俄罗斯方块是一个很经典的游戏,做一个UWP俄罗斯方块没有什么用,我想说的是移植,把经典游戏移植到UWP。

我们之前有很多游戏,很多软件使用C或者C++之类的来写,或者C#,其实我们可以把之前的算法拿出来,转换为UWP的C#,这时大家会说,界面。对,界面我们没法直接移植,但是用XAML做一个界面很快的,那么现在的问题就是,我们如何使用之前的算法来用现在的界面。

简单的一个,我们可以使用绑定。

MVVM的知识,我觉得看到一篇文章,忘了出错,希望知道的小伙伴提醒。他说,MVVM的ViewModel作用是界面的抽象。我们不用理界面,因为界面总是改,所以我们需要一个抽象的界面,就是我们做的ViewModel,那么model做的就是算法,数据。Model不知道界面怎样,他需要知道数据。ViewModel不知道界面怎样,他知道界面需要什么。

MVVM的知识我说的不算对,也不算错,但从这个看也是可以。

为什么要分开view?

其实可以看下面的:

假设我们需要做一个软件,这个软件是举报恶意转载的功能,他能够在网上搜,找到那些恶意转载的网站。 先吐槽下中国学网那些垃圾网站,全部东西都是转载的。吐槽下百度,搜索到的转载的都是前,搜索我的博客标题找不到我的博客。

这里写图片描述

还是360好,能找到

这里写图片描述

我们软件开始界面

这里写图片描述

发现我们需要改

这里写图片描述

接着发现还是需要改

这里写图片描述

如果我们和界面有联系,一改界面就需要改,那么这样我们开发将会很慢。

如果我们能使用抽象,那么界面怎么改,我们修改的也就界面。

上面图片来自:http://my.oschina.net/Android1989/blog/296850

我们需要做一个游戏,我们有了之前的算法,我拿到了一位大神:http://www.cnblogs.com/china_x01/p/5253556.html

看不懂他写的,问了一位大神,他帮我改了UWP,最后我也看不懂,他写的没有注释。

做一个俄罗斯方块算法简单,我们放在后面,现在先和大家说界面。

后面说的有些小白。

我们程序:

  • view:MainPage.xaml
  • viewModel.cs
  • model.cs

我们在界面

放一个Canvas

里面就是游戏

这里写图片描述

因为我们需要游戏按键,所以我们需要一个TextBox

    <Grid Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
        <TextBox Margin="10,10,10,10" Width="1" Height="1" KeyDown="keydown"></TextBox>
        <Canvas x:Name="canvas" Margin="10,10,10,10">

        </Canvas>
    </Grid>

每个方块 Rectangle[,] _rectangle 我们需要设计高度宽度 size = 10;,其实这里可以根据你自己需要,每个方块的size可以设置大,可以看到上面的图,我的方块是有些小。

现在就是我们重要的绑定,我们有200个Rectangle,如果每个在xaml,写我觉得我没有这么时间,也容易错

所以我们在

            for (int i = 0; i < view.row; i++)
            {
                for (int j = 0; j < view.col; j++)
                {
                    _rectangle[i, j] = new Rectangle()
                    {
                        Width = size,
                        Height = size,
                        Fill = new SolidColorBrush(Colors.Gray),
                        Stroke = new SolidColorBrush(Colors.LightCoral),                      
                        AllowDrop = false,
                        CanDrag = false,
                        Margin = new Thickness(j * size, i * size, 0, 0)
                    };  
                    canvas.Children.Add(_rectangle[i, j]);                 
                }
            }

后台写了200个方块,就几句。我们给宽度高度、显示的颜色。显示颜色是没有方块显示的颜色,这里说的没有方块是说没有俄罗斯方块。

然后我们给每个方块边框,Stroke,他们的位置。

这样我们的屏幕就有了200个方块,但是放进去我们会发现和我们上面的图不同,因为宽度和高度不同

            canvas.Width = size * view.col;
            canvas.Height = size * view.row;

这样就好了。

界面大概就需要做的就这样,算法很简单,放在最后。

我们有的model,有俄罗斯方块的初始方块、移动、变形、向下

他把所有的数据保存在一个数组grid_observable,类型grid里面有个rectangle,如果为0表示这个地方没有方块,如果为1表示有方块。

类型grid

  • 是否有方块

我们界面根据rectangle显示,如果有,那么显示灰色,没有显示白色。

因为我们view是不知道后台,所以这个显示需要viewModel把后台的rectangle变为颜色。

我们ViewModel把颜色放ObservableCollection<solid> solid_collection

需要把rectangle变为颜色


            foreach (grid temp in _model.grid_observable)
            {
                if (temp.rectangle == 0)
                {
                    solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.Gray);
                }
                else 
                {
                    solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.White);
                }
            }
            

