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C#游戏开发之实现俄罗斯方块游戏
代码
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
Russia MyRussia = new Russia();//实例化Russia类,用于操作游戏
Russia TemRussia = new Russia();//实例化Russia类,用于生成下一个方块样式
public static int CakeNO = 0;//记录下一个方块样式的标识
public static bool become = false;//判断是否生成下一个方块的样式
public static bool isbegin = false;//判断当前游戏是否开始
public bool ispause = true;//判断是否暂停游戏
public Timer timer = new Timer();
private void button1_Click(object sender, EventArgs e)
{
MyRussia.ConvertorClear();//清空整个控件
MyRussia.firstPoi = new Point(140, 20);//设置方块的起始位置
label3.Text = "0";//显示去除的行数
label4.Text = "0";//显示分数
MyRussia.Label_Linage = label3;//将label3控件加载到Russia类中
MyRussia.Label_Fraction = label4;//将label4控件加载到Russia类中
timer1.Interval = 500;//下移的速度
timer1.Enabled = false;//停止计时
timer1.Enabled = true;//开始计时
Random rand = new Random();//实例化Random
CakeNO = rand.Next(1, 8);//获取随机数
MyRussia.CakeMode(CakeNO);//设置方块的样式
MyRussia.Protract(panel1);//绘制组合方块
beforehand();//生成下一个方块的样式
MyRussia.PlaceInitialization();//初始化Random类中的信息
isbegin = true;//判断是否开始
ispause = true;
MyRussia.timer = timer1;
button2.Text = "暂停";
ispause = true;
textBox1.Focus();//获取焦点
}
/// <summary>
/// 生成下一个方块的样式
/// </summary>
public void beforehand()
{
Graphics P3 = panel3.CreateGraphics();
P3.FillRectangle(new SolidBrush(Color.Black), 0, 0, panel3.Width, panel3.Height);
Random rand = new Random();//实例化Random
CakeNO = rand.Next(1, 8);//获取随机数
TemRussia.firstPoi = new Point(50, 30);//设置方块的起始位置
TemRussia.CakeMode(CakeNO);//设置方块的样式
TemRussia.Protract(panel3);//绘制组合方块
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (!isbegin)//如果没有开始游戏
return;
if (!ispause)//如果游戏暂停
return;
if (e.KeyCode == Keys.Up)//如果当前按下的是↑键
MyRussia.MyConvertorMode();//变换当前方块的样式
if (e.KeyCode == Keys.Down)//如果当前按下的是↓键
{
timer1.Interval = 300;//增加下移的速度
MyRussia.ConvertorMove(0);//方块下移
}
if (e.KeyCode == Keys.Left)//如果当前按下的是←键
MyRussia.ConvertorMove(1);//方块左移
if (e.KeyCode == Keys.Right)//如果当前按下的是→键
MyRussia.ConvertorMove(2);//方块右移
}
private void timer1_Tick(object sender, EventArgs e)
{
MyRussia.ConvertorMove(0);//方块下移
if (become)//如果显示新的方块
{
beforehand();//生成下一个方块
become = false;
}
textBox1.Focus();//获取焦点
}
private void Form1_KeyUp(object sender, KeyEventArgs e)
{
if (!isbegin)//如果游戏没有开始
return;
if (!ispause)//如果暂停游戏
return;
if (e.KeyCode == Keys.Down)//如果当前松开的是↓键
{
timer1.Interval = 500;//恢复下移的速度
}
textBox1.Focus();//获取焦点
}
private void button2_Click(object sender, EventArgs e)
{
if (timer1.Enabled == true)
{
timer1.Stop();//暂停
button2.Text = "继续";
ispause = false;
textBox1.Focus();//获取焦点
}
else
{
timer1.Start();//继续
button2.Text = "暂停";
ispause = true;
textBox1.Focus();//获取焦点
}
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
if (isbegin)//如是游戏开始
{
//重绘背景上的方块
for (int i = 0; i <= (panel1.Width / 20 - 1); i++)
{
for (int j = 0; j <= (panel1.Height / 20 - 1); j++)
{
Rectangle rect = new Rectangle(i * 20 + 1, j * 20 + 1, 19, 19);//获取各方块的绘制区域
e.Graphics.FillRectangle(new SolidBrush(Russia.PlaceColor[i, j]), rect);//绘制方块
}
}
}
}
private void panel3_Paint(object sender, PaintEventArgs e)
{
if (isbegin)//如果游戏开始
{
TemRussia.firstPoi = new Point(50, 30);//设置方块的起始位置
