俄罗斯方块C语言代码
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#include<stdio.h>#include<graphics.h>#include<conio.h>#include<time.h>#include<dos.h>#include<stdlib.h>#include<math.h>#define LEFT 0x4b00#define RIGHT 0x4d00#define DOWN 0x5000#define UP 0x4800#define ESC 0x011bintBox_x[5],Box_y[5],Box_xy[15][10]={0},num,life=1,score,mx,my,key,x[5],y[5],size,g rade=0;int *buf;void Init();void my_ad_1();void my_ad_2();void my_ad_3();void play();void jiang();void De_B_xy();void Draw_Box();void Ad_Box_y();void Mi_Box_x();void Ad_Box_x();void ch_B_xy();void rebuild();void Draw_New();void close();void delay_n(int n);void main(){Init();my_ad_1();my_ad_2();my_ad_3();play();close();}void Init(){int driver=DETECT,mode;initgraph(&driver,&mode,"C:\\Program Files\\CYuYan\\bin");mx=getmaxx();my=getmaxy();setbkcolor(BLUE);size=imagesize(0,0,32,32);if(size!=-1)buf=malloc(size);getimage(0,0,32,32,buf);}void my_ad_1(){intch1[]={100,120,100,300,120,300,120,200,200,200,200,280,180,280,180,300,220,30 0,220,180,120,180,120,140,300,140,300,100,280,120,100,120},ch2[]={240,100,280,300,300,300,260,100,240,100},ch3[]={280,160,264,280,284,280,300,160,280,160},j1[]={300,120,340,160,360,160,320,100,300,120},j2[]={300,180,340,220,360,220,320,160,300,180},j3[]={300,300,340,300,380,220,360,220,300,300},j4[]={380,120,380,140,420,140,420,280,360,280,360,300,500,300,500,280,440,280, 440,140,480,140,480,120,380,120};settextjustify(CENTER_TEXT,CENTER_TEXT);settextstyle(TRIPLEX_FONT,HORIZ_DIR,5);setcolor(WHITE);sleep(2);outtextxy(320,200,"C Program Flash Creation");settextstyle(3,HORIZ_DIR,3);sleep(1);outtextxy(320,300,"Cheng Jiang,Electronic Class 1,Physic Department, GDUT");sleep(1);cleardevice();fillpoly(16,ch1);fillpoly(5,ch2);fillpoly(5,ch3);fillpoly(5,j1);fillpoly(5,j2);fillpoly(5,j3);fillpoly(12,j4);sleep(2);cleardevice();}void my_ad_2(){setfillstyle(SOLID_FILL,LIGHTBLUE);bar(0,0,150,my);bar(450,0,mx,my);setviewport(150,0,450,my,1);}void my_ad_3()int i,j;outtextxy(150,30,"Waitting...");setlinestyle(1,1,1);rectangle(0,60,450,90);setlinestyle(SOLID_LINE,1,THICK_WIDTH); jiang();for(i=0;i<10;i++){bar(30*i,60,30*(i+1),90);rectangle(30*i,60,30*(i+1),90);sleep(1);}clearviewport();outtextxy(150,240,"OK! Press [Enter]");getch();clearviewport();}void play(){int i,j;outtextxy(150,460,"grade:0 score: 0 ");while(1){randomize();num=random(19);De_B_xy();while(1){while(kbhit()){key=bioskey(0);Draw_Box();switch(key){case UP:getch();break;case DOWN:Ad_Box_y();break; case RIGHT:Ad_Box_x();break; case LEFT:Mi_Box_x();break; case ESC:close();break;default:ch_B_xy();break;}if(check()) break;}Draw_Box();if(check()) break;for(i=1;i<5;i++)Box_y[i]+=1;if(!kbhit())delay_n(10-grade);}rebuild();Draw_New();if(!life) break;}}void Draw_Box(){int i;for(i=1;i<5;i++)putimage(x[i]*30-1,30*y[i]-1,buf,COPY_PUT);if(!