为了让solid一修改就可以告诉view

    public class solid : notify_property
    {
        public solid(SolidColorBrush solid)
        {
            _solid = solid;
        }

        public SolidColorBrush solids
        {
            set
            {
                _solid = value;
                OnPropertyChanged();
            }
            get
            {
                return _solid;
            }
        }
        private SolidColorBrush _solid;
    }

因为每次写INotifyPropertyChanged要写很多,我们需要通知有很多 ,所以写notify_property

ViewModel能把后台的rectangle变颜色,那么我们view把颜色显示

我们刚才new 了200个Rectangle我们把他的颜色绑定ViewModel

如果使用xaml,我觉得我没法

那么我们在代码

                    _rectangle[i, j] = new Rectangle()
                    {
                        Width = size,
                        Height = size,
                        Fill = new SolidColorBrush(Colors.Gray),
                        Stroke = new SolidColorBrush(Colors.LightCoral),                      
                        AllowDrop = false,
                        CanDrag = false,
                        Margin = new Thickness(j * size, i * size, 0, 0)
                    };      
                    Binding bind = new Binding()
                    {
                        Path = new PropertyPath("solid_collection[" + (i * view.col + j) + "].solids"),
                        Mode = BindingMode.OneWay
                    };
                    _rectangle[i, j].DataContext = view;
                    _rectangle[i, j].SetBinding(Shape.FillProperty, bind);

绑定可以 Binding bind = new Binding() 里面写路径,可以数组中Path = new PropertyPath("solid_collection[" + (i * view.col + j) + "].solids"), 其实Path写在new Binding(string Path)

我们可以设置Source = view

                    Binding bind = new Binding()
                    {
                        Path = new PropertyPath("solid_collection[" + (i * view.col + j) + "].solids"),
                        Mode = BindingMode.OneWay,
                        Source = view
                    };

也可以_rectangle[i, j].DataContext = view; 写完我们需要

_rectangle[i, j].SetBinding(Shape.FillProperty, bind);

如果我们后台是可以的,那么我们就能看到

这里写图片描述

我想说的不是写俄罗斯,而是把之前的软件移植,我们可以把二维表,bool,表示为颜色,把颜色显示,我们有很多游戏都是可以这样,那么移植UWP简单,需要使用绑定,一个转换。

大神:可以直接绑定转换。

其实我是不喜欢直接绑定就转换,因为这样类很多,我们需要文件夹 Convert里面是转换类

我想说的不是做一个俄罗斯方块,而是把之前数据保存二进制矩阵的游戏移植到UWP思路。很简单不用多修改就可以使用,界面我们可以自己来写,只要绑定写了,那么就可以使用。

写到这,后面都是小白

俄罗斯方块

我们先打开vs神器,之前下载vs安装,需要sdk,这个在安装自己弄。

新建项目,我叫tetris

新建一个类叫viewModel,一个model

再新建一个类notify_property,接口INotifyPropertyChanged

    /// <summary>
    /// 提供继承通知UI改变值
    /// </summary>
    public class notify_property : INotifyPropertyChanged
    {
        public event PropertyChangedEventHandler PropertyChanged;
        public void UpdateProper<T>(ref T properValue , T newValue , [System.Runtime.CompilerServices.CallerMemberName] string properName = "")
        {
            if (object.Equals(properValue , newValue))
                return;

            properValue = newValue;
            OnPropertyChanged(properName);
        }
        public void OnPropertyChanged([System.Runtime.CompilerServices.CallerMemberName] string name="")
        {
            PropertyChangedEventHandler handler = PropertyChanged;
            handler?.Invoke(this , new PropertyChangedEventArgs(name));
        }
    }

这个类是我们每次需要INotifyPropertyChanged都需要写PropertyChanged,觉得还是放成类,让需要的继承

俄罗斯方块有

  • 新建方块
  • 方块移动
  • 方块向下
  • 碰到下面方块
  • 清除

我们把算法写model

方块有

  • straight, 这里写图片描述
  • square, 这里写图片描述
  • t, 这里写图片描述
  • bent 这里写图片描述

我们需要做一个来保存

    public enum block
    {
        straight, 
        square,
        t,
        bent
    }

那么我们需要一个来放我们的方块

    public class grid : notify_property
    {
        public grid()
        {
            _rectangle = 1;
        }

        public grid(int col, int row)
        {
            _col = col;
            _row = row;
            _rectangle = 0;
        }

        public grid clone()
        {
            return new grid(col, row);
        }

        public int row
        {
            set
            {
                _row = value;
                OnPropertyChanged();
            }
            get
            {
                return _row;
            }
        }

        public int col
        {
            set
            {
                _col = value;
                OnPropertyChanged();
            }
            get
            {
                return _col;
            }
        }

        public int rectangle
        {
            set
            {
                _rectangle = value;
            }
            get
            {
                return _rectangle;
            }
        }

        private int _col;

        private int _rectangle;

        private int _row;
    }

行列,是否有方块

我们发现这个只能放一个方块,所以我们写

这里写图片描述

放着grid[] _grid;

