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C#實現俄羅斯方塊

本文例項為大家分享了C#實現俄羅斯方塊的具體程式碼,供大家參考,具體內容如下

1.調色盤程式碼

namespace Tetris
{
 class Palette
 {
  private int _width = 15;//畫板寬度
  private int _height = 25;//畫板高度
  private Color[,] coorArr;//固定磚塊陣列
  private Color disapperColor;//背景色
  private Graphics gpPalette;//磚塊活動畫板
  private Graphics gpReady;//下一個磚塊樣式畫板
  private BlockGroup bGroup;//磚塊生產機制
  private Block runBlock;//正在活動的磚塊
  private Block readyBlock;//下一個磚塊
  private int rectPix;//單元格像
  public delegate void IniCountHandle(int _count,int state);//分數變數
  public event IniCountHandle CountEvent;
  public static int _Count = 0;


  static int mark = 100;//靜態變數衡量過關的標準
  public static int state = 1;


  private System.Timers.Timer timerBlock;//定時器
  private static int timeSpan = 800;//定時器的時間間隔

  public Palette(int x,int y,int pix,Color dColor,Graphics gp,Graphics gr)//建構函式
  {
   _width = x;
   _height = y;
   coorArr = new Color[_width,_height];
   disapperColor = dColor;
   gpPalette = gp;
   gpReady = gr;
   rectPix = pix;
  }
  public void Start()//遊戲開始
  {
   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);//清空畫板
   runBlock.Paint(gpPalette);//畫執行磚塊
   Thread.Sleep(20);
   readyBlock = bGroup.GetABlock();
   readyBlock.XPos = 2;
   readyBlock.YPos = 2;
   gpReady.Clear(disapperColor);//清空畫板
   readyBlock.Paint(gpReady);
   //初始化並啟動定時器
   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()//磚塊下移
  {
   int xPos = runBlock.XPos;
   int yPos = runBlock.YPos + 1;
   for (int i = 0; i < runBlock.Length; i++)
   {
    if (yPos - runBlock[i].Y > _height - 1)//如果超出下邊界則失敗
     return false;
    if (!coorArr[xPos + runBlock[i].X,yPos - runBlock[i].Y].IsEmpty)//如果下邊有東西擋則失敗
     return false;
   }
   runBlock.erase(gpPalette);//擦除原來位置磚塊
   runBlock.YPos++;
   runBlock.Paint(gpPalette);
   return true;
  }
  public void Drop()//丟下磚塊
  {
   timerBlock.Stop();
   while (Down()) ;
   timerBlock.Start();
  }
  public void MoveLeft()//向左移動
  {
   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)//如果左邊有東西擋則失敗
     return;
   }
   runBlock.erase(gpPalette);
   runBlock.XPos--;
   runBlock.Paint(gpPalette);
  }
  public void MoveRight()//向右移動
  {
   int xPos = runBlock.XPos + 1;
   int yPos = runBlock.YPos;
   for (int i = 0; i < runBlock.Length; i++)
   {
    if (xPos + runBlock[i].X > _width -1)//如果超出右邊界則失敗
     return;
    if (!coorArr[xPos + runBlock[i].X,yPos - runBlock[i].Y].IsEmpty)//如果右邊有東西擋則失敗
     return;
   }
   runBlock.erase(gpPalette);
   runBlock.XPos++;
   runBlock.Paint(gpPalette);
  }
  public void DeasilRotate()//順時針旋轉
  {
   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()//逆時針旋轉
  {
   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)//重畫畫板背景
  {
   gp.Clear(Color.Black);//清空畫板
   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)//重畫整個畫板
  {
   PaintBackground(gp);//先畫背景
   if (runBlock != null)//再畫活動的磚塊
   {
    runBlock.Paint(gp);
   }
  }
  public void PaintReady(Graphics gp)//重畫下一個磚塊
  {
   if (readyBlock != null)
   {
    readyBlock.Paint(gp);
   }
  }
   public void CheckAndOverBlock()//檢查磚塊是否到底
  {
   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)//如果下面有磚塊,則當前磚塊結束
    {
     over = true;
     break;
    }
   }
    if (over)//如果當前磚塊已經結束
    {
     for (int i = 0; i < runBlock.Length; i++)//把當前磚塊歸入coordinatearr
     {
      coorArr[runBlock.XPos + runBlock[i].X,runBlock.YPos - runBlock[i].Y] = runBlock.BlockColor;
     }
     //檢查是否有滿行現象,如果有,則刪除
     CheckAndDelFullRow();
     //產生新的磚塊
     runBlock = readyBlock;//新的磚塊為準備好的磚塊
     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;
     //檢查新產生的磚塊所佔用的地方是否已經有磚塊,如果有,則遊戲結束
     for (int i = 0; i < runBlock.Length; i++)
     {
      if (!coorArr[runBlock.XPos + runBlock[i].X,runBlock.YPos - runBlock[i].Y].IsEmpty)
      {
       //遊戲結束
       StringFormat drawFormat = new StringFormat();
       drawFormat.Alignment = StringAlignment.Center;
       gpPalette.DrawString("GAME OVER"+"\r\n"+"得分:" + _Count.ToString()+"\r\n等級:"+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);
     //獲取新的準備磚塊
     readyBlock = bGroup.GetABlock();
     readyBlock.XPos = 2;
     readyBlock.YPos = 2;
     gpReady.Clear(Color.Black);
     readyBlock.Paint(gpReady);
   }
  }
  private void CheckAndDelFullRow()//檢查並刪除滿行
  {
   //找出當前磚塊所在行範圍
   int lowRow = runBlock.YPos - runBlock[0].Y;//lowRow代表當前磚塊的Y軸的最小值
   int highRow = lowRow;//highRow代表當前磚塊的y軸的最大值
   for (int i = 0; i < runBlock.Length;i++ )//找出當前磚塊所佔行的範圍,放入low,high變數內
   {
    int y = runBlock.YPos - runBlock[i].Y;
    if (y < lowRow)
    {
     lowRow = y;
    }
    if (y > highRow)
    {
     highRow = y;
    }
   }
   int count=0;
   bool repaint = false;//判斷是否重畫
   for (int i = lowRow; i <= highRow; i++)//檢查是否滿行
   {
    bool rowFull = true;
    
