游戏人生Silverlight(4) - 连连看[Silverlight 2.0(c#)]
2009-06-22 08:33:10 来源:WEB开发网4、游戏使用MVVM(Model - View - ViewModel)模式开发
关键代码
Core.cs
using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using YYMatch.Models;
using System.Collections.ObjectModel;
using System.Linq;
using System.Collections.Generic;
using System.ComponentModel;
using System.Threading;
namespace YYMatch.ViewModels
{
/**//// <summary>
/// 连连看核心模块
/// </summary>
public class Core : INotifyPropertyChanged
{
ObservableCollection<CardModel> _cards = null;
int _rows = 0;
int _columns = 0;
SynchronizationContext _syncContext = null;
public Core()
{
// 在容器上布满空的卡片
_cards = new ObservableCollection<CardModel>();
for (int i = 0; i < Global.ContainerColumns * Global.ContainerRows; i++)
{
_cards.Add(new CardModel("00", i));
}
_syncContext = SynchronizationContext.Current;
}
public void Start(int rows, int columns)
{
_rows = rows;
_columns = columns;
InitCard();
}
private ObservableCollection<CardModel> InitCard()
{
Random r = new Random();
// 卡片集合在容器内的范围
int minX = (Global.ContainerColumns - _columns) / 2;
int maxX = minX + _columns - 1;
int minY = (Global.ContainerRows - _rows) / 2;
int maxY = minY + _rows - 1;
for (int x = 0; x < Global.ContainerColumns; x++)
{
for (int y = 0; y < Global.ContainerRows; y++)
{
// 18 张图随机排列
string imageName = r.Next(1, Global.ImageCount + 1).ToString().PadLeft(2, '0');
var cardPoint = new CardPoint(x, y);
if (x >= minX && x <= maxX && y >= minY && y <= maxY)
{
_cards[cardPoint.Position] = new CardModel(imageName, cardPoint.Position);
}
}
}
// 相同的卡片个数为奇数的集合
var oddImages = _cards.Where(p => p.ImageName != Global.EmptyImageName)
.GroupBy(p => p.ImageName)
.Select(p => new { ImageName = p.Key, Count = p.Count() })
.Where(p => p.Count % 2 > 0)
.ToList();
// 如果 oddImages 集合的成员为奇数个(保证容器容量为偶数个则不可能出现这种情况)
if (oddImages.Count() % 2 > 0)
{
throw new Exception("无法初始化程序");
}
else
{
// 在集合中将所有的个数为奇数的卡片各自取出一个放到 temp 中
// 将 temp 一刀切,使其右半部分的卡片的 ImageName 依次赋值为左半部分的卡片的 ImageName
// 由此保证相同的卡片均为偶数个
List<CardModel> tempCards = new List<CardModel>();
for (int i = 0; i < oddImages.Count(); i++)
{
if (i < oddImages.Count() / 2)
{
var tempCard = _cards.Last(p => p.ImageName == oddImages.ElementAt(i).ImageName);
tempCards.Add(tempCard);
}
else
{
var tempCard = _cards.Last(p => p.ImageName == oddImages.ElementAt(i).ImageName);
_cards[tempCard.Position].ImageName = tempCards[i - oddImages.Count() / 2].ImageName;
}
}
}
if (!IsActive())
Replace();
return _cards;
}
/**//// <summary>
/// 判断两卡片是否可消
/// </summary>
public bool Match(CardModel c1, CardModel c2, bool removeCard)
{
bool result = false;
if (c1.ImageName != c2.ImageName
|| c1.ImageName == Global.EmptyImageName
|| c2.ImageName == Global.EmptyImageName
|| c1.Position == c2.Position)
return false;
// 如果可消的话,则 point1, point2, point3, point4 会组成消去两卡片的路径(共4个点)
CardPoint point1 = new CardPoint(0);
CardPoint point2 = new CardPoint(0);
CardPoint point3 = new CardPoint(0);
CardPoint point4 = new CardPoint(0);
// 最小路径长度
int minLength = int.MaxValue;
