俄罗斯方块java(java的俄罗斯方块代码)

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求用JAVA编写俄罗斯方块游戏的源代码

俄罗斯方块java(java的俄罗斯方块代码)

俄罗斯方块——java源代码提供importjava.awt.*;importjava.awt.event.*;//俄罗斯方块类publicclassERS_BlockextendsFrame{publicstaticbooleanisPlay=false;publicstaticintlevel=1,score=0;publicstaticTextFieldscoreField,levelField;publicstaticMyTimertimer;GameCanvasgameScr;publicstaticvoidmain(String[]argus){ERS_Blockers=newERS_Block("俄罗斯方块游戏V1.0Author:Vincent");WindowListenerwin_listener=newWinListener();ers.addWindowListener(win_listener);}//俄罗斯方块类的构造方法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);//右边信息窗体的布局MyPanelinfoScr=newMyPanel();infoScr.setLayout(newGridLayout(4,1,0,5));infoScr.setSize(120,300);rightScr.add(infoScr);//定义标签和初始值Labelscorep=newLabel("分数:",Label.LEFT);Labellevelp=newLabel("级数:",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");//右边控制按钮窗体的布局MyPanelcontrolScr=newMyPanel();controlScr.setLayout(newGridLayout(5,1,0,5));rightScr.add(controlScr);//定义按钮playButtonplay_b=newButton("开始游戏");play_b.setSize(newDimension(50,200));play_b.addActionListener(newCommand(Command.button_play,gameScr));//定义按钮LevelUPButtonlevel_up_b=newButton("提高级数");level_up_b.setSize(newDimension(50,200));level_up_b.addActionListener(newCommand(Command.button_levelup,gameScr));//定义按钮LevelDownButtonlevel_down_b=newButton("降低级数");level_down_b.setSize(newDimension(50,200));level_down_b.addActionListener(newCommand(Command.button_leveldown,gameScr));//定义按钮LevelPauseButtonpause_b=newButton("游戏暂停");pause_b.setSize(newDimension(50,200));pause_b.addActionListener(newCommand(Command.button_pause,gameScr));//定义按钮QuitButtonquit_b=newButton("退出游戏");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();}}//重写MyPanel类,使Panel的四周留空间classMyPanelextendsPanel{publicInsetsgetInsets(){returnnewInsets(30,50,30,50);}}//游戏画布类classGameCanvasextendsCanvasimplementsKeyListener{finalintunitSize=30;//小方块边长introwNum;//正方格的行数intcolumnNum;//正方格的列数intmaxAllowRowNum;//允许有多少行未削intblockInitRow;//新出现块的起始行坐标intblockInitCol;//新出现块的起始列坐标int[][]scrArr;//屏幕数组Blockb;//对方快的引用//画布类的构造方法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,并将屏幕数组清零的方法voidinitScr(){for(inti=0;i<rowNum;i++)for(intj=0;j<columnNum;j++)scrArr[j]=0;b.reset();repaint();}//重新刷新画布方法publicvoidpaint(Graphicsg){for(inti=0;i<rowNum;i++)for(intj=0;j<columnNum;j++)drawUnit(i,j,scrArr[j]);}//画方块的方法publicvoiddrawUnit(introw,intcol,inttype){scrArr[row][col]=type;Graphicsg=getGraphics();tch(type){//表示画方快的方法case0:g.setColor(Color.black);break;//以背景为颜色画case1:g.setColor(Color.blue);break;//画正在下落的方块case2: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();}publicBlockgetBlock(){returnb;//返回block实例的引用}//返回屏幕数组中(row,col)位置的属性值publicintgetScrArrXY(introw,intcol){if(row<0||row>=rowNum||col<0||col>=columnNum)return(-1);elsereturn(scrArr[row][col]);}//返回新块的初始行坐标方法publicintgetInitRow(){return(blockInitRow);//返回新块的初始行坐标}//返回新块的初始列坐标方法publicintgetInitCol(){return(blockInitCol);//返回新块的初始列坐标}//满行删除方法voiddeleteFullLine(){intfull_line_num=0;intk=0;for(inti=0;i<rowNum;i++){booleanisfull=true;L1:for(intj=0;j<columnNum;j++)if(scrArr[j]==0){k++;isfull=false;breakL1;}if(isfull)full_line_num++;if(k!