Windows 8 系列 --Block Game --随笔

定义方块的类:

View Code
public class Block : Canvas
    {

        private Uri _baseUri = new Uri("ms-appx:///");
        /// <summary>
        /// 宝石的图片
        /// </summary>
        public string ImageSource
        {
            set
            {
                BitmapImage bitmap = new BitmapImage(new Uri(_baseUri, value));
                ImageBrush ib = new ImageBrush();
                ib.ImageSource = bitmap;
                this.Background = ib;
            }
        }
        private int _type;

        public int Type
        {
            get
            {
                return _type;
            }
            set
            {
                this._type = value;
                this.ImageSource = string.Format("Images/{0}/{0}_{1}.png", value, 1);
            }
        }

        DispatcherTimer dispactherTimer = new DispatcherTimer();

        /// <summary>
        /// 当前播放帧数
        /// </summary>
        int count = 1;

        private int _column;
        private int _row;

        public int Column
        {
            get {
                return _column;
            }
            set
            {
                _column = value;
                Grid.SetColumn(this, value);
            }
        }
        public int Row
        {
            get
            {
                return _row;
            }
            set
            {
                _row = value;
                Grid.SetRow(this, value);
            }
        }

        public bool isMouseLeftButtonDown { get; set; }

        public Block(int type, int column, int row)
        {
            this.Type = type;
            this.Column = column;
            this.Row = row;
            this.PointerPressed += Block_PointerPressed;
            this.PointerReleased += Block_PointerReleased;
            this.PointerEntered += Block_PointerEntered;
            this.PointerExited += Block_PointerExited;
            isMouseLeftButtonDown = false;
            dispactherTimer.Tick += dispactherTimer_Tick;
            dispactherTimer.Interval = TimeSpan.FromMilliseconds(25);
        }
        public Block(int column, int row)
        {
            this.Column = column;
            this.Row = row;
            this.Type = 0;
        }

        void dispactherTimer_Tick(object sender, object e)
        {
            BitmapImage bitmap = new BitmapImage(new Uri(_baseUri, string.Format("Images/{0}/{0}_{1}.png", Type, count)));
            ImageBrush ib = new ImageBrush();
            ib.ImageSource = bitmap;
            this.Background = ib;
            count = count == 20 ? 1 : count + 1;
        }

        void Block_PointerExited(object sender, Windows.UI.Xaml.Input.PointerRoutedEventArgs e)
        {
            RollStop();
        }

        void Block_PointerEntered(object sender, Windows.UI.Xaml.Input.PointerRoutedEventArgs e)
        {
            Roll();
        }

        void Block_PointerReleased(object sender, Windows.UI.Xaml.Input.PointerRoutedEventArgs e)
        {
            isMouseLeftButtonDown = false;
            this.ReleasePointerCapture(e.Pointer);
        }

        void Block_PointerPressed(object sender, Windows.UI.Xaml.Input.PointerRoutedEventArgs e)
        {
            isMouseLeftButtonDown = true;
            this.ReleasePointerCapture(e.Pointer);
        }

        public void Hint()
        {
            Roll();
        }
        private void Roll()
        {
            dispactherTimer.Start();
        }
        private void RollStop()
        {
            dispactherTimer.Stop();
            count = 1;
            this.Type = this.Type;
        }
    }

画布Xaml:

View Code
<UserControl
    x:Class="Win8_Bejeweled.Controls.BlockMainGame"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    xmlns:local="using:Win8_Bejeweled.Controls"
    xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
    xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
    mc:Ignorable="d"
    Width="512" Height="512">
    <UserControl.Resources>
        <Storyboard x:Name="sbAll" Completed="sbAll_Completed_1">
            
