Russian block interface implementation

xiaoxiao2021-03-06  109

There are a lot of disadvantages, and the code is a lot of redundancy: D, lazy modification. The main purpose is to study the interface. I accidentally wrote a Russian square. In fact, it should be better to use abstract classes.

Document 1: BlockInterface.cs

Square interface.

Used to describe the behavior of the block and some attributes.

Using system;

Using system.drawing;

Namespace Blocks

{

///

/// Interface, provide a series of methods for providing block classes

///

Public Interface BlockInterface

{

///

/// square type

///

Int blockType

{

Get;

}

///

/// coordinate 1

///

Point P1

{

Get;

}

///

/// coordinate 2

///

Point P2

{

Get;

}

///

/// coordinate 3

///

Point P3

{

Get;

}

///

/// coordinate 4

///

Point P4

{

Get;

}

///

/// Draw block

///

Void Drawsel ();

///

/// Erase square

///

Void refresh ();

///

/// judgment if it can be moved

///

///

///

Bool Canmove (int VARTYPE);

///

/// Mobile block (left shift, right shift, down)

///

Void move (int VARTYPE);

///

/// Determine if it can be rotated

///

///

///

Bool cancircle ();

///

/// Rotate block (four different states)

///

Void circle ();

///

/// The square drops to the lowest point, fill the screen matrix

///

Void Fillmatrix ();

///

/ / / End of the game

///

///

Bool isover ();

}

}

Document 2: Common.cs

Some constants of some systems

Using system;

Using system.drawing;

Namespace Blocks

{

///

/// System utility constant class

///

Public Class Common

{

Private common ()

{

}

#Region draws constant

///

/// Draw a screen surface

///

Public Static Graphics DrawGraphics;

///

/// Black brush

///

Public static pen blackpen;

///

/// White brush

///

Public static pen whitepen;

///

/// red painting brush

///

Public static brush redbrush = brushes.red;

///

/// White painting brush

///

Public static brush whitebrush = brushes.white;

///

/// Rectangular width

///

Public static int width = 20;

///

/// rectangular height

///

Public static int Height = 20;

///

/// screen matrix

///

Public static int [,] matrix;

///

/// starting point

///

Public static point startpoint;

Public static blockinterface next;

///

/// initialization constant

///

Public Static Void SetCommon (Graphics G)

{

Blackpen = new pen (color.black, 2);

Whitepen = new pen (color.white, 2); matrix = new int [15, 20];

StartPoint = New Point (20, 0);

DrawGraphics = g;

Randomblock = new random ();

Next = block.createblock ();

}

#ndregion

#Region movement, state constant

///

/// Left shift

///

Public const INT LEFT = 1;

///

/// Right shift

///

Public const INT Right = 2;

///

/// drop

///

Public const INT Down = 3;

///

/// State 1

///

Public const stateone = 1;

///

/// State 2

///

Public const Int statetwo = 2;

///

/// State 3

///

Public const INTTHREE = 3;

///

/// State 4

///

Public const Int statefour = 4;

#ndregion

#Region graphic constant

///

/// straight

///

Public const Int blockne = 0;

///

/// L

///

Public const Int blocktwo = 1;

///

/// Reversed L

///

Public const Int blockthree = 2;

///

/// Ding

///

Public const Int blockfour = 3;

///

/// field

///

Public const Int blockfive = 4;

///

/// Z

///

Public const INT blocksix = 5;

///

/// Anti-Z

///

Public const Int blockseven = 6;

#ndregion

#REGION random variable

///

/// Random variable generator

///

Public Static Random RandombLock;

#ndregion

#Region statistical constant

///

/// speed

///

Public static int speed = 0;

///

/// Adjust speed constant

///

Public static int spetedConst = 10;

///

/// Score

///

Public static int score = 0;

#ndregion

}

}

Document 3: Block.cs

Square implementation

Using system;

Using system.drawing;

Namespace Blocks

{

///

/// Service class, responsible for the main task

///

Public Class Block

{

Private block ()

{

}

#Region randomly created blocks

///

/// Randomly create blocks

///

///

Public Static Blockinterface CreateBlock ()

{

Int results = common.randomblock.next (7);

Blockinterface iblock = NULL;

Blockinterface iblockreturn = NULL;

Switch (Result)

{

Case 0:

{

Iblock = new block ();

Break;

Case 1:

{

IBLOCK = New blocktwo ();

Break;

}

Case 2:

{

Iblock = new blockthree ();

Break;

}

Case 3:

{

Iblock = new blockfour ();

Break;

}

Case 4:

{

Iblock = new blockfive ();

Break;

}

Case 5:

{

IBLOCK = New blocksix ();

Break;

}

Case 6:

{

IBLOCK = New Blockseven ();

Break;

}

}

IF (Common.next! = NULL)

{

IBLOCKRETURN = Common.next;

Common.next = iblock;

}

Else

{

IBLOCKRETURN = IBLOCK;

}

Return Iblockreturn;

}

///

/// Draw the next block

///

///

Public Static Void DrawnextBlock (Graphics G)

{

g.clear (color.silver);

g.drawRectangle (Common.Blackpen, Common.Next.p1.x, Common.Next.p1.y, Common.Width, Common.Height);

g.FillRectangle (Common.Redbrush, Common.Next.p1.x, Common.Next.p1.y, Common.width, Common.Height);

g.drawRectangle (Common.Blackpen, Common.Next.p2.x, Common.Next.p2.y, Common.Width, Common.Height);

G.FillRectangle (Common.Redbrush, Common.Next.p2.x, Common.Next.p2.y, Common.width, Common.Height);

g.drawRectangle (Common.Blackpen, Common.Next.p3.x, Common.Next.p3.y, Common.Width, Common.Height);

g.fillRectangle (Common.Redbrush, Common.Next.p3.x, Common.Next.p3.y, Common.Width, Common.Height);

g.drawRectangle (Common.Blackpen, Common.Next.p4.x, Common.Next.p4.y, Common.width, Common.Height);

g.fillRectangle (Common.Redbrush, Common.Next.p4.x, Common.Next.p4.y, Common.Width, Common.Height);

}

#ndregion

#Region Clear full line

///

/// Remove full of rows

///

Public Static Void Collector ()

{

For (int i = 0; i <20; i )

{

BOOL FILLED = TRUE;

For (int J = 0; J <15; J )

{

IF (Common.Matrix [J, I] == 0)

{

Filled = false;

Break;

}

}

IF (Filled)

{

Common.score = 1; // Add score

Updatemartix (i);

}

}

Refresh ();

}

///

/// update matrix

///

///

Public Static void Updatemartix (int line)

{

For (int i = varline; i> = 0; I -)

{

For (int J = 0; J <15; J )

{

IF (i == 0)

{

Common.matrix [J, I] = 0;

}

Else

{

Common.matrix [J, I] = Common.matrix [J, I - 1];

}

}

}

}

///

/// Refresh screen

///

Public static void refresh ()

{

Common.drawgraphics.clear (color.white);

For (int i = 0; i <20; i )

{

For (int J = 0; J <15; J )

{

IF (Common.matrix [J, I] == 1)

{

Common.drawgraphics.drawRectangle (Common.Blackpen, J * 20, i * 20, common.width, common.height);

Common.drawgraphics.FillRectangle (Common.Redbrush, J * 20, i * 20, Common.width, Common.Height);

}

}

}

}

#ndregion

#REGION adjustment speed

///

/ / According to the score adjustment speed

///

///

Public static int getSpeed ​​()

{

IF (Common.Speed ​​== 9)

{

Return 100;

}

Common.speed = common.score / common.speedconst;

Return (10 - Common.Speed) * 100;

}

#ndregion

#Region game end

///

/// game over

///

Public Static void GameOver ()

{

Common.speed = 0;

Common.score = 0;

Common.drawgraphics.clear (color.white);

CommON.drawgraphics.drawstring ("Game over!", New Font ("Song", 40), Brushes.black, New Pointf (30, 150));

}

#ndregion

#Region Basic Drawing Method

///

/// Draw block

///

///

///

///

///

Public Static Void DrawBlocks (Point Pointone, Point PointTtwo, Point Pointthree, Point Pointfour)

{

Common.drawgraphics.drawRectangle (Common.Blackpen, Pointone.x, Pointone.y, Common.width, Common.Height);

