vb6.0如何编写俄罗斯方块?
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发布时间:2022-05-04 11:29
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时间:2022-06-21 11:54
using System;
using System.Drawing;
using Microsoft.Win32;
namespace AnotherBlock
{
/// <summary>
/// Represents a Tetris game engine.
/// </summary>
public class Game
{
/// <summary>
/// Constant with the image width of the block unit (in pixels).
/// </summary>
public const int BlockImageWidth = 21;
/// <summary>
/// Constant with the image height of the block unit (in pixels).
/// </summary>
public const int BlockImageHeight = 21;
/// <summary>
/// Constant with the playing field width (in block units).
/// </summary>
public const int PlayingFieldWidth = 10;
/// <summary>
/// Constant with the playing field height (in block units).
/// </summary>
public const int PlayingFieldHeight = 20;
/// <summary>
/// Constante with the number of lines for each level.
/// </summary>
public const int LevelEveryLines = 12;
/// <summary>
/// Private attribute that holds the current game score.
/// </summary>
private int score = 0;
/// <summary>
/// Private attribute that holds the current game level.
/// </summary>
private short level = 1;
/// <summary>
/// Private attribute that holds the current number of completed lines.
/// </summary>
private int lines = 0;
/// <summary>
/// Private attribute that holds the current game state.
/// </summary>
private GameState gameState;
/// <summary>
/// Private attribute that holds the level where the game started.
/// </summary>
private short startLevel = 1;
/// <summary>
/// Private attribute that holds the current game pile.
/// </summary>
private Brick[,] pile = new Brick[(PlayingFieldWidth + 1), (PlayingFieldHeight + 1)];
/// <summary>
/// Private attribute that holds the current block.
/// </summary>
private Block currentBlock = new Block();
/// <summary>
/// Private attribute that holds the next block.
/// </summary>
private Block nextBlock = new Block();
/// <summary>
/// Class constructor that creates a game.
/// </summary>
public Game()
{
// Clears the game pile.
ClearPile();
}
/// <summary>
/// Class constructor that creates a game in a given level.
/// </summary>
/// <param name="level">The level where the game should start.</param>
public Game(short level)
{
// Sets the level attribute to the game level where the game should start.
this.level = level;
// Sets the startLevel attribute to the game level where the game should start.
startLevel = level;
// Clears the game pile.
ClearPile();
}
/// <summary>
/// Readonly property that holds the score of the current game.
/// </summary>
public int Score
{
get
{
// Returns the value in the score attribute.
return score;
}
}
/// <summary>
/// Readonly property that holds the level of the current game.
/// </summary>
public short Level
{
get
{
// Returns the value in the level attribute.
return level;
}
}
/// <summary>
/// Readonly property that holds the number of complete lines in the current game.
/// </summary>
public int Lines
{
get
{
// Returns the value in the lines attribute.
return lines;
}
}
/// <summary>
/// Property that holds and sets the current game state.
/// </summary>
/// <remarks>
/// The game state can be "Running", "Paused" or "Over".
/// </remarks>
public GameState GameState
{
get
{
// Returns the value in the gameState attribute.
return gameState;
}
set
{
// Checks if the current game state is "Over", and if the value to change is not "Over".
if ((gameState == GameState.Over) && (value != GameState.Over))
{
// The current game state is "Over", and it's changing to something else than "Over".
// Resets the score, level and lines.
score = 0;
level = startLevel;
lines = 0;
// Creates a new current block, and a new next block.
currentBlock = new Block();
nextBlock = new Block();
// Clears the game pile.
ClearPile();
}
// Sets the gameState attribute to the value.
gameState = value;
}
}
/// <summary>
/// Method that moves the current block down one position.
/// </summary>
/// <returns>True if there was a hit on the ground or on the pile, false if there wasn't.</returns>
public bool MoveCurrentBlockDown()
{
// Creates a "hit" flag, to check if the block has hit the pile or the ground.
bool hit = false;
// Increases the Top of the current block.
currentBlock.Top++;
// Checks if the current block has hit the ground.
// COLLISION DETECTION
if ((currentBlock.Top + currentBlock.Height) > PlayingFieldHeight)
{
// Current block has hit the ground.
// Sets the "hit" flag to "true".
hit = true;
}
else
{
// Checks if the current block has hit the pile.
// COLLISION DETECTION
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].Filled == true) && (pile[fx, (fy + 1)].Filled == true))
{
// Current block has hit the pile.
// Sets the "hit" flag to "true".
hit = true;
}
}
}
}
// Checks if there was a hit.
if (hit)
{
// There was a hit.
// Puts the current block in the pile.
MoveBlockToPile();
// Checks if the current game state is not "Over".
if (this.GameState != GameState.Over)
{
// Current game state is not "Over".
// Creates a new block.
