在以前的MFC、winform中实现一个游戏程序是一件相当困难的事情,自从WPF诞生后,富客户端设计工作变得相对简单。本人刚学WPF不久,写写劣质代码望大侠莫见笑。自于这个游戏本身的实现方式我并未去研究,这里只是根据自己的理解来做。
代码下载:http://files.cnblogs.com/lipan/WpfGame1.rar
主要思想:
一、提供一个容器类(Container),用来作为方块活动的网格状区域。由于WPF自带Grid控件支持网格,因此就直接利用了。
1.Container类需要关联到Grid,活动区域;和waitingGrid等候区域(下一个出现的方块)
2.在Container类中实现消层的逻辑
二、提供一个方块基类(Box),7中方块全部从其派生。
1.每个方块包含4个Rectangle(小方格)
2.通过一个工厂类随机产生某个方块的实例
3.基类实现方块移动、变形、等逻辑、子类定义方块颜色、初始化方式,确定每个方格相对坐标。
4.在方块下降到底部触发OnBottom事件,Container接受此事件触发消行逻辑。Container类中OnGameover事件被界面层接受处理。
运行效果:
代码部分:

abstract class Box
{
public Box()
{
for ( int i = 0 ; i < 4 ; i ++ )
{
rectangles.Add( new Rectangle());
rectangles[i].Width = 24.0 ;
rectangles[i].Height = 24.0 ;
}
dispatcherTimer = new DispatcherTimer(DispatcherPriority.Normal);
dispatcherTimer.Tick += new EventHandler(Timer_Tick);
dispatcherTimer.Interval = TimeSpan.FromMilliseconds( 450 - Result.GetInstance().Level * 50 );
}
protected Grid grid;
/// <summary>
/// 定义由四个方格组成的方块
/// </summary>
protected IList < Rectangle > rectangles = new List < Rectangle > ( 4 );
DispatcherTimer dispatcherTimer;
/// <summary>
/// 当方块到达底部时触发的事件句柄
/// </summary>
public event EventHandler OnBottom;
/// <summary>
/// 判断x行y列是否包含方格
/// </summary>
protected bool Existence( int x, int y)
{
foreach (var r in grid.Children)
{
if (r is Rectangle)
{
if ( this .rectangles.Contains(r as Rectangle)) return false ;
if (Convert.ToInt32((r as Rectangle).GetValue(Grid.ColumnProperty)) == x && Convert.ToInt32((r as Rectangle).GetValue(Grid.RowProperty)) == y)
{
return true ;
}
}
}
return false ;
}
/// <summary>
/// 当前方块是否与其他方块重叠
/// </summary>
public bool ISOverlapping()
{
foreach (var r in rectangles)
{
int x = Convert.ToInt32((r as Rectangle).GetValue(Grid.ColumnProperty));
int y = Convert.ToInt32((r as Rectangle).GetValue(Grid.RowProperty));
if (Existence(x, y)) return true ;
}
return false ;
}
/// <summary>
/// 判断由数值 x,y标示的行列值是否在Grid范围内
/// </summary>
protected bool InGrid( int x, int y)
{
if (x >= 12 || y >= 24 || x < 0 || y < 0 ) return false ;
return true ;
}
/// <summary>
/// 定义活动方块自动下降
/// </summary>
public void AtuoDown()
{
dispatcherTimer.Start();
}
private void Timer_Tick( object sender, EventArgs e)
{
if ( ! MoveDown())
{
dispatcherTimer.Stop();
OnBottom( this , null );
}
}
public abstract void Ready();
public abstract void ShowWating( ref Grid WaingGrid);
protected bool Move( int _x, int _y)
{
if (IsPause) return false ;
for ( int i = 0 ; i < 4 ; i ++ )
{
int x = Convert.ToInt32(rectangles[i].GetValue(Grid.ColumnProperty)) + _x;
int y = Convert.ToInt32(rectangles[i].GetValue(Grid.RowProperty)) + _y;
if (Existence(x, y)) return false ;
if ( ! InGrid(x, y)) return false ;
}
for ( int i = 0 ; i < 4 ; i ++ )