新建方块: square(block block, int center) 我们需要方块是什么,中心

我们先做直线

        public square(block block, int center)
        {
            _block = block;
            int n = 4;
            _grid = new grid[n];
            for (int i = 0; i < n; i++)
            {
                _grid[i] = new grid();
                switch (block)
                {
                    case block.straight:
                        _grid[i].col = center;
                        _grid[i].row = -i;
                        break;
                    default:
                        throw new ArgumentOutOfRangeException(nameof(block), block, null);
                }
            }
        }

这里写图片描述

我们来做t

                    case block.t:
                        _grid[0].col = center;
                        _grid[0].row = 0;
                        if (i > 0)
                        {
                            _grid[i].col = center + i - 3;
                            _grid[i].row = -1;
                        }

这里写图片描述

square

                   case block.square:
                        if (i <= 1)
                        {
                            _grid[i].col = center + i;
                            _grid[i].row = 0;
                        }
                        else
                        {
                            _grid[i].col = center + i - 2;
                            _grid[i].row = -1;
                        }

这里写图片描述

bent

                    case block.bent:
                        if (i <= 1)
                        {
                            _grid[i].col = center + i;
                            _grid[i].row = 0;
                        }
                        else
                        {
                            _grid[i].col = center + i - 3;
                            _grid[i].row = -1;
                        }

这里写图片描述

        public square(block block, int center)
        {
            _block = block;
            int n = 4;
            _grid = new grid[n];
            for (int i = 0; i < n; i++)
            {
                _grid[i] = new grid();
                switch (block)
                {
                    case block.straight:
                        _grid[i].col = center;
                        _grid[i].row = -i;
                        break;
                    case block.t:
                        _grid[0].col = center;
                        _grid[0].row = 0;
                        if (i > 0)
                        {
                            _grid[i].col = center + i - 3;
                            _grid[i].row = -1;
                        }
                        break;
                    case block.square:
                        if (i <= 1)
                        {
                            _grid[i].col = center + i;
                            _grid[i].row = 0;
                        }
                        else
                        {
                            _grid[i].col = center + i - 2;
                            _grid[i].row = -1;
                        }
                        break;
                    case block.bent:
                        if (i <= 1)
                        {
                            _grid[i].col = center + i;
                            _grid[i].row = 0;
                        }
                        else
                        {
                            _grid[i].col = center + i - 3;
                            _grid[i].row = -1;
                        }
                        break;
                    default:
                        throw new ArgumentOutOfRangeException(nameof(block), block, null);
                }
            }
        }

这样看起来代码很多,这样不好,我们需要把每个放在一个函数

        public square(block block, int center)
        {
            _block = block;
            int n = 4;
            _grid = new grid[n];
            for (int i = 0; i < n; i++)
            {
                _grid[i] = new grid();
                switch (block)
                {
                    case block.straight:
                        block_straight(center, i);
                        break;
                    case block.t:
                        block_t(center, i);
                        break;
                    case block.square:
                        block_square(center, i);
                        break;
                    case block.bent:
                        block_bent(center, i);
                        break;
                    default:
                        throw new ArgumentOutOfRangeException(nameof(block), block, null);
                }
            }
        }

        private void block_straight(int center, int i)
        {
            _grid[i].col = center;
            _grid[i].row = -i;
        }

        private void block_t(int center, int i)
        {
            _grid[0].col = center;
            _grid[0].row = 0;
            if (i > 0)
            {
                _grid[i].col = center + i - 3;
                _grid[i].row = -1;
            }
        }

        private void block_bent(int center, int i)
        {
            if (i <= 1)
            {
                _grid[i].col = center + i;
                _grid[i].row = 0;
            }
            else
            {
                _grid[i].col = center + i - 3;
                _grid[i].row = -1;
            }
        }

我们model还没写东西 我们先做新建方块

我们需要最大值

        public int row
        {
            set
            {
                _row = value;
            }
            get
            {
                return _row;
            }
        }
        public int col
        {
            set
            {
                _col = value;
            }
            get
            {
                return _col;
            }
        }

        private int _col = 10;
        private int _row = 20;

当前方块

        public square _square
        {
            set;
            get;
        }

新建方块

        private void new_block()
        {
            block _block = (block)ran.Next(4);
            int center = _col / 2;
            _square = new square(_block, center);
        }

我们现在没有想着去什么,我们需要显示

每次下降

        public void down()
        {
            if (_square == null)
            {
                new_block();
            }
        }

