C#实现俄罗斯方块

本文实例为大家分享了C#实现俄罗斯方块的具体代码,供大家参考,具体内容如下

1.调色板代码

namespace Tetris

{

class Palette

{

private int _width = 15;//画板宽度

private int _height = 25;//画板高度

private Color[,] coorArr;//固定砖块数组

private Color disapperColor;//背景色

private Graphics gpPalette;//砖块活动画板

private Graphics gpReady;//下一个砖块样式画板

private BlockGroup bGroup;//砖块生产机制

private Block runBlock;//正在活动的砖块

private Block readyBlock;//下一个砖块

private int rectPix;//单元格像

public delegate void IniCountHandle(int _count,int state);//分数变量

public event IniCountHandle CountEvent;

public static int _Count = 0;

static int mark = 100;//静态变量衡量过关的标准

public static int state = 1;

private System.Timers.Timer timerBlock;//定时器

private static int timeSpan = 800;//定时器的时间间隔

public Palette(int x, int y, int pix, Color dColor, Graphics gp, Graphics gr)//构造函数

{

_width = x;

_height = y;

coorArr = new Color[_width, _height];

disapperColor = dColor;

gpPalette = gp;

gpReady = gr;

rectPix = pix;

}

public void Start()//游戏开始

{

state = 1;

_Count = 0;

bGroup = new BlockGroup();

runBlock = bGroup.GetABlock();

runBlock.XPos = _width / 2;

int y = 0;

for (int i = 0; i < runBlock.Length ; i++)//垂直位置

{

if (runBlock[i].Y > y)

{

y = runBlock[i].Y;

}

}

runBlock.YPos = y;

gpPalette.Clear(disapperColor);//清空画板

runBlock.Paint(gpPalette);//画运行砖块

Thread.Sleep(20);

readyBlock = bGroup.GetABlock();

readyBlock.XPos = 2;

readyBlock.YPos = 2;

gpReady.Clear(disapperColor);//清空画板

readyBlock.Paint(gpReady);

//初始化并启动定时器

timerBlock = new System.Timers.Timer(timeSpan);

timerBlock.Elapsed += new System.Timers.ElapsedEventHandler(OnTimedEvent);

timerBlock.AutoReset = true;

timerBlock.Start();

}

public void nextstate()

{

PaintBackground(gpPalette);

timerBlock = new System.Timers.Timer(timeSpan);

timerBlock.Elapsed += new System.Timers.ElapsedEventHandler(OnTimedEvent);

timerBlock.AutoReset = true;

timerBlock.Start();

}

private void OnTimedEvent(object source, ElapsedEventArgs e)

{

CheckAndOverBlock();

Down();

}

public bool Down()//砖块下移

{

int xPos = runBlock.XPos;

int yPos = runBlock.YPos + 1;

for (int i = 0; i < runBlock.Length; i++)

{

if (yPos - runBlock[i].Y > _height - 1)//如果超出下边界则失败

return false;

if (!coorArr[xPos + runBlock[i].X, yPos - runBlock[i].Y].IsEmpty)//如果下边有东西挡则失败

return false;

}

runBlock.erase(gpPalette);//擦除原来位置砖块

runBlock.YPos++;

runBlock.Paint(gpPalette);

return true;

}

public void Drop()//丢下砖块

{

timerBlock.Stop();

while (Down()) ;

timerBlock.Start();

}

public void MoveLeft()//向左移动

{

int xPos = runBlock.XPos - 1;

int yPos = runBlock.YPos;

for (int i = 0; i < runBlock.Length; i++)

{

if (xPos + runBlock[i].X < 0)

return;

if (!coorArr[xPos + runBlock[i].X, yPos - runBlock[i].Y].IsEmpty)//如果左边有东西挡则失败

return;

}

runBlock.erase(gpPalette);

runBlock.XPos--;

runBlock.Paint(gpPalette);

}

public void MoveRight()//向右移动

{

int xPos = runBlock.XPos + 1;

int yPos = runBlock.YPos;

for (int i = 0; i < runBlock.Length; i++)

{

if (xPos + runBlock[i].X > _width -1)//如果超出右边界则失败

return;

if (!coorArr[xPos + runBlock[i].X, yPos - runBlock[i].Y].IsEmpty)//如果右边有东西挡则失败

return;

}

runBlock.erase(gpPalette);

runBlock.XPos++;

runBlock.Paint(gpPalette);