=0&&k-1!=i&&!isfull)for(intj=0;j<columnNum;j++){if(scrArr[j]==0)drawUnit(k-1,j,0);elsedrawUnit(k-1,j,2);scrArr[k-1][j]=scrArr[j];}}for(inti=k-1;i<rowNum;i++){for(intj=0;j<columnNum;j++){drawUnit(i,j,0);scrArr[j]=0;}}ERS_Block.score+=full_line_num;ERS_Block.scoreField.setText(""+ERS_Block.score);}//判断游戏是否结束方法booleanisGameEnd(){for(intcol=0;col<columnNum;col++){if(scrArr[maxAllowRowNum][col]!=0)returntrue;}returnfalse;}publicvoidkeyTyped(KeyEvente){}publicvoidkeyReleased(KeyEvente){}//处理键盘输入的方法publicvoidkeyPressed(KeyEvente){if(!ERS_Block.isPlay)return;tch(e.getKeyCode()){caseKeyEvent.VK_DOWN:b.fallDown();break;caseKeyEvent.VK_LEFT:b.leftMove();break;caseKeyEvent.VK_RIGHT:b.rightMove();break;caseKeyEvent.VK_SPACE:b.leftTurn();break;}}}//处理控制类classCommandimplementsActionListener{staticfinalintbutton_play=1;//给按钮分配编号staticfinalintbutton_levelup=2;staticfinalintbutton_leveldown=3;staticfinalintbutton_quit=4;staticfinalintbutton_pause=5;staticbooleanpause_resume=true;intcurButton;//当前按钮GameCanvasscr;//控制按钮类的构造方法Command(intbutton,GameCanvasscr){curButton=button;this.scr=scr;}//按钮执行方法publicvoidactionPerformed(ActionEvente){tch(curButton){casebutton_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;casebutton_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;casebutton_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;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);}}}//方块类classBlock{staticint[][]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}};intblockType;//块的模式号(0-6)intturnState;//块的翻转状态(0-3)intblockState;//快的下落状态introw,col;//块在画布上的坐标GameCanvasscr;//块类的构造方法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();}//重新初始化块,并显示新块publicvoidreset(){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publicvoidleftTurn(){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publicvoidleftMove(){if(assertValid(blockType,turnState,row,col-1)){dispBlock(0);col--;dispBlock(1);}}//实现块的右移publicvoidrightMove(){if(assertValid(blockType,turnState,row,col+1)){dispBlock(0);col++;dispBlock(1);}}//实现块落下的操作的方法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);}}//判断是否正确的方法booleanassertValid(intt,ints,introw,intcol){intk=0x8000;for(inti=0;i<4;i++){for(intj=0;j<4;j++){if((int)(pattern[t][s]&k)!=0){inttemp=scr.getScrArrXY(row-i,col+j);if(temp<0||temp==2)returnfalse;}k=k>>1;}}returntrue;}//同步显示的方法publicsynchronizedvoiddispBlock(ints){intk=0x8000;for(inti=0;i<4;i++){for(intj=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);}}22

