示例#1
0
文件: Game.cs 项目: zhougi/ELSFK
        /// <summary>
        /// 开始新游戏
        /// </summary>
        public static void StartNewGame()
        {
            AllShapes.AutoDown(false);
            if (State != GameStates.Stoped &&
                MessageBox.Show("\n       确实要重新开始游戏吗?                \n ",
                                "重新开始", MessageBoxButtons.YesNo, MessageBoxIcon.Warning) != DialogResult.Yes)
            {
                if (State != GameStates.Paused)
                {
                    AllShapes.AutoDown(true);
                }
                return;
            }

            Ini();


            CanOp = true;
            State = GameStates.Playing;
            AllShapes.MakeNewShape();
            AllShapes.AutoDown(true);
            ClassMain.formMain.labelInfo.Text = "Playing....";

            if (Globals.IsPlayBackMusic)
            {
                Sound.PlayMusic(Globals.PathOfBackMusic, true);
            }
        }
示例#2
0
文件: Game.cs 项目: zhougi/ELSFK
 //升级时播放音乐
 private static void LevelSound()
 {
     Sound.PlaySound(Application.StartupPath + @"\Sounds\Level.wav", IntPtr.Zero, 1);          //升级音乐
     AllShapes.AutoDown(false);
     CanOp = false;
     System.Threading.Thread.Sleep(7000);
     AllShapes.AutoDown(true);
     CanOp = true;
 }
示例#3
0
文件: Game.cs 项目: zhougi/ELSFK
        /// <summary>
        /// 开始游戏,但不还原数据(要还原数据并开始新游戏,请使用StartNewGame())
        /// </summary>
        public static void Start()
        {
            Globals.BasePoint = new GirdPoint(0, 0);
            CanOp             = true;
            State             = GameStates.Playing;
            AllShapes.MakeNewShape();
            AllShapes.AutoDown(true);
            ClassMain.formMain.labelInfo.Text = "Playing....";

            if (Globals.IsPlayBackMusic)
            {
                Sound.PlayMusic(Globals.PathOfBackMusic, true);
            }
        }
示例#4
0
        /// <summary>
        /// 产生新形状并下落
        /// </summary>
        public static void MakeNewShape()
        {
            if (Game.State == GameStates.Playing)
            {
                Globals.IndexOfCurrentShape = Globals.NextIndexOfShape;
                Random rand = new Random();
                Globals.NextIndexOfShape = rand.Next(18);

                //MakeNewViewShape(Globals.NextIndexOfShape);//显示预览形状
                //由于产生新形状时采用了AllShapes.Eddy(Globals.IndexOfCurrentShape);所以这里采用了下面的一句,而不是上面注释掉的
                //否则出现的新形状与预览形状相差90度
                MakeNewViewShape(AllShapes.Shapes[Globals.NextIndexOfShape].EddiedIndex);

                Globals.BasePoint = new GirdPoint(0, 0);
                AllShapes.Eddy(Globals.IndexOfCurrentShape);
            }
        }
示例#5
0
        //删除指定行
        private static void DelLine(int indexOfLine)
        {
            AllShapes.AutoDown(false);
            Game.CanOp = false;

            //熄灭该行上的背景块,表现为移出了该行上的块
            for (int i = 0; i < Globals.CountOfTier; i++)
            {
                if (indexOfLine % 2 == 0)           //偶数行从左向由消失
                {
                    Globals.BackBlocks[indexOfLine, i].BackColor = Globals.ColorOfBackBlock;
                    //释放被占据的网格
                    Globals.GirdArray[indexOfLine, i] = 0;
                }
                else                //奇数行从右向左消失
                {
                    Globals.BackBlocks[indexOfLine, Globals.CountOfTier - 1 - i].BackColor = Globals.ColorOfBackBlock;
                    //释放被占据的网格
                    Globals.GirdArray[indexOfLine, Globals.CountOfTier - 1 - i] = 0;
                }
                //表现为从左向右逐个消失(原来的问题是当一直按住向下键时,没有效果,解决方法是建立新线程)
                System.Threading.Thread.Sleep(30);
            }

