基于C#實(shí)現(xiàn)俄羅斯方塊游戲
更新時(shí)間:2017年06月06日 11:22:04 作者:默默地EEer
這篇文章主要為大家詳細(xì)介紹了基于C#實(shí)現(xiàn)俄羅斯方塊游戲,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
最近在看C#,寫了一個(gè)很水的方塊游戲練手。

代碼:
namespace game
{
class Square
{
public Square()
{
state = 0;
positionY = 0;
positionX = 0;
}
public Square(int InitShapeCnt, int InitState)
{
state = InitState;
positionY = 0;
positionX = 0;
InitShape(InitShapeCnt);
}
public void InitShape(int ShapeCnt)
{
if (ShapeCnt > 6 || ShapeCnt < 0)
return;
else
{
switch (ShapeCnt)
{
case (0):
Shape = LeftLShape;
break;
case (1):
Shape = RightLShape;
break;
case (2):
Shape = RightZShape;
break;
case (3):
Shape = LeftZShape;
break;
case (4):
Shape = lShape;
break;
case (5):
Shape = TuShape;
break;
case (6):
Shape = TianShape;
break;
default:
break;
}
}
}
//方向 外形 顏色
public int[, ,,] Shape = new int[4, 4, 4, 2];
private int state; //方向
public int State
{
get
{
return (state);
}
set
{
state = value;
}
}
public void DrawSquare(ref Graphics dc)
{
for (int Cnt1 = 0; Cnt1<4; Cnt1++)
{
for(int Cnt2=0;Cnt2<4;Cnt2++)
{
//Shape[State][Cnt1][Cnt2][1] = 0;
if (Shape[state, Cnt1, Cnt2, 0] == 1)
{
SolidBrush Brush;
switch(Shape[state, Cnt1, Cnt2, 1])
{
case (1):
Brush = new SolidBrush(Color.Red);
break;
case (2):
Brush = new SolidBrush(Color.Blue);
break;
case (3):
Brush = new SolidBrush(Color.Yellow);
break;
case (4):
Brush = new SolidBrush(Color.Green);
break;
case (5):
Brush = new SolidBrush(Color.Tan);
break;
case (6):
Brush = new SolidBrush(Color.Honeydew);
break;
case (7):
Brush = new SolidBrush(Color.ForestGreen);
break;
default:
Brush = new SolidBrush(Color.Red);
break;
}
dc.FillRectangle(Brush, new Rectangle((positionX*16+16*Cnt2), (positionY*16+16*Cnt1), 16, 16));
}
}
}
}
private int positionX;
public int PositionX
{
get
{
return (positionX);
}
set
{
positionX = value;
}
}
private int positionY;
public int PositionY
{
get
{
return (positionY);
}
set
{
positionY = value;
}
}
public void Switch(GameCtrl game)
{
if (CoverEdge(game))
state = (state + 1) % 4;
}
public void AddX(GameCtrl game)
{
//判斷右側(cè)
if(RightEdge(game))
positionX++;
}
public bool AddY(GameCtrl game)
{
if (this.Land(game) == false)
{
positionY++;
return (true);
}
else
return(false);
}
public void SubX(GameCtrl game)
{
//判斷右側(cè)
if (LeftEdge(game))
positionX--;
}
public void SubY()
{
}
private bool Land(GameCtrl game)
{
for (int i = 3; i >= 0; i--)
{
int rowNum = 21 - this.PositionY - i;
for (int j = 0; j < 4; j++)
{
int colNum = this.PositionX + j + 3;
if (this.Shape[this.State, i, j, 0] == 1)
{
if (game.GameBox[rowNum][colNum, 0] == 1)
{
game.AddBox(this);
return (true);
}
}
}
}
return (false);
}
private bool RightEdge(GameCtrl game)
{
//判斷右側(cè)
for (int i = 3; i >= 0; i--)
{
int rowNum = this.PositionX + i + 4;
for (int j = 0; j < 4; j++)
{
int colNum = 22-this.PositionY-j;
if (this.Shape[this.State, j, i, 0] == 1)
{
if (game.GameBox[colNum][rowNum, 0] == 1)
{
return (false);
}
}
}
}
return (true);
}
private bool LeftEdge(GameCtrl game)
{
//判斷左側(cè)
for (int i = 0; i < 4; i++)
{
int rowNum = this.PositionX + i +2;
for (int j = 0; j < 4; j++)
{
int colNum = 22 - this.PositionY - j;
if (this.Shape[this.State, j, i, 0] == 1)
