x01.Tetris: 俄罗斯方块
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最强大脑有个小孩玩俄罗斯方块游戏神乎其技,那么,就写一个吧,玩玩而已。
由于逻辑简单,又作了一些简化,所以代码并不多。
using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Input; using System.Windows.Media; using System.Windows.Shapes; using System.Windows.Threading; namespace x01.Tetris { public enum BlockType { Straight, T, Square, Bent } public struct Square { public int Row, Col; } public partial class MainWindow : Window { const int MaxRow = 20; const int MaxCol = 11; double size = 0; static bool isStarted = false; int top = 0, down = 0; Random rand = new Random(); DispatcherTimer timer = new DispatcherTimer(); Rectangle[,] rects = new Rectangle[MaxRow, MaxCol]; Square[] current = new Square[4]; List<Square> backup = new List<Square>(); BlockType blockType = BlockType.T; public MainWindow() { InitializeComponent(); Init(); timer.Tick += Timer_Tick; timer.Interval = TimeSpan.FromSeconds(0.5); timer.Start(); } bool isPressing = false; protected override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if (e.Key == Key.Escape) { for (int r = 0; r < MaxRow; r++) { for (int c = 0; c < MaxCol; c++) { rects[r, c].Visibility = Visibility.Hidden; } } isStarted = false; isStarting = false; } if (!isStarted) return; isPressing = true; if (e.Key == Key.Left) { for (int i = 0; i < 4; i++) { var c = current[i]; if (HasSquare(c.Row, c.Col - 1) || !InRange(c.Row, c.Col - 1)) { isPressing = false; return; } } backup.AddRange(current); for (int i = 0; i < 4; i++) { current[i].Col--; } } else if (e.Key == Key.Right) { for (int i = 0; i < 4; i++) { var c = current[i]; if (HasSquare(c.Row, c.Col + 1) || !InRange(c.Row, c.Col + 1)) { isPressing = false; return; } } backup.AddRange(current); for (int i = 0; i < 4; i++) { current[i].Col++; } } else if (e.Key == Key.Up) { Rotate(); } else if (e.Key == Key.Down) { for (int i = 0; i < 5; i++) { Down(); ReDraw(); } } isPressing = false; } bool HasSquare(int row, int col) { return InRange(row, col) && !current.Any(s => s.Row == row && s.Col == col) && rects[row, col].Visibility == Visibility.Visible; } int rotateCount = 0; Square[] rotateBack = null; private void Rotate() { rotateBack = (Square[])current.Clone(); switch (blockType) { case BlockType.Straight: if (rotateCount % 4 == 0 || rotateCount % 4 == 2) { for (int i = 0; i < 4; i++) { rotateBack[i].Row = top; rotateBack[i].Col += i; } } else if (rotateCount % 4 == 1 || rotateCount % 4 == 3) { for (int i = 0; i < 4; i++) { rotateBack[i].Row += i; rotateBack[i].Col = rotateBack[0].Col; } } break; case BlockType.T: if (rotateCount % 4 == 0) { rotateBack[0].Row--; rotateBack[0].Col++; rotateBack[1].Row++; rotateBack[1].Col++; rotateBack[3].Row--; rotateBack[3].Col--; } else if (rotateCount % 4 == 1) { rotateBack[0].Row--; rotateBack[0].Col--; rotateBack[1].Row--; rotateBack[1].Col++; rotateBack[3].Row++; rotateBack[3].Col--; } else if (rotateCount % 4 == 2) { rotateBack[0].Row++; rotateBack[0].Col--; rotateBack[1].Row--; rotateBack[1].Col--; rotateBack[3].Row++; rotateBack[3].Col++; } else if (rotateCount % 4 == 3) { rotateBack[0].Row++; rotateBack[0].Col++; rotateBack[1].Row++; rotateBack[1].Col--; rotateBack[3].Row--; rotateBack[3].Col++; } break; case BlockType.Square: break; case BlockType.Bent: if (rotateCount % 4 == 0 || rotateCount % 4 == 2) { rotateBack[2].Col += 2; rotateBack[1].Row -= 2; } else if (rotateCount % 4 == 1 || rotateCount % 4 == 3) { rotateBack[2].Col -= 2; rotateBack[1].Row += 2; } break; default: break; } for (int i = 0; i < 4; i++) { var r = rotateBack[i]; if (HasSquare(r.Row, r.Col) || !InRange(r.Row, r.Col)) { return; } } current = (Square[])rotateBack.Clone(); backup.AddRange(current); rotateCount++; if (rotateCount == 4) rotateCount = 0; } private void Timer_Tick(object sender, EventArgs e) { if (isPressing) return; if (isStarting) return; if (isStarted == false) Start(); Down(); ReDraw(); } private void Down() { if (isStarted == false) return; if (current.Any(s => s.Row + 1 == MaxRow)) return; foreach (var b in backup) { if (InRange(b.Row, b.Col)) rects[b.Row, b.Col].Visibility = Visibility.Hidden; } backup.Clear(); top = down = current[0].Row; for (int i = 0; i < 4; i++) { int row = ++current[i].Row; int col = current[i].Col; if (InRange(row, col)) { rects[row, col].Visibility = Visibility.Visible; } if (top > row) top = row; if (down < row) down = row; } backup.AddRange(current); } bool InRange(int row, int col) { return row >= 0 && row < MaxRow && col >= 0 && col < MaxCol; } bool isStarting = false; private void Start() { isStarting = true; if (isStarted) return; isStarted = true; for (int i = 0; i < 4; i++) { current[i].Row = current[i].Col = 0; } rotateCount = 0; blockType = (BlockType)rand.Next(4); switch (blockType) { case BlockType.Straight: for (int i = 0; i < 4; i++) { current[i].Col = (MaxCol - 1) / 2; current[i].Row = -i; } break; case BlockType.T: for (int i = 0; i < 4; i++) { current[0].Row = 0; current[0].Col = (MaxCol - 1) / 2; if (i > 0) { current[i].Row = -1; current[i].Col = (MaxCol - 1) / 2 + (i - 2); } } break; case BlockType.Square: for (int i = 0; i < 4; i++) { if (i <= 1) { current[i].Row = 0; current[i].Col = (MaxCol - 1) / 2 + i; } else { current[i].Row = -1; current[i].Col = (MaxCol - 1) / 2 + (i - 2); } } break; case BlockType.Bent: for (int i = 0; i < 4; i++) { if (i <= 1) { current[i].Row = 0; current[i].Col = (MaxCol - 1) / 2 + i; } else { current[i].Row = -1; current[i].Col = (MaxCol - 1) / 2 + (i - 3); } } break; } isStarting = false; } private void Init() { size = (Height - 50) / MaxRow; canvas.Width = size * MaxCol; canvas.Height = size * MaxRow; for (int r = 0; r < MaxRow; r++) { for (int c = 0; c < MaxCol; c++) { rects[r, c] = new Rectangle(); rects[r, c].Width = rects[r, c].Height = size; rects[r, c].Fill = Brushes.Gray; rects[r, c].Stroke = Brushes.LightGray; rects[r, c].Visibility = Visibility.Hidden; canvas.Children.Add(rects[r, c]); Canvas.SetLeft(rects[r, c], c * size); Canvas.SetTop(rects[r, c], r * size); } } for (int i = 0; i < 4; i++) { current[i].Col = current[i].Row = 0; } } protected override void OnRender(DrawingContext drawingContext) { base.OnRender(drawingContext); size = (ActualHeight - 50) / MaxRow; canvas.Width = size * MaxCol; canvas.Height = size * MaxRow; ReDraw(); } private void ReDraw() { if (isStarted == false) return; for (int r = 0; r < MaxRow; r++) { for (int c = 0; c < MaxCol; c++) { rects[r, c].Width = rects[r, c].Height = size; Canvas.SetLeft(rects[r, c], c * size); Canvas.SetTop(rects[r, c], r * size); bool hasSquare = current.Any(s => s.Col == c && s.Row + 1 == r && rects[r, c].Visibility == Visibility.Visible) && !current.Any(s => s.Row == r && s.Col == c); if (down == MaxRow - 1 || hasSquare) { top = down = 0; isStarted = false; backup.Clear(); ClearLines(); return; } } } } List<int> cols = new List<int>(); List<int> rows = new List<int>(); void ClearLines() { cols.Clear(); rows.Clear(); bool isClear; for (int r = 0; r < MaxRow; r++) { for (int c = 0; c < MaxCol; c++) { cols.Add(c); if (c == MaxCol - 1) { isClear = true; foreach (var col in cols) { if (rects[r, col].Visibility != Visibility.Visible) { isClear = false; break; } } cols.Clear(); if (isClear) rows.Add(r); } } } foreach (var r in rows) { for (int c = 0; c < MaxCol; c++) { rects[r, c].Visibility = Visibility.Hidden; } } foreach (var r in rows) { for (int i = r - 1; i >= 0; i--) { for (int j = 0; j < MaxCol; j++) { rects[i + 1, j].Visibility = rects[i, j].Visibility; } } } } } }
运行效果图如下:
源代码:https://github.com/chinax01/x01.Tetris
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