        </Storyboard>
        
    </UserControl.Resources>
    <Grid x:Name="LayoutRoot"
          PointerPressed="LayoutRoot_PointerPressed_1"
          PointerMoved="LayoutRoot_PointerMoved_1"
          PointerReleased="LayoutRoot_PointerReleased_1"
          >
        <Grid.RowDefinitions>
            <RowDefinition/>
            <RowDefinition/>
            <RowDefinition/>
            <RowDefinition/>
            <RowDefinition/>
            <RowDefinition/>
            <RowDefinition/>
            <RowDefinition/>
        </Grid.RowDefinitions>
        <Grid.ColumnDefinitions>
            <ColumnDefinition/>
            <ColumnDefinition/>
            <ColumnDefinition/>
            <ColumnDefinition/>
            <ColumnDefinition/>
            <ColumnDefinition/>
            <ColumnDefinition/>
            <ColumnDefinition/>
        </Grid.ColumnDefinitions>
        <Grid.Background>
            <!--   注意路劲前面加 /-->
            <ImageBrush ImageSource="/Images/board.png" />
        </Grid.Background>
    </Grid>
</UserControl>

cs:

View Code
 public sealed partial class BlockMainGame : UserControl
    {
        /// <summary>
        /// 动画是否正在播放
        /// </summary>
        public bool AnimationIsPlaying { get; set; }

        /// <summary>
        /// 点击坐标
        /// </summary>
        private PointerPoint mouseUpBeforePoint;

        /// <summary>
        /// 宝石矩阵
        /// </summary>
        public Block[,] blocks = new Block[MaxColumn, MaxRow];

        const int MaxColumn = 8;

        const int MaxRow = 8;
        /// <summary>
        /// 更新分数
        /// </summary>
        public Action<int> UpdateScore;

        /// <summary>
        /// 获得分数
        /// </summary>
        public Func<int> GetScore;

        Random random = new Random();


        public Block this[int column, int row]
        {
            get
            {
                return blocks[column, row];
            }
            set
            {
                if (value != null)
                {
                    value.Column = column;
                    value.Row = row;
                    blocks[column, row] = value;
                    if (!this.LayoutRoot.Children.Contains(value))
                    {
                        this.LayoutRoot.Children.Add(value);
                    }
                }
                else
                {
                    blocks[column, row] = null;
                }
            }
        }

        public BlockMainGame()
        {
            this.InitializeComponent();
            
        }
        public void InitGame()
        {
            this.Visibility = Visibility.Collapsed;
            for (int row = 0; row < MaxRow; row++)
            {
                for (int column = 0; column < MaxColumn; column++)
                {
                    int type = GetRandomNum();
                    Block block = new Block(type, column, row);
                    this[column, row] = block;
                }
            }

            #region 替换可以消除的石头
            while (true)
            {
                var nearBlock = GetErasableBlock();
                if (nearBlock != null)
                {
                    foreach (Block block in nearBlock)
                    {
                        int type = GetRandomNum();
                        this.LayoutRoot.Children.Remove(block);
                        this[block.Column, block.Row] = new Block(type, block.Column, block.Row);
                    }
                }
                else
                {
                    break;
                }
            }
            #endregion


            #region 初始化动画
            Storyboard sbDown = new Storyboard();
            Resources.Add("sbDown", sbDown);
            sbDown.Completed += (object sender, object e) =>
            {
                var sb = sender as Storyboard;
                sb.Stop();
                Resources.Remove("sbDown");
                foreach (var item in blocks)
                {
                    item.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                }
                AnimationIsPlaying = false;
            };

            for (int column = 0; column < MaxColumn; column++)
            {
                for (int row = 0; row < MaxRow; row++)
                {
                    Block block = this[column, row];
                    block.RenderTransform = new TranslateTransform();
                    block.RenderTransform.SetValue(TranslateTransform.YProperty, -1024.0);
                    AddAnimationToStoryboard(sbDown, block.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(2500 - row * 200));
                }
            }
            this.Visibility = Visibility.Visible;
            BeginAnimation(sbDown);
            #endregion
        }
        public int GetRandomNum()
        {
            long tick = DateTime.Now.Ticks;
            Random r = new Random((int)(tick & 0xffffffffL) | (int)(tick >> 32));
            return r.Next(1, 8);
        }
        private void sbAll_Completed_1(object sender, object e)
        {
            Storyboard sb = sender as Storyboard;
            sb.Stop();
            AnimationIsPlaying = false;
        }
        /// <summary>
        /// 向Storyboard添加动画
        /// </summary>
        /// <param name="dobj">动画目标</param>
        /// <param name="property">被改变的值</param>
        /// <param name="to">动画完毕后的最终值</param>
        /// <param name="Duration">动画持续时间</param>
        /// <param name="eh">动画的完成事件处理程序</param>
        public void AddAnimationToStoryboard(DependencyObject dobj, string property, double to, TimeSpan Duration, EventHandler<object> eh)
        {
            DoubleAnimation da = new DoubleAnimation();
            Storyboard.SetTarget(da, dobj);

