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fs08ab:
帖主好,import org.apache.nutch.par ...
Eclipse编译nutch-1.0 -
zyy571137:
我在Myeclipse 6.5中部署 Nutch-1.0 按照 ...
Eclipse编译nutch-1.0 -
xubogang:
你写的太棒了,我刚整完,这是还想给看到的朋友说一下,您还可以补 ...
Eclipse编译nutch-1.0 -
ibc789:
我在Myeclipse 6.5中部署 Nutch-1.0 按照 ...
Eclipse编译nutch-1.0 -
jettang:
写得很详细
我搜索了很多资料,只有你这个写得最准确了,连RT ...
Eclipse编译nutch-1.0
用了一天编写的程序,第一次接触这个,就当hello world程序,把实现的方法什么的写下,希望各位大侠不要鄙视,刚接触这个。
设计思想:
经典的俄罗斯方块有7种基本的形状,每个形状有4个块,图形的变形可以采取固定其中一个方块,其他3个方块按照这个方块的位置来确定,例如
1
2 --> 3 2 1
3 4 4
游戏的游戏区域设置为方块大小的整数倍,向左向右移动也均是一个方块的宽度的距离移动,这样可以保证不错位。
游戏的消行用位数组,例如定义游戏区域宽度为12个的话,设置一个16进制数 0xFFF,通过判断游戏行数组即可判定该行是否被填充满了。如果一行已满的话,将该行消去,将行上面的各行都下降一行。一个图形下落到底部,也是根据行数组来判定是否可以继续下落。用一个timer来控制游戏进行速度,一次性消去不同多的行得分不同,根据总分来判定游戏等级,根据等级来设置游戏速度。
Square类,用来存放方块的基本属性以及一些方法
Block类,图形的一些属性及方法
GameField类用来存放游戏的一些属性及方法
timer的tick事件
附件中是工程文件,vs2005下编译通过
设计思想:
经典的俄罗斯方块有7种基本的形状,每个形状有4个块,图形的变形可以采取固定其中一个方块,其他3个方块按照这个方块的位置来确定,例如
1
2 --> 3 2 1
3 4 4
游戏的游戏区域设置为方块大小的整数倍,向左向右移动也均是一个方块的宽度的距离移动,这样可以保证不错位。
游戏的消行用位数组,例如定义游戏区域宽度为12个的话,设置一个16进制数 0xFFF,通过判断游戏行数组即可判定该行是否被填充满了。如果一行已满的话,将该行消去,将行上面的各行都下降一行。一个图形下落到底部,也是根据行数组来判定是否可以继续下落。用一个timer来控制游戏进行速度,一次性消去不同多的行得分不同,根据总分来判定游戏等级,根据等级来设置游戏速度。
Square类,用来存放方块的基本属性以及一些方法
using System; using System.Collections.Generic; using System.Text; using System.Drawing; using System.Drawing.Drawing2D; namespace MyTetris { class Square //Square类。定义了单个方块的属性及方法 { #region public Point Location; //方块位置 public Size Size; //方块大小 public Color ForeColor; //方块前景色 public Color BackColor; //方块背景色 #endregion /// <summary> /// Square类构造函数 /// </summary> /// <param name="InitialSize"></param> /// <param name="InitialBackcolor"></param> /// <param name="InitialForecolor"></param> public Square(Size InitialSize, Color InitialBackcolor, Color InitialForecolor) { //参数初始化 Size = InitialSize; BackColor = InitialBackcolor; ForeColor = InitialForecolor; } /// <summary> /// 显示方块 /// </summary> /// <param name="WinHandle"></param> public void Show(System.IntPtr WinHandle) { Graphics GameGraphics; GraphicsPath graphPath; PathGradientBrush brushSquare; Color[] surroundColor; Rectangle rectSquare; GameGraphics = Graphics.FromHwnd(WinHandle); //获取背景图片的句柄 //创建一个方块 graphPath = new GraphicsPath(); rectSquare = new Rectangle(Location.X, Location.Y, Size.Width, Size.Height); graphPath.AddRectangle(rectSquare); //用笔刷填充方块 brushSquare = new PathGradientBrush(graphPath); brushSquare.CenterColor = ForeColor; surroundColor = new Color[] { BackColor }; brushSquare.SurroundColors = surroundColor; //将方块画出 GameGraphics.FillPath(brushSquare, graphPath); } /// <summary> /// 将方块消失 /// </summary> /// <param name="WinHandle"></param> public void Hide(System.IntPtr WinHandle) { Graphics GameGraphics; Rectangle rectSquare; GameGraphics = Graphics.FromHwnd(WinHandle); //用一个背景色的方块取代原来的方块来使方块消失 rectSquare = new Rectangle(Location.X, Location.Y, Size.Width, Size.Height); GameGraphics.FillRectangle(new SolidBrush(GameField.BackColor), rectSquare); } } }
Block类,图形的一些属性及方法
using System; using System.Collections.Generic; using System.Text; using System.Drawing; using System.Drawing.Drawing2D; namespace MyTetris { class Block { #region //俄罗斯方块的七种基本形状 public enum BlockTypes { Undefined = 0, O = 1, I = 2, J = 3, L = 4, T = 5, Z = 6, S = 7 }; //变形的方位 public enum RotationDirections { NORTH = 1, EAST = 2, SOUTH = 3, WEST = 4 }; //一个图形的四个块 public Square square1; public Square square2; public Square square3; public Square square4; private const int squareSize = GameField.SquareSize; public BlockTypes BlockType; //private Color[] backColors ={ Color.Empty, Color.Red, Color.Blue, Color.Red, Color.Yellow, Color.Green, Color.White, Color.Black }; //private Color[] foreColors ={ Color.Empty, Color.Purple, Color.LightBlue, Color.Yellow, Color.Red, Color.LightGreen, Color.Black, Color.White }; private Color[] backColors ={ Color.Empty, Color.White, Color.White, Color.White, Color.White, Color.White, Color.White, Color.White }; private Color[] foreColors ={ Color.Empty, Color.Black, Color.Black, Color.Black, Color.Black, Color.Black, Color.Black, Color.Black }; //默认方向 public RotationDirections StatusRotation = RotationDirections.NORTH; #endregion /// <summary> /// Block类构造函数 /// </summary> /// <param name="location"></param> /// <param name="newBlockTypes"></param> public Block(Point location, BlockTypes newBlockTypes) { if (newBlockTypes == BlockTypes.Undefined) { BlockType = (BlockTypes)(new Random().Next(7)) + 1; } else { BlockType = newBlockTypes; } //生成四个块 square1 = new Square(new Size(squareSize, squareSize), backColors[(int)BlockType], foreColors[(int)BlockType]); square2 = new Square(new Size(squareSize, squareSize), backColors[(int)BlockType], foreColors[(int)BlockType]); square3 = new Square(new Size(squareSize, squareSize), backColors[(int)BlockType], foreColors[(int)BlockType]); square4 = new Square(new Size(squareSize, squareSize), backColors[(int)BlockType], foreColors[(int)BlockType]); #region switch (BlockType) { // 1 2 // 3 4 case BlockTypes.O: square1.Location = new Point(location.X, location.Y); square2.Location = new Point(location.X + squareSize, location.Y); square3.Location = new Point(location.X, location.Y + squareSize); square4.Location = new Point(location.X + squareSize, location.Y + squareSize); break; // 1 // 2 // 3 // 4 case BlockTypes.I: square1.Location = new Point(location.X, location.Y); square2.Location = new Point(location.X, location.Y + squareSize); square3.Location = new Point(location.X, location.Y + 2*squareSize); square4.Location = new Point(location.X, location.Y + 3 * squareSize); break; // 1 // 2 //4 3 case BlockTypes.J: square1.Location = new Point(location.X + squareSize, location.Y); square2.Location = new Point(location.X + squareSize, location.Y + squareSize); square3.Location = new Point(location.X + squareSize, location.Y + 2 * squareSize); square4.Location = new Point(location.X, location.Y + 2 * squareSize); break; // 1 // 2 // 3 4 case BlockTypes.L: square1.Location = new Point(location.X, location.Y); square2.Location = new Point(location.X , location.Y + squareSize); square3.Location = new Point(location.X, location.Y + 2 * squareSize); square4.Location = new Point(location.X + squareSize, location.Y + 2 * squareSize); break; // 1 2 3 // 4 case BlockTypes.T: square1.Location = new Point(location.X, location.Y); square2.Location = new Point(location.X + squareSize, location.Y); square3.Location = new Point(location.X + 2 * squareSize, location.Y); square4.Location = new Point(location.X + squareSize, location.Y + squareSize); break; // 1 2 // 3 4 case BlockTypes.Z: square1.Location = new Point(location.X, location.Y); square2.Location = new Point(location.X + squareSize, location.Y); square3.Location = new Point(location.X + squareSize, location.Y + squareSize); square4.Location = new Point(location.X + 2 * squareSize, location.Y + squareSize); break; // 1 2 // 3 4 case BlockTypes.S: square1.Location = new Point(location.X + squareSize, location.Y); square2.Location = new Point(location.X + 2 * squareSize, location.Y); square3.Location = new Point(location.X, location.Y + squareSize); square4.Location = new Point(location.X + squareSize, location.Y + squareSize); break; } #endregion } /// <summary> /// 向下移 /// </summary> /// <returns></returns> public bool Down() { //四个块的下一格均没有方块 if (GameField.IsEmpty(square1.Location.X / squareSize, square1.Location.Y / squareSize + 1) && GameField.IsEmpty(square2.Location.X / squareSize, square2.Location.Y / squareSize + 1) && GameField.IsEmpty(square3.Location.X / squareSize, square3.Location.Y / squareSize + 1) && GameField.IsEmpty(square4.Location.X / squareSize, square4.Location.Y / squareSize + 1)) { Hide(GameField.WinHandle); //将四个块均向下移一个块的长度 square1.Location = new Point(square1.Location.X, square1.Location.Y + squareSize); square2.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square3.Location = new Point(square3.Location.X, square3.Location.Y + squareSize); square4.Location = new Point(square4.Location.X, square4.Location.Y + squareSize); Show(GameField.WinHandle); return true; } else { //图形停止运动 GameField.StopSquare(square1, square1.Location.X / squareSize, square1.Location.Y / squareSize); GameField.StopSquare(square2, square2.Location.X / squareSize, square2.Location.Y / squareSize); GameField.StopSquare(square3, square3.Location.X / squareSize, square3.Location.Y / squareSize); GameField.StopSquare(square4, square4.Location.X / squareSize, square4.Location.Y / squareSize); return false; } } /// <summary> /// 向右移 /// </summary> /// <returns></returns> public bool Right() { //四个块的右一格均没有方块 if (GameField.IsEmpty(square1.Location.X / squareSize + 1, square1.Location.Y / squareSize) && GameField.IsEmpty(square2.Location.X / squareSize + 1, square2.Location.Y / squareSize) && GameField.IsEmpty(square3.Location.X / squareSize + 1, square3.Location.Y / squareSize) && GameField.IsEmpty(square4.Location.X / squareSize + 1, square4.Location.Y / squareSize)) { Hide(GameField.WinHandle); //四个块向右移一格 square1.Location = new Point(square1.Location.X + squareSize, square1.Location.Y); square2.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square3.Location = new Point(square3.Location.X + squareSize, square3.Location.Y); square4.Location = new Point(square4.Location.X + squareSize, square4.Location.Y); Show(GameField.WinHandle); return true; } else { return false; } } /// <summary> /// 向左移 /// </summary> /// <returns></returns> public bool Left() { //四个块的左边一格均没有方块 if (GameField.IsEmpty(square1.Location.X / squareSize - 1, square1.Location.Y / squareSize) && GameField.IsEmpty(square2.Location.X / squareSize - 1, square2.Location.Y / squareSize) && GameField.IsEmpty(square3.Location.X / squareSize - 1, square3.Location.Y / squareSize) && GameField.IsEmpty(square4.Location.X / squareSize - 1, square4.Location.Y / squareSize)) { Hide(GameField.WinHandle); //四个方块均向左移一格 square1.Location = new Point(square1.Location.X - squareSize, square1.Location.Y); square2.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square3.Location = new Point(square3.Location.X - squareSize, square3.Location.Y); square4.Location = new Point(square4.Location.X - squareSize, square4.Location.Y); Show(GameField.WinHandle); return true; } else { return false; } } /// <summary> /// 图形变形 /// </summary> public void Rotate() { //四个块的初试位置 Point OldPosition1 = square1.Location; Point OldPosition2 = square2.Location; Point OldPosition3 = square3.Location; Point OldPosition4 = square4.Location; //初始方向 RotationDirections OldStatusRotation = StatusRotation; Hide(GameField.WinHandle); #region switch (BlockType) { //只有一种形状 case BlockTypes.O: break; //有两种形状 case BlockTypes.I: #region switch (StatusRotation) { // 1 // 2 // 3 --> 1 2 3 4 // 4 case RotationDirections.NORTH: StatusRotation = RotationDirections.EAST; square1.