GDI学习之俄罗斯方块续
当前方块对象
#region 定义砖块int[i,j,y,x] Tricks:i为那块砖,j为状态,y为列,x为行
private int[, , ,] Tricks = {{
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
}
},
{
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
}
},
{
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
}
},
{
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
}
},
{
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
}
},
{
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
}
},
{
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
},
{
{,,,},
{,,,},
{,,,},
{,,,}
}
}}; #endregion //当前的砖块
public int[,] CurrentTrick = new int[, ]; //CurrentTrickNum当前砖块的数目, CurrentStatusNum当前状态,CurrentColor当前颜色, CurrentX当前x, CurrentY当前y
public int CurrentTrickNum, CurrentStatusNum, CurrentColor, CurrentX, CurrentY; //方块种类
private int TricksNum = ; //方块样式
private int StatusNum = ; //颜色种类
private int ColorNum = ; private Random rand = new Random(); /// <summary>
/// 随机生成方块和状态
/// </summary>
public void BeginTricks()
{
//随机生成砖码和状态码
CurrentTrickNum = rand.Next(, TricksNum);
CurrentStatusNum = rand.Next(, StatusNum);
CurrentColor = rand.Next(, ColorNum);
//分配数组
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
CurrentTrick[y, x] = Tricks[CurrentTrickNum, CurrentStatusNum, y, x];
}
}
CurrentX = ;
CurrentY = ;
} /// <summary>
/// 变化方块
/// </summary>
public void ChangeTricks()
{
if (CurrentStatusNum < )
{
CurrentStatusNum++;
}
else
{
CurrentStatusNum = ;
}
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
CurrentTrick[y, x] = Tricks[CurrentTrickNum, CurrentStatusNum, y, x];
}
}
} /// <summary>
/// 下落方块
/// </summary>
public void DownTricks()
{
CurrentY++;
} /// <summary>
/// 左移方块
/// </summary>
public void LeftTricks()
{
CurrentX--;
} /// <summary>
/// 右移方块
/// </summary>
public void RightTricks()
{
CurrentX++;
}
Brick
操作类
#region 定义背景
private int[,] bgGraoud ={
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,},
{,,,,,,,,,,,,,}
};
#endregion //定义颜色
private Color[] TrickColor = { Color.Transparent, Color.Red, Color.Blue, Color.Orange, Color.Green }; //Sorce分数
public int Sorce; private Image myImage; private Color backColor; private Brick brick = new Brick(); public TetrisHelper(Image myImage, Color backColor)
{
this.myImage = myImage;
this.backColor = backColor;
} /// <summary>
/// 重新开始
/// </summary>
public void Renew()
{
Sorce = ;
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
bgGraoud[y, x] = ;
}
}
} /// <summary>
/// 随机生成方块和状态
/// </summary>
public void BeginTricks()
{
brick.BeginTricks();
} /// <summary>
/// 变化方块
/// </summary>
public void ChangeTricks()
{
brick.ChangeTricks();
} /// <summary>
/// 检测是否可以向下了
/// </summary>
/// <returns></returns>
private bool CheckIsDown()
{
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
if (brick.CurrentTrick[y, x] == )
{
//超过了背景
if (y + brick.CurrentY + >= )
{
return false;
}
if (x + brick.CurrentX >= )
{
brick.CurrentX = - x;
}
if (bgGraoud[y + brick.CurrentY + , x + brick.CurrentX] >= )
{
return false;
}
}
}
}
return true;
} /// <summary>
/// 下落方块
/// </summary>
public bool DownTricks()
{
if (CheckIsDown())
{
brick.DownTricks();
}
else
{
if (brick.CurrentY == )
{
return false;
}
//下落完成,修改背景
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
if (brick.CurrentTrick[y, x] == )
{
bgGraoud[brick.CurrentY + y, brick.CurrentX + x] = brick.CurrentColor;
}
}
}
CheckSore();
BeginTricks(); }
return true;
} /// <summary>
/// 检测是否可以左移
/// </summary>
/// <returns></returns>
private bool CheckIsLeft()
{
