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标题:用vf表单做俄罗斯方块的思路
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程序猿211
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用vf表单做俄罗斯方块的思路
希望能够知道做俄罗斯方块的思想,不求代码,只求有可行,方便,速率高的思路。不过,尽量描述清楚,大家可以一起讨论一下。相互学习,相互进步!达到共赢的目的!谢谢
搜索更多相关主题的帖子: 表单 俄罗斯方块 思路 描述 学习 
2018-04-19 11:34
丁春秋yxp
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我在foxpro for dos时代做过桥牌,贪食蛇游戏,也想做俄罗斯方块,但没成功。
2018-05-05 09:19
红星二锅头
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俄罗斯方块

PUBLIC ff
ff = CreateObject('frm')
ff.visible = .T.
RETURN


#DEFINE tetris          4
#DEFINE c0            128    && color constant
#DEFINE c1            196    && color constant
#DEFINE sqee_width     20
#DEFINE sqee_height    20
#DEFINE bucketWidth    12
#DEFINE bucketHeight   24
#DEFINE dropInterval  200    && millisecond
#DEFINE keyLeft        19
#DEFINE keyRight        4
#DEFINE keyDrop        32
#DEFINE keyRotate       5

DEFINE CLASS sqee As Shape
    Owner  = 0        && (0)empty, (1)debris, all others - Figure.Mode
    Width  = sqee_width
    Height = sqee_height
    BorderColor = RGB (240,240,255)
    BackColor = RGB(255,255,255)
ENDDEFINE

DEFINE CLASS figure As Custom
    DIMEN arrX [tetris]
    DIMEN arrY [tetris]
    dY = 1
    dX = 1
    mode = 0
    main = .F.
    BackColor = 0
    turned_counter      = 0
    turned_counter_dy   = 0
    turned_counter_dx   = 0
    turned_clockwise    = 0
    turned_clockwise_dy = 0
    turned_clockwise_dx = 0
   
    PROCEDURE  init
        THIS.BackColor = THIS.get_color()
        THIS.after_init
    ENDPROC
   
    PROCEDURE  assign_neighbours (tl, tly, tlx,  tr, try, trx)
        THIS.turned_counter      = tl
        THIS.turned_counter_dy   = tly
        THIS.turned_counter_dx   = tlx
        THIS.turned_clockwise    = tr
        THIS.turned_clockwise_dy = try
        THIS.turned_clockwise_dx = trx
    ENDPROC

    PROCEDURE  init_arr (y1,x1, y2,x2, y3,x3, y4,x4)
        THIS.arrX [1] = x1
        THIS.arrX [2] = x2
        THIS.arrX [3] = x3
        THIS.arrX [4] = x4
        THIS.arrY [1] = y1
        THIS.arrY [2] = y2
        THIS.arrY [3] = y3
        THIS.arrY [4] = y4
    ENDPROC
   
    PROCEDURE  reset_figure
        STORE 1 TO THIS.dY, THIS.dX
    ENDPROC
   
    FUNCTION  get_color ()
        DO CASE
        CASE INLIST (THIS.mode, 1,11)
            RETURN RGB (c1,c0,c0)
        CASE THIS.mode = 2
            RETURN RGB (c1,c1,c0)
        CASE INLIST (THIS.mode, 3,31,32,33)
            RETURN RGB (c1,c0,c1)
        CASE INLIST (THIS.mode, 4,41)
            RETURN RGB (c0,c1,c1)
        CASE INLIST (THIS.mode, 5,51)
            RETURN RGB (c0,c1,c0)
        CASE INLIST (THIS.mode, 6,61,62,63)
            RETURN RGB (c0,c0,c1)
        CASE INLIST (THIS.mode, 7,71,72,73)
            RETURN RGB (c0,c0,c0)
        OTHER
            RETURN RGB (c1,c1,c1)
        ENDCASE
    ENDFUNC
   
    PROCEDURE  set_state (numColor, numOwner)
        LOCAL ii
        FOR ii=1 TO tetris
            WITH ThisForm.d.arr [ THIS.dY+THIS.arrY[ii], THIS.dX+THIS.arrX[ii] ]
                .BackColor = numColor
                .Owner = numOwner
            ENDWITH
        ENDFOR
    ENDPROC
   
    PROCEDURE  set_visible
        THIS.set_state (THIS.BackColor, THIS.mode)
    ENDPROC
   
    PROCEDURE  set_free
        THIS.set_state (THIS.Parent.BackColor, 0)
    ENDPROC

