㈠ photoshop怎么制作俄罗斯方块那种格子!!!!
前三步幼儿操作级别:
1,新建图层
2,矩形选框工具,按住shift键,在图上画一个正方形(Shift键是为了保证长宽一致)
3,给正方形上色,然后取消蚂蚁线
重点在第四步:
4.该图层直接Fx做“斜面与浮雕”
在“斜面和浮雕”中主要调整大小,数值要根据你的方框大小来定(记得打开预览看看你调整的结果,另外你要做的精细的话,可以再描边上~)
然后确定,就完成了~
㈡ 求用flash 8 制作俄罗斯方块游戏
我给
㈢ 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 [32][32];
}
//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);
}
}
㈣ 在KRKR制作的游戏中加入c++编写的俄罗斯方块怎么做
不用c++吧 krkr本身就有自己的编程语言tjs,可以使用tjs来编写小游戏。
俄罗斯方块记得kcddp有范例 你可以去看看
㈤ 用Visual C++6.0怎么制作俄罗斯方块啊,高人指点一下
这个问题问的很有创意:对于使用VC6.0的用户,只要切换到classview视图,然后右击就好了,很强大的,你试试。对于VS2008,那就更强大了,除了里面的代码不能这么搞之外,什么函数定义啊,变量定义,画类视图关系关系图之类的都能给你搞了,应该根本不需要别的辅助设计软件了
㈥ 用FLASH制作俄罗斯方块按“新游戏”时不能清除已堆下来的方块
你现在是怎么处理的?把你现在的处理方法简单说一下,再说一说症状是什么? 帮你想想是哪里的问题.
如果你已经能做俄罗斯方块的算法了,已经不是初学者了,相信如果有问题也不是很表面的初级问题了哦
㈦ 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[4];
//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[0];
int row = o.getRow();
int col = o.getCol();
//3旋转以后的数据=(row,col) + state[n]
cells[1].setRow(row + s.row1);
cells[1].setCol(col + s.col1);
cells[2].setRow(row + s.row2);
cells[2].setCol(col + s.col2);
cells[3].setRow(row + s.row3);
cells[3].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[0];
int row = o.getRow();
int col = o.getCol();
//3旋转以后的数据=(row,col) + state[n]
cells[1].setRow(row + s.row1);
cells[1].setCol(col + s.col1);
cells[2].setRow(row + s.row2);
cells[2].setCol(col + s.col2);
cells[3].setRow(row + s.row3);
cells[3].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[0] = new Cell(0,4,Tetris.T);
cells[1] = new Cell(0,3,Tetris.T);
cells[2] = new Cell(0,5,Tetris.T);
cells[3] = new Cell(1,4,Tetris.T);
//12
states = new State[4];
states[0] = new State(0,0, 0,-1, 0,1, 1,0);
states[1] = new State(0,0, -1,0, 1,0, 0,-1);
states[2] = new State(0,0, 0,1, 0,-1, -1,0);
states[3] = 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[0] = new Cell(0,4,Tetris.I);
cells[1] = new Cell(0,3,Tetris.I);
cells[2] = new Cell(0,5,Tetris.I);
cells[3] = 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[0] = new Cell(0,4,Tetris.J);
cells[1] = new Cell(0,3,Tetris.J);
cells[2] = new Cell(0,5,Tetris.J);
cells[3] = 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[0] = new Cell(0,4,Tetris.L);
cells[1] = new Cell(0,3,Tetris.L);
cells[2] = new Cell(0,5,Tetris.L);
cells[3] = 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[0] = new Cell(0,4,Tetris.S);
cells[1] = new Cell(0,5,Tetris.S);
cells[2] = new Cell(1,3,Tetris.S);
cells[3] = 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[0] = new Cell(1,4,Tetris.Z);
cells[1] = new Cell(0,3,Tetris.Z);
cells[2] = new Cell(0,4,Tetris.Z);
cells[3] = 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[0] = new Cell(0,4,Tetris.O);
