Create Falling Blocks games in .NET






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Create your own Falling Blocks game in .Net WinForms platform.
Introduction
Recently, in one of the tech-blogs I usually read, I saw a post about the best-selling video games through history. The first place in the list is for the classic, extremely addictive Falling Blocks game.
Well, a long time ago, in a galaxy far far away, I was a highly-skilled Falling Blocks player. When I was 18 I worked as DJ in a disco-pub at my hometown. There was a Falling Blocks gaming machine, and I spent hours and hours playing on it. Many nights I saw the blocks falling every time I went to bed and closed my eyes.
It rained some since then, but I still believe that Falling Blocks is one of the best videogames ever made.
In 2000, I developed a Tetris ActiveX control for the Planet Source Code site using Visual Basic 6.0. With that control I won some prize in the Planet Source Code monthly contest (some software pack, I don't remember well). You can still see the page (and download the ActiveX control and its source code) here.
Now I think the time has come to write a .NET version, so this article presents to you the TetrisBox class: a VB.NET class extremely useful to create highly customizable Falling Blocks games in .NET Windows Forms environments.
Background
I wanted my TetrisBox class to be a size-customizable Falling Blocks game board, and to implement all the logic and drawing work to allow play Falling Blocks simply by setting a few property values and calling some simple methods. Once the work has been done, I'm proud because I think I've achieved all of my main goals.
The TetrisBox class inherits from the System.Windows.Forms.PictureBox control, as it is basically a drawing surface. All the drawing work is done in the overwritten OnPaint method. Because the PictureBox inheritance, it has a graphical UI and can be placed on any Windows Form or a user control.
Internally, the box represents the board game and is logical-divided into cells. The number of cells is defined by the Rows and Columns properties, and the size of each cell is defined by the CellSize property, which uses pixels. So, for example, a board with 20 rows, 10 columns and a CellSize of 25 will have a width of 241 pixels and a height of 481 pixels (that's because adjacent cells share the borders).
When a game is running, the control first paints its background (it can be a solid color, a gradient or a picture) and then it draws each cell. The state of each cell is saved in memory using different structures. When the game starts, the board is empty (all the cells are empty), but as well as the blocks are falling, the state of the cells may vary. All the painting work is done every time that the board needs to be repainted: when the player moves the falling block or when the falling block drops because the time interval.
Really, the heavy work in this class is to control each falling block, its position inside the game board and to control the movements and rotations of each block. Now I'm going to tell you what I've done about this. I'm sure that can be other approaches to solve this problem, and even I'm sure many of them can be better than mine.
There are 7 different types of block, as seen on this table:
As you can see, the biggest block is the red one (although in TetrisBox class you can customize the color of each block type), which is 4 cells wide (or high). So I decided to represent each block inside a 4x4 matrix of cells, as this:
Each block type has its own number of possible positions inside the 4x4 matrix. For example, type 1 blocks has 2 possible positions, while type 2 blocks has only 1 position and type 3 blocks has until 4 possible positions. In the initialization code for each block I define the possible positions with an array of list of strings. Each character in a string represents a column in the 4x4 matrix; each 4-characters string inside the list represents a row in the 4x4 matrix, and each list of strings inside the array represents one possible position of the block. You can see it better in this picture:
So, the user can make 4 differents movements to a falling block:
- Move Left: moves the block 1 column to the left.
- Move Right: moves the block 1 column to the right.
- Rotate: changes the block position inside the 4x4 block matrix.
- Drop: drops down the block 1 row.
Any time that the player tries to do any of the above movements, the game logic ensures that the filled cells (those with "1" in the 4x4 matrix) of the block keeps inside the board limits, and does not overlap with existing fixed cells. The fixed cells are cells in the board game that are not empty; when a block has fallen down to its ultimate position and therefore it cannot be moved anymore, the filled cells in that falling block are transformed into fixed cells in the game board.
The Timer Selection
When a game starts, a Timer is started to drop down the falling block 1 row at a certain interval. In the .Net Framework there are at least 3 different Timer classes, as you can see on MSDN. I have chosen the System.Timers.Timer class because its metronome accuracy and because it can raise the Elapsed event on the UI thread instead on its own thread, which is useful to change the UI in response to the Elapsed event.
Difficulties
In the gaming machine I mentioned before, there was certain "screens" (or game stages) in which the game added one or more difficulties or handicaps. I have implemented them in the class. The first handicap is to fill an empty cell and transform it into a fixed cell (always above the baseline or above an existing fixed cell). The second handicap is to add a new row at the bottom, moving up 1 row all the fixed cells in the game board. The new row is completely filled except for one empty cell. You can program the interval at which the handicaps appears (for example, you can create a stage in which a new random cell appears every 5 new blocks and a new row appears at the bottom every time the player completes 4 lines).
Using the code
Here's a quick reference of the relevant properties, methods and events:
Properties:
- BackgroundStyle: gets or sets the control's background style (it can be a solid color, a gradient or a picture). If it's a picture, the picture stretches to the control size and must be loaded into the BackgroundImage property. If you want a solid color, you must use the BackColor property.
- Block1Color to Block7Color: gets or sets the color of each block type.
- LeftKey, RightKey, RotateKey and DropKey: gets or sets the key used for each movement, so you can customize the keys used for play. This can be very useful if you make a 2-players game: they can play with the same keyboard, each one with its own play keys.
- RamdomBlockColor: gets or sets the color to use when a random block appears (see Difficulties).
- UncompleteRowColor: gets or sets the color to use for cells when an uncomplete row appears (see Difficulties).
- TimerInterval: gets or sets the Timer interval (game speed). The shorter interval, the higher speed.
- GradientColor1, GradientColor2 and GradientDirection: gets or sets the properties for the gradient background.
- Rows: gets or sets the number of rows in the game board.
- Columns: gets or sets the number of columns in the game board.
- CellSize: gets or sets the cell size in pixels.
Methods:
- StartGame: starts a new game (the Timer is enabled so the blocks start falling).
