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C课程设计俄罗斯方块.doc

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C课程设计俄罗斯方块 41 2020年4月19日 文档仅供参考 C#程序设计实训报告 题目:俄罗斯方块 专 业____计算机科学与技术 _ 年级班别___ 计算机09-2班__ 学 号 学生姓名_____ _______ 指导教师_ 成 绩 年 1 月 目 录 一 系统设计要求 3 1.1 课题分析 错误!未定义书签。 1.2 设计环境 3 1.3 设计思路 3 二 课题总体框架设计 3 2.1程序流程图 4 2.2类的结构图 5 三 课题实现 6 3.1程序主界面 6 3.2 开始游戏界面 6 3.3 游戏结束界面 7 3.4 暂停游戏界面 7 3.5使用说明界面…...………………………………………………8 3.6 关键程序代码 8 四 总结 21 4.1设计总结 21 4.2 设计体会 22 一、系统设计要求 1.1 课题分析 本游戏系统是利用C#实现的, 是制作为我们所熟悉的非常简单的俄罗斯方块游戏,该系统能实现的具体功能如下: 1). 能简便的开始游戏,游戏中的方块的功能与日常我们所熟悉的游戏的功能一致,各种块的设置也一致,包括方块的旋转,加速下降,左右移动,满行消去,满行消去自动加分,以及到顶游戏结束等功能; 2). 能够经过对话框窗体说明各个功能的使用说明,以及一些其它功能。 3). 界面简洁美观,简单易用。跟其它一般的游戏相差不大。 1.2 设计环境 本程序选择Visual Studio 作为实验环境。 1.3 设计思路 用面向对象的方法分析系统 对于俄罗斯方块的程序制作,我们能够定义一个或者几个类,专门来描述俄罗斯方块,在这个类中,包含与之相关的方法、属性和字段,经过封装,实现其业务逻辑。其中,每一个俄罗斯方块都有相同的特征,由4个小正方形构成,有旋转,左右移动,下落的动作,整行被填满除去并计算分数而构成行的小正方体块。基中块的形状类型有7种:田、一、L、倒L、Z、倒Z、上。 在窗口中经过调用主窗体Form1当中的菜单栏来设置游戏的开始、暂停、结束、重新开始以及推出程序。还能够经过其菜单中游戏说明选项来查看游戏各个键的使用说明,还可调用帮助菜单来查看版权说明。 二、课题总体框架设计 2.1、 程序流程图 开始 窗口初始化 读取游戏 开始游戏 开启游戏时钟 随机形成方块 判断是否可移 旋转 左移 右移 加速下降 暂停 结束 绘制方块 是否越顶 是否满行 消行 结束 加分 2.2、 类的结构图 三、课题实现 3.1程序主界面 3.2 开始游戏界面 3.3游戏结束 3.4暂停游戏 3.5使用说明界面和版权界面 3.6关键程序代码 1、Form1类 1) 构造函数,设定当前运行的方块,下一个即将出现的方块,方块产生的位置,玩家积分,游戏开关等。 public partial class Form1 : Form { private Block currentBlock; //当前在运行的方块 private Block nextBlock; //下一个即将出现的方块 private Point startLocation = new Point(bianjie.SingleSquareSize * 8, 0); //方块产生的位置 private int score = 0; //玩家积分 private bool stillRuning = false; //游戏运行开关 2) 键盘操作:用来选择方块的移动方向,是向右移动,向左移动,向下加速,旋转,还是暂停。 /*键盘操作*/ private void Form1_KeyDown(object sender, KeyEventArgs e) { switch (e.KeyCode) { case Keys.Right: currentBlock.right() ; break;//向右移动 case Keys.Left: currentBlock.left() ; break; //向左移动 case Keys.Up: currentBlock.Rotate(); break; //旋转 case Keys.Down: while (currentBlock.down()) ; break; //向下加速 case Keys.Space: //空格:暂停 timer1.Enabled = !timer1.Enabled; if (!timer1.Enabled) showMsg("暂 停"); else msg.SendToBack(); break; } picBack.Focus(); } 3) 时钟触发处理函数,使方块自动的向下移动,每1秒使方块向下移动一次 /*游戏时钟*/ private void timer1_Tick(object sender, EventArgs e) { if (!stillRuning) return; //检测是否还能够下移 if (!currentBlock.down()) { if (currentBlock.Top() == 0) {//如果到顶则游戏结束 showMsg("Game Over!"); stillRuning = false; timer1.Stop(); return; } //否则计算分数并继续 int eraseLines = bianjie.CheckLines(); if (eraseLines > 0) { score += bianjie.width * eraseLines; t_score.Text = score.ToString(); picBack.Invalidate(); Application.DoEvents(); bianjie.Redraw(); } //产生下一个block currentBlock = new Block(startLocation, nextBlock.blockType); currentBlock.Draw(bianjie.winHandle); pic_preView.Refresh(); nextBlock = new Block(new Point(50, 50), Block.BlockTypes.undefined); nextBlock.Draw(pic_preView.Handle); } currentBlock.down(); } 4) 对窗口进行重绘 /*窗口重绘*/ private void Form1_Activated(object sender, EventArgs e) { picBack.Invalidate(); Application.DoEvents(); bianjie.Redraw(); } 2、SingleBlock类 1) 构造单个方块的尺寸,颜色,前景色,背景色 public SingleBlock(Size initSize,Color initForeColor,Color initBackColor) { size = initSize; foreColor = initForeColor; backColor = initBackColor; } 2) 画方块,用GDI+绘画,画出填充正方形 //画方块 public void Draw(System.IntPtr winHandle) { Graphics g = Graphics.FromHwnd(winHandle); GraphicsPath gp = new GraphicsPath(); Rectangle rect = new Rectangle(location, size); gp.AddRectangle(rect); Color[] surroundColor = new Color[] { backColor }; PathGradientBrush pgb = new PathGradientBrush(gp); pgb.CenterColor = foreColor; pgb.SurroundColors = surroundColor; g.FillPath(pgb, gp); } //擦除方块 public void Erase(System.IntPtr winHandle) { Graphics g = Graphics.FromHwnd(winHandle); Rectangle rect = new Rectangle(location,size); g.FillRectangle(new SolidBrush(bianjie.BackColor),rect); } 3、Block类 1)随机产生方块形状,并设置四个方块的颜色 public Block(Point thisLocation,BlockTypes bType) { //当blockType为undefined时,随机产生方块形状 Random rand=new Random(); if (bType == BlockTypes.undefined) { blockType = (BlockTypes)(rand.Next(7) + 1); } else blockType = bType; //设置四小方块的颜色 int i=(int)blockType-1; foreColor = bianjie.BlockForeColor[i]; backColor = bianjie.BlockBackColor[i]; Size SingleSquareS=new Size(SingleSquareSize,SingleSquareSize); SingleSquare1 = new SingleBlock(SingleSquareS, foreColor, backColor); SingleSquare2 = new SingleBlock(SingleSquareS, foreColor, backColor); SingleSquare3 = new SingleBlock(SingleSquareS, foreColor, backColor); SingleSquare4 = new SingleBlock(SingleSquareS, foreColor, backColor); 2)设置小方块的位置,组合成指定形状的方块 //设置小方块的位置,组合成指定形状的一个大方块 switch (blockType) { case BlockTypes.SingleSquare: //组合成正方形 SingleSquare1.location = new Point(thisLocation.X, thisLocation.Y); SingleSquare2.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y); SingleSquare3.location = new Point(thisLocation.X,thisLocation.Y+SingleSquareSize); SingleSquare4.location = new Point(thisLocation.X+SingleSquareSize,thisLocation.Y+SingleSquareSize); break; case BlockTypes.line: //组合成线形 SingleSquare1.location = new Point(thisLocation.X, thisLocation.Y); SingleSquare2.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y); SingleSquare3.location = new Point(thisLocation.X + 2 * SingleSquareSize, thisLocation.Y); SingleSquare4.location = new Point(thisLocation.X + 3 * SingleSquareSize, thisLocation.Y); break; case BlockTypes.J: //组合成J形 SingleSquare1.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y); SingleSquare2.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y + SingleSquareSize); SingleSquare3.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y + 2 * SingleSquareSize); SingleSquare4.location = new Point(thisLocation.X, thisLocation.Y + 2 * SingleSquareSize); break; case BlockTypes.L: //组合成l形 SingleSquare1.location = new Point(thisLocation.X, thisLocation.Y); SingleSquare2.location = new Point(thisLocation.X, thisLocation.Y + SingleSquareSize); SingleSquare3.location = new Point(thisLocation.X, thisLocation.Y + 2 * SingleSquareSize); SingleSquare4.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y + 2 * SingleSquareSize); break; case BlockTypes.T: //组合成T形 SingleSquare1.location = new Point(thisLocation.X, thisLocation.Y); SingleSquare2.