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

GDI学习之俄罗斯方块续的更多相关文章
- GDI学习之俄罗斯方块
做个玩玩 public Form1() { InitializeComponent(); } #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 pr ...
- C# GDI+学习笔记1
前言 本文是学习C# GDI+系列的第一篇文章,简单的介绍了GDI+的一些基本绘图内容,比较粗糙.但本文主要是让大家简单的回顾一下GDI+的基本概念.本篇文章的参考代码请在此下载 . GDIPTes ...
- Delphi7 GDI+学习
Delphi7自带的绘图有锯齿,所以要学习GDI+ 主要是从这个网站学习 http://www.bianceng.com/Programming/Delphi/201212/34691.htm 相关控 ...
- GDI+学习笔记(六)渐变画笔
刷,顾名思义,它是一样的刷.提请设备,还记得常唱歌曲,"我是一个画家.." 好吧.跑题了. 本系列博客希望尽可能简单的描写叙述每项功能,而不希望把每一个參数都介绍的详具体细,假设须 ...
- GDI+学习---2.GDI+编程模式及组成类
在使用GDI+的时候,您不必像在GDI中那样关心设备场景句柄,只需简单地创建一个Graphics对象,然后以您熟悉的面向对象的方式(如myGraphicsObject.DrawLine(paramet ...
- GDI+学习---1.初识GDI+
---恢复内容开始--- GDI+: GDI+由一组C++类实现,是对于GDI的继承,GDI+不仅优化了大部分GDI性能而且提供了更多特性.允许应用程序开发者将信息显示在显示器或者打印机上,而无需考虑 ...
- GDI+学习笔记
7.1.1 GDI+概述 GDI+是微软在Windows 2000以后操作系统中提供的新的图形设备接口,其通过一套部署为托管代码的类来展现, 这套类被称为GDI+的“托管类接口”,GDI+主要提供了以 ...
- GDI+学习笔记(九)带插件的排序算法演示器(MFC中的GDI+实例)
带插件的排序算法演示器 请尊重本人的工作成果,转载请留言.并说明转载地址,谢谢. 地址例如以下: http://blog.csdn.net/fukainankai/article/details/27 ...
- JFinal学习 & Gradle配置续 & Tomcat配置
接上一篇对Gradle的学习,再用JFinal项目再建一个. 参考了这篇文章:https://my.oschina.net/u/1010578/blog/390094 但是其中没有代码,所以看了这篇 ...
随机推荐
- 前端引擎初步设计稿 -通过配置生成动态页面 ,LandaSugar平台 .NET-C#-MVC
公司准备开发出一款项目开发平台 LandaSugar,分为 前端引擎.工作引擎.数据引擎 三大块,开发人员只需要对三大模块进行相应的配置便能够完成一个定制项目的开发. 听起来貌似是异想天开,但是是否真 ...
- Qt Style Sheet实践(一):按钮及关联菜单
导读 正如web前端开发中CSS(Cascade Style Sheet)的作用一样,Qt开发中也可以使用修改版的QSS将逻辑业务和用户界面进行隔离.这样,美工设计人员和逻辑实现者可以各司其职而不受干 ...
- 用Qt写软件系列二:QCookieViewer(浏览器Cookie查看器)
预备 继上篇<浏览器缓存查看器QCacheViewer>之后,本篇开始QCookieViewer的编写.Cookie技术作为网站收集用户隐私信息.分析用户偏好的一种手段,广泛应用于各大网站 ...
- 【基础】Html跨域跳转问题整理
今天遇到一个问题,是有关 跨域跳转问题,涉及到知识比较基础. 具体问题是: A站点的 PageA (Post数据)到 B站点的 PageB,PageB接受到后Redirect到B站的 PageC: ...
- 2016ASP.NET使用QQ邮箱发送信息最全+无错误
public static bool SendEmail(string mailTo, string mailSubject, string mailContent) { // 设置发送方的邮件信息, ...
- 【C#进阶系列】11 事件
事件,定义了事件成员的类型允许类型或类型的实例通知其它对象发生了特定的事情. 按照我自己的理解而言,事件可以被(方法)关注,也可以被(方法)取消关注,事件发生后关注了事件的一方会了解到,并对事件做出相 ...
- trie树---(插入、删除、查询字符串)
HDU 5687 Problem Description 度熊手上有一本神奇的字典,你可以在它里面做如下三个操作: 1.insert : 往神奇字典中插入一个单词 2.delete: 在神奇字 ...
- jQuery使用ajaxStart()和ajaxStop()方法
ajaxStart()和ajaxStop()方法是绑定Ajax事件.ajaxStart()方法用于在Ajax请求发出前触发函数,ajaxStop()方法用于在Ajax请求完成后触发函数.它们的调用格式 ...
- js 自带的 reduce() 方法
1.方法说明 , Array的reduce()把一个函数作用在这个Array的[x1, x2, x3...]上,这个函数必须接收两个参数,reduce()把结果继续和序列的下一个元素做累积计算,其效果 ...
- mysqli连接数据库常见函数
mysqli_free_result() 返回最后一次查询中使用的自动生成 id,如果是多表插入,返回的是第一个被插入的id. mysqli_query($con,"INSERT INTO ...