    for (int j = 0; j < _width; j++)
    {
     if (coorArr[j,i].IsEmpty)//如果有一個單元格為空,說明這一行不可能為滿行
     {
      rowFull = false;
      break;
     }
    }
    if (rowFull)//如果滿行,則刪除這一行
    {
     count ++;
     repaint = true;//如果刪除,則需重畫
     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;
     }
    }
    
   }
   //計算每滿幾行加的分值
   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)//重畫
   {
    PaintBackground(gpPalette);
   }
   if (_Count >= 1000)//如果通關初始化為原來的值
   {
    StringFormat drawFormat = new StringFormat();
    drawFormat.Alignment = StringAlignment.Center;
    gpPalette.DrawString("O(∩_∩)O"+"\r\n"+"***通關***"+"\r\n"+"按“開始”按鈕\r\n王者歸來",20f),new SolidBrush(Color.Red),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***恭喜過關***\r\n按“下一關”按鈕\r\n開始新的遠征",new SolidBrush(Color.DodgerBlue ),_height * rectPix / 2 - 80,drawFormat);
    timerBlock.Stop();//關閉計時器
   }
  }
  public void Pause()//暫停
  {
   if (timerBlock.Enabled == true)
   {
    timerBlock.Enabled = false;
    StringFormat drawFormat = new StringFormat();
    drawFormat.Alignment = StringAlignment.Center;
    gpPalette.DrawString("暫停" + "\r\n" + "得分:" + _Count.ToString(),new SolidBrush(Color.Aqua),100),drawFormat);
   }
  }
  public void EndPause()//結束暫停
  {
   if (timerBlock.Enabled == false)
   {
    timerBlock.Enabled = true;
    PaintBackground(gpPalette);
   }
  }
  public void Close()//關閉
  {
   timerBlock.Close();
   gpPalette.Dispose();//釋放畫布
   gpReady.Dispose();
  }
 }
}

2.儲存資訊陣列程式碼

namespace Tetris
{
 class InfoArr
 {
  private ArrayList info = new ArrayList();//存放多個BlockInfo累得的陣列
  private int _length = 0;//存放Arraylist的長度,以供訪問
  public int Length
  {
   get
   {
    return _length;
   }
  }
  public BlockInfo this[int index]//索引器,根據下標,返回一個blockinfo的值
  {
   get
   {
    return (BlockInfo)info[index];
   }
  }
  public string this[string id]//索引器,根據一個字串的id值下標,給相應id的顏色賦值
  {
   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("顏色資訊錯誤!請刪除BlockSet.xml檔案,並重新啟動程式,很抱歉給您帶來麻煩","錯誤資訊",MessageBoxButtons.OK,MessageBoxIcon.Error);
      }
     }
    }
   }
  }
  public BitArray StrToBit(string id)//把字串轉換為bitArray
  {
   if (id.Length != 25)
   {
    throw new System.FormatException("磚塊樣式資訊不合法!請刪除BlockSet.xml檔案,並重新啟動程式");
   }
   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)//新增一個磚塊資訊
  {
   if (id.Length != 25)
   {
    throw new System.FormatException("磚塊樣式資訊不合法!請刪除blockset.xml檔案,並重新啟動程式");
   }
   info.Add(new BlockInfo(id,bColor));//給動態陣列info新增一個磚塊資訊
   _length++;//長度加一
  }
  public void Add(string id,string bColor)
  