cells[1] = new Cell(0,5,Tetris.O);
cells[2] = new Cell(1,4,Tetris.O);
cells[3] = 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)};
}
}
㈧ 求俄罗斯方块的制作动画
当然可以实现了,先提供给你一个方法,即在你的视频里插一个Flash动画,这个动画按照你的要求去做。
这只是其中的一个方法,还有n个方法。
㈨ 怎样制作俄罗斯方块
以下代码粘贴在主场经第一祯,测试影片就看到了:
N = 20;//行数
WIDTH = 20;//方块边长
level = 0;//开始等级(下落速度)
ret = new Array();//当前出现的方块
nextret = new Array();//下一个出现的方块
bg = new Array();//背景数组
createEmptyMovieClip("panel", 1048575);//所有方块都在此mc里
for (i = 0; i < 5; i++) {
//初始化方块数组,2*5格式,前四行代表每个方块的4个小块的位置坐标,最后一行第一列是方块形状,第二列是方块旋转方向
ret.push(new Array(2));
nextret.push(new Array(2));
}
for (i = 0; i < 20; i++) {//初始化背景数组,10*20格式
bg.push(new Array(10));
}
X = Y = panel._x = panel._y = 0;//换为X、Y表示
function reach(x:Number, y:Number, ret:Object) {
//x、y为方块位置,ret为方块形状,若方块ret下落一格碰到边界或者方块返回1
var i:Number, j:Number, k:Number;
for (i = 0; i < N; i++) {
for (j = 0; j < 10; j++) {
if (bg[i][j] == 219) {
for (k = 0; k < 4; k++) {
if (x + ret[k][0] == j && y + ret[k][1] + 1 == i) {
return 1;
}
}
}
}
}
return 0;
}
function lrnotout(lorr:Number, a:Object) {
//lorr==-1代表a往左边一格可行性的判断,lorr==1代表右边一格可行性的判断,lorr==0代表a的位置合理性的判断,出现不合理则返回0
var i:Number;
if (lorr == -1) {
for (i = 0; i < 4; i++) {
if (x + a[i][0] - 1 < 0 || reach(x - 1, y - 1, a)) {
return 0;
}
}
}
if (lorr == 1) {
for (i = 0; i < 4; i++) {
if (x + a[i][0] + 1 > 9 || reach(x - 1, y + 1, a)) {
return 0;
}
}
}
if (lorr == 0) {
for (i = 0; i < 4; i++) {
if (x + a[i][0] < 0 || x + a[i][0] > 9) {
return 0;
}
}
}
return 1;
}
function rv(a:Object, ret:Object) {
//方块赋值,将a方块赋值到ret方块
var i:Number;
for (i = 0; i < 5; i++) {
ret[i][0] = a[i][0], ret[i][1] = a[i][1];
}
}
function rotate(ret:Object) {
//根据方块ret最后一行(分别是形状指示变量和旋转方向变量)为ret的前四行赋以具体形状值
switch (ret[4][0]) {
case 0 ://方形
a = [[1, 0], [2, 0], [1, 1], [2, 1], [0, 0]];
rv(a, ret);
return;
case 1 ://长形
switch (ret[4][1]) {
case 1 :
a = [[0, 0], [1, 0], [2, 0], [3, 0], [1, 0]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 0 :
a = [[1, 0], [1, 1], [1, 2], [1, 3], [1, 1]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
}
case 2 ://Z形
switch (ret[4][1]) {
case 1 :
a = [[0, 1], [1, 1], [1, 2], [2, 2], [2, 0]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 0 :
a = [[2, 0], [1, 1], [2, 1], [1, 2], [2, 1]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
}
case 3 ://反Z形
switch (ret[4][1]) {
case 1 :
a = [[1, 1], [2, 1], [0, 2], [1, 2], [3, 0]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 0 :
a = [[1, 0], [1, 1], [2, 1], [2, 2], [3, 1]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
}
case 4 ://T形
switch (ret[4][1]) {
case 3 :
a = [[1, 0], [0, 1], [1, 1], [2, 1], [4, 0]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 0 :