Common.drawgraphics.FillRectangle (Common.Redbrush, Pointone.x, Pointone.y, Common.width, Common.Height);

Common.drawgraphics.drawRectangle (Common.Blackpen, PointTwo.x, PointTwo.y, Common.Width, Common.Height);

Common.DrawGraphics.FillRectangle (Common.RedBrush, PointTwo.X, PointTwo.Y, Common.Width, Common.Height); Common.DrawGraphics.DrawRectangle (Common.BlackPen, PointThree.X, PointThree.Y, Common.Width, Common .Height);

Common.drawgraphics.FillRectangle (Common.Redbrush, Pointthree.x, Pointthree.y, Common.width, Common.Height);

Common.drawgraphics.drawRectangle (Common.Blackpen, PointFour.x, Pointfour.y, Common.Width, Common.Height);

Common.drawgraphics.FillRectangle (Common.Redbrush, Pointfour.x, Pointfour.y, Common.Width, Common.Height);

}

///

/// Remove the square

///

///

///

///

///

Public Static Void RemoveBlocks (Point Pointone, Point PointTtwo, Point Pointthree, Point Pointfour)

{

Common.drawgraphics.drawRectangle (Common.Whitepen, Pointone.x, Pointone.y, Common.Width, Common.Height);

Common.drawgraphics.FillRectangle (Common.Whitebrush, Pointone.x, Pointone.y, Common.Width, Common.Height);

Common.drawgraphics.drawRectangle (Common.Whitepen, PointTwo.x, PointTwo.y, Common.Width, Common.Height);

Common.drawgraphics.FillRectangle (Common.Whitebrush, PointTwo.x, PointTwo.y, Common.width, Common.Height);

Common.drawgraphics.drawRectangle (Common.Whitepen, Pointthree.x, Pointthree.y, Common.width, Common.Height);

Common.drawgraphics.FillRectangle (Common.Whitebrush, Pointthree.x, Pointthree.y, Common.width, Common.Height);

Common.drawgraphics.drawRectangle (Common.Whitepen, Pointfour.x, Pointfour.y, Common.Width, Common.Height);

Common.drawgraphics.FillRectangle (Common.Whitebrush, PointFour.x, Pointfour.y, Common.width, Common.Height);

}

#ndregion

}

#Region square 1: Straight stick

Public Class Blockone: BlockInterface

{

///

/// Constructor

///

Public blockone ()

{

Pointone = common.startpoint;

PointTwo = New Point (Pointone.x Common.width, Pointone.y);

Pointthree = New Point (PointTwo.x Common.width, Pointone.y); PointFour = New Point (PointThree.x Common.width, Pointone.y);

Current = Common.StateOne;

}

#Region private variable

Private int current;

PRIVATE POINT POINTONE;

PRIVATE POINT POINTTWO;

PRIVATE POINT POINTTHREE

PRIVATE POINT POINTFOUR;

#ndregion

#Region coordinate properties

Public Point P1

{

get

{

Return this.PointOn

}

}

Public Point P2

{

get

{

Return this.PointTwo;

}

}

PUBLIC POINT P3

{

get

{

Return this.Pointthree;

}

}

PUBLIC POINT P4

{

get

{

Return this.Pointfour;

}

}

#ndregion

#Region blockInterface member

Public int blockType

{

get

{

Return Common.blockone;

}

}

Public void drawself ()

{

Block.drawblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public void refresh ()

{

Block.removeblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public Bool Canmove (int VARTYPE)

{

Switch (VARTYPE)

{

Case Common.Left:

{

IF (PointOne.x == 0)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOndone.x / 20 - 1, Pointone.y / 20] == 1 || Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 || Common. Matrix [PointThree.x / 20 -1, Pointthree.y / 20] == 1 || Common.matrix [PointFour.x / 20 -1, PointFour.y / 20] == 1)

{

Return False;

}

}

Break;

}

Case Common.right:

{

IF (this.current == Common.Stateone || this.current == Common.Statethree) // Straight strip is horizontal

{

IF (PointFour.x == 280)

{

Return False;

}

Else

{

IF (Common.Matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

}

Else

{

IF (PointFour.x == 280)

{

Return False;

}

}

Break;

}

Case Common.down:

{

IF (this.current == Common.Stateone || this.current == Common.Statethree) {

IF (Pointone.Y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [Pointone.x / 20, PointOne.y / 20 1] == 1 || Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 || Common. Matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 || Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

}

Else

{

IF (Pointfour.y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointFour.x / 20, Pointfour.y / 20 1] == 1)

{

Return False;

}

}

}

Break;

}

}

Return True;

}

Public Void Move (int VARTYPE)

{

IF (! this.canmove (varType))

{

Return;

}

Switch (VARTYPE)

{

Case Common.Left:

{

THIS.REFRESH ();

PointOne.x - = common.width;

PointTwo.x - = Common.width;

Pointthree.x - = common.width;

Pointfour.x - = Common.width;

THIS.DRAWSELF ();

Break;

}

Case Common.right:

{

THIS.REFRESH ();

PointOne.x = Common.width;

PointTwo.x = Common.width;

PointThree.x = Common.width;

PointFour.x = Common.width;

THIS.DRAWSELF ();

Break;

}

Case Common.down:

{

THIS.REFRESH ();

Pointone.y = Common.Height;

PointTwo.y = Common.Height;

Pointthree.y = Common.Height;

Pointfour.y = Common.Height;

THIS.DRAWSELF ();

Break;

}

}

}

Public bool cancircle ()

{

IF (this.current == Common.Stateone)

{

IF (Pointone.Y <60)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20, (Pointone.y - 60) / 20] == 1 ||

Common.matrix [PointOne.x / 20, (Pointone.y - 40) / 20] == 1 ||

Common.matrix [PointOne.x / 20, (PointOne.y - 20) / 20] == 1 ||

Common.matrix [(Pointone.x 20) / 20, (Pointone.y - 60) / 20] == 1 || Common.matrix [(Pointone.x 20) / 20, (PointOne.y - 40) / 20] == 1 ||

Common.matrix [(Pointone.x 20) / 20 (PointOne.y - 20) / 20] == 1 ||

Common.matrix [(PointOne.x 40) / 20 (Pointone.y - 60) / 20] == 1 ||

Common.matrix [(PointOne.x 40) / 20 (Pointone.y - 40) / 20] == 1 ||

Common.matrix [(PointOne.x 40) / 20, (Pointone.y - 20) / 20] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateTwo)

{

IF (Pointone.x <40 || PointOne.x> 260)

{

Return False;

}

Else

{

IF (Common.Matrix [(Pointone.x - 40) /20 ,PointOne.y/20] == 1 ||

Common.matrix [(PointOne.x - 20) /20 ,Pointone.Y/20] == 1 ||

Common.matrix [(PointOne.x - 40) / 20 (Pointone.y 20) / 20] == 1 ||

Common.matrix [(PointOne.x - 20) / 20, (Pointone.y 20) / 20] == 1 ||

Common.matrix [(Pointone.x - 40) / 20, (Pointone.y 40) / 20] == 1 ||

Common.matrix [(PointOne.x - 20) / 20, (Pointone.y 40) / 20] == 1 ||

Common.matrix [(PointOne.x - 40) / 20, (Pointone.y 60) / 20] == 1 ||

Common.matrix [(PointOne.x - 20) / 20, (Pointone.y 60) / 20] == 1 ||

Common.matrix [(PointOne.x 20) / 20, (Pointone.y 60) / 20] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateThree)

{

IF (Common.Matrix [PointTwo.x / 20, (PointTwo.y - 60) / 20] == 1 ||

Common.matrix [(PointTwo.x 20) / 20, (PointTwo.y - 60) / 20] == 1 ||

Common.matrix [(PointTwo.x 40) / 20, (PointTwo.y - 60) / 20] == 1 ||

Common.matrix [PointTwo.x / 20, (PointTwo.y - 40) / 20] == 1 ||

Common.matrix [(PointTwo.x 20) / 20, (PointTwo.y - 40) / 20] == 1 ||

Common.matrix [(PointTwo.x 40) / 20, (PointTwo.y - 40) / 20] == 1 ||

Common.matrix [PointTwo.x / 20, (PointTwo.y - 20) / 20] == 1 ||

Common.matrix [(PointTwo.x 20) / 20, (PointTwo.y - 20) / 20] == 1 ||

Common.matrix [(PointTwo.x 40) / 20, (PointTwo.y - 20) / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (Pointone.x> 240 || PointOne.x == 0)