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X + 2 * squareSize, square2.Location.Y); break; // 1 // 2 // 1 2 3 4--> 3 // 4 case RotationDirections.EAST: StatusRotation = RotationDirections.NORTH; square1.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square3.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square4.Location = new Point(square2.Location.X, square2.Location.Y + 2 * squareSize); break; } break; #endregion //有四种形状 case BlockTypes.J: #region switch (StatusRotation) { // 1 4 // 2 -->3 2 1 //4 3 case RotationDirections.NORTH: StatusRotation = RotationDirections.EAST; square1.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X - squareSize, square2.Location.Y - squareSize); break; // 4 3 4 // 3 2 1 --> 2 // 1 case RotationDirections.EAST: StatusRotation = RotationDirections.SOUTH; square1.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square3.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square4.Location = new Point(square2.Location.X + squareSize, square2.Location.Y - squareSize); break; // 3 4 // 2 -->1 2 3 // 1 4 case RotationDirections.SOUTH: StatusRotation = RotationDirections.WEST; square1.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X + squareSize, square2.Location.Y + squareSize); break; // 1 // 1 2 3 --> 2 // 4 4 3 case RotationDirections.WEST: StatusRotation = RotationDirections.NORTH; square1.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square3.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square4.Location = new Point(square2.Location.X - squareSize, square2.Location.Y + squareSize); break; } break; #endregion //有四种形状 case BlockTypes.L: #region switch (StatusRotation) { // 1 // 2 --> 3 2 1 // 3 4 4 case RotationDirections.NORTH: StatusRotation = RotationDirections.EAST; square1.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X - squareSize, square2.Location.Y + squareSize); break; // 4 3 // 3 2 1 --> 2 // 4 1 case RotationDirections.EAST: StatusRotation = RotationDirections.SOUTH; square1.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square3.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square4.Location = new Point(square2.Location.X - squareSize, square2.Location.Y - squareSize); break; // 4 3 4 // 2 --> 1 2 3 // 1 case RotationDirections.SOUTH: StatusRotation = RotationDirections.WEST; square1.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X + squareSize, square2.Location.Y - squareSize); break; // 4 1 // 1 2 3 --> 2 // 3 4 case RotationDirections.WEST: StatusRotation = RotationDirections.NORTH; square1.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square3.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square4.Location = new Point(square2.Location.X + squareSize, square2.Location.Y + squareSize); break; } break; #endregion //有四种形状 case BlockTypes.T: #region switch (StatusRotation) { // 1 // 1 2 3 --> 4 2 // 4 3 case RotationDirections.NORTH: StatusRotation = RotationDirections.EAST; square1.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square3.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square4.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); break; // 1 4 // 4 2 --> 3 2 1 // 3 case RotationDirections.EAST: StatusRotation = RotationDirections.SOUTH; square1.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); break; // 4 3 // 3 2 1 --> 2 4 // 1 case RotationDirections.SOUTH: StatusRotation = RotationDirections.WEST; square1.