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上接游戏人生Silverlight(1) - 七彩俄罗斯方块[Silverlight 2.0(c#)]

/// <summary> 

                /// 变形 

                /// </summary> 

                public void Rotate() 

                { 

                        if (GameStatus != GameStatus.Play) return; 

                        if (!IsBoundary(_currentPiece.GetRotate(), 0, 0)) 

                        { 

                                RemovePiece(); 

                                _currentPiece.Rotate(); 

                                AddPiece(0, 0); 

                        } 

                } 

                /// <summary> 

                /// 清除俄罗斯方块容器 

                public void Clear() 

                        for (int x = 0; x < _columns; x++) 

                                for (int y = 0; y < _rows; y++) 

                                { 

                                        Container[y, x].Color = null; 

                                } 

                /// 边界判断(是否超过边界) 

                /// <param name="matrix">当前操作的形状的4×4矩阵</param> 

                /// <param name="offsetX">矩阵 X 方向的偏移量</param> 

                /// <param name="offsetY">矩阵 Y 方向的偏移量</param> 

                /// <returns></returns> 

                private bool IsBoundary(int[,] matrix, int offsetX, int offsetY) 

                        RemovePiece(); 

                        for (int i = 0; i < 4; i++) 

                                for (int j = 0; j < 4; j++) 

                                        if (matrix[i, j] == 1) 

                                        { 

                                                if (j + _positionX + offsetX > _columns - 1 // 超过列的右边界 

                                                        || i + _positionY + offsetY > _rows - 1 // 超过行的下边界 

                                                        || j + _positionX + offsetX < 0 // 超过列的左边界 

                                                        || Container[i + _positionY + offsetY, j + _positionX + offsetX].Color != null) // matrix 所需偏移的地方已经有 Block 占着了 

                                                { 

                                                        AddPiece(0, 0); 

                                                        return true; 

                                                }                                                

                                        } 

                        AddPiece(0, 0); 

                        return false; 

                /// 设置“下一个形状的容器”的 UI 

                private void SetNextContainerUI() 

                        // 清空 

                        foreach (Block block in NextContainer) 

                                block.Color = null; 

                        // 根据 _nextPiece 的矩阵设置相对应的 Block 对象的呈现 

                        for (int x = 0; x < 4; x++) 

                                for (int y = 0; y < 4; y++) 

                                        if (_nextPiece.Matrix[x, y] == 1) 

                                                NextContainer[x, y].Color = _nextPiece.Color; 

                /// 移除 _currentPiece 在界面上的呈现 

                private void RemovePiece() 

                                        if (_currentPiece.Matrix[i, j] == 1) 

                                                Container[i + _positionY, j + _positionX].Color = null; 

                /// 增加 _currentPiece 在界面上的呈现 

                /// <param name="offsetX">X 方向上的偏移量</param> 

                /// <param name="offsetY">Y 方向上的偏移量</param> 

                private void AddPiece(int offsetX, int offsetY) 

                                                Container[i + _positionY + offsetY, j + _positionX + offsetX].Color = _currentPiece.Color; 

                        _positionX += offsetX; 

                        _positionY += offsetY; 

                /// 根据游戏规则,如果某行出现连续的直线则将其删除,该线以上的部分依次向下移动 

                private void RemoveRow() 

                        // 删除的行数 

                        int removeRowCount = 0; 

                        // 行的遍历(Y 方向) 

                        for (int y = 0; y < _rows; y++) 

                                // 该行是否是一条连续的直线 

                                bool isLine = true; 

                                // 列的遍历(X 方向) 

                                for (int x = 0; x < _columns; x++) 

                                        if (Container[y, x].Color == null) 

                                                // 出现断行,则继续遍历下一行 

                                                isLine = false; 

                                                break; 

                                // 该行是一条连续的直线则将其删除,并将该行以上的部分依次向下移动 

                                if (isLine) 

                                        removeRowCount++; 

                                        // 删除该行 

                                        for (int x = 0; x < _columns; x++) 

                                                Container[y, x].Color = null; 

                                        // 将被删除行的以上行依次向下移动 

                                        for (int i = y; i > 0; i--) 

                                                for (int x = 0; x < _columns; x++) 

                                                        Container[i, x].Color = Container[i - 1, x].Color; 

                                                } 

                        // 加分,计算方法: 2 的 removeRowCount 次幂 乘以 10 

                        if (removeRowCount > 0) 

                                Score += 10 * (int)Math.Pow(2, removeRowCount);                                 

                        // 更新总的已消行数 

                        RemoveRowCount += removeRowCount; 

                        // 根据已消行数计算级别,依据丁学的建议,计算方法: 已消行数/5 的平方根 取整 

                        Level = (int)Math.Sqrt(RemoveRowCount / 5); 

                        // 根据级别计算速率,计算方法: 初始速率 减 (每多一个级别所需增加的速率 乘以 当前级别) 

                        _timer.Interval = TimeSpan.FromMilliseconds(_initSpeed - _levelSpeed * Level > _levelSpeed ? _initSpeed - _levelSpeed * Level : _levelSpeed); 

                private int _score = 0; 

                /// 得分 

                public int Score 

                        get { return _score; } 

                        set 

                                _score = value; 

                                if (PropertyChanged != null) 

                                        PropertyChanged(this, new PropertyChangedEventArgs("Score")); 

                private int _removeRowCount = 0; 

                /// 总共被消除的行数 

                public int RemoveRowCount 

                        get { return _removeRowCount; } 

                                _removeRowCount = value; 

                                        PropertyChanged(this, new PropertyChangedEventArgs("RemoveRowCount")); 

                private int _level = 0; 

                /// 级别(游戏难度) 

                public int Level 

                        get { return _level; } 

                                _level = value; 

                                        PropertyChanged(this, new PropertyChangedEventArgs("Level")); 

                public event PropertyChangedEventHandler PropertyChanged; 

                /// 游戏结束的事件委托 

                public event EventHandler GameOver; 

                /// 游戏结束后所调用的方法,并触发游戏结束事件 

                /// <param name="e"></param> 

                private void OnGameOver(EventArgs e) 

                        GameStatus = GameStatus.Over; 

                        _timer.Interval = TimeSpan.FromMilliseconds(_initSpeed); 

                        _timer.Stop(); 

                        EventHandler handler = GameOver; 

                        if (handler != null) 

                                handler(this, e); 

        } 

}

OK

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     本文转自webabcd 51CTO博客,原文链接:http://blog.51cto.com/webabcd/345632,如需转载请自行联系原作者