java开发大型游戏过的大型单机游戏有么?

先锋游戏知道信息频道欢迎您
我的minecraft点了启动游戏后就没反应了?? java 内存 和配置 绝对没有问题 就是忘却的旋律不能打开 其他的启动器都可以打开 求大师解决 但是大多数版本的都是忘却的旋律
[?_good memories] [ 12:00:04] ( 最佳***我告诉你,那个启动器经常会卡,我不玩那个启动器的
可以大多少下载的都是旋律 & 别的驱动器也打不开旋律的mc
那个启动器早已经覆盖全部了,你去下载其他的启动器吧 其他***换个更好版本的旋律打开设置,把最大内存调成512
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其它单机游戏相关知识
其它单机游戏其他问题谁有J***A课程设计俄罗斯方块代码,流程图?
谁有J***A课程设计俄罗斯方块代码,流程图?
08-11-23 &
俄罗斯方块----java源代码提供 import java.awt.*; import java.awt.event.*; //俄罗斯方块类 public class ERS_Block extends Frame{ public static boolean isPlay= public static int level=1,score=0; public static TextField scoreField,levelF public static MyT GameCanvas gameS public static void main(String[] argus){ ERS_Block ers = new ERS_Block(&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 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 rowN //正方格的行数 int columnN //正方格的列数 int maxAllowRowN //允许有多少行未削 int blockInitR //新出现块的起始行坐标 int blockInitC //新出现块的起始列坐标 int [][] scrA //屏幕数组 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&rowNi++) for (int j=0; j&columnNj++) scrArr[j]=0; b.reset(); repaint(); } //重新刷新画布方法 public void paint(Graphics g){ for(int i = 0; i & rowN i++) for(int j = 0; j & columnN j++) drawUnit(i,j,scrArr[j]); } //画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = Graphics g = getGraphics(); tch(type){ //表示画方快的方法 case 0: g.setColor(Color.black); //以背景为颜色画 case 1: g.setColor(Color.blue); //画正在下落的方块 case 2: g.setColor(Color.magenta); //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(){
//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&rowNi++){ boolean isfull = L1:for(int j=0;j&columnNj++) if(scrArr[j] == 0){ k++; isfull = break L1; } if(isfull) full_line_num++; if(k!=0 && k-1!=i && !isfull) for(int j = 0; j & columnN 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 & rowN i++){ for(int j = 0; j & columnN j++){ drawUnit(i,j,0); scrArr[j]=0; } } ERS_Block.score += full_line_ ERS_Block.scoreField.setText(&&+ERS_Block.score); } //判断游戏是否结束方法 boolean isGameEnd(){ for (int col = 0 ; col &columnN col ++){ if(scrArr[maxAllowRowNum][col] !=0)
} 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(!ERS_Block.isPlay)
tch(e.getKeyCode()){ case KeyEvent.VK_DOWN:b.fallDown(); case KeyEvent.VK_LEFT:b.leftMove(); case KeyEvent.VK_RIGHT:b.rightMove(); case KeyEvent.VK_SPACE:b.leftTurn(); } } } //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 = int curB //当前按钮 GameC //控制按钮类的构造方法 Command(int button,GameCanvas scr){ curButton = this.scr= } //按钮执行方法 public void actionPerformed (ActionEvent e){ tch(curButton){ case button_play:if(!ERS_Block.isPlay){ scr.initScr(); ERS_Block.isPlay = ERS_Block.score = 0; ERS_Block.scoreField.setText(&0&); ERS_Block.timer.resume(); } scr.requestFocus();
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();
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();
case button_pause:if(pause_resume){ ERS_Block.timer.suspend(); pause_resume = }else{ ERS_Block.timer.resume(); pause_resume = } scr.requestFocus();
case button_quit:System.exit(0); } } } //方块类 class Block { static int[][] pattern = { {0x0f00,0xf00,0x4444},//用十六进至表示,本行表示长条四种状态 {0x04e0,0xe4,0x04c4}, {0xc00,0xc00}, {0x0,0x0}, {0x0,0x0}, {0xe20,0x44c0,0x8e00}, {0x0,0x0} }; int blockT //块的模式号(0-6) int turnS //块的翻转状态(0-3) int blockS //快的下落状态 int row, //块在画布上的坐标 GameC //块类的构造方法 Block(GameCanvas scr){ this.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)
} k = k && 1; } }
} //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{ GameC public MyTimer(GameCanvas scr){ this.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 = suspend(); }else scr.getBlock().reset(); } } } } class WinListener extends WindowAdapter{ public void windowClosing (WindowEvent l){ System.exit(0);
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就一个小程序,还要什么流程图呢
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1楼的可以了~~~
流程图还是ER图?
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