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c#窗体开发俄罗斯方块小游戏_小小数媒成员_c# 游戏

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在个人电脑日益普及的今天,一些有趣的桌面游戏已经成为人们在使用计算机进行工作或学习之余休闲娱乐的首选,而俄罗斯方块游戏是人们最熟悉的小游戏知益,它趣味性极强,变化无穷,易上手等诸多特点得到了大众的认可,此外对运动的方块进行组合,可以训练玩家的反应能力。

????????此款游戏的总设计,需求分析和内部数据的具体处理和计算进行了详细的阐述。并对游戏的具体设计与实现进行了简要的说明。本系统基于C#语言下,应用了Visuai Studio 2022开发环境而发出的“俄罗斯方块”这款游戏。

1 功能概述

2 总体设计

2.1总体设计

2.2?功能设计(含界面设计、算法设计、代码)?

3?测试?

功能概述

我们开发的俄罗斯方块游戏,主要实现了以下几种功能:

1.可以灵活控制方块在图形框中运动。

2.游戏过程中方块可以自由旋转。

3.当某一行的方块排列满时,将自动将这一行方块消除,然后将上面所有方块向下移动,可以支持连续消行。

4.游戏前可以选择游戏的速度和游戏的等级,游戏速度既为方块下落速度,游戏等级为初始游戏时在基层随机生成一定行数的无规律方块,生成的行数由你来选择,每行至少产生5个以上的无规律方块,这样增加了游戏难度,对于游戏高手来说,无疑不是一个新的挑战。

5.游戏的得分支持积分

总体设计

游戏设计目的

熟悉C#运行环境,会简单的程序调试,熟悉C语言各种类型数据的输入和输出,以及各种函数的使用方法,掌握顺序结构程序设计。

游戏设计内容

按照经典的俄罗斯方块游戏设计方案、用C语言编写程序主要设计3个类。

设计游戏类(Game)

设计方块类(Block)

设计窗体类(From)

+背景音乐

功能设计

基本功能实现

1、小方块

每个俄罗斯方块由四、五个小方块组成,定义小方块组合即俄罗斯方块类,实现俄罗斯方块的绘制,移动,擦除功能。

2、定时机制

建立计时器后,根据参数定义的时间步长触发定时处理时间,直到杀死计时器为止。通过计时器实现,每隔固定时间,检测方块状态以及方块下落,预览下一方块。当游戏结束或暂停时杀死计时器。

3、绘图实现

游戏开始时初始化界面,绘制俄罗斯方块的分数、等级、开始游戏、暂停游戏和结束游戏显示。

4、边界判断

通过键盘响应消息处理函数,响应键盘操作,判断俄罗斯方块是否与边界或者下方方块碰撞。

5、方块旋转功能

将小方块组合的位置基点作为旋转中心点,通过旋转各个小方块中心位置到小方块组合的位置基点的x与y边实现俄罗斯方块的旋转。

6、满行消除功能

将俄罗斯方块运动的主要界面看作一个二维数组,存储颜色。当某行满时,消除该行的方块,并且将该行上方的方块颜色向下移一行。

7、方块预览功能

将下一个方块画到游戏面板右侧的提示信息去中。

页面设计:

?

代码:

设计游戏类(Game)

????internal?class?Game

????{

????????public?const?int?BlockImageWidth = 21;//方砖中每个小方格的大小

????????public?const?int?BlockImageHeight = 21;

????????public?const?int?PlayingFieldWidth = 10;//游戏面板大小

????????public?const?int?PlayingFieldHeight = 20;

????????private?int[,] pile; //存储在游戏面板中的所有方砖;

????????private?Block currentBlock;//当前的俄罗斯方块

????????private?Block nextBlock;//下一个的俄罗斯方块

????????public?int?score = 0, lines = 0;

????????public?bool?over = false;//游戏是否结束

????????public?Game()//Game类构造函数

????????{

????????????pile = new?int[PlayingFieldWidth, PlayingFieldHeight];

