实例介绍
【实例截图】
【核心代码】
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; using System.Timers; namespace fangkuai_1 { class GamePalette { #region//常量区 private readonly Color[] COLORS = new Color[] { Color.White, Color.Tomato, Color.Thistle, Color.Turquoise };//闪烁颜色 private readonly int[] TIME_SPANS = new int[] { 700, 600, 550, 500, 450, 400, 350, 300, 250, 200 };//对应等级的速度 private readonly int[] SCORE_SPANS = new int[] { 100, 300, 500, 1000, 1500 };//分值列表 #endregion #region//属性区 private BrickFactory m_BrickFactory;//砖块生产机 private int m_Width = 15;//画板宽 private int m_Heigh = 25;//画板高 private Color[,] m_CoorArray;//固定砖块颜色数组 private Color m_BgColor;//背景色 private Color m_GridColor;//网格颜色 private int m_Size;//单元格像素 private int m_Level = 0;//等级 private int m_Score = 0;//总分数 private bool m_GameOver = false;//是否结束 private bool m_ShowGrid = false;//显示网格 private bool m_Pause = false;//暂停标志 private bool m_Ready = false;//运行标志 private Graphics m_MainPalette;//游戏主画布 private Graphics m_NextPalette;//Next画布 private Graphics m_Fen; private Graphics m_Ji; private Brick m_RunBrick;//活动的砖块 private Brick m_NextBrick;//下一个砖块 private System.Timers.Timer m_TimerBrick;//定时器,用来更新砖块 #endregion #region 构造函数 /// <summary> /// 构造函数 /// </summary> /// <param name="width"></param> /// <param name="height"></param> /// <param name="info"></param> /// <param name="size"></param> /// <param name="bgColor"></param> /// <param name="gpPalette"></param> /// <param name="gpNext"></param> /// <param name="level"></param> /// <param name="gridColor"></param> /// <param name="showGrid"></param> public GamePalette( int width, int height, TemplateArray info, int size, Color bgColor, Graphics gpPalette, Graphics gpNext, Graphics gpFen, Graphics gpJi, int level, Color gridColor, bool showGrid) { m_Width = width; m_Heigh = height; m_CoorArray = new Color[width, height]; m_BgColor = bgColor; m_MainPalette = gpPalette; m_NextPalette = gpNext; m_Fen = gpFen; m_Ji = gpJi; m_Size = size; m_Level = level; m_GridColor = gridColor; m_ShowGrid = showGrid; m_BrickFactory = new BrickFactory(info, bgColor, size); //InitRandowBrick();//生成level行随机砖块,以增加游戏可玩度 } #endregion #region 属性访问器 /// <summary> /// 游戏是否结束标志 /// </summary> public bool IsGameOver { get { return m_GameOver; } set { m_GameOver = value; } } /// <summary> /// 获取当前游戏等级(0-9) /// </summary> public int Level { get { return m_Level; } set { m_Level = value; } } /// <summary> /// 获取当前积分 /// </summary> public int Score { get { return m_Size; } set { m_Size = value; } } #endregion #region 公有函数 /// <summary> /// 下移一个单位 /// </summary> /// <returns></returns> public bool MoveDown() { if (m_RunBrick == null) return true; int xPos = m_RunBrick.X;//x坐标不变 int yPos = m_RunBrick.Y 1;//y坐标加一 for (int i = 0; i < m_RunBrick.Points.Length;i )//循环检测各个砖点的下一个位置是否合法 { //下一个位置超出画布不能移动 if (yPos m_RunBrick.Points[i].Y >= m_Heigh-2) return false; //下一个位置已有砖块,不能移动 if (!m_CoorArray[xPos m_RunBrick.Points[i].X, yPos m_RunBrick.Points[i].Y].IsEmpty) return false; } m_RunBrick.Erase(m_MainPalette);//清除当前砖块在画布上的图形 m_RunBrick.Y ;//修正新的坐标偏移 m_RunBrick.Paint(m_MainPalette);//从新绘制砖块图形到画布上 return true; } /// <summary> /// 下移到底 /// </summary> public void DropDown() { m_TimerBrick.Stop();//暂停定时器 while (MoveDown()) ;//循环调用向下知道不能 m_TimerBrick.Start();//从新启用计时器 } /// <summary> /// 左移一个单位 /// </summary> /// <returns></returns> public bool MoveLeft() { if (m_RunBrick == null) return true; int xPos = m_RunBrick.X-1;//x坐标减一 int yPos = m_RunBrick.Y;//y坐标加一 for (int i = 0; i < m_RunBrick.Points.Length; i )//循环检测各个砖点的下一个位置是否合法 { //左一个位置超出画布不能移动 if (xPos m_RunBrick.Points[i].X <0) return false; //左移一个位置已有砖块,不能移动 if (!m_CoorArray[xPos m_RunBrick.Points[i].X, yPos m_RunBrick.Points[i].Y].IsEmpty) return false; } m_RunBrick.Erase(m_MainPalette);//清除当前砖块在画布上的图形 m_RunBrick.X--;//修正新的坐标偏移 m_RunBrick.Paint(m_MainPalette);//从新绘制砖块图形到画布上 return true; } /// <summary> /// 右移一个单位 /// </summary> /// <returns></returns> public bool MoveRight() { if (m_RunBrick == null) return true; int xPos = m_RunBrick.X 1;//x坐标减一 int yPos = m_RunBrick.Y;//y坐标加一 for (int i = 0; i < m_RunBrick.Points.Length; i )//循环检测各个砖点的下一个位置是否合法 { //左一个位置超出画布不能移动 if (xPos m_RunBrick.Points[i].X >= m_Width) return false; //左移一个位置已有砖块,不能移动 if (!m_CoorArray[xPos m_RunBrick.Points[i].X, yPos m_RunBrick.Points[i].Y].IsEmpty) return false; } m_RunBrick.Erase(m_MainPalette);//清除当前砖块在画布上的图形 m_RunBrick.X ;//修正新的坐标偏移 m_RunBrick.Paint(m_MainPalette);//从新绘制砖块图形到画布上 return true; } /// <summary> /// 顺时针旋转 /// </summary> /// <returns></returns> public bool DeasilRotate() { if (m_RunBrick == null) return true; for (int i = 0; i < m_RunBrick.Points.Length; i )//循环检测各个砖点的下一个位置是否合法 { //计算旋转后的坐标 int x = m_RunBrick.X - m_RunBrick.Points[i].Y; int y = m_RunBrick.Y m_RunBrick.Points[i].X; //左移一个位置已有砖块,不能移动 if (x<0||x>=m_Width||y<0||y>=m_Heigh||!m_CoorArray[x,y].IsEmpty) return false; } m_RunBrick.Erase(m_MainPalette);//清除当前砖块在画布上的图形 m_RunBrick.DeasilRotate();//修正新的坐标偏移 m_RunBrick.Paint(m_MainPalette);//从新绘制砖块图形到画布上 return true; } //public bool ContraRotate() //{ } /// <summary> /// 画所有方块 /// </summary> /// <param name="gp"></param> public void PaintPalette(Graphics gp) { //以背景色清除画布 lock (gp) { gp.Clear(m_BgColor); } //画网格 if (m_ShowGrid) PaintGridLine(gp); //画已有砖块 PaintBricks(gp); //画当前活动砖块 if (m_RunBrick != null) m_RunBrick.Paint(gp); } /// <summary> /// 小地图上画方块 /// </summary> /// <param name="gp"></param> public void PaintNext(Graphics gp) { lock (gp) { gp.Clear(m_BgColor); } if (m_NextBrick != null) m_NextBrick.Paint(gp); } public void PaintFen(Graphics gp) { lock (gp) { gp.Clear(Color.White); Font drawFont = new Font("Arial", 16); SolidBrush drawBrush = new SolidBrush(Color.Black); PointF drawPoint = new PointF(0.0F, 0.0F); gp.DrawString(Convert.ToString(m_Score), drawFont, drawBrush, drawPoint); } } public void PaintJi(Graphics gp) { lock (gp) { gp.Clear(Color.White); Font drawFont = new Font("Arial", 16); SolidBrush drawBrush = new SolidBrush(Color.Black); PointF drawPoint = new PointF(0.0F, 0.0F); gp.DrawString(Convert.ToString(m_Level), drawFont, drawBrush, drawPoint); } } /// <summary> /// 开始游戏 /// </summary> public void Start() { m_RunBrick = m_BrickFactory.CreateBrick();//产生一个砖块 m_RunBrick.X = m_Width / 2;//水平位置在画布中心 m_Ready = true; int y = 0; for (int i = 0; i < m_RunBrick.Points.Length; i ) { if (m_RunBrick.Points[i].Y < y) y = m_RunBrick.Points[i].Y; } m_RunBrick.Y = -y;//垂直位置保证能完全显示 PaintPalette(m_MainPalette); Thread.Sleep(20);//延时产生下一个砖块 m_NextBrick = m_BrickFactory.CreateBrick(); PaintNext(m_NextPalette); //设定并启动定时器 m_TimerBrick = new System.Timers.Timer(TIME_SPANS[m_Level]); m_TimerBrick.Elapsed = new System.Timers.ElapsedEventHandler(OnBrickTimeEvent); m_TimerBrick.AutoReset = true; //kaishidingshi } /// <summary> /// 暂停游戏 /// </summary> public void Pause() { } /// <summary> /// 继续游戏 /// </summary> public void Resume() { } /// <summary> /// 关闭游戏 /// </summary> public void Close() { if (m_TimerBrick != null) { m_TimerBrick.Close(); m_TimerBrick.Dispose(); } m_NextPalette.Dispose(); m_MainPalette.Dispose(); } #endregion #region 私有函数 //时时更新砖块信息 private void OnBrickTimeEvent(object source, ElapsedEventArgs e) { if (m_Pause || m_GameOver) { if (m_GameOver) PaintGameOver(); return; } if (m_Ready) { if (!MoveDown()) CheckAndOverBrick(); } PaintFen(m_Fen); PaintJi(m_Ji); } private void PaintGridLine(Graphics gp) { try { lock (gp) { using (Pen p = new Pen(m_GridColor, 1)) { for (int column = 1; column < m_Width; column ) gp.DrawLine(p, column * m_Size - 1, 0, column * m_Size - 1, m_Heigh * m_Size); for (int row = 1; row < m_Heigh; row ) gp.DrawLine(p, 0, row * m_Size, m_Width * m_Size, row * m_Size); } } } catch (Exception ex) { Console.WriteLine(ex); } } private void PaintBricks(Graphics gp) { lock (gp) { for (int row = 0; row < m_Heigh; row ) { for (int column = 0; column < m_Width; column ) { try { Color c = m_CoorArray[column, row]; if (c.IsEmpty) c = m_BgColor; using (SolidBrush sb = new SolidBrush(c)) { gp.FillRectangle(sb, column * m_Size 1, row * m_Size 1, m_Size - 2, m_Size - 2); } } catch (Exception ex) { Console.WriteLine(ex); } } } } } private void CheckAndOverBrick() { //设定当前砖块到画布上 for (int i = 0; i < m_RunBrick.Points.Length; i ) m_CoorArray[m_RunBrick.X m_RunBrick.Points[i].X, m_RunBrick.Y m_RunBrick.Points[i].Y] = m_RunBrick.Color; //检测并消除满行 CheckAndDelFullRow(); //设定活动砖块 m_RunBrick = m_NextBrick; m_RunBrick.X = m_Width / 2; int y = 0; for(int i=0;i<m_RunBrick.Points.Length;i ) { if(m_RunBrick.Points[i].Y<y) y=m_RunBrick.Points[i].Y; } m_RunBrick.Y = -y; //检查游戏结束 for (int i = 0; i < m_RunBrick.Points.Length; i ) { //如果砖块所在位置有砖块,则到达顶部,游戏结束 if (!m_CoorArray[m_RunBrick.X m_RunBrick.Points[i].X, m_RunBrick.Y m_RunBrick.Points[i].Y].IsEmpty) { m_RunBrick = null; //闪烁效果 m_TimerBrick.Stop(); for (int row = m_Heigh - 1; row > 0; row--) { for (int column = 0; column < m_Width; column ) { m_CoorArray[column, row] = m_BgColor; } PaintBricks(m_MainPalette); System.Threading.Thread.Sleep(50); } //游戏结束 m_GameOver = true; m_Ready = false; m_TimerBrick.Start(); return; } } m_RunBrick.Paint(m_MainPalette); //获取新的下一个砖块 m_NextBrick = m_BrickFactory.CreateBrick(); PaintNext(m_NextPalette); } //检查并删除满行砖块 private void CheckAndDelFullRow() { int fullRowCount = 0;//满行数 int upRow = m_RunBrick.Y - 2;//当前砖块的上行标志 int downRow = m_RunBrick.Y 2;//当前砖块的下行标志 if (upRow < 0) upRow = 0;//越界处理 if (downRow > m_Heigh) downRow = m_Heigh - 1;//越界处理 //检查此范围的行 for (int row = upRow; row <= downRow; row ) { bool isFull = true; for (int column = 0; column < m_Width; column ) { if (m_CoorArray[column, row].IsEmpty)//如果该行颜色都不为空(都有砖块) { isFull = false; break; } } if (isFull)//清除满行 { fullRowCount ; m_TimerBrick.Stop();//暂停游戏 //闪烁效果 for (int n = 0; n < COLORS.Length; n ) { for (int column = 0; column < m_Width; column ) m_CoorArray[column, row] = COLORS[n]; PaintBricks(m_MainPalette); m_TimerBrick.Start();//继续游戏 } for (int rowIndex = row; rowIndex > 0; rowIndex--) for (int column = 0; column < m_Width; column ) m_CoorArray[column, rowIndex] = m_CoorArray[column, rowIndex - 1]; PaintBricks(m_MainPalette); m_TimerBrick.Start();//继续游戏 } } //有满行 if (fullRowCount > 0) { int currentScore = SCORE_SPANS[fullRowCount - 1];//当前计分 int tempScore = m_Score;//游戏得分 m_Score = currentScore;//追加得分 if (m_Score >= 1000 && m_Score.ToString()[0] != tempScore.ToString()[0])//判断升级 { m_Level = (m_Level 1) % TIME_SPANS.Length;//当前级别 m_TimerBrick.Interval = TIME_SPANS[m_Level];//游戏速度 } } } private void PaintGameOver() { } #endregion } }
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