{

Return False;

}

Else

{

IF (Common.Matrix [(PointFour.x - 20) /20 ,pointfour.y/20] == 1 ||

Common.matrix [(PointFour.x 20) /20 ,pointfour.y/20] == 1 ||

Common.matrix [(PointFour.x 40) /20 ,pointfour.y/20] == 1 ||

Common.matrix [(PointOne.x 40) /20 ,PointOne.y/20] == 1 ||

Common.matrix [(PointOne.x 20) /20 ,PointOne.y/20] == 1 ||

Common.matrix [(Pointone.x 40) / 20, (Pointone.y 20) / 20] == 1 ||

Common.matrix [(PointOne.x 20) / 20, (Pointone.y 20) / 20] == 1 ||

Common.matrix [(Pointone.x 40) / 20, (Pointone.y 40) / 20] == 1 ||

Common.matrix [(PointOne.x 20) / 20, (Pointone.y 40) / 20] == 1)

{

Return False;

}

}

}

Return True;

}

Public void circle ()

{

IF (! this.cancircle ())

{

Return;

}

THIS.REFRESH ();

IF (this.current == Common.Stateone)

{

PointOne.x = 40;

PointOne.y - = 60;

PointTwo.x = 20;

PointTwo.y - = 40;

Pointthree.y - = 20;

Pointfour.x - = 20;

THIS.CURRENT = Common.StateTwo;

THIS.DRAWSELF ();

Return;

}

IF (this.current == Common.StateTwo)

{

PointOne.x - = 40;

PointOne.y = 60;

PointTwo.x - = 20;

PointTwo.y = 40;

Pointthree.y = 20;

PointFour.x = 20;

THIS.CURRENT = Common.Statethree; this.drawself ();

Return;

}

IF (this.current == Common.StateThree)

{

PointOne.x = 20;

PointOne.y - = 60;

PointTwo.y - = 40;

PointThree.x - = 20;

Pointthree.y - = 20;

Pointfour.x - = 40;

This.current = Common.statefour;

THIS.DRAWSELF ();

Return;

}

IF (this.current == Common.Statefour)

{

PointOne.x - = 20;

PointOne.y = 60;

PointTwo.y = 40;

PointThree.x = 20;

Pointthree.y = 20;

Pointfour.x = 40;

THIS.CURRENT = Common.Stateone;

THIS.DRAWSELF ();

Return;

}

}

Public void fillmatrix ()

{

Common.matrix [PointOne.x / 20, Pointone.y / 20] = 1;

Common.matrix [PointTwo.x / 20, PointTwo.y / 20] = 1;

Common.matrix [PointThree.x / 20, Pointthree.y / 20] = 1;

Common.matrix [PointFour.x / 20, Pointfour.y / 20] = 1;

}

Public bool isover ()

{

IF (Common.Matrix [common.startpoint.x / 20, common.startpoint.y / 20] == 1 ||

Common.matrix [(Common.StartPoint.x 20) /20, Common.StartPoint.Y/20] == 1 ||

Common.matrix [(Common.StartPoint.x 40) /20, Common.StartPoint.Y/20] == 1 ||

Common.matrix [(Common.StartPoint.x 60) /20, Common.StartPoint.Y/20] == 1)

{

THIS.DRAWSELF ();

Return True;

}

Return False;

}

#ndregion

}

#ndregion

#Region square 2: L

Public Class Blocktwo: BlockInterface

{

///

/// Constructor

///

Public blocktwo ()

{

Pointone = common.startpoint;

PointTWO = New Point (Pointone.x, PointOne.y Common.Height);

Pointthree = New Point (PointTwo.x, PointTwo.y Common.Height);

Pointfour = New Point (PointThree.x Common.width, Pointthree.);

Current = Common.StateOne;

}

#Region private variable

Private int current;

PRIVATE POINT POINTONE; Private Point PointTwo;

PRIVATE POINT POINTTHREE

PRIVATE POINT POINTFOUR;

#ndregion

#Region coordinate properties

Public Point P1

{

get

{

Return this.PointOn

}

}

Public Point P2

{

get

{

Return this.PointTwo;

}

}

PUBLIC POINT P3

{

get

{

Return this.Pointthree;

}

}

PUBLIC POINT P4

{

get

{

Return this.Pointfour;

}

}

#ndregion

#Region blockInterface member

Public int blockType

{

get

{

Return common.blocktwo;

}

}

Public void drawself ()

{

Block.drawblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public void refresh ()

{

Block.removeblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public Bool Canmove (int VARTYPE)

{

Switch (VARTYPE)

{

#Region left shift

Case Common.Left:

{

IF (this.current == Common.Stateone)

{

IF (Pointone.x <= 0)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (Pointone.x <= 0)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 -1, Pointone.y / 20] == 1 ||

Common.matrix [Pointfour.x / 20 -1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateThree)

{

IF (PointFour.x <= 0)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 - 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (Pointone.x <= 0)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 - 1, PointOne.y / 20] == 1 || Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#Region right shift

Case Common.right:

{

IF (this.current == Common.Stateone)

{

IF (PointFour.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (PointFour.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointThree.x / 20 1, Pointthree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateThree)

{

IF (PointOne.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointThree.x / 20 1, Pointthree.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointOne.x / 20 1, Pointone.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (PointFour.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#region down

Case Common.down:

{

IF (this.current == Common.Stateone)

{

IF (Pointfour.y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateTwo) {

IF (PointThree.y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateThree)

{

IF (Pointone.Y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.Statefour)

{

IF (Pointone.Y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

}

Break;

}

#ndregion

}

Return True;

}

Public Void Move (int VARTYPE)

{

IF (! this.canmove (varType))

{

Return;

}

THIS.REFRESH ();

Switch (VARTYPE)

{

Case Common.Left:

{

PointOne.x - = common.width;

PointTwo.x - = Common.width;

Pointthree.x - = common.width;

Pointfour.x - = Common.width;

Break;

}

Case Common.right:

{

PointOne.x = Common.width;

PointTwo.x = Common.width;

PointThree.x = Common.width;

PointFour.x = Common.width;

Break;

}

Case Common.down:

{

Pointone.y = Common.Height;

PointTwo.y = Common.Height;

Pointthree.y = Common.Height;

Pointfour.y = Common.Height;

Break;

}

}

THIS.DRAWSELF ();

}

Public bool cancircle ()

{

IF (this.current == Common.Stateone)

{

IF (Pointone.x <20 || pointfour.y == 0)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 - 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateTwo)

{

IF (Pointone.Y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20 - 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateThree)

{

IF (PointOne.x> = 280)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, PointThree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.Statefour)

{

IF (PointOne.y == 0)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 - 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 - 1] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 - 1] == 1)

{

Return False;

}

}

Return True;

}

Public void circle ()

{

IF (! this.cancircle ())

{

Return;

}

THIS.REFRESH ();

IF (this.current == Common.Stateone) {

PointOne.x - = 20;

PointOne.y = 40;

PointTwo.y = 20;

PointThree.x = 20;

Pointfour.y - = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.StateTwo;

Return;

}

IF (this.current == Common.StateTwo)

{

PointOne.x = 40;

PointOne.y = 20;

PointTwo.x = 20;

Pointthree.y - = 20;

Pointfour.x - = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Statethree;

Return;

}

IF (this.current == Common.StateThree)

{

PointOne.x - = 20;

PointOne.y - = 20;

PointTwo.x - = 20;

PointTwo.y - = 20;

Pointfour.x = 40;

THIS.DRAWSELF ();

This.current = Common.statefour;

Return;

}

IF (this.current == Common.Statefour)

{

PointOne.y - = 40;

PointThree.x - = 20;

Pointthree.y = 20;

Pointfour.x - = 20;

Pointfour.y = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Stateone;

Return;

}

}

Public void fillmatrix ()

{

Common.matrix [PointOne.x / 20, Pointone.y / 20] = 1;

Common.matrix [PointTwo.x / 20, PointTwo.y / 20] = 1;

