1、创建游戏界面
编辑MainWindow.xaml,修改代码如下:

<Window.Resources>
        <Style TargetType="Label">
            <Setter Property="Height" Value="105" />
            <Setter Property="Width" Value="105" />
            <Setter Property="HorizontalContentAlignment" Value="Center"/>
            <Setter Property="VerticalContentAlignment" Value="Center" />
            <Setter Property="FontWeight" Value="Bold"/>
            <Setter Property="Opacity" Value="0.7" />
        </Style>
        <Style TargetType="Rectangle">
            <Setter Property="Width" Value="105"/>
            <Setter Property="Height" Value="105"/>
            <Setter Property="Fill" Value="#ccc0b2"/>
        </Style>
    </Window.Resources>
    <Grid HorizontalAlignment="Left">
        <Grid.RowDefinitions>
            <RowDefinition Height="100"/>
            <RowDefinition Height="500"/>
            <RowDefinition Height="*"/>
        </Grid.RowDefinitions>
        <Grid.ColumnDefinitions>
            <ColumnDefinition Width="20"/>
            <ColumnDefinition Width="500"/>
            <ColumnDefinition Width="*"/>
        </Grid.ColumnDefinitions>
        <Image Grid.Row="0" Grid.Column="1" Source="/Images/title2048.png"/>
        <Canvas x:Name="myCanvas" Grid.Row="1" Grid.Column="1" Width="495" Height="495" Background="#b8af9e"/>
        <StackPanel Grid.Row="0" Grid.Column="2" Orientation="Horizontal" VerticalAlignment="Bottom" HorizontalAlignment="Center">
            <Button x:Name="btnNewGame" Content="新的起点" Width="80" Margin="8" Height="30" 
                    Click="BtnNewGame_Click"  Focusable="False" />
            <Button x:Name="btnOldGame" Content="旧的征程" Width="80" Margin="8" Height="30" Focusable="False"/>
        </StackPanel>
        <Grid Grid.Row="1" Grid.Column="2" Margin="10"  >
            <Grid.RowDefinitions>
                <RowDefinition Height="0.5*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="0.5*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="0.5*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
            </Grid.RowDefinitions>
            <TextBlock Text="当前得分: " Width="210" FontSize="20" VerticalAlignment="Bottom"/>
            <Label x:Name="lblCurrScore" Grid.Row="1" Content="2048" Width="210" FontSize="40" 
                   Foreground="Maroon" Opacity="1" />
            <Label x:Name="lblAddScore" Grid.Row="1" Content="0" Width="210" FontSize="20" 
                   Foreground="Chocolate" Opacity="0" >
                <Label.RenderTransform>
                    <TranslateTransform x:Name="tt" X="0" Y="0"/>
                </Label.RenderTransform>
            </Label>

            <TextBlock Text="最高记录: " Grid.Row="2" Width="210" FontSize="20" VerticalAlignment="Bottom"/>
            <Label x:Name="lblBastScore" Grid.Row="3" Content="0" Width="210" FontSize="35" 
                   Foreground="DarkGray" Opacity="1" />
            <Button x:Name="btnShowTopScore" Grid.Row="4" Content="排行榜" Width="80" Margin="8" Height="25" HorizontalAlignment="Right"
                    Focusable="False"/>
            <Button x:Name="btnExitGame" Grid.Row="5" Content="退出游戏" Width="80" Margin="8" Height="30" 
                    HorizontalAlignment="Right" VerticalAlignment="Bottom"  Focusable="False" Click="BtnExitGame_Click"/>
        </Grid>
    </Grid>

(1)在Window资源区分别定义了Label和Rectangle的样式,因为接下来游戏区的4宫格中使用的主要是对Lebel控件进行显示和移动操作的。
(2)另外还添加一个命名为lblAddScore的Label控件(其初始透明度为0,即完全透明),用于增加成绩时的动画效果,其中定义了命名为tt的TranslateTransform变换效果。
(3)游戏主区控件为Canvas,命名为myCanvas。
(4)其他可以根据自己的喜好进行调整。

 