TemRussia.CakeMode(CakeNO);//设置方块的样式
TemRussia.Protract(panel3);//绘制组合方块
}
}
}
partial class Form1
{
/// <summary>
/// 必需的设计器变量。
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// 清理所有正在使用的资源。
/// </summary>
/// <param name="disposing">如果应释放托管资源,为 true;否则为 false。</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows 窗体设计器生成的代码
/// <summary>
/// 设计器支持所需的方法 - 不要
/// 使用代码编辑器修改此方法的内容。
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.panel1 = new System.Windows.Forms.Panel();
this.button1 = new System.Windows.Forms.Button();
this.textBox1 = new System.Windows.Forms.TextBox();
this.timer1 = new System.Windows.Forms.Timer(this.components);
this.button2 = new System.Windows.Forms.Button();
this.panel2 = new System.Windows.Forms.Panel();
this.panel3 = new System.Windows.Forms.Panel();
this.label1 = new System.Windows.Forms.Label();
this.label2 = new System.Windows.Forms.Label();
this.label3 = new System.Windows.Forms.Label();
this.label4 = new System.Windows.Forms.Label();
this.panel2.SuspendLayout();
this.SuspendLayout();
//
// panel1
//
this.panel1.BackColor = System.Drawing.SystemColors.WindowText;
this.panel1.Location = new System.Drawing.Point(4, 5);
this.panel1.Name = "panel1";
this.panel1.Size = new System.Drawing.Size(281, 401);
this.panel1.TabIndex = 0;
this.panel1.Paint += new System.Windows.Forms.PaintEventHandler(this.panel1_Paint);
//
// button1
//
this.button1.Location = new System.Drawing.Point(291, 341);
this.button1.Name = "button1";
this.button1.Size = new System.Drawing.Size(75, 23);
this.button1.TabIndex = 1;
this.button1.Text = "开始";
this.button1.UseVisualStyleBackColor = true;
this.button1.Click += new System.EventHandler(this.button1_Click);
//
// textBox1
//
this.textBox1.Location = new System.Drawing.Point(291, 480);
this.textBox1.Name = "textBox1";
this.textBox1.Size = new System.Drawing.Size(10, 21);
this.textBox1.TabIndex = 2;
this.textBox1.KeyDown += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyDown);
this.textBox1.KeyUp += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyUp);
//
// timer1
//
this.timer1.Interval = 300;
this.timer1.Tick += new System.EventHandler(this.timer1_Tick);
//
// button2
//
this.button2.Location = new System.Drawing.Point(291, 370);
this.button2.Name = "button2";
this.button2.Size = new System.Drawing.Size(75, 23);
this.button2.TabIndex = 3;
this.button2.Text = "暂停";
this.button2.UseVisualStyleBackColor = true;
this.button2.Click += new System.EventHandler(this.button2_Click);
//
// panel2
//
this.panel2.BackColor = System.Drawing.Color.Black;
this.panel2.Controls.Add(this.label4);
this.panel2.Controls.Add(this.label3);
this.panel2.Controls.Add(this.label2);
this.panel2.Controls.Add(this.label1);
this.panel2.Controls.Add(this.panel3);
this.panel2.Location = new System.Drawing.Point(291, 5);
this.panel2.Name = "panel2";
this.panel2.Size = new System.Drawing.Size(120, 308);
this.panel2.TabIndex = 4;
//
// panel3
//
this.panel3.Location = new System.Drawing.Point(10, 10);
this.panel3.Name = "panel3";
this.panel3.Size = new System.Drawing.Size(100, 100);
this.panel3.TabIndex = 0;
this.panel3.Paint += new System.Windows.Forms.PaintEventHandler(this.panel3_Paint);