????????????ClearPile();//清空游戏面板中的所有方砖

????????????CreateNewBlock();//产生新的俄罗斯方块

????????}

????????private?void?ClearPile()//清空游戏面板中的所有方砖

????????{

????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????{

????????????????for?(int?j = 0; j < PlayingFieldHeight; j++)

????????????????{

????????????????????pile[i, j] = 0;

????????????????}

????????????}

????????}

????????private?void?CreateNewBlock()//产生新的俄罗斯方块

????????{

????????????if?(this.nextBlock != null)

????????????{

????????????????currentBlock = nextBlock;

????????????}

????????????else

????????????{

????????????????currentBlock = new?Block();

????????????}

????????????nextBlock = new?Block();

????????}

????????public?void?DrawPile(Graphics g)//将pile存储的所有固定画到游戏面板中

????????{

????????????Image brickImage = Image.FromFile(@"C:\Users\lenovo1\Desktop\俄罗斯方块\block2.gif");//方砖的图形

????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????{

????????????????for?(int?j = 0; j < PlayingFieldHeight; j++)

????????????????{

????????????????????if?(pile[i, j] == 1)

????????????????????{

????????????????????????Rectangle rect = new?Rectangle(i * BlockImageWidth, j * BlockImageHeight, BlockImageWidth, BlockImageHeight);//(j - 1)

????????????????????????g.DrawImage(brickImage, rect);

????????????????????}

????????????????}

????????????}

????????}

????????internal?void?DrawCurrentBlock(object?graphics)

????????{

????????????throw?new?NotImplementedException();

????????}

????????public?void?DrawCurrentBlock(Graphics g)//将当前方块画到游戏面板中

????????{

????????????if?(currentBlock != null)//检查当前块是否为空

????????????{

????????????????currentBlock.Draw(g);

????????????}

????????}

????????public?void?DrawNextBlock(Graphics drawingSurface)//将下一个方块画到游戏面板右侧的提示信息去中

????????{

????????????if?(nextBlock != null)

????????????{

????????????????short?currentLeft = nextBlock.Left;

????????????????short?currentTop = nextBlock.Top;

????????????????nextBlock.Left = (short)((6 - nextBlock.Width) / 2);

????????????????nextBlock.Top = (short)((6 - nextBlock.Height) / 2);

????????????????nextBlock.Draw(drawingSurface);

????????????????nextBlock.Left = currentLeft;

????????????????nextBlock.Top = currentTop;

????????????}

????????}

????????public?bool?DownCurrentBlock()//判断方块下落

????????{

????????????bool?hit = false;

????????????currentBlock.Top++;

????????????if?((currentBlock.Top + currentBlock.Height) > PlayingFieldHeight)

????????????{

????????????????hit = true;//当前块触游戏面板底

????????????}

????????????else//检查是否接触到下一行其他已落方块

????????????{

????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????{

????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????{

????????????????????????int?fx, fy;

????????????????????????fx = currentBlock.Left + i;

????????????????????????fy = currentBlock.Top + j;

????????????????????????if?((currentBlock.shape[i, j] == 1) && (pile[fx, fy] == 1))//(fy + 1)

????????????????????????{

????????????????????????????hit = true;

????????????????????????}

????????????????????}

????????????????}

????????????}

????????????if?(hit)//触到其他已落方块或游戏面板底

????????????{

????????????????currentBlock.Top--;

????????????????MoveBlockToPile();//固定到游戏面板上 ???????????  

????????????????CreateNewBlock(); //产生新的俄罗斯方块

????????????}

????????????return?hit;

????????}

????????private?void?MoveBlockToPile()//固定到游戏面板上

????????{

????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????{

????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????{

????????????????????int?fx, fy;

????????????????????fx = currentBlock.Left + i;

????????????????????fy = currentBlock.Top + j;

????????????????????if?(currentBlock.shape[i, j] == 1)

????????????????????{

????????????????????????pile[fx, fy] = 1;//将当前块的信息存储到二维数组pile中

????????????????????}

????????????????}

????????????}

????????????CheckForLines();