2、定义几个字段变量
毕竟是小游戏,直接从MainWindow.xaml.cs开始下手了。

int lblWidth = 105;                     // 方块大小
int lblPadding = 15;                    // 方块间隙

int[,] gridData = null;                 // 游戏主数据数组
Label[,] lblArray = null;               // 用于显示成方块的Label数组

int currScore = 0;                      // 当前成绩

bool isStarted = false;                 // 游戏是否已开始

Random rnd = new Random();             // 随机数

 

3、几个开始需要调用的方法

   3.1 游戏开始数字板
界面中的16个游戏数字为0时,只显示空的16块小板面,其颜色比背景色稍浅。

/// <summary>
///  显示背景矩形块
/// </summary>
private void ShowBackRect()
{
    for (int y = 0; y < 4; y++)
    {
        for (int x = 0; x < 4; x++)
        {
            Rectangle rect = new Rectangle();
            rect.SetValue(Canvas.LeftProperty, (double)((x + 1) * lblPadding + x * lblWidth));
            rect.SetValue(Canvas.TopProperty, (double)((y + 1) * lblPadding + y * lblWidth));
            myCanvas.Children.Add(rect);
        }
    }
}

  3.2 生成新数
游戏开始后,需要随机生成值为2或4的两个新数字。之后,每上、下、左、右移动其中一次界面中的数字后,如果还有空位,又需要随机生成一个2或4的新数字。

/// <summary>
/// 重载生成新数
/// </summary>
/// <returns></returns>
private bool NewNum()
{
    int num = rnd.Next(0, 9) > 2 ? 2 : 4;

    int nullnum = 0;
    for (int y = 0; y < 4; y++)
    {
        for (int x = 0; x < 4; x++)
        {
            if (gridData[y, x] == 0)
                nullnum++;
        }
    }

    if (nullnum < 1)
    {
        return false;
    }

    int index = rnd.Next(1, nullnum);
    nullnum = 0;
    for (int y = 0; y < 4; y++)
    {
        for (int x = 0; x < 4; x++)
        {
            if (gridData[y, x] == 0)
            {
                nullnum++;
                if (nullnum != index)
                    continue;

                gridData[y, x] = num;
            }
        }
    }

    return true;
}

先统计出界面中剩余空格数,再从空格数中获取随机数作为新数位置,赋值2或4之一。

  3.3 设置Label板背景色和前景字体大小
根据gridData元素值的高低,显示不同的背景色和字体大小

/// <summary>
/// 根据数值生成方块背景色值
/// </summary>
/// <param name="num"></param>
/// <returns></returns>
private Brush SetBackground(int num)
{
    Brush backColor;
    switch (num)
    {
        case 2:
            backColor = new SolidColorBrush(Color.FromRgb(0xee, 0xe4, 0xda));
            break;
        case 4:
            backColor = new SolidColorBrush(Color.FromRgb(0xec, 0xe0, 0xc8));
            break;
        case 8:
            backColor = new SolidColorBrush(Color.FromRgb(0xf2, 0xb1, 0x79));
            break;
        case 16:
            backColor = new SolidColorBrush(Color.FromRgb(0xf5, 0x95, 0x63));
            break;
        case 32:
            backColor = new SolidColorBrush(Color.FromRgb(0xf5, 0x7c, 0x5f));
            break;
        case 64:
            backColor = new SolidColorBrush(Color.FromRgb(0xf6, 0x5d, 0x3b));
            break;
        case 128:
            backColor = new SolidColorBrush(Color.FromRgb(0xed, 0xce, 0x71));
            break;
        case 256:
            backColor = new SolidColorBrush(Color.FromRgb(0xed, 0xcc, 0x61));
            break;

        case 512:
            backColor = new SolidColorBrush(Color.FromRgb(0xec, 0xc8, 0x50));
            break;
        case 1024:
            backColor = new SolidColorBrush(Color.FromRgb(0xed, 0xc5, 0x3f));
            break;
        case 2048:
            backColor = new SolidColorBrush(Color.FromRgb(0xee, 0xc2, 0x2e));
            break;
        case 4096:
            backColor = new SolidColorBrush(Color.FromRgb(0xef, 0x85, 0x9c));
            break;
        default:
            backColor = new SolidColorBrush(Color.FromRgb(0xcc, 0xc0, 0xb2));
            break;
    }
    return backColor;
}