            Storyboard.SetTargetProperty(da, property);
            da.To = to;
            da.Duration = new Duration(Duration);
            da.Completed += eh;
            sbAll.Children.Add(da);
        }

        /// <summary>
        /// 向Storyboard添加动画
        /// </summary>
        /// <param name="dobj">动画目标</param>
        /// <param name="property">被改变的值</param>
        /// <param name="to">动画完毕后的最终值</param>
        /// <param name="Duration">动画持续时间</param>
        public void AddAnimationToStoryboard(DependencyObject dobj, string property, double to, TimeSpan Duration)
        {
            DoubleAnimation da = new DoubleAnimation();
            Storyboard.SetTarget(da, dobj);
            Storyboard.SetTargetProperty(da, property);
            da.To = to;
            da.Duration = new Duration(Duration);
            sbAll.Children.Add(da);
        }

        /// <summary>
        /// 向Storyboard添加动画
        /// </summary>
        /// <param name="sb">目标Storyboard</param>
        /// <param name="dobj">动画目标</param>
        /// <param name="property">被改变的值</param>
        /// <param name="to">动画完毕后的最终值</param>
        /// <param name="Duration">动画持续时间</param>
        /// <param name="eh">Storyboard完成事件处理程序</param>
        public void AddAnimationToStoryboard(Storyboard sb, DependencyObject dobj, string property, double to, TimeSpan Duration)
        {
            DoubleAnimation da = new DoubleAnimation();
            Storyboard.SetTarget(da, dobj);

            Storyboard.SetTargetProperty(da, property);
            da.To = to;
            da.Duration = new Duration(Duration);
            sb.Children.Add(da);
        }

        /// <summary>
        /// 开始动画,使用默认的sbAll
        /// </summary>
        public void BeginAnimation()
        {
            AnimationIsPlaying = true;
            sbAll.Begin();
        }

        /// <summary>
        /// 开始指定的Storyboard动画
        /// </summary>
        public void BeginAnimation(Storyboard sb)
        {
            AnimationIsPlaying = true;
            sb.Begin();
        }

        /// <summary>
        /// 获得可以被消除的宝石列表
        /// </summary>
        /// <returns>可以被消除的宝石列表,返回值为null表示不可消除</returns>
        public List<Block> GetErasableBlock()
        {
            List<Block> columnSameBlock = new List<Block>();
            List<Block> rowSameBlock = new List<Block>();
            #region 检测横着排列的是否可消除并保存可消除的宝石到columnSameBlock
            for (int row = 0; row < MaxRow; row++)
            {
                int sameNum = 0;
                bool find = false;
                for (int column = 0; column < MaxColumn; column++)
                {
                    while (true)
                    {
                        if (column < MaxColumn - 1 && this[column, row].Type == this[column + 1, row].Type)
                        {
                            sameNum++;
                            column++;
                        }
                        else
                        {
                            if (sameNum >= 2)
                            {
                                for (; sameNum >= 0; sameNum--)
                                {
                                    columnSameBlock.Add(this[column - sameNum, row]);
                                }
                                find = true;
                                break;
                            }
                            else
                            {
                                sameNum = 0;
                            }
                            break;
                        }
                    }
                    if (find)
                        break;
                }
                if (find)
                    break;
            }
            #endregion

            #region 检测竖着排列的是否可消除并保存可消除的宝石到rowSameBlock
            for (int column = 0; column < MaxColumn; column++)
            {
                int sameNum = 0;
                bool find = false;
                for (int row = 0; row < MaxRow; row++)
                {
                    while (true)
                    {
                        if (row < MaxRow - 1 && this[column, row].Type == this[column, row + 1].Type)
                        {
                            sameNum++;
                            row++;
                        }
                        else
                        {
                            if (sameNum >= 2)
                            {
                                for (; sameNum >= 0; sameNum--)
                                {
                                    rowSameBlock.Add(this[column, row - sameNum]);
                                }
                                find = true;
                                break;
                            }
                            else
                            {
                                sameNum = 0;
                            }
                            break;
                        }
                    }
                    if (find)
                        break;
                }
                if (find)
                    break;
            }