(y[1]&&y[2]&&y[3]&&y[0]))for(i=4;i<8;i++)putimage(30*i-1,0,buf,COPY_PUT);for(i=1;i<5;i++){x[i]=Box_x[i];y[i]=Box_y[i];bar(Box_x[i]*30, Box_y[i]*30, (Box_x[i]+1)*30, (Box_y[i]+1)*30);rectangle(Box_x[i]*30, Box_y[i]*30, (Box_x[i]+1)*30, (Box_y[i]+1)*30); }}void De_B_xy(){int i;switch(num){case 0: {Box_x[1]=Box_x[2]=Box_x[3]=Box_x[4]=0;Box_y[1]=0;Box_y[2]=1;Box_y[3]=2;Box_y[4]=3;} break;case 1: {Box_y[1]=Box_y[2]=Box_y[3]=Box_y[4]=0;Box_x[1]=0;Box_x[2]=1;Box_x[3]=2;Box_x[4]=3;} break;case 2: {Box_x[1]=0;Box_x[2]=1; Box_x[3]=0;Box_x[4]=1;Box_y[1]=0;Box_y[2]=0; Box_y[3]=1;Box_y[4]=1;} break;case 3: {Box_x[1]=0;Box_x[2]=0; Box_x[3]=0;Box_x[4]=1;Box_y[1]=0;Box_y[2]=1; Box_y[3]=2;Box_y[4]=1;} break;case 4: {Box_x[1]=0;Box_x[2]=1; Box_x[3]=1;Box_x[4]=2;Box_y[1]=2;Box_y[2]=1; Box_y[3]=2;Box_y[4]=2;} break;case 5: {Box_x[1]=0;Box_x[2]=1; Box_x[3]=1;Box_x[4]=1;Box_y[1]=1;Box_y[2]=0; Box_y[3]=1;Box_y[4]=2;} break;case 6: {Box_x[1]=0;Box_x[2]=1; Box_x[3]=1;Box_x[4]=2; Box_y[1]=1;Box_y[2]=1; Box_y[3]=2;Box_y[4]=1;} break; case 7: {Box_x[1]=0;Box_x[2]=0; Box_x[3]=1;Box_x[4]=1;Box_y[1]=0;Box_y[2]=1; Box_y[3]=1;Box_y[4]=2;} break; case 8: {Box_x[1]=0;Box_x[2]=1; Box_x[3]=1;Box_x[4]=2; Box_y[1]=1;Box_y[2]=0; Box_y[3]=1;Box_y[4]=0;} break; case 9: {Box_x[1]=0;Box_x[2]=0; Box_x[3]=1;Box_x[4]=1; Box_y[1]=1;Box_y[2]=2; Box_y[3]=0;Box_y[4]=1;} break; case 10:{Box_x[1]=0;Box_x[2]=1; Box_x[3]=1;Box_x[4]=2; Box_y[1]=1;Box_y[2]=1; Box_y[3]=2;Box_y[4]=2;} break; case 11:{Box_x[1]=0;Box_x[2]=0; Box_x[3]=0;Box_x[4]=1; Box_y[1]=0;Box_y[2]=1; Box_y[3]=2;Box_y[4]=2;} break; case 12:{Box_x[1]=0;Box_x[2]=1; Box_x[3]=2;Box_x[4]=2; Box_y[1]=1;Box_y[2]=1; Box_y[3]=0;Box_y[4]=1;} break; case 13:{Box_x[1]=0;Box_x[2]=1; Box_x[3]=1;Box_x[4]=1; Box_y[1]=0;Box_y[2]=0; Box_y[3]=1;Box_y[4]=2;} break; case 14:{Box_x[1]=0;Box_x[2]=0; Box_x[3]=1;Box_x[4]=2; Box_y[1]=0;Box_y[2]=1; Box_y[3]=0;Box_y[4]=0;} break; case 15:{Box_x[1]=0;Box_x[2]=1; Box_x[3]=1;Box_x[4]=1; Box_y[1]=2;Box_y[2]=0; Box_y[3]=1;Box_y[4]=2;} break; case 16:{Box_x[1]=0;Box_x[2]=1; Box_x[3]=2;Box_x[4]=2; Box_y[1]=0;Box_y[2]=0; Box_y[3]=0;Box_y[4]=1;} break; case 17:{Box_x[1]=0;Box_x[2]=0; Box_x[3]=0;Box_x[4]=1; Box_y[1]=0;Box_y[2]=1; Box_y[3]=2;Box_y[4]=0;} break; case 18:{Box_x[1]=0;Box_x[2]=0; Box_x[3]=1;Box_x[4]=2; Box_y[1]=0;Box_y[2]=1; Box_y[3]=1;Box_y[4]=1;} break; }for(i=1;i<5;i++)Box_x[i]+=4;}int check(){int i,p=0;for(i=1;i<5;i++)if(Box_xy[Box_y[i]+1][Box_x[i]]||Box_y[i]>13) p=1;return(p);}void Ad_Box_y(){int i,p=1;for(i=1;i<5;i++)if(Box_xy[Box_y[i]+1][Box_x[i]]||Box_y[i]>13) p=0;if(p)for(i=1;i<5;i++)Box_y[i]+=1;}void Ad_Box_x(){int i,p=1;for(i=1;i<5;i++)if(Box_xy[Box_y[i]][ Box_x[i]+1]||Box_x[i]>8) p=0;if(p)for(i=1;i<5;i++)Box_x[i]+=1;}void Mi_Box_x(){int i,p=1;for(i=1;i<5;i++)if(Box_xy[Box_y[i]][ Box_x[i]-1]||Box_x[i]<1) p=0;if(p)for(i=1;i<5;i++)Box_x[i]-=1;}void ch_B_xy(){int i,j,t,maxx=Box_x[1],maxy=Box_y[1];for(i=2;i<5;i++){if(maxx<Box_x[i])maxx=Box_x[i];if(maxy<Box_y[i])maxy=Box_y[i];}switch(num){case 0:num=num+1;break;case 1:num=num-1;case 2: ;break;case 3:num=num+1;break;case 4:num=num+1;break;case 5:num=num+1;break;case 6:num=num-3;break;case 7:num=num+1;break;case 8:num=num-1;break;case 9:num=num+1;break;case 10:num=num-1;break;case 11:num=num+1;break;case 12:num=num+1;break;case 13:num=num+1;break;case 14:num=num-3;break;case 15:num=num+1;break;case 16:num=num+1;break;case 17:num=num+1;break;case 18:num=num-3;break;}De_B_xy();for(i=1;i<5;i++){Box_x[i]=Box_x[i]+maxx-Box_x[4]; Box_y[i]=Box_y[i]+maxy-2;}}void rebuild(){int