CreateNewBlock();
}
}
// Returns if there was a hit or not.
return hit;
}
/// <summary>
/// Method that moves the current block down until there is a hit.
/// </summary>
public void MoveCurrentBlockCompletelyDown()
{
// Moves the current block down until it has a hit.
while(!MoveCurrentBlockDown());
}
/// <summary>
/// Method that rotates the current block.
/// </summary>
/// <param name="clockwise">True if the block will be rotated clockwise, false if counterclockwise.</param>
public void RotateCurrentBlock(bool clockwise)
{
// Creates a "canRotate" flag, to check if the block can be rotated.
bool canRotate = true;
// Rotates the current block.
// This should be different. There should be an easy way to check FIRST if the block could
// be rotated, and then rotate it. I'll study this later.
currentBlock.Rotate(clockwise);
// Checks if the current block could be rotated.
// COLLISION DETECTION
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].Filled == true) && (pile[fx, fy].Filled == true))
{
// Current block can't be rotated.
// Sets the "canRotate" flag to "false".
canRotate = false;
}
}
}
// Checks if the block can't be rotated.
if (!canRotate)
{
// Block can't be rotated.
// Rotates the block back to its first position.
currentBlock.Rotate(!clockwise);
}
}
/// <summary>
/// Method that moves the current block to the right or to the left.
/// </summary>
/// <param name="left">True if the block will be moved to the left, false if to the right.</param>
public void MoveCurrentBlockSide(bool left)
{
// Creates a "canMove" flag, to check if the block can be moved to the sides.
bool canMove = true;
// Checks if the block is to be moved to the left.
if (left)
{
// The block is to be moved to the left.
// Checks if the block is not already at the most left of the playing field.
if (currentBlock.Left > 0)
{
// Block is not at the most left of the playing field.
// Checks if the current block can move to the left.
// COLLISION DETECTION
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].Filled == true) && (pile[(fx - 1), fy].Filled == true))
{
// Current block can't move to the left.
// Sets the "canMove" flag to "false".
canMove = false;
}
}
}
// Checks if the block can be moved to the left.
if (canMove)
{
// Block can be moved to the left.
// Moves the block to the left.
currentBlock.Left--;
}
}
}
else
{
// The block is not to be moved to the left (it is to be moved to the right).
// Checks if the block is not already at the most right of the playing field.
if ((currentBlock.Left + currentBlock.Width) < PlayingFieldWidth)
{
// Block is not at the most right of the playing field.
// Checks if the current block can move to the right.
// COLLISION DETECTION
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].Filled == true) && (pile[(fx + 1), fy].Filled == true))
{
// Current block can't move to the right.
// Sets the "canMove" flag to "false".
canMove = false;
}
}
}
// Checks if the block can be moved to the right.
if (canMove)
{
// Block can be moved to the right.
// Moves the block to the right.
currentBlock.Left++;
}
}
}
}
/// <summary>
/// Method that draws the pile in a surface.
/// </summary>
/// <param name="drawingSurface">The graphics surface where the pile will be drawn.</param>
public void DrawPile(Graphics drawingSurface)
{
// Runs through the playing field Width.
for (int i = 0; i < (PlayingFieldWidth + 1); i++)
{
// Runs through the playing field Height.
for (int j = 0; j < (PlayingFieldHeight + 1); j++)
{
// Checks if the current brick of the pile is set to be solid.
if (pile[i, j].Filled == true)
{
// Current brick of the pile is set to be solid.
// Creates a rectangle in the right position of this brick.
Rectangle rect = new Rectangle(i * BlockImageWidth, (j - 1) * BlockImageHeight, BlockImageWidth, BlockImageHeight);
// Draws the block image in the just created rectangle.
drawingSurface.DrawImage(pile[i, j].BrickImage, rect);
}
}
}
}
/// <summary>
/// Method that draws the current block in a surface.
/// </summary>
/// <param name="drawingSurface">The graphics surface where the current block will be drawn.</param>
public void DrawCurrentBlock(Graphics drawingSurface)
{
// Checks if there is a current block.
if (currentBlock != null)
{
// There is a current block.
// Draws the current block in the drawing surface.
currentBlock.Draw(drawingSurface);
}
}
/// <summary>
/// Method that draws the next block in a surface.
/// </summary>
/// <param name="drawingSurface">The graphics surface where the current block will be drawn.</param>
public void DrawNextBlock(Graphics drawingSurface)
{
// Checks if there is a next block.
if (nextBlock != null)
{
// There is a next block.
// Saves the current Left and Top properties of the next block.
short currentLeft = nextBlock.Left;
short currentTop = nextBlock.Top;
// Changes the current Left and Top properties of the next block, so they can be shown
// in the center of a drawing surface that has a size of 6x6 blocks.
nextBlock.Left = (short)((6 - nextBlock.Width) / 2);
nextBlock.Top = (short)((6 - nextBlock.Height) / 2);
// Draws the next block in the drawing surface.
nextBlock.Draw(drawingSurface);
// Retrieves the previously saved Left and Top properties, and put them back in the next block.
nextBlock.Left = currentLeft;
nextBlock.Top = currentTop;
}
}
/// <summary>
/// Private method that clears the current game pile.