//
// label1
//
this.label1.AutoSize = true;
this.label1.Font = new System.Drawing.Font("宋体", 12F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(134)));
this.label1.ForeColor = System.Drawing.SystemColors.Window;
this.label1.Location = new System.Drawing.Point(4, 148);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(59, 16);
this.label1.TabIndex = 1;
this.label1.Text = "行数:";
//
// label2
//
this.label2.AutoSize = true;
this.label2.Font = new System.Drawing.Font("宋体", 12F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(134)));
this.label2.ForeColor = System.Drawing.Color.White;
this.label2.Location = new System.Drawing.Point(4, 193);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(59, 16);
this.label2.TabIndex = 2;
this.label2.Text = "分数:";
//
// label3
//
this.label3.AutoSize = true;
this.label3.Font = new System.Drawing.Font("宋体", 10.5F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(134)));
this.label3.ForeColor = System.Drawing.Color.White;
this.label3.Location = new System.Drawing.Point(48, 150);
this.label3.Name = "label3";
this.label3.Size = new System.Drawing.Size(15, 14);
this.label3.TabIndex = 3;
this.label3.Text = "0";
//
// label4
//
this.label4.AutoSize = true;
this.label4.Font = new System.Drawing.Font("宋体", 10.5F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(134)));
this.label4.ForeColor = System.Drawing.Color.White;
this.label4.Location = new System.Drawing.Point(48, 195);
this.label4.Name = "label4";
this.label4.Size = new System.Drawing.Size(15, 14);
this.label4.TabIndex = 4;
this.label4.Text = "0";
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 12F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(415, 411);
this.Controls.Add(this.panel2);
this.Controls.Add(this.button2);
this.Controls.Add(this.textBox1);
this.Controls.Add(this.button1);
this.Controls.Add(this.panel1);
this.MaximizeBox = false;
this.Name = "Form1";
this.Text = "俄罗斯方块";
this.KeyUp += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyUp);
this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyDown);
this.panel2.ResumeLayout(false);
this.panel2.PerformLayout();
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.Panel panel1;
private System.Windows.Forms.Button button1;
private System.Windows.Forms.TextBox textBox1;
private System.Windows.Forms.Timer timer1;
private System.Windows.Forms.Button button2;
private System.Windows.Forms.Panel panel2;
private System.Windows.Forms.Panel panel3;
private System.Windows.Forms.Label label3;
private System.Windows.Forms.Label label2;
private System.Windows.Forms.Label label1;
private System.Windows.Forms.Label label4;
}
class Russia
{
public Point firstPoi = new Point(140, 20);//定义方块的起始位置
public static Color[,] PlaceColor;//记录方块的位置
public static bool[,] Place;//记录方块的位置
public static int conWidth = 0;//记录列数
public static int conHeight = 0;//记录行数
public static int maxY = 0;//方块在行中的最小高度
public static int conMax = 0;//方块落下后的最大位置
public static int conMin = 0;//方块落下后的最小位置
bool[] tem_Array = { false, false, false, false };//记录方块组中那一块所在行中已满
Color ConColor = Color.Coral;
Point[] ArryPoi = new Point[4];//方块的数组
