.fillRect(x, y, size, size);
break;
}
}
public void bodyTracker(Graphics g){
if(!Snake.gameOver){
s = numberSegments;
numberSegments += 1;
drawTile(Snake.headX, Snake.headY, grid[Snake.headX][Snake.headY], g);
while(s >= 0){
if(s > 0){
drawTile(Snake.segments[0][s], Snake.segments[1][s], grid[Snake.segments[0][s]][Snake.segments[1][s]], g);
}
if(s == 0){
drawTile(Snake.segments[0][s], Snake.segments[1][s], 4, g);
}
s -= 1;
}
}
}
public void bodyTracker2(Graphics g){
if(!Snake.gameOver){
sg = numberSegments2;
numberSegments2 += 1;
drawTile2(Snake.headX2, Snake.headY2, grid[Snake.headX2][Snake.headY2], g);
while(sg >= 0){
if(sg > 0){
drawTile2(Snake.segments2[0][sg], Snake.segments2[1][sg], grid[Snake.segments2[0][sg]][Snake.segments2[1][sg]], g);
}
if(s == 0){
drawTile2(Snake.segments2[0][sg], Snake.segments2[1][sg], 4, g);
}
sg -= 1;
}
}
}
public void deathTracker(Graphics g){
if (death = true){
erase = 20;
while(erase > 0 && erase2 > 0){
drawTile(erase, erase2, 0, g);
erase -= 1;
if(erase == 0){
erase2 -= 1;
}
}
}
} }
答案 0 :(得分:1)
您的俄罗斯方块程序有两个JFrame,两者都没有正确创建。 “Piece”绝对不应该是JFrame。阅读“swing tutorial”路径,并在知道如何创建无特征GUI窗口后再试一次。
答案 1 :(得分:1)
你的代码是......坦率地说,可怕。
过度使用static
意味着你绝对不知道指向哪个实例以及控制哪个实例。
当我(终于能够)运行你的Tetris
课程时,它失败了......
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 10
at tetris.Tetris$Board.<init>(Tetris.java:146)
at tetris.Tetris.<init>(Tetris.java:35)
at tetris.Tetris.main(Tetris.java:127)
哪里在这里......
public Board(Tetris tempTetris) {
grid[10][18] = 8;
^---- Index out of bounds...
当你看一下这个分裂时,你会明白为什么......
public static int[][] grid = new int[10][218];
grid
在第一维中只有十个元素。请记住,数组在Java中被0
索引。
static
的过度使用,它只会在你面前爆炸并使程序变得不可思议,更不用说很难知道实际上是什么了...... KeyListener
答案 2 :(得分:0)
我认为通过查看有效的俄罗斯方块,你会获得很多价值(虽然它是用Java制作的); http://bordiani.wordpress.com/2014/10/20/tetris-in-java-part-i-overview/;
例如:
GUI - “我决定不把图形部分弄得太乱,所以我使用了”LED“模型。我的意思是我有一个二维阵列的JPanels(20/10)并着色它们 - 我显示数字。“
模型 - “等式中最基本的部分是具有int值x和y的Block类”
- “Figure类有一个包含4个Block对象的ArrayList。没有选择标准数组的原因是因为随着游戏的进行,这些块将会被淘汰。”
- “Board是实际包含屏幕上显示的所有数字的类。它有一个单独的图形字段,称为FreshFigure,表示”下降“并由用户控制的图形。”