Thursday, January 21, 2010

UIControl.cs

using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;

using YYTetris.Piece;
using System.Windows.Threading;
using System.Collections.Generic;
using System.ComponentModel;

namespace YYTetris
{
public class UIControl : INotifyPropertyChanged
{
///
/// 俄罗斯方块容器
///

public Block[,] Container { get; set; }

///
/// 下一个形状的容器(4×4)
///

public Block[,] NextContainer { get; set; }

///
/// 游戏状态(Ready, Play, Pause, Over)
///

public GameStatus GameStatus { get; set; }

private int _rows = 20; // 行数(Y 方向)
private int _columns = 10; // 列数(X 方向)
private int _positionX = 3; // 形状所属的 4×4 容器的 X 坐标
private int _positionY = 0; // 形状所属的 4×4 容器的 Y 坐标

private List _pieces; // 形状集合

private PieceBase _currentPiece; // 当前形状
private PieceBase _nextPiece; // 下一个形状

private int _initSpeed = 400; // 初始速率(毫秒)
private int _levelSpeed = 50; // 每增加一个级别所需增加的速率(毫秒)

private DispatcherTimer _timer;

///
/// 构造函数
///

public UIControl()
{
// 初始化形状集合,共七种形状
_pieces = new List() { new I(), new L(), new L2(), new N(), new N2(), new O(), new T() };

// 初始化方块容器(用 Block 对象填满整个容器)
Container = new Block[_rows, _columns];
for (int i = 0; i < _rows; i++)
{
for (int j = 0; j < _columns; j++)
{
var block = new Block();
block.Top = i * block.rectangle.ActualHeight;
block.Left = j * block.rectangle.ActualWidth;
block.Color = null;

Container[i, j] = block;
}
}

// 初始化下一个形状的容器(用 Block 对象将其填满)
NextContainer = new Block[4, 4];
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
var block = new Block();
block.Top = i * block.rectangle.ActualHeight;
block.Left = j * block.rectangle.ActualWidth;
block.Color = null;

NextContainer[i, j] = block;
}
}

// 创建一个新的形状
CreatePiece();
// 呈现当前创建出的形状
AddPiece(0, 0);

// Timer 用于定时向下移动形状
_timer = new DispatcherTimer();
_timer.Interval = TimeSpan.FromMilliseconds(_initSpeed);
_timer.Tick += new EventHandler(_timer_Tick);

GameStatus = GameStatus.Ready;
}

///
/// 开始游戏(启动计时器)
///

public void Play()
{
GameStatus = GameStatus.Play;
_timer.Start();
}

///
/// 暂停游戏(停止计时器)
///

public void Pause()
{
GameStatus = GameStatus.Pause;
_timer.Stop();
}

///
/// 创建一个新的形状
///

private void CreatePiece()
{
// 逻辑移到 下坠后 的逻辑内
for (int x = 0; x < _columns; x++)
{
if (Container[0, x].Color != null)
{
OnGameOver(null);
break;
}
}

// 计算 当前形状 和 下一个形状
Random random = new Random();
_currentPiece = _nextPiece == null ? _pieces[random.Next(0, 7)] : _nextPiece;
_nextPiece = _pieces[random.Next(0, 7)];

// 形状所属的 4×4 容器的 X 坐标和 Y 坐标
_positionX = 3;
_positionY = 0;

// 设置“下一个形状的容器”的 UI
SetNextContainerUI();
}

private void _timer_Tick(object sender, EventArgs e)
{
MoveToDown();
}

///
/// 向左移动
///

public void MoveToLeft()
{
if (GameStatus != GameStatus.Play) return;

if (!IsBoundary(_currentPiece.Matrix, -1, 0))
{
RemovePiece();
AddPiece(-1, 0);
}
}

///
/// 向右移动
///

public void MoveToRight()
{
if (GameStatus != GameStatus.Play) return;

if (!IsBoundary(_currentPiece.Matrix, 1, 0))
{
RemovePiece();
AddPiece(1, 0);
}
}

///
/// 向下移动
///

public void MoveToDown()
{
if (GameStatus != GameStatus.Play) return;

if (!IsBoundary(_currentPiece.Matrix, 0, 1))
{
RemovePiece();
AddPiece(0, 1);
}
else
{
// 如果触及底边了,则消除可消的行并且创建新的形状
RemoveRow();
CreatePiece();

// 每落下一个形状加 1 分
Score++;
}
}

///
/// 变形
///

public void Rotate()
{
if (GameStatus != GameStatus.Play) return;

if (!IsBoundary(_currentPiece.GetRotate(), 0, 0))
{
RemovePiece();
_currentPiece.Rotate();
AddPiece(0, 0);
}
}

///
/// 清除俄罗斯方块容器
///

public void Clear()
{
for (int x = 0; x < _columns; x++)
{
for (int y = 0; y < _rows; y++)
{
Container[y, x].Color = null;
}
}
}

