基於C#實現俄羅斯方塊游戲。本站提示廣大學習愛好者:(基於C#實現俄羅斯方塊游戲)文章只能為提供參考,不一定能成為您想要的結果。以下是基於C#實現俄羅斯方塊游戲正文
作者:默默地EEer
這篇文章主要為大家詳細介紹了基於C#實現俄羅斯方塊游戲,具有一定的參考價值,感興趣的小伙伴們可以參考一下最近在看C#,寫了一個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 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 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 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 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)); } } } } } }
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