a = [[1, 0], [0, 1], [1, 1], [1, 2], [4, 1]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 1 :
a = [[0, 1], [1, 1], [2, 1], [1, 2], [4, 2]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 2 :
a = [[1, 0], [1, 1], [2, 1], [1, 2], [4, 3]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
}
case 5 ://倒L形
switch (ret[4][1]) {
case 3 :
a = [[1, 0], [2, 0], [1, 1], [1, 2], [5, 0]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 0 :
a = [[0, 1], [0, 2], [1, 2], [2, 2], [5, 1]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 1 :
a = [[2, 0], [2, 1], [1, 2], [2, 2], [5, 2]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 2 :
a = [[0, 1], [1, 1], [2, 1], [2, 2], [5, 3]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
}
case 6 ://L形
switch (ret[4][1]) {
case 3 :
a = [[1, 0], [2, 0], [2, 1], [2, 2], [5, 0]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 0 :
a = [[0, 1], [1, 1], [2, 1], [0, 2], [5, 1]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 1 :
a = [[1, 0], [1, 1], [1, 2], [2, 2], [5, 2]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
case 2 :
a = [[2, 1], [0, 2], [1, 2], [2, 2], [5, 3]];
if (lrnotout(0, a) && !reach(x, y - 1, a)) {
rv(a, ret);
}
return;
}
}
}
function generate(ret:Object) {//随机产生方块函数(可进一步修正)
ret[4][0] = Math.floor(Math.random() * 7);
ret[4][1] = Math.floor(Math.random() * 4);
rotate(ret);//完成方块ret的具体形状的赋值
}
function init() {//初始化背景、方块、运动函数
var i:Number, j:Number;
for (i = 0; i < N; i++) {//初始化背景,边界为219,其余为' '
for (j = 0; j < 10; j++) {
if (i == N - 1) {
bg[i][j] = 219;
} else {
bg[i][j] = ' ';
}
}
}
for (i = 0; i < 5; i++) {//为当前方块赋初值0
ret[i][0] = ret[i][1] = 0;
}
generate(ret);//产生当前方块
generate(nextret);//产生下一个方块
y = 0, x = 3, score = lines = 0, level=0;//当前位置坐标和计分系统初始化
_tetris.removeTextField();//如果从结束过的游戏恢复,删除结束标志
display();//显示画面
frameflag = 0;//标示下落时间间隔
onEnterFrame = function () {
frameflag++;
if (10 - frameflag < level) {//根据等级level确定下落时间间隔
frameflag = 0;
go();//下落及判断
}
};
}
function drawblock(a, b, c, d) {//绘制方块的小块
with (panel) {
beginFill(0x000FFF, 100);
lineStyle(1, 0xFF00FF);
moveTo(panel._x + a, panel._y + b);
lineTo(panel._x + c, panel._y + b);
lineTo(panel._x + c, panel._y + d);
lineTo(panel._x + a, panel._y + d);
lineTo(panel._x + a, panel._y + b);
endFill();
}
}
function erase() {//删除一行方块
var n:Number = 0, i:Number, j:Number, k:Number, l:Number;
for (i = 0; i < N - 1; i++) {
for (j = 0; j < 10; j++) {
if (bg[i][j] == ' ') {//如果该行有空,则开始判断下一行
i++, j = -1;
if (i == N - 1) {//行N-1为底线,不判断
break;
}
} else if (j == 9) {//判断到该行最后一列都没有空
for (k = i; k >= 1; k--) {//上方方块下落
for (l = 0; l < 10; l++) {
bg[k][l] = bg[k - 1][l];
}
}