}

public void DeasilRotate()//顺时针旋转

{

for (int i = 0; i < runBlock.Length; i++)

{

int x = runBlock.XPos + runBlock[i].Y;

int y = runBlock.YPos + runBlock[i].X;

if (x < 0 || x > _width - 1)

return;

if (y < 0 || y > _height - 1)

return;

if (!coorArr[x, y].IsEmpty)

return;

}

runBlock.erase(gpPalette);

runBlock.DeasilRotate();

runBlock.Paint(gpPalette);

}

public void ContraRotate()//逆时针旋转

{

for (int i = 0; i < runBlock.Length; i++)

{

int x = runBlock.XPos - runBlock[i].Y;

int y = runBlock.YPos - runBlock[i].X;

if (x < 0 || x > _width - 1)

return;

if (y < 0 || y > _height - 1)

return;

if (!coorArr[x, y].IsEmpty)

return;

}

runBlock.erase(gpPalette);

runBlock.ContraRotate();

runBlock.Paint(gpPalette);

}

private void PaintBackground(Graphics gp)//重画画板背景

{

gp.Clear(Color.Black);//清空画板

for (int i = 0; i < _height; i++)

{

for (int j = 0; j < _width; j++)

{

if (!coorArr[j, i].IsEmpty)

{

SolidBrush sb = new SolidBrush(coorArr[j, i]);

gp.FillRectangle(sb, j * rectPix + 1,

i * rectPix + 1,

rectPix - 2,

rectPix - 2);

}

}

}

}

public void PaintPalette(Graphics gp)//重画整个画板

{

PaintBackground(gp);//先画背景

if (runBlock != null)//再画活动的砖块

{

runBlock.Paint(gp);

}

}

public void PaintReady(Graphics gp)//重画下一个砖块

{

if (readyBlock != null)

{

readyBlock.Paint(gp);

}

}

public void CheckAndOverBlock()//检查砖块是否到底

{

bool over = false;

for (int i = 0; i < runBlock.Length; i++)

{

int x = runBlock.XPos + runBlock[i].X;

int y = runBlock.YPos - runBlock[i].Y;

if (y == _height - 1)

{

over = true;

break;

}

if (!coorArr[x, y + 1].IsEmpty)//如果下面有砖块,则当前砖块结束

{

over = true;

break;

}

}

if (over)//如果当前砖块已经结束

{

for (int i = 0; i < runBlock.Length; i++)//把当前砖块归入coordinatearr

{

coorArr[runBlock.XPos + runBlock[i].X, runBlock.YPos - runBlock[i].Y] = runBlock.BlockColor;

}

//检查是否有满行现象,如果有,则删除

CheckAndDelFullRow();

//产生新的砖块

runBlock = readyBlock;//新的砖块为准备好的砖块

runBlock.XPos = _width / 2;

int y = 0;

for (int i = 0; i < runBlock.Length; i++)//垂直位置

{

if (runBlock[i].Y > y)

{

y = runBlock[i].Y;

}

}

runBlock.YPos = y;

//检查新产生的砖块所占用的地方是否已经有砖块,如果有,则游戏结束

for (int i = 0; i < runBlock.Length; i++)

{

if (!coorArr[runBlock.XPos + runBlock[i].X, runBlock.YPos - runBlock[i].Y].IsEmpty)

{

//游戏结束

StringFormat drawFormat = new StringFormat();

drawFormat.Alignment = StringAlignment.Center;

gpPalette.DrawString("GAME OVER"+"\r\n"+"得分:" + _Count.ToString()+"\r\n等级:"+state .ToString (),

new Font("Arial Black", 25f),

new SolidBrush(Color.Yellow ),

new RectangleF(0, _height * rectPix / 2 - 100, _width * rectPix, 150),

drawFormat);

timerBlock.Stop();

return;

}

}

runBlock.Paint(gpPalette);

//获取新的准备砖块

readyBlock = bGroup.GetABlock();

readyBlock.XPos = 2;

readyBlock.YPos = 2;

gpReady.Clear(Color.Black);

readyBlock.Paint(gpReady);

}

}

private void CheckAndDelFullRow()//检查并删除满行

{

//找出当前砖块所在行范围

int lowRow = runBlock.YPos - runBlock[0].Y;//lowRow代表当前砖块的Y轴的最小值

int highRow = lowRow;//highRow代表当前砖块的y轴的最大值

for (int i = 0; i < runBlock.Length;i++ )//找出当前砖块所占行的范围,放入low,high变量内

{

int y = runBlock.YPos - runBlock[i].Y;

if (y < lowRow)