{
if (game.GameBox[colNum][rowNum, 0] == 1)
{
return (false);
}
}
}
}
return (true);
}
private bool CoverEdge(GameCtrl game)
{
//判斷變行是否有覆蓋
int preState = (this.State + 1) % 4;
for (int i = 0; i < 4; i++)
{
int rowNum = this.PositionX + i + 3;
for (int j = 0; j < 4; j++)
{
int colNum = 22 - this.PositionY - j;
if (this.Shape[preState, j, i, 0] == 1)
{
if (game.GameBox[colNum][rowNum, 0] == 1)
{
return (false);
}
}
}
}
return (true);
//return (false);
}
private int[, , ,] LeftLShape = {
{{{1,1},{0,0},{0,0},{0,0}},
{{1,1},{0,0},{0,0},{0,0}},
{{1,1},{1,1},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{1,1},{1,1},{1,1},{0,0}},
{{1,1},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{0,0},{1,1},{1,1},{0,0}},
{{0,0},{0,0},{1,1},{0,0}},
{{0,0},{0,0},{1,1},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{1,1},{0,0}},
{{1,1},{1,1},{1,1},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}}
};
private int[, , ,] RightLShape = {
{{{0,0},{0,0},{1,2},{0,0}},
{{0,0},{0,0},{1,2},{0,0}},
{{0,0},{1,2},{1,2},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{0,0},{0,0},{0,0},{0,0}},
{{1,2},{0,0},{0,0},{0,0}},
{{1,2},{1,2},{1,2},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{1,2},{1,2},{0,0},{0,0}},
{{1,2},{0,0},{0,0},{0,0}},
{{1,2},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{1,2},{1,2},{1,2},{0,0}},
{{0,0},{0,0},{1,2},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}}
};
private int[, , ,] LeftZShape = {
{{{1,3},{1,3},{0,0},{0,0}},
{{0,0},{1,3},{1,3},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{0,0},{1,3},{0,0},{0,0}},
{{1,3},{1,3},{0,0},{0,0}},
{{1,3},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{1,3},{1,3},{0,0},{0,0}},
{{0,0},{1,3},{1,3},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{0,0},{1,3},{0,0},{0,0}},
{{1,3},{1,3},{0,0},{0,0}},
{{1,3},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}}
};
private int[, , ,] RightZShape = {
{{{0,0},{1,4},{1,4},{0,0}},
{{1,4},{1,4},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{1,4},{0,0},{0,0},{0,0}},
{{1,4},{1,4},{0,0},{0,0}},
{{0,0},{1,4},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{0,0},{1,4},{1,4},{0,0}},
{{1,4},{1,4},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{1,4},{0,0},{0,0},{0,0}},
{{1,4},{1,4},{0,0},{0,0}},
{{0,0},{1,4},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}}
};
private int[, , ,] lShape = {
{{{1,6},{0,0},{0,0},{0,0}},
{{1,6},{0,0},{0,0},{0,0}},
{{1,6},{0,0},{0,0},{0,0}},
{{1,6},{0,0},{0,0},{0,0}}},
{{{0,0},{0,0},{0,0},{0,0}},
{{1,6},{1,6},{1,6},{1,6}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}},
{{{1,6},{0,0},{0,0},{0,0}},
{{1,6},{0,0},{0,0},{0,0}},
{{1,6},{0,0},{0,0},{0,0}},
{{1,6},{0,0},{0,0},{0,0}}},
{{{0,0},{0,0},{0,0},{0,0}},
{{1,6},{1,6},{1,6},{1,6}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}}
};
private int[, , ,] TuShape = {
{{{0,0},{1,7},{0,0},{0,0}},
{{1,7},{1,7},{1,7},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
},
{{{0,0},{1,7},{0,0},{0,0}},
{{1,7},{1,7},{0,0},{0,0}},
{{0,0},{1,7},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
},
{{{0,0},{0,0},{0,0},{0,0}},
{{1,7},{1,7},{1,7},{0,0}},