{
rectangles[i].SetValue(Grid.ColumnProperty, Convert.ToInt32(rectangles[i].GetValue(Grid.ColumnProperty)) + _x);
rectangles[i].SetValue(Grid.RowProperty, Convert.ToInt32(rectangles[i].GetValue(Grid.RowProperty)) + _y);
}
return true ;
}
public bool MoveUp()
{
return Move( 0 , - 1 );
}
public bool MoveDown()
{
return Move( 0 , 1 );
}
public bool MoveLeft()
{
return Move( - 1 , 0 );
}
public bool MoveRight()
{
return Move( 1 , 0 );
}
/// <summary>
/// 快速下降
/// </summary>
public bool FastDown()
{
if (IsPause) return false ;
bool mark = false ;
int j = 0 ;
while ( ! mark)
{
j ++ ;
for ( int i = 0 ; i < 4 ; i ++ )
{
int x = Convert.ToInt32(rectangles[i].GetValue(Grid.ColumnProperty));
int y = Convert.ToInt32(rectangles[i].GetValue(Grid.RowProperty)) + j;
if (Existence(x, y) || ! InGrid(x, y))
{
j -- ;
mark = true ;
}
}
}
for ( int i = 0 ; i < 4 ; i ++ )
{
rectangles[i].SetValue(Grid.RowProperty, Convert.ToInt32(rectangles[i].GetValue(Grid.RowProperty)) + j);
}
// OnBottom(this, null);
return mark;
}
/// <summary>
/// 当前方块是否处于暂停状态
/// </summary>
private bool IsPause = false ;
public void Pause()
{
dispatcherTimer.IsEnabled = false ;
IsPause = true ;
}
public void UnPause()
{
dispatcherTimer.IsEnabled = true ;
IsPause = false ;
}
public void StopAction()
{
dispatcherTimer.Stop();
}
/// <summary>
/// 当前变形状态
/// </summary>
protected Status ActivityStatus;
/// <summary>
/// 变形
/// </summary>
public bool ChangeShape()
{
if (IsPause) return false ;
IList < Position > P = new List < Position > ( 4 );
for ( int i = 0 ; i < 4 ; i ++ ) P.Add( new Position());
P[ 0 ].x = Convert.ToInt32(rectangles[ 0 ].GetValue(Grid.ColumnProperty)) + ActivityStatus.NextRelativeposition[ 0 ].x;
P[ 0 ].y = Convert.ToInt32(rectangles[ 0 ].GetValue(Grid.RowProperty)) + ActivityStatus.NextRelativeposition[ 0 ].y;
if (ActivityStatus.NeedCheck[ 0 ]) if (Existence(P[ 0 ].x, P[ 0 ].y) || ! InGrid(P[ 0 ].x, P[ 0 ].y)) return false ;
P[ 1 ].x = Convert.ToInt32(rectangles[ 1 ].GetValue(Grid.ColumnProperty)) + ActivityStatus.NextRelativeposition[ 1 ].x;
P[ 1 ].y = Convert.ToInt32(rectangles[ 1 ].GetValue(Grid.RowProperty)) + ActivityStatus.NextRelativeposition[ 1 ].y;
if (ActivityStatus.NeedCheck[ 1 ]) if (Existence(P[ 1 ].x, P[ 1 ].y) || ! InGrid(P[ 1 ].x, P[ 1 ].y)) return false ;
P[ 2 ].x = Convert.ToInt32(rectangles[ 2 ].GetValue(Grid.ColumnProperty)) + ActivityStatus.NextRelativeposition[ 2 ].x;
P[ 2 ].y = Convert.ToInt32(rectangles[ 2 ].GetValue(Grid.RowProperty)) + ActivityStatus.NextRelativeposition[ 2 ].y;
if (ActivityStatus.NeedCheck[ 2 ]) if (Existence(P[ 2 ].x, P[ 2 ].y) || ! InGrid(P[ 2 ].x, P[ 2 ].y)) return false ;