{

lowRow = y;

}

if (y > highRow)

{

highRow = y;

}

}

int count=0;

bool repaint = false;//判断是否重画

for (int i = lowRow; i <= highRow; i++)//检查是否满行

{

bool rowFull = true;

for (int j = 0; j < _width; j++)

{

if (coorArr[j, i].IsEmpty)//如果有一个单元格为空,说明这一行不可能为满行

{

rowFull = false;

break;

}

}

if (rowFull)//如果满行,则删除这一行

{

count ++;

repaint = true;//如果删除,则需重画

for (int k = i; k > 0; k--)

{

for (int j = 0; j < _width; j++)

{

coorArr[j, k] = coorArr[j, k - 1];

}

}

for (int j = 0; j < _width; j++)//清空第0行

{

coorArr[j, 0] = Color.Empty;

}

}

}

//计算每满几行加的分值

if (count == 1)

{

_Count += 10;

CountEvent(_Count,state);

}

if (count == 2)

{

_Count += 30;

CountEvent(_Count,state);

}

if (count == 3)

{

_Count += 60;

CountEvent(_Count,state );

}

if (count >= 4)

{

_Count += 80;

CountEvent(_Count,state);

}

if (repaint)//重画

{

PaintBackground(gpPalette);

}

if (_Count >= 1000)//如果通关初始化为原来的值

{

StringFormat drawFormat = new StringFormat();

drawFormat.Alignment = StringAlignment.Center;

gpPalette.DrawString("O(∩_∩)O"+"\r\n"+"***通关***"+"\r\n"+"按“开始”按钮\r\n王者归来",

new Font("Arial Black", 20f),

new SolidBrush(Color.Red),

new RectangleF(0, _height * rectPix / 2 - 100, _width * rectPix, 120),

drawFormat);

timeSpan = 800;

state = 1;

_Count = 0;

timerBlock.Close();

}

if (_Count >= mark)

{

mark += 100;

timeSpan -= 70;

state++;

CountEvent(_Count ,state);

StringFormat drawFormat = new StringFormat();

drawFormat.Alignment = StringAlignment.Center;

gpPalette.DrawString("\tO(∩_∩)O~\r\n***恭喜过关***\r\n按“下一关”按钮\r\n开始新的远征",

new Font("Arial Black", 20f),

new SolidBrush(Color.DodgerBlue ),

new RectangleF(0, _height * rectPix / 2 - 80, _width * rectPix, 120),

drawFormat);

timerBlock.Stop();//关闭计时器

}

}

public void Pause()//暂停

{

if (timerBlock.Enabled == true)

{

timerBlock.Enabled = false;

StringFormat drawFormat = new StringFormat();

drawFormat.Alignment = StringAlignment.Center;

gpPalette.DrawString("暂停" + "\r\n" + "得分:" + _Count.ToString(),

new Font("Arial Black", 25f),

new SolidBrush(Color.Aqua),

new RectangleF(0, _height * rectPix / 2 - 100, _width * rectPix, 100),

drawFormat);

}

}

public void EndPause()//结束暂停

{

if (timerBlock.Enabled == false)

{

timerBlock.Enabled = true;

PaintBackground(gpPalette);

}

}

public void Close()//关闭

{

timerBlock.Close();

gpPalette.Dispose();//释放画布

gpReady.Dispose();

}

}

}

2.保存信息数组代码

namespace Tetris

{

class InfoArr

{

private ArrayList info = new ArrayList();//存放多个BlockInfo累得的数组

private int _length = 0;//存放Arraylist的长度,以供访问

public int Length

{

get

{

return _length;

}

}

public BlockInfo this[int index]//索引器,根据下标,返回一个blockinfo的值

{

get

{

return (BlockInfo)info[index];

}

}

public string this[string id]//索引器,根据一个字符串的id值下标,给相应id的颜色赋值

{

set

{

if (value == "")

{

return;

}

for (int i = 0; i < info.Count; i++)

{

if (((BlockInfo)info[i]).GetIdStr() == id)

{

try

{

((BlockInfo)info[i]).BColor = Color.FromArgb(Convert.ToInt32(value));

}

catch (System.FormatException)