java的俄罗斯方块代码

俄罗斯方块——java源代码提供

importjava.awt.*;

importjava.awt.event.*;

//俄罗斯方块类

publicclassERS_BlockextendsFrame{

publicstaticbooleanisPlay=false;

publicstaticintlevel=1,score=0;

publicstaticTextFieldscoreField,levelField;

publicstaticMyTimertimer;

GameCanvasgameScr;

publicstaticvoidmain(String[]argus){

ERS_Blockers=newERS_Block("俄罗斯方块游戏V1.0Author:Vincent");

WindowListenerwin_listener=newWinListener();

ers.addWindowListener(win_listener);

}

//俄罗斯方块类的构造方法

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);

//右边信息窗体的布局

MyPanelinfoScr=newMyPanel();

infoScr.setLayout(newGridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定义标签和初始值

Labelscorep=newLabel("分数:",Label.LEFT);

Labellevelp=newLabel("级数:",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");

//右边控制按钮窗体的布局

MyPanelcontrolScr=newMyPanel();

controlScr.setLayout(newGridLayout(5,1,0,5));

rightScr.add(controlScr);

//定义按钮play

Buttonplay_b=newButton("开始游戏");

play_b.setSize(newDimension(50,200));

play_b.addActionListener(newCommand(Command.button_play,gameScr));

//定义按钮LevelUP

Buttonlevel_up_b=newButton("提高级数");

level_up_b.setSize(newDimension(50,200));

level_up_b.addActionListener(newCommand(Command.button_levelup,gameScr));

//定义按钮LevelDown

Buttonlevel_down_b=newButton("降低级数");

level_down_b.setSize(newDimension(50,200));

level_down_b.addActionListener(newCommand(Command.button_leveldown,gameScr));

//定义按钮LevelPause

Buttonpause_b=newButton("游戏暂停");

pause_b.setSize(newDimension(50,200));

pause_b.addActionListener(newCommand(Command.button_pause,gameScr));

//定义按钮Quit

Buttonquit_b=newButton("退出游戏");

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();

}

}

//重写MyPanel类,使Panel的四周留空间

classMyPanelextendsPanel{

publicInsetsgetInsets(){

returnnewInsets(30,50,30,50);

}

}

//游戏画布类

classGameCanvasextendsCanvasimplementsKeyListener{

finalintunitSize=30;//小方块边长

introwNum;//正方格的行数

intcolumnNum;//正方格的列数

intmaxAllowRowNum;//允许有多少行未削

intblockInitRow;//新出现块的起始行坐标

intblockInitCol;//新出现块的起始列坐标

int[][]scrArr;//屏幕数组

Blockb;//对方快的引用

//画布类的构造方法

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,并将屏幕数组清零的方法

voidinitScr(){

for(inti=0;i<rowNum;i++)

for(intj=0;j<columnNum;j++)

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新画布方法

publicvoidpaint(Graphicsg){

for(inti=0;i<rowNum;i++)

for(intj=0;j<columnNum;j++)

drawUnit(i,j,scrArr[j]);

}

//画方块的方法

publicvoiddrawUnit(introw,intcol,inttype){

scrArr[row][col]=type;

Graphicsg=getGraphics();

tch(type){//表示画方快的方法

case0:g.setColor(Color.black);break;//以背景为颜色画

case1:g.setColor(Color.blue);break;//画正在下落的方块

case2: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();

}

publicBlockgetBlock(){

returnb;//返回block实例的引用

}

//返回屏幕数组中(row,col)位置的属性值

publicintgetScrArrXY(introw,intcol){

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

publicintgetInitRow(){

return(blockInitRow);//返回新块的初始行坐标

}

//返回新块的初始列坐标方法

publicintgetInitCol(){

return(blockInitCol);//返回新块的初始列坐标

}

//满行删除方法

voiddeleteFullLine(){

intfull_line_num=0;

intk=0;

for(inti=0;i<rowNum;i++){

booleanisfull=true;

L1:for(intj=0;j<columnNum;j++)

if(scrArr[j]==0){

k++;

isfull=false;

breakL1;

}

if(isfull)full_line_num++;

if(k!=0&&k-1!=i&&!isfull)

for(intj=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(inti=k-1;i<rowNum;i++){

for(intj=0;j<columnNum;j++){

drawUnit(i,j,0);

scrArr[j]=0;

}

}

ERS_Block.score+=full_line_num;

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

}

//判断游戏是否结束方法

booleanisGameEnd(){

for(intcol=0;col<columnNum;col++){

if(scrArr[maxAllowRowNum][col]!=0)

returntrue;

}

returnfalse;

