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C#实现俄罗斯方块

运维开发网 https://www.qedev.com 2020-11-25 11:44 出处:网络 作者: alert(''''Csharp'''')
本文实例为大家分享了C#实现俄罗斯方块的具体代码,供大家参考,具体内容如下

本文实例为大家分享了C#实现俄罗斯方块的具体代码,供大家参考,具体内容如下

1.调色板代码

namespace Tetris
{
 class Palette
 {
  private int _width = 15;//画板宽度
  private int _height = 25;//画板高度
  private Color[,] coorArr;//固定砖块数组
  private Color disapperColor;//背景色
  private Graphics gpPalette;//砖块活动画板
  private Graphics gpReady;//下一个砖块样式画板
  private BlockGroup bGroup;//砖块生产机制
  private Block runBlock;//正在活动的砖块
  private Block readyBlock;//下一个砖块
  private int rectPix;//单元格像
  public delegate void IniCountHandle(int _count,int state);//分数变量
  public event IniCountHandle CountEvent;
  public static int _Count = 0;


  static int mark = 100;//静态变量衡量过关的标准
  public static int state = 1;


  private System.Timers.Timer timerBlock;//定时器
  private static int timeSpan = 800;//定时器的时间间隔

  public Palette(int x, int y, int pix, Color dColor, Graphics gp, Graphics gr)//构造函数
  {
   _width = x;
   _height = y;
   coorArr = new Color[_width, _height];
   disapperColor = dColor;
   gpPalette = gp;
   gpReady = gr;
   rectPix = pix;
  }
  public void Start()//游戏开始
  {
   state = 1;
   _Count = 0;
   bGroup = new BlockGroup();
   runBlock = bGroup.GetABlock();
   runBlock.XPos = _width / 2;
   int y = 0;
   for (int i = 0; i < runBlock.Length ; i++)//垂直位置
   {
    if (runBlock[i].Y > y)
    {
     y = runBlock[i].Y;
    }
   }
   runBlock.YPos = y;
   gpPalette.Clear(disapperColor);//清空画板
   runBlock.Paint(gpPalette);//画运行砖块
   Thread.Sleep(20);
   readyBlock = bGroup.GetABlock();
   readyBlock.XPos = 2;
   readyBlock.YPos = 2;
   gpReady.Clear(disapperColor);//清空画板
   readyBlock.Paint(gpReady);
   //初始化并启动定时器
   timerBlock = new System.Timers.Timer(timeSpan);
   timerBlock.Elapsed += new System.Timers.ElapsedEventHandler(OnTimedEvent);
   timerBlock.AutoReset = true;
   timerBlock.Start();
  }
  public void nextstate()
  {
   