我们在ViewModel

        public viewModel()
        {
            solid_collection = new ObservableCollection<solid>();
            for (int i = 0; i < col * row; i++)
            {
                solid_collection.Add(new solid(new SolidColorBrush(Colors.Gray)));
            }
            DispatcherTimer time = new DispatcherTimer
            {
                Interval = TimeSpan.FromSeconds(0.5)
            };
            time.Tick += tick;
            time.Start();
        }
        public int col
        {
            set
            {
                value = 0;
            }
            get
            {
                return _model.col;
            }
        }

        public int row
        {
            set
            {
                value = 0;
            }
            get
            {
                return _model.row;
            }
        }
        public ObservableCollection<solid> solid_collection
        {
            set;
            get;
        }
        private void tick(object sender, object e)
        {
            DispatcherTimer time = sender as DispatcherTimer;
            time?.Stop();
            down();
            time?.Start();
        }

        public void down()
        {
            _model.down();
        }

我们需要DispatcherTimer,给他时间Interval = TimeSpan.FromSeconds(0.5)就向下

如果model

            if (_square == null)
            {
                new_block();
            }

我们现在新建出来,还没有显示

我们需要把_square 显示

viewModel

        public void down()
        {
            _model.down();
            foreach (grid temp in _model._square._grid.Where(temp => temp.col >= 0 && temp.row >= 0))
            {
                solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.White);
            }
        }

我们现在除了界面,都做好了。

打开MainPage

    <Grid Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
        <TextBox Margin="10,10,10,10" Width="1" Height="1" KeyDown="keydown"></TextBox>
        <Canvas x:Name="canvas" Margin="10,10,10,10">

        </Canvas>
    </Grid>

TextBox 我们需要按键

        private viewModel view;
        public MainPage()
        {
            InitializeComponent();
            rectangle();
        }

rectangle绑定我们的界面

绑定在上面有写了

        private void rectangle()
        {
            view = new viewModel();
            Rectangle[,] _rectangle = new Rectangle[view.row, view.col];
            double height = 600;
            double size = height / view.row;
            if (size < 10)
            {
                size = 10;
            }
            canvas.Width = size * view.col;
            canvas.Height = size * view.row;
            canvas.Background = new SolidColorBrush(Colors.BurlyWood);
            for (int i = 0; i < view.row; i++)
            {
                for (int j = 0; j < view.col; j++)
                {
                    _rectangle[i, j] = new Rectangle()
                    {
                        Width = size,
                        Height = size,
                        Fill = new SolidColorBrush(Colors.Gray),
                        Stroke = new SolidColorBrush(Colors.LightCoral),
                        AllowDrop = false,
                        CanDrag = false,
                        Margin = new Thickness(j * size, i * size, 0, 0)
                    };
                    Binding bind = new Binding()
                    {
                        Path = new PropertyPath("solid_collection[" + (i * view.col + j) + "].solids"),
                        Mode = BindingMode.OneWay
                    };
                    _rectangle[i, j].DataContext = view;
                    _rectangle[i, j].SetBinding(Shape.FillProperty, bind);
                    canvas.Children.Add(_rectangle[i, j]);
                }
            }
        }

我们可以开始运行,就可以看到,只下来一块

我们要让整个方块向下

        public void down()
        {
            if (_square == null)
            {
                new_block();
            }
           
            foreach (grid temp in _square._grid)
            {
                temp.row++;
            }
        }

每个都向下

我们会发现我们的方块下到最下还是没有停下来

我们需要判断方块是不是到最下

判断方块是不是要到的位置不可以,这句话是说判断是不是在grid里,位置超过最大可以的位置,或者小于0,位置是不是有方块。

        private bool rectangle(square _square)
        {
            bool _rectangle = true;

            foreach (grid temp in _square._grid)
            {
                if (temp.col >= 0 && temp.row >= 0)
                {
                    int n = (temp.row ) * col + temp.col;
                    if (_grid_observable.Count > n && _grid_observable[n].rectangle != 0)
                    {
                        _rectangle = false;
                    }
                }
                else if (temp.col < 0)
                {
                    return false;
                }

                if (temp.row >= _row || temp.col >= _col)
                {
                    return false;
                }
            }
            return _rectangle;
        }

我们先复制方块,然后让方块向下,判断是个方块是不是可以在他的位置,如果可以,复制回去。

        public void down()
        {
            if (_square == null)
            {
                new_block();
            }
            square temp = _square.clone();
            foreach (grid t in temp._grid)
            {
                t.row++;
            }
            if (rectangle(temp))
            {
                _square = temp;
            }
        }

复制

        public square clone()
        {
            square temp = new square(_block, 0);
            for (int i = 0; i < _grid.Length; i++)
            {
                temp._grid[i] = _grid[i].clone();
            }
            temp.rotate_count = rotate_count;
            return temp;
        }

运行我们可以看到方块能向下,在最下停下,但是不会出新方块,我们需要判断向下,如果没有可以位置,那么新方块

        public void down()
        {
            if (_square == null)
            {
                new_block();
            }
            square temp = _square.clone();
            foreach (grid t in temp._grid)
            {
                t.row++;
            }
            if (!rectangle(temp))//修改
            {
                draw();          //画出来
                new_block();     
            }
            else
            {
                _square = temp; //为什么不clone
            }
        }