            #endregion

            //if (columnSameBlock.Count >= 3)
            //{
            //    Block lastBlock = null;
            //    foreach (var tempBlock in columnSameBlock)
            //    {
            //        if (lastBlock == null)
            //        {
            //            lastBlock = tempBlock;
            //        }
            //        if (tempBlock.Row != lastBlock.Row)
            //        {
            //            columnSameBlock.Clear();
            //            break;
            //        }
            //        lastBlock = tempBlock;
            //    }
            //}

            if (rowSameBlock.Count >= 3)
            {
                foreach (var tempBlock in columnSameBlock)
                {
                    if (tempBlock.Column == rowSameBlock[0].Column)
                    {
                        columnSameBlock.Clear();
                        break;
                    }
                }
            }
            #region 合并两个集合并返回
            if (columnSameBlock.Count >= 3 || rowSameBlock.Count >= 3)
            {
                List<Block> returnBlocks = new List<Block>();
                foreach (var tempBlock in columnSameBlock)
                {
                    returnBlocks.Add(tempBlock);
                }
                foreach (var tempBlock in rowSameBlock)
                {
                    if (!columnSameBlock.Contains(tempBlock)) //不允许重复添加
                    {
                        returnBlocks.Add(tempBlock);
                    }
                }
                return returnBlocks;
            }
            else
            {
                return null;
            }
            #endregion
        }

        /// <summary>
        /// 调换两个Block的位置
        /// </summary>
        /// <param name="block1">第一个Block</param>
        /// <param name="block2">第二个Block</param>
        public void ExChangeLocation(Block block1, Block block2)
        {
            int block1Column = block1.Column;
            int block1Row = block1.Row;
            int block2Column = block2.Column;
            int block2Row = block2.Row;
            this[block1Column, block1Row] = block2;
            this[block2Column, block2Row] = block1;
        }
        /// <summary>
        /// 让第一个Block的Zindex值比第二个大
        /// </summary>
        /// <param name="addedBlock">被加Zindex值的Block</param>
        /// <param name="referenceBlock">参考值</param>
        public void AddingZIndex(Block addedBlock, Block referenceBlock)
        {
            Canvas.SetZIndex(addedBlock, Canvas.GetZIndex(referenceBlock) + 1);
        }
        /// <summary>
        /// 获取指定Block的指定方向的相邻Block
        /// </summary>
        /// <param name="movedBlock">指定的Block</param>
        /// <param name="direction">方向</param>
        /// <returns>相邻的Block</returns>
        public Block GetBlockByDirection(Block movedBlock, Direction direction)
        {
            Block returnBlock = null;
            switch (direction)
            {
                case Direction.Up:
                    if (movedBlock.Row != 0)
                    {
                        returnBlock = this[movedBlock.Column, movedBlock.Row - 1];
                    }
                    break;
                case Direction.Down:
                    if (movedBlock.Row != MaxRow - 1)
                    {
                        returnBlock = this[movedBlock.Column, movedBlock.Row + 1];
                    }
                    break;
                case Direction.Left:
                    if (movedBlock.Column != 0)
                    {
                        returnBlock = this[movedBlock.Column - 1, movedBlock.Row];
                    }
                    break;
                case Direction.Right:
                    if (movedBlock.Column != MaxColumn -1)
                    {
                        returnBlock = this[movedBlock.Column + 1, movedBlock.Row];
                    }
                    break;
            }
            return returnBlock;
        }


        /// <summary>
        /// 从LayoutRoot.Children中移除Block列表
        /// </summary>
        /// <param name="Block">要移除的Block列表</param>
        public void RemoveListBlock(List<Block> removeblock)
        {
            Storyboard sb = new Storyboard();
            sb.Completed += (object sender, object e) => {
                var sb2 = sender as Storyboard;
                sb.Stop();
                AnimationIsPlaying = false;
                foreach (var block in removeblock)
                {
                    block.Opacity = 0.0;
                    this.LayoutRoot.Children.Remove(block);
                    this[block.Column, block.Row] = null;
                }
                Resources.Remove("RemoveBlock");
                FillNull();
                UpdateScore(45 + (removeblock.Count - 3) * 45);
            };