Common.matrix [PointThree.x / 20, Pointthree.y / 20] = 1;

Common.matrix [PointFour.x / 20, Pointfour.y / 20] = 1;

}

Public bool isover ()

{

IF (common.matrix [common.startpoint.x /20,common.startpoint.y/20] == 1 ||

Common.matrix [common.startpoint.x /20 ,common.startpoint.y/20 1] == 1 ||

Common.matrix [common.startpoint.x /20 ,common.startpoint.y/20 2] == 1 ||

Common.matrix [common.startpoint.x / 20 1, common.startpoint.y / 20 2] == 1)

{

THIS.DRAWSELF ();

Return True;

}

Return False;

}

#ndregion

}

#ndregion

#Region square three: counter-write L

Public Class Blockthree: BlockInterface

{

////// Constructor

///

Public blockthree ()

{

Pointfour = Common.startPoint;

Pointthree = New Point (Pointfour.x, Pointfour.y Common.Height);

PointTWO = New Point (PointThree.x, Pointthree.y Common.Height);

Pointone = New Point (PointTwo.x - Common.width, PointTwo.y);

Current = Common.StateOne;

}

#Region private variable

Private int current;

PRIVATE POINT POINTONE;

PRIVATE POINT POINTTWO;

PRIVATE POINT POINTTHREE

PRIVATE POINT POINTFOUR;

#ndregion

#Region coordinate properties

Public Point P1

{

get

{

Return this.PointOn

}

}

Public Point P2

{

get

{

Return this.PointTwo;

}

}

PUBLIC POINT P3

{

get

{

Return this.Pointthree;

}

}

PUBLIC POINT P4

{

get

{

Return this.Pointfour;

}

}

#ndregion

#Region blockInterface member

Public int blockType

{

get

{

Return Common.blockthree;

}

}

Public void drawself ()

{

Block.drawblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public void refresh ()

{

Block.removeblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public Bool Canmove (int VARTYPE)

{

Switch (VARTYPE)

{

#Region left shift

Case Common.Left:

{

IF (Pointone.x <20)

{

Return False;

}

IF (this.current == Common.Stateone)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 - 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateThree)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 || Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 - 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#Region right shift

Case Common.right:

{

IF (PointFour.x> = 280)

{

Return False;

}

IF (this.current == Common.Stateone)

{

IF (Common.Matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (Common.Matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointOne.x / 20 1, Pointone.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateThree)

{

IF (Common.Matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointOne.x / 20 1, Pointone.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (Common.Matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#region down

Case Common.down:

{

IF (this.current == Common.Stateone)

{

IF (Pointone.Y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1) {

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (PointTwo.y> = 380)

{

Return False;

}

IF (Common.Matrix [PointFour.x / 20, PointFour.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1)

{

Return False;

}

}

IF (this.current == Common.StateThree)

{

IF (Pointone.Y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (Pointfour.y> = 380)

{

Return False;

}

IF (Common.Matrix [PointFour.x / 20, PointFour.y / 20 1] == 1 ||

Common.matrix [PointOne.x / 20, PointOne.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1)

{

Return False;

}

}

Break;

}

#ndregion

}

Return True;

}

Public Void Move (int VARTYPE)

{

IF (! this.canmove (varType))

{

Return;

}

THIS.REFRESH ();

Switch (VARTYPE)

{

Case Common.Left:

{

PointOne.x - = common.width;

PointTwo.x - = Common.width;

Pointthree.x - = common.width;

Pointfour.x - = Common.width;

Break;

}

Case Common.right:

{

PointOne.x = Common.width;

PointTwo.x = Common.width;

PointThree.x = Common.width;

PointFour.x = Common.width;

Break;

}

Case Common.down:

{

Pointone.y = Common.Height;

PointTwo.y = Common.Height;

Pointthree.y = Common.Height;

Pointfour.y = Common.Height;

Break;

}

}

THIS.DRAWSELF ();

}

Public bool cancircle () {

IF (this.current == Common.Stateone)

{

IF (PointTwo.x> = 280 || PointOne.y == 0)

{

Return False;

}

Else

{

IF (Common.Matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, PointThree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointOne.x / 20, Pointone.y / 20 - 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateTwo)

{

IF (PointTwo.y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 1] == 1 ||

Common.matrix [PointOne.x / 20 1, Pointone.y / 20] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateThree)

{

IF (Pointone.x <20)

{

Return False;

}

Else

{

IF (Common.Matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1 ||

Common.matrix [Pointone.x / 20 - 1, PointOne.y / 20] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.Statefour)

{

IF (PointOne.y == 0)

{

Return False;

}

IF (Common.Matrix [PointTwo.x / 20, PointTwo.y / 20 - 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 - 1] == 1 ||

Common.matrix [Pointone.x / 20, Pointone.y / 20 - 1] == 1 ||

Common.matrix [PointFour.x / 20 - 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

Return True;

}

Public void circle ()

{

IF (! this.cancircle ())

{

Return;

}

THIS.REFRESH ();

IF (this.current == Common.Stateone) {

PointOne.y - = 20;

PointTwo.x - = 20;

Pointthree.y = 20;

PointFour.x = 20;

Pointfour.y = 40;

THIS.CURRENT = Common.StateTwo;

THIS.DRAWSELF ();

Return;

}

IF (this.current == Common.StateTwo)

{

PointOne.y = 40;

PointThree.x - = 20;

Pointthree.y - = 20;

Pointfour.x - = 20;

Pointfour.y - = 20;

THIS.CURRENT = Common.Statethree;

THIS.DRAWSELF ();

Return;

}

IF (this.current == Common.StateThree)

{

PointOne.x - = 20;

PointOne.y - = 40;

PointTwo.y - = 20;

PointThree.x = 20;

Pointfour.y = 20;

This.current = Common.statefour;

THIS.DRAWSELF ();

Return;

}

IF (this.current == Common.Statefour)

{

PointOne.x = 20;

PointOne.y = 20;

PointTwo.x = 20;

PointTwo.y = 20;

Pointfour.y - = 40;

THIS.CURRENT = Common.Stateone;

THIS.DRAWSELF ();

Return;

}

}

Public void fillmatrix ()

{

Common.matrix [PointOne.x / 20, Pointone.y / 20] = 1;

Common.matrix [PointTwo.x / 20, PointTwo.y / 20] = 1;

Common.matrix [PointThree.x / 20, Pointthree.y / 20] = 1;

Common.matrix [PointFour.x / 20, Pointfour.y / 20] = 1;

}

Public bool isover ()

{

IF (common.matrix [common.startpoint.x /20,common.startpoint.y/20] == 1 ||

Common.matrix [common.startpoint.x /20 ,common.startpoint.y/20 1] == 1 ||

Common.matrix [common.startpoint.x /20 ,common.startpoint.y/20 2] == 1 ||

Common.matrix [common.startpoint.x / 20 - 1, common.startpoint.y / 20 2] == 1)

{

THIS.DRAWSELF ();

Return True;

}

Return False;

}

#ndregion

}

#ndregion

#Region square four: Ding

Public Class Blockfour: BlockInterface

{

///

/// Constructor

///

Public blockfour ()

{

Pointfour = Common.startPoint;

Pointthree = New Point (Pointfour.x Common.width, Pointfour.y Common.Height);

PointTwo = New Point (Pointfour.x, Pointfour.y Common.Height);

Pointone = New Point (Pointfour.x - Common.width, Pointfour.y Common.Height);

Current = Common.StateOne;

}

#Region private variable

Private int current;

PRIVATE POINT POINTONE;

PRIVATE POINT POINTTWO;

PRIVATE POINT POINTTHREE

PRIVATE POINT POINTFOUR;

#ndregion

#Region coordinate properties

Public Point P1

{

get

{

Return this.PointOn

}

}

Public Point P2

{

get

{

Return this.PointTwo;

}

}

PUBLIC POINT P3

{

get

{

Return this.Pointthree;

}

}

PUBLIC POINT P4

{

get

{

Return this.Pointfour;

}

}

#ndregion

#Region blockInterface member

Public int blockType

{

get

{

Return Common.blockfour;

}

}

Public void drawself ()

{

Block.drawblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public void refresh ()