上面代码留有一个问题,就是最后的把可以的位置复制回去怎么不需要写复制,当然这个简单。

我们现在还需要看画出来

我们需要把方块画在grid,那些我们无法移动的方块需要画在grid

        private void draw()
        {
            int n = 0;
            foreach (grid temp in _square._grid)
            {
                if (temp.col >= 0 && temp.row >= 0)
                {
                    n = temp.row * col + temp.col;
                    if (_grid_observable.Count > n)
                    {
                        _grid_observable[n].rectangle = 1;
                    }
                }
            }
            clean();
        }

画完我们判断是不是可以删掉,判断一行是不是有方块,有就删掉

        private void clean()
        {
            bool _rectangle = true;
            int n = 1;
            foreach (grid temp in _grid_observable)
            {
                if (temp.col < _col - 1)
                {
                    _rectangle = _rectangle && temp.rectangle != 0;
                }
                else if (temp.col == _col - 1)
                {
                    _rectangle = _rectangle && temp.rectangle != 0;
                    if (_rectangle)
                    {
                        for (int i = n*_col - 1; i > _col; i--)
                        {
                            _grid_observable[i].rectangle = _grid_observable[i - _col].rectangle;
                        }
                        n--;
                    }
                    n++;
                    _rectangle = true;
                }
            }
        }

现在我们需要写移动

左移col–,判断是否可以存在,可以,复制回去

        public void move(bool left)
        {
            square temp = _square.clone();
            foreach (grid t in temp._grid)
            {
                if (left)
                {
                    t.col--;
                }
                else
                {
                    t.col++;
                }
            }

            if (rectangle(temp))
            {
                _square = temp;
            }
        }

我们基本做好了俄罗斯方块算法

我们去mainpage写

        private void keydown(object sender, Windows.UI.Xaml.Input.KeyRoutedEventArgs e)
        {
            if (e.Key == VirtualKey.Up)
            {
                view.translate();
            }
            else if (e.Key == VirtualKey.Left)
            {
                view.move(true);
            }
            else if(e.Key==VirtualKey.Right)
            {
                view.move(false);
            }
            else if (e.Key == VirtualKey.Down)
            {
                view.down();
            }
        }

viewmode只是使用model

        public void move(bool left)
        {
            _model.move(left);
        }

运行,我们可以开始玩了,然后你会发现好像我们还少个没有写

我把全部代码放下面,等到你不知道怎么写才去,我的变量命名其实有问题,如果可以去改下

MainPage.xaml

<Page
    x:Class="tetris.MainPage"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    xmlns:local="using:tetris"
    xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
    xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
    mc:Ignorable="d">

    <Grid Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
        <TextBox Margin="10,10,10,10" Width="1" Height="1" KeyDown="keydown"></TextBox>
        <Canvas x:Name="canvas" Margin="10,10,10,10">

        </Canvas>
    </Grid>
</Page>

// lindexi
// 11:22

# region

using System.Runtime.CompilerServices;
using Windows.System;
using Windows.UI;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Data;
using Windows.UI.Xaml.Media;
using Windows.UI.Xaml.Media.Imaging;
using Windows.UI.Xaml.Shapes;

# endregion

//“空白页”项模板在 http://go.microsoft.com/fwlink/?LinkId=402352&clcid=0x409 上有介绍

namespace tetris
{
    /// <summary>
    /// 可用于自身或导航至 Frame 内部的空白页。
    /// </summary>
    public sealed partial class MainPage : Page
    {
        private viewModel view;
        public MainPage()
        {
            InitializeComponent();
            rectangle();
        }

        private void keydown(object sender, Windows.UI.Xaml.Input.KeyRoutedEventArgs e)
        {
            if (e.Key == VirtualKey.Up)
            {
                view.translate();
            }
            else if (e.Key == VirtualKey.Left)
            {
                view.move(true);
            }
            else if(e.Key==VirtualKey.Right)
            {
                view.move(false);
            }
            else if (e.Key == VirtualKey.Down)
            {
                view.down();
            }
        }

        private void rectangle()
        {
            view = new viewModel();
            Rectangle[,] _rectangle = new Rectangle[view.row, view.col];
            double height = 600;
            double size = height / view.row;
            if (size < 10)
            {
                size = 10;
            }
            canvas.Width = size * view.col;
            canvas.Height = size * view.row;
            canvas.Background = new SolidColorBrush(Colors.BurlyWood);
            for (int i = 0; i < view.row; i++)
            {
                for (int j = 0; j < view.col; j++)
                {
                    _rectangle[i, j] = new Rectangle()
                    {
                        Width = size,
                        Height = size,
                        Fill = new SolidColorBrush(Colors.Gray),
                        Stroke = new SolidColorBrush(Colors.LightCoral),
                        AllowDrop = false,
                        CanDrag = false,
                        Margin = new Thickness(j * size, i * size, 0, 0)
                    };
                    Binding bind = new Binding()
                    {
                        Path = new PropertyPath("solid_collection[" + (i * view.col + j) + "].solids"),
                        Mode = BindingMode.OneWay
                    };
                    _rectangle[i, j].DataContext = view;
                    _rectangle[i, j].SetBinding(Shape.FillProperty, bind);
                    canvas.Children.Add(_rectangle[i, j]);
                }
            }
        }
    }
}

