C语言实现俄罗斯方块源代码
本文实例为大家分享了C语言实现俄罗斯方块的具体代码,供大家参考,具体内容如下
GitHub:【C语言】实现俄罗斯方块源代码
Head.h
#ifndef_HEAD_H_ #define_HEAD_H_ #include#include #include #include #include #include #define_CRT_SECURE_NO_WARNINGS1 //界面的相关的参数 #defineWALL_SQUARE_WIDTH10//围墙方块的宽度 #definexWALL_SQUARE_NUM30//x轴方向的方块的数目 #defineyWALL_SQUARE_WIDTH46//y轴方向的方块的数目 #defineGAME_WALL_WIDTH(WALL_SQUARE_WIDTH*xWALL_SQUARE_NUM)//游戏区域的宽度300 #defineGAME_WALL_HTGH(WALL_SQUARE_WIDTH*yWALL_SQUARE_WIDTH)//游戏区域的高度460 #defineWINDOW_WIDTH480//游戏总窗口宽度480 #defineWINDOW_HIGH460//游戏总窗口高度460 //定义俄罗斯方块的相关参数 #defineROCK_SQUARE_WIDTH(2*WALL_SQUARE_WIDTH)//俄罗斯方块的大小是围墙的两倍20 #definexROCK_SQUARE_NUM((GAME_WALL_WIDTH-20)/ROCK_SQUARE_WIDTH)//游戏区x轴放的方块数目:14 #defineyROCK_SQUARE_NUM((GAME_WALL_HTGH-20)/ROCK_SQUARE_WIDTH)//游戏区y轴放的方块数目:22 //定义移动方块的相关操作 #defineDIRECT_UP3 #defineDIRECT_DOWN2 #defineDIRECT_LEFT-1 #defineDIRECT_RIGHT1 /*数据结构-线性表(结构体数组)*/ typedefstructROCK { //用来表示方块的形状(每一个字节是8位,用每4位表示方块中的一行) unsignedshortrockShapeBits; intnextRockIndex;//下一个方块,在数组中的下标 }RockType; //方块在图形窗口中的位置(即定位4*4大块的左上角坐标) typedefstructLOCATE { intleft; inttop; }RockLocation_t; //全局变量-游戏板的状态描述(即表示当前界面哪些位置有方块) //0表示没有,1表示有(多加了两行和两列,形成一个围墙,便于判断方块是否能够移动) intgame_board[yROCK_SQUARE_NUM+2][xROCK_SQUARE_NUM+2]={0}; intgame_socres=0;//全局分数 //把俄罗斯方块的19种类放到数组中 introckTypeNum=19; RockTypeRockArray[19]={(0,0)}; //预览区的方块的位置 RockLocation_tpreRockLocation={GAME_WALL_WIDTH+70,70}; //每次生成初始化方块的位置 RockLocation_tinitRockLocation={(WALL_SQUARE_WIDTH+100),WALL_SQUARE_WIDTH}; //分数显示的位置 //各个文件中的函数 //画出界面以及画出方块Draw.h中 voidDrawGameWindow(); voidDisplayRock(introckIdx,RockLocation_t*LocatePtr,booldisplayed); //初始化Init源文件 voidInitGame(); //game.h voidPlayGame(); boolIsGameOver(); #endif
Draw.h
#include"Head.h"
//画出游戏界面
voidDrawGameWindow()
{
//先画出围墙
setcolor(BLUE);
setlinestyle(PS_SOLID,NULL,0);
setfillcolor(BLUE);
//画出上下围墙
for(intx=WALL_SQUARE_WIDTH;x<=GAME_WALL_WIDTH;x+=WALL_SQUARE_WIDTH)
{
fillrectangle(x-WALL_SQUARE_WIDTH,0,x,WALL_SQUARE_WIDTH);//上
fillrectangle(x-WALL_SQUARE_WIDTH,GAME_WALL_HTGH-WALL_SQUARE_WIDTH,x,GAME_WALL_HTGH);//下
}
//画出左右围墙
for(inty=WALL_SQUARE_WIDTH;y<=GAME_WALL_HTGH;y+=WALL_SQUARE_WIDTH)
{
fillrectangle(0,y,WALL_SQUARE_WIDTH,y+WALL_SQUARE_WIDTH);//左
fillrectangle(GAME_WALL_WIDTH-WALL_SQUARE_WIDTH,y,GAME_WALL_WIDTH,y+WALL_SQUARE_WIDTH);//右
}
//画出右边统计分数及相关东西
//画出分割线
setcolor(WHITE);
setlinestyle(PS_DASH,2);
line(GAME_WALL_WIDTH+20,0,GAME_WALL_WIDTH+20,GAME_WALL_HTGH);
//设置字体