????????????if?(CheckForGameOver())//检查游戏是否结束

????????????????over = true;

????????}

????????private?int?CheckForLines()//检查是否满行并消去

????????{

????????????int?numLines = 0;

????????????int[] completeLines = new?int[PlayingFieldHeight];

????????????for?(int?j = PlayingFieldHeight - 1; j > 0; j--)

????????????{

????????????????bool?fullLine = true;

????????????????for?(int?i = 0; i < PlayingFieldWidth; i++)//PlayingFieldHeight游戏面板宽度

????????????????{

????????????????????if?(pile[i, j] == 0)

????????????????????{

????????????????????????fullLine = false;

????????????????????????break;

????????????????????}

????????????????}

????????????????if?(fullLine)

????????????????{

????????????????????numLines++;

????????????????????completeLines[numLines] = j;

????????????????}

????????????}

????????????if?(numLines > 0)

????????????{

????????????????for?(int?i = 1; i <= numLines; i++)

????????????????{

????????????????????ClearLine((completeLines[i] + (i - 1)));

????????????????}

????????????????score += 5 * (numLines * (numLines + 1));

????????????????lines += numLines;

????????????}

????????????return?numLines;

????????}

????????public?void?RotateCurrentBlock()//旋转方块

????????{

????????????bool?canRotate = true;

????????????short?newWidth = 0;

????????????short?newHeight = 0;

????????????int[,] newShape;

????????????newWidth = currentBlock.Height;

????????????newHeight = currentBlock.Width;

????????????newShape = new?int[newWidth, newHeight];

????????????int?x, y;

????????????//将某方块存储的形状信息shape二维数组进行转置

????????????if?(((currentBlock.Left + newWidth) <= Game.PlayingFieldWidth)

????????????????&& ((currentBlock.Top + newHeight) < Game.PlayingFieldHeight))

????????????{

????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????{

????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????{

????????????????????????x = ((currentBlock.Height - 1) - j);

????????????????????????y = i;

????????????????????????newShape[x, y] = currentBlock.shape[i, j];

????????????????????????//将转置后的方块形状信息shape数组与游戏面板所对应的数组进行比较,判断是否有重叠的地方

????????????????????????if?(newShape[x, y] == 1 && pile[x + currentBlock.Left, y + currentBlock.Top] == 1)

????????????????????????{

????????????????????????????canRotate = false; return;//不能旋转 }

????????????????????????}

????????????????????}

????????????????}

????????????????if?(canRotate)

????????????????{

????????????????????currentBlock.Width = newWidth;

????????????????????currentBlock.Height = newHeight;

????????????????????currentBlock.shape = newShape;

????????????????}

????????????}

????????}

????????public?void?MoveCurrentBlockSide(bool?left)//左右移动

????????{

????????????bool?canMove = true;

????????????if?(left)//左移动

????????????{

????????????????if?(currentBlock.Left > 0)

????????????????{

????????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????????{

????????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????????{

????????????????????????????int?fx, fy;

????????????????????????????fx = currentBlock.Left + i;

????????????????????????????fy = (currentBlock.Top + 1) + j;

????????????????????????????if?((currentBlock.shape[i, j] == 1) && (pile[(fx - 1), fy] == 1))

????????????????????????????{

????????????????????????????????canMove = false;//保证左右移动时和pile中存储的固定方块不重叠

????????????????????????????}

????????????????????????}

????????????????????}

????????????????????if?(canMove)

????????????????????{

????????????????????????currentBlock.Left--;

????????????????????}

????????????????}

????????????}

????????????else//右移动

????????????{

????????????????if?((currentBlock.Left + currentBlock.Width) < PlayingFieldWidth)

????????????????{

????????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????????{

????????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????????{

????????????????????????????int?fx, fy;

????????????????????????????fx = currentBlock.Left + i;

????????????????????????????fy = (currentBlock.Top + 1) + j;

????????????????????????????if?((currentBlock.shape[i, j] == 1) && (pile[(fx + 1), fy] == 1))

????????????????????????????{

????????????????????????????????canMove = false;