viewModel

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Windows.UI;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls.Primitives;
using Windows.UI.Xaml.Media;
using Windows.UI.Xaml.Shapes;

namespace tetris
{
    public class viewModel : notify_property
    {
        public viewModel(Rectangle[,] rectangle)
        {
            _rectangle = rectangle;
        }

        public viewModel()
        {
            //_solid = new SolidColorBrush[row, col];
            solid_collection = new ObservableCollection<solid>();
            for (int i = 0; i < col * row; i++)
            {
                solid_collection.Add(new solid(new SolidColorBrush(Colors.Gray)));
            }
            visibility = new Visibility[row * col];
            rectangle_visibility = new Visibility[row, col];
            DispatcherTimer time = new DispatcherTimer
            {
                Interval = TimeSpan.FromSeconds(0.5)
            };
            time.Tick += tick;
            time.Start();
        }

        public void translate()
        {
            _model.translate();
        }

        public void move(bool left)
        {
            _model.move(left);
        }

        private void tick(object sender, object e)
        {
            DispatcherTimer time = sender as DispatcherTimer;
            time?.Stop();
            down();
            time?.Start();
        }

        //Rectangle
        private Rectangle[,] _rectangle;
        //private SolidColorBrush[,] _solid;
        public ObservableCollection<solid> solid_collection
        {
            set;
            get;
        }

        //private void draw()
        //{
        //    foreach (grid temp in _model.grid_observable)
        //    {

        //    }
        //}

        public int col
        {
            set
            {
                value = 0;
            }
            get
            {
                return _model.col;
            }
        }

        public int row
        {
            set
            {
                value = 0;
            }
            get
            {
                return _model.row;
            }
        }

        //public SolidColorBrush[,] solid
        //{
        //    set
        //    {
        //        _solid = value;
        //        OnPropertyChanged();
        //    }
        //    get
        //    {
        //        return _solid;
        //    }
        //}

        public Visibility[,] rectangle_visibility
        {
            set
            {
                _rectangle_visibility = value;
                OnPropertyChanged();
            }
            get
            {
                return _rectangle_visibility;
            }

        }

        private Visibility[,] _rectangle_visibility;
        private Visibility[] _visibility;

        public Visibility[] visibility
        {
            set
            {
                _visibility = value;
                OnPropertyChanged();
            }
            get
            {
                return _visibility;
            }
        }

        public void down()
        {
            //visibility = visibility == Visibility.Collapsed ? Visibility.Visible : Visibility.Collapsed;
            _model.down();

            foreach (grid temp in _model.grid_observable)
            {
                //SolidColorBrush _sld=new SolidColorBrush();
                if (temp.rectangle == 0)
                {
                    //solid[temp.row, temp.col] = new SolidColorBrush(Colors.Gray);
                    solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.Gray);
                    //rectangle_visibility[temp.row, temp.col] = Visibility.Collapsed;
                    //visibility[temp.row * col + temp.col] = Visibility.Collapsed;
                }
                else //if(temp.rectangle == 1)
                {
                    //solid[temp.row, temp.col] = new SolidColorBrush(Colors.White);
                    solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.White);
                    //rectangle_visibility[temp.row, temp.col] = Visibility.Visible;
                    //visibility[temp.row * col + temp.col] = Visibility.Visible;
                }
            }

            foreach (grid temp in _model.grid_observable)
            {
                if (temp.rectangle == 0)
                {
                    solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.Gray);
                }
                else 
                {
                    solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.White);
                }
            }

            foreach (grid temp in _model._square._grid.Where(temp => temp.col >= 0 && temp.row >= 0))
            {
                solid_collection[temp.row * col + temp.col].solids = new SolidColorBrush(Colors.White);
            }
        }

        private model _model = new model();
    }

    public class solid : notify_property
    {
        public solid(SolidColorBrush solid)
        {
            _solid = solid;
        }

        public SolidColorBrush solids
        {
            set
            {
                _solid = value;
                OnPropertyChanged();
            }
            get
            {
                return _solid;
            }
        }
        private SolidColorBrush _solid;
    }
}

model

// lindexi
// 10:41

# region

using System;
using System.Collections.ObjectModel;