/// </summary>
private void ClearPile()
{
// Runs through the playing field Width.
for(int i = 0; i < (PlayingFieldWidth + 1); i++)
{
// Runs through the playing field Height.
for(int j = 0; j < (PlayingFieldHeight + 1); j++)
{
// Clears the current brick of the pile.
pile[i, j].Filled = false;
}
}
}
/// <summary>
/// Private method that creates a new current block by getting it from the next block,
/// and creates a new random next block.
/// </summary>
private void CreateNewBlock()
{
// Checks if there is a next block.
if (this.nextBlock != null)
{
// There is a next block.
// Sets the current block to the next block.
currentBlock = nextBlock;
}
else
{
// There isn't a next block.
// Sets the current block as a new random block.
currentBlock = new Block();
}
// Sets the next block as a new random block.
nextBlock = new Block();
}
/// <summary>
/// Private method that moves the current block to the game pile.
/// While moving the block to the pile, it checks if there are complete lines, and count them, in
/// order to update the score, the lines and the level. It also checks for game over.
/// </summary>
private void MoveBlockToPile()
{
// Runs through the current block Width.
for(int i = 0; i < currentBlock.Width; i++)
{
// Runs through the current block Height.
for(int j = 0; j < currentBlock.Height; j++)
{
// Converts the current brick position the a playing field position.
int fx, fy;
fx = currentBlock.Left + i;
fy = currentBlock.Top + j;
// Checks if the current brick is solid.
if (currentBlock.Shape[i, j].Filled == true)
{
// The current brick is solid.
// Moves the current brick to the pile.
pile[fx, fy].Filled = true;
pile[fx, fy].BrickImage = currentBlock.Shape[i, j].BrickImage;
}
}
}
// Checks for complete lines.
CheckForLines();
// Checks for game over.
CheckForGameOver();
}
/// <summary>
/// Private method that checks the pile for complete lines.
/// </summary>
/// <returns>The number of found lines.</returns>
private int CheckForLines()
{
// Creates a variable that will hold the number of lines found.
int numLines = 0;
// Creates a variable that will hold the number of the complete lines found.
int[] completeLines = new int[PlayingFieldHeight];
// Runs through the playing field lines.
for (int j = PlayingFieldHeight; j > 0; j--)
{
// Checks if there is a complete line.
bool fullLine = true;
for (int i = 0; i < PlayingFieldWidth; i++)
{
if (pile[i, j].Filled == false)
{
fullLine = false;
break;
}
}
// Checks if there was a complete line.
if (fullLine)
{
// There was a complete line.
// Increases the number of complete lines found.
numLines++;
// Pauses the game so no block will come down while clearing the complete line.
this.GameState = GameState.Paused;
// Holds the number of the complete line found.
completeLines[numLines] = j;
// Sets the game state to "Running" again, to release the game.
this.GameState = GameState.Running;
}
}
// Checks if there were any complete lines.
if (numLines > 0)
{
// There were complete lines.
// Runs through all the complete lines, and clears them.
for(int i = 1; i <= numLines; i++)
{
// Clear a complete line.
ClearLine((completeLines[i] + (i - 1)));
}
// Updates the game score, lines and level.
score += 5 * (numLines * (numLines + 1));
lines += numLines;
level = (short)((lines / LevelEveryLines) + startLevel);
}
// Returns the number of complete lines.
return numLines;
}
/// <summary>
/// Private method that checks the pile for game over.
/// </summary>
private void CheckForGameOver()
{
// Checks if the top of the current block is on the top of the pile.
if (currentBlock.Top == 1)
{
// Current block is on the top the the pile.
// Sets the game state to "Over".
this.GameState = GameState.Over;
}
}
/// <summary>
/// Private method that clears a line from the pile.
/// </summary>
/// <param name="lineNumber">The number of the line to be cleared.</param>
private void ClearLine(int lineNumber)
{
// Runs through all the lines, from the line to be cleared up.
for (int j = lineNumber; j > 0; j--)
{
// Runs through all the bricks in one line.
for (int i = 0; i < PlayingFieldWidth; i++)
{
// Move the current brick down.
pile[i, j] = pile[i, (j - 1)];
}
}
// Runs through the top line bricks.
for (int i = 0; i < PlayingFieldWidth; i++)
{
// Sets the current brick to empty.
pile[i, 0].Filled = false;
}
}
}
}
这是其中之一最重要的部分,要全部代码给我发邮件
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参考资料:http://zhidao.baidu.com/question/47934030.html
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