- StopGame: stops a running game.
- Pause: pauses a running game.
- Resume: resumes a paused game.
- IsRunning: returns True if a game is running (even if it's paused).
- IsPaused: returns True if a running game is paused.
- AddRandomBlock: transforms a free board cell into a fixed cell, always above the baseline or above an existing fixed cell (see Difficulties).
- AddUncompleteLine: adds an uncomplete new line at the bottom of the game board, moving up 1 row all the fixed cells in the board (see Difficulties).
- FreeRowsFromTop: returns the number of completely free (without fixed cells) rows from the top of the game board until the first row with fixed cells. You can use this value to reward the player (the higher number of free rows, the more points he wins).
Events:
- FullRows: fires every time the player drops a block and, doing it, completes from 1 to 4 full rows (he must be rewarded!). In the e argument you can check the NumberOfRows property to see how many lines has been completed at once.
- GameOver: fires when a block has reached the top of the game board.
- Starting: fires when a game is about to start (because a call to the StartGame method).
- NewBlock: fires every time a new block is created and starts to fall. In the e argument you can check the BlockType property (which stores the block type of the block just created) and the NextBlockType property (which stores the block type of the next block that will fall once the just created block has been dropped to its ultimate position; usually it's shown to the player).
The Class
This is the complete code for the TetrisBox class:
Imports System.Drawing
Imports System.Runtime.InteropServices
Imports System.Windows.Forms
Public Class TetrisBox
'**********************************************************************************************
'*** This is my TetrisBox class made for an Experts Exchange article ***
'*** Feel free to modify and use at your convenience! ***
'*** Visit my profile on Experts Exchange for more articles and solutions: ***
'*** http://www.experts-exchange.com/members/RolandDeschain.html ***
'**********************************************************************************************
'*** Version 1.0.0.0 ***
'*** Released on 08/19/2014 ***
'**********************************************************************************************
'As this class is, basically, a Tetris drawing surface, I thought that it would be logical to inherit it from the PictureBox class
Inherits System.Windows.Forms.PictureBox
#Region "Public Enumerations"
'This enum is for the background style. You can choose between 3 background styles:
Public Enum BackgroundStyles
SolidColor 'Draw the background as a solid, unique color (use BackColor property)
Gradient 'Draw the background as a gradient (use GradientColor1, GradientColor2 and GradientDirection properties)
Picture 'Draw the background as a picture (use the BackgroundImage property, it will be stretched to the control size)
End Enum
#End Region
#Region "Private Classes"
Private Class Block
'This class represents a falling block in Tetris game. There are 7 different blocks, as you Tetris gamers sure know.
Private _type As Integer 'Stores the block type. In the Experts Exchange article you'll find a guide matching _type value with each associated block type.
Public Property Color As Color 'Each block type has a distinctive color.
Private _rotationsNumber As Integer 'Each block type has a concrete number of possible positions (rotations) in board.
Private _rotations As Dictionary(Of Integer, List(Of String)) = New Dictionary(Of Integer, List(Of String)) 'Stores the block definition for each rotation inside a 4x4 matrix
Private _currentRotation As Integer = 1 'The current position of the block
Public Property X As Integer = 0 'The current column inside board
Public Property Y As Integer = 0 'The current row inside board
Public Sub OffsetRotation()
'Sets the block to the next possible rotation, in response to the user pressing the rotate key
_currentRotation += 1
If (_currentRotation > _rotationsNumber) Then _currentRotation = 1
End Sub
Public Function FilledCell(ByVal x As Integer, ByVal y As Integer) As Boolean
'Returns True if the specified x,y position is filled inside the 4x4 matrix
Return Me.CurrentMatrix()(y).Substring(x, 1).Equals("1")
End Function
Public ReadOnly Property CurrentMatrix As List(Of String)
Get
'Returns the 4x4 matrix corresponding to the current rotation of the block
Return _rotations(_currentRotation)
End Get
End Property
Public ReadOnly Property NextRotationMatrix As List(Of String)
Get
'Returns the 4x4 matrix corresponding to the next rotation of the block
Dim nextRotation As Integer = _currentRotation + 1
If (nextRotation > _rotationsNumber) Then nextRotation = 1
Return _rotations(nextRotation)
End Get
End Property
Public ReadOnly Property Type As Integer
Get
'Returns the block's type
Return _type
End Get
End Property
Public Sub New(ByVal blockType As Integer)
'Initializes the class. Depending on the block type it will initialize with its own values
_type = blockType
Select Case _type
Case 1
Call InitializeBlock(New List(Of String) From {"0100", "0100", "0100", "0100"}, New List(Of String) From {"0000", "1111", "0000", "0000"})
Case 2
Call InitializeBlock(New List(Of String) From {"0110", "0110", "0000", "0000"})
Case 3
Call InitializeBlock(New List(Of String) From {"0100", "1110", "0000", "0000"}, New List(Of String) From {"0100", "0110", "0100", "0000"}, New List(Of String) From {"1110", "0100", "0000", "0000"}, New List(Of String) From {"0100", "1100", "0100", "0000"})
Case 4
Call InitializeBlock(New List(Of String) From {"0010", "0110", "0100", "0000"}, New List(Of String) From {"0110", "0011", "0000", "0000"})
Case 5
Call InitializeBlock(New List(Of String) From {"0100", "0110", "0010", "0000"}, New List(Of String) From {"0011", "0110", "0000", "0000"})
Case 6
Call InitializeBlock(New List(Of String) From {"0100", "0100", "0110", "0000"}, New List(Of String) From {"0111", "0100", "0000", "0000"}, New List(Of String) From {"0110", "0010", "0010", "0000"}, New List(Of String) From {"0001", "0111", "0000", "0000"})
Case 7
Call InitializeBlock(New List(Of String) From {"0010", "0010", "0110", "0000"}, New List(Of String) From {"0100", "0111", "0000", "0000"}, New List(Of String) From {"0110", "0100", "0100", "0000"}, New List(Of String) From {"0111", "0001", "0000", "0000"})
End Select
End Sub
Private Sub InitializeBlock(ByVal ParamArray rotations() As List(Of String))
'Initializes a new block
'Set the number of possible rotations
_rotationsNumber = rotations.Length
'Set the 4x4 matrix of each possible rotation
For k As Integer = 0 To rotations.Length - 1
_rotations.Add(k + 1, rotations(k))
Next
End Sub
End Class
Private Class Cell
'This class represents a single cell (defined by its row and column) inside the game board
Public Property Row As Integer = 0 'Defines the cell row
Public Property Column As Integer = 0 'Defines the cell column
Public Property Fixed As Boolean = False 'When a block drops in the board to its ultimate position (and therefore it cannot be moved anymore), the board cells corresponding to the block filled cells become Fixed
Public Property Color As Color 'The color in which this cell must be painted in the board
Public Sub New(ByVal row As Integer, ByVal column As Integer)
'Instantiates a new Cell object passing its row and column
Me.Row = row
Me.Column = column
End Sub
End Class
Private Class CellPoint
'Really this class is very close to the System.Drawing.Point class, but I've overwritten its ToString function to return the row and column into a string
'that is helpful to me because it's the Key in the cells collection of the board.