{

Block.removeblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public Bool Canmove (int VARTYPE)

{

Switch (VARTYPE)

{

#Region left shift

Case Common.Left:

{

IF (this.current == Common.Stateone || this.current == Common.StateThree)

{

IF (Pointone.x <20)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 -1, Pointone.y / 20] == 1 ||

Common.matrix [Pointfour.x / 20 -1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (Pointone.x <20)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 -1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 -1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 -1, Pointthree.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour) {

IF (PointFour.x <20)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 -1, Pointone.y / 20] == 1 ||

Common.matrix [Pointfour.x / 20 -1, Pointfour.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 -1, Pointthree.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#Region right shift

Case Common.right:

{

IF (this.current == Common.Stateone || this.current == Common.StateThree)

{

IF (PointTHree.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointThree.x / 20 1, Pointthree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (PointFour.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (PointTHree.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#region down

Case Common.down:

{

IF (this.current == Common.Statetwo || this.current == Common.StateFour)

{

IF (PointThree.y> = 380)

{

Return False;

}

IF (Common.Matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

IF (this.current == Common.Stateone) {

IF (Pointone.Y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1)

{

Return False;

}

}

IF (this.current == Common.StateThree)

{

IF (Pointfour.y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1)

{

Return False;

}

}

Break;

}

#ndregion

}

Return True;

}

Public Void Move (int VARTYPE)

{

IF (! this.canmove (varType))

{

Return;

}

THIS.REFRESH ();

Switch (VARTYPE)

{

Case Common.Left:

{

PointOne.x - = common.width;

PointTwo.x - = Common.width;

Pointthree.x - = common.width;

Pointfour.x - = Common.width;

Break;

}

Case Common.right:

{

PointOne.x = Common.width;

PointTwo.x = Common.width;

PointThree.x = Common.width;

PointFour.x = Common.width;

Break;

}

Case Common.down:

{

Pointone.y = Common.Height;

PointTwo.y = Common.Height;

Pointthree.y = Common.Height;

Pointfour.y = Common.Height;

Break;

}

}

THIS.DRAWSELF ();

}

Public bool cancircle ()

{

IF (this.current == Common.Stateone)

{

IF (PointOne.y> = 380 || Pointone.y == 0)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 - 1] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateTwo)

{

IF (Pointone.x <20)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateThree)

{

IF (PointOne.y == 0)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [Pointone.x / 20, Pointone.y / 20 - 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (PointOne.x> = 280 || PointOne.x == 0)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

}

Return True;

}

Public void circle ()

{

IF (! this.cancircle ())

{

Return;

}

THIS.REFRESH ();

IF (this.current == Common.Stateone)

{

PointOne.x = 20;

PointOne.y - = 20;

PointThree.x - = 20;

Pointthree.y = 20;

PointFour.x = 20;

Pointfour.y = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.StateTwo;

Return;

}

IF (this.current == Common.StateTwo)

{

PointOne.x - = 20; PointOne.y = 20;

PointThree.x = 20;

Pointthree.y - = 20;

Pointfour.y = 20;

Pointfour.x - = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Statethree;

Return;

}

IF (this.current == Common.StateThree)

{

PointOne.x = 20;

PointOne.y - = 20;

PointThree.x - = 20;

Pointthree.y = 20;

Pointfour.x - = 20;

Pointfour.y - = 20;

THIS.DRAWSELF ();

This.current = Common.statefour;

Return;

}

IF (this.current == Common.Statefour)

{

PointOne.x - = 20;

PointOne.y = 20;

PointThree.x = 20;

Pointthree.y - = 20;

PointFour.x = 20;

Pointfour.y - = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Stateone;

Return;

}

}

Public void fillmatrix ()

{

Common.matrix [PointOne.x / 20, Pointone.y / 20] = 1;

Common.matrix [PointTwo.x / 20, PointTwo.y / 20] = 1;

Common.matrix [PointThree.x / 20, Pointthree.y / 20] = 1;

Common.matrix [PointFour.x / 20, Pointfour.y / 20] = 1;

}

Public bool isover ()

{

IF (common.matrix [common.startpoint.x /20,common.startpoint.y/20] == 1 ||

Common.matrix [common.startpoint.x /20 ,common.startpoint.y/20 1] == 1 ||

Common.matrix [Common.StartPoint.x / 20 1, Common.StartPoint.y / 20 1] == 1 ||

Common.matrix [common.startpoint.x / 20 - 1, common.startpoint.y / 20 1] == 1)

{

THIS.DRAWSELF ();

Return True;

}

Return False;

}

#ndregion

}

#ndregion

#Region square five: field

Public Class BlockFive: BlockInterface

{

///

/// Constructor

///

Public BlockFive ()

{

Pointone = common.startpoint;

PointTWO = New Point (Common.StartPoint.x 20, Common.StartPoint.y);

Pointthree = new point (common.startpoint.x, common.startpoint.y 20); pointfour = new point (common.startpoint.x 20, common.startpoint.y 20);

Current = Common.StateOne;

}

#Region private variable

Private int current = common.stateOc

PRIVATE POINT POINTONE;

PRIVATE POINT POINTTWO;

PRIVATE POINT POINTTHREE

PRIVATE POINT POINTFOUR;

#ndregion

#Region coordinate properties

Public Point P1

{

get

{

Return this.PointOn

}

}

Public Point P2

{

get

{

Return this.PointTwo;

}

}

PUBLIC POINT P3

{

get

{

Return this.Pointthree;

}

}

PUBLIC POINT P4

{

get

{

Return this.Pointfour;

}

}

#ndregion

#Region blockInterface member

Public int blockType

{

get

{

Return Common.blockFive;

}

}

Public void drawself ()

{

Block.drawblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public void refresh ()

{

Block.removeblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public Bool Canmove (int VARTYPE)

{

Switch (VARTYPE)

{

Case Common.Left:

{

IF (Pointone.x <= 0)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20 - 1, PointOne.y / 20] == 1 || Common.matrix [PointTHree.x / 20 - 1, Pointone.y / 20] == 1)

{

Return False;

}

}

Break;

}

Case Common.right:

{

IF (PointTwo.x> = 280)

{

Return False;

}

Else

{

IF (Common.Matrix [PointTwo.x / 20 1, PointOne.y / 20] == 1 || Common.matrix [PointFour.x / 20 1, Pointone.y / 20] == 1)

{

Return False;

}

}

Break;

}

Case Common.down:

{

IF (PointThree.y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 || Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

Break;

}

}

Return True;

}

Public void move (int VARTYPE) {

IF (! this.canmove (varType))

{

Return;

}

THIS.REFRESH ();

Switch (VARTYPE)

{

Case Common.Left:

{

PointOne.x - = 20;

PointTwo.x - = 20;

PointThree.x - = 20;

Pointfour.x - = 20;

Break;

}

Case Common.right:

{

PointOne.x = 20;

PointTwo.x = 20;

PointThree.x = 20;

PointFour.x = 20;

Break;

}

Case Common.down:

{

PointOne.y = 20;

PointTwo.y = 20;

Pointthree.y = 20;

Pointfour.y = 20;

Break;

}

}

THIS.DRAWSELF ();

}

Public bool cancircle ()

{

Return True;

}

Public void circle ()

{

Return;

}

Public void fillmatrix ()

{

Common.matrix [PointOne.x / 20, Pointone.y / 20] = 1;

Common.matrix [PointTwo.x / 20, PointTwo.y / 20] = 1;

Common.matrix [PointThree.x / 20, Pointthree.y / 20] = 1;

Common.matrix [PointFour.x / 20, Pointfour.y / 20] = 1;

}

Public bool isover ()

{

IF (Common.Matrix [common.startpoint.x / 20, common.startpoint.y / 20] == 1 ||

Common.matrix [common.startpoint.x / 20 1, common.startpoint.y / 20] == 1 ||

Common.matrix [Common.StartPoint.x / 20 1, Common.StartPoint.y / 20 1] == 1 ||

Common.matrix [common.startpoint.x / 20, common.startpoint.y / 20 1] == 1)

{

THIS.DRAWSELF ();

Return True;

}

Return False;

}

#ndregion

}

#ndregion

#Region Square Six: Z

Public Class Blocksix: BlockInterface

{

///

/// Constructor

///

Public blocksix ()