}

publicvoidkeyTyped(KeyEvente){

}

publicvoidkeyReleased(KeyEvente){

}

//处理键盘输入的方法

publicvoidkeyPressed(KeyEvente){

if(!ERS_Block.isPlay)

return;

tch(e.getKeyCode()){

caseKeyEvent.VK_DOWN:b.fallDown();break;

caseKeyEvent.VK_LEFT:b.leftMove();break;

caseKeyEvent.VK_RIGHT:b.rightMove();break;

caseKeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//处理控制类

classCommandimplementsActionListener{

staticfinalintbutton_play=1;//给按钮分配编号

staticfinalintbutton_levelup=2;

staticfinalintbutton_leveldown=3;

staticfinalintbutton_quit=4;

staticfinalintbutton_pause=5;

staticbooleanpause_resume=true;

intcurButton;//当前按钮

GameCanvasscr;

//控制按钮类的构造方法

Command(intbutton,GameCanvasscr){

curButton=button;

this.scr=scr;

}

//按钮执行方法

publicvoidactionPerformed(ActionEvente){

tch(curButton){

casebutton_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;

casebutton_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;

casebutton_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;

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);

}

}

}

//方块类

classBlock{

staticint[][]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}

};

intblockType;//块的模式号(0-6)

intturnState;//块的翻转状态(0-3)

intblockState;//快的下落状态

introw,col;//块在画布上的坐标

GameCanvasscr;

//块类的构造方法

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();

}

//重新初始化块,并显示新块

publicvoidreset(){

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

publicvoidleftTurn(){

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

publicvoidleftMove(){

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

dispBlock(0);

col--;

dispBlock(1);

}

}

//实现块的右移

publicvoidrightMove(){

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

dispBlock(0);

col++;

dispBlock(1);

}

}

//实现块落下的操作的方法

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);

}

}

//判断是否正确的方法

booleanassertValid(intt,ints,introw,intcol){

intk=0x8000;

for(inti=0;i<4;i++){

for(intj=0;j<4;j++){

if((int)(pattern[t][s]&k)!=0){

inttemp=scr.getScrArrXY(row-i,col+j);

if(temp<0||temp==2)

returnfalse;

}

k=k>>1;

}

}

returntrue;

}

//同步显示的方法

publicsynchronizedvoiddispBlock(ints){

intk=0x8000;

for(inti=0;i<4;i++){

for(intj=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

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();

}else

scr.getBlock().reset();

}

}

}

}

classWinListenerextendsWindowAdapter{

publicvoidwindowClosing(WindowEventl){

System.exit(0);

}

}

java编写的俄罗斯方块游戏

以下为一个俄罗斯方块的源代码,以---------线分隔一个类。

郁闷太长了,不能全部粘贴上来,要的话在线M我吧。

importjavax.microedition.midlet.*;

importjavax.microedition.lcdui.*;

importjava.io.IOException;

/**

*<p>Title:俄罗斯方块</p>

*

*<p>Description:俄罗斯方块游戏</p>

*

*<p>Copyright:Copyright(c)2005</p>

*

*<p>Company:StarGroup</p>

*

*@author:Partofthisprogramecomesfromaopen-sourceprojectintheWeb(www.hyweb.net).

*Ourgroupmakessomeremakebleimprovementtoit.

*@version1.0

*/

publicclassRussianGameMIDletextendsMIDlet{

staticRussianGameMIDletinstance;

privateUIControllercontroller=newUIController(this);

privateSplashsplash;

privateImageimgStart;

Displaydisplay=null;

publicRussianGameMIDlet(){

instance=this;

display=Display.getDisplay(this);

}

publicvoidstartApp(){

try

{

imgStart=Image.createImage("/start.png");

}catch(IOExceptione){

}

StringBufferinfoStart=newStringBuffer("俄罗斯方块");

splash=newSplash(this.controller,infoStart,imgStart);

controller.setSplash(splash);

controller.handleEvent(UIController.EventID.EVENT_START_SPLASH);

}

publicvoidpauseApp(){

}

publicvoiddestroyApp(booleanunconditional){

}

publicstaticvoidquitApp(){

instance.destroyApp(true);

instance.notifyDestroyed();

instance=null;

}

}

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