i,j,p,t[4]={0},k=0;for(i=1;i<5;i++)Box_xy[Box_y[i]][Box_x[i]]=1;for(i=0;i<15;i++){p=1;for(j=0;j<10;j++)if(!Box_xy[i][j])p=0;if(p)t[k]=i;k++;score+=10*k;}}for(k=0;k<4;k++){if(t[k]){for(i=t[k];i>0;i--)for(j=0;j<10;j++)Box_xy[i][j]=Box_xy[i-1][j]; }}for(i=0;i<10;i++)if(Box_xy[0][i])life=0;setfillstyle(1,4);for(i=0;i<4;i++)if(t[i])bar(0,30*t[i],300,30*(t[i]+1)); setfillstyle(1,9);for(i=1;i<5;i++){x[i]=0;y[i]=0;}grade=(score-score%100)/100 ; delay(30000);void Draw_New(){int i,j;char text[20];clearviewport();for(i=0;i<15;i++)for(j=0;j<10;j++)if(Box_xy[i][j]){bar(30*j,30*i,30*j+30,30*i+30);rectangle(30*j,30*i,30*j+30,30*i+30);}sprintf(text,"grade: %d score: %d",grade,score); gotoxy(100,460);outtextxy(150,460,text);}void close(){int i,j;for(i=14;i>=0;i--){for(j=0;j<10;j++){bar(30*j,30*i,30*(j+1),30*(i+1));rectangle(30*j,30*i,30*(j+1),30*(i+1));}delay(20000);}clearviewport();jiang();outtextxy(150,60,"game over");getch();closegraph();}void delay_n( int n){int i;for(i=0;i<n;i++) delay(50000);}void jiang(){int jx=0,jy=4;for(jx=0;jx<3;jx++){bar(30*jx,30*jy,30*(jx+1),30*(jy+1));rectangle(30*jx,30*jy,30*(jx+1),30*(jy+1));bar(30*jx,30*(jy+3),30*(jx+1),30*(jy+4));rectangle(30*jx,30*(jy+3),30*(jx+1),30*(jy+4)); jy++;}jy=14;for(jx=0;jx<4;jx++){bar(30*jx,30*jy,30*(jx+1),30*(jy+1));rectangle(30*jx,30*jy,30*(jx+1),30*(jy+1));jy--;}jy=4;for(jx=4;jx<9;jx++){bar(30*jx,30*jy,30*(jx+1),30*(jy+1));rectangle(30*jx,30*jy,30*(jx+1),30*(jy+1)); }jy=14;for(jx=3;jx<11;jx++){bar(30*jx,30*jy,30*(jx+1),30*(jy+1));rectangle(30*jx,30*jy,30*(jx+1),30*(jy+1)); }jx=6;for(jy=5;jy<15;jy++){bar(30*jx,30*jy,30*(jx+1),30*(jy+1));rectangle(30*jx,30*jy,30*(jx+1),30*(jy+1)); }}。
俄罗斯方块变形c语言在C语言中实现俄罗斯方块游戏是一项复杂的任务,涉及到图形界面、游戏逻辑和事件处理等多个方面。
以下是一个简化版的俄罗斯方块游戏示例,使用字符在控制台中显示游戏界面。
c复制代码#include<stdio.h>#include<stdlib.h>#include<unistd.h>#define WIDTH 20#define HEIGHT 10typedef enum {BLOCK_EMPTY,BLOCK_I,BLOCK_J,BLOCK_L,BLOCK_O,BLOCK_S,BLOCK_Z} BlockType;typedef struct {BlockType type;int x;int y;} Block;Block board[WIDTH][HEIGHT];BlockType currentBlock = BLOCK_I;int rotation = 0;int x = WIDTH / 2;int y = HEIGHT - 1;void drawBoard() {for (int i = 0; i < WIDTH; i++) { for (int j = 0; j < HEIGHT; j++) { char ch = ' ';switch (board[i][j].type) {case BLOCK_EMPTY:ch = '.';break;case BLOCK_I:ch = 'I';break;case BLOCK_J:ch = 'J';break;case BLOCK_L:ch = 'L';break;case BLOCK_O:ch = 'O';break;case BLOCK_S:ch = 'S';break;case BLOCK_Z:ch = 'Z';break;}printf("%c", ch);}printf("\n");}}void updateBoard() {for (int i = 0; i < WIDTH; i++) {for (int j = 0; j < HEIGHT; j++) {if (board[i][j].type != BLOCK_EMPTY) {board[i][j].y--; // Move block down one row.} else { // Place new block.switch (currentBlock) { // Place based on current block type.case BLOCK_I: // Place full I-block.board[i][j].type = BLOCK_I; // Column.j y row.i X -- column.j+1 y row.i X -- column.j y row.i+1 X -- column.j+1 y row.i+1 X -- column.j y row.i X -- column.j+1 y row.i X -- column.j y row.i+1 X -- column.j+1 y row.i+1 X -- column.j y row.i X -- column.j+1 y row.i X -- column.j y row.i+1 X -- column.j+1 y row.i+1 X -- column.j y row.i X -- column.j+1 y row.i X -- column.j y row.i+1 X -- column.j+1 y row.i+1 X -- column.j y row.i X -- column.j+1 y row.i X -- column.j y row.i+1 X -- column.j+1 y row.i+1 X -- column.j y row.i X -- column.j+1 y row.i X -- column.j y row.i+1 X -- column.j+1 y row.i+1 X -- column.j y row.i X -- column.j+1 y row.i X -- column.j y row.i+1 X -- column j Y n Row Y j Columns n - j 1 -- i 1 i - i j Row i Row i - 1 i Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column Column n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i - - - - - - - - - - - - - - -。