Public Property Row As Integer = 0 'Represents the row
Public Property Column As Integer = 0 'Represents the column
Public Sub New(ByVal row As Integer, ByVal column As Integer)
'Instantiates a new CellPoint object passing its row and column
Me.Row = row
Me.Column = column
End Sub
Public Overrides Function ToString() As String
'Returns a string that can be used as a Key in the cells collection of the board
Return Me.Row.ToString + "," + Me.Column.ToString
End Function
End Class
Private Class KeyboardHook
'This class is to globally capture keystrokes.
'Credits to sim0n for this: http://sim0n.wordpress.com/2009/03/28/vbnet-keyboard-hook-class/
'although I've modified this slightly to implement the IDisposable interface
Implements IDisposable
<DllImport("User32.dll", CharSet:=CharSet.Auto, CallingConvention:=CallingConvention.StdCall)> _
Private Overloads Shared Function SetWindowsHookEx(ByVal idHook As Integer, ByVal HookProc As HookProc, ByVal hInstance As IntPtr, ByVal wParam As Integer) As Integer
End Function
<DllImport("User32.dll", CharSet:=CharSet.Auto, CallingConvention:=CallingConvention.StdCall)> _
Private Overloads Shared Function CallNextHookEx(ByVal idHook As Integer, ByVal nCode As Integer, ByVal wParam As IntPtr, ByVal lParam As IntPtr) As Integer
End Function
<DllImport("User32.dll", CharSet:=CharSet.Auto, CallingConvention:=CallingConvention.StdCall)> _
Private Overloads Shared Function UnhookWindowsHookEx(ByVal idHook As Integer) As Boolean
End Function
<StructLayout(LayoutKind.Sequential)> _
Private Structure KBDLLHOOKSTRUCT
Public vkCode As UInt32
Public scanCode As UInt32
Public flags As KBDLLHOOKSTRUCTFlags
Public time As UInt32
Public dwExtraInfo As UIntPtr
End Structure
<Flags()> _
Private Enum KBDLLHOOKSTRUCTFlags As UInt32
LLKHF_EXTENDED = &H1
LLKHF_INJECTED = &H10
LLKHF_ALTDOWN = &H20
LLKHF_UP = &H80
End Enum
Public Event KeyDown(ByVal Key As Keys)
Public Event KeyUp(ByVal Key As Keys)
Private Const WH_KEYBOARD_LL As Integer = 13
Private Const HC_ACTION As Integer = 0
Private Const WM_KEYDOWN = &H100
Private Const WM_KEYUP = &H101
Private Const WM_SYSKEYDOWN = &H104
Private Const WM_SYSKEYUP = &H105
Private Delegate Function HookProc(ByVal nCode As Integer, ByVal wParam As IntPtr, ByVal lParam As IntPtr) As Integer
Private hookDelegate As HookProc = New HookProc(AddressOf KeyboardProc)
Private hookID As IntPtr = IntPtr.Zero
Private Function KeyboardProc(ByVal nCode As Integer, ByVal wParam As IntPtr, ByVal lParam As IntPtr) As Integer
If (nCode = HC_ACTION) Then
Dim struct As KBDLLHOOKSTRUCT
Select Case wParam
Case WM_KEYDOWN, WM_SYSKEYDOWN
RaiseEvent KeyDown(CType(CType(Marshal.PtrToStructure(lParam, struct.GetType()), KBDLLHOOKSTRUCT).vkCode, Keys))
Case WM_KEYUP, WM_SYSKEYUP
RaiseEvent KeyUp(CType(CType(Marshal.PtrToStructure(lParam, struct.GetType()), KBDLLHOOKSTRUCT).vkCode, Keys))
End Select
End If
Return CallNextHookEx(IntPtr.Zero, nCode, wParam, lParam)
End Function
Public Sub New()
hookID = SetWindowsHookEx(WH_KEYBOARD_LL, hookDelegate, IntPtr.Zero, 0)
If hookID = IntPtr.Zero Then
Throw New Exception("Could not set keyboard hook")
End If
End Sub
#Region "IDisposable Support"
Private disposedValue As Boolean
' IDisposable
Protected Overridable Sub Dispose(disposing As Boolean)
If Not Me.disposedValue Then
If disposing Then
End If
If Not hookID = IntPtr.Zero Then
UnhookWindowsHookEx(hookID)
End If
End If
Me.disposedValue = True
End Sub
Protected Overrides Sub Finalize()
Dispose(False)
MyBase.Finalize()
End Sub
Public Sub Dispose() Implements IDisposable.Dispose
Dispose(True)
GC.SuppressFinalize(Me)
End Sub
#End Region
End Class
Private Class Board
'This class represents the game board. Many of the game logic is implemented here.
