C# 实现俄罗斯方块(附源码)

这篇文章主要介绍了C# 实现俄罗斯方块的实例,文中讲解非常细致,代码帮助大家更好的理解和学习,感兴趣的朋友可以了解下

概述

俄罗斯方块(Tetris)是一款由俄罗斯人阿列克谢·帕基特诺夫发明的休闲游戏,帕基特诺夫爱玩拼图,从拼图游戏里得到灵感,设计出了俄罗斯方块。由于上手简单、老少皆宜,从而家喻户晓,风靡世界。本文简述如何通过C#来实现俄罗斯方块,仅供学习分享使用,如有不足之处,还请指正。

涉及知识点

BackgroundWorker 在单独的线程上执行操作(主要执行比较耗时的操作)。
Action .NetFramework自带的一个委托方法。
TableLayoutPanel  表示一个面板,它可以在一个由行和列组成的网格中对其内容进行动态布局,本文主要用作俄罗斯方块的容器。

方块流程图

如下图所示,描述了俄罗斯方块的设计流程图

俄罗斯方块效果图

如下图所示:主要包括状态,得分,开始按钮,停止按钮,按键盘左右箭头移动等功能

核心代码

1. 定义方块的形状

如下所示:共7中形状


/// <summary>
 /// 俄罗斯方块的形状
 /// </summary>
 public enum TetrisStyle
 {
  S = 0,
  Z = 1,
  L = 2,
  J = 3,
  I = 4,
  O = 5,
  T = 6
 }

2. 定义移动的方向

如下所示:默认向下移动,同时可以左右移动


/// <summary>
 /// 俄罗斯方块移动方向
 /// </summary>
 public enum TetrisDirection
 {
  UP = 0,//上,表示顺时针旋转
  DOWN = 1,//下,表示向下移动
  LEFT = 2,//左,表示往左移动
  RIGHT = 3, //表示向右移动
  DEFAULT=4 //默认动作
 }

3. 俄罗斯方块元素
如下所示,每一种形状都由四个方块组成,根据不同形状设置不同的位置


 /// <summary>
  /// 俄罗斯方块元素
  /// </summary>
  public class TetrisElement
  {
   /// <summary>
   /// 构造函数
   /// </summary>
   /// <param name="style"></param>
   public TetrisElement(TetrisStyle style) {
    this.style = style;
   }
 
   /// <summary>
   /// 构造函数
   /// </summary>
   /// <param name="style">形状</param>
   /// <param name="content">内容</param>
   /// <param name="location">位置</param>
   public TetrisElement(TetrisStyle style, Point[] content, Point location)
   {
    this.style = style;
    this.content = content;
    this.location = location;
   }
 
   /// <summary>
   /// 元素字母类型
   /// </summary>
   public TetrisStyle style { get; set; }
 
   /// <summary>
   /// 内容
   /// </summary>
   public Point[] content { get; set; }
 
   /// <summary>
   /// 元素位置
   /// </summary>
   public Point location { get; set; }
 
   /// <summary>
   /// 位置改变
   /// </summary>
   /// <param name="x"></param>
   /// <param name="y"></param>
   public void move(int x, int y)
   {
    this.location = new Point(x, y);
   }
 
   public Point[] getContent(TetrisStyle style)
   {
    //内容由四个点组成,顺序:先上后下,先左后右
    Point[] content = new Point[4];
    switch (style)
    {
     case TetrisStyle.I:
      //I形状
      content[0] = new Point(0, 0);
      content[1] = new Point(0, 1);
      content[2] = new Point(0, 2);
      content[3] = new Point(0, 3);
      break;
     case TetrisStyle.J:
      //J形状
      content[0] = new Point(1, 0);
      content[1] = new Point(1, 1);
      content[2] = new Point(1, 2);
      content[3] = new Point(0, 2);
      break;
     case TetrisStyle.L:
      //L形状
      content[0] = new Point(0, 0);
      content[1] = new Point(0, 1);
      content[2] = new Point(0, 2);
      content[3] = new Point(1, 2);
      break;
     case TetrisStyle.O:
      //O形状
      content[0] = new Point(0, 0);
     content[1] = new Point(1, 0);
      content[2] = new Point(0, 1);
     content[3] = new Point(1, 1);
     break;
    case TetrisStyle.S:
     //S形状
     content[0] = new Point(2, 0);
     content[1] = new Point(1, 0);
      content[2] = new Point(1, 1);
     content[3] = new Point(0, 1);
      break;
    case TetrisStyle.T:
     //T形状
     content[0] = new Point(0, 0);
      content[1] = new Point(1, 0);
      content[2] = new Point(2, 0);
     content[3] = new Point(1, 1);
     break;
    case TetrisStyle.Z:
     //Z形状
      content[0] = new Point(0, 0);
     content[1] = new Point(1, 0);
      content[2] = new Point(1, 1);
      content[3] = new Point(2, 1);
      break;
     default:
      //默认I
      content[0] = new Point(0, 0);
      content[1] = new Point(0, 1);
      content[2] = new Point(0, 2);
      content[3] = new Point(0, 3);
      break;
    }
    return content;
   }
  }

4. 容器类
如下所示:容器类主要是移动方块元素,并更新页面上的值


/// <summary>
 /// 俄罗斯方块容器
 /// </summary>
 public class TetrisContainer
 {
  private int[,] tetris = new int[10, 20];//定义二维数组,表示坐标信息,默认值为0

  public Action<Point,Point[],TetrisDirection> onPartialChanged;//局部变更事件

  public Action<int[,]> onFullChanged;//元素全变更事件,即有整行被清除事件

  public Action onCompleted; //结束事件

  public int scorce = 0;