            //该行以上的所有行整体下落
            for (int i = indexOfLine - 1; i >= 3; i--)
            {
                for (int j = 0; j < Globals.CountOfTier; j++)
                {
                    if (Globals.GirdArray[i, j] == 1)
                    {
                        //此块熄灭,其正下方的块点亮,表现为下落了一格
                        Globals.GirdArray[i, j]                = 0;
                        Globals.BackBlocks[i, j].BackColor     = Globals.ColorOfBackBlock;
                        Globals.GirdArray[i + 1, j]            = 1;
                        Globals.BackBlocks[i + 1, j].BackColor = Globals.ColorOfFixedBlock;
                    }
                }
            }

            AllShapes.AutoDown(false);
            Game.CanOp = true;
        }
示例#6
0
文件: Game.cs 项目: zhougi/ELSFK
 //开始新游戏前的数据还原
 private static void Ini()
 {
     //还原网格数组,还原背景方块,还原基础点
     for (int i = 0; i < Globals.CountOfRow - 1; i++)
     {
         for (int j = 0; j < Globals.CountOfTier; j++)
         {
             Globals.GirdArray[i, j]            = 0;
             Globals.BackBlocks[i, j].BackColor = Globals.ColorOfBackBlock;
         }
     }
     Globals.BasePoint = new GirdPoint(0, 0);
     ClassMain.formMain.labelScore.Text = "0";
     Score      = 0;
     SpeedLevel = 1;
     //MakeNewViewShape(Globals.NextIndexOfShape);//显示预览形状
     //由于产生新形状时采用了AllShapes.Eddy(Globals.IndexOfCurrentShape);所以这里采用了下面的一句,而不是上面注释掉的
     AllShapes.MakeNewViewShape(AllShapes.Shapes[Globals.NextIndexOfShape].EddiedIndex);
 }
示例#7
0
文件: FormMain.cs 项目: zhougi/ELSFK
 //按键
 private void FormMain_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e)
 {
     if (e.KeyCode == Keys.Left)
     {
         if (Game.CanOp)
         {
             AllShapes.ToLeft(Globals.IndexOfCurrentShape);
             Sound.PlaySound(Application.StartupPath + @"\Sounds\Left.wav", IntPtr.Zero, 1);
         }
     }
     else if (e.KeyCode == Keys.Right)
     {
         if (Game.CanOp)
         {
             AllShapes.ToRight(Globals.IndexOfCurrentShape);
             Sound.PlaySound(Application.StartupPath + @"\Sounds\Right.wav", IntPtr.Zero, 1);
         }
     }
     else if (e.KeyCode == Keys.Down)
     {
         if (Game.CanOp)
         {
             AllShapes.timer.Stop();
             AllShapes.ToDown(Globals.IndexOfCurrentShape);
             AllShapes.timer.Start();
         }
     }
     else if (e.KeyCode == Keys.Up)
     {
         if (Game.CanOp)
         {
             AllShapes.Eddy(Globals.IndexOfCurrentShape);
             Sound.PlaySound(Application.StartupPath + @"\Sounds\Up.wav", IntPtr.Zero, 1);
         }
     }
     else if (e.KeyCode == Keys.Q)
     {
         Game.StartNewGame();
     }
     else if (e.KeyCode == Keys.P)
     {
         if (Game.State == GameStates.Playing)
         {
             Game.Pause();
         }
         else if (Game.State == GameStates.Paused)
         {
             Game.Resume();
         }
     }
     else if (e.KeyCode == Keys.O)           //设置
     {
         Game.Pause();
         FormSet fs = new FormSet();
         fs.ShowDialog();
     }
     else if (e.KeyCode == Keys.S)           //save
     {
         Game.Pause();
         FormSave fs = new FormSave();
         fs.ShowDialog();
     }
     else if (e.KeyCode == Keys.L)           //Load
     {
         Game.Pause();
         FormLoad fL = new FormLoad();
         fL.ShowDialog();
     }
     else if (e.KeyCode == Keys.D1)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(1);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D2)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(2);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D3)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(3);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D4)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(4);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D5)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(5);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D6)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(6);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D7)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(7);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D8)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(8);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
     else if (e.KeyCode == Keys.D9)
     {
         if (Game.State == GameStates.Stoped)
         {
             Game.ChangeLevel(9);
         }
         else
         {
             this.labelTempInfo.Text = "游戏过程中不可设置速度级别";
         }
     }
 }