Public Property Rows As Integer = 0 'Defines the number of rows
Public Property Columns As Integer = 0 'Defines the number of columns
Public Property Cells As Dictionary(Of String, Cell) 'Single-cell collection
Public Property FallingBlock As Block = Nothing 'The current falling block, if there's any
Public Property Block1Color As Color = Color.Red 'Allows to customize the color of the type 1 blocks
Public Property Block2Color As Color = Color.Blue 'Allows to customize the color of the type 2 blocks
Public Property Block3Color As Color = Color.Green 'Allows to customize the color of the type 3 blocks
Public Property Block4Color As Color = Color.Aqua 'Allows to customize the color of the type 4 blocks
Public Property Block5Color As Color = Color.Brown 'Allows to customize the color of the type 5 blocks
Public Property Block6Color As Color = Color.Yellow 'Allows to customize the color of the type 6 blocks
Public Property Block7Color As Color = Color.Purple 'Allows to customize the color of the type 7 blocks
Private _nextBlock As Integer = 0 'The next block that will fall after the current that is falling
Public Event FullRows(sender As Object, e As FullRowsEventArgs) 'Fires when the user completes any number of full rows. The completed rows will disappear.
Public Event GameOver(sender As Object, e As System.EventArgs) 'Fires when a block reaches the top of the game board.
Public Event GotNewBlock(sender As Object, e As NewBlockEventArgs) 'Fires every time a new block is created. This is useful for adding difficulties every certain number of blocks.
Public Sub New(ByVal rows As Integer, ByVal columns As Integer)
'Instantiates a new Board class passing its rows and columns number
'Set the number of rows
Me.Rows = rows
'Set the number of columns
Me.Columns = columns
'Initialize the Cell collection
Me.Cells = New Dictionary(Of String, Cell)
For row As Integer = 0 To Me.Rows - 1
For column As Integer = 0 To Me.Columns - 1
Me.Cells.Add(row.ToString + "," + column.ToString, New Cell(row, column))
Next
Next
End Sub
Private Function GetRandomNumber(ByVal lowerbound As Integer, ByVal upperbound As Integer) As Integer
'To get an integer random number inside a known interval, as seen on MSDN
Return CInt(Math.Floor((upperbound - lowerbound + 1) * Rnd())) + lowerbound
End Function
Public Function Rotate() As Boolean
'Tries to rotate the current falling block, returning True if the rotation has been done
If CanRotate() Then
Me.FallingBlock.OffsetRotation()
Return True
Else
Return False
End If
End Function
Private Function CanRotate() As Boolean
'Ensures that the current falling block can rotate. It can rotate if, once rotated, keeps inside board margins and doesn't overlap with existing fixed cells.
If Me.FallingBlock IsNot Nothing Then
'Get the 4x4 matrix corresponding to the next rotation of the block
Dim nextRotation As List(Of String) = Me.FallingBlock.NextRotationMatrix
'Check each filled cell of the block. It must be inside board margins and not overlap with fixed cells.
For row As Integer = 0 To 3
For column As Integer = 0 To 3
If nextRotation(row).Substring(column, 1).Equals("1") Then
'This is a filled cell.
'Translate its coordinates to board-coordinates.
Dim pt As CellPoint = BlockToBoard(New CellPoint(row, column))
'Check if the cell is inside board margins and doesn't overlap with fixed cells.
If (pt.Column < 0) OrElse (pt.Column >= Me.Columns) OrElse (pt.Row < 0) OrElse (pt.Row >= Me.Rows) OrElse Me.Cells(New CellPoint(pt.Row, pt.Column).ToString).Fixed Then
Return False
End If
End If
Next
Next
Return True
Else
Return False
End If
End Function
Public Function MoveLeft() As Boolean
'Tries to move the current block 1 column to the left, returning True if it has been moved
If CanMoveLeft() Then
Me.FallingBlock.X -= 1
Return True
Else
Return False
End If
End Function
Private Function CanMoveLeft() As Boolean
'Ensures that the current falling block can move to the left. It can move if, once moved, keeps inside board margins and doesn't overlap with existing fixed cells.
If Me.FallingBlock IsNot Nothing Then
'Check each filled cell of the block. It must be inside board margins and not overlap with fixed cells.
For row As Integer = 0 To 3
For column As Integer = 0 To 3
If Me.FallingBlock.FilledCell(column, row) Then
'This is a filled cell.
'Translate its coordinates to board-coordinates.
Dim pt As CellPoint = BlockToBoard(New CellPoint(row, column))
'Check if the cell is inside board margins and doesn't overlap with fixed cells.
If pt.Column.Equals(0) OrElse Me.Cells(New CellPoint(pt.Row, pt.Column - 1).ToString).Fixed Then
Return False
End If
End If
Next
Next
Return True
Else
Return False
End If
End Function
Private Function CanMoveRight() As Boolean
'Ensures that the current falling block can move to the right. It can move if, once moved, keeps inside board margins and doesn't overlap with existing fixed cells.
If Me.FallingBlock IsNot Nothing Then
'Check each filled cell of the block. It must be inside board margins and not overlap with fixed cells.
For row As Integer = 0 To 3
For column As Integer = 3 To 0 Step -1
If Me.FallingBlock.FilledCell(column, row) Then
'This is a filled cell.
'Translate its coordinates to board-coordinates.
Dim pt As CellPoint = BlockToBoard(New CellPoint(row, column))
'Check if the cell is inside board margins and doesn't overlap with fixed cells.
If pt.Column.Equals(Me.Columns - 1) OrElse Me.Cells(New CellPoint(pt.Row, pt.Column + 1).ToString).Fixed Then
Return False
End If
End If
Next
Next
Return True
Else
Return False
End If
End Function
Public Function MoveRight() As Boolean
'Tries to move the current block 1 column to the right, returning True if it has been moved
If CanMoveRight() Then
Me.FallingBlock.X += 1
Return True
Else
Return False
End If
End Function
Public Sub NewBlock()
'Creates a new block.