///
/// 边界判断(是否超过边界)
///

/// 当前操作的形状的4×4矩阵
/// 矩阵 X 方向的偏移量
/// 矩阵 Y 方向的偏移量
///
private bool IsBoundary(int[,] matrix, int offsetX, int offsetY)
{
RemovePiece();

for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (matrix[i, j] == 1)
{
if (j + _positionX + offsetX > _columns - 1 // 超过列的右边界
i + _positionY + offsetY > _rows - 1 // 超过行的下边界
j + _positionX + offsetX < 0 // 超过列的左边界
Container[i + _positionY + offsetY, j + _positionX + offsetX].Color != null) // matrix 所需偏移的地方已经有 Block 占着了
{
AddPiece(0, 0);
return true;
}
}
}
}

AddPiece(0, 0);
return false;
}

///
/// 设置“下一个形状的容器”的 UI
///

private void SetNextContainerUI()
{
// 清空
foreach (Block block in NextContainer)
{
block.Color = null;
}

// 根据 _nextPiece 的矩阵设置相对应的 Block 对象的呈现
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
if (_nextPiece.Matrix[x, y] == 1)
{
NextContainer[x, y].Color = _nextPiece.Color;
}
}
}
}

///
/// 移除 _currentPiece 在界面上的呈现
///

private void RemovePiece()
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (_currentPiece.Matrix[i, j] == 1)
{
Container[i + _positionY, j + _positionX].Color = null;
}
}
}
}

///
/// 增加 _currentPiece 在界面上的呈现
///

/// X 方向上的偏移量
/// Y 方向上的偏移量
private void AddPiece(int offsetX, int offsetY)
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (_currentPiece.Matrix[i, j] == 1)
{
Container[i + _positionY + offsetY, j + _positionX + offsetX].Color = _currentPiece.Color;
}
}
}

_positionX += offsetX;
_positionY += offsetY;
}

///
/// 根据游戏规则,如果某行出现连续的直线则将其删除,该线以上的部分依次向下移动
///

private void RemoveRow()
{
// 删除的行数
int removeRowCount = 0;

// 行的遍历(Y 方向)
for (int y = 0; y < _rows; y++)
{
// 该行是否是一条连续的直线
bool isLine = true;

// 列的遍历(X 方向)
for (int x = 0; x < _columns; x++)
{
if (Container[y, x].Color == null)
{
// 出现断行,则继续遍历下一行
isLine = false;
break;
}
}

// 该行是一条连续的直线则将其删除,并将该行以上的部分依次向下移动
if (isLine)
{
removeRowCount++;

// 删除该行
for (int x = 0; x < _columns; x++)
{
Container[y, x].Color = null;
}

// 将被删除行的以上行依次向下移动
for (int i = y; i > 0; i--)
{
for (int x = 0; x < _columns; x++)
{
Container[i, x].Color = Container[i - 1, x].Color;
}
}
}
}

// 加分,计算方法: 2 的 removeRowCount 次幂 乘以 10
if (removeRowCount > 0)
Score += 10 * (int)Math.Pow(2, removeRowCount);

// 更新总的已消行数
RemoveRowCount += removeRowCount;

// 根据已消行数计算级别,依据丁学的建议,计算方法: 已消行数/5 的平方根 取整
Level = (int)Math.Sqrt(RemoveRowCount / 5);

// 根据级别计算速率,计算方法: 初始速率 减 (每多一个级别所需增加的速率 乘以 当前级别)
_timer.Interval = TimeSpan.FromMilliseconds(_initSpeed - _levelSpeed * Level > _levelSpeed ? _initSpeed - _levelSpeed * Level : _levelSpeed);
}

private int _score = 0;
///
/// 得分
///

public int Score
{
get { return _score; }
set
{
_score = value;
if (PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs("Score"));
}
}
}

private int _removeRowCount = 0;
///
/// 总共被消除的行数
///

public int RemoveRowCount
{
get { return _removeRowCount; }
set
{
_removeRowCount = value;
if (PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs("RemoveRowCount"));
}
}
}

private int _level = 0;
///
/// 级别(游戏难度)
///

public int Level
{
get { return _level; }
set
{
_level = value;
if (PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs("Level"));
}
}
}

public event PropertyChangedEventHandler PropertyChanged;

///
/// 游戏结束的事件委托
///

public event EventHandler GameOver;

///
/// 游戏结束后所调用的方法,并触发游戏结束事件
///

///
private void OnGameOver(EventArgs e)
{
GameStatus = GameStatus.Over;
_timer.Interval = TimeSpan.FromMilliseconds(_initSpeed);
_timer.Stop();

EventHandler handler = GameOver;
if (handler != null)
handler(this, e);
}
}
}

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