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WPF实现2048小游戏
类别:C#编程   作者:码皇   来源:互联网   点击:

这篇文章主要为大家详细介绍了WPF实现2048小游戏,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

        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 = 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

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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相关热词搜索: WPF 2048游戏