If _nextBlock.Equals(0) Then
'This is the first block requested, so get its block type randomly
Me.FallingBlock = New Block(GetRandomNumber(1, 7))
Else
'This is not the first block, so use the _nextBlock variable
Me.FallingBlock = New Block(_nextBlock)
End If
'Set the block color
Select Case Me.FallingBlock.Type
Case 1
Me.FallingBlock.Color = Me.Block1Color
Case 2
Me.FallingBlock.Color = Me.Block2Color
Case 3
Me.FallingBlock.Color = Me.Block3Color
Case 4
Me.FallingBlock.Color = Me.Block4Color
Case 5
Me.FallingBlock.Color = Me.Block5Color
Case 6
Me.FallingBlock.Color = Me.Block6Color
Case 7
Me.FallingBlock.Color = Me.Block7Color
End Select
'Select the next block to fall (after the one just chosen)
_nextBlock = GetRandomNumber(1, 7)
'Position the new block inside the board
Me.FallingBlock.X = (Me.Columns - 4) / 2
Me.FallingBlock.Y = 0
'Notify user that a new block has been created
RaiseEvent GotNewBlock(Me, New NewBlockEventArgs(Me.FallingBlock.Type, _nextBlock))
End Sub
Public Sub CheckBlock()
'Checks game logic with the falling block. Concretely, checks that:
'1) The falling block has reached the top of the board (it overlaps with existing fixed cells)
'2) The falling block has reached its ultimate position and, therefore, it cannot be moved anymore (for example, it has been dropped to the bottom of the board)
If Me.FallingBlock IsNot Nothing Then
'Let's see if the falling block overlaps with existing fixed cells. If so, the game is over
Dim overlapBlock As Boolean = False
'Check each existing filled cell on the current falling block
For row As Integer = 0 To 3
For column As Integer = 0 To 3
If Me.FallingBlock.FilledCell(column, row) Then
'This is a filled cell
'Translate its coordinates to board-coordinates
Dim pt As CellPoint = BlockToBoard(New CellPoint(row, column))
If Me.Cells(pt.ToString).Fixed Then
overlapBlock = True
Exit For
End If
End If
Next
If overlapBlock Then Exit For
Next
If overlapBlock Then
'An overlap exists. This is game over!
RaiseEvent GameOver(Me, New System.EventArgs)
Else
'Now check if the current falling block has been dropped to its ultimate position. If so, transform each filled cell of the block into a fixed cell on the board.
Dim fixBlock As Boolean = False
For column As Integer = 0 To 3
For row As Integer = 3 To 0 Step -1
If Me.FallingBlock.FilledCell(column, row) Then
Dim pt As CellPoint = BlockToBoard(New CellPoint(row, column))
'If the falling block has a filled cell just over the board's bottom, or just over a fixed cell in the next line, it must be fixed
If pt.Row.Equals(Me.Rows - 1) OrElse Me.Cells(New CellPoint(pt.Row + 1, pt.Column).ToString).Fixed Then
fixBlock = True
End If
Exit For
End If
Next
If fixBlock Then Exit For
Next
If fixBlock Then
'Transform each filled cell on the block into a fixed cell on the board
For row As Integer = 0 To 3
For column As Integer = 0 To 3
If Me.FallingBlock.FilledCell(column, row) Then
Dim pt As CellPoint = BlockToBoard(New CellPoint(row, column))
Me.Cells(pt.ToString).Fixed = True
Me.Cells(pt.ToString).Color = Me.FallingBlock.Color
End If
Next
Next
Me.FallingBlock = Nothing
'As a block has been dropped and fixed, check if the player has completed full rows
Call CheckFullRows()
End If
End If
End If
End Sub
Private Sub CheckFullRows()
'Checks if the player has completed full rows (this is the main Tetris objective!)
Dim fullRows As List(Of Integer) = New List(Of Integer)
'Check each row from bottom to top
For row As Integer = Me.Rows - 1 To 0 Step -1
Dim fullRow As Boolean = True
'Check if all columns are fixed in the row
For column As Integer = 0 To Me.Columns - 1
If (Not Me.Cells(row.ToString + "," + column.ToString).Fixed) Then
fullRow = False
Exit For
End If
Next
'The row is full filled
If fullRow Then fullRows.Add(row)
Next
If fullRows.Count > 0 Then
'Delete the full rows
For Each row As Integer In fullRows
Call DeleteRow(row)
Next
'Notify the user (you should probably reward the player)
RaiseEvent FullRows(Me, New FullRowsEventArgs(fullRows.Count))
End If
End Sub
Private Sub DeleteRow(ByVal row As Integer)
'Delete a row
'To delete a row, drop-down the entire board over the deleted row and clear the first row
For r As Integer = row To 1 Step -1
For col As Integer = 0 To Me.Columns - 1
Me.Cells(r.ToString + "," + col.ToString).Fixed = Me.Cells((r - 1).ToString + "," + col.ToString).Fixed
Me.Cells(r.ToString + "," + col.ToString).Color = Me.Cells((r - 1).ToString + "," + col.ToString).Color
Next
Next
'Clear the first row
For col As Integer = 0 To Me.Columns - 1
Me.Cells("0," + col.ToString).Fixed = False
Next
End Sub
Private Function BlockToBoard(ByVal p As CellPoint) As CellPoint
'Translate a block coordinate into a board coordinate
Return New CellPoint(p.Row + Me.FallingBlock.Y, p.Column + Me.FallingBlock.X)
End Function
Private Function BoardToBlock(ByVal p As CellPoint) As CellPoint
'Translate a board coordinate into a block coordinate
Return New CellPoint(p.Row - Me.FallingBlock.Y, p.Column - Me.FallingBlock.X)
End Function
Public Function GetCellColor(ByVal p As CellPoint) As Color
'Returns the color in which a cell must be painted. Defaults to Transparent, which means that the cell is empty.
Dim output As Color = Color.Transparent
If Me.Cells(p.Row.ToString + "," + p.Column.ToString).Fixed Then
'If the cell if fixed in the board, return its fixed color
output = Me.Cells(p.Row.ToString + "," + p.Column.ToString).Color
Else
'If the cell is inside the 4x4 matrix of the falling block...