for (l = 0; l < 10; l++) {//删除该行
bg[0][l] = ' ';
}
n++;//此次删除行数变量增一
if ((lines + n) % 30 == 0) {//删除行数总数到30的倍数则等级上升
level = (level + 1) % 10;
}
}
}
}
lines += n, score += (n * n + n) * 50;//总行数增n,计算得分
}
function display() {
//显示函数,采用全部清除再重绘制的方法(因为这个程序本来是在Turbo C 2.0的文本环境下完成的)
var i:Number, j:Number;
panel.clear();
with (panel) {//画边界
lineStyle(1, 0x0000FF);
moveTo(panel._x, panel._y);
lineTo(panel._x + WIDTH * 10, panel._y);
lineTo(panel._x + WIDTH * 10, panel._y + WIDTH * (N - 1));
lineTo(panel._x, panel._y + WIDTH * (N - 1));
lineTo(panel._x, panel._y);
}
for (i = 0; i < 4; i++) {//当前方块占据的地方赋值为边界类型219
bg[y + ret[i][1]][x + ret[i][0]] = 219;
}
for (i = 0; i < N - 1; i++) {//绘制背景方块
for (j = 0; j < 10; j++) {
if (bg[i][j] == 219) {
drawblock(j * WIDTH + X, i * WIDTH + Y, j * WIDTH + WIDTH + X, i * WIDTH + WIDTH + Y);
}
}
}
for (i = 0; i < 4; i++) {//绘制当前方块
drawblock(nextret[i][0] * WIDTH + 14 * WIDTH + X, nextret[i][1] * WIDTH + 12 * WIDTH + Y, nextret[i][0] * WIDTH + WIDTH + 14 * WIDTH + X, nextret[i][1] * WIDTH + WIDTH + 12 * WIDTH + Y);
}
for (i = 0; i < 4; i++) {//当前方块绘制完毕,重新将当前位置改为' '
bg[y + ret[i][1]][x + ret[i][0]] = ' ';
}
createTextField("_lvltxt", 1, 270, 100, 100, 20);//绘制计分系统
createTextField("_scrtxt", 2, 270, 130, 100, 20);
createTextField("_lnstxt", 3, 270, 160, 100, 20);
_lvltxt.text = "Level: " + level;
_scrtxt.text = "Score: " + score;
_lnstxt.text = "Lines: " + lines;
}
function go() {//下落函数
var sss:Number = reach(x, y, ret);//当前方块下落一格是否碰到边界或方块
var ii:Number;
if (!sss) {
y++;//如果当前方块下落一格没有碰到边界或方块则下落一格
}
display();//重新绘制
if (sss) {//碰到边界或方块
score += 10;//得10分
display();//重新绘制
for (ii = 0; ii < 4; ii++) {//修改背景数组,将当前方块的位置改为边界类型
bg[y + ret[ii][1]][x + ret[ii][0]] = 219;
}
erase();//删除行判断及执行
rv(nextret, ret);//将下一个方块赋值为当前方块
y = 0, x = 3;//重置方块位置
generate(nextret);//生成下一个方块
display();//重新绘制
if (reach(x, y, ret)) {//如果下一格碰到方块则游戏结束
createTextField("_tetris", 100000, WIDTH * 3.3, WIDTH * N / 3, 70, 20);
_tetris._x += 200;
_tetris._y += 50;
_tetris._xscale = 300;
_tetris._yscale = 300;
_tetris.background = true;
_tetris.text = "Game Over!";
onEnterFrame = function () {//停止下落
};
}
}
}
function key() {
if (Key.isDown(Key.UP)) {
rotate(ret);
display();
}
if (Key.isDown(Key.LEFT)) {
if (lrnotout(-1, ret)) {//左移可行性判断
x--;
display();
}
}
if (Key.isDown(Key.RIGHT)) {
if (lrnotout(1, ret)) {//右移可行性判断
x++;
display();
}
}
if (Key.isDown(Key.DOWN)) {//键盘控制下落
go();
}
if (Key.isDown(Key.SPACE)) {//一键下落到底
while (!reach(x, y, ret)) {
y++;
}
go();
}
if (Key.isDown(82)) { //重新开始游戏
init();
}
}
init();//初始化
setInterval(key, 80);//每个80毫秒执行一次键盘事件函数
createTextField("hinttxt",33324,200,20,300,50);
hinttxt.text="键盘键:上,下,左,右,R(reset),空格";