   PaintBackground(gpPalette);
   timerBlock = new System.Timers.Timer(timeSpan);
   timerBlock.Elapsed += new System.Timers.ElapsedEventHandler(OnTimedEvent);
   timerBlock.AutoReset = true;
   timerBlock.Start();
  }
  private void OnTimedEvent(object source, ElapsedEventArgs e)
  {
   CheckAndOverBlock();
   Down();
  }
  public bool Down()//砖块下移
  {
   int xPos = runBlock.XPos;
   int yPos = runBlock.YPos + 1;
   for (int i = 0; i < runBlock.Length; i++)
   {
    if (yPos - runBlock[i].Y > _height - 1)//如果超出下边界则失败
     return false;
    if (!coorArr[xPos + runBlock[i].X, yPos - runBlock[i].Y].IsEmpty)//如果下边有东西挡则失败
     return false;
   }
   runBlock.erase(gpPalette);//擦除原来位置砖块
   runBlock.YPos++;
   runBlock.Paint(gpPalette);
   return true;
  }
  public void Drop()//丢下砖块
  {
   timerBlock.Stop();
   while (Down()) ;
   timerBlock.Start();
  }
  public void MoveLeft()//向左移动
  {
   int xPos = runBlock.XPos - 1;
   int yPos = runBlock.YPos;
   for (int i = 0; i < runBlock.Length; i++)
   {
    if (xPos + runBlock[i].X < 0)
     return;
    if (!coorArr[xPos + runBlock[i].X, yPos - runBlock[i].Y].IsEmpty)//如果左边有东西挡则失败
     return;
   }
   runBlock.erase(gpPalette);
   runBlock.XPos--;
   runBlock.Paint(gpPalette);
  }
  public void MoveRight()//向右移动
  {
   int xPos = runBlock.XPos + 1;
   int yPos = runBlock.YPos;
   for (int i = 0; i < runBlock.Length; i++)
   {
    if (xPos + runBlock[i].X > _width -1)//如果超出右边界则失败
     return;
    if (!coorArr[xPos + runBlock[i].X, yPos - runBlock[i].Y].IsEmpty)//如果右边有东西挡则失败
     return;
   }
   runBlock.erase(gpPalette);
   runBlock.XPos++;
   runBlock.Paint(gpPalette);
  }
  public void DeasilRotate()//顺时针旋转
  {
   for (int i = 0; i < runBlock.Length; i++)
   {
    int x = runBlock.XPos + runBlock[i].Y;
    int y = runBlock.YPos + runBlock[i].X;
    if (x < 0 || x > _width - 1)
     return;
    if (y < 0 || y > _height - 1)
     return;
    if (!coorArr[x, y].IsEmpty)
     return;
   }
   runBlock.erase(gpPalette);
   runBlock.DeasilRotate();
   runBlock.Paint(gpPalette);
  }
  public void ContraRotate()//逆时针旋转
  {
   for (int i = 0; i < runBlock.Length; i++)
   {
    int x = runBlock.XPos - runBlock[i].Y;
    int y = runBlock.YPos - runBlock[i].X;
    if (x < 0 || x > _width - 1)
     return;
    if (y < 0 || y > _height - 1)
     return;
    if (!coorArr[x, y].IsEmpty)
     return;
   }
   runBlock.erase(gpPalette);
   runBlock.ContraRotate();
   runBlock.Paint(gpPalette);
  }
  private void PaintBackground(Graphics gp)//重画画板背景
  {
   gp.Clear(Color.Black);//清空画板
   for (int i = 0; i < _height; i++)
   {
    for (int j = 0; j < _width; j++)
    {
     if (!coorArr[j, i].IsEmpty)
     {
      SolidBrush sb = new SolidBrush(coorArr[j, i]);
      gp.FillRectangle(sb, j * rectPix + 1,
       i * rectPix + 1,
       rectPix - 2,
       rectPix - 2);
     }
    }
   }
  }
  public void PaintPalette(Graphics gp)//重画整个画板
  {
   PaintBackground(gp);//先画背景
   if (runBlock != null)//再画活动的砖块
   {
    runBlock.Paint(gp);
   }
  }
  public void PaintReady(Graphics gp)//重画下一个砖块
  {
   if (readyBlock != null)
   {
    readyBlock.Paint(gp);
   }
  }
   public void CheckAndOverBlock()//检查砖块是否到底
  {
   bool over = false;
   for (int i = 0; i < runBlock.Length; i++)
   {
    int x = runBlock.XPos + runBlock[i].X;
    int y = runBlock.YPos - runBlock[i].Y;
    if (y == _height - 1)
    {
     over = true;
     break;
    }
    if (!coorArr[x, y + 1].IsEmpty)//如果下面有砖块,则当前砖块结束
    {
     over = true;
     break;
    }
   }
    if (over)//如果当前砖块已经结束
    {
     for (int i = 0; i < runBlock.Length; i++)//把当前砖块归入coordinatearr
     {
      coorArr[runBlock.XPos + runBlock[i].X, runBlock.YPos - runBlock[i].Y] = runBlock.BlockColor;
     }
     //检查是否有满行现象,如果有,则删除
     CheckAndDelFullRow();
     //产生新的砖块
     runBlock = readyBlock;//新的砖块为准备好的砖块
     runBlock.XPos = _width / 2;
     int y = 0;
     for (int i = 0; i < runBlock.Length; i++)//垂直位置
     {
      if (runBlock[i].Y > y)
      {
       y = runBlock[i].Y;
      }
     }
     runBlock.YPos = y;
     //检查新产生的砖块所占用的地方是否已经有砖块,如果有,则游戏结束
     for (int i = 0; i < runBlock.Length; i++)
     {
      if (!coorArr[runBlock.XPos + runBlock[i].X, runBlock.YPos - runBlock[i].Y].IsEmpty)
      {
       //游戏结束
       StringFormat drawFormat = new StringFormat();
       drawFormat.Alignment = StringAlignment.Center;
       gpPalette.DrawString("GAME OVER"+"\r\n"+"得分:" + _Count.ToString()+"\r\n等级:"+state .ToString (),
        new Font("Arial Black", 25f),
        new SolidBrush(Color.Yellow ),
        new RectangleF(0, _height * rectPix / 2 - 100, _width * rectPix, 150),
        drawFormat);
       timerBlock.Stop();
       return;
      }
     }
      runBlock.Paint(gpPalette);
     //获取新的准备砖块
     readyBlock = bGroup.GetABlock();
     readyBlock.XPos = 2;
     readyBlock.YPos = 2;
     gpReady.Clear(Color.Black);
     readyBlock.Paint(gpReady);
   }
  }
  private void CheckAndDelFullRow()//检查并删除满行
  {
   //找出当前砖块所在行范围
   int lowRow = runBlock.YPos - runBlock[0].Y;//lowRow代表当前砖块的Y轴的最小值
   int highRow = lowRow;//highRow代表当前砖块的y轴的最大值
   for (int i = 0; i < runBlock.Length;i++ )//找出当前砖块所占行的范围,放入low,high变量内
   {
    int y = runBlock.YPos - runBlock[i].Y;
    if (y < lowRow)
    {
     lowRow = y;
    }
    if (y > highRow)
    {
     highRow = y;
    }
   }
   int count=0;
   bool repaint = false;//判断是否重画
   for (int i = lowRow; i <= highRow; i++)//检查是否满行
   {
    bool rowFull = true;
    