Point[] Arryfront = new Point[4];//前一个方块的数组
int Cake = 20;//定义方块的大小
int Convertor = 0;//变换器
Control Mycontrol = new Control();//实例化Control
public Label Label_Linage = new Label();//实例化Label,用于显示去除的行数
public Label Label_Fraction = new Label();//实例化Label,用于显示分数
public static int[] ArrayCent = new int[] { 2, 5, 9, 15 };//记录加分情况
public Timer timer = new Timer();
/// <summary>
/// 设置方块的样式
/// </summary>
/// <param n="int">标识,方块的样式</param>
public void CakeMode(int n)
{
ArryPoi[0] = firstPoi;//记录方块的起始位置
switch (n)//根据标识设置方块的样式
{
case 1://组合“L”方块
{
ArryPoi[1] = new Point(firstPoi.X, firstPoi.Y - Cake);//设置第二块方块的位置
ArryPoi[2] = new Point(firstPoi.X, firstPoi.Y + Cake);//设置第三块方块的位置
ArryPoi[3] = new Point(firstPoi.X + Cake, firstPoi.Y + Cake);//设置第四块方块的位置
ConColor = Color.Fuchsia;//设置当前方块的颜色
Convertor = 2;//记录方块的变换样式
break;
}
case 2://组合“Z”方块
{
ArryPoi[1] = new Point(firstPoi.X, firstPoi.Y - Cake);
ArryPoi[2] = new Point(firstPoi.X - Cake, firstPoi.Y - Cake);
ArryPoi[3] = new Point(firstPoi.X + Cake, firstPoi.Y);
ConColor = Color.Yellow;
Convertor = 6;
break;
}
case 3://组合倒“L”方块
{
ArryPoi[1] = new Point(firstPoi.X, firstPoi.Y - Cake);
ArryPoi[2] = new Point(firstPoi.X, firstPoi.Y + Cake);
ArryPoi[3] = new Point(firstPoi.X - Cake, firstPoi.Y + Cake);
ConColor = Color.CornflowerBlue;
Convertor = 8;
break;
}
case 4://组合倒“Z”方块
{
ArryPoi[1] = new Point(firstPoi.X, firstPoi.Y - Cake);
ArryPoi[2] = new Point(firstPoi.X + Cake, firstPoi.Y - Cake);
ArryPoi[3] = new Point(firstPoi.X - Cake, firstPoi.Y);
ConColor = Color.Blue;
Convertor = 12;
break;
}
case 5://组合“T”方块
{
ArryPoi[1] = new Point(firstPoi.X, firstPoi.Y - Cake);
ArryPoi[2] = new Point(firstPoi.X + Cake, firstPoi.Y - Cake);
ArryPoi[3] = new Point(firstPoi.X - Cake, firstPoi.Y - Cake);
ConColor = Color.Silver;
Convertor = 14;
break;
}
case 6://组合“一”方块
{
ArryPoi[1] = new Point(firstPoi.X + Cake, firstPoi.Y);
ArryPoi[2] = new Point(firstPoi.X - Cake, firstPoi.Y);
ArryPoi[3] = new Point(firstPoi.X - Cake*2, firstPoi.Y);
ConColor = Color.Red;
Convertor = 18;
break;
}
case 7://组合“田”方块
{
ArryPoi[1] = new Point(firstPoi.X - Cake, firstPoi.Y);
ArryPoi[2] = new Point(firstPoi.X - Cake, firstPoi.Y - Cake);
ArryPoi[3] = new Point(firstPoi.X, firstPoi.Y - Cake);
ConColor = Color.LightGreen;
Convertor = 19;
break;
}
}
}
/// <summary>
/// 清空游戏背景
/// </summary>
public void ConvertorClear()
{
if (Mycontrol != null)//如要已载入背景控件
{
Graphics g = Mycontrol.CreateGraphics();//创建背景控件的Graphics类
Rectangle rect = new Rectangle(0, 0, Mycontrol.Width, Mycontrol.Height);//获取背景的区域
MyPaint(g, new SolidBrush(Color.Black), rect);//用背景色填充背景
}
}
/// <summary>
/// 清空当前方块的区域
/// </summary>
public void ConvertorDelete()
{
Graphics g = Mycontrol.CreateGraphics();//创建背景控件的Graphics类
for (int i = 0; i < ArryPoi.Length; i++)//遍历方块的各个子方块
{
Rectangle rect = new Rectangle(ArryPoi[i].X, ArryPoi[i].Y, 20, 20);//获取各子方块的区域
MyPaint(g, new SolidBrush(Color.Black), rect);//用背景色填充背景
}
}
/// <summary>
/// 变换当前方块的样式
/// </summary>
public void MyConvertorMode()
{
ConvertorDelete();//清空当前方块的区域
ConvertorMode(Convertor);//设置方块的变换样式
Protract(Mycontrol);//绘制变换后的组合方块
}
/// <summary>
/// 设置方块的变换样式
/// </summary>
/// <param n="int">标识,判断变换的样式</param>