/*学无止境*/ #include <stdlib.h>#include <stdio.h>#include <graphics.h>#define ESC 27#define UP 328#define DOWN 336#define LEFT 331#define RIGHT 333#define BLANK 32#define BOTTOM 2#define CANNOT 1#define CAN 0#define MAX 30#define F1 315#define ADD 43#define EQUAL 61#define DEC 45#define SOUNDs 115#define SOUNDS 83#define PAUSEP 80#define PAUSEp 112void 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;int Act,Staus;int i,j,k;int Wid=10;int NoPass=CAN;float Delays=15000;int BeginH=250,BeginS=7;float Seconds=0;int Scores=0;int flag=1;int Sounds=CAN;int PreAct,NextAct;int a[8][4][4][4]={{{1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0}, {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0},{1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0}},{{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0}},{{1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0},{0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0},{0,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0}}, {{1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0}, {0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0}, {1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0}, {0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0}}, {{0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0}, {1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0}, {0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0}, {1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0}}, {{1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0}, {1,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0}, {1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0}, {0,1,0,0,0,1,0,0,1,1,0,0,0,0,0,0}}, {{0,0,1,0,1,1,1,0,0,0,0,0,0,0,0,0}, {1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,0}, {1,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0}, {1,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0}}, {{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}}}; int b[4][4];main(int argc,char *argv[]){if (argc!=1){if (argv[1]!="")Heng=atoi(argv[1]);if (argv[2]!="")Shu=atoi(argv[2]);}Init(); /*初始化界面*/PreAct=random(8); /*取得当前的方块*/for(;;) /*以下是游戏流程*/{NextAct=random(8); /*取得下一个方块*/ DrawNext(1); /*画出下一个方块*/Act=PreAct;if (Heng%2==0) ActH=Heng/2;else ActH=(Heng-1)/2;ActS=0; /*方块开始从游戏空间的中间下落*/ Staus=0; /*取开始的状态*/NoPass=CAN; /*物体可以下落*/Give(); /*取得当前的方块*/Display(Act+1); /*显示当前的方块,每种方块的颜色不同*/ GoOn(); /*游戏的算法精髓所在*/PreAct=NextAct; /*方块下落完毕,取得下一个方块*/ DrawNext(0);}}void Init(){int GraphDriver=DETECT,GraphMode;registerbgidriver(EGAVGA_driver);initgraph(&GraphDriver,&GraphMode,"");if (kbhit()) Sounds=CANNOT;setcolor(1);OutTextXY(10,10,"Tetris");OutTextXY(30,30,"Version 2.0");OutTextXY(10,120,"Help:");OutTextXY(20,140,"+ :Faster");OutTextXY(20,160,"- :Slower");OutTextXY(20,180,"Esc :Quit");OutTextXY(20,200,"F1 :Help");OutTextXY(10,320,"By Mr. Unique");outtextxy(10,250,"Score: 