{

Pointone = common.startpoint;

PointTWO = New Point (Common.StartPoint.x 20, Common.StartPoint.y);

Pointthree = New Point (PointTwo.x, PointTwo.y 20);

PointFour = New Point (PointThree.x 20, PointThree.y);

Current = Common.StateOne;

}

#Region private variable

Private int current = common.stateone; private point point;

PRIVATE POINT POINTTWO;

PRIVATE POINT POINTTHREE

PRIVATE POINT POINTFOUR;

#ndregion

#Region coordinate properties

Public Point P1

{

get

{

Return this.PointOn

}

}

Public Point P2

{

get

{

Return this.PointTwo;

}

}

PUBLIC POINT P3

{

get

{

Return this.Pointthree;

}

}

PUBLIC POINT P4

{

get

{

Return this.Pointfour;

}

}

#ndregion

#Region blockInterface member

Public int blockType

{

get

{

Return Common.blocksix;

}

}

Public void drawself ()

{

Block.drawblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public void refresh ()

{

Block.removeblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public Bool Canmove (int VARTYPE)

{

Switch (VARTYPE)

{

#Region left shift

Case Common.Left:

{

IF (Pointone.x <20)

{

Return False;

}

IF (this.current == Common.Stateone || this.current == Common.StateThree)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statetwo || this.current == Common.StateFour)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 - 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#Region right shift

Case Common.right:

{

IF (PointFour.x> = 280)

{

Return False;

}

IF (this.current == Common.Stateone || this.current == Common.StateThree)

{

IF (Common.Matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statetwo || this.current == Common.StateFour) {

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, PointThree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#region down

Case Common.down:

{

IF (this.current == Common.Stateone || this.current == Common.StateThree)

{

IF (PointThree.y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

IF (this.current == Common.Statetwo || this.current == Common.StateFour)

{

IF (Pointone.Y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1)

{

Return False;

}

}

Break;

}

#ndregion

}

Return True;

}

Public Void Move (int VARTYPE)

{

IF (! this.canmove (varType))

{

Return;

}

THIS.REFRESH ();

Switch (VARTYPE)

{

Case Common.Left:

{

PointOne.x - = 20;

PointTwo.x - = 20;

PointThree.x - = 20;

Pointfour.x - = 20;

Break;

}

Case Common.right:

{

PointOne.x = 20;

PointTwo.x = 20;

PointThree.x = 20;

PointFour.x = 20;

Break;

}

Case Common.down:

{

PointOne.y = 20;

PointTwo.y = 20;

Pointthree.y = 20;

Pointfour.y = 20;

Break;

}

}

THIS.DRAWSELF ();

}

Public bool cancircle ()

{

IF (this.current == Common.Stateone)

{

IF (Pointone.y == 0) {

Return False;

}

IF (Common.Matrix [PointOne.x / 20, PointOne.y / 20 -1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 -1] == 1 ||

Common.matrix [PointOne.x / 20 1, Pointone.y / 20 -1] == 1 ||

Common.matrix [PointOne.x / 20 1, Pointone.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (PointFour.x> = 280)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 2, PointTwo.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, PointThree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

}

IF (this.current == Common.StateThree)

{

IF (PointThree.y> = 380)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointOne.x / 20, PointOne.y / 20 2] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

}

IF (this.current == Common.Statefour)

{

IF (Pointone.x <20)

{

Return False;

}

Else

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [Pointfour.x / 20 - 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 - 2, PointFour.y / 20] == 1)

{

Return False;

}

}

}

Return True;

}

Public void circle ()

{

IF (! this.cancircle ())

{

Return;

}

THIS.REFRESH ();

IF (this.current == Common.Stateone)

{

PointOne.x = 20;

PointOne.y = 20;

Pointthree.x = 20; pointthree.y - = 20;

Pointfour.y - = 40;

THIS.DRAWSELF ();

THIS.CURRENT = Common.StateTwo;

Return;

}

IF (this.current == Common.StateTwo)

{

PointOne.y - = 20;

PointTwo.x = 20;

Pointthree.y = 20;

PointFour.x = 20;

Pointfour.y = 40;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Statethree;

Return;

}

IF (this.current == Common.StateThree)

{

PointOne.y = 40;

PointTwo.x - = 20;

PointTwo.y = 20;

Pointfour.x - = 20;

Pointfour.y - = 20;

THIS.DRAWSELF ();

This.current = Common.statefour;

Return;

}

IF (this.current == Common.Statefour)

{

PointOne.x - = 20;

PointOne.y - = 40;

PointTwo.y - = 20;

PointThree.x - = 20;

Pointfour.y = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Stateone;

Return;

}

}

Public void fillmatrix ()

{

Common.matrix [PointOne.x / 20, Pointone.y / 20] = 1;

Common.matrix [PointTwo.x / 20, PointTwo.y / 20] = 1;

Common.matrix [PointThree.x / 20, Pointthree.y / 20] = 1;

Common.matrix [PointFour.x / 20, Pointfour.y / 20] = 1;

}

Public bool isover ()

{

IF (Common.Matrix [common.startpoint.x / 20, common.startpoint.y / 20] == 1 ||

Common.matrix [common.startpoint.x / 20 1, common.startpoint.y / 20] == 1 ||

Common.matrix [Common.StartPoint.x / 20 1, Common.StartPoint.y / 20 1] == 1 ||

Common.matrix [common.startpoint.x / 20 2, common.startpoint.y / 20 1] == 1)

{

THIS.DRAWSELF ();

Return True;

}

Return False;

}

#ndregion

}

#ndregion

#Region block seven: Anti-Z

Public Class Blockseven: BlockInterface

{

///

/// Constructor

///

Public blockseven ()

{

Pointthree = Common.startPoint;

PointFour = New Point (Common.StartPoint.x 20, Common.StartPoint.y); Pointone = New Point (PointThree.x - 20, PointThree.y 20);

PointTWO = New Point (PointThree.x, Pointthree.y 20);

Current = Common.StateOne;

}

#Region private variable

Private int current = common.stateOc

PRIVATE POINT POINTONE;

PRIVATE POINT POINTTWO;

PRIVATE POINT POINTTHREE

PRIVATE POINT POINTFOUR;

#ndregion

#Region coordinate properties

Public Point P1

{

get

{

Return this.PointOn

}

}

Public Point P2

{

get

{

Return this.PointTwo;

}

}

PUBLIC POINT P3

{

get

{

Return this.Pointthree;

}

}

PUBLIC POINT P4

{

get

{

Return this.Pointfour;

}

}

#ndregion

#Region blockInterface member

Public int blockType

{

get

{

Return common.blockseven;

}

}

Public void drawself ()

{

Block.drawblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public void refresh ()

{

Block.removeblocks (Pointone, PointTwo, Pointthree, Pointfour);

}

Public Bool Canmove (int VARTYPE)

{

Switch (VARTYPE)

{

#Region left shift

Case Common.Left:

{

IF (Pointone.x <20)

{

Return False;

}

IF (this.current == Common.Stateone || this.current == Common.StateThree)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 - 1, Pointthree.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statetwo || this.current == Common.StateFour)

{

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 - 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#Region right shift

Case Common.right:

{

IF (PointFour.x> = 280)

{

Return False;

}

IF (this.current == Common.Stateone || this.current == Common.Statethree) {

IF (Common.Matrix [PointTwo.x / 20 1, PointTwo.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.Statetwo || this.current == Common.StateFour)

{

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, PointThree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

Break;

}

#ndregion

#region down

Case Common.down:

{

IF (this.current == Common.Stateone || this.current == Common.StateThree)

{

IF (Pointone.Y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

IF (this.current == Common.Statetwo || this.current == Common.StateFour)

{

IF (Pointfour.y> = 380)

{

Return False;

}

IF (Common.Matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, PointFour.y / 20 1] == 1)

{

Return False;

}

}

Break;

}

#ndregion

}

Return True;

}

Public Void Move (int VARTYPE)

{

IF (! this.canmove (varType))

{

Return;

}

THIS.REFRESH ();

Switch (VARTYPE)

{

Case Common.Left:

{

PointOne.x - = 20;

PointTwo.x - = 20;

PointThree.x - = 20;

Pointfour.x - = 20;

Break;

}

Case Common.right:

{

PointOne.x = 20;

