Coding Tetris in C#: A Beginner‘s Guide236


Tetris. The name alone evokes a wave of nostalgia for countless gamers. Its simple yet addictive gameplay has cemented its place as a classic. But have you ever considered building your own version? This tutorial will guide you through creating a Tetris game in C#, a powerful and versatile programming language. We'll cover the fundamental concepts and steps, making it accessible even for beginners with some basic C# knowledge.

This tutorial won't use any external game engines or libraries. We’ll focus on building the core game logic using C#’s built-in capabilities and the power of Windows Forms for the user interface. This approach will provide a deeper understanding of the underlying mechanics of the game.

Setting up the Project

First, you'll need a C# development environment. Visual Studio Community (free) is a great option. Create a new Windows Forms App (.NET Framework) project. This will provide a basic window to work with.

We'll use a `PictureBox` control to display the game board. Add a `PictureBox` to your form. Name it `gameBoard`. Set its `Size` property to a suitable dimension (e.g., 200x400 pixels) and its `SizeMode` to `AutoSize`. We'll adjust the size later to properly fit the game grid. This ensures the image scales proportionally.

Creating the Game Board

The game board is a two-dimensional array. We'll represent each cell as an integer. 0 represents an empty cell, and other integers will represent different Tetrominoes (the falling shapes).```csharp
int[,] gameBoard = new int[10, 20]; // 10 columns, 20 rows
```

We'll need to draw this array onto the `gameBoard` PictureBox. We'll do this by creating a `Bitmap` and drawing individual squares within it. The size of each square will determine the overall size of the game board.```csharp
private void DrawGameBoard()
{
Bitmap boardBitmap = new Bitmap((0) * squareSize, (1) * squareSize);
using (Graphics g = (boardBitmap))
{
// Iterate through gameBoard and draw each square
for (int row = 0; row < (1); row++)
{
for (int col = 0; col < (0); col++)
{
if (gameBoard[col, row] != 0)
{
// Draw a colored square based on gameBoard[col, row]
DrawSquare(g, col, row, gameBoard[col, row]);
}
}
}
}
= boardBitmap;
}
// Helper function to draw a single square
private void DrawSquare(Graphics g, int col, int row, int colorIndex)
{
// Implement square drawing logic here using colorIndex to determine color
// ...
}
```

You'll need to implement the `DrawSquare` function to actually draw the squares. You can use a `SolidBrush` with different colors for each Tetromino type.

Implementing Tetrominoes

Tetrominoes are the seven different shapes. We can represent each Tetromino as a 4x4 array of integers, where 1 represents a filled block and 0 represents an empty block. You'll need to define these arrays for each Tetromino type (I, J, L, O, S, T, Z).

You'll also need logic to handle:
Spawning a new Tetromino: Randomly select a Tetromino and place it at the top of the board.
Movement: Handle left, right, and down movements, checking for collisions with the board or other Tetrominos.
Rotation: Implement rotation logic for each Tetromino, ensuring it doesn't go out of bounds.
Line Clearing: Check for completed rows and clear them, awarding points.
Game Over: Detect when a new Tetromino can't be spawned because the top row is full.

Timers and Game Loop

We'll use a `Timer` control to manage the game loop. This timer will trigger an event at regular intervals, causing the current Tetromino to move down one row. The speed of the timer will control the game's difficulty.

Within the timer's event handler, you'll implement the game logic: move the Tetromino down, handle user input (left, right, down, rotate), check for line clears, and redraw the game board using `DrawGameBoard()`.

User Input

Handle key presses to control the Tetromino's movement and rotation. Use the `KeyDown` event of the form to capture these inputs.

Advanced Features (Optional)

Once you have a working game, you can add more advanced features such as:
Scorekeeping: Track the player's score based on cleared lines.
Level Progression: Increase the game speed as the player progresses through levels.
High Scores: Store and display high scores.
Sound Effects: Add sound effects for line clears and game over.


Building a Tetris game in C# is a rewarding project. It provides a great opportunity to practice your programming skills and learn about game development concepts. This tutorial provides a solid foundation. Remember to break down the problem into smaller, manageable parts, and test your code frequently. Happy coding!

2025-05-30


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