public void ConvertorMode(int n)
{
Point[] tem_ArrayPoi = new Point[4];//定义一个临时数组
Point tem_Poi = firstPoi;//获取方块的起始位置
int tem_n = n;//记录方块的下一个变换样式
//将当前方块的位置存入到临时数组中
for (int i = 0; i < tem_ArrayPoi.Length; i++)
tem_ArrayPoi[i] = ArryPoi[i];
switch (n)//根据标识变换方块的样式
{
case 1://设置“L”方块的起始样式
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X + Cake, tem_Poi.Y + Cake);
tem_n = 2;//记录变换样式的标志
break;
}
case 2://“L”方块向旋转的样式
{
tem_ArrayPoi[1] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_ArrayPoi[3] = new Point(tem_Poi.X + Cake, tem_Poi.Y - Cake);
tem_n = 3;
break;
}
case 3://“L”方块向旋转的样式
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X - Cake, tem_Poi.Y - Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_n = 4;
break;
}
case 4://“L”方块向旋转的样式
{
tem_ArrayPoi[1] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[3] = new Point(tem_Poi.X - Cake, tem_Poi.Y + Cake);
tem_n = 1;//返回方块的起始样式
break;
}
case 5://Z
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X - Cake, tem_Poi.Y - Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_n = 6;
break;
}
case 6:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X + Cake, tem_Poi.Y - Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_n = 5;
break;
}
case 7://倒L
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X - Cake, tem_Poi.Y + Cake);
tem_n = 8;
break;
}
case 8:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_ArrayPoi[3] = new Point(tem_Poi.X + Cake, tem_Poi.Y + Cake);
tem_n = 9;
break;
}
case 9:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X + Cake, tem_Poi.Y - Cake);
tem_n = 10;
break;
}
case 10:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_ArrayPoi[3] = new Point(tem_Poi.X - Cake, tem_Poi.Y - Cake);
tem_n = 7;
break;
}
case 11://倒Z
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X + Cake, tem_Poi.Y - Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_n = 12;
break;
}
case 12:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X - Cake, tem_Poi.Y - Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_n = 11;
break;
}
case 13://T
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X + Cake, tem_Poi.Y - Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X - Cake, tem_Poi.Y - Cake);
tem_n = 14;
break;
}
case 14:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_n = 15;
break;
}
case 15:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_ArrayPoi[3] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_n = 16;
break;
}
case 16:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[3] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_n = 13;
break;
}
case 17://一
{
tem_ArrayPoi[1] = new Point(tem_Poi.X + Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[3] = new Point(tem_Poi.X - Cake * 2, tem_Poi.Y);
tem_n = 18;
break;
}
case 18:
{
tem_ArrayPoi[1] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_ArrayPoi[2] = new Point(tem_Poi.X, tem_Poi.Y + Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X, tem_Poi.Y + Cake * 2);
tem_n = 17;
break;
}
case 19://田
{
tem_ArrayPoi[1] = new Point(tem_Poi.X - Cake, tem_Poi.Y);
tem_ArrayPoi[2] = new Point(tem_Poi.X - Cake, tem_Poi.Y - Cake);
tem_ArrayPoi[3] = new Point(tem_Poi.X, tem_Poi.Y - Cake);