CardPoint p1 = new CardPoint(c1.Position);
CardPoint p2 = new CardPoint(c2.Position);
var p1xs = GetXPositions(p1);
var p1ys = GetYPositions(p1);
var p2xs = GetXPositions(p2);
var p2ys = GetYPositions(p2);
// 在两点各自的 X 轴方向上找可消点(两个可消点的 X 坐标相等)
var pxs = from p1x in p1xs
join p2x in p2xs
on p1x.X equals p2x.X
select new { p1x, p2x };
foreach (var px in pxs)
{
if (MatchLine(p1, px.p1x) && MatchLine(px.p1x, px.p2x) && MatchLine(px.p2x, p2))
{
int length = Math.Abs(p1.X - px.p1x.X) + Math.Abs(px.p1x.Y - px.p2x.Y) + Math.Abs(px.p2x.X - p2.X);
// 查找最短连接路径
if (length < minLength)
{
minLength = length;
point1 = p1;
point2 = px.p1x;
point3 = px.p2x;
point4 = p2;
}
result = true;
}
}
// 在两点各自的 Y 轴方向上找可消点(两个可消点的 Y 坐标相等)
var pys = from p1y in p1ys
join p2y in p2ys
on p1y.Y equals p2y.Y
select new { p1y, p2y };
foreach (var py in pys)
{
if (MatchLine(p1, py.p1y) && MatchLine(py.p1y, py.p2y) && MatchLine(py.p2y, p2))
{
int length = Math.Abs(p1.Y - py.p1y.Y) + Math.Abs(py.p1y.X - py.p2y.X) + Math.Abs(py.p2y.Y - p2.Y);
// 查找最短连接路径
if (length < minLength)
{
minLength = length;
point1 = p1;
point2 = py.p1y;
point3 = py.p2y;
point4 = p2;
}
result = true;
}
}
if (removeCard && result)
{
RemoveCard(c1, c2, point1, point2, point3, point4);
}
return result;
}
/**//// <summary>
/// 直线上的两个 CardPoint 是否可以消去
/// </summary>
private bool MatchLine(CardPoint p1, CardPoint p2)
{
if (p1.X != p2.X && p2.Y != p2.Y)
return false;
var range = _cards.Where(p =>
p.Position > Math.Min(p1.Position, p2.Position)
&& p.Position < Math.Max(p1.Position, p2.Position));
if (p1.X == p2.X)
{
range = range.Where(p => (p.Position - p1.Position) % Global.ContainerColumns == 0);
};
if (range.Count() == 0 || range.All(p => p.ImageName == Global.EmptyImageName))
return true;
return false;
}
/**//// <summary>
/// 获取指定的 CardPoint 的 X 轴方向上的所有 ImageName 为 Global.EmptyImageName 的 CardPoint 集合
/// </summary>
private List<CardPoint> GetXPositions(CardPoint p)
{
var result = new List<CardPoint>() { p };
for (int i = 0; i < Global.ContainerColumns; i++)
{
var point = new CardPoint(p.Y * Global.ContainerColumns + i);
if (_cards[point.Position].ImageName == Global.EmptyImageName)
result.Add(point);
}
return result;
}
/**//// <summary>
/// 获取指定的 CardPoint 的 Y 轴方向上的所有 ImageName 为 Global.EmptyImageName 的 CardPoint 集合
/// </summary>
private List<CardPoint> GetYPositions(CardPoint p)
{
var result = new List<CardPoint>() { p };
for (int i = 0; i < Global.ContainerRows; i++)
{
var point = new CardPoint(i * Global.ContainerColumns + p.X);
if (_cards[point.Position].ImageName == Global.EmptyImageName)
result.Add(point);
}
return result;
}
/**//// <summary>
/// 执行消去两个卡片的任务
/// 参数为:两个卡片对象和消去路径的四个点(此四个点需按路径方向依次传入)
/// </summary>
private void RemoveCard(CardModel c1, CardModel c2, CardPoint p1, CardPoint p2, CardPoint p3, CardPoint p4)
{
_cards[c1.Position] = new CardModel(Global.EmptyImageName, c1.Position);
_cards[c2.Position] = new CardModel(Global.EmptyImageName, c2.Position);
Points.Clear();
Points.Add(CardPoint2Point(p1));
Points.Add(CardPoint2Point(p2));