  /// <summary>
  /// 状态发生改变
  /// </summary>
  /// <param name="element"></param>
  /// <param name="direction"></param>
  /// <returns></returns>
  public TetrisElement change(TetrisElement element, TetrisDirection direction)
  {
   TetrisElement tmp=null;
   //判断不同的方向
   switch (direction) {
    case TetrisDirection.DEFAULT:
     //如果可以向下移动
     if (checkDefault(element))
     {
      //向下移动一个元素
      element.move(element.location.X, element.location.Y + 1);
      tmp = element;
     }
     else {
      //如果不可以向下移动,则更新容器
      updateTetris(element);
      tmp = null;
     }

     break;
    case TetrisDirection.DOWN:
     break;
    case TetrisDirection.UP:
     break;
    case TetrisDirection.LEFT:
     if (checkLeft(element)){
      //判断是否可以向左移动
      //向下移动一个元素
      element.move(element.location.X-1, element.location.Y);
      tmp = element;
     }
     break;
    case TetrisDirection.RIGHT:
     if (checkRight(element))
     {
      //判断是否可以右左移动
      //向下移动一个元素
      element.move(element.location.X+1, element.location.Y);
      tmp = element;
     }
     break;
   }

   //局部变更
   if (onPartialChanged != null)
   {
    Point location = element.location;
    Point[] content = new Point[4];
    element.content.CopyTo(content, 0);

    for (int i = 0; i < content.Length; i++)
    {
     content[i].X = location.X + content[i].X;
     content[i].Y = location.Y + content[i].Y;
    }
    onPartialChanged(location,content,direction);
   }

   //判断游戏是否结束
   if (onCompleted != null) {
    if (checkComplete()) {
     onCompleted();
    }
   }

   //全部变更
   if (onFullChanged != null)
   {
    //判断是是否有权为1的行,如果有则消掉
    int[] rows = checkAllTetris();
    if (rows.Length>0)
    {
     updateAllTetris(rows);//消掉行
     onFullChanged(tetris);
    }
   }

   return tmp;
  }

  /// <summary>
  /// 更新tetris
  /// </summary>
  /// <param name="element"></param>
  private void updateTetris(TetrisElement element)
  {
   Point location = element.location;
   Point[] content = element.content;
   int minX = element.getMinX(element.style);
   int maxX = element.getMaxX(element.style);
   int minY = element.getMinY(element.style);
   int maxY = element.getMaxY(element.style);
   foreach (Point p in content)
   {
    if (location.Y + p.Y < 20 && location.Y + p.Y >= 0 && location.X + p.X >= 0 && location.X + p.X < 10)
    {
     this.tetris[location.X + p.X, location.Y + p.Y] = 1;
    }
   }
  }

  /// <summary>
  /// 检查全部列
  /// </summary>
  private int[] checkAllTetris()
  {
   List<int> lst = new List<int>();
   //20行
   for (int y = 0; y < 20; y++)
   {
    int col = 0;
    //10列
    for (int x = 0; x < 10; x++)
    {
     if (tetris[x, y] == 0)
     {
      break;
     }
     else
     {
      col += 1;
     }
    }
    if (col == 10)
    {
     col = 0;
     lst.Add(y);
    }
   }
   return lst.ToArray();
  }

  /// <summary>
  /// 更新
  /// </summary>
  private void updateAllTetris(int[] rows) {
   foreach (int row in rows) {
    //当前行清掉
    for (int x = 0; x < 10; x++) {
     tetris[x, row] = 0;
    }
    //row行之上的往下移动一行
    for (int y = row-1; y >=0; y--) {
     for (int x = 0; x < 10; x++) {
      if (tetris[x, y] == 1) {
       tetris[x, y + 1] = 1;
       tetris[x, y] = 0;
      }
     }
    }
   }
  }

  /// <summary>
  /// 判断游戏是否结束
  /// </summary>
  /// <returns></returns>
  private bool checkComplete() {
   bool isComplete = false;
   for (int i = 0; i < 10; i++) {
    if (tetris[i, 0] == 1) {
     isComplete = true;
     break;
    }
   }
   return isComplete;
  }

  /// <summary>
  /// 更新得分
  /// </summary>
  /// <param name="s"></param>
  public void updateScore(int s) {
   this.scorce = this.scorce + s;
  }

  /// <summary>
  /// 重置信息
  /// </summary>
  public void Reset() {
   this.tetris = new int[10, 20];
   this.scorce = 0;
  }
 }

5. 随机生成方块元素和起始位置


/// <summary>
  /// 静态函数,生成Tetris元素对象
  /// </summary>
  /// <returns></returns>
  public static TetrisElement generate()
  {
   Random r = new Random(0);
   //随机生成形状
   int tstyle = getRandom();
   tstyle = tstyle % 7;
   TetrisStyle style = TetrisStyle.I;
   style = (TetrisStyle)Enum.Parse(typeof(TetrisStyle), tstyle.ToString());
   //随机生成起始坐标
   int x = getRandom();
   x = x % 10;
   int y = 0;
   //根据形状生成位置信息
   TetrisElement element = new TetrisElement(style);
   //内容由四个点组成,顺序:先上后下,先左后右
   Point[] content = element.getContent(style);
   //获取最小坐标和最大坐标,防止越界
   int minX = element.getMinX(style);
   int minY = element.getMinY(style);
   int maxX = element.getMaxX(style);
   int maxY = element.getMaxY(style);
   //修正起始坐标
   x = (x <= minX) ? minX : x;
   x = (x >= maxX) ? maxX : x;
   y = minY;
   Point location = new Point(x, y);
   element.location = location;
   element.content = content;
   return element;
  }

备注

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