  {
   Color temp;
   if (!(bColor == ""))
   {
    temp = Color.FromArgb(Convert.ToInt32(bColor));//把字串轉換為顏色類
   }
   else
   {
    temp = Color.Empty;
   }
   info.Add(new BlockInfo(StrToBit(id),temp));//把字串轉換為bitarray類
   _length++;
  }

 }
}

3.方塊資訊程式碼

namespace Tetris
{
 class BlockInfo
 {
  private BitArray _id;//存放磚塊樣式
  private Color _bColor;//存放顏色資訊
  public BlockInfo(BitArray id,Color bColor)//建構函式,給似有函式變數賦值
  {
   _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.方塊組程式碼

namespace Tetris
{
 class BlockGroup
 {
  private InfoArr info;//存放所有磚塊樣式資訊
  private Color disapperColor;//背景色
  private int rectPix;//單元格畫素
  public BlockGroup()//建構函式
  {
   Config config = new Config();
   config.LoadFromXmlFile();
   info = new InfoArr();
   info = config.Info;
   disapperColor = config.BackColor;
   rectPix = config.RectPix;
  }
  public Block GetABlock()//從磚塊組中隨機抽取一個磚塊樣式並返回
  {
   Random rd = new Random();//宣告一個產生隨機數的類
   int keyOrder = rd.Next(0,info.Length);//產生一個隨機數
   BitArray ba = info[keyOrder].ID;//把抽取出的磚塊樣式賦給BitArray類物件ba
   int struNum = 0;//確定這個磚塊樣式中被填充方塊的個數
   foreach (bool b in ba)//需要確定point陣列的長度
   {
    if (b)
    {
     struNum++;
    }
   }
   Point[] structArr = new Point[struNum];//新建一個point陣列,並確定其長度,以建立新的block
   int k = 0;
   for (int j = 0; j < ba.Length; j++)//用迴圈給point陣列structarr賦座標值
   {
    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);//建立一個新磚塊並返回

  }
 }

5.方塊的基本屬性程式碼

namespace Tetris
{
 class Block
 {
  protected Point[] structArr;//存放磚塊組成資訊的座標陣列
  protected int _xPos;//磚塊中心點所在的X座標
  protected int _yPos;//磚塊中心點所在的y座標
  protected Color _blockColor;//磚塊顏色
  protected Color disapperColor;//擦除顏色
  protected int rectPix;//每單元格畫素
  public Block()//預設建構函式,宣告此建構函式是為了子類能建立
  {
 
  }
  public Block(Point[] sa,Color bColor,int pix)
  {
   //過載建構函式,給成員變數賦值
   _blockColor = bColor;
   disapperColor = dColor;
   rectPix = pix;
   structArr = sa;
  }
  public Point this[int index]//索引器,根據索引訪問磚塊裡的小方塊座標
  {
   get
   {
    return structArr[index];
   }
  }
  public int Length//屬性,表示structArr的長度
  {
   get
   {
    return structArr.Length;
   }
  }
  #region 成員變數相應的屬性
  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()//順時針旋轉
  {
   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()//逆時針旋轉
  {
   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)//把座標點轉化為畫布的座標值
  {
   return new Rectangle((_xPos + p.X) * rectPix + 1,(_yPos - p.Y) * rectPix + 1,rectPix - 2);
  }
  public virtual void Paint(Graphics gp)//在指定畫板下繪製磚塊
  {
   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.俄羅斯方塊窗體程式碼

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 = "等級: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 = "等級:" + 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)
  {
   //讀取xml檔案中的引數配置資訊,並依次賦給似有成員變數
   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;
   //根據畫板的長度和寬度資訊動態改變窗體及畫板的規格
   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)//遮蔽回車鍵
   {
    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 == "暫停")
   {
    p.Pause();
    btnPause.Text = "繼續";
   }
   else
   {
    p.EndPause();
    btnPause.Text = "暫停";
   }

  }

  private void btnConfig_Click(object sender,EventArgs e)
  {
   if (btnPause.Text == "暫停")
   {
    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檔案(*.mp3)|*.mp3|Audio檔案(*.avi)|*.avi|VCD檔案(*.dat)|*.dat|WAV檔案(*.wav)|*.wav|所有檔案 (*.*)|*.*";
   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; //當前時間的例項; 
   lbltime.Text = dt.ToString(); //轉為string型別 把值交給lbltime的Text屬性; 
  }

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

 }
}

7.遊戲設定窗體程式碼

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,155);
   //填充顏色
   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);
   gp.Dispose();
  }
 }
}

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