{{0,0},{1,7},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
},
{{{0,0},{1,7},{0,0},{0,0}},
{{0,0},{1,7},{1,7},{0,0}},
{{0,0},{1,7},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
},
};
private int[, , ,] TianShape = {
{
{{1,5},{1,5},{0,0},{0,0}},
{{1,5},{1,5},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
},
{
{{1,5},{1,5},{0,0},{0,0}},
{{1,5},{1,5},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
},
{
{{1,5},{1,5},{0,0},{0,0}},
{{1,5},{1,5},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
},
{
{{1,5},{1,5},{0,0},{0,0}},
{{1,5},{1,5},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}}
}
};
}
class GameCtrl
{
public List<int[,]> GameBox = new List<int[,]>();
public int gameSclpe;
public GameCtrl()
{
gameSclpe = 0;
this.InitBox();
}
public void InitBox()
{
int[,] InitZore = new int[18, 2] { { 1, 0 }, { 1, 0 }, { 1, 0 },{ 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 },{ 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }};
int[,] InitOne = new int[18, 2] { { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 },
{ 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 },
{ 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 } };
GameBox.Add(InitOne);
GameBox.Add(InitOne);
GameBox.Add(InitOne);
for (int Cnt = 0; Cnt < 20; Cnt++)
GameBox.Add(InitZore);
}
public void ClrBox()
{
GameBox.Clear();
}
public void AddBox(Square landSquare)
{
for (int i = 0; i < 4; i++)
{
int rowNum = 22 - landSquare.PositionY - i;
int[,] ShapeRow = new int[18, 2];
for(int j =0;j<18;j++)
{
if (GameBox[rowNum][j, 0] == 1)
{
ShapeRow[j, 0] = 1;
ShapeRow[j, 1] = GameBox[rowNum][j, 1];
}
}
for (int j = 0; j < 4; j++)
{
int colNum = landSquare.PositionX + j+3;
if (landSquare.Shape[landSquare.State, i, j, 0] == 1)
{
ShapeRow[colNum, 0] = 1;
ShapeRow[colNum, 1] = landSquare.Shape[landSquare.State, i, j, 1];
}
}
GameBox[rowNum] = ShapeRow;
}
SubBox();
}
private void SubBox()
{
int[,] InitZore = new int[18, 2] { { 1, 0 }, { 1, 0 }, { 1, 0 },{ 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 },{ 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 1, 0 }, { 1, 0 }, { 1, 0 }};
int Cnt;
for (Cnt = 3; Cnt < 23; Cnt++)
{
int ColSum,Cnt2;
for (ColSum = 0, Cnt2 = 3; Cnt2 < 15;Cnt2++ )
ColSum += GameBox[Cnt][Cnt2, 0];
if(ColSum==12)
{
this.gameSclpe++;
GameBox.RemoveAt(3);
GameBox.Add(InitZore);
Cnt--;
}
}
}
public void BoxDraw(ref Graphics dc)
{
for (int Cnt1 = 3; Cnt1 < 23; Cnt1++)
{
for (int Cnt2 = 3; Cnt2 < 15; Cnt2++)
{
if (GameBox[Cnt1][Cnt2, 0] == 1)
{
SolidBrush Brush;
switch (GameBox[Cnt1][Cnt2, 1])
{
case (1):
Brush = new SolidBrush(Color.Red);
break;
case (2):
Brush = new SolidBrush(Color.Blue);
break;
case (3):
Brush = new SolidBrush(Color.Yellow);
break;
case (4):
Brush = new SolidBrush(Color.Green);
break;
case (5):
Brush = new SolidBrush(Color.Tan);
break;
case (6):
Brush = new SolidBrush(Color.Honeydew);
break;
case (7):
Brush = new SolidBrush(Color.ForestGreen);
break;
default:
Brush = new SolidBrush(Color.Red);
break;
}
dc.FillRectangle(Brush, new Rectangle((Cnt2-3)* 16, (22 - Cnt1) * 16, 16, 16));
}
}
}
}
}
}
更多俄羅斯方塊精彩文章請點(diǎn)擊專題:俄羅斯方塊游戲集合 進(jìn)行學(xué)習(xí)。
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