P[ 3 ].x = Convert.ToInt32(rectangles[ 3 ].GetValue(Grid.ColumnProperty)) + ActivityStatus.NextRelativeposition[ 3 ].x;
P[ 3 ].y = Convert.ToInt32(rectangles[ 3 ].GetValue(Grid.RowProperty)) + ActivityStatus.NextRelativeposition[ 3 ].y;
if (ActivityStatus.NeedCheck[ 3 ]) if (Existence(P[ 3 ].x, P[ 3 ].y) || ! InGrid(P[ 3 ].x, P[ 3 ].y)) return false ;
for ( int i = 0 ; i < 4 ; i ++ )
{
rectangles[i].SetValue(Grid.ColumnProperty, P[i].x);
rectangles[i].SetValue(Grid.RowProperty, P[i].y);
}
ActivityStatus = ActivityStatus.Next;
return true ;
}
}

class Box_Z : Box
{
public Box_Z( ref Grid grid)
{
this .grid = grid;
for ( int i = 0 ; i < 4 ; i ++ ) rectangles[i].Fill = new SolidColorBrush(Colors.DarkOrange);
}
private void ShowAt(Position P, ref Grid grid)
{
rectangles[ 0 ].SetValue(Grid.ColumnProperty, P.x + 0 );
rectangles[ 0 ].SetValue(Grid.RowProperty, P.y + 0 );
rectangles[ 1 ].SetValue(Grid.ColumnProperty, P.x + 1 );
rectangles[ 1 ].SetValue(Grid.RowProperty, P.y + 0 );
rectangles[ 2 ].SetValue(Grid.ColumnProperty, P.x + 1 );
rectangles[ 2 ].SetValue(Grid.RowProperty, P.y + 1 );
rectangles[ 3 ].SetValue(Grid.ColumnProperty, P.x + 2 );
rectangles[ 3 ].SetValue(Grid.RowProperty, P.y + 1 );
for ( int i = 0 ; i < 4 ; i ++ ) grid.Children.Add(rectangles[i]);
}
public override void ShowWating( ref Grid WaingGrid)
{
ShowAt( new Position( 1 , 1 ), ref WaingGrid);
}
public override void Ready()
{
ShowAt( new Position( 4 , 0 ), ref grid);
ActivityStatus = new Status();
ActivityStatus.NextRelativeposition.Add( new Position( 1 , 2 ));
ActivityStatus.NextRelativeposition.Add( new Position( 0 , 1 ));
ActivityStatus.NextRelativeposition.Add( new Position( 1 , 0 ));
ActivityStatus.NextRelativeposition.Add( new Position( 0 , - 1 ));
ActivityStatus.NeedCheck.Add( true );
ActivityStatus.NeedCheck.Add( false );
ActivityStatus.NeedCheck.Add( false );
ActivityStatus.NeedCheck.Add( true );
ActivityStatus.Next = new Status();
ActivityStatus.Next.NextRelativeposition.Add( new Position( - 1 , - 2 ));
ActivityStatus.Next.NextRelativeposition.Add( new Position( 0 , - 1 ));
ActivityStatus.Next.NextRelativeposition.Add( new Position( - 1 , 0 ));
ActivityStatus.Next.NextRelativeposition.Add( new Position( 0 , 1 ));
ActivityStatus.Next.NeedCheck.Add( true );
ActivityStatus.Next.NeedCheck.Add( true );
ActivityStatus.Next.NeedCheck.Add( false );
ActivityStatus.Next.NeedCheck.Add( false );
ActivityStatus.Next.Next = ActivityStatus;
}
}
由于每种方块的变形方式都不一样,Z型有4种状态,I型有2中状态,而O型只有一种状态,现在需要描述方块形状状态,需要定义循环链表数据类型。

/// <summary>
/// 定义一个方格坐标点
/// </summary>
class Position
{
public Position( int x, int y)
{
this .x = x;
this .y = y;
}
public Position()
{
}
public int x { get ; set ; }
public int y { get ; set ; }
}
/// <summary>
