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        Java編程

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        俄羅斯方法java源代碼 java編寫俄羅斯方塊代碼

        來(lái)源:本站原創(chuàng)|時(shí)間:2023-04-09|欄目:Java編程|點(diǎn)擊: 次

        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(gòu)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(biāo)簽和初始值 Label scorep = new Label("分?jǐn)?shù):",Label.LEFT); Label levelp = new Label("級(jí)數(shù):",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(jí)數(shù)"); 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(jí)數(shù)"); 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("退出游戲"); 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(zhǎng) int rowNum; //正方格的行數(shù) int columnNum; //正方格的列數(shù) int maxAllowRowNum; //允許有多少行未削 int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo) int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo) int [][] scrArr; //屏幕數(shù)組 Block b; //對(duì)方快的引用 //畫布類的構(gòu)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,并將屏幕數(shù)組清零的方法 void initScr(){ for(int i=0;irowNum;i++) for (int j=0; jcolumnNum;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(jīng)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(shí)例的引用 } //返回屏幕數(shù)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(biāo)方法 public int getInitRow(){ return(blockInitRow); //返回新塊的初始行坐標(biāo) } //返回新塊的初始列坐標(biāo)方法 public int getInitCol(){ return(blockInitCol); //返回新塊的初始列坐標(biāo) } //滿行刪除方法 void deleteFullLine(){ int full_line_num = 0; int k = 0; for (int i=0;irowNum;i++){ boolean isfull = true; L1:for(int j=0;jcolumnNum;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(jié)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(hào) 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(dāng)前按鈕 GameCanvas scr; //控制按鈕類的構(gòu)造方法 Command(int button,GameCanvas scr){ curButton = button; this.scr=scr; } //按鈕執(zhí)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(jìn)至表示,本行表示長(zhǎng)條四種狀態(tài) {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(hào)(0-6) int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3) int blockState; //快的下落狀態(tài) int row,col; //塊在畫布上的坐標(biāo) GameCanvas scr; //塊類的構(gòu)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,并顯示新塊 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(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法 public void leftTurn(){ if(assertValid(blockType,(turnState + 1)%4,row,col)){ dispBlock(0); turnState = (turnState + 1)%4; dispBlock(1); } } //實(shí)現(xiàn)“塊”的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1); } } //實(shí)現(xiàn)塊的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1); } } //實(shí)現(xiàn)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 (temp0||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=k1; } } } } //定時(shí)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