00000");rectangle(BeginH-3,BeginS-3,BeginH+Heng*(Wid+2)+2,BeginS+Sh u*(Wid+2)+2);rectangle(BeginH-5,BeginS-5,BeginH+Heng*(Wid+2)+4,BeginS+Sh u*(Wid+2)+4);rectangle(BeginH+(Heng+4)*(Wid+2)-2,BeginS+10,BeginH+(Heng+ 8)*(Wid+2)+2,BeginS+12+4*(Wid+2));for (i=0;i<MAX;i++)for (j=0;j<MAX;j++){Position[i][j]=1;middle[i][j]=-1;}for (i=0;i<Heng;i++)for (j=0;j<Shu;j++)Position[i][j]=0;for (i=0;i<Heng;i++)for (j=0;j<Shu;j++)DrawBox(i,j,0);randomize();}void GoOn(){for(;;){Seconds+=0.2; /*控制方块的下落速度*/ if (Seconds>=Delays){Down();Seconds=0;if (NoPass==BOTTOM){DetectFill();middle[ActH][ActS]=Act;if (ActS==0)Fail();return;}}if (kbhit())Select();}}void Down() /*方块下降*/{Display(0);if (Touch(ActH,ActS,0,1)==CAN)ActS++;elsemiddle[ActH][ActS]=Act;Display(Staus+1);}int Touch(int x,int y,int dx,int dy) {NoPass=CAN;for (i=0;i<4;i++)for (j=0;j<4;j++)Position[x+dx+i][y+dy+j]+=b[i][j]; for (i=0;i<MAX;i++)for (j=0;j<MAX;j++)if (Position[i][j]>1)NoPass=CANNOT;for (i=0;i<4;i++)for (j=0;j<4;j++){Position[x+dx+i][y+dy+j]-=b[i][j]; middle[x+dx+i][y+dy+j]=Act;}if (NoPass==CANNOT && dx==0 && dy==1) {for (i=0;i<4;i++)for (j=0;j<4;j++)Position[x+i][y+j]+=b[i][j];NoPass=BOTTOM;}return NoPass;}int GetKey(void){int Ch,Low,Hig;Ch=bioskey(0);Low=Ch&0x00ff;Hig=(Ch&0xff00)>>8;return(Low==0Hig+256:Low);}void Select(){int OldStaus,acts=ActS;switch(GetKey()){case ESC :Quit();break;case DOWN :Seconds+=14500;break;case LEFT :Display(0);if (ActH>0 && Touch(ActH,ActS,-1,0)==CAN) { ActH--;}Display(Act+1);break;case RIGHT :Display(0);if (ActH<Heng && Touch(ActH,ActS,1,0)==CAN) { ActH++;}Display(Act+1);break;case BLANK : Display(0);ksdown();Display(Act+1);break;case F1 :Help();break;case EQUAL :case ADD :if (Delays>300) Delays-=100;break; case DEC :if (Delays<3000) Delays+=100;break; case PAUSEP :case PAUSEp :getch();break;case SOUNDS :case SOUNDs :if (Sounds==CAN)Sounds=CANNOT;elseSounds=CAN;break;case UP :if(Act==7){while(acts<Shu-1&&Position[ActH][acts]!=1)acts++;Position[ActH][acts]=0;DrawBox(ActH,acts,0);acts=ActS;break;}else{Display(0);OldStaus=Staus;switch(Act){case 0:case 3:case 4:if (Staus==1) Staus=0;else Staus=1;break; case 1:break;case 2:case 5:case 6:if (Staus==3) Staus=0;else Staus++;break; }Give();if (Touch(ActH,ActS,0,0)==CANNOT){Staus=OldStaus;Give();}Display(Act+1);break;}}}void ksdown(){while(flag){if(Touch(ActH,ActS,0,0)==CAN){ActS++;}else {ActS--;flag=0;}}flag=1;}void Quit(){int ch,TopScore;FILE *fp;if ((fp=fopen("Russian.scr","r+"))!=NULL) {fscanf(fp,"%d",&TopScore);if (Scores>TopScore){setcolor(1);outtextxy(470,80,"Hello !");outtextxy(470,100,"In all the players,"); outtextxy(470,120,"You are the First !"); outtextxy(470,140,"And your score will"); outtextxy(470,160,"be the NEW RECORD !"); fseek(fp,0L,0);fprintf(fp,"%d",Scores);}fclose(fp);}setcolor(1);OutTextXY(470,220,"Are You Sure (Yes/no)"); ch=getch();if (ch=='y'||ch=='Y'){closegraph();delay(20);exit(0);}setcolor(0);outtextxy(470,220,"Are You Sure (Yes/no)"); }void OutTextXY(int x,int y,char *String) {int i=0;char a[2];moveto(x,y);a[1]='\0';while (*(String+i)!='\0'){a[0]=*(String+i);outtext(a);if (Sounds==CAN && a[0]!