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y); SingleSquare3.location = new Point(thisLocation.X + 2*SingleSquareSize, thisLocation.Y); SingleSquare4.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y +SingleSquareSize); break; case BlockTypes.Z: //组合成z形 SingleSquare1.location = new Point(thisLocation.X, thisLocation.Y); SingleSquare2.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y); SingleSquare3.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y + SingleSquareSize); SingleSquare4.location = new Point(thisLocation.X + 2*SingleSquareSize, thisLocation.Y + SingleSquareSize); break; case BlockTypes.S: //组合成S形 SingleSquare1.location = new Point(thisLocation.X, thisLocation.Y + SingleSquareSize); SingleSquare2.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y + SingleSquareSize); SingleSquare3.location = new Point(thisLocation.X + SingleSquareSize, thisLocation.Y); SingleSquare4.location = new Point(thisLocation.X + 2 * SingleSquareSize, thisLocation.Y); break; } } /*画方块*/ public void Draw(System.IntPtr winHandle) { SingleSquare1.Draw(winHandle); SingleSquare2.Draw(winHandle); SingleSquare3.Draw(winHandle); SingleSquare4.Draw(winHandle); } /*擦方块*/ public void Erase(System.IntPtr winHandle) { SingleSquare1.Erase(winHandle); SingleSquare2.Erase(winHandle); SingleSquare3.Erase(winHandle); SingleSquare4.Erase(winHandle); } 3) 移动方块 /*移动*/ public bool down() { //检测是否能够下移 if (bianjie.isEmpty(SingleSquare1.location.X / SingleSquareSize, SingleSquare1.location.Y / SingleSquareSize + 1) && bianjie.isEmpty(SingleSquare2.location.X / SingleSquareSize, SingleSquare2.location.Y / SingleSquareSize + 1) && bianjie.isEmpty(SingleSquare3.location.X / SingleSquareSize, SingleSquare3.location.Y / SingleSquareSize + 1) && bianjie.isEmpty(SingleSquare4.location.X / SingleSquareSize, SingleSquare4.location.Y / SingleSquareSize + 1)) { Erase(bianjie.winHandle); SingleSquare1.location = new Point(SingleSquare1.location.X, SingleSquare1.location.Y + SingleSquareSize); SingleSquare2.location = new Point(SingleSquare2.location.X, SingleSquare2.location.Y + SingleSquareSize); SingleSquare3.location = new Point(SingleSquare3.location.X, SingleSquare3.location.Y + SingleSquareSize); SingleSquare4.location = new Point(SingleSquare4.location.X, SingleSquare4.location.Y + SingleSquareSize); Draw(bianjie.winHandle); return true; } else //如果不能下移了 { bianjie.stopSingleSquare(SingleSquare1, SingleSquare1.location.X / SingleSquareSize, SingleSquare1.location.Y / SingleSquareSize); bianjie.stopSingleSquare(SingleSquare2, SingleSquare2.location.X / SingleSquareSize, SingleSquare2.location.Y / SingleSquareSize); bianjie.stopSingleSquare(SingleSquare3, SingleSquare3.location.X / SingleSquareSize, SingleSquare3.location.Y / SingleSquareSize); bianjie.stopSingleSquare(SingleSquare4, SingleSquare4.location.X / SingleSquareSize, SingleSquare4.location.Y / SingleSquareSize); return false; //表示能够弹出下一个block了 } } public bool left() { //检测是否能够左移 if (bianjie.isEmpty(SingleSquare1.location.X / SingleSquareSize-1, SingleSquare1.location.Y / SingleSquareSize) && bianjie.isEmpty(SingleSquare2.location.X / SingleSquareSize-1, SingleSquare2.location.Y / SingleSquareSize) && bianjie.isEmpty(SingleSquare3.location.X / SingleSquareSize-1, SingleSquare3.location.Y / SingleSquareSize) && bianjie.isEmpty(SingleSquare4.location.X / SingleSquareSize-1, SingleSquare4.location.Y / SingleSquareSize)) { Erase(bianjie.winHandle); SingleSquare1.location = new Point(SingleSquare1.location.X - SingleSquareSize, SingleSquare1.location.Y); SingleSquare2.location = new Point(SingleSquare2.location.X - SingleSquareSize, SingleSquare2.location.Y); SingleSquare3.location = new Point(SingleSquare3.location.X - SingleSquareSize, SingleSquare3.location.Y); SingleSquare4.location = new Point(SingleSquare4.location.X - SingleSquareSize, SingleSquare4.location.Y); Draw(bianjie.winHandle); return true; } else //如果不能左移了 { return false; } } public bool right() { //检测是否能够右移 if (bianjie.isEmpty(SingleSquare1.location.X / SingleSquareSize +1, SingleSquare1.location.Y / SingleSquareSize) && bianjie.isEmpty(SingleSquare2.location.X / SingleSquareSize +1, SingleSquare2.location.Y / SingleSquareSize) && bianjie.isEmpty(SingleSquare3.location.X / SingleSquareSize +1, SingleSquare3.location.Y / SingleSquareSize) && bianjie.isEmpty(SingleSquare4.location.X / SingleSquareSize +1, SingleSquare4.location.Y / SingleSquareSize)) { Erase(bianjie.winHandle); SingleSquare1.location = new Point(SingleSquare1.location.X + SingleSquareSize, SingleSquare1.location.Y ); SingleSquare2.location = new Point(SingleSquare2.location.X + SingleSquareSize, SingleSquare2.location.Y); SingleSquare3.location = new Point(SingleSquare3.location.X + SingleSquareSize, SingleSquare3.location.Y); SingleSquare4.location = new Point(SingleSquare4.location.X + SingleSquareSize, SingleSquare4.location.Y); Draw(bianjie.winHandle); return true; } else //如果不能右移了 { return false; } } 4) 旋转方块 /*旋转block*/ public void Rotate() { //保存每个小块的位置 Point oldPosition1 = SingleSquare1.location; Point oldPosition2 = SingleSquare2.location; Point oldPosition3 = SingleSquare3.location; Point oldPosition4 = SingleSquare4.location; //保存当前的方向 RotateDirections oldRotation = myRotation; //开始试着旋转方块,旋转方向:顺时针方向 旋转中心点为形状拐点 Erase(bianjie.winHandle); switch(blockType) { case BlockTypes.SingleSquare: break; case BlockTypes.line: //直线的旋转只有两种方向 switch (myRotation) { case RotateDirections.North: myRotation = RotateDirections.East; SingleSquare1.location = new Point(SingleSquare2.location.X-SingleSquareSize,SingleSquare2.location.Y); SingleSquare3.location = new Point(SingleSquare2.location.X+SingleSquareSize,SingleSquare2.location.Y); SingleSquare4.location = new Point(SingleSquare2.location.X + 2 * SingleSquareSize, SingleSquare2.location.Y); break; case RotateDirections.East: myRotation = RotateDirections.North; SingleSquare1.location = new Point(SingleSquare2.location.X,SingleSquare2.location.Y-SingleSquareSize); SingleSquare3.location = new Point(SingleSquare2.loc
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