        誰(shuí)有java寫的俄羅斯方塊代碼,要自己寫的。跪求。急。

        俄羅斯方塊——java源代碼提供importjava.awt.*;importjava.awt.event.*;//俄羅斯方塊類publicclassERS_BlockextendsFrame{publicstaticbooleanisPlay=false;publicstaticintlevel=1,score=0;publicstaticTextFieldscoreField,levelField;publicstaticMyTimertimer;GameCanvasgameScr;publicstaticvoidmain(String[]argus){ERS_Blockers=newERS_Block("俄羅斯方塊游戲V1.0Author:Vincent");WindowListenerwin_listener=newWinListener();ers.addWindowListener(win_listener);}//俄羅斯方塊類的構(gòu)造方法ERS_Block(Stringtitle){super(title);setSize(600,480);setLayout(newGridLayout(1,2));gameScr=newGameCanvas();gameScr.addKeyListener(gameScr);timer=newMyTimer(gameScr);timer.setDaemon(true);timer.start();timer.suspend();add(gameScr);PanelrightScr=newPanel();rightScr.setLayout(newGridLayout(2,1,0,30));rightScr.setSize(120,500);add(rightScr);//右邊信息窗體的布局MyPanelinfoScr=newMyPanel();infoScr.setLayout(newGridLayout(4,1,0,5));infoScr.setSize(120,300);rightScr.add(infoScr);//定義標(biāo)簽和初始值Labelscorep=newLabel("分?jǐn)?shù):",Label.LEFT);Labellevelp=newLabel("級(jí)數(shù):",Label.LEFT);scoreField=newTextField(8);levelField=newTextField(8);scoreField.setEditable(false);levelField.setEditable(false);infoScr.add(scorep);infoScr.add(scoreField);infoScr.add(levelp);infoScr.add(levelField);scorep.setSize(newDimension(20,60));scoreField.setSize(newDimension(20,60));levelp.setSize(newDimension(20,60));levelField.setSize(newDimension(20,60));scoreField.setText("0");levelField.setText("1");//右邊控制按鈕窗體的布局MyPanelcontrolScr=newMyPanel();controlScr.setLayout(newGridLayout(5,1,0,5));rightScr.add(controlScr);//定義按鈕playButtonplay_b=newButton("開始游戲");play_b.setSize(newDimension(50,200));play_b.addActionListener(newCommand(Command.button_play,gameScr));//定義按鈕LevelUPButtonlevel_up_b=newButton("提高級(jí)數(shù)");level_up_b.setSize(newDimension(50,200));level_up_b.addActionListener(newCommand(Command.button_levelup,gameScr));//定義按鈕LevelDownButtonlevel_down_b=newButton("降低級(jí)數(shù)");level_down_b.setSize(newDimension(50,200));level_down_b.addActionListener(newCommand(Command.button_leveldown,gameScr));//定義按鈕LevelPauseButtonpause_b=newButton("游戲暫停");pause_b.setSize(newDimension(50,200));pause_b.addActionListener(newCommand(Command.button_pause,gameScr));//定義按鈕QuitButtonquit_b=newButton("退出游戲");quit_b.setSize(newDimension(50,200));quit_b.addActionListener(newCommand(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classMyPanelextendsPanel{publicInsetsgetInsets(){returnnewInsets(30,50,30,50);}}//游戲畫布類classGameCanvasextendsCanvasimplementsKeyListener{finalintunitSize=30;//小方塊邊長(zhǎng)introwNum;//正方格的行數(shù)intcolumnNum;//正方格的列數(shù)intmaxAllowRowNum;//允許有多少行未削intblockInitRow;//新出現(xiàn)塊的起始行坐標(biāo)intblockInitCol;//新出現(xiàn)塊的起始列坐標(biāo)int[][]scrArr;//屏幕數(shù)組Blockb;//對(duì)方快的引用//畫布類的構(gòu)造方法GameCanvas(){rowNum=15;columnNum=10;maxAllowRowNum=rowNum-2;b=newBlock(this);blockInitRow=rowNum-1;blockInitCol=columnNum/2-2;scrArr=newint[32][32];}//初始化屏幕,并將屏幕數(shù)組清零的方法voidinitScr(){for(inti=0;i=rowNum||col=columnNum)return(-1);elsereturn(scrArr[row][col]);}//返回新塊的初始行坐標(biāo)方法publicintgetInitRow(){return(blockInitRow);//返回新塊的初始行坐標(biāo)}//返回新塊的初始列坐標(biāo)方法publicintgetInitCol(){return(blockInitCol);//返回新塊的初始列坐標(biāo)}//滿行刪除方法voiddeleteFullLine(){intfull_line_num=0;intk=0;for(inti=0;i1){ERS_Block.level--;ERS_Block.levelField.setText(""+ERS_Block.level);ERS_Block.score=0;ERS_Block.scoreField.setText(""+ERS_Block.score);}scr.requestFocus();break;casebutton_pause:if(pause_resume){ERS_Block.timer.suspend();pause_resume=false;}else{ERS_Block.timer.resume();pause_resume=true;}scr.requestFocus();break;casebutton_quit:System.exit(0);}}}//方塊類classBlock{staticint[][]pattern={{0x0f00,0x4444,0x0f00,0x4444},//用十六進(jìn)至表示,本行表示長(zhǎng)條四種狀態(tài){0x04e0,0x0464,0x00e4,0x04c4},{0x4620,0x6c00,0x4620,0x6c00},{0x2640,0xc600,0x2640,0xc600},{0x6220,0x1700,0x2230,0x0740},{0x6440,0x0e20,0x44c0,0x8e00},{0x0660,0x0660,0x0660,0x0660}};intblockType;//塊的模式號(hào)(0-6)intturnState;//塊的翻轉(zhuǎn)狀態(tài)(0-3)intblockState;//快的下落狀態(tài)introw,col;//塊在畫布上的坐標(biāo)GameCanvasscr;//塊類的構(gòu)造方法Block(GameCanvasscr){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,并顯示新塊publicvoidreset(){blockType=(int)(Math.random()*1000)%7;turnState=(int)(Math.random()*1000)%4;blockState=1;row=scr.getInitRow();col=scr.getInitCol();dispBlock(1);}//實(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法publicvoidleftTurn(){if(assertValid(blockType,(turnState+1)%4,row,col)){dispBlock(0);turnState=(turnState+1)%4;dispBlock(1);}}//實(shí)現(xiàn)“塊”的左移的方法publicvoidleftMove(){if(assertValid(blockType,turnState,row,col-1)){dispBlock(0);col--;dispBlock(1);}}//實(shí)現(xiàn)塊的右移publicvoidrightMove(){if(assertValid(blockType,turnState,row,col+1)){dispBlock(0);col++;dispBlock(1);}}//實(shí)現(xiàn)塊落下的操作的方法publicbooleanfallDown(){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booleanassertValid(intt,ints,introw,intcol){intk=0x8000;for(inti=0;i1;}}returntrue;}//同步顯示的方法publicsynchronizedvoiddispBlock(ints){intk=0x8000;for(inti=0;i1;}}}}//定時(shí)線程classMyTimerextendsThread{GameCanvasscr;publicMyTimer(GameCanvasscr){this.scr=scr;}publicvoidrun(){while(true){try{sleep((10-ERS_Block.level+1)*100);}catch(InterruptedExceptione){}if(!scr.getBlock().fallDown()){scr.deleteFullLine();if(scr.isGameEnd()){ERS_Block.isPlay=false;suspend();}elsescr.getBlock().reset();}}}}classWinListenerextendsWindowAdapter{publicvoidwindowClosing(WindowEventl){System.exit(0);}}------------------有機(jī)會(huì)一起學(xué)習(xí)~

