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  • win10 uwp 俄罗斯方块

    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。

    我的所有博客都是抄别人的,这个才是我自己写的。后台很多代码还是抄别人的,我想说的是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,忘了出处,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,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,我希望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,因为按shift然后大写实在不会,所以都是_。如果觉得_需要两个键,就让我卖关子,其实我只需要使用-,怎么做我会在之后告诉大家

    https://code.msdn.microsoft.com/win10-uwp-def86f86

    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;
        }
    }
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  • 原文地址:https://www.cnblogs.com/lindexi/p/12087611.html
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