            Resources.Add("RemoveBlock", sb);
            foreach (var item in removeblock)
            {
                AddAnimationToStoryboard(sb, item, "Opacity", 0.0, TimeSpan.FromMilliseconds(200));   
            }
            BeginAnimation(sb);
        }
        private void FillNull()
        {
            List<Block> changedBlock = new List<Block>();
            Storyboard sb = new Storyboard();
            sb.Completed += (object sender, object e) =>
            {
                var sb2 = sender as Storyboard;
                sb2.Stop();
                AnimationIsPlaying = false;
                foreach (var tempBlock in changedBlock)
                {
                    tempBlock.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                }
                Resources.Remove("sbFill");
                var erasableBlocks = GetErasableBlock();
                if (erasableBlocks != null)
                {
                    RemoveListBlock(erasableBlocks);
                }
            };
            Resources.Add("sbFill", sb);
            for (int i = 0; i < MaxColumn; i++)
            {
                int nullNum = 0;
                int row = 0;
                for (int j = 0; j < MaxRow; j++)
                {
                    if (this[i, j] == null)
                    {
                        if (j > row) row = j;
                        nullNum++;
                    }
                }
                for (int k = row - nullNum; k >= 0 && nullNum != 0; k--) //添加被删除Block上面的Block下落动画
                {
                    DoubleAnimation da = new DoubleAnimation();
                    Block tempBlock = this[i, k];
                    tempBlock.RenderTransform = new TranslateTransform();
                    tempBlock.RenderTransform.SetValue(TranslateTransform.YProperty, (double)-64 * nullNum);
                    AddAnimationToStoryboard(sb, tempBlock.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(300 * nullNum));
                    this[tempBlock.Column, tempBlock.Row + nullNum] = tempBlock;
                    changedBlock.Add(tempBlock);
                }
                for (int l = nullNum - 1; l >= 0 && nullNum != 0; l--)  //创建新的Block填充已消除的
                {
                    int randomNum = GetRandomNum();
                    Block tempBlock = new Block(randomNum, i, l);
                    tempBlock.RenderTransform = new TranslateTransform();
                    tempBlock.RenderTransform.SetValue(TranslateTransform.YProperty, (double)-64 * nullNum);
                    AddAnimationToStoryboard(sb, tempBlock.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(300 * nullNum));
                    this[tempBlock.Column, tempBlock.Row] = tempBlock;
                    changedBlock.Add(tempBlock);
                }
            }
            BeginAnimation(sb);
        }

        /// <summary>
        /// 将指定的宝石向上移动一格
        /// </summary>
        /// <param name="Block">要移动的宝石</param>
        public void Up(Block block, bool isRollBack)
        {
            var near = GetBlockByDirection(block, Direction.Up);
            this.ExChangeLocation(block, near);
            block.RenderTransform = new TranslateTransform();
            block.RenderTransform.SetValue(TranslateTransform.YProperty, 64.0);
            near.RenderTransform = new TranslateTransform();
            near.RenderTransform.SetValue(TranslateTransform.YProperty, -64.0);

            EventHandler<object> neareh = new EventHandler<object>((object sender, object e) => {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
            });

            EventHandler<object> blockeh = new EventHandler<object>((object sender, object e) =>
            {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                var nearableBlocks = GetErasableBlock();
                if (nearableBlocks == null)
                {
                    Up(near, false);
                }
                else
                {
                    RemoveListBlock(nearableBlocks);
                }
            });

            this.AddAnimationToStoryboard(near.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(300), neareh);

            if (isRollBack)
            {
                this.AddAnimationToStoryboard(block.RenderTransform, "Y", 0.0,TimeSpan.FromMilliseconds(300), blockeh);
            }
            else {
                this.AddAnimationToStoryboard(block.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(300), neareh);
            }
            this.BeginAnimation();
        }


