x01.Tetris: 俄羅斯方塊


最強大腦有個小孩玩俄羅斯方塊游戲神乎其技,那么,就寫一個吧,玩玩而已。

由於邏輯簡單,又作了一些簡化,所以代碼並不多。

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;
}
}
}
}
}
}
View Code

運行效果圖如下:

            

源代碼:https://github.com/chinax01/x01.Tetris


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