If (Me.FallingBlock IsNot Nothing) AndAlso CellIsInsideBlock(p.Row, p.Column) Then
'Translate to block coordinates
Dim pt As CellPoint = BoardToBlock(p)
'If
If Me.FallingBlock.FilledCell(pt.Column, pt.Row) Then
output = Me.FallingBlock.Color
End If
'If Me.FallingBlock.CurrentMatrix(pt.Row).Substring(pt.Column, 1).Equals("1") Then
'End If
End If
End If
Return output
End Function
Private Function CellIsInsideBlock(ByVal row As Integer, ByVal column As Integer) As Boolean
'Returns true if the row,column coordinate (board system) is inside the current falling block 4x4 matrix
Return (row >= Me.FallingBlock.Y) AndAlso (row <= (Me.FallingBlock.Y + 3)) AndAlso (column >= Me.FallingBlock.X) AndAlso (column <= (Me.FallingBlock.X + 3))
End Function
End Class
#End Region
#Region "Public Classes"
Public Class FullRowsEventArgs
'Argument for the FullRows event.
Inherits System.EventArgs
'Contains the number of rows filled at once, from 1 to 4. In the classic Tetris game, the more rows you filled at once, the more points are you rewarded with.
Public Property NumberOfRows As Integer = 0
Public Sub New(ByVal numberOfRows As Integer)
Me.NumberOfRows = numberOfRows
End Sub
End Class
Public Class NewBlockEventArgs
'Argument for the NewBlock event.
Inherits System.EventArgs
'This property notifies about the falling block type
Public Property BlockType As Integer = 0
'This property notifies about the next falling block type
Public Property NextBlockType As Integer = 0
Public Sub New(ByVal blockType As Integer, ByVal nextBlockType As Integer)
Me.BlockType = blockType
Me.NextBlockType = nextBlockType
End Sub
End Class
#End Region
#Region "Public Events"
'Fires when the player completes entire rows
Public Event FullRows(sender As Object, e As FullRowsEventArgs)
'Fires when a block reaches the top of the board and, therefore, overlaps with existing fixed cells
Public Event GameOver(sender As Object, e As System.EventArgs)
'Fires when the game is about to start
Public Event Starting(sender As Object, e As System.EventArgs)
'Fires every time a new block is created
Public Event NewBlock(sender As Object, e As NewBlockEventArgs)
#End Region
#Region "Private Variables"
Private _rows As Integer = 20 'Number of board rows. Internal storage for Rows property.
Private _columns As Integer = 10 'Number of board columns. Internal storage for Columns property.
Private _cellSize As Integer = 25 'Cell size (in pixels). Internal storage for CellSize property. [Board width = Columns x CellSize] [Board height = Rows x CellSize]
Private _backgroundStyle As BackgroundStyles = BackgroundStyles.SolidColor 'Background style. Internal storage for BackgroundStyle property.
Private _gradientColor1 As Color = Color.SteelBlue 'First gradient color. Internal storage for GradientColor1 property.
Private _gradientColor2 As Color = Color.Black 'Second gradient color. Internal storage for GradientColor2 property.
Private _gradientDirection As Drawing2D.LinearGradientMode = Drawing2D.LinearGradientMode.Vertical 'Gradient direction. Internal storage for GradientDirection property.
Private _timer As System.Timers.Timer = Nothing 'Timer used to drop the falling block 1 row automatically.
Private _board As Board 'The board.
Private _running As Boolean = False 'Stores a value indicating whether the game is running or not
Private _pause As Boolean = False 'Stores a value indicating whether the game is paused or not
Private WithEvents _hook As KeyboardHook = Nothing 'Hook to catch keystrokes
#End Region
#Region "Constructor"
Public Sub New()
'Set DoubleBuffered to true to avoid screen-flickering.
Me.DoubleBuffered = True
'Instantiate the Timer and set a default interval of 1000 ms.
_timer = New Timers.Timer(1000)
'Set the SynchronizingObject of the timer (if not, the Elapsed event fires into its own subprocess and it's impossible to update the UI)
_timer.SynchronizingObject = Me
'Add a handler to the Elapsed event
AddHandler _timer.Elapsed, AddressOf TimerElapsed
End Sub
#End Region
#Region "Public Auto-Implemented Properties"
Public Property RandomBlockColor As Color = Color.LightYellow 'The color of random-generated blocks (difficulty)
Public Property UncompleteRowColor As Color = Color.LightYellow 'The color of umcomplete rows (difficulty)
Public Property LeftKey As Keys = Keys.Left 'Allows to customize the Left key for the game (defaults to the left direction key)
Public Property RightKey As Keys = Keys.Right 'Allows to customize the Right key for the game (defaults to the right direction key)
Public Property RotateKey As Keys = Keys.Up 'Allows to customize the Rotate key for the game (defaults to the up direction key)
Public Property DropKey As Keys = Keys.Down 'Allows to customize the Drop key for the game (defaults to the down direction key)
Public Property Block1Color As Color = Color.Red 'Allows to customize the color of the type 1 blocks
Public Property Block2Color As Color = Color.Blue 'Allows to customize the color of the type 2 blocks
Public Property Block3Color As Color = Color.Green 'Allows to customize the color of the type 3 blocks
Public Property Block4Color As Color = Color.Aqua 'Allows to customize the color of the type 4 blocks
Public Property Block5Color As Color = Color.Brown 'Allows to customize the color of the type 5 blocks
Public Property Block6Color As Color = Color.Yellow 'Allows to customize the color of the type 6 blocks
Public Property Block7Color As Color = Color.Purple 'Allows to customize the color of the type 7 blocks
#End Region
#Region "Public Properties"
'Gets or sets the Timer interval (game speed). The shorter interval, the higher speed.