        /// <summary>
        /// 将指定的宝石向下移动一格
        /// </summary>
        /// <param name="Block">要移动的宝石</param>
        public void Down(Block block, bool isRollBack)
        {
            var near = GetBlockByDirection(block, Direction.Down);
            this.ExChangeLocation(block, near);
            AddingZIndex(block, near);
            block.RenderTransform = new TranslateTransform();
            block.RenderTransform.SetValue(TranslateTransform.YProperty, -64.0);
            near.RenderTransform = new TranslateTransform();
            near.RenderTransform.SetValue(TranslateTransform.YProperty, 64.0);

            EventHandler<object> neareh = new EventHandler<object>((object sender, object e) =>
            {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
            });

            EventHandler<object> blockeh = new EventHandler<object>((object sender, object e) =>
            {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.YProperty, 0.0);
                var nearableBlocks = GetErasableBlock();
                if (nearableBlocks == null)
                {
                    Down(near, false);
                }
                else
                {
                    RemoveListBlock(nearableBlocks);
                }
            });

            this.AddAnimationToStoryboard(near.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(300), neareh);

            if (isRollBack)
            {
                this.AddAnimationToStoryboard(block.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(300), blockeh);
            }
            else
            {
                this.AddAnimationToStoryboard(block.RenderTransform, "Y", 0.0, TimeSpan.FromMilliseconds(300), neareh);
            }
            this.BeginAnimation();
        }

        /// <summary>
        /// 将指定的宝石向上移动一格
        /// </summary>
        /// <param name="Block">要移动的宝石</param>
        public void Left(Block block, bool isRollBack)
        {
            var near = GetBlockByDirection(block, Direction.Left);
            this.ExChangeLocation(block, near);
            AddingZIndex(block, near);
            block.RenderTransform = new TranslateTransform();
            block.RenderTransform.SetValue(TranslateTransform.XProperty, 64.0);
            near.RenderTransform = new TranslateTransform();
            near.RenderTransform.SetValue(TranslateTransform.XProperty, -64.0);

            EventHandler<object> neareh = new EventHandler<object>((object sender, object e) =>
            {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
            });

            EventHandler<object> blockeh = new EventHandler<object>((object sender, object e) =>
            {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
                var nearableBlocks = GetErasableBlock();
                if (nearableBlocks == null)
                {
                    Left(near, false);
                }
                else
                {
                    RemoveListBlock(nearableBlocks);
                }
            });

            this.AddAnimationToStoryboard(near.RenderTransform, "X", 0.0, TimeSpan.FromMilliseconds(300), neareh);

            if (isRollBack)
            {
                this.AddAnimationToStoryboard(block.RenderTransform, "X", 0.0, TimeSpan.FromMilliseconds(300), blockeh);
            }
            else
            {
                this.AddAnimationToStoryboard(block.RenderTransform, "X", 0.0, TimeSpan.FromMilliseconds(300), neareh);
            }
            this.BeginAnimation();
        }
        /// <summary>
        /// 将指定的宝石向右移动一格
        /// </summary>
        /// <param name="Block">要移动的宝石</param>
        public void Right(Block block, bool isRollBack)
        {
            var near = GetBlockByDirection(block, Direction.Right);
            this.ExChangeLocation(block, near);
            AddingZIndex(block, near);
            block.RenderTransform = new TranslateTransform();
            block.RenderTransform.SetValue(TranslateTransform.XProperty, -64.0);
            near.RenderTransform = new TranslateTransform();
            near.RenderTransform.SetValue(TranslateTransform.XProperty, 64.0);

            EventHandler<object> neareh = new EventHandler<object>((object sender, object e) =>
            {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
            });

            EventHandler<object> blockeh = new EventHandler<object>((object sender, object e) =>
            {
                var da = sender as DoubleAnimation;
                sbAll.Children.Remove(da);
                block.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
                near.RenderTransform.SetValue(TranslateTransform.XProperty, 0.0);
                var nearableBlocks = GetErasableBlock();
                if (nearableBlocks == null)
                {
                    Right(near, false);
                }
                else
                {
                    RemoveListBlock(nearableBlocks);
                }
            });

            this.AddAnimationToStoryboard(near.RenderTransform, "X", 0.0, TimeSpan.FromMilliseconds(300), neareh);

            if (isRollBack)
            {
                this.AddAnimationToStoryboard(block.RenderTransform, "X", 0.0, TimeSpan.FromMilliseconds(300), blockeh);
            }
            else
            {
                this.AddAnimationToStoryboard(block.RenderTransform, "X", 0.0, TimeSpan.FromMilliseconds(300), neareh);
            }
            this.BeginAnimation();
        }