# endregion

namespace tetris
{
    public class model
    {
        public model()
        {
            _grid_observable = new ObservableCollection<grid>();
            for (int i = 0; i < _row; i++)
            {
                for (int j = 0; j < _col; j++)
                {
                    _grid_observable.Add(new grid(j, i));
                }
            }
        }

        public square _square
        {
            set;
            get;
        }

        public int col
        {
            set
            {
                _col = value;
            }
            get
            {
                return _col;
            }
        }

        public ObservableCollection<grid> grid_observable
        {
            set
            {
                _grid_observable = value;
            }
            get
            {
                return _grid_observable;
            }
        }

        public int row
        {
            set
            {
                _row = value;
            }
            get
            {
                return _row;
            }
        }

        public void translate()
        {
            square rotate = _square.clone();
            rotate.rotate();

            if (rectangle(rotate))
            {
                _square = rotate;
            }
        }

        public void move(bool left)
        {
            square temp = _square.clone();
            foreach (grid t in temp._grid)
            {
                if (left)
                {
                    t.col--;
                }
                else
                {
                    t.col++;
                }
            }

            if (rectangle(temp))
            {
                _square = temp;
            }
        }

        public void down()
        {
            if (_square == null)
            {
                new_block();
            }
            square temp = _square.clone();
            foreach (grid t in temp._grid)
            {
                t.row++;
            }
            if (!rectangle(temp))
            {
                draw();
                new_block();
            }
            else
            {
                _square = temp;
            }
        }

        private Random ran
        {
            set
            {
                _ran = value;
            }
            get
            {
                return _ran;
            }
        }

        private int _col = 10;

        private ObservableCollection<grid> _grid_observable;
        private Random _ran = new Random();
        private int _row = 20;


        private void new_block()
        {
            block _block = (block) ran.Next(4);
            int center = _col/2;
            _square = new square(_block, center);
            //_square = new square(block.straight, center);
        }

        private void draw()
        {
            int n = 0;
            foreach (grid temp in _square._grid)
            {
                if (temp.col >= 0 && temp.row >= 0)
                {
                    n = temp.row*col + temp.col;
                    if (_grid_observable.Count > n)
                    {
                        _grid_observable[n].rectangle = 1;
                    }
                }
            }
            clean();
        }

        private bool rectangle(square _square)
        {
            bool _rectangle = true;

            foreach (grid temp in _square._grid)
            {
                if (temp.col >= 0 && temp.row >= 0)
                {
                    int n = temp.row*col + temp.col;
                    if (_grid_observable.Count > n && _grid_observable[n].rectangle != 0)
                    {
                        _rectangle = false;
                    }
                }
                else if (temp.col < 0)
                {
                    return false;
                }

                if (temp.row >= _row || temp.col >= _col)
                {
                    return false;
                }
            }
            return _rectangle;
        }

        private void clean()
        {
            bool _rectangle = true;
            int n = 1;
            foreach (grid temp in _grid_observable)
            {
                if (temp.col < _col - 1)
                {
                    _rectangle = _rectangle && temp.rectangle != 0;
                }
                else if (temp.col == _col - 1)
                {
                    _rectangle = _rectangle && temp.rectangle != 0;
                    if (_rectangle)
                    {
                        for (int i = n*_col - 1; i > _col; i--)
                        {
                            _grid_observable[i].rectangle = _grid_observable[i - _col].rectangle;
                        }
                        n--;
                    }
                    n++;
                    _rectangle = true;
                }
            }
        }
    }

    public class grid : notify_property
    {
        public grid()
        {
            _rectangle = 1;
        }

        public grid(int col, int row)
        {
            _col = col;
            _row = row;
            _rectangle = 0;
        }

        public int col
        {
            set
            {
                _col = value;
                OnPropertyChanged();
            }
            get
            {
                return _col;
            }
        }

        public int rectangle
        {
            set
            {
                _rectangle = value;
            }
            get
            {
                return _rectangle;
            }
        }

        public int row
        {
            set
            {
                _row = value;
                OnPropertyChanged();
            }
            get
            {
                return _row;
            }
        }

        public grid clone()
        {
            return new grid(col, row);
        }

        private int _col;

        private int _rectangle;

        private int _row;
    }

    public enum block
    {
        straight, //直
        square,
        t,
        bent
    }