LOGFONTfont;
gettextstyle(&font);
settextstyle(18,0,_T("宋体"));
font.lfQuality=ANTIALIASED_QUALITY;//设置输出效果为抗锯齿
//1显示预览形状
outtextxy(GAME_WALL_WIDTH+80,30,_T("预览"));
outtextxy(GAME_WALL_WIDTH+80,170,_T("分数"));
outtextxy(GAME_WALL_WIDTH+65,250,_T("操作说明"));
outtextxy(GAME_WALL_WIDTH+40,290,_T("wasd控制方向"));
outtextxy(GAME_WALL_WIDTH+40,335,_T("空格暂停"));
//显示分数
setcolor(RED);
outtextxy(GAME_WALL_WIDTH+90,200,'0');
}
//在游戏区显示编号为rockIdx的方块
voidDisplayRock(introckIdx,RockLocation_t*LocatePtr,booldisplayed)
{
intcolor;//方块的填充颜色
intlineColor=WHITE;//线的颜色
intboardFalg=0;
intxRock=0;
intyRock=0;
unsignedshortrockCode=RockArray[rockIdx].rockShapeBits;
//如果displayed为true的话,将方块块颜色设置为white,game_board对应的位置设置为1;
//如果displayed为false的话,将方块块颜色设置为black,game_board对应的位置设置为0;
displayed?(color=RED,boardFalg=1):(color=BLACK,lineColor=BLACK,boardFalg=0);
setcolor(lineColor);
setfillcolor(color);
setlinestyle(PS_SOLID);//设置为实线,
xRock=LocatePtr->left;
yRock=LocatePtr->top;
intcount=0;//每4个换行,记录坐标偏移量
unsignedshortmask=1;
for(inti=1;i<=16;++i)
{
mask=1<<(16-i);
if((rockCode&mask)!=0)//如果不为0的话,就画出小方块
{
fillrectangle(xRock,yRock,xRock+ROCK_SQUARE_WIDTH,yRock+ROCK_SQUARE_WIDTH);
}
if(i%4==0)//换行
{
yRock=yRock+ROCK_SQUARE_WIDTH;
xRock=xRock=LocatePtr->left;
}
else
{
xRock+=ROCK_SQUARE_WIDTH;
}
}
}
Init.h
#include"Head.h"
staticvoidShapeStrToBit(unsignedchar*rockShapeStr,unsignedshort&rockShapeBit);
staticvoidReadRcok();
voidInitGame()
{
//把全局游戏游戏版初始化,边界初始化为1
for(inti=0;i
game.h
#include"Head.h"
#define_CRT_SECURE_NO_WARNINGS1
boolMoveAble(introckIndex,RockLocation_t*currentLocatePtr,intf_direction);
voidSetGameBoardFlag(introckIdx,RockLocation_t*curRockLocation);
voidUserHitKeyBoard(charuserHit,int*RockIndex,RockLocation_t*curRockLocation);
voidFullLine();
voidUpdateSocres(intscores);
voidDelCurLine(introwIdx);
boolIsGameOver();
voidPlayGame()
{
charuserHit=0;//用户敲击键盘
intcurRockIndex=0;//当前方块的rockArray下标
intnextRockIndex=0;//下次
RockLocation_tcurRockLocation;
curRockLocation.left=initRockLocation.left;
curRockLocation.top=initRockLocation.top;
DWORDoldtime=0;
srand((unsignedint)time(NULL));
curRockIndex=rand()%rockTypeNum;
nextRockIndex=rand()%rockTypeNum;
//画出预览区初始化方块
//在初始位置和预览区显示方块形状
DisplayRock(curRockIndex,&initRockLocation,1);
DisplayRock(nextRockIndex,&preRockLocation,1);
boolmoveAbled=false;
while(true)
{
//判断当前方块是否落地(判断能否再下移):如果落地,判断是否满行,再判断是否结束游戏,改变game_board,画出下次初始化的方块,以及生成新的预览方块
//