        求俄羅斯Java代碼

        上面這位仁兄的代碼我調(diào)可很長(zhǎng)時(shí)間才調(diào)好,做事情真不負(fù)責(zé)任,既然要貼出來(lái)就應(yīng)該是拿來(lái)就能用的。哎??!我把改好的給你

        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(gòu)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(biāo)簽和初始值

        Label scorep = new Label("分?jǐn)?shù):",Label.LEFT);

        Label levelp = new Label("級(jí)數(shù):",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(jí)數(shù)");

        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(jí)數(shù)");

        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("退出游戲");

        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(zhǎng)

        int rowNum; //正方格的行數(shù)

        int columnNum; //正方格的列數(shù)

        int maxAllowRowNum; //允許有多少行未削

        int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo)

        int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo)

        int [][] scrArr; //屏幕數(shù)組

        Block b; //對(duì)方快的引用

        //畫布類的構(gòu)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,并將屏幕數(shù)組清零的方法

        void initScr(){

        for(int i=0;irowNum;i++)

        for (int j=0; jcolumnNum;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(jīng)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(shí)例的引用

        }

        //返回屏幕數(shù)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(biāo)方法

        public int getInitRow(){

        return(blockInitRow); //返回新塊的初始行坐標(biāo)

        }

        //返回新塊的初始列坐標(biāo)方法

        public int getInitCol(){

        return(blockInitCol); //返回新塊的初始列坐標(biāo)

        }

        //滿行刪除方法

        void deleteFullLine(){

        int full_line_num = 0;

        int k = 0;

        for (int i=0;irowNum;i++){

        boolean isfull = true;

        L1:for(int j=0;jcolumnNum;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;

        }

        }

        ERS_Block.score += full_line_num;

        ERS_Block.scoreField.setText(""+ERS_Block.score);

        }

        //判斷游戲是否結(jié)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;

        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(hào)

        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(dāng)前按鈕

        GameCanvas scr;

        //控制按鈕類的構(gòu)造方法

        Command(int button,GameCanvas scr){

        curButton = button;

        this.scr=scr;