    for (int j = 0; j < _width; j++)
    {
     if (coorArr[j, i].IsEmpty)//如果有一个单元格为空,说明这一行不可能为满行
     {
      rowFull = false;
      break;
     }
    }
    if (rowFull)//如果满行,则删除这一行
    {
     count ++;
     repaint = true;//如果删除,则需重画
     for (int k = i; k > 0; k--)
     {
      for (int j = 0; j < _width; j++)
      {
       coorArr[j, k] = coorArr[j, k - 1];
      }
     }
     for (int j = 0; j < _width; j++)//清空第0行
     {
      coorArr[j, 0] = Color.Empty;
     }
    }
    
   }
   //计算每满几行加的分值
   if (count == 1)
   {
    _Count += 10;
    CountEvent(_Count,state);
   }
   if (count == 2)
   {
    _Count += 30;
    CountEvent(_Count,state);
   }
   if (count == 3)
   {
    _Count += 60;
    CountEvent(_Count,state );
   }
   if (count >= 4)
   {
    _Count += 80;
    CountEvent(_Count,state);
   }
   if (repaint)//重画
   {
    PaintBackground(gpPalette);
   }
   if (_Count >= 1000)//如果通关初始化为原来的值
   {
    StringFormat drawFormat = new StringFormat();
    drawFormat.Alignment = StringAlignment.Center;
    gpPalette.DrawString("O(∩_∩)O"+"\r\n"+"***通关***"+"\r\n"+"按“开始”按钮\r\n王者归来",
     new Font("Arial Black", 20f),
     new SolidBrush(Color.Red),
     new RectangleF(0, _height * rectPix / 2 - 100, _width * rectPix, 120),
     drawFormat);
    timeSpan = 800;
    state = 1;
    _Count = 0;
    timerBlock.Close();
   }