moveAbled=MoveAble(curRockIndex,&curRockLocation,DIRECT_DOWN);
if(!moveAbled)//判断是否落地,不能下移表示落地
{
//修改game_board的值
SetGameBoardFlag(curRockIndex,&curRockLocation);
FullLine();
if(IsGameOver())
{
MessageBox(NULL,_T("游戏结束"),_T("GAMEOVER"),MB_OK);
exit(0);
}
//为下次生成模块开始准备
DisplayRock(nextRockIndex,&preRockLocation,false);//擦除旧的方块
curRockIndex=nextRockIndex;
nextRockIndex=rand()%rockTypeNum;//生成新的预览方块
DisplayRock(curRockIndex,&initRockLocation,1);
DisplayRock(nextRockIndex,&preRockLocation,1);
FlushBatchDraw();
//修改curRockLocation的值
curRockLocation.left=initRockLocation.left;
curRockLocation.top=initRockLocation.top;
}
if(kbhit())//如果敲击键盘了就处理按键
{
userHit=getch();
UserHitKeyBoard(userHit,&curRockIndex,&curRockLocation);
}
//没有就自动下移一个单位:不能用else,因为可能按键不是上下左右
DWORDnewtime=GetTickCount();
if(newtime-oldtime>=(unsignedint)(300)&&moveAbled==TRUE)
{
oldtime=newtime;
DisplayRock(curRockIndex,&curRockLocation,false);
curRockLocation.top+=ROCK_SQUARE_WIDTH;//下落一格
}
//AutomaticDownMove(curRockIndex,&curRockLocation);
//画出新方块
DisplayRock(curRockIndex,&curRockLocation,1);
FlushBatchDraw();
Sleep(20);
}
}
//响应键盘命令时间
voidUserHitKeyBoard(charuserHit,int*RockIndex,RockLocation_t*curRockLocation)
{
switch(userHit)
{
case'W':
case'w'://↑
if(MoveAble(RockArray[*RockIndex].nextRockIndex,curRockLocation,DIRECT_UP))
{
DisplayRock(*RockIndex,curRockLocation,false);
*RockIndex=RockArray[*RockIndex].nextRockIndex;
}
break;
case'S':
case's'://↓
if(MoveAble(*RockIndex,curRockLocation,DIRECT_DOWN))
{
DisplayRock(*RockIndex,curRockLocation,false);
curRockLocation->top+=2*(ROCK_SQUARE_WIDTH);
if(!MoveAble(*RockIndex,curRockLocation,DIRECT_DOWN))
{
curRockLocation->top-=ROCK_SQUARE_WIDTH;
}
}
break;
case'A':
case'a'://←
if(MoveAble(*RockIndex,curRockLocation,DIRECT_LEFT))
{
DisplayRock(*RockIndex,curRockLocation,false);
curRockLocation->left-=ROCK_SQUARE_WIDTH;
}
break;
case'D':
case'd'://→
if(MoveAble(*RockIndex,curRockLocation,DIRECT_RIGHT))
{
DisplayRock(*RockIndex,curRockLocation,FALSE);
curRockLocation->left+=ROCK_SQUARE_WIDTH;
}
break;
case''://暂停
while(1)
{
userHit=getch();
if(userHit=='')
break;
}
break;
default:
break;
}
}
//判断是否满行,满行消除,然后计算得分
voidFullLine()
{
boollinefull=true;
intidx=yROCK_SQUARE_NUM;//从最后一行往上查找22
intcount=0;
while(count!=xROCK_SQUARE_NUM)//遇到空行14
{
linefull=true;
count=0;
for(inti=1;i<=xROCK_SQUARE_NUM;++i)
{
if(game_board[idx][i]==0)
{
linefull=false;
count++;
}
}
if(linefull)//满行,消除当前行,更新分数
{
DelCurLine(idx);