    PROCEDURE  set_debris
        THIS.set_state (THIS.BackColor, -1)
    ENDPROC

    PROCEDURE  set_owner (numOwner)
        LOCAL ii
        FOR ii=1 TO tetris
            WITH ThisForm.d.arr [ THIS.dY+THIS.arrY[ii], THIS.dX+THIS.arrX[ii] ]
                .Owner = numOwner
            ENDWITH
        ENDFOR
    ENDPROC
   
    PROCEDURE  conflict (dY,dX, allowedMode)
        LOCAL ii
        FOR ii=1 TO tetris
            IF Not (BETW(dY+THIS.dY+THIS.arrY[ii], 1, bucketHeight);
               And  BETW(dX+THIS.dX+THIS.arrX[ii], 1, bucketWidth))
                RETURN .T.
            ENDIF

            WITH ThisForm.d.arr [ dY+THIS.dY+THIS.arrY[ii], dX+THIS.dX+THIS.arrX[ii] ]
                IF Not (.Owner=0 Or .Owner=THIS.mode Or .Owner=allowedMode)
                    RETURN .T.
                ENDIF
            ENDWITH
        ENDFOR
        RETURN .F.
    ENDPROC
   
    FUNCTION  move_ (dY,dX)
        IF THIS.Conflict (dY,dX,0)
            RETURN .F.
        ELSE
            THIS.set_free
            THIS.dY = THIS.dY + dY
            THIS.dX = THIS.dX + dX
            THIS.set_visible
            RETURN .T.
        ENDIF
    ENDPROC
   
    PROCEDURE  move_down
        RETURN THIS.move_ (1,0)
    ENDPROC

    PROCEDURE  move_left
        RETURN THIS.move_ (0,-1)
    ENDPROC

    PROCEDURE  move_right
        RETURN THIS.move_ (0,1)
    ENDPROC
ENDDEFINE

DEFINE CLASS f1 As figure    && vertical stick
    mode = 1
    main = .T.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  1,0,  2,0,  3,0)
        THIS.assign_neighbours (11,2,-1,  11,2,-2)
    ENDPROC
ENDDEFINE

DEFINE CLASS f11 As figure    && horizontal stick
    mode = 11
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  0,1,  0,2,  0,3)
        THIS.assign_neighbours (1,-2,1,  1,-2,2)
    ENDPROC
ENDDEFINE

DEFINE CLASS f2 As figure    && square
    mode = 2
    main = .T.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  0,1,  1,0,  1,1)
        THIS.assign_neighbours (2,0,0,  2,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f3 As figure    && t-bone
    mode = 3
    main = .T.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  0,1,  0,2,  1,1)
        THIS.assign_neighbours (32,0,0,  31,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f31 As figure    && t-bone rotated
    mode = 31
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  1,0,  2,0,  1,1)
        THIS.assign_neighbours (3,0,0,  33,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f32 As figure    && t-bone rotated
    mode = 32
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,1,  1,1,  2,1,  1,0)
        THIS.assign_neighbours (33,0,0,  3,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f33 As figure    && t-bone rotated
    mode = 33
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (1,0,  1,1,  1,2,  0,1)
        THIS.assign_neighbours (31,0,0,  32,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f4 As figure    && zed1
    mode = 4
    main = .T.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  0,1,  1,1,  1,2)
        THIS.assign_neighbours (41,0,0,  41,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f41 As figure    && zed1 rotated
    mode = 41
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (2,0,  1,0,  1,1,  0,1)
        THIS.assign_neighbours (4,0,0,  4,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f5 As figure    && zed2
    mode = 5
    main = .T.
    PROCEDURE  after_init
        THIS.init_arr (1,0,  1,1,  0,1,  0,2)
        THIS.assign_neighbours (51,0,0,  51,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f51 As figure    && zed2 rotated
    mode = 51
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  1,0,  1,1,  2,1)
        THIS.assign_neighbours (5,0,0,  5,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f6 As figure    && scrap1
    mode = 6
    main = .T.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  1,0,  2,0,  0,1)
        THIS.assign_neighbours (62,0,0,  61,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f61 As figure    && scrap1 rotated
    mode = 61
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (1,0,  1,1,  1,2,  0,0)
        THIS.assign_neighbours (6,0,0,  63,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f62 As figure    && scrap1 rotated
    mode = 62
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  0,1,  0,2,  1,2)
        THIS.assign_neighbours (63,0,0,  6,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f63 As figure    && scrap1 rotated
    mode = 63
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,1,  1,1,  2,1,  2,0)
        THIS.assign_neighbours (61,0,0,  62,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f7 As figure    && scrap2
    mode = 7
    main = .T.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  0,1,  1,1,  2,1)
        THIS.assign_neighbours (72,0,0,  71,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f71 As figure    && scrap2 rotated
    mode = 71
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  0,1,  0,2,  1,0)
        THIS.assign_neighbours (7,0,0,  73,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f72 As figure    && scrap2 rotated
    mode = 72
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (1,0,  1,1,  1,2,  0,2)
        THIS.assign_neighbours (73,0,0,  7,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS f73 As figure    && scrap2 rotated
    mode = 73
    main = .F.
    PROCEDURE  after_init
        THIS.init_arr (0,0,  1,0,  2,0,  2,1)
        THIS.assign_neighbours (71,0,0,  72,0,0)
    ENDPROC
ENDDEFINE