{

MessageBox.Show("颜色信息错误!请删除BlockSet.xml文件,并重新启动程序,很抱歉给您带来麻烦", "错误信息",

MessageBoxButtons.OK,

MessageBoxIcon.Error);

}

}

}

}

}

public BitArray StrToBit(string id)//把字符串转换为bitArray

{

if (id.Length != 25)

{

throw new System.FormatException("砖块样式信息不合法!请删除BlockSet.xml文件,并重新启动程序");

}

BitArray ba = new BitArray(25);

for (int i = 0; i < 25; i++)

{

ba[i] = (id[i] == '0') ? false : true;

}

return ba;

}

public void Add(BitArray id, Color bColor)//添加一个砖块信息

{

if (id.Length != 25)

{

throw new System.FormatException("砖块样式信息不合法!请删除blockset.xml文件,并重新启动程序");

}

info.Add(new BlockInfo(id, bColor));//给动态数组info添加一个砖块信息

_length++;//长度加一

}

public void Add(string id, string bColor)

{

Color temp;

if (!(bColor == ""))

{

temp = Color.FromArgb(Convert.ToInt32(bColor));//把字符串转换为颜色类

}

else

{

temp = Color.Empty;

}

info.Add(new BlockInfo(StrToBit(id), temp));//把字符串转换为bitarray类

_length++;

}

}

}

3.方块信息代码

namespace Tetris

{

class BlockInfo

{

private BitArray _id;//存放砖块样式

private Color _bColor;//存放颜色信息

public BlockInfo(BitArray id, Color bColor)//构造函数,给似有函数变量赋值

{

_id = id;

_bColor = bColor;

}

public BitArray ID

{

get

{

return _id;

}

set

{

_id = value;

}

}

public Color BColor

{

get

{

return _bColor;

}

set

{

_bColor = value;

}

}

public string GetIdStr()

{

StringBuilder s = new StringBuilder(25);

foreach (bool b in _id)

{

s.Append(b ? "1" : "0");

}

return s.ToString();

}

public string GetColorStr()

{

return Convert.ToString(_bColor.ToArgb());

}

}

}

4.方块组代码

namespace Tetris

{

class BlockGroup

{

private InfoArr info;//存放所有砖块样式信息

private Color disapperColor;//背景色

private int rectPix;//单元格像素

public BlockGroup()//构造函数

{

Config config = new Config();

config.LoadFromXmlFile();

info = new InfoArr();

info = config.Info;

disapperColor = config.BackColor;

rectPix = config.RectPix;

}

public Block GetABlock()//从砖块组中随机抽取一个砖块样式并返回

{

Random rd = new Random();//声明一个产生随机数的类

int keyOrder = rd.Next(0, info.Length);//产生一个随机数

BitArray ba = info[keyOrder].ID;//把抽取出的砖块样式赋给BitArray类对象ba

int struNum = 0;//确定这个砖块样式中被填充方块的个数

foreach (bool b in ba)//需要确定point数组的长度

{

if (b)

{

struNum++;

}

}

Point[] structArr = new Point[struNum];//新建一个point数组,并确定其长度,以创建新的block

int k = 0;

for (int j = 0; j < ba.Length; j++)//用循环给point数组structarr赋坐标值

{

if (ba[j])

{

structArr[k].X = j / 5 - 2;

structArr[k].Y = 2 - j % 5;

k++;

}

}

return new Block(structArr, info[keyOrder].BColor, disapperColor, rectPix);//创建一个新砖块并返回

}

}

5.方块的基本属性代码

namespace Tetris

{

class Block

{

protected Point[] structArr;//存放砖块组成信息的坐标数组

protected int _xPos;//砖块中心点所在的X坐标

protected int _yPos;//砖块中心点所在的y坐标

protected Color _blockColor;//砖块颜色

protected Color disapperColor;//擦除颜色

protected int rectPix;//每单元格像素

public Block()//默认构造函数,声明此构造函数是为了子类能创建

{

}

public Block(Point[] sa, Color bColor, Color dColor, int pix)

{

//重载构造函数,给成员变量赋值

_blockColor = bColor;

disapperColor = dColor;

rectPix = pix;

structArr = sa;

}

public Point this[int index]//索引器,根据索引访问砖块里的小方块坐标

{

get

{

return structArr[index];

}

}

public int Length//属性,表示structArr的长度

{

get

{

return structArr.Length;