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square3.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square4.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); break; // 3 // 2 4 --> 1 2 3 // 1 4 case RotationDirections.WEST: StatusRotation = RotationDirections.NORTH; square1.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X + squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); break; } break; #endregion //有两种形状 case BlockTypes.Z: #region switch (StatusRotation) { // 1 // 1 2 --> 3 2 // 3 4 4 case RotationDirections.NORTH: StatusRotation = RotationDirections.EAST; square1.Location = new Point(square2.Location.X, square2.Location.Y - squareSize); square3.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square4.Location = new Point(square2.Location.X - squareSize, square2.Location.Y + squareSize); break; // 1 // 3 2 --> 1 2 // 4 3 4 case RotationDirections.EAST: StatusRotation = RotationDirections.NORTH; square1.Location = new Point(square2.Location.X - squareSize, square2.Location.Y); square3.Location = new Point(square2.Location.X, square2.Location.Y + squareSize); square4.Location = new Point(square2.Location.X + squareSize, square2.Location.Y + squareSize); break; } break; #endregion //有两种形状 case BlockTypes.S: #region switch (StatusRotation) { // 1 2 3 // 3 4 --> 4 1 // 2 case RotationDirections.NORTH: StatusRotation = RotationDirections.EAST; square2.Location = new Point(square1.Location.X, square1.Location.Y + squareSize); square3.Location = new Point(square1.Location.X - squareSize, square1.Location.Y - squareSize); square4.Location = new Point(square1.Location.X - squareSize, square1.Location.Y); break; // 3 1 2 // 4 1 --> 3 4 // 2 case RotationDirections.EAST: StatusRotation = RotationDirections.NORTH; square2.Location = new Point(square1.Location.X + squareSize, square1.Location.Y); square3.Location = new Point(square1.Location.X - squareSize, square1.Location.Y + squareSize); square4.Location = new Point(square1.Location.X, square1.Location.Y + squareSize); break; } break; #endregion } #endregion //如果当前位置有方块则还原为初试的位置 if (!(GameField.IsEmpty(square1.Location.X / squareSize, square1.Location.Y / squareSize) && GameField.IsEmpty(square2.Location.X / squareSize, square2.Location.Y / squareSize) && GameField.IsEmpty(square3.Location.X / squareSize, square3.Location.Y / squareSize) && GameField.IsEmpty(square4.Location.X / squareSize, square4.Location.Y / squareSize))) { StatusRotation = OldStatusRotation; square1.Location = OldPosition1; square2.Location = OldPosition2; square3.Location = OldPosition3; square4.Location = OldPosition4; } Show(GameField.WinHandle); } /// <summary> /// 显示图形 /// </summary> /// <param name="WinHandle"></param> public void Show(System.IntPtr WinHandle) { square1.Show(WinHandle); square2.Show(WinHandle); square3.Show(WinHandle); square4.Show(WinHandle); } /// <summary> /// 图形消失s /// </summary> /// <param name="WinHandle"></param> public void Hide(System.IntPtr WinHandle) { square1.Hide(WinHandle); square2.Hide(WinHandle); square3.Hide(WinHandle); square4.Hide(WinHandle); } /// <summary> /// 返回方块1、2、3、4的最小竖坐标 /// </summary> /// <returns></returns> public int Top() { return Math.Min(square1.Location.Y,Math.Min(square2.Location.Y,Math.Min(square3.Location.Y,square4.Location.Y))); } } }
GameField类用来存放游戏的一些属性及方法