Public Property TimerInterval As Integer
Get
Return _timer.Interval
End Get
Set(value As Integer)
_timer.Interval = value
End Set
End Property
'Gets or sets the first color of the gradient when BackgroundStyle = Gradient
Public Property GradientColor1 As Color
Get
Return _gradientColor1
End Get
Set(value As Color)
_gradientColor1 = value
If Me.BackgroundStyle = BackgroundStyles.Gradient Then Me.Invalidate()
End Set
End Property
'Gets or sets the second color of the gradient when BackgroundStyle = Gradient
Public Property GradientColor2 As Color
Get
Return _gradientColor2
End Get
Set(value As Color)
_gradientColor2 = value
If Me.BackgroundStyle = BackgroundStyles.Gradient Then Me.Invalidate()
End Set
End Property
'Gets or sets the direction of the gradient when BackgroundStyle = Gradient
Public Property GradientDirection As Drawing2D.LinearGradientMode
Get
Return _gradientDirection
End Get
Set(value As Drawing2D.LinearGradientMode)
_gradientDirection = value
If Me.BackgroundStyle = BackgroundStyles.Gradient Then Me.Invalidate()
End Set
End Property
'Gets or sets the background style
Public Property BackgroundStyle As BackgroundStyles
Get
Return _backgroundStyle
End Get
Set(value As BackgroundStyles)
_backgroundStyle = value
Me.Invalidate()
End Set
End Property
'Gets or sets the number of rows in the game board
Public Property Rows As Integer
Get
Return _rows
End Get
Set(value As Integer)
_rows = value
Me.Invalidate()
End Set
End Property
'Gets or sets the number of columns in the game board
Public Property Columns As Integer
Get
Return _columns
End Get
Set(value As Integer)
_columns = value
Me.Invalidate()
End Set
End Property
'Gets or sets the cell size (in pixels)
Public Property CellSize As Integer
Get
Return _cellSize
End Get
Set(value As Integer)
_cellSize = value
Me.Invalidate()
End Set
End Property
#End Region
#Region "OnPaint"
Protected Overrides Sub OnPaint(e As PaintEventArgs)
'First, set the control's size
Me.Width = (Me.Columns * Me.CellSize) - (Me.Columns - 1)
Me.Height = (Me.Rows * Me.CellSize) - (Me.Rows - 1)
'Draw the background
Select Case Me.BackgroundStyle
Case BackgroundStyles.SolidColor
'Draws a single color
e.Graphics.Clear(Me.BackColor)
Case BackgroundStyles.Gradient
'Draws a gradient
Using b As Drawing2D.LinearGradientBrush = New Drawing2D.LinearGradientBrush(Me.DisplayRectangle, Me.GradientColor1, Me.GradientColor2, Me.GradientDirection)
e.Graphics.FillRectangle(b, Me.DisplayRectangle)
End Using
Case BackgroundStyles.Picture
'Draws a picture if BackgroundImage is set; if not, draws a single color
If Me.BackgroundImage IsNot Nothing Then
e.Graphics.DrawImage(Me.BackgroundImage, 0, 0, Me.Width, Me.Height)
Else
e.Graphics.Clear(Me.BackColor)
End If
End Select
'Paint cells
If _board IsNot Nothing Then
For row As Integer = 0 To Me.Rows - 1
For column As Integer = 0 To Me.Columns - 1
'Get the cell color
Dim c As Color = _board.GetCellColor(New CellPoint(row, column))
If c <> Color.Transparent Then
'Draw the cell background
Using b As SolidBrush = New SolidBrush(c)
e.Graphics.FillRectangle(b, New Rectangle(column * (Me.CellSize - 1), row * (Me.CellSize - 1), Me.CellSize - 1, Me.CellSize - 1))
End Using
'Draw the cell border
e.Graphics.DrawRectangle(Pens.Black, New Rectangle(column * (Me.CellSize - 1), row * (Me.CellSize - 1), Me.CellSize - 1, Me.CellSize - 1))
End If
Next
Next
End If
End Sub
#End Region
#Region "Public Methods And Functions"
Public Sub StartGame()
'Starts a game
If (Not Me.IsRunning) AndAlso (Not Me.IsPaused) Then
'Initialize the ramdom number generator
Randomize()
'Initialize the game board
_board = New Board(Me.Rows, Me.Columns)
With _board
.Block1Color = Me.Block1Color
.Block2Color = Me.Block2Color
.Block3Color = Me.Block3Color
.Block4Color = Me.Block4Color
.Block5Color = Me.Block5Color
.Block6Color = Me.Block6Color
.Block7Color = Me.Block7Color
End With
'Add handlers to catch board events
AddHandler _board.FullRows, AddressOf CatchFullRows
AddHandler _board.GameOver, AddressOf CatchGameOver
AddHandler _board.GotNewBlock, AddressOf CatchNewBlock
'Set that the game is running
_running = True
'Initialize the keyboard hook
_hook = New KeyboardHook()
'Notify user
RaiseEvent Starting(Me, New System.EventArgs)
'Start the timer
_timer.Start()
End If
End Sub
Public Sub StopGame()
'Stops a running game
If Me.IsRunning() Then
'Stop the timer
_timer.Stop()
'Not running
_running = False
'Not paused
_pause = False
'Dispose the keyboard hook
_hook.Dispose()
_hook = Nothing
End If
End Sub
Public Function FreeRowsFromTop() As Integer
'In classic Tetris game, the game was not continuous, but the player should be playing among different screens, each one with its one goal. For example, the first
'screen was an initial empty board and the player must play until he completes 5 full rows. In this game system, when a new screen was achieved, the game rewarded
'the player not only for the full rows completed, but also for the completely free rows from the top of the board until the first not-completely free row. So you
'can use this function to get the number of free rows from board's top.
Dim freeRows As Integer = 0
If _board IsNot Nothing Then
For row As Integer = 0 To Me.Rows - 1
Dim freeRow As Boolean = True
For column As Integer = 0 To Me.Columns - 1
If _board.Cells(row.ToString + "," + column.ToString).Fixed Then
freeRow = False
Exit For
End If
Next
If freeRow Then
freeRows += 1
Else
Exit For
End If
Next
End If
Return freeRows
End Function
Public Sub AddRandomBlock()
'Adds a random block to the board. The block is always positioned over the board's bottom or a existing fixed cell.