=' '){sound(3000);delay(50);nosound();}i++;}}void Help(){unsigned Save;void *Buf;Save=imagesize(160,120,500,360); Buf=malloc(Save);getimage(160,120,500,360,Buf); setfillstyle(1,1);bar(160,120,500,280);setcolor(0);OutTextXY(170,130," About & Help");OutTextXY(170,150," # # # ########## # # # "); OutTextXY(170,160," # ## # # # # # # ###### ### "); OutTextXY(170,170," ########## ########## ## # # "); OutTextXY(170,180," # # # # # # # ## #### "); OutTextXY(170,190," # ## # #### ## # # # "); OutTextXY(170,200," # ## # # # # # ## # # # "); OutTextXY(170,210," # # # ## ## # ###### # # # "); OutTextXY(170,220," ## # ## # ## # # # # "); OutTextXY(170,230," # ## # #### # ## # "); OutTextXY(170,260," Good Luckly to You !!! ");getch();putimage(160,120,Buf,0);free(Buf);}void GetScores(){int Sec10000,Sec1000,Sec100,Sec10,Sec1;setfillstyle(0,1);bar(60,250,109,260);Sec1=Scores%10;Sec10=(Scores%100-Scores%10)/10;Sec100=(Scores%1000-Scores%100)/100;Sec1000=(Scores%10000-Scores%1000)/1000; Sec10000=(Scores%100000-Scores%10000)/10000; DispScore(60,250,'0'+Sec10000);DispScore(70,250,'0'+Sec1000);DispScore(80,250,'0'+Sec100);DispScore(90,250,'0'+Sec10);DispScore(100,250,'0'+Sec1);DispScore(110,250,'0');DispScore(120,250,'0');}void DispScore(int x,int y,char Ch){char a[2];a[1]='\0';a[0]=Ch;outtextxy(x,y,a);}void Give(){for (i=0;i<4;i++)for (j=0;j<4;j++)b[i][j]=a[Act][Staus][i][j];}void Display(int color){for (i=0;i<4;i++)for (j=0;j<4;j++)if (b[i][j]==1) DrawBox(ActH+i,ActS+j,color); }void DrawBox(int x,int y,int Color){x=BeginH+x*(Wid+2);y=BeginS+y*(Wid+2);setfillstyle(1,Color);bar(x+2,y+2,x+Wid-1,y+Wid-1);if (Color==0)setcolor(9);elsesetcolor(Act+1);rectangle(x+4,y+4,x+Wid-4,y+Wid-4);}void DrawNext(int Color){for (i=0;i<4;i++)for (j=0;j<4;j++)if (a[NextAct][0][i][j]==1) DrawBox(Heng+4+i,1+j,Color); }void DetectFill(){int Number,Fall,FallTime=0;for (i=Shu-1;i>=0;i--){Number=0;for (j=0;j<Heng;j++)if (Position[j][i]==1) Number++;if (Number==Heng){FallTime++;if (Sounds==CAN){sound(500);delay(500);nosound();}for (Fall=i;Fall>0;Fall--)for (j=0;j<Heng;j++)Position[j][Fall]=Position[j][Fall-1]; middle[j][Fall]=middle[j][Fall-1];if (Position[j][Fall]==0) DrawBox(j,Fall,0); else DrawBox(j,Fall,middle[j][Fall]+1);}i++;}}switch(FallTime){case 0:break;case 1:Scores+=1;break;case 2:Scores+=3;break;case 3:Scores+=6;break;case 4:Scores+=10;break;}if (FallTime!=0){GetScores();if (Scores%100==0) Delays-=100;}void Fail(){if (Sounds==CAN){for (k=0;k<3;k++){sound(300);delay(200);nosound();}}setcolor(1);OutTextXY(440,200,"Game over!"); Quit();closegraph();exit(0);}。
俄罗斯方块c语言源代码俄罗斯方块游戏是一款非常受欢迎的游戏,使用C语言编写源代码实现其功能。
下面是俄罗斯方块游戏的C语言源代码:1. 创建窗口函数: // 创建窗口函数 void CreateWindow(int width, int height) { // 使用SDL库创建窗口 SDL_Init(SDL_INIT_EVERYTHING); SDL_Window *window = SDL_CreateWindow("Tetris",SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,width, height, 0); // 设置刷新时间SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1"); }2. 创建游戏函数: // 创建游戏函数 void CreateGame() { // 设置随机数种子srand((unsigned int)time(NULL)); // 加载游戏资源 LoadResources(); // 初始化游戏数据InitGameData(); // 初始化游戏界面InitGameUI(); // 开始游戏循环 GameLoop(); // 清理游戏资源 CleanupGame(); }3. 绘图函数: // 绘图函数 void Draw(int x, inty, Color color) { // 使用SDL库在指定位置绘制指定颜色的矩形 SDL_Rect rect; rect.x = x;rect.y = y; rect.w = BLOCK_SIZE; rect.h = BLOCK_SIZE; SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);SDL_RenderFillRect(renderer, &rect); }。
