private void addNextBrick() { this.Now_Brick_X = 4; this.Now_Brick_Y = -1; this.Now_Brick_Num = this.Next_Brick_Num; this.NowBrick = (SuperBrick)this.BrickArray[this.Now_Brick_Num]; this.Now_Brick_Color = this.Next_Brick_Color; this.createNextBrick(); }
public void start() //开始 { try { this.Now_Brick_Num = 0; this.Now_Brick_Direct = 0; this.Now_Brick_X = 0; this.Now_Brick_Y = 0; this.NowBrick = new Brick_BB(); for (int i = 0; i < this.Gridx; i++) { for (int j = 0; j < this.Gridy; j++) { this.Map_Array[i, j] = 0; this.Map_Color_Array[i, j] = 0; } } this.Next_Brick_Num2 = 0; this.Next_Brick_Color2 = 1; //this.con.BackColor; this.createNextBrick(); //两次创建下一个方块 this.createNextBrick(); //创建下一 个防块 this.addNextBrick(); //加入方块 this.Game_Line = 0; // //消行所用! if (this.Bo_Image != null) { this.Bo_Image.Dispose(); } this.Bo_Image = new Bitmap(this.formControl.Root_Module, this.con.Width, this.con.Height); //背景模板 if (this.module != null) { this.module.Dispose(); } this.module = new Bitmap(this.formControl.Root_Module, this.con.Width, this.con.Height); //开始 this.single_start = true; //道具数量=0 this.toolSum = 0; } catch {} // }
//画出type对应的方块 public void DrawBrickGroup(int x, int y, int type, int direct, int c, Graphics g3) //画出type对应的方块 { try { SuperBrick sb = (SuperBrick)st.BrickArray[type]; for (int i = 0; i < 5; i++) //绘出现在的方块 { for (int j = 0; j < 5; j++) { if (sb.Brick_Array[direct, i, j] == 1) { this.DrawBrick(i + x, j + y, c, g3); } } } } catch {} }
public bool isPut(int x, int y, int type, int mode) //mode=direct 方块是否可 { SuperBrick sb = (SuperBrick)this.BrickArray[type]; for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { if (sb.Brick_Array[mode, i, j] == 1) { if ((i + x) < 0 || (i + x) > (this.Gridx - 1) || (j + y) < 0 || (j + y) > (this.Gridy - 1) || (this.Map_Array[i + x, j + y] == 1))//有问题????? { return(false); } } } } return(true); }