        /// <summary>
        /// 下一关
        /// </summary>
        public void NextLevel()
        {
            #region 下一关动画
            var sbLeave = new Storyboard();
            Resources.Add("sbLeave", sbLeave);
            sbLeave.Completed += (object sender1, object ea1) =>
            {
                var sb = sender1 as Storyboard;
                Resources.Remove("sbLeave");
                sb.Stop();
                this.LayoutRoot.Children.Clear();
                this.InitGame();
                AnimationIsPlaying = false;
            };
            for (int column = 0; column < MaxColumn; column++)
            {
                for (int row = 0; row < MaxRow; row++)
                {
                    var tempBlock = this[column, row];
                    tempBlock.RenderTransform = new TranslateTransform();
                    AddAnimationToStoryboard(sbLeave, tempBlock.RenderTransform, "Y", +700, TimeSpan.FromMilliseconds(2000 - row * 150));
                }
            }
            BeginAnimation(sbLeave);
            #endregion
        }

        private void LayoutRoot_PointerPressed_1(object sender, PointerRoutedEventArgs e)
        {
            if (e.OriginalSource.GetType() == typeof(Block))
            {
                this.mouseUpBeforePoint = e.GetCurrentPoint(LayoutRoot);
                Block tempBlock = (Block)e.OriginalSource;
                tempBlock.CapturePointer(e.Pointer);
            }
        }

        private void LayoutRoot_PointerMoved_1(object sender, PointerRoutedEventArgs e)
        {
            if (e.OriginalSource != null && e.OriginalSource.GetType() == typeof(Block) && !AnimationIsPlaying)
            {
                Block movedBlock = (Block)e.OriginalSource;
                if (movedBlock.isMouseLeftButtonDown)
                {
                    PointerPoint mousePoint = e.GetCurrentPoint(LayoutRoot);
                    double XCha = mousePoint.Position.X - mouseUpBeforePoint.Position.X;
                    double YCha = mousePoint.Position.Y - mouseUpBeforePoint.Position.Y;
                    double absXCha = Math.Abs(XCha);
                    double absYCha = Math.Abs(YCha);
                    #region 判断移动方向
                    if (absXCha > 10 || absYCha > 10)
                    {
                        if (XCha > 10 && YCha < 10)
                        {
                            if (absXCha > absYCha)
                            {
                                this.Right(movedBlock, true);
                            }
                            else
                            {
                                this.Up(movedBlock, true);
                            }
                        }
                        else if (XCha > 10 && YCha > 10)
                        {
                            if (absXCha > absYCha)
                            {
                                this.Right(movedBlock, true);
                            }
                            else
                            {
                                this.Down(movedBlock, true);
                            }
                        }
                        else if (XCha < 10 && YCha > 10)
                        {
                            if (absXCha > absYCha)
                            {
                                this.Left(movedBlock, true);
                            }
                            else
                            {
                                this.Down(movedBlock, true);
                            }
                        }
                        else if (XCha < 10 && YCha < 10)
                        {
                            if (absXCha > absYCha)
                            {
                                this.Left(movedBlock, true);
                            }
                            else
                            {
                                this.Up(movedBlock, true);
                            }
                        }
                    }
                    #endregion
                }
            }
        }

        private void LayoutRoot_PointerReleased_1(object sender, PointerRoutedEventArgs e)
        {
            if (e.OriginalSource != null && e.OriginalSource.GetType() == typeof(Block))
            {
                Block tempBlock = (Block)e.OriginalSource;
                tempBlock.ReleasePointerCapture(e.Pointer);
            }
        }

    }
    public enum Direction
    {
        Up = 1,
        Down = 2,
        Left = 3,
        Right = 4
    }
posted @ 2012-11-22 22:25  欧西  阅读(249)  评论(0编辑  收藏  举报