/// 定义方块形状状态循环链表,标记变形状态
/// </summary>
class Status
{
/// <summary>
/// 方格[四个方块]下一次变形将要去的相对位置
/// </summary>
public List < Position > NextRelativeposition = new List < Position > ( 4 );
/// <summary>
/// 是否需要检查方块[每个方格]到这个位置的可行性
/// </summary>
public List < bool > NeedCheck = new List < bool > ( 4 );
/// <summary>
/// 指向下一状态
/// </summary>
public Status Next;
}
在方块子类中Ready方法即为每种方块设置状态链表。
由于方块的生成为随机方式,定义简单工厂模式生成方块如下:

class BoxFactory
{
/// <summary>
/// 随机方块工厂
/// </summary>
static public Box GetRandomBox( ref Grid grid)
{
// return new Box_Z(ref grid);
Random ran = new Random();
int index = ran.Next( 7 );
switch (index)
{
case 0 : return new Box_S( ref grid);
case 1 : return new Box_Z( ref grid);
case 2 : return new Box_J( ref grid);
case 3 : return new Box_L( ref grid);
case 4 : return new Box_I( ref grid);
case 5 : return new Box_O( ref grid);
case 6 : return new Box_T( ref grid);
default : return null ;
}
}
}
到此为止,方块定义好了,也可以随机产生了,怎么让展示在Grid中?
1.方块子类ShowAt函数标示展示到指定Grid;
2.ShowWating表示展示在等候区域。
当方块展示到容器Grid中时,怎么自动下降呢?这里用到DispatcherTimer。
dispatcherTimer = new DispatcherTimer(DispatcherPriority.Normal);
dispatcherTimer.Tick += new EventHandler(Timer_Tick);
dispatcherTimer.Interval = TimeSpan.FromMilliseconds( 450 - Result.GetInstance().Level * 50 );
/// <summary>
/// 定义活动方块自动下降
/// </summary>
public void AtuoDown()
{
dispatcherTimer.Start();
}private void Timer_Tick(object sender, EventArgs e)
{
if (!MoveDown())
{
dispatcherTimer.Stop();
OnBottom(this, null);
}
}
当方块到达底部时,事件通知容器类执行消层函数:
在Box中:
/// <summary>
/// 当方块到达底部时触发的事件句柄
/// </summary>
public event EventHandler OnBottom;
private void Timer_Tick( object sender, EventArgs e)
{
if ( ! MoveDown())
{
dispatcherTimer.Stop();
OnBottom( this , null );
}
}
在Container中:
ActivityBox.OnBottom += ActivityBox_OnBottom;
/// <summary>
/// 活动方块到达底部时触发
/// </summary>
static public void ActivityBox_OnBottom( object sender, EventArgs e)
{
Result.GetInstance().CalculateScore(RemoveLine());
NewBoxReadyToDown();
}

/// <summary>
/// 消层,并返回消除的层数
/// </summary>
static int RemoveLine()
{
if (grid == null ) new Exception( " 缺少活动区域,必须为容器指定grid值。 " );
int [] lineCount = new int [ 24 ];
for ( int i = 0 ; i < 24 ; i ++ ) lineCount[i] = 0 ;
int RemoveLineCount = 0 ;
// 计算每一行方块总数
foreach (var r in grid.Children)
{
if (r is Rectangle)
{
int x = Convert.ToInt32((r as Rectangle).GetValue(Grid.RowProperty));
lineCount[x] ++ ;
}
}
for ( int i = 23 ; i >= 0 ; i -- )
{
if (lineCount[i] >= 12 )
{
// 移除一行小方格
for ( int j = 0 ; j < grid.Children.Count; j ++ ) // (var r in mygrid.Children)
{
if (grid.Children[j] is Rectangle)
{
if (Convert.ToInt32((grid.Children[j] as Rectangle).GetValue(Grid.RowProperty)) == i + RemoveLineCount)
{