/// <summary>
/// 根据数值设置方块字体大小
/// </summary>
/// <param name="num"></param>
/// <returns></returns>
private int SetFontSize(int num)
{
    int iFontsize;
    switch (num)
    {
        case 2:
        case 4:
        case 8:
            iFontsize = 55;
            break;

        case 16:
        case 32:
        case 64:
            iFontsize = 50;
            break;

        case 128:
        case 256:
        case 512:
            iFontsize = 40;
            break;

        case 1024:
        case 2048:
        case 4096:
            iFontsize = 33;
            break;

        default:
            iFontsize = 30;
            break;
    }
    return iFontsize;
}

 

  3.4 显示游戏区的所有Label控件
如果gridData元素值不为0的话,生成Label控件并添加到游戏板中。

/// <summary>
/// 重新显示所有Label
/// </summary>
private void ShowAllLabel()
{
    myCanvas.Children.Clear();
    ShowBackRect();

    for (int y = 0; y < 4; y++)
    {
        for (int x = 0; x < 4; x++)
        {
            if (gridData[y, x] != 0)
            {
                lblArray[y, x] = new Label();
                lblArray[y, x].SetValue(Canvas.LeftProperty, lblPadding * (x + 1) + (double)(x * lblWidth));
                lblArray[y, x].SetValue(Canvas.TopProperty, lblPadding * (y + 1) + (double)(y * lblWidth));
                lblArray[y, x].SetValue(Label.ContentProperty, gridData[y, x].ToString());
                lblArray[y, x].SetValue(Label.BackgroundProperty, SetBackground(gridData[y, x]));
                lblArray[y, x].SetValue(Label.FontSizeProperty, (double)SetFontSize(gridData[y, x]));
                myCanvas.Children.Add(lblArray[y, x]);
            }
        }
    }
}

 

4、初始化游戏数据

/// <summary>
/// 初始化数据
/// </summary>
private void InitData()
{
    if (gridData != null)                       // 初始化主数据数组
        gridData = null;

    gridData = new int[4, 4]
    {
        { 0, 0, 0, 0 },
        { 0, 0, 0, 0 },
        { 0, 0, 0, 0 },
        { 0, 0, 0, 0 }
    };

    if (lblArray != null)                       // 初始化显示用Label数组
        lblArray = null;

    lblArray = new Label[4, 4];

    if (myCanvas.Children.Count > 0)
        myCanvas.Children.Clear();              // 清除界面

    NewNum();                                   // 生成两个新数
    NewNum();

    ShowAllLabel();                             // 刷新游戏方块

    isStarted = true;
    currScore = 0;                              // 初始化当前成绩为0

    lblCurrScore.Content = currScore.ToString();// 更新当前成绩显示
}

将InitData()方法添加到BtnNewGame_Click按钮事件方法中。

现在运行游戏,不断点击开始新游戏按钮,会在不同位置生成两个2或4的数字,并显示出来。

 

5、判断游戏是否结束
判断每一行是否存在空位,如果有则未结束。如果该行已满,则看看是否存在相邻是否有相同的数字,如果有则说明可以合并出新空位,即未结束。
列判断方式相同。

/// <summary>
/// 游戏是否结束
/// </summary>
/// <returns></returns>
private bool isGameOver()
{
    for (int row = 0; row < 4; row++)
    {
        for (int i = 0; i < 4; i++)
        {
            if (gridData[row, i] == 0)  // 是否有空位
            {
                return false;
            }
        }
        for (int i = 0; i < 3; i++)
        {
            if (gridData[row, i] == gridData[row, i + 1])
            {
                return false;
            }
        }
    }

    for (int col = 0; col < 4; col++)
    {
        for (int i = 0; i < 4; i++)
        {
            if (gridData[i, col] == 0)
            {
                return false;
            }
        }
        for (int i = 0; i < 3; i++)
        {
            if (gridData[i, col] == gridData[i + 1, col])
            {
                return false;
            }
        }
    }

    return true;
}

/// <summary>
/// 显示动画结束对话框
/// </summary>
private void ShowGameOver()
{
    MessageBox.Show("游戏已经结束。", "Game Over", MessageBoxButton.OK, MessageBoxImage.Information);
    isStarted = false;
}

 

posted on 2019-05-27 17:08  sssion  阅读(1367)  评论(0编辑  收藏  举报