    public class square
    {
        public square(block block, int center)
        {
            _block = block;
            int n = 4;
            //col = new int[n];
            //row = new int[n];
            _grid = new grid[n];
            for (int i = 0; i < n; i++)
            {
                _grid[i] = new grid();
                switch (block)
                {
                    case block.straight:
                        //col[i] = center;
                        //row[i] = -i;
                        _grid[i].col = center;
                        _grid[i].row = -i;
                        break;
                    case block.t:
                        _grid[0].col = center;
                        _grid[0].row = 0;
                        if (i > 0)
                        {
                            _grid[i].col = center + i - 3;
                            _grid[i].row = -1;
                        }
                        break;
                    case block.square:
                        if (i <= 1)
                        {
                            //col[i] = center + i;
                            //row[i] = 0;
                            _grid[i].col = center + i;
                            _grid[i].row = 0;
                        }
                        else
                        {
                            //col[i] = center + i - 2;
                            //row[i] = -1;
                            _grid[i].col = center + i - 2;
                            _grid[i].row = -1;
                        }
                        break;
                    case block.bent:
                        if (i <= 1)
                        {
                            //col[i] = center + 1;
                            //row[i] = 0;
                            _grid[i].col = center + i;
                            _grid[i].row = 0;
                        }
                        else
                        {
                            //col[i] = center + i - 3;
                            //row[i] = -1;
                            _grid[i].col = center + i - 3;
                            _grid[i].row = -1;
                        }
                        break;
                    default:
                        throw new ArgumentOutOfRangeException(nameof(block), block, null);
                }
            }
        }

        public void rotate()
        {
            switch (_block)
            {
                case block.straight:
                    if (rotate_count == 0 || rotate_count == 2)
                    {
                        int row = _grid[2].row;
                        int col = _grid[2].col;
                        _grid[0].row = row;
                        _grid[0].col = col + 2;

                        _grid[1].row = row;
                        _grid[1].col = col + 1;

                        _grid[3].row = row;
                        _grid[3].col = col - 1;
                    }
                    else if (rotate_count == 1 || rotate_count == 3)
                    {
                        int row = _grid[2].row;
                        int col = _grid[2].col;

                        _grid[0].row = row - 2;
                        _grid[0].col = col;

                        _grid[1].row = row - 1;
                        _grid[1].col = col;

                        _grid[3].row = row + 1;
                        _grid[3].col = col;
                    }
                    break;
                case block.square:
                    break;
                case block.t:
                    if (rotate_count == 0)
                    {
                        int row = _grid[2].row;
                        int col = _grid[2].col;

                        _grid[0].row = row + 1;
                        _grid[0].col = col - 1;

                        _grid[1].row--;
                        _grid[1].col++;

                        _grid[3].row++;
                        _grid[3].col--;
                    }
                    else if (rotate_count == 1)
                    {
                        int row = _grid[3].row;
                        int col = _grid[3].col;

                        _grid[0].row--;

                        _grid[1].row = row;
                        _grid[1].col = col + 1;

                        _grid[2].row = row;
                        _grid[2].col = col - 1;
                    }
                    else if (rotate_count == 2)
                    {
                        int row = _grid[2].row;
                        int col = _grid[2].col;

                        _grid[0].col++;

                        _grid[1].row = row - 1;
                        _grid[1].col = col;

                        _grid[3].row = row + 1;
                        _grid[3].col = col;
                    }
                    else if (rotate_count == 3)
                    {
                        int row = _grid[2].row;
                        int col = _grid[2].col;

                        _grid[0].row = row + 1;
                        _grid[0].col = col + 2;

                        _grid[1].row = row;
                        _grid[1].col = col;

                        _grid[2].row = row;
                        _grid[2].col = col + 1;

                        _grid[3].row = row;
                        _grid[3].col = col + 2;
                    }
                    break;
                case block.bent:
                    if (rotate_count == 0 || rotate_count == 2)
                    {
                        _grid[1].row = _grid[2].row - 1;
                        _grid[1].col = _grid[2].col;
                    }
                    else if (rotate_count == 1 || rotate_count == 3)
                    {
                        _grid[1].row = _grid[0].row;
                        _grid[1].col = _grid[0].col + 1;
                    }
                    break;
                default:
                    throw new ArgumentOutOfRangeException();
            }
            rotate_count++;
        }

        public square clone()
        {
            square temp = new square(_block, 0);
            for (int i = 0; i < _grid.Length; i++)
            {
                temp._grid[i] = _grid[i].clone();
            }
            temp.rotate_count = rotate_count;
            return temp;
        }

        private int rotate_count
        {
            set
            {
                if (value >= 4)
                {
                    value = value%4;
                }
                _rotate_count = value;
            }
            get
            {
                if (_rotate_count > 4)
                {
                    _rotate_count = 0;
                }
                return _rotate_count;
            }
        }

        //public int[] col
        //{
        //    set
        //    {
        //        _col = value;
        //    }
        //    get
        //    {
        //        return _col;
        //    }
        //}

        //public int[] row
        //{
        //    set
        //    {
        //        _row = value;
        //    }
        //    get
        //    {
        //        return _row;
        //    }
        //}

        private block _block;

        private int _rotate_count;

        public grid[] _grid;
    }
}

本文会经常更新,请阅读原文: https://blog.lindexi.com/post/%E4%BF%84%E7%BD%97%E6%96%AF%E6%96%B9%E5%9D%97.html ,以避免陈旧错误知识的误导,同时有更好的阅读体验。

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