grid.Children.Remove((grid.Children[j] as Rectangle));
j -- ;
}
}
}
// 将上面的所有小方格下降一行
foreach (var r in grid.Children)
{
if (r is Rectangle)
{
if (Convert.ToInt32((r as Rectangle).GetValue(Grid.RowProperty)) < i + RemoveLineCount)
{
(r as Rectangle).SetValue(Grid.RowProperty, Convert.ToInt32((r as Rectangle).GetValue(Grid.RowProperty)) + 1 );
}
}
}
// 被移除行数加1
RemoveLineCount ++ ;
}
}
return RemoveLineCount;
}
OK,到此方块可以自动下降,可消层了,现在要统计消层得分和游戏级别(难度)。
定义一个新类Result

/// <summary>
/// 记录分数和级别
/// </summary>
class Result : INotifyPropertyChanged
{
Result()
{
Score = 0 ;
Level = 1 ;
}
// 单例模式
private static Result instance;
private static readonly object syncRoot = new object ();
public static Result GetInstance()
{
if (instance == null )
{
lock (syncRoot)
{
if (instance == null )
{
instance = new Result();
}
}
}
return instance;
}
int score;
int level;
public int Score
{
get { return score; }
set { score = value; Notify( " Score " ); }
}
public int Level
{
get { return level; }
set { level = value; Notify( " Level " ); }
}
public void CalculateScore( int Lines)
{
switch (Lines)
{
case 1 : Score += 5 ;
break ;
case 2 : Score += 15 ;
break ;
case 3 : Score += 30 ;
break ;
case 4 : Score += 50 ;
break ;
default : Score += 0 ;
break ;
}
if (Score < 20 ) Level = 1 ;
else if (Score < 100 ) Level = 2 ;
else if (Score < 300 ) Level = 3 ;
else if (Score < 500 ) Level = 4 ;
else if (Score < 1000 ) Level = 5 ;
else if (Score < 3000 ) Level = 6 ;
else if (Score < 5000 ) Level = 7 ;
else Level = 8 ;
}
void Notify( string propName)
{
if (PropertyChanged != null )
{
PropertyChanged( this , new PropertyChangedEventArgs(propName));
}
}
public event PropertyChangedEventHandler PropertyChanged;
}
在该类中用单例模式控制产生单一实例,并通过实现接口绑定到界面分数展示台。
界面XAML如下:
< Grid Grid.Column ="1" Grid.Row ="1" Height ="65" HorizontalAlignment ="Left" Margin ="5,6,0,0" Name ="grid4" VerticalAlignment ="Top" Width ="100" >
< Label Content ="积分:" Height ="28" Name ="label1" Margin ="0,5,0,32" HorizontalAlignment ="Left" Width ="38" />
< Label Content =" {Binding Path=Score} " Height ="28" Name ="label2" Margin ="35,5,0,32" />
< Label Content ="级别:" Height ="28" Name ="label3" Margin ="0,34,0,3" HorizontalAlignment ="Left" Width ="38" />
< Label Content =" {Binding Path=Level} " Height ="28" Name ="label4" Margin ="0,0,0,4" HorizontalAlignment ="Right" VerticalAlignment ="Bottom" Width ="65" />
</ Grid >
这样,代码中对Result赋值,直接影响界面控件展示数值的变化:
/// <summary>
/// 活动方块到达底部时触发
/// </summary>
static public void ActivityBox_OnBottom(object sender, EventArgs e)
{
Result.GetInstance().CalculateScore(RemoveLine());
NewBoxReadyToDown();
}
这里根据消行函数返回值此处对result实例进行修改,界面数值(分数、级别)也同步变化。
最后,界面添加功能按钮,实现Window_KeyDown事件 OnGameover事件,游戏完成。