'Choose the column
Dim whichColumn As Integer
Do
whichColumn = GetRandomNumber(0, Me.Columns - 1)
Loop Until (Not _board.Cells("0," + whichColumn.ToString).Fixed)
'Check for a fixed cell in the column to position the random block over it.
For row As Integer = Me.Rows - 1 To 0 Step -1
If (Not _board.Cells(row.ToString + "," + whichColumn.ToString).Fixed) Then
_board.Cells(row.ToString + "," + whichColumn.ToString).Fixed = True
_board.Cells(row.ToString + "," + whichColumn.ToString).Color = Me.RandomBlockColor
Me.Invalidate()
Exit For
End If
Next
End Sub
Public Sub AddUncompleteRow()
'Adds an uncomplete row at the bottom of the board, moving up the rest of the cells. This can cause a game over.
Dim forceGameOver As Boolean = False
'If there's a fixed cell in first row, moving up the entire board will cause a game over
If ThereIsSomethingInFirstRow() Then
forceGameOver = True
End If
'Move all the board up 1 row
For row As Integer = 0 To Me.Rows - 2
For column As Integer = 0 To Me.Columns - 1
_board.Cells(row.ToString + "," + column.ToString).Fixed = _board.Cells((row + 1).ToString + "," + column.ToString).Fixed
_board.Cells(row.ToString + "," + column.ToString).Color = _board.Cells((row + 1).ToString + "," + column.ToString).Color
Next
Next
'Choose the empty column
Dim emptyColumn As Integer = GetRandomNumber(0, Me.Columns - 1)
'Draw the uncomplete row
For column As Integer = 0 To Me.Columns - 1
If column.Equals(emptyColumn) Then
_board.Cells((Me.Rows - 1).ToString + "," + column.ToString).Fixed = False
Else
_board.Cells((Me.Rows - 1).ToString + "," + column.ToString).Fixed = True
_board.Cells((Me.Rows - 1).ToString + "," + column.ToString).Color = Me.UncompleteRowColor
End If
Next
'Redraw
Me.Invalidate()
End Sub
Public Function IsRunning() As Boolean
'Returns True if a game is running
Return _running
End Function
Public Function IsPaused() As Boolean
'Returns True if a game is paused
Return _pause
End Function
Public Sub Pause()
'Pauses a running game
If Me.IsRunning AndAlso (Not Me.IsPaused) Then
_pause = True
End If
End Sub
Public Sub [Resume]()
If Me.IsPaused Then
_pause = False
End If
End Sub
#End Region
#Region "Private Methods And Functions"
'Timer elapsed event
Private Sub TimerElapsed(sender As Object, e As System.EventArgs)
If (Not Me.IsPaused) Then
'Redraw the board and check the current falling block
Call RedrawAndCheckBlock()
If _board.FallingBlock Is Nothing Then
'If there's not a falling block, create new one
Call _board.NewBlock()
Call RedrawAndCheckBlock()
Else
'Drop the falling block 1 line
_board.FallingBlock.Y += 1
End If
End If
End Sub
'Redraws the board and checks the falling block
Private Sub RedrawAndCheckBlock()
Me.Invalidate()
Call _board.CheckBlock()
End Sub
'Catches keystrokes
Private Sub _hook_KeyDown(Key As Keys) Handles _hook.KeyDown
If (Not Me.IsPaused) Then
If Key = Me.LeftKey Then
If _board.MoveLeft() Then Call RedrawAndCheckBlock()
ElseIf Key = Me.RightKey Then
If _board.MoveRight() Then Call RedrawAndCheckBlock()
ElseIf Key = Me.DropKey Then
'If the user presses the Drop key, force a 1-line drop
Call TimerElapsed(Nothing, Nothing)
ElseIf Key = Me.RotateKey Then
If _board.Rotate() Then Call RedrawAndCheckBlock()
End If
End If
End Sub
'The board notifies that the player has completed full rows. Notify and redraw board.
Private Sub CatchFullRows(sender As Object, e As FullRowsEventArgs)
RaiseEvent FullRows(Me, e)
Me.Invalidate()
End Sub
'The board notifies that the game is over.
Private Sub CatchGameOver(sender As Object, e As System.EventArgs)
'Stop the game
Call StopGame()
'Notify the user
RaiseEvent GameOver(Me, e)
End Sub
'The board notifies that a new block has been created. Notify.
Private Sub CatchNewBlock(sender As Object, e As NewBlockEventArgs)
RaiseEvent NewBlock(sender, e)
End Sub
'Checks if there is a fixed cell in the first row
Private Function ThereIsSomethingInFirstRow() As Boolean
Dim output As Boolean = False
For column = 0 To Me.Columns - 1
If _board.Cells("0," + column.ToString).Fixed Then
output = True
Exit For
End If
Next
Return output
End Function
Private Function GetRandomNumber(ByVal lowerbound As Integer, ByVal upperbound As Integer) As Integer
'Get a random integer number as seen on MSDN
Return CInt(Math.Floor((upperbound - lowerbound + 1) * Rnd())) + lowerbound
End Function
#End Region
End Class
Final notes
Really, there's no much more to say about the TetrisBox class. I have encapsulated all the code in just one class because it's easier to manage and port (although internally it defines and uses several private classes). Note that this is a 1.0.0.0 version and probably will contain bugs, but the main work is done. If you find some bug, or want any unimplemented feature, write a comment in this article and I will try to fix it.
As you will see if you use the class, the code is well commented. Feel free to download, modify, use and write your own Tetris games. If you improve this class any way, please let me know! I'm always happy to learn. I've tested 2 instances running in parallel (for a 2-player game) and it works well too. I also attach a .zip file containing a Visual Studio 2013 VB.net Winforms project with a simple game example.
Have fun!!
History
- September, 3, 2014 - Initial release.