????????????????????????????}

????????????????????????}

????????????????????}

????????????????????if?(canMove)

????????????????????{

????????????????????????currentBlock.Left++;

????????????????????}

????????????????}

????????????}

????????}

????????private?void?ClearLine(int?lineNumber)//消去满行

????????{

????????????//将上方的行依次下移

????????????for?(int?j = lineNumber; j > 0; j--)

????????????{

????????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????????{

????????????????????pile[i, j] = pile[i, (j - 1)];

????????????????}

????????????}

????????????//将首行清空

????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????{

????????????????pile[i, 0] = 0;

????????????}

????????}

????????public?bool?CheckForGameOver()//检查游戏是否结束

????????{

????????????if?(currentBlock.Top == 0)

????????????????return?true;

????????????else

????????????????return?false;

????????}

????}

代码:

设计游戏类(Game)

????internal?class?Game

????{

????????public?const?int?BlockImageWidth = 21;//方砖中每个小方格的大小

????????public?const?int?BlockImageHeight = 21;

????????public?const?int?PlayingFieldWidth = 10;//游戏面板大小

????????public?const?int?PlayingFieldHeight = 20;

????????private?int[,] pile; //存储在游戏面板中的所有方砖;

????????private?Block currentBlock;//当前的俄罗斯方块

????????private?Block nextBlock;//下一个的俄罗斯方块

????????public?int?score = 0, lines = 0;

????????public?bool?over = false;//游戏是否结束

????????public?Game()//Game类构造函数

????????{

????????????pile = new?int[PlayingFieldWidth, PlayingFieldHeight];

????????????ClearPile();//清空游戏面板中的所有方砖

????????????CreateNewBlock();//产生新的俄罗斯方块

????????}

????????private?void?ClearPile()//清空游戏面板中的所有方砖

????????{

????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????{

????????????????for?(int?j = 0; j < PlayingFieldHeight; j++)

????????????????{

????????????????????pile[i, j] = 0;

????????????????}

????????????}

????????}

????????private?void?CreateNewBlock()//产生新的俄罗斯方块

????????{

????????????if?(this.nextBlock != null)

????????????{

????????????????currentBlock = nextBlock;

????????????}

????????????else

????????????{

????????????????currentBlock = new?Block();

????????????}

????????????nextBlock = new?Block();

????????}

????????public?void?DrawPile(Graphics g)//将pile存储的所有固定画到游戏面板中

????????{

????????????Image brickImage = Image.FromFile(@"C:\Users\lenovo1\Desktop\俄罗斯方块\block2.gif");//方砖的图形

????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????{

????????????????for?(int?j = 0; j < PlayingFieldHeight; j++)

????????????????{

????????????????????if?(pile[i, j] == 1)

????????????????????{

????????????????????????Rectangle rect = new?Rectangle(i * BlockImageWidth, j * BlockImageHeight, BlockImageWidth, BlockImageHeight);//(j - 1)

????????????????????????g.DrawImage(brickImage, rect);

????????????????????}

????????????????}

????????????}

????????}

????????internal?void?DrawCurrentBlock(object?graphics)

????????{

????????????throw?new?NotImplementedException();

????????}

????????public?void?DrawCurrentBlock(Graphics g)//将当前方块画到游戏面板中

????????{

????????????if?(currentBlock != null)//检查当前块是否为空

????????????{

????????????????currentBlock.Draw(g);

????????????}

????????}

????????public?void?DrawNextBlock(Graphics drawingSurface)//将下一个方块画到游戏面板右侧的提示信息去中

????????{

????????????if?(nextBlock != null)

????????????{

????????????????short?currentLeft = nextBlock.Left;

????????????????short?currentTop = nextBlock.Top;

????????????????nextBlock.Left = (short)((6 - nextBlock.Width) / 2);

????????????????nextBlock.Top = (short)((6 - nextBlock.Height) / 2);

????????????????nextBlock.Draw(drawingSurface);

????????????????nextBlock.Left = currentLeft;