Points.Add(CardPoint2Point(p3));
Points.Add(CardPoint2Point(p4));
Thread thread = new Thread
(
x =>
{
Thread.Sleep(100);
_syncContext.Post
(
y =>
{
Points.Clear();
},
null
);
}
);
thread.Start();
}
/**//// <summary>
/// CardPoint 转换成坐标位置 Point
/// </summary>
private Point CardPoint2Point(CardPoint cardPoint)
{
// 38 - 每个正方形卡片的边长
// 19 - 边长 / 2
// cardPoint.X * 2 - 卡片的 Padding 为 1 ,所以卡片间的间距为 2
var x = cardPoint.X * 38 + 19 + cardPoint.X * 2;
var y = cardPoint.Y * 38 + 19 + cardPoint.Y * 2;
return new Point(x, y);
}
/**//// <summary>
/// 检查当前是否仍然有可消除的卡片
/// </summary>
public bool IsActive()
{
var currentCards = _cards.Where(p => p.ImageName != Global.EmptyImageName).ToList();
for (int i = 0; i < currentCards.Count() - 1; i++)
{
for (int j = i + 1; j < currentCards.Count(); j++)
{
if (Match(currentCards[i], currentCards[j], false))
return true;
}
}
return false;
}
/**//// <summary>
/// 重新排列当前卡片集合
/// 并保证有可消卡片
/// </summary>
public void Replace()
{
Random r = new Random();
var currentCards = _cards.Where(p => p.ImageName != Global.EmptyImageName).ToList();
var count = currentCards.Count;
if (count == 0)
return;
var targetImageNames = currentCards.Select(p => p.ImageName).ToList();
var targetPositions = currentCards.Select(p => p.Position).ToList();
for (int i = 0; i < count; i++)
{
var index = r.Next(0, count - i);
var targetImageName = targetImageNames.Skip(index).First();
var targetPosition = targetPositions.Skip(i).First();
_cards[targetPosition] = new CardModel(targetImageName, targetPosition);
targetImageNames.RemoveAt(index);
}
while (!IsActive())
{
Replace();
}
}
/**//// <summary>
/// 清除卡片集合
/// </summary>
public void Clear()
{
_cards.Clear();
Points.Clear();
}
/**//// <summary>
/// 当前卡片数量
/// </summary>
public int CardCount
{
get { return _cards.Where(p => p.ImageName != Global.EmptyImageName).Count(); }
}
/**//// <summary>
/// 连连看的卡片集合
/// </summary>
public ObservableCollection<CardModel> Cards
{
get { return _cards; }
}
private PointCollection _points;
/**//// <summary>
/// 可消两卡片的连接路径上的 4 个点的集合
/// </summary>
public PointCollection Points
{
get
{
if (_points == null)
_points = new PointCollection();
return _points;
}
set
{
_points = value;
if (PropertyChanged != null)
PropertyChanged(this, new PropertyChangedEventArgs("Points"));
}
}
public event PropertyChangedEventHandler PropertyChanged;
}
}
OK
系列文章:
游戏人生Silverlight(1) - 七彩俄罗斯方块[Silverlight 2.0]
游戏人生Silverlight(2) - 趣味钢琴[Silverlight 2.0(c#)]
游戏人生Silverlight(3) - 打苍蝇[Silverlight 2.0(c#)]
游戏人生Silverlight(5) - 星际竞技场[Silverlight 2.0(c#, Farseer Physics Engine)]
Tags:游戏 人生 Silverlight
编辑录入:爽爽 [复制链接] [打 印]- ››silverlight全屏显示图片
- ››Silverlight MVVM 模式(一) 切近实战
- ››Silverlight for Windows Phone 7开发系列(1):...
- ››Silverlight for Windows Phone 7开发系列(2):...
- ››Silverlight for Windows Phone 7开发系列(3):...
- ››Silverlight for Windows Phone 7开发系列(4):...
- ››人生的“SEO“优化
- ››人生就是一场豪赌 要敢于做第一个吃螃蟹的人
- ››游戏定位成牵引Android发展的火车头
- ››Silverlight for Symbian
- ››游戏场景烘焙贴图制作
- ››游戏植物大战僵尸 iPhone 版9天销售额超100万美元...
更多精彩
赞助商链接