DEFINE CLASS bucket As Container
    max_mode = 7
    current_mode = 0
    BackColor = RGB(255,255,255)

    DIMEN ff [100]
    ADD OBJECT ff[ 1] As f1
    ADD OBJECT ff[11] As f11
    ADD OBJECT ff[ 2] As f2
    ADD OBJECT ff[ 3] As f3
    ADD OBJECT ff[31] As f31
    ADD OBJECT ff[32] As f32
    ADD OBJECT ff[33] As f33
    ADD OBJECT ff[ 4] As f4
    ADD OBJECT ff[41] As f41
    ADD OBJECT ff[ 5] As f5
    ADD OBJECT ff[51] As f51
    ADD OBJECT ff[ 6] As f6
    ADD OBJECT ff[61] As f61
    ADD OBJECT ff[62] As f62
    ADD OBJECT ff[63] As f63
    ADD OBJECT ff[ 7] As f7
    ADD OBJECT ff[71] As f71
    ADD OBJECT ff[72] As f72
    ADD OBJECT ff[73] As f73
   
    arr_size = bucketWidth * bucketHeight
    DIMEN arr [bucketHeight, bucketWidth]

    PROCEDURE  Init
        THIS.AddSquees
        THIS.Width  = sqee_width * bucketWidth
        THIS.Height = sqee_height * bucketHeight
    ENDPROC
   
    PROCEDURE  AddSquees
        LOCAL lnY, lnX, lcName
        FOR lnY=1 TO bucketHeight
            FOR lnX=1 TO bucketWidth
                lcName = STRTRAN('arr'+STR(lnY,2) + '_' + STR(lnX,2), ' ','0')
                THIS.AddObject (lcName, 'sqee')
                THIS.arr [lnY,lnX] = EVAL('THIS.'+lcName)
                WITH THIS.arr [lnY,lnX]
                    .left    = (lnX-1) * sqee_width
                    .top     = (lnY-1) * sqee_height
                    .Owner   = 0
                    .visible = .T.
                ENDWITH
            ENDFOR
        ENDFOR
    ENDPROC

    PROCEDURE  RemoveSquees
        LOCAL lnY, lnX, lcName
        FOR lnY=1 TO bucketHeight
            FOR lnX=1 TO bucketWidth
                lcName = STRTRAN('arr'+STR(lnY,2) + '_' + STR(lnX,2), ' ','0')
                THIS.RemoveObject (lcName)
            ENDFOR
        ENDFOR
    ENDPROC
   
    FUNCTION  init_figure
        THIS.current_mode = INT (RAND() * THIS.max_mode) + 1
        IF NOT BETW(THIS.current_mode, 1,THIS.max_mode)
            THIS.current_mode = 1
        ENDIF
        WITH THIS.ff [THIS.current_mode]
            .reset_figure
            IF .conflict (0,0,0)
                RETURN .F.
            ENDIF
            .set_visible
        ENDWITH
        RETURN .T.
    ENDFUNC
   
    FUNCTION  debris_line (num)  && if there is at least one line of debris
        LOCAL ii
        FOR ii=1 TO bucketWidth
            IF THIS.arr [num, ii].Owner <> -1
                RETURN .F.
            ENDIF
        ENDFOR
        RETURN .T.
    ENDFUNC
   
    FUNCTION find_debris_line
        LOCAL jj
        FOR jj=bucketHeight TO 1 STEP -1
            IF THIS.debris_line (jj)
                RETURN jj
            ENDIF
        ENDFOR
        RETURN 0
    ENDFUNC
   
    PROCEDURE  shake_debris
        LOCAL num, jj, ii, savedColor
        num = THIS.find_debris_line()
        IF num = 0
            RETURN
        ENDIF
        
        * release line
        FOR ii=1 TO bucketWidth
            THIS.arr[num, ii].Owner = 0
            THIS.arr[num, ii].BackColor = THIS.BackColor
        ENDFOR
        