????????????????nextBlock.Top = currentTop;

????????????}

????????}

????????public?bool?DownCurrentBlock()//判断方块下落

????????{

????????????bool?hit = false;

????????????currentBlock.Top++;

????????????if?((currentBlock.Top + currentBlock.Height) > PlayingFieldHeight)

????????????{

????????????????hit = true;//当前块触游戏面板底

????????????}

????????????else//检查是否接触到下一行其他已落方块

????????????{

????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????{

????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????{

????????????????????????int?fx, fy;

????????????????????????fx = currentBlock.Left + i;

????????????????????????fy = currentBlock.Top + j;

????????????????????????if?((currentBlock.shape[i, j] == 1) && (pile[fx, fy] == 1))//(fy + 1)

????????????????????????{

????????????????????????????hit = true;

????????????????????????}

????????????????????}

????????????????}

????????????}

????????????if?(hit)//触到其他已落方块或游戏面板底

????????????{

????????????????currentBlock.Top--;

????????????????MoveBlockToPile();//固定到游戏面板上 ???????????  

????????????????CreateNewBlock(); //产生新的俄罗斯方块

????????????}

????????????return?hit;

????????}

????????private?void?MoveBlockToPile()//固定到游戏面板上

????????{

????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????{

????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????{

????????????????????int?fx, fy;

????????????????????fx = currentBlock.Left + i;

????????????????????fy = currentBlock.Top + j;

????????????????????if?(currentBlock.shape[i, j] == 1)

????????????????????{

????????????????????????pile[fx, fy] = 1;//将当前块的信息存储到二维数组pile中

????????????????????}

????????????????}

????????????}

????????????CheckForLines();

????????????if?(CheckForGameOver())//检查游戏是否结束

????????????????over = true;

????????}

????????private?int?CheckForLines()//检查是否满行并消去

????????{

????????????int?numLines = 0;

????????????int[] completeLines = new?int[PlayingFieldHeight];

????????????for?(int?j = PlayingFieldHeight - 1; j > 0; j--)

????????????{

????????????????bool?fullLine = true;

????????????????for?(int?i = 0; i < PlayingFieldWidth; i++)//PlayingFieldHeight游戏面板宽度

????????????????{

????????????????????if?(pile[i, j] == 0)

????????????????????{

????????????????????????fullLine = false;

????????????????????????break;

????????????????????}

????????????????}

????????????????if?(fullLine)

????????????????{

????????????????????numLines++;

????????????????????completeLines[numLines] = j;

????????????????}

????????????}

????????????if?(numLines > 0)

????????????{

????????????????for?(int?i = 1; i <= numLines; i++)

????????????????{

????????????????????ClearLine((completeLines[i] + (i - 1)));

????????????????}

????????????????score += 5 * (numLines * (numLines + 1));

????????????????lines += numLines;

????????????}

????????????return?numLines;

????????}

????????public?void?RotateCurrentBlock()//旋转方块

????????{

????????????bool?canRotate = true;

????????????short?newWidth = 0;

????????????short?newHeight = 0;

????????????int[,] newShape;

????????????newWidth = currentBlock.Height;

????????????newHeight = currentBlock.Width;

????????????newShape = new?int[newWidth, newHeight];

????????????int?x, y;

????????????//将某方块存储的形状信息shape二维数组进行转置

????????????if?(((currentBlock.Left + newWidth) <= Game.PlayingFieldWidth)

????????????????&& ((currentBlock.Top + newHeight) < Game.PlayingFieldHeight))

????????????{

????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????{

????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????{

????????????????????????x = ((currentBlock.Height - 1) - j);

????????????????????????y = i;

????????????????????????newShape[x, y] = currentBlock.shape[i, j];

????????????????????????//将转置后的方块形状信息shape数组与游戏面板所对应的数组进行比较,判断是否有重叠的地方

????????????????????????if?(newShape[x, y] == 1 && pile[x + currentBlock.Left, y + currentBlock.Top] == 1)