tem_n = 19;
break;
}
}
bool tem_bool = true;//判断方块是否可变
//遍历方块的各个子方块
for (int i = 0; i < tem_ArrayPoi.Length; i++)
{
if (tem_ArrayPoi[i].X / 20 < 0)//变换后是否超出左边界
{
tem_bool = false;//不变换
break;
}
if (tem_ArrayPoi[i].X / 20 >= conWidth)//变换后是否超出右边界
{
tem_bool = false;
break;
}
if (tem_ArrayPoi[i].Y / 20 >= conHeight)//变换后是否超出下边界
{
tem_bool = false;
break;
}
if (Place[tem_ArrayPoi[i].X / 20, tem_ArrayPoi[i].Y / 20])//变换后是否与其他方块重叠
{
tem_bool = false;
break;
}
}
if (tem_bool)//如果当前方块可以变换
{
//改变当前方块的样式
for (int i = 0; i < tem_ArrayPoi.Length; i++)
ArryPoi[i] = tem_ArrayPoi[i];
firstPoi = tem_Poi;//获取当前方块的起始位置
Convertor = tem_n;//获取方块下一次的变换样式
}
}
/// <summary>
/// 绘制组合方块
/// </summary>
/// <param control="Control">控件</param>
public void Protract(Control control)
{
Mycontrol = control;
Graphics g = control.CreateGraphics();//创建背景控件的Graphics类
//绘制方块的各个子方块
for (int i = 0; i < ArryPoi.Length; i++)
{
Rectangle rect = new Rectangle(ArryPoi[i].X + 1, ArryPoi[i].Y + 1, 19, 19);//获取子方块的区域
MyPaint(g, new SolidBrush(ConColor), rect);//绘制子方块
}
}
/// <summary>
/// 对方块的单个块进行绘制
/// </summary>
/// <param g="Graphics">封装一个绘图的类对象</param>
/// <param SolidB="SolidBrush">画刷</param>
/// <param rect="Rectangle">绘制区域</param>
public void MyPaint(Graphics g, SolidBrush SolidB, Rectangle rect)
{
g.FillRectangle(SolidB, rect);//填充一个矩形
}
/// <summary>
/// 方块移动
/// </summary>
/// <param n="int">标识,对左右下进行判断</param>
public void ConvertorMove(int n)
{
//记录方块移动前的位置
for (int i = 0; i < Arryfront.Length; i++)
Arryfront[i] = ArryPoi[i];
switch (n)//方块的移动方向
{
case 0://下移
{
//遍历方块中的子方块
for (int i = 0; i < Arryfront.Length; i++)
Arryfront[i] = new Point(Arryfront[i].X, Arryfront[i].Y + Cake);//使各子方块下移一个方块位
break;
}
case 1://左移
{
for (int i = 0; i < Arryfront.Length; i++)
Arryfront[i] = new Point(Arryfront[i].X - Cake, Arryfront[i].Y);
break;
}
case 2://右移
{
for (int i = 0; i < Arryfront.Length; i++)
Arryfront[i] = new Point(Arryfront[i].X + Cake, Arryfront[i].Y);
break;
}
}
bool tem_bool = MoveStop(n);//记录方块移动后是否出边界
if (tem_bool)//如果没有出边界
{
ConvertorDelete();//清空当前方块的区域
//获取移动后方块的位置
for (int i = 0; i < Arryfront.Length; i++)
ArryPoi[i] = Arryfront[i];
firstPoi = ArryPoi[0];//记录方块的起始位置
Protract(Mycontrol);//绘制移动后方块
}
else//如果方块到达底部
{
if (!tem_bool && n == 0)//如果当前方块是下移
{
conMax = 0;//记录方块落下后的顶端位置
conMin = Mycontrol.Height;//记录方块落下后的底端位置
//遍历方块的各个子方块
for (int i = 0; i < ArryPoi.Length; i++)
{
if (ArryPoi[i].Y < maxY)//记录方块的顶端位置
maxY = ArryPoi[i].Y;
Place[ArryPoi[i].X / 20, ArryPoi[i].Y / 20] = true;//记录指定的位置已存在方块
PlaceColor[ArryPoi[i].X / 20, ArryPoi[i].Y / 20] = ConColor;//记录方块的颜芭
if (ArryPoi[i].Y > conMax)//记录方块的顶端位置
conMax = ArryPoi[i].Y;
if (ArryPoi[i].Y < conMin)//记录方块的底端位置
conMin = ArryPoi[i].Y;
}
if (firstPoi.X == 140 && firstPoi.Y == 20)
{
timer.Stop();
Form1.isbegin = false;
return;
}
Random rand = new Random();//实例化Random
int CakeNO = rand.Next(1, 8);//获取随机数
firstPoi = new Point(140, 20);//设置方块的起始位置
CakeMode(Form1.CakeNO);//设置方块的样式
Protract(Mycontrol);//绘制组合方块
RefurbishRow(conMax,conMin);//去除已填满的行
Form1.become = true;//标识,判断可以生成下一个方块
}
}
}
/// <summary>
/// 去除已添满的行
/// </summary>
public void RefurbishRow(int Max,int Min)
{