PointTwo.x = 20;

PointThree.x = 20;

PointFour.x = 20;

Break;

}

Case Common.down: {

PointOne.y = 20;

PointTwo.y = 20;

Pointthree.y = 20;

Pointfour.y = 20;

Break;

}

}

THIS.DRAWSELF ();

}

Public bool cancircle ()

{

IF (this.current == Common.Stateone)

{

IF (Pointone.Y> = 380)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 1] == 1 ||

Common.matrix [PointTwo.x / 20, PointTwo.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 1] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 2] == 1)

{

Return False;

}

}

IF (this.current == Common.StateTwo)

{

IF (PointTHree.x> = 280)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 1, Pointone.y / 20] == 1 ||

Common.matrix [PointOne.x / 20 2, PointOne.y / 20] == 1 ||

Common.matrix [PointThree.x / 20 1, PointThree.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 1, Pointfour.y / 20] == 1)

{

Return False;

}

}

IF (this.current == Common.StateThree)

{

IF (PointOne.y == 0)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20, Pointone.y / 20 - 1] == 1 ||

Common.matrix [PointOne.x / 20, Pointone.y / 20 - 2] == 1 ||

Common.matrix [PointThree.x / 20, Pointthree.y / 20 - 1] == 1 ||

Common.matrix [PointFour.x / 20, Pointfour.y / 20 - 1] == 1)

{

Return False;

}

}

IF (this.current == Common.Statefour)

{

IF (Pointone.x <20)

{

Return False;

}

IF (Common.Matrix [PointOne.x / 20 - 1, Pointone.y / 20] == 1 ||

Common.matrix [PointTwo.x / 20 - 1, PointTwo.y / 20] == 1 ||

Common.matrix [Pointfour.x / 20 - 1, Pointfour.y / 20] == 1 ||

Common.matrix [PointFour.x / 20 - 2, PointFour.y / 20] == 1)

{

Return False;

}

}

Return True;

}

Public void circle ()

{

IF (! this.cancircle ())

{

Return;

}

THIS.REFRESH ();

IF (this.current == Common.Stateone)

{

PointOne.x = 20;

PointOne.y - = 20;

PointThree.x = 20;

Pointthree.y = 20;

Pointfour.y = 40;

THIS.DRAWSELF ();

THIS.CURRENT = Common.StateTwo;

Return;

}

IF (this.current == Common.StateTwo)

{

PointOne.y = 20;

PointTwo.x = 20;

Pointthree.y - = 20;

PointFour.x = 20;

Pointfour.y - = 40;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Statethree;

Return;

}

IF (this.current == Common.StateThree)

{

PointOne.y - = 40;

PointTwo.x - = 20;

PointTwo.y - = 20;

Pointfour.x - = 20;

Pointfour.y = 20;

THIS.DRAWSELF ();

This.current = Common.statefour;

Return;

}

IF (this.current == Common.Statefour)

{

PointOne.x - = 20;

PointOne.y = 40;

PointTwo.y = 20;

PointThree.x - = 20;

Pointfour.y - = 20;

THIS.DRAWSELF ();

THIS.CURRENT = Common.Stateone;

Return;

}

}

Public void fillmatrix ()

{

Common.matrix [PointOne.x / 20, Pointone.y / 20] = 1;

Common.matrix [PointTwo.x / 20, PointTwo.y / 20] = 1;

Common.matrix [PointThree.x / 20, Pointthree.y / 20] = 1;

Common.matrix [PointFour.x / 20, Pointfour.y / 20] = 1;

}

Public bool isover ()

{

IF (Common.Matrix [common.startpoint.x / 20, common.startpoint.y / 20] == 1 ||

Common.matrix [common.startpoint.x / 20, common.startpoint.y / 20 1] == 1 ||

Common.matrix [Common.StartPoint.x / 20 - 1, Common.StartPoint.y / 20 1] == 1 ||

Common.matrix [common.startpoint.x / 20 1, common.startpoint.y / 20] == 1)

{

THIS.DRAWSELF ();

Return True;

}

Return False;

}

#ndregion}

#ndregion

}

Document 4: mainform.cs

Form

Using system;

Using system.drawing;

Using system.collections;

Using system.componentmodel;

Using system.windows.forms;

Using system.data;

Namespace Blocks

{

///

/// Form1 summary description.

///

Public Class Mainform: System.Windows.Forms.form

{

Private system.windows.Forms.Panel Panel1;

Private system.windows.forms.timer Timer1;

Private system.componentmodel.icontainer components;

Private system.windows.Forms.mainMenu mainmentu1;

Private system.windows.Forms.MenuItem Menuitem1;

Private system.windows.Forms.MenuItem MenuItem_start;

Private system.windows.Forms.MenuItem MenuItem_exit;

Private system.windows.Forms.MenuItem MenuItem4;

Private system.windows.Forms.MenuItem MenuItem_about;

Private system.windows.Forms.Label label1;

Private system.windows.Forms.Panel Panel2;

Private system.windows.Forms.Label label2;

Private system.windows.Forms.Panel PanelNext;

Private system.windows.Forms.Label label3;

Private system.windows.Forms.Label lab_score;

Private system.windows.Forms.Label label4;

Private system.windows.Forms.Label lab_current_speed;

Blockinterface O;

Graphics g;

Public mainform ()

{

//

// Windows Form Designer Support

//

InitializationComponent ();

//

// Todo: Add any constructor code after INITIALIZECOMPONENT call

//

}

///

/// Clean all the resources being used.

///

Protected Override Void Dispose (Bool Disposing)

{

IF (Disposing)

{

IF (Components! = NULL)

{

Components.dispose ();

}

}

Base.dispose (Disposing);

}

#Region Windows Form Designer Generated Code

///

/// Designer supports the required method - do not use the code editor to modify

/// This method is content.

///

Private vidinitiRizeComponent ()

{

This.Components = new system.componentmodel.container ();

System.Resources.ResourceManager resources = new system.resources.resourceManager (Typeof); this.panel1 = new system.windows.forms.Panel ();

THIS.LABEL1 = New System.windows.Forms.label ();

this.timer1 = new system.windows.forms.timer (this.components);

This.mainMenu1 = new system.windows.Forms.mainMenu ();

THIS.MENUITEM1 = New System.windows.Forms.Menuitem ();

THIS.MENUITEM_START = new system.windows.Forms.MenuItem ();

THIS.MENUITEM_EXIT = New System.windows.Forms.MenuItem ();

This.Menuitem4 = new system.windows.Forms.MenuItem ();

THIS.MENUITEM_ABOUT = New System.windows.Forms.MenuItem ();

This.Panel2 = new system.windows.Forms.Panel ();

THIS.LAB_CURRENT_SPEED = New System.windows.Forms.label ();

THIS.LABEL4 = New System.windows.Forms.label ();

THIS.LAB_SCORE = New System.windows.Forms.Label ();

This.label3 = new system.windows.Forms.label ();

This.PanelNext = new system.windows.Forms.Panel ();

THIS.LABEL2 = New System.windows.Forms.label ();

This.Panel1.suspendlayout ();

this.Panel2.suspendlayout ();

THIS.SUSPENDLAYOUT ();

//

// panel1

//

THIS.PANEL1.BACKCOLOR = system.drawing.systemcolors.activecaption;

this.Panel1.controls.add (this.label1);

This.Panel1.dock = system.windows.Forms.dockStyle.bottom

This.Panel1.Location = new system.drawing.point (0, 403);

this.Panel1.name = "panel1";

This.Panel1.size = new system.drawing.size (410, 40);

This.Panel1.tabindex = 1;

//

// label1

//

THIS.LABEL1.BACKCOLOR = system.drawing.color.silver;

This.label1.dock = system.windows.forms.dockstyle.Fill;

THIS.Label1.Location = new system.drawing.point (0, 0);

THIS.LABEL1.NAME = "label1";

THIS.Label1.size = new system.drawing.size (410, 40); this.label1.tabindex = 0;

THIS.Label1.Text = "Programmed by Jason Verson 1.0";

THIS.Label1.TextAlign = system.drawing.contentAlignment.middleCenter;

//

// Timer1

//

this.timer1.interval = 1000;

This.Timer1.Tick = new system.eventhandler (this.timer1_thing);

