一、项目架构设计

二、核心代码实现
1. 游戏主窗体 (MainForm.cs)
csharp
public partial class MainForm : Form
{
private GameLogic gameLogic;
public MainForm()
{
InitializeComponent();
InitializeGame();
}
private void InitializeGame()
{
gameLogic = new GameLogic(this);
this.KeyDown += GameLogic_KeyDown;
this.DoubleBuffered = true; // 抗锯齿
SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true);
}
private void GameLogic_KeyDown(object sender, KeyEventArgs e)
{
gameLogic.HandleInput(e.KeyCode);
Invalidate(); // 触发重绘
}
}
2. 游戏逻辑核心 (GameLogic.cs)
csharp
public class GameLogic
{
private const int BlockSize = 30;
private const int BoardWidth = 10;
private const int BoardHeight = 20;
private Point[,] board;
private Tetromino currentPiece;
private Random random;
private int score;
public GameLogic(Control parent)
{
board = new Point[BoardWidth, BoardHeight];
random = new Random();
currentPiece = CreateRandomPiece();
InitializeBoard();
}
private Tetromino CreateRandomPiece()
{
Array values = Enum.GetValues(typeof(TetrominoType));
return new Tetromino((TetrominoType)values.GetValue(random.Next(values.Length)));
}
public void MoveLeft()
{
if (CanMove(currentPiece, -1, 0))
currentPiece.X--;
}
public void RotatePiece()
{
var rotated = currentPiece.Rotate();
if (CanMove(rotated, 0, 0))
currentPiece = rotated;
}
private bool CanMove(Tetromino piece, int dx, int dy)
{
foreach (var block in piece.Blocks)
{
int newX = piece.X + block.X + dx;
int newY = piece.Y + block.Y + dy;
if (newX < 0 || newX >= BoardWidth || newY >= BoardHeight)
return false;
if (board[newX, newY] != null)
return false;
}
return true;
}
public void Update()
{
if (!CanMove(currentPiece, 0, 1))
{
PlacePiece();
CheckLines();
currentPiece = CreateRandomPiece();
if (!CanMove(currentPiece, 0, 0))
GameOver();
}
else
{
currentPiece.Y++;
}
}
}
三、关键数据结构
1. 方块类型枚举
csharp
public enum TetrominoType
{
I, O, T, S, Z, J, L
}
2. 方块模型类
csharp
public class Tetromino
{
public TetrominoType Type { get; }
public Point Position { get; set; }
public Color Color { get; }
public Point[] Blocks { get; }
public Tetromino(TetrominoType type)
{
Type = type;
Position = new Point(4, 0);
Color = GetColorByType(type);
Blocks = GetBlockCoordinates(type);
}
private Point[] GetBlockCoordinates(TetrominoType type)
{
// 返回各类型方块的相对坐标
// 例如:I型返回 new Point[] { new Point(0,0), new Point(1,0), ... }
}
}
四、核心技术实现
1. 图形渲染引擎
csharp
public class GraphicsRenderer
{
public void Draw(Graphics g, Tetromino piece)
{
foreach (var block in piece.Blocks)
{
int x = piece.Position.X + block.X;
int y = piece.Position.Y + block.Y;
g.FillRectangle(new SolidBrush(piece.Color),
x * BlockSize, y * BlockSize,
BlockSize, BlockSize);
}
}
}
2. 碰撞检测算法
csharp
private bool CheckCollision(Tetromino piece)
{
foreach (var block in piece.Blocks)
{
int x = piece.Position.X + block.X;
int y = piece.Position.Y + block.Y;
if (x < 0 || x >= BoardWidth || y >= BoardHeight)
return true;
if (board[x, y] != null)
return true;
}
return false;
}
五、功能扩展方案
1. 计分系统
csharp
public class ScoreSystem
{
private int score;
private int level;
public void AddScore(int linesCleared)
{
score += linesCleared * 100;
if (linesCleared >= 4) level++;
}
}
2. 音效系统
csharp
public class SoundManager
{
private SoundPlayer clearSound;
private SoundPlayer gameOverSound;
public void PlayClearSound() => clearSound.Play();
public void PlayGameOverSound() => gameOverSound.Play();
}
参考代码 C# 俄罗斯方块 游戏 www.youwenfan.com/contentcsq/93148.html
六、调试技巧
-
可视化调试
csharp#if DEBUG public void DrawDebugInfo(Graphics g) { g.DrawString($"Score: {score}", Font, Brushes.Red, 10, 10); g.DrawString($"Level: {level}", Font, Brushes.Red, 10, 30); } #endif -
性能监控
csharpusing (var sw = Stopwatch.StartNew()) { UpdateGameLogic(); Debug.WriteLine($"Frame time: {sw.ElapsedMilliseconds}ms"); }
七、完整项目结构
TetrisGame/
├── MainForm.cs
├── GameLogic.cs
├── Tetromino.cs
├── GraphicsRenderer.cs
├── SoundManager.cs
├── ScoreSystem.cs
├── Resources/
│ ├── tetrominoes.png
│ └── background.jpg
└── Properties/
└── Settings.settings
八、扩展建议
- 增加游戏模式 挑战模式(限定时间) 生存模式(无限下落)
- 网络对战功能 使用Socket实现联机对战 开发匹配系统
- AI对战模块 实现基于Minimax算法的AI 开发难度分级系统