game_socres+=3;
UpdateSocres(game_socres);
idx++;//因为下面要减1
}
idx--;
}
}
voidUpdateSocres(intscores)
{
setcolor(RED);
TCHARs[10];
_stprintf(s,_T("%d"),scores);
outtextxy(GAME_WALL_WIDTH+90,200,s);
}
//消除当前行
voidDelCurLine(introwIdx)
{
//擦除当前行
setcolor(BLACK);
setfillcolor(BLACK);
for(inti=1;ileft;
rockY=currentLocatePtr->top;
mask=(unsignedshort)1<<15;
for(inti=1;i<=16;i++)
{
//与掩码相与为1的即为方块上的点
if((RockArray[rockIndex].rockShapeBits&mask)!=0)
{
//判断能否移动(即扫描即将移动的位置是否与设置的围墙有重叠)
//若是向上(即翻滚变形)
if(f_direction==DIRECT_UP)
{
//因为此情况下传入的是下一个方块的形状,故我们直接判断此方块的位置是否已经被占
//判断下一个方块
if(game_board[(rockY-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+1]
[(rockX-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+1]==1)
returnfalse;
}
//如果是向下方向移动
elseif(f_direction==DIRECT_DOWN)
{
if(game_board[(rockY-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+2]
[(rockX-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+1]==1)
returnfalse;
}
else//如果是左右方向移动
{//f_direction的DIRECT_LEFT为-1,DIRECT_RIGHT为1,故直接加f_direction即可判断。
if(game_board[(rockY-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+1]
[(rockX-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+1+f_direction]==1)
returnfalse;
}
}
//每4次换行转到下一行继续
i%4==0?(rockY+=ROCK_SQUARE_WIDTH,rockX=currentLocatePtr->left)
:rockX+=ROCK_SQUARE_WIDTH;
mask>>=1;
}
returntrue;
}
//给游戏game_board设置标记表示已经占了
voidSetGameBoardFlag(introckIdx,RockLocation_t*curRockLocation)
{
intmask;
introckX;
introckY;
rockX=curRockLocation->left;
rockY=curRockLocation->top;
mask=(unsignedint)1<<15;
for(inti=1;i<=16;i++)
{
//与掩码相与为1的即为方块上的点
if((RockArray[rockIdx].rockShapeBits&mask)!=0)
{
game_board[(rockY-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+1]
[(rockX-WALL_SQUARE_WIDTH)/ROCK_SQUARE_WIDTH+1]=1;
}
//每4次换行转到下一行继续画
i%4==0?(rockY+=ROCK_SQUARE_WIDTH,rockX=curRockLocation->left)
:rockX+=ROCK_SQUARE_WIDTH;
mask>>=1;
}
}
//判断游戏是否结束
boolIsGameOver()
{
booltopLineHaveRock=false;//顶行是否有方块
boolbottomLineHaveRock=false;
for(inti=1;i
main.cpp
#include"Head.h"
#include"Draw.h"
#include"Init.h"
#include"game.h"
intmain()
{
initgraph(WINDOW_WIDTH,WINDOW_HIGH);
DrawGameWindow();
//使用API函数修改窗口名称
HWNDhWnd=GetHWnd();
SetWindowText(hWnd,_T("俄罗斯方块"));
InitGame();
PlayGame();
getchar();
closegraph();
system("pause");
return0;
}
配置文件:RockShape.ini
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更多关于俄罗斯方块的文章,请点击查看专题:《俄罗斯方块》
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