   if (_Count >= mark)
   {
    mark += 100;
    timeSpan -= 70;
    state++;
    CountEvent(_Count ,state);
    StringFormat drawFormat = new StringFormat();
    drawFormat.Alignment = StringAlignment.Center;
    gpPalette.DrawString("\tO(∩_∩)O~\r\n***恭喜过关***\r\n按“下一关”按钮\r\n开始新的远征",
     new Font("Arial Black", 20f),
     new SolidBrush(Color.DodgerBlue ),
     new RectangleF(0, _height * rectPix / 2 - 80, _width * rectPix, 120),
     drawFormat);
    timerBlock.Stop();//关闭计时器
   }
  }
  public void Pause()//暂停
  {
   if (timerBlock.Enabled == true)
   {
    timerBlock.Enabled = false;
    StringFormat drawFormat = new StringFormat();
    drawFormat.Alignment = StringAlignment.Center;
    gpPalette.DrawString("暂停" + "\r\n" + "得分:" + _Count.ToString(),
        new Font("Arial Black", 25f),
        new SolidBrush(Color.Aqua),
        new RectangleF(0, _height * rectPix / 2 - 100, _width * rectPix, 100),
        drawFormat);
   }
  }
  public void EndPause()//结束暂停
  {
   if (timerBlock.Enabled == false)
   {
    timerBlock.Enabled = true;
    PaintBackground(gpPalette);
   }
  }
  public void Close()//关闭
  {
   timerBlock.Close();
   gpPalette.Dispose();//释放画布
   gpReady.Dispose();
  }
 }
}

2.保存信息数组代码

namespace Tetris
{
 class InfoArr
 {
  private ArrayList info = new ArrayList();//存放多个BlockInfo累得的数组
  private int _length = 0;//存放Arraylist的长度,以供访问
  public int Length
  {
   get
   {
    return _length;
   }
  }
  public BlockInfo this[int index]//索引器,根据下标,返回一个blockinfo的值
  {
   get
   {
    return (BlockInfo)info[index];
   }
  }
  public string this[string id]//索引器,根据一个字符串的id值下标,给相应id的颜色赋值
  {
   set
   {
    if (value == "")
    {
     return;
    }
    for (int i = 0; i < info.Count; i++)
    {
     if (((BlockInfo)info[i]).GetIdStr() == id)
     {
      try
      {
       ((BlockInfo)info[i]).BColor = Color.FromArgb(Convert.ToInt32(value));
      }
      catch (System.FormatException)
      {
       MessageBox.Show("颜色信息错误!请删除BlockSet.xml文件,并重新启动程序,很抱歉给您带来麻烦", "错误信息",
        MessageBoxButtons.OK,
        MessageBoxIcon.Error);
      }
     }
    }
   }
  }
  public BitArray StrToBit(string id)//把字符串转换为bitArray
  {
   if (id.Length != 25)
   {
    throw new System.FormatException("砖块样式信息不合法!请删除BlockSet.xml文件,并重新启动程序");
   }
   BitArray ba = new BitArray(25);
   for (int i = 0; i < 25; i++)
   {
    ba[i] = (id[i] == '0') ? false : true;
   }
   return ba;
  }
  public void Add(BitArray id, Color bColor)//添加一个砖块信息
  {
   if (id.Length != 25)
   {
    throw new System.FormatException("砖块样式信息不合法!请删除blockset.xml文件,并重新启动程序");
   }
   info.Add(new BlockInfo(id, bColor));//给动态数组info添加一个砖块信息
   _length++;//长度加一
  }
  public void Add(string id, string bColor)
  
  {
   Color temp;
   if (!(bColor == ""))
   {
    temp = Color.FromArgb(Convert.ToInt32(bColor));//把字符串转换为颜色类
   }
   else
   {
    temp = Color.Empty;
   }
   info.Add(new BlockInfo(StrToBit(id), temp));//把字符串转换为bitarray类
   _length++;
  }

 }
}

3.方块信息代码

namespace Tetris
{
 class BlockInfo
 {
  private BitArray _id;//存放砖块样式
  private Color _bColor;//存放颜色信息
  public BlockInfo(BitArray id, Color bColor)//构造函数,给似有函数变量赋值
  {
   _id = id;
   _bColor = bColor;
  }
  public BitArray ID
  {
   get
   {
    return _id;
   }
   set
   {
    _id = value;
   }