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
if (brick.CurrentTrick[y, x] == )
{
if (x + brick.CurrentX - < )
{
return false;
}
if (bgGraoud[y + brick.CurrentY, x + brick.CurrentX - ] >= )
{
return false;
}
}
}
}
return true;
} /// <summary>
/// 左移方块
/// </summary>
public void LeftTricks()
{
if (CheckIsLeft())
{
brick.LeftTricks();
}
} /// <summary>
/// 检测是否可以右移
/// </summary>
/// <returns></returns>
private bool CheckIsRight()
{
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
if (brick.CurrentTrick[y, x] == )
{
if (x + brick.CurrentX + >= )
{
return false;
}
if (bgGraoud[y + brick.CurrentY, x + brick.CurrentX + ] >= )
{
return false;
}
}
}
}
return true;
} /// <summary>
/// 右移方块
/// </summary>
public void RightTricks()
{
if (CheckIsRight())
{
brick.RightTricks();
}
} public Image Draw()
{
Graphics g = Graphics.FromImage(myImage);
g.Clear(backColor);
for (int bgy = ; bgy < ; bgy++)
{
for (int bgx = ; bgx < ; bgx++)
{
if (bgGraoud[bgy, bgx] > )
{
g.FillRectangle(new SolidBrush(TrickColor[bgGraoud[bgy, bgx]]), bgx * , bgy * , , );
g.DrawRectangle(Pens.White, bgx * , bgy * , , );
}
}
}
//绘制当前的图片
for (int y = ; y < ; y++)
{
for (int x = ; x < ; x++)
{
if (brick.CurrentTrick[y, x] == )
{
g.FillRectangle(new SolidBrush(TrickColor[brick.CurrentColor]), (x + brick.CurrentX) * , (y + brick.CurrentY) * , , );
g.DrawRectangle(Pens.White, (x + brick.CurrentX) * , (y + brick.CurrentY) * , , );
}
}
} return myImage;
} private void CheckSore()
{
for (int y = ; y > -; y--)
{
bool isFull = true;
for (int x = ; x > -; x--)
{
if (bgGraoud[y, x] == )
{
isFull = false;
break;
}
}
if (isFull)
{
//增加积分
Sorce = Sorce + ;
for (int yy = y; yy > ; yy--)
{
for (int xx = ; xx < ; xx++)
{
int temp = bgGraoud[yy - , xx];
bgGraoud[yy, xx] = temp;
}
}
y++;
}
}
}
TetrisHelper
窗体代码
public Form1()
{
InitializeComponent();
} TetrisHelper tetrisHelper; private void Form1_Load(object sender, EventArgs e)
{
//初始化
Image myImage = new Bitmap(panel1.Width, panel1.Height);
tetrisHelper = new TetrisHelper(myImage, panel1.BackColor);
loadGame();
} protected override void OnPaint(PaintEventArgs e)
{
Draw();
base.OnPaint(e);
} private void loadGame()
{
timer1.Interval = ;
tetrisHelper.Renew();
label1.Text = "分数:" + tetrisHelper.Sorce;
tetrisHelper.BeginTricks();
button2.Text = "开始游戏";
this.Focus();
} private void timer1_Tick(object sender, EventArgs e)
{
if (tetrisHelper.DownTricks())
{
Draw();
}
else
{
timer1.Stop();
if (MessageBox.Show("哈哈,你玩玩了", "确认", MessageBoxButtons.OK, MessageBoxIcon.Information) == DialogResult.OK)
{
loadGame();
}
}
} private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (timer1.Enabled == false)
{
return;
}
if (e.KeyCode == Keys.W)
{
tetrisHelper.ChangeTricks();
Draw();
}
else if (e.KeyCode == Keys.A)
{
tetrisHelper.LeftTricks();
Draw();
}
else if (e.KeyCode == Keys.D)
{
tetrisHelper.RightTricks();
Draw();
}
else if (e.KeyCode == Keys.S)
{
timer1.Stop();
timer1.Interval = ;
timer1.Start();
}
} private void Form1_KeyUp(object sender, KeyEventArgs e)
{
if (timer1.Enabled == false)
{
return;
}
if (e.KeyCode == Keys.S)
{
timer1.Stop();
timer1.Interval = ;
timer1.Start();
}
} private void Draw()
{
Image img = tetrisHelper.Draw(); Graphics gg = panel1.CreateGraphics(); gg.DrawImage(img, , );
} private void button2_Click(object sender, EventArgs e)
{
if (button2.Text == "暂停游戏")
{
button2.Text = "开始游戏";
timer1.Stop();
}
else
{
button2.Text = "暂停游戏";
timer1.Start();
}
}
Form1
页面展现

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