}

}

#region 成员变量相应的属性

public int XPos

{

get

{

return _xPos;

}

set

{

_xPos = value;

}

}

public int YPos

{

get

{

return _yPos;

}

set

{

_yPos = value;

}

}

public Color BlockColor

{

get

{

return _blockColor;

}

}

#endregion

public void DeasilRotate()//顺时针旋转

{

int temp;

for (int i = 0; i < structArr.Length; i++)

{

temp = structArr[i].X;

structArr[i].X = structArr[i].Y;

structArr[i].Y = -temp;

}

}

public void ContraRotate()//逆时针旋转

{

int temp;

for (int i = 0; i < structArr.Length; i++)

{

temp = structArr[i].X;

structArr[i].X = -structArr[i].Y;

structArr[i].Y = temp;

}

}

private Rectangle PointToRect(Point p)//把坐标点转化为画布的坐标值

{

return new Rectangle((_xPos + p.X) * rectPix + 1,

(_yPos - p.Y) * rectPix + 1,

rectPix - 2,

rectPix - 2);

}

public virtual void Paint(Graphics gp)//在指定画板下绘制砖块

{

SolidBrush sb = new SolidBrush(_blockColor );

foreach (Point p in structArr)

{

lock (gp)

{

gp.FillRectangle(sb, PointToRect(p));

}

}

}

public void erase(Graphics gp)//擦除矩形

{

SolidBrush sb = new SolidBrush(disapperColor);

foreach (Point p in structArr)

{

lock (gp)

{

gp.FillRectangle(sb, PointToRect(p));

}

}

}

}

}

6.俄罗斯方块窗体代码

namespace Tetris

{

public partial class FrmTetris : Form

{

public FrmTetris()

{

InitializeComponent();

CheckForIllegalCrossThreadCalls = false;

}

private Palette p;

private Keys downKey;

private Keys dropKey;

private Keys moveLeftKey;

private Keys moveRightKey;

private Keys deasilRotateKey;

private Keys contraRotateKey;

private int paletteWidth;

private int paletteHeight;

private Color paletteColor;

private int rectPix;

private void btnStart_Click(object sender, EventArgs e)

{

lblState.Text = "等级:1";

lblcount.Text = "得分:0";

if (p != null)

{

p.Close();

}

p = new Palette(paletteWidth, paletteHeight, rectPix, paletteColor,

Graphics.FromHwnd(pbRun.Handle),

Graphics.FromHwnd(lblReady.Handle));

p.CountEvent += new Palette.IniCountHandle(p_CountEvent);

p.Start();

}

void p_CountEvent(int _count,int state)

{

lblcount.Text = "得分:"+_count.ToString();

lblState.Text = "等级:" + state.ToString();

}

private void pbRun_Paint(object sender, PaintEventArgs e)

{

if (p != null)

{

p.PaintPalette(e.Graphics);

}

}

private void lblReady_Paint(object sender, PaintEventArgs e)

{

if (p != null)

{

p.PaintReady(e.Graphics);

}

}

private void FrmTetris_Load(object sender, EventArgs e)

{

//读取xml文件中的参数配置信息,并依次赋给似有成员变量

Config config = new Config();

config.LoadFromXmlFile();

downKey = config.DownKey;

dropKey = config.DropKey;

moveLeftKey = config.MoveLeftKey;

moveRightKey = config.MoveRightKey;

deasilRotateKey = config.DeasilRotateKey;

contraRotateKey = config.ContraRotateKey;

paletteWidth = config.CoorWidth;

paletteHeight = config.CoorHeight;

paletteColor = config.BackColor;

rectPix = config.RectPix;

//根据画板的长度和宽度信息动态改变窗体及画板的规格

this.Width = paletteWidth * rectPix + 215;

this.Height = paletteHeight * rectPix + 38;

pbRun.Width = paletteWidth * rectPix;

pbRun.Height = paletteHeight * rectPix;

}

private void FrmTetris_KeyDown(object sender, KeyEventArgs e)

{

if (e.KeyValue == 32)//屏蔽回车键

{

e.Handled = true;

}

if (e.KeyCode == downKey)//下降

{

p.Down();

}

else if (e.KeyCode == dropKey)

{

p.Drop();

}

else if (e.KeyCode == moveLeftKey)

{

p.MoveLeft();

}

else if (e.KeyCode == moveRightKey)

{

p.MoveRight();