  }
  public Color BColor
  {
   get
   {
    return _bColor;
   }
   set
   {
    _bColor = value;
   }
  }
  public string GetIdStr()
  {
   StringBuilder s = new StringBuilder(25);
   foreach (bool b in _id)
   {
    s.Append(b ? "1" : "0");
   }
   return s.ToString();
  }
  public string GetColorStr()
  {
   return Convert.ToString(_bColor.ToArgb());
  }
 }
}

4.方块组代码

namespace Tetris
{
 class BlockGroup
 {
  private InfoArr info;//存放所有砖块样式信息
  private Color disapperColor;//背景色
  private int rectPix;//单元格像素
  public BlockGroup()//构造函数
  {
   Config config = new Config();
   config.LoadFromXmlFile();
   info = new InfoArr();
   info = config.Info;
   disapperColor = config.BackColor;
   rectPix = config.RectPix;
  }
  public Block GetABlock()//从砖块组中随机抽取一个砖块样式并返回
  {
   Random rd = new Random();//声明一个产生随机数的类
   int keyOrder = rd.Next(0, info.Length);//产生一个随机数
   BitArray ba = info[keyOrder].ID;//把抽取出的砖块样式赋给BitArray类对象ba
   int struNum = 0;//确定这个砖块样式中被填充方块的个数
   foreach (bool b in ba)//需要确定point数组的长度
   {
    if (b)
    {
     struNum++;
    }
   }
   Point[] structArr = new Point[struNum];//新建一个point数组,并确定其长度,以创建新的block
   int k = 0;
   for (int j = 0; j < ba.Length; j++)//用循环给point数组structarr赋坐标值
   {
    if (ba[j])
    {
     structArr[k].X = j / 5 - 2;
     structArr[k].Y = 2 - j % 5;
     k++;
    }
   }
   return new Block(structArr, info[keyOrder].BColor, disapperColor, rectPix);//创建一个新砖块并返回

  }
 }

5.方块的基本属性代码

namespace Tetris
{
 class Block
 {
  protected Point[] structArr;//存放砖块组成信息的坐标数组
  protected int _xPos;//砖块中心点所在的X坐标
  protected int _yPos;//砖块中心点所在的y坐标
  protected Color _blockColor;//砖块颜色
  protected Color disapperColor;//擦除颜色
  protected int rectPix;//每单元格像素
  public Block()//默认构造函数,声明此构造函数是为了子类能创建
  {
 
  }
  public Block(Point[] sa, Color bColor, Color dColor, int pix)
  {
   //重载构造函数,给成员变量赋值
   _blockColor = bColor;
   disapperColor = dColor;
   rectPix = pix;
   structArr = sa;
  }
  public Point this[int index]//索引器,根据索引访问砖块里的小方块坐标
  {
   get
   {
    return structArr[index];
   }
  }
  public int Length//属性,表示structArr的长度
  {
   get
   {
    return structArr.Length;
   }
  }
  #region 成员变量相应的属性
  public int XPos
  {
   get
   {
    return _xPos;
   }
   set
   {
    _xPos = value;
   }
  }
  public int YPos
  {
   get
   {
    return _yPos;
   }
   set
   {
    _yPos = value;
   }
  }
  public Color BlockColor
  {
   get
   {
    return _blockColor;
   }
  }
  #endregion
  public void DeasilRotate()//顺时针旋转
  {
   int temp;
   for (int i = 0; i < structArr.Length; i++)
   {
    temp = structArr[i].X;
    structArr[i].X = structArr[i].Y;
    structArr[i].Y = -temp;
   }
  }
  public void ContraRotate()//逆时针旋转
  {
   int temp;
   for (int i = 0; i < structArr.Length; i++)
   {
    temp = structArr[i].X;
    structArr[i].X = -structArr[i].Y;
    structArr[i].Y = temp;
   }
  }
  private Rectangle PointToRect(Point p)//把坐标点转化为画布的坐标值
  {
   return new Rectangle((_xPos + p.X) * rectPix + 1,
    (_yPos - p.Y) * rectPix + 1,
    rectPix - 2,
    rectPix - 2);
  }
  public Virtual void Paint(Graphics gp)//在指定画板下绘制砖块
  {
   SolidBrush sb = new SolidBrush(_blockColor );
   foreach (Point p in structArr)
   {
    lock (gp)
    {
     gp.FillRectangle(sb, PointToRect(p));
    }
   }
  }
  public void erase(Graphics gp)//擦除矩形
  {
   SolidBrush sb = new SolidBrush(disapperColor);
   foreach (Point p in structArr)
   {
    lock (gp)
    {
     gp.FillRectangle(sb, PointToRect(p));
    }
   }
  }
 }
}