????????????????????????{

????????????????????????????canRotate = false; return;//不能旋转 }

????????????????????????}

????????????????????}

????????????????}

????????????????if?(canRotate)

????????????????{

????????????????????currentBlock.Width = newWidth;

????????????????????currentBlock.Height = newHeight;

????????????????????currentBlock.shape = newShape;

????????????????}

????????????}

????????}

????????public?void?MoveCurrentBlockSide(bool?left)//左右移动

????????{

????????????bool?canMove = true;

????????????if?(left)//左移动

????????????{

????????????????if?(currentBlock.Left > 0)

????????????????{

????????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????????{

????????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????????{

????????????????????????????int?fx, fy;

????????????????????????????fx = currentBlock.Left + i;

????????????????????????????fy = (currentBlock.Top + 1) + j;

????????????????????????????if?((currentBlock.shape[i, j] == 1) && (pile[(fx - 1), fy] == 1))

????????????????????????????{

????????????????????????????????canMove = false;//保证左右移动时和pile中存储的固定方块不重叠

????????????????????????????}

????????????????????????}

????????????????????}

????????????????????if?(canMove)

????????????????????{

????????????????????????currentBlock.Left--;

????????????????????}

????????????????}

????????????}

????????????else//右移动

????????????{

????????????????if?((currentBlock.Left + currentBlock.Width) < PlayingFieldWidth)

????????????????{

????????????????????for?(int?i = 0; i < currentBlock.Width; i++)

????????????????????{

????????????????????????for?(int?j = 0; j < currentBlock.Height; j++)

????????????????????????{

????????????????????????????int?fx, fy;

????????????????????????????fx = currentBlock.Left + i;

????????????????????????????fy = (currentBlock.Top + 1) + j;

????????????????????????????if?((currentBlock.shape[i, j] == 1) && (pile[(fx + 1), fy] == 1))

????????????????????????????{

????????????????????????????????canMove = false;

????????????????????????????}

????????????????????????}

????????????????????}

????????????????????if?(canMove)

????????????????????{

????????????????????????currentBlock.Left++;

????????????????????}

????????????????}

????????????}

????????}

????????private?void?ClearLine(int?lineNumber)//消去满行

????????{

????????????//将上方的行依次下移

????????????for?(int?j = lineNumber; j > 0; j--)

????????????{

????????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????????{

????????????????????pile[i, j] = pile[i, (j - 1)];

????????????????}

????????????}

????????????//将首行清空

????????????for?(int?i = 0; i < PlayingFieldWidth; i++)

????????????{

????????????????pile[i, 0] = 0;

????????????}

????????}

????????public?bool?CheckForGameOver()//检查游戏是否结束

????????{

????????????if?(currentBlock.Top == 0)

????????????????return?true;

????????????else

????????????????return?false;

????????}

????}

设计方块类(Block)

????internal?class?Block

????{

????????private?short?width;//方块的高度

????????private?short?height;//方块的宽度

????????private?short?top;//方块位置的纵坐标

????????private?short?left;//方块位置的横坐标

????????private?int?ID; ???   //方块部件的ID

????????public?int[,] shape; ?//存储方块部件的形状,0为空白,1为有砖块

????????public?short?Width

????????{

????????????get

????????????{

????????????????return?width;

????????????}

????????????set

????????????{

????????????????width = value;

????????????}

????????}

????????public?short?Height

????????{

????????????get

????????????{

????????????????return?height;

????????????}

????????????set

????????????{

????????????????height = value;

????????????}

????????}

????????public?short?Top

????????{

????????????get

????????????{

????????????????return?top;

????????????}

????????????set

????????????{

????????????????top = value;

????????????}

????????}

????????public?short?Left

????????{

????????????get

????????????{

????????????????return?left;

????????????}

????????????set

????????????{

????????????????left = value;

????????????}

????????}

????????public?Block()

????????{

????????????Random randomGenerator = new?Random();

????????????int?randomBlock = randomGenerator.Next(1, 7);//产生1—4的数

????????????this.ID = randomBlock;

????????????switch?(this.ID)

