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前幾天空閑的時候,實現了一個2048游戲。除了可以設置行數和列數之外,支持修改顯示名稱,比如下面,改成神雕俠侶中的角色名稱:
游戲邏輯比較簡單,大家都應該玩過。
這里主要實現了四個類:Game、GameBoard還有ColorBlock和BoardGridLine。
Game類主要用來實現游戲的控制,比如初始化、添加新的色塊、移除色塊、控制色塊上下左右移動、改變積分,觸發游戲結束等。
GameBoard繼承自Canvas,實現了色塊的合并、檢測每個格子的狀態等,另外提供了Game控制色塊移動的接口。
ColorBlock類繼承自Shape類,用于自定義色塊的顯示,包含XY坐標、顏色、顯示文字等依賴屬性,可以進行動畫,另外還實現了具體的上下左右移動的方法。最初幾個顏色是手動設置,等到色塊越來越多,就隨機生成一種顏色。
BoardGridLine也繼承自Shape類,用于繪制Canvas底部的網格。
另外,游戲使用一個簡單的文本文件保存設置,包括行數與列數,以及顯示文字及其對應顏色,具體操作在Settings類中。
最后,按鍵事件封裝在KeysNavigation中。
圖標使用Expression Design制作:
游戲效果如下:
Game.cs
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Documents; namespace game2048 { public class Game { public enum State { Idel, Start, Running, } ColorBlock[,] fillState; private int score = 0; private int step = 0; public ColorBlock[,] FillState { get { return fillState; } } GameBoard board; public Game(GameBoard board) { this.board = board; fillState = new ColorBlock[board.RowCount, board.ColumnCount]; for (int i = 0; i < board.RowCount; i++) { for (int j = 0; j < board.ColumnCount; j++) { fillState[i, j] = null; } } } public void init() { Settings.load(); ColorBlock block = new ColorBlock(board); ColorBlock block1 = new ColorBlock(board); //FillState[block.XIndex, block.YIndex] = block; // FillState[block1.XIndex, block1.YIndex] = block1; //BlockList.Add(block); //BlockList.Add(block1); } public void addNew() { if (board.hasNoPlace()) { gameOver(false); return; } ColorBlock block = new ColorBlock(board); //FillState[block.XIndex, block.YIndex] = block; //BlockList.Add(block); } public void remove(int xIndex,int yIndex) { if (FillState[yIndex, xIndex] != null) { board.Children.Remove(FillState[yIndex, xIndex]); FillState[yIndex, xIndex] = null; } } public void toLeft() { bool add = false; for (int i = 0; i < board.ColumnCount; i++) { for (int j = 0; j < board.RowCount; j++) { if (FillState[j, i] != null) { add |= FillState[j, i].moveLeft(); } } } if (add) { addNew(); fireSetpChanged(); } } public void toRight() { bool add = false; for (int i = board.ColumnCount-1; i >=0 ; i--) { for (int j = 0; j < board.RowCount; j++) { if (FillState[j, i] != null) { add |= FillState[j, i].moveRight(); } } } if (add) { addNew(); fireSetpChanged(); } } public void toUp() { bool add = false; for (int i = 0; i < board.ColumnCount; i++) { for (int j = 0; j < board.RowCount; j++) { if (FillState[j, i] != null) { add |= FillState[j, i].moveUp(); } } } if (add) { addNew(); fireSetpChanged(); } } public void toDown() { bool add = false; for (int i = 0; i < board.ColumnCount; i++) { for (int j = board.RowCount-1; j >=0; j--) { if (FillState[j, i] != null) { add |= FillState[j, i].moveDown(); } } } if (add) { addNew(); fireSetpChanged(); } } public delegate void onScoreChange(int score); public event onScoreChange onScoreChangeHandler; public delegate void onStepChange(int step); public event onStepChange onStepChangeHandler; public delegate void onGameOver(bool success); public event onGameOver onGameOverHandler; public void fireSetpChanged() { step++; if (onStepChangeHandler != null) onStepChangeHandler(step); } /// <summary> /// 增加積分 /// </summary> /// <param name="offset"></param> public void incScore(int offset) { score += offset; if (onScoreChangeHandler != null) { onScoreChangeHandler(score); } } public void gameOver(bool success) { if (onGameOverHandler != null) { onGameOverHandler(success); } } public void reset() { score = 0; step = 0; if (onStepChangeHandler != null) onStepChangeHandler(step); if (onScoreChangeHandler != null) onScoreChangeHandler(score); for (int i = 0; i < board.RowCount; i++) { for (int j = 0; j < board.ColumnCount; j++) { remove(i, j); } } } } }
GameBoard.cs
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Controls; using System.Diagnostics; namespace game2048 { public class GameBoard : Canvas, IControlable { private int rowCount = 4; public int RowCount { get { return rowCount; } set { rowCount = value; } } private int columnCount = 4; public int ColumnCount { get { return columnCount; } set { columnCount = value; } } Game game = null; public GameBoard() { this.Focusable = true; this.Focus(); this.reset(); } public void reset() { Settings.load(); RowCount = Settings.rowCount; ColumnCount = Settings.columnCount; } public void init(Game game) { this.game = game; game.init(); } public void toLeft() { game.toLeft(); Debug.WriteLine("Left"); } public void toRight() { game.toRight(); Debug.WriteLine("Right"); } public void toUp() { game.toUp(); Debug.WriteLine("Up"); } public void toDown() { game.toDown(); Debug.WriteLine("Down"); } //合并,是否繼續 public bool union(int xIndex, int yIndex, Direction dirct) { switch (dirct) { case Direction.Left: game.remove(xIndex - 1, yIndex); break; case Direction.Right: game.remove(xIndex + 1, yIndex); break; case Direction.Up: game.remove(xIndex, yIndex - 1); break; case Direction.Down: game.remove(xIndex, yIndex + 1); break; default: break; } bool ret = game.FillState[yIndex, xIndex].changeText(); if (ret) { game.gameOver(true); return false; } game.incScore(game.FillState[yIndex, xIndex].TextIndex); return true; } public int getState(int xIndex, int yIndex) { if (xIndex < 0 || xIndex > columnCount - 1) return 0; if (yIndex < 0 || yIndex > rowCount - 1) return 0; if (game.FillState[yIndex,xIndex] == null) return 0; return game.FillState[yIndex, xIndex].TextIndex; } public bool hasNoPlace() { return this.Children.Count == this.RowCount * this.ColumnCount+1; } public bool isLocationFilled(int xIndex,int yIndex) { if (xIndex < 0 || xIndex > columnCount-1) return true; if (yIndex < 0 || yIndex > rowCount-1) return true; if (game.FillState[yIndex, xIndex] == null) return false; return game.FillState[yIndex, xIndex].TextIndex>0; } public void setState(int xIndex,int yIndex,ColorBlock block) { game.FillState[yIndex, xIndex] = block; } } }
源碼下載地址:2048小游戲
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