6.俄罗斯方块窗体代码

namespace Tetris
{
 public partial class FrmTetris : Form
 {
  public FrmTetris()
  {
   InitializeComponent();
   CheckForIllegalCrossThreadCalls = false;
  }

  private Palette p;
  private Keys downKey;
  private Keys dropKey;
  private Keys moveLeftKey;
  private Keys moveRightKey;
  private Keys deasilRotateKey;
  private Keys contraRotateKey;
  private int paletteWidth;
  private int paletteHeight;
  private Color paletteColor;
  private int rectPix;

  private void btnStart_Click(object sender, EventArgs e)
  {
   lblState.Text = "等级:1";
   lblcount.Text = "得分:0";
   if (p != null)
   {
    p.Close();
   }
   p = new Palette(paletteWidth, paletteHeight, rectPix, paletteColor,
    Graphics.FromHwnd(pbRun.Handle),
    Graphics.FromHwnd(lblReady.Handle));
   p.CountEvent += new Palette.IniCountHandle(p_CountEvent);
   p.Start();
  }
  void p_CountEvent(int _count,int state)
  {
   lblcount.Text = "得分:"+_count.ToString();
   lblState.Text = "等级:" + state.ToString();
  }
  private void pbRun_Paint(object sender, PaintEventArgs e)
  {
   if (p != null)
   {
    p.PaintPalette(e.Graphics);
   }
  }

  private void lblReady_Paint(object sender, PaintEventArgs e)
  {
   if (p != null)
   {
    p.PaintReady(e.Graphics);
   }
  }

  private void FrmTetris_Load(object sender, EventArgs e)
  {
   //读取xml文件中的参数配置信息,并依次赋给似有成员变量
   Config config = new Config();
   config.LoadFromXmlFile();
   downKey = config.DownKey;
   dropKey = config.DropKey;
   moveLeftKey = config.MoveLeftKey;
   moveRightKey = config.MoveRightKey;
   deasilRotateKey = config.DeasilRotateKey;
   contraRotateKey = config.ContraRotateKey;
   paletteWidth = config.CoorWidth;
   paletteHeight = config.CoorHeight;
   paletteColor = config.BackColor;
   rectPix = config.RectPix;
   //根据画板的长度和宽度信息动态改变窗体及画板的规格
   this.Width = paletteWidth * rectPix + 215;
   this.Height = paletteHeight * rectPix + 38;
   pbRun.Width = paletteWidth * rectPix;
   pbRun.Height = paletteHeight * rectPix;

  }

  private void FrmTetris_KeyDown(object sender, KeyEventArgs e)
  {
   if (e.KeyValue == 32)//屏蔽回车键
   {
    e.Handled = true;
   }
   if (e.KeyCode == downKey)//下降
   {
    p.Down();
   }
   else if (e.KeyCode == dropKey)
   {
    p.Drop();
   }
   else if (e.KeyCode == moveLeftKey)
   {
    p.MoveLeft();
   }
   else if (e.KeyCode == moveRightKey)
   {
    p.MoveRight();
   }
   else if (e.KeyCode == deasilRotateKey)
   {
    p.DeasilRotate();
   }
   else if (e.KeyCode == contraRotateKey)
   {
    p.ContraRotate();
   }
  }

  private void btnPause_Click(object sender, EventArgs e)
  {
   if (p == null)
   {
    return;
   }
   if (btnPause.Text == "暂停")
   {
    p.Pause();
    btnPause.Text = "继续";
   }
   else
   {
    p.EndPause();
    btnPause.Text = "暂停";
   }