//

// mainmenu1

//

this.mainMenu1.Menuitems.Addrange (new system.windows.forms.MenuItem [] {

This.Menuitem1,

THIS.MENUITEM4});

//

// Menuitem1

//

THIS.MENUITEM1.INDEX = 0;

This.Menuitem1.Menuitems.Addrange (new system.windows.forms.MenuItem [] {

this.MenuItem_Start,

This.MenuItem_exit});

this.Menuitem1.text = "Operation";

//

// Menuitem_Start

//

this.MenuItem_Start.index = 0;

THIS.MENUITEM_START.SHORTCUT = System.windows.Forms.Shortcut.f2;

This.Menuitem_Start.Text = "Start";

THIS.MENUITEM_START.Click = New System.EventHandler (this.MenuItem_start_click);

//

// Menuitem_exit

//

this.MenuItem_exit.index = 1;

THIS.MENUITEM_EXIT.SHORTCUT = System.windows.Forms.Shortcut.Artf4;

this.Menuitem_exit.text = "Exit";

THIS.MENUITEM_EXIT.CLICK = New System.EventHandler (this.MenuItem_exit_click);

//

// Menuitem4

//

this.Menuitem4.index = 1;

this.Menuitem4.Menuitems.addrange (new system.windows.forms.MenuItem [] {

THIS.MENUITEM_ABOUT};

this.Menuitem4.text = "Help";

//

// MenuItem_about

//

THIS.MENUITEM_ABOUT.INDEX = 0;

THIS.MENUITEM_ABOUT.TEXT = "About";

THIS.MENUITEM_ABOUT.Click = New System.EventHandler (this.MenuItem_about_click);

//

// panel2

//

THIS.PANEL2.BACKCOLOR = system.drawing.color.silver;

this.Panel2.controls.add (this.Lab_current_speed);

This.Panel2.controls.add (this.label4);

This.Panel2.controls.add (this.Lab_score);

This.Panel2.controls.add (this.label3);

This.Panel2.controls.add (this.PanelNext);

This.Panel2.controls.add (this.label2);

This.Panel2.dock = system.windows.Forms.dockStyle.right;

This.Panel2.location = new system.drawing.point (306, 0);

this.Panel2.name = "panel2";

This.Panel2.size = new system.drawing.size (104, 403);

this.Panel2.tabindex = 2;

//

// lab_current_speed

//

THIS.LAB_CURRENT_SPEED.DOCK = system.windows.Forms.dockStyle.top;

THIS.LAB_CURRENT_SPEED.LOCATION = New System.drawing.Point (0, 200);

THIS.LAB_CURRENT_SPEED.NAME = "lab_current_speed";

THIS.LAB_CURRENT_SPEED.SIZE = New System.drawing.size (104, 16);

THIS.LAB_CURRENT_SPEED.TABINDEX = 5;

THIS.LAB_CURRENT_SPEED.TEXT = "0";

//

// label4

//

This.label4.dock = system.windows.forms.dockstyle.top;

THIS.LABEL4.LOCATION = New System.drawing.Point (0, 176);

THIS.LABEL4.NAME = "label4";

THIS.Label4.size = new system.drawing.size (104, 24);

THIS.LABEL4.TABINDEX = 4;

THIS.LABEL4.TEXT = "CURRENT Speed:";

//

// lab_score

//

THIS.LAB_SCORE.DOCK = system.windows.forms.dockstyle.top;

This.Lab_score.location = new system.drawing.point (0, 160);

THIS.LAB_SCORE.NAME = "lab_score";

THIS.LAB_SCORE.SIZE = New System.drawing.size (104, 16);

THIS.LAB_SCORE.TABINDEX = 3;

this.Lab_score.text = "0";

//

// label3

//

THIS.LABEL3.DOCK = system.windows.forms.dockstyle.top;

This.Label3.Location = new system.drawing.point (0, 136);

THIS.LABEL3.NAME = "label3";

THIS.Label3.size = new system.drawing.size (104, 24); this.label3.tabindex = 2;

THIS.Label3.Text = "score:";

//

// PanelNext

//

This.PanelNext.dock = system.windows.Forms.dockStyle.top;

This.PanelNext.Location = new system.drawing.point (0, 24);

This.PanelNext.name = "panelnext";

This.PanelNext.Size = new system.drawing.size (104, 112);

this.PanelNext.tabindex = 1;

//

// label2

//

This.Label2.dock = system.windows.Forms.dockStyle.top;

THIS.LABEL2.LOCATION = New System.drawing.Point (0, 0);

THIS.LABEL2.NAME = "label2";

THIS.Label2.size = new system.drawing.size (104, 24);

THIS.Label2.tabindex = 0;

THIS.LABEL2.TEXT = "Next:";

//

// mainform

//

THIS.AUTOSCALEBASESIZE = New System.drawing.size (6, 14);

THISTEM.DRAWING.SYSTEMCOLORS.WINDOW;

THIS.CLIENTSIZE = New System.drawing.size (410, 443);

This.Controls.add (this.Panel2);

This.Controls.add (this.Panel1);

This.FormBorderstyle = system.windows.Forms.FormBorderstyle.FixedDialog;

This.icon = ((System.drawing.icon) ("$ this.icon")))

THIS.MAXIMIZEBOX = FALSE;

THIS.MENU = this.mainMenu1;

THIS.MINIMIZEBOX = FALSE;

THIS.NAME = "mainform";

This.startPosition = system.windows.forms.formstartPosition.CenterScreen

THIS.TEXT = "Russian Square Test Version";

This.keyDown = new system.windows.Forms.KeyEventHandler (this.mainform_keydown);

This.keyup = new system.windows.Forms.keyeventhandler (this.mainform_keyup);

This.Paint = new system.windows.Forms.PainteventHandler (this.mainform_paint);

this.Panel1.ResumeLayout (false);

This.Panel2.ResumeLayout (false);

THIS.ResumeLayout (false);

#ndregion

///

/// The main entry point for the application.

///

[Stathread]

Static void main ()

{

Application.run (new mainform ());

}

Private void Timer1_Tick (Object Sender, System.EventArgs E)

{

IF (O.canmove (Common.Down))

{

O.Move (Common.Down);

}

Else

{

O.Fillmatrix ();

Block.collector ();

THIS.LAB_SCORE.TEXT = Common.score.toString ();

this.timer1.interval = block.getspeed ();

THIS.LAB_CURRENT_SPEED.TEXT = Common.Speed.tostring ();

o = block.createblock ();

Block.drawnextblock (this.PanelNext.createGraphics ());

IF (O.ISOVER ())

{

this.timer1.enabled = false;

Block.gameOver ();

This.PanelNext.createGraphics (). Clear (color.silver);

THIS.LAB_CURRENT_SPEED.TEXT = "0";

this.Lab_score.text = "0";

this.timer1.interval = 1000;

}

}

}

Private void mainform_keydown (Object Sender, System.Windows.Forms.Keyeventargs E)

{

IF (e.keycode == keys.Left)

{

O.MOVE (Common.Left);

}

IF (e.keycode == keys.right)

{

O.Move (Common.right);

}

IF (e.keycode == keys.down)

{

this.timer1.interval = 30;

}

IF (e.keycode == keys.up)

{

O.circle ();

}

}

Private void mainform_keyup (Object Sender, System.Windows.Windows E)

{

this.timer1.interval = block.getspeed ();

}

Private void mainform_paint (Object Sender, System.Windows.Forms.PainteventArgs E)

{

IF (common.blackpen == null)

{

Return;

}

BLOCK.REFRESH ();

Block.drawnextblock (this.PanelNext.createGraphics ());

}

Private void menuitem_start_click (Object Sender, System.Eventargs E)

{

g = this.creategraphics ();

Common.setCommon (g);

THIS.BACKCOLOR = Color.White;

THIS.REFRESH ();

o = block.createblock ();

Block.drawnextBlock (this.PanelNext.creategraphics ()); o.drawself ();

THIS.SELECT ();

THIS.TIMER1.ENABED = TRUE;

}

Private void menuitem_exit_click (Object Sender, System.EventArgs E)

{

THIS.CLOSE ();

}

Private void menuitem_about_click (Object Sender, System.EventArgs E)

{

Messagebox.show (this, "Jasonjin", "Welcome");

}

}

}

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