????????????{

????????????????case?1: ??//横条形

????????????????????this.Width = 4;

????????????????????this.Height = 1;

????????????????????this.Top = 0;

????????????????????this.Left = 3;

????????????????????shape = new?int[this.Width, this.Height];

????????????????????shape[0, 0] = 1; shape[1, 0] = 1;

????????????????????shape[2, 0] = 1; shape[3, 0] = 1;

????????????????????break;

????????????????case?2:  //正方形

????????????????????this.Width = 2;

????????????????????this.Height = 2;

????????????????????this.Top = 0;

????????????????????this.Left = 4;

????????????????????// Creates the new shape for this block.

????????????????????shape = new?int[this.Width, this.Height];

????????????????????shape[0, 0] = 1; shape[0, 1] = 1;

????????????????????shape[1, 0] = 1; shape[1, 1] = 1;

????????????????????break;

????????????????case?3:  //T形

????????????????????this.Width = 3;

????????????????????this.Height = 3;

????????????????????this.Top = 0;

????????????????????this.Left = 4;

????????????????????// Creates the new shape for this block.

????????????????????shape = new?int[this.Width, this.Height];

????????????????????shape[0, 0] = 1; shape[1, 0] = 1;

????????????????????shape[2, 0] = 1; shape[1, 1] = 1;

????????????????????shape[1, 2] = 1;

????????????????????break;

????????????????case?4:  //L形

????????????????????this.Width = 2;

????????????????????this.Height = 3;

????????????????????this.Top = 0;

????????????????????this.Left = 4;

????????????????????// Creates the new shape for this block.

????????????????????shape = new?int[this.Width, this.Height];

????????????????????shape[0, 0] = 1; shape[0, 1] = 1;

????????????????????shape[0, 2] = 1; shape[1, 2] = 1;

????????????????????break;

????????????????case?5:  //新建

????????????????????this.Width = 2;

????????????????????this.Height = 3;

????????????????????this.Top = 0;

????????????????????this.Left = 4;

????????????????????// Creates the new shape for this block.

????????????????????shape = new?int[this.Width, this.Height];

????????????????????shape[0, 0] = 1; shape[0, 1] = 1;

????????????????????shape[0, 2] = 1; shape[1, 1] = 1;

????????????????????break;

????????????????case?6:  //新建

????????????????????this.Width = 2;

????????????????????this.Height = 3;

????????????????????this.Top = 0;

????????????????????this.Left = 4;

????????????????????// Creates the new shape for this block.

????????????????????shape = new?int[this.Width, this.Height];

????????????????????shape[0, 2] = 1; shape[1, 0] = 1;

????????????????????shape[1, 2] = 1; shape[1, 1] = 1;

????????????????????break;

????????????}

????????}

????????public?void?Draw(Graphics g)//随机生成方块类型的编号(this.ID),该构造函数中Switch/Case语句段根据类型编号this.ID生成相应方块的形状

????????{

????????????Image brickImage = Image.FromFile(@"C:\Users\lenovo1\Desktop\俄罗斯方块\block2.gif");

????????????for?(int?i = 0; i < this.Width; i++)

????????????{

????????????????for?(int?j = 0; j < this.Height; j++)

????????????????{

????????????????????if?(this.shape[i, j] == 1)//黑色格子

????????????????????{

????????????????????????//得到绘制这个格子的在游戏面板中的矩形区域

????????????????????????Rectangle rect = new?Rectangle((this.Left + i) * Game.BlockImageWidth, (this.Top + j) * Game.BlockImageHeight, Game.BlockImageWidth, Game.BlockImageHeight);

????????????????????????g.DrawImage(brickImage, rect);

????????????????????}

????????????????}

????????????}

????????}

????}

设计窗体类(From)

public?partial?class?Form1?: Form

????{

????????public?Form1()

????????{

????????????InitializeComponent();

????????}

????????Game game = null;

????????private?void?button1_Click(object?sender, EventArgs e)//开始游戏,启动定时器

????????{

????????????game = new?Game();