  }

  private void btnConfig_Click(object sender, EventArgs e)
  {
   if (btnPause.Text == "暂停")
   {
    btnPause.PerformClick();
   }
   using (Frmconfig frmconfig= new Frmconfig())
   {
    frmconfig.ShowDialog();
   }
  }

  private void FrmTetris_FormClosing(object sender, FormClosingEventArgs e)
  {
   if (p !=null )
   {
    p.Close ();
   }
  }

  private void button5_Click(object sender, EventArgs e)
  {
   p.Down();
  }

  private void button1_Click(object sender, EventArgs e)
  {
   p.MoveLeft();
  }

  private void button2_Click(object sender, EventArgs e)
  {
   p.MoveRight();
  }

  private void button3_Click(object sender, EventArgs e)
  {
   p.DeasilRotate();
  }

  private void button4_Click(object sender, EventArgs e)
  {
   p.ContraRotate();
  }

  private void button6_Click(object sender, EventArgs e)
  {
   p.Drop();
  }

  private void button7_Click(object sender, EventArgs e)
  {
   OpenFileDialog ofDialog = new OpenFileDialog();
   ofDialog.AddExtension = true;
   ofDialog.CheckFileExists = true;
   ofDialog.CheckPathExists = true;

   //the next sentence must be in single line
   ofDialog.Filter = "MP3文件(*.mp3)|*.mp3|Audio文件(*.avi)|*.avi|VCD文件(*.dat)|*.dat|WAV文件(*.wav)|*.wav|所有文件 (*.*)|*.*";
   ofDialog.DefaultExt = "*.mp3";
   if (ofDialog.ShowDialog() == DialogResult.OK)
   {
    this.axWindowsMediaPlayer1.URL = ofDialog.FileName;
   }
  }

  private void timer1_Tick(object sender, EventArgs e)
  {
   DateTime dt = DateTime.Now; //当前时间的实例; 
   lbltime.Text = dt.ToString(); //转为string类型 把值交给lbltime的Text属性; 
  }

  private void button8_Click(object sender, EventArgs e)
  {
   
   p.CountEvent += new Palette.IniCountHandle(p_CountEvent);
   p.nextstate();
  }

 }
}

7.游戏设置窗体代码

namespace Tetris
{
 public partial class Frmconfig : Form
 {
  public Frmconfig()
  {
   InitializeComponent();
  }
  private bool[,] struArr = new bool[5, 5];
  private Color blockColor = Color.Red;
  private void lblMode_Paint(object sender, PaintEventArgs e)
  {
   Graphics gp = e.Graphics;
   gp.Clear(Color.Black);
   Pen p = new Pen(Color.White);
   for (int i = 31; i < 155; i = i + 31)
    gp.DrawLine(p, 1, i, 155, i);
   for (int i = 31; i < 155; i = i + 31)
    gp.DrawLine(p, i, 1, i, 155);
   //填充颜色
   SolidBrush s = new SolidBrush(blockColor);
   for (int x = 0; x < 5; x++)
   {
    for (int y = 0; y < 5; y++)
    {
     if (struArr[x, y])
     {
      gp.FillRectangle(s, 31 * x + 1, 31 * y + 1, 30, 30);
     }
    }
   }

  }

  private void lblMode_MouseClick(object sender, MouseEventArgs e)
  {
   if (e.Button != MouseButtons.Left)
    return;
   int xPos, yPos;
   xPos = e.X / 31;
   yPos = e.Y / 31;
   struArr[xPos, yPos] = !struArr[xPos, yPos];
   bool b = struArr[xPos, yPos];
   Graphics gp = lblMode.CreateGraphics();
   SolidBrush s = new SolidBrush(b ? blockColor : Color.Black);
   gp.FillRectangle(s, 31 * xPos + 1, 31 * yPos + 1, 30, 30);
   gp.Dispose();
  }
 }
}

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