        * drop all other lines
        FOR jj=num-1 TO 1 STEP -1
            FOR ii=1 TO bucketWidth
                IF THIS.arr[jj,ii].Owner = -1
                    savedColor = THIS.arr [jj, ii].BackColor
                    THIS.arr [jj, ii].BackColor = THIS.BackColor
                    THIS.arr [jj, ii].Owner = 0
                    THIS.arr [jj+1, ii].BackColor = savedColor
                    THIS.arr [jj+1, ii].Owner = -1
                ENDIF
            ENDFOR
        ENDFOR
    ENDPROC
   
    PROCEDURE  rotate_figure (newMode, dY,dX)
        LOCAL obj
        WITH THIS.ff [THIS.current_mode]
            obj = THIS.ff [.turned_clockwise]
            obj.dY = .dY + .turned_clockwise_dY
            obj.dX = .dX + .turned_clockwise_dX
        ENDWITH
        
        IF Not obj.Conflict (0,0,THIS.current_mode)
            THIS.ff [THIS.current_mode].set_free
            THIS.current_mode = obj.mode
            THIS.ff [THIS.current_mode].set_visible
            RETURN .T.
        ELSE
            RETURN .F.
        ENDIF
    ENDPROC

    PROCEDURE  rotate
        WITH THIS.ff [THIS.current_mode]
            DO WHILE .T.
                IF THIS.rotate_figure (.turned_clockwise, .turned_clockwise_dY, .turned_clockwise_dX)
                    EXIT
                ELSE
                    IF Not .move_right()
                        EXIT
                    ENDIF
                ENDIF
            ENDDO
        ENDWITH
    ENDPROC

    PROCEDURE  rotate_counter_clockwise
        WITH THIS.ff [THIS.current_mode]
            THIS.rotate (.turned_counter, .turned_counter_dY, .turned_counter_dX)
        ENDWITH
    ENDPROC
ENDDEFINE

DEFINE CLASS frm As Form
    Caption     = 'Tetris'
    MaxButton   = .F.
    BorderStyle = 2
    KeyPreview  = .T.
    ADD OBJECT d As bucket
    ADD OBJECT t As Timer
   
    PROCEDURE  Init
        WITH THIS.d
            STORE 0 TO .top, .left
            THIS.Width  = .Width
            THIS.Height = .Height
        ENDWITH
        THIS.d.init_figure
        THIS.t.Interval = dropInterval    && setting speed
    ENDPROC
   
    PROCEDURE  Destroy
        THIS.d.RemoveSquees
    ENDPROC
   
    PROCEDURE  KeyPress
    LPARAMETERS nKeyCode, nShiftAltCtrl
        DO CASE
        CASE nKeyCode=27
            THIS.release
        CASE nKeyCode=keyLeft
            THIS.d.ff [THIS.d.current_mode].move_left
        CASE nKeyCode=keyRight
            THIS.d.ff [THIS.d.current_mode].move_right
        CASE nKeyCode=keyDrop
            DO WHILE THIS.d.ff [THIS.d.current_mode].move_down()
            ENDDO
        CASE nKeyCode=keyRotate
            THIS.d.rotate
        ENDCASE
    ENDPROC
   
    PROCEDURE  t.Timer
        LOCAL obj
        WITH ThisForm.d
            obj = .ff [.current_mode]
            IF Not obj.move_down()
                obj.set_debris
                IF .init_figure()
                    obj = .ff [.current_mode]
                ELSE
                    ThisForm.release  && here you lost
                ENDIF
            ENDIF
            .shake_debris
        ENDWITH
    ENDPROC
ENDDEFINE
收到的鲜花
  • 厨师王德榜2018-05-09 08:57 送鲜花  3朵   附言:牛!

团队红星二锅头,队长王猛,领队李冲,顾问杨伟,副队张挺,外联马彪,内勤韩秀,人事顾闯,财务赵魁,后勤周强
2018-05-05 14:00
红星二锅头
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图片附件: 游客没有浏览图片的权限,请 登录注册

团队红星二锅头,队长王猛,领队李冲,顾问杨伟,副队张挺,外联马彪,内勤韩秀,人事顾闯,财务赵魁,后勤周强
2018-05-05 14:03
mywisdom88
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以下是引用红星二锅头在2018-5-5 14:03:40的发言:
牛,还真可以,再增加声音,分数计算去。。。。
2018-05-05 14:23
schtg
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@红星二锅头,牛!学习啦,谢谢!
2018-05-05 18:55
丁春秋yxp
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红星二锅头,测试可用,牛。
2018-05-06 12:52
zewei
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2018-05-07 08:12
lyquestc
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提示:方法程序或事件不能含有嵌套的过程或类定义。
2018-05-08 21:25
快速回复:用vf表单做俄罗斯方块的思路
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