WPF实现2048小游戏
前几天空闲的时候,实现了一个2048游戏。除了可以设置行数和列数之外,支持修改显示名称,比如下面,改成神雕侠侣中的角色名称:
游戏逻辑比较简单,大家都应该玩过。
这里主要实现了四个类:Game、GameBoard还有ColorBlock和BoardGridLine。
Game类主要用来实现游戏的控制,比如初始化、添加新的色块、移除色块、控制色块上下左右移动、改变积分,触发游戏结束等。
GameBoard继承自Canvas,实现了色块的合并、检测每个格子的状态等,另外提供了Game控制色块移动的接口。
ColorBlock类继承自Shape类,用于自定义色块的显示,包含XY坐标、颜色、显示文字等依赖属性,可以进行动画,另外还实现了具体的上下左右移动的方法。最初几个颜色是手动设置,等到色块越来越多,就随机生成一种颜色。
BoardGridLine也继承自Shape类,用于绘制Canvas底部的网格。
另外,游戏使用一个简单的文本文件保存设置,包括行数与列数,以及显示文字及其对应颜色,具体操作在Settings类中。
最后,按键事件封装在KeysNavigation中。
图标使用Expression Design制作:
游戏效果如下:
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 【文章出处:香港服务器】= 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> /// 增加积分 /// </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,是否继续 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; } } }
源码下载地址:2048小游戏
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