}

else if (e.KeyCode == deasilRotateKey)

{

p.DeasilRotate();

}

else if (e.KeyCode == contraRotateKey)

{

p.ContraRotate();

}

}

private void btnPause_Click(object sender, EventArgs e)

{

if (p == null)

{

return;

}

if (btnPause.Text == "暂停")

{

p.Pause();

btnPause.Text = "继续";

}

else

{

p.EndPause();

btnPause.Text = "暂停";

}

}

private void btnConfig_Click(object sender, EventArgs e)

{

if (btnPause.Text == "暂停")

{

btnPause.PerformClick();

}

using (Frmconfig frmconfig= new Frmconfig())

{

frmconfig.ShowDialog();

}

}

private void FrmTetris_FormClosing(object sender, FormClosingEventArgs e)

{

if (p !=null )

{

p.Close ();

}

}

private void button5_Click(object sender, EventArgs e)

{

p.Down();

}

private void button1_Click(object sender, EventArgs e)

{

p.MoveLeft();

}

private void button2_Click(object sender, EventArgs e)

{

p.MoveRight();

}

private void button3_Click(object sender, EventArgs e)

{

p.DeasilRotate();

}

private void button4_Click(object sender, EventArgs e)

{

p.ContraRotate();

}

private void button6_Click(object sender, EventArgs e)

{

p.Drop();

}

private void button7_Click(object sender, EventArgs e)

{

OpenFileDialog ofDialog = new OpenFileDialog();

ofDialog.AddExtension = true;

ofDialog.CheckFileExists = true;

ofDialog.CheckPathExists = true;

//the next sentence must be in single line

ofDialog.Filter = "MP3文件(*.mp3)|*.mp3|Audio文件(*.avi)|*.avi|VCD文件(*.dat)|*.dat|WAV文件(*.wav)|*.wav|所有文件 (*.*)|*.*";

ofDialog.DefaultExt = "*.mp3";

if (ofDialog.ShowDialog() == DialogResult.OK)

{

this.axWindowsMediaPlayer1.URL = ofDialog.FileName;

}

}

private void timer1_Tick(object sender, EventArgs e)

{

DateTime dt = DateTime.Now; //当前时间的实例;

lbltime.Text = dt.ToString(); //转为string类型 把值交给lbltime的Text属性;

}

private void button8_Click(object sender, EventArgs e)

{

p.CountEvent += new Palette.IniCountHandle(p_CountEvent);

p.nextstate();

}

}

}

7.游戏设置窗体代码

namespace Tetris

{

public partial class Frmconfig : Form

{

public Frmconfig()

{

InitializeComponent();

}

private bool[,] struArr = new bool[5, 5];

private Color blockColor = Color.Red;

private void lblMode_Paint(object sender, PaintEventArgs e)

{

Graphics gp = e.Graphics;

gp.Clear(Color.Black);

Pen p = new Pen(Color.White);

for (int i = 31; i < 155; i = i + 31)

gp.DrawLine(p, 1, i, 155, i);

for (int i = 31; i < 155; i = i + 31)

gp.DrawLine(p, i, 1, i, 155);

//填充颜色

SolidBrush s = new SolidBrush(blockColor);

for (int x = 0; x < 5; x++)

{

for (int y = 0; y < 5; y++)

{

if (struArr[x, y])

{

gp.FillRectangle(s, 31 * x + 1, 31 * y + 1, 30, 30);

}

}

}

}

private void lblMode_MouseClick(object sender, MouseEventArgs e)

{

if (e.Button != MouseButtons.Left)

return;

int xPos, yPos;

xPos = e.X / 31;

yPos = e.Y / 31;

struArr[xPos, yPos] = !struArr[xPos, yPos];

bool b = struArr[xPos, yPos];

Graphics gp = lblMode.CreateGraphics();

SolidBrush s = new SolidBrush(b ? blockColor : Color.Black);

gp.FillRectangle(s, 31 * xPos + 1, 31 * yPos + 1, 30, 30);

gp.Dispose();

}

}

}

更多有趣的经典小游戏实现专题,分享给大家:

C++经典小游戏汇总

python经典小游戏汇总

python俄罗斯方块游戏集合

JavaScript经典游戏 玩不停

java经典小游戏汇总

javascript经典小游戏汇总

以上是 C#实现俄罗斯方块 的全部内容, 来源链接: utcz.com/z/357686.html

回到顶部