Graphics g = Mycontrol.CreateGraphics();//创建背景控件的Graphics类
int tem_max = Max / 20;//获取方块的最大位置在多少行
int tem_min = Min / 20;//获取方块的最小位置在多少行
bool tem_bool = false;
//初始化记录刷新行的数组
for (int i = 0; i < tem_Array.Length; i++)
tem_Array[i] = false;
int tem_n = maxY;//记录最高行的位置
for (int i = 0; i < 4; i++)//查找要刷新的行
{
if ((tem_min + i) > 19)//如果超出边界
break;//退出本次操作
tem_bool = false;
//如果当前行中有空格
for (int k = 0; k < conWidth; k++)
{
if (!Place[k, tem_min + i])//如果当前位置为空
{
tem_bool = true;
break;
}
}
if (!tem_bool)//如要当行为满行
{
tem_Array[i] = true;//记录为刷新行
}
}
int Progression = 0;//记录去除的几行
if (tem_Array[0] == true || tem_Array[1] == true || tem_Array[2] == true || tem_Array[3] == true)//如果有刷新行
{
int Trow = 0;//记录最小行数
for (int i = (tem_Array.Length - 1); i >= 0; i--)//遍历记录刷新行的数组
{
if (tem_Array[i])//如果是刷新行
{
Trow = Min / 20 + i;//记录最小行数
//将刷新行到背景顶端的区域下移
for (int j = Trow; j >=1 ; j--)
{
for (int k = 0; k < conWidth; k++)
{
PlaceColor[k, j] = PlaceColor[k, j - 1];//记录方块的位置
Place[k, j] = Place[k, j - 1];//记录方块的位置
}
}
Min += 20;//方块的最小位置下移一个方块位
//将背景的顶端清空
for (int k = 0; k < conWidth; k++)
{
PlaceColor[k, 0] = Color.Black;//记录方块的位置
Place[k, 0] = false;//记录方块的位置
}
Progression += 1;//记录刷新的行数
}
}
//在背景中绘制刷新后的方块图案
for (int i = 0; i < conWidth; i++)
{
for (int j = 0; j <= Max / 20; j++)
{
Rectangle rect = new Rectangle(i * Cake + 1, j * Cake + 1, 19, 19);//获取各方块的区域
MyPaint(g, new SolidBrush(PlaceColor[i, j]), rect);//绘制已落下的方块
}
}
//显示当前的刷新行数
Label_Linage.Text = Convert.ToString(Convert.ToInt32(Label_Linage.Text) + Progression);
//显示当前的得分情况
Label_Fraction.Text = Convert.ToString(Convert.ToInt32(Label_Fraction.Text) + ArrayCent[Progression - 1]);
}
}
/// <summary>
/// 对信息进行初始化
/// </summary>
public void PlaceInitialization()
{
conWidth=Mycontrol.Width / 20;//获取背景的总行数
conHeight = Mycontrol.Height / 20;//获取背景的总列数
Place = new bool[conWidth, conHeight];//定义记录各方块位置的数组
PlaceColor = new Color[conWidth, conHeight];//定义记录各方块颜色的数组
//对各方块的信息进行初始化
for (int i = 0; i < conWidth; i++)
{
for (int j = 0; j < conHeight; j++)
{
Place[i, j] = false;//方块为空
PlaceColor[i, j] = Color.Black;//与背景色相同
}
}
maxY = conHeight * Cake;//记录方块的最大值
}
/// <summary>
/// 判断方块移动时是否出边界
/// </summary>
public bool MoveStop(int n)
{
bool tem_bool = true;
int tem_width = 0;
int tem_height = 0;
switch (n)
{
case 0://下移
{
//遍历方块中的各个子方块
for (int i = 0; i < Arryfront.Length; i++)
{
tem_width = Arryfront[i].X / 20;//获取方块的横向坐标值
tem_height = Arryfront[i].Y / 20;//获取方块的纵向坐标值
if (tem_height == conHeight || Place[tem_width, tem_height])//判断是否超出底边界,或是与其他方块重叠
tem_bool = false;//超出边界
}
break;
}
case 1://左移
{
for (int i = 0; i < Arryfront.Length; i++)
{
tem_width = Arryfront[i].X / 20;
tem_height = Arryfront[i].Y / 20;
if (tem_width == -1 || Place[tem_width, tem_height])//判断是否超出左边界,或是与其他方块重叠
tem_bool = false;
}
break;
}
case 2://右移
{
for (int i = 0; i < Arryfront.Length; i++)
{
tem_width = Arryfront[i].X / 20;
tem_height = Arryfront[i].Y / 20;
if (tem_width == conWidth || Place[tem_width, tem_height])//判断是否超出右边界,或是与其他方块重叠
tem_bool = false;
}
break;
}
}
return tem_bool;
}
}
到此这篇关于C#游戏开发之实现俄罗斯方块游戏的文章就介绍到这了,更多相关C#俄罗斯方块内容请搜索以前的文章或继续浏览下面的相关文章希望大家以后多多支持
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