        }

        //按鈕執(zhí)行方法

        public void actionPerformed (ActionEvent e){

        switch(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(jìn)至表示,本行表示長(zhǎng)條四種狀態(tài)

        {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(hào)(0-6)

        int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3)

        int blockState; //快的下落狀態(tài)

        int row,col; //塊在畫布上的坐標(biāo)

        GameCanvas scr;

        //塊類的構(gòu)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,并顯示新塊

        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(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法

        public void leftTurn(){

        if(assertValid(blockType,(turnState + 1)%4,row,col)){

        dispBlock(0);

        turnState = (turnState + 1)%4;

        dispBlock(1);

        }

        }

        //實(shí)現(xiàn)“塊”的左移的方法

        public void leftMove(){

        if(assertValid(blockType,turnState,row,col-1)){

        dispBlock(0);

        col--;

        dispBlock(1);

        }

        }

        //實(shí)現(xiàn)塊的右移

        public void rightMove(){

        if(assertValid(blockType,turnState,row,col+1)){

        dispBlock(0);

        col++;

        dispBlock(1);

        }

        }

        //實(shí)現(xiàn)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 (temp0||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=k1;

        }

        }

        }

        }

        //定時(shí)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);

        }

        }

        java的俄羅斯方塊代碼

        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(gòu)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(biāo)簽和初始值

        Label scorep = new Label("分?jǐn)?shù):",Label.LEFT);

        Label levelp = new Label("級(jí)數(shù):",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(jí)數(shù)");

        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(jí)數(shù)");

        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("退出游戲");

        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(zhǎng)

        int rowNum; //正方格的行數(shù)

        int columnNum; //正方格的列數(shù)

        int maxAllowRowNum; //允許有多少行未削

        int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo)

        int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo)

        int [][] scrArr; //屏幕數(shù)組

        Block b; //對(duì)方快的引用

        //畫布類的構(gòu)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,并將屏幕數(shù)組清零的方法

        void initScr(){

        for(int i=0;irowNum;i++)

        for (int j=0; jcolumnNum;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(jīng)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(shí)例的引用

        }

        //返回屏幕數(shù)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(biāo)方法

        public int getInitRow(){

        return(blockInitRow); //返回新塊的初始行坐標(biāo)

        }

        //返回新塊的初始列坐標(biāo)方法

        public int getInitCol(){

        return(blockInitCol); //返回新塊的初始列坐標(biāo)

        }

        //滿行刪除方法

        void deleteFullLine(){

        int full_line_num = 0;

        int k = 0;

        for (int i=0;irowNum;i++){

        boolean isfull = true;

        L1:for(int j=0;jcolumnNum;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(jié)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(hào)

        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(dāng)前按鈕

        GameCanvas scr;

        //控制按鈕類的構(gòu)造方法

        Command(int button,GameCanvas scr){

        curButton = button;

        this.scr=scr;

        }

        //按鈕執(zhí)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(jìn)至表示,本行表示長(zhǎng)條四種狀態(tài)

        {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(hào)(0-6)

        int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3)

        int blockState; //快的下落狀態(tài)

        int row,col; //塊在畫布上的坐標(biāo)

        GameCanvas scr;

        //塊類的構(gòu)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,并顯示新塊

        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(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法

        public void leftTurn(){

        if(assertValid(blockType,(turnState + 1)%4,row,col)){

        dispBlock(0);

        turnState = (turnState + 1)%4;

        dispBlock(1);

        }

        }

        //實(shí)現(xiàn)“塊”的左移的方法

        public void leftMove(){

        if(assertValid(blockType,turnState,row,col-1)){

        dispBlock(0);

        col--;

        dispBlock(1);

        }

        }

        //實(shí)現(xiàn)塊的右移

        public void rightMove(){

        if(assertValid(blockType,turnState,row,col+1)){

        dispBlock(0);

        col++;

        dispBlock(1);

        }

        }

        //實(shí)現(xiàn)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 (temp0||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=k1;

        }

        }

        }

        }

        //定時(shí)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);

        }

        }

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