????????????pictureBox1.Height = Game.BlockImageHeight * Game.PlayingFieldHeight + 3;

????????????pictureBox1.Width = Game.BlockImageWidth * Game.PlayingFieldWidth + 3;

????????????pictureBox1.Invalidate();//重画游戏面板区域

????????????timer1.Enabled = true;

????????????button1.Enabled = false;

????????}

????????private?void?button2_Click(object?sender, EventArgs e)//暂停游戏

????????{

????????????if?(button2.Text == "暂停游戏")

????????????{

????????????????timer1.Enabled = false; button2.Text = "继续游戏";

????????????}

????????????else

????????????{

????????????????timer1.Enabled = true; button2.Text = "暂停游戏";

????????????}

????????}

????????private?void?button3_Click(object?sender, EventArgs e)//结束游戏

????????{

????????????this.Close();

????????}

????????private?void?pictureBox1_Paint(object?sender, PaintEventArgs e)//刷新游戏面板屏幕,重画当前下落方块和pile存储的固定方块

????????{

????????????//重画游戏面板

????????????if?(game != null)

????????????{

????????????????game.DrawPile(e.Graphics);

????????????????game.DrawCurrentBlock(e.Graphics);

????????????}

????????}

????????private?void?pictureBox2_Paint(object?sender, PaintEventArgs e)//重画下一个方块

????????{

????????????if?(game != null) game.DrawNextBlock(e.Graphics);

????????}

????????private?void?comboBox1_SelectedIndexChanged(object?sender, EventArgs e)//设置下落速度,调整时间

????????{

????????????timer1.Interval = 550 - Convert.ToInt16(comboBox1.Text) * 50;

????????}

????????private?void?timer1_Tick(object?sender, EventArgs e)

????????{

????????????if?(!game.DownCurrentBlock())

????????????{

????????????????pictureBox1.Invalidate();//重画游戏面板区域

????????????????pictureBox2.Invalidate();//重画下一个方块

????????????}

????????????lblScore.Text = game.score.ToString();

????????????if?(game.over == true)

????????????{

????????????????timer1.Enabled = false;

????????????????MessageBox.Show("游戏结束,", "提示");

????????????????button1.Enabled = true;

????????????}

????????}

????????protected?override?bool?ProcessCmdKey(ref?Message msg, Keys e)

????????//重写ProcessCmdKey方法

????????{

????????????if?(button2.Text == "继续游戏") return?true;//暂停时不响应键盘

????????????if?(e == Keys.Up || e == Keys.Down || e == Keys.Space ||

?????????????????????e == Keys.Left || e == Keys.Right)

????????????{

????????????????MyKeyPress(this, new?KeyPressEventArgs((char)e)); //然后在MyKeyPress方法中处理 ??

????????????}

????????????return?true;

????????}

????????private?void?MyKeyPress(object?sender, KeyPressEventArgs e)

????????{

????????????switch?(e.KeyChar)

????????????{

????????????????case?(char)Keys.Up:

????????????????????game.RotateCurrentBlock();

????????????????????break;

????????????????case?(char)Keys.Down:

????????????????????if?(!game.DownCurrentBlock())

????????????????????????pictureBox1.Invalidate();//重画游戏面板区域

????????????????????break;

????????????????case?(char)Keys.Right:

????????????????????game.MoveCurrentBlockSide(false);

????????????????????break;

????????????????case?(char)Keys.Left:

????????????????????game.MoveCurrentBlockSide(true);

????????????????????break;

????????????????case?(char)Keys.Space:

????????????????????button2.PerformClick();

????????????????????break;

????????????}

????????????pictureBox1.Invalidate();

????????????pictureBox2.Invalidate();

????????}

}

背景音乐

?SoundPlayer sp = new?SoundPlayer(@"C:\Users\lenovo1\Desktop\音乐\清明上河图.wav");

?????????sp.PlayLooping();

测试

使用情况正常且逻辑清晰

?&用到的图片资源:

??

?

?

?


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标签: #C #游戏 #基于C语言下应用了Visuai #Studio