上一节中我们已经写好了构建俄罗斯方块的基类,接下来右键单击项目选择“添加->类”,创建Block_XX.cs这个文件,我们把7个形状的俄罗斯方块的类写在里面。由于在基类中我们已经实现了大部分功能,所以在子类中,我们只用设置方块的具体形状和颜色就可以了,先看“Z”,反“Z”,“L”,反“L”,“T”这5种方块。
#region Z形方块
/// <summary>
/// Z形方块
/// </summary>
public class Block_Z : Block
{
public Block_Z(int x, int y)
: base(x, y)
{
point[0].X = -1;
point[0].Y = 0;
point[1].X = 0;
point[1].Y = 0;
point[2].X = 0;
point[2].Y = -1;
point[3].X = 1;
point[3].Y = -1;
c = Color.FromArgb(255, 26, 255, 21);
}
}
#endregion
#region 反Z形方块
/// <summary>
/// 反Z形方块
/// </summary>
public class Block_Z2 : Block
{
public Block_Z2(int x, int y)
: base(x, y)
{
point[0].X = -1;
point[0].Y = -1;
point[1].X = 0;
point[1].Y = 0;
point[2].X = 0;
point[2].Y = -1;
point[3].X = 1;
point[3].Y = 0;
c = Color.FromArgb(255, 252, 255, 26);
}
}
#endregion
#region L形方块
/// <summary>
/// L形方块
/// </summary>
public class Block_L : Block
{
public Block_L(int x, int y)
: base(x, y)
{
point[0].X = -1;
point[0].Y = 0;
point[1].X = -1;
point[1].Y = -1;
point[2].X = 0;
point[2].Y = 0;
point[3].X = 1;
point[3].Y = 0;
c = Color.FromArgb(255, 15, 191, 158);
}
}
#endregion
#region 反L形方块
/// <summary>
/// 反L形方块
/// </summary>
public class Block_L2 : Block
{
public Block_L2(int x, int y)
: base(x, y)
{
point[0].X = -1;
point[0].Y = 0;
point[1].X = 0;
point[1].Y = 0;
point[2].X = 1;
point[2].Y = 0;
point[3].X = 1;
point[3].Y = -1;
c = Color.FromArgb(255, 26, 44, 255);
}
}
#endregion
#region T形方块
/// <summary>
/// T形方块
/// </summary>
public class Block_T : Block
{
public Block_T(int x, int y)
: base(x, y)
{
point[0].X = -1;
point[0].Y = 0;
point[1].X = 0;
point[1].Y = 0;
point[2].X = 0;
point[2].Y = -1;
point[3].X = 1;
point[3].Y = 0;
c = Color.FromArgb(255, 28, 255, 26);
}
}
#endregion
代码几乎一样,在构造函数中,先是实现父类的构造函数,然后给4个小方块的坐标赋值,这个是方块出现的起始形状,当然您可以自己定义形状,只需在直角坐标系中画出这4个点的位置,取得它们的坐标,值得注意的是俄罗斯方块的移动和旋转是以坐标定义为原点(0,0)的小方块为参考对象的。
接下来我们画“I”型方块,我们认为他的变形是有2种状态,横着和竖着,不需要旋转,所以我们重载了基类的变形方法,具体代码如下:
#region 棍子方块
/// <summary>
/// 棍子方块
/// </summary>
public class Block_I : Block
{
private bool isShuli; //棍子独有属性
public Block_I(int x, int y)
: base(x, y)
{
point[0].X = -1;
point[0].Y = 0;
point[1].X = 0;
point[1].Y = 0;
point[2].X = 1;
point[2].Y = 0;
point[3].X = 2;
point[3].Y = 0;
c = Color.FromArgb(255, 255, 44, 26);
isShuli = false;
}
public override void Change()
{
if (!isShuli)
{
point[0].X = 0;
point[0].Y = 1;
point[1].X = 0;
point[1].Y = 0;
point[2].X = 0;
point[2].Y = -1;
point[3].X = 0;
point[3].Y = -2;
isShuli = true;
}
else
{
point[0].X = -1;
point[0].Y = 0;
point[1].X = 0;
point[1].Y = 0;
point[2].X = 1;
point[2].Y = 0;
point[3].X = 2;
point[3].Y = 0;
isShuli = false;
}
}
public override Point[] GetChangedPoint()
{
Point[] newPoint = new Point[4];
if (!isShuli)
{
newPoint[0].X = posX + 0;
newPoint[0].Y = posY - 1;
newPoint[1].X = posX + 0;
newPoint[1].Y = posY - 0;
newPoint[2].X = posX + 0;
newPoint[2].Y = posY - -1;
newPoint[3].X = posX + 0;
newPoint[3].Y = posY - -2;
}
else
{
newPoint[0].X = posX + -1;
newPoint[0].Y = posY - 0;
newPoint[1].X = posX + 0;
newPoint[1].Y = posY - 0;
newPoint[2].X = posX + 1;
newPoint[2].Y = posY - 0;
newPoint[3].X = posX + 2;
newPoint[3].Y = posY - 0;
}
return newPoint;
}
}
#endregion
前面说过,我们把方块内部的坐标转变成在画板中的坐标是通过posX+小方块x坐标,posY-小方块y坐标实现的,您可以定义任意的变形后的形状,只要确保GetChangedPoint和Change是一致的。
接下来是“正方形”方块:
#region 正方形方块
/// <summary>
/// 正方形方块
/// </summary>
public class Block_O : Block
{
public Block_O(int x, int y)
: base(x, y)
{
point[0].X = 0;
point[0].Y = 0;
point[1].X = 0;
point[1].Y = -1;
point[2].X = 1;
point[2].Y = 0;
point[3].X = 1;
point[3].Y = -1;
c = Color.FromArgb(255, 61, 26, 255);
}
public override void Change()
{
return;
}
public override Point[] GetChangedPoint()
{
Point[] newPoint = new Point[4];
for (int i = 0; i < 4; i++)
{
newPoint[i] = this[i];
}
return newPoint;
}
}
#endregion
由于“正方形”没有变形,所以我们直接return,在GetChangedPoint方法中我们直接返回原始小方块的坐标。
之所以这样处理,是因为在后面的逻辑操作中,我们并不用关心方块的具体形状,对于任意的方块,我们都可以先调用GetChangedPoint取得变形后的坐标,判断能否变形,如果能,则再调用Change方法。
下一节中,我将介绍俄罗斯方块游戏的核心-逻辑操作类,敬请关注。