using System; using System.Collections.Generic; using System.Text; using System.Drawing; namespace MyTetris { class GameField { #region public static System.IntPtr WinHandle; public static Color BackColor; public const int SquareSize = 20; public const int Width = 12; //宽度,16个square宽 public const int Height = 20;//长度,29个square长 private static Square[,] arrGameField = new Square[Width, Height]; //方块数组,存放游戏信息 public static int[] arrBitGameField = new int[Height]; //位数组,判定某行是否可以被消除 private const int bitEmpty = 0x0; //0000 0000 0000 private const int bitFull = 0xFFF; //1111 1111 1111 #endregion /// <summary> /// 判定x,y处是否为空 /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static bool IsEmpty(int x, int y) { //判定是否在游戏区域范围内 if ((y < 0 || y >= Height) || (x < 0 || x >= Width)) { return false; } //是否位于边界之上 else if ((arrBitGameField[y] & (1 << x)) != 0) { return false; } return true; } /// <summary> /// 某行是否被完全 /// </summary> /// <returns></returns> public static int CheckLines() { int CheckLines_result = 0; int y = Height - 1; while (y >= 0) { //当为空行时,停止循环 if (arrBitGameField[y] == bitEmpty) { y = 0; } //当是满行时 if (arrBitGameField[y] == bitFull) { CheckLines_result++; //将满行上面的行往下降 for (int index = y; index >= 0; index--) { //如果上面的行数大于1 if (index > 0) { arrBitGameField[index] = arrBitGameField[index - 1]; for (int x = 0; x < Width; x++) { arrGameField[x, index] = arrGameField[x, index - 1]; if (arrGameField[x, index] != null) { arrGameField[x, index].Location = new Point(arrGameField[x, index].Location.X, arrGameField[x, index].Location.Y + SquareSize); } } } //消除该行 else { arrBitGameField[index] = bitEmpty; for (int x = 0; x < Width; x++) { arrGameField[x, index] = null; } } } } else { y--; } } return CheckLines_result; } /// <summary> /// 停止图形下落 /// </summary> /// <param name="square"></param> /// <param name="x"></param> /// <param name="y"></param> public static void StopSquare(Square square, int x, int y) { arrBitGameField[y] = arrBitGameField[y] | (1 << x); arrGameField[x, y] = square; } /// <summary> /// 重新绘制整个游戏区域 /// </summary> public static void Redraw() { for (int y = Height - 1; y >= 0; y--) { if (arrBitGameField[y] != bitEmpty) { for (int x = Width - 1; x >= 0; x--) { if (arrGameField[x, y] != null) { arrGameField[x, y].Show(WinHandle); } } } } } } }
timer的tick事件
private void tmrGameClock_Tick(object sender, EventArgs e) { //被消的行数 int erasedLines = 0; if (stillProcessind) { return; } stillProcessind = true; if (!CurrentBlock.Down()) { if(CurrentBlock.Top()==0) { tmrGameClock.Enabled = true; cmdStart.Enabled = true; //MessageBox.Show("Game Over", ".NETTrix", MessageBoxButtons.OK, MessageBoxIcon.Stop); labFailed.Visible = true; stillProcessind = false; tmrGameClock.Enabled = false; return; } erasedLines = GameField.CheckLines(); if (erasedLines > 0) { //一次消除的行数所得的分数 switch (erasedLines) { case 1: score += 10 * erasedLines; break; case 2: score += 15 * erasedLines; break; case 3: score += 20 * erasedLines; break; case 4: score += 25 * erasedLines; break; } labScore.Text = score.ToString(); //按照总分来定游戏级别 if (score < 200) level = 1; else if (score < 400) level = 2; else if (score < 800) level = 3; else if (score < 1000) level = 4; else if (score < 1200) level = 5; else level = 6; labLevel.Text = level.ToString(); //根据游戏级别来设置游戏速度 tmrGameClock.Interval = 400 - (level - 1) * 50; picBackground.Invalidate(); Application.DoEvents(); GameField.Redraw(); } CurrentBlock = new Block(new Point(GameField.SquareSize * 6, 0), NextBlock.BlockType); CurrentBlock.Show(picBackground.Handle); NextBlock.Hide(picNextBlock.Handle); NextBlock = new Block(new Point(20, 10), Block.BlockTypes.Undefined); NextBlock.Show(picNextBlock.Handle); } stillProcessind = false; }
附件中是工程文件,vs2005下编译通过
- MyTetris.rar (52.4 KB)
- 下载次数: 8
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