C语言俄罗斯方块源代码Vc6.0编译通过#include<windows.h>#include<stdio.h>#include<time.h>#include<stdlib.h>#include<malloc.h>#include<conio.h>#define MAP_WIDTH10#define MAP_HEIGHT20#define BLOCKM"■"#define BKBLOCK"□"#define OUTSTD GetStdHandle(STD_OUTPUT_HANDLE)typedef int(*PFUN)(void *pData);void ShowMapArray(int map[MAP_HEIGHT][MAP_WIDTH]);//生成方块int xyIsInarrBlock(int arrBlock[4][2], int x, int y) //有返回1 没有返回0 {int i;for (i = 0;i<4;i++)if (arrBlock[i][0] == x && arrBlock[i][1] == y)return 1;return 0;}void GetTransBlocks(int arrBlock[4][2])//坐标模式4*4方块{int nTmp, x, y;int nCount = 1;int i;int nMinx = 0, nMiny = 0;memset(arrBlock, 0, 8 * sizeof(int));while (nCount < 4){nTmp = rand() % nCount;x = arrBlock[nTmp][0];y = arrBlock[nTmp][1];nTmp = rand() % 4;switch (nTmp){case 0:x--;break;case 1:y--;break;case 2:x++;break;case 3:y++;break;}if (xyIsInarrBlock(arrBlock, x, y))continue;arrBlock[nCount][0] = x;arrBlock[nCount][1] = y;if (nMinx > x)nMinx = x;if (nMiny > y)nMiny = y;nCount++;}for (i = 0;i<4;i++){if (nMinx < 0)arrBlock[i][0] -= nMinx;if (nMiny < 0)arrBlock[i][1] -= nMiny;}}//旋转void Ratat(int arrBlock[4][2], int Direct) // driect 1 顺时针方向旋转,-1 逆时针方向旋转{int i;int nMinx, nMiny;int nTmp;for (i = 0;i<4;i++){nTmp = arrBlock[i][0];arrBlock[i][0] = arrBlock[i][1] * (-1)*Direct;arrBlock[i][1] = nTmp*Direct;if (i == 0){nMinx = arrBlock[i][0];nMiny = arrBlock[i][1];}else{if (nMinx > arrBlock[i][0])nMinx = arrBlock[i][0];if (nMiny > arrBlock[i][1])nMiny = arrBlock[i][1];}}for (i = 0;i<4;i++){if (nMinx < 0)arrBlock[i][0] -= nMinx;if (nMiny < 0)arrBlock[i][1] -= nMiny;}}void gotoxy(int x, int y){COORD pos = { x,y };SetConsoleCursorPosition(OUTSTD, pos);}void showxy(int x, int y, int bShow){COORD pos = { x * 2 + 2,y + 2 };SetConsoleCursorPosition(OUTSTD, pos);if (bShow)printf(BLOCKM);elseprintf(BKBLOCK);}void DisShowCursor(){CONSOLE_CURSOR_INFO cci;GetConsoleCursorInfo(OUTSTD, &cci);cci.bVisible = FALSE;SetConsoleCursorInfo(OUTSTD, &cci);}int CheckBlockPlace(int map[MAP_HEIGHT][MAP_WIDTH], int x, int y, int block[4][2], int bShow) //判断位置是否可用{int i;if (x < 0 || y < 0 || x >= MAP_WIDTH || y >= MAP_HEIGHT)return 0;for (i = 0;i<4;i++){if (map[y + block[i][1]][x + block[i][0]] == 1 && bShow)return 0;if (y + block[i][1] >= MAP_HEIGHT || x + block[i][0] >= MAP_WIDTH)return 0;}return 1;}int ShowBlock(int x, int y, int block[4][2], int bShow){int i;for (i = 0;i<4;i++)showxy(block[i][0] + x, block[i][1] + y, bShow);return 1;}void LoadMap(int map[MAP_HEIGHT][MAP_WIDTH]){int i, j;DisShowCursor();system("cls");printf("----------------俄罗斯方块v0.1--------------");printf("\n\n");for (i = 0;i<MAP_HEIGHT;i++){printf(" ");for (j = 0;j<MAP_WIDTH;j++){if (map[i][j])printf(BLOCKM);elseprintf(BKBLOCK);}printf("\n");}gotoxy(MAP_WIDTH * 2 + 6, 4);printf("按s开始\n");gotoxy(MAP_WIDTH * 2 + 6, 5);printf("Next:");gotoxy(MAP_WIDTH * 2 + 6, 12);printf("分数:");}int gameDown(int map[MAP_HEIGHT][MAP_WIDTH], int blockxy[4][2], int nSec, PFUN OnFun, void *pOnData){int i, j, k;int nSelect;int x = 3, y = 0;static int maxy = 20;int missrow = 0;int xsum = 0;while (1){nSelect = OnFun(pOnData);if (nSelect){switch (nSelect){case 75:{if (CheckBlockPlace(map, x - 1, y, blockxy, 1))x--;}break;case 72:{Ratat(blockxy, 1);if (!CheckBlockPlace(map, x, y, blockxy, 1)){Ratat(blockxy, -1);}}break;case 77:{if (CheckBlockPlace(map, x + 1, y, blockxy, 1))x++;}break;}}else{if (CheckBlockPlace(map, x, y, blockxy, 1)){ShowBlock(x, y, blockxy, 1);Sleep(nSec);if (CheckBlockPlace(map, x, y + 1, blockxy, 1)){ShowBlock(x, y, blockxy, 0);y++;}else{for (i = 0;i<4;i++){map[y + blockxy[i][1]][x + blockxy[i][0]] = 1;}if (y < maxy)maxy = y;break;}}elsereturn -1;}}for (i = maxy;i<MAP_HEIGHT;i++){xsum = 0;for (j = 0;j<MAP_WIDTH;j++){xsum += map[i][j];}if (xsum == MAP_WIDTH){for (k = i;k >= maxy;k--)for (j = 0;j<MAP_WIDTH;j++)map[k][j] = map[k - 1][j];missrow++;LoadMap(map);}}return missrow;}// help functionvoid ShowMapArray(int map[MAP_HEIGHT][MAP_WIDTH]){int i, j;for (i = 0;i<MAP_HEIGHT;i++){COORD pos = { MAP_WIDTH * 2,i };SetConsoleCursorPosition(OUTSTD, pos);for (j = 0;j<MAP_WIDTH;j++){printf("%d", map[i][j]);}}}int GetInfo(void *pData){while (kbhit()){char ch1 = getch();if (ch1 < 0){ch1 = getch();}return ch1;}while (kbhit())getch();return 0;}int main(){int map[MAP_HEIGHT][MAP_WIDTH] = { 0 };int blockarrnow[4][2] = { 0 }, blockarrnext[4][2] = { 0 };int ch, nRe, i, j, nScro = 0, nSpeed = 300;BOOL bRun = TRUE;LoadMap(map);srand((unsigned)time(NULL));while (bRun){if (kbhit()){ch = getch();}if (ch == 's' || ch == 'S'){GetTransBlocks(blockarrnow);while (bRun){GetTransBlocks(blockarrnext);ShowBlock(MAP_WIDTH + 2, 5, blockarrnext, 1);nRe = gameDown(map, blockarrnow, nSpeed, GetInfo, NULL);for (i = 0;i<4;i++){blockarrnow[i][0] = blockarrnext[i][0];blockarrnow[i][1] = blockarrnext[i][1];}for (i = 0;i <= 4;i++)for (j = 0;j <= 4;j++){gotoxy(MAP_WIDTH * 2 + 4 + j * 2, 7 + i);printf(" ");}if (nRe < 0){bRun = FALSE;break;}else{nScro += (nRe * 100);gotoxy(MAP_WIDTH * 2 + 11, 12);printf("%d", nScro);}}}}return 0;}Vs2015 编译运行配图。
#include<stdio.h>#include<stdlib.h>#include<graphics.h>#include<bios.h>/*下面定义了一些控制命令*//*重画界面命令*/#define CMDDRAW5/*消去一个满行的命令*/#define CMDDELLINE6/*自动下移一行的命令*/#define CMDAOTODOWN7/*生产新的方块*/#define CMDGEN8/*向左移动的命令,以左箭头<-控制,它的ASCII码值是75*/ #define CMDLEFTMOVE75/*向右移动的命令,以右箭头->控制,它的ASCII码值是77*/ #define CMDRINGHTMOVE 77/*旋转方块的命令,以空格来控制*/#define CMDROTATE57/*向下移动的命令,以向下的箭头控制,它的ASCII码值是80*/ #define CMDDOWNMOVE80/*退出游戏的控制命令,以esc键控制,它的ASCII码值是1*/#define CMDESC1/*定义了方块下降的时间间隔*/#define TIMEINTERVAL4/*下面定义了游戏区的大小*/#define MAXWIDTH15#define MAXHEIGHT30/*组成方块的小格子的宽度*/#define BOXWIDTH15/*用两个数组来表示新旧两个矩形游戏区*/int oldarea[MAXHEIGHT+1][MAXWIDTH];int area[MAXHEIGHT+1][MAXWIDTH];/*定义一个需要改变的屏幕区域,初次之外的区域不用进行重绘*/ int actW,actH,actX,actY;/*当前方块的一些属性(坐标,颜色,高,宽)*/int curX,curY,curColor,curW,curH;/*新的方块的一些属性(坐标,颜色,高,宽)*/int newX,newY,newColor,newW,newH;/*制定方块的状态*/int active;/*存储当前方块的数组*/int box[4][4];/*当前方块的颜色*/int BOXCOLOR;/*控制命令*/int CMD;/*定义七种基本的方块形状*/int BOX[7][4][4]={{{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},{{1,1,1,0},{1,0,0,0},{0,0,0,0},{0,0,0,0}},{{1,1,1,0},{0,0,1,0},{0,0,0,0},{0,0,0,0}},{{1,1,1,0},{0,1,0,0},{0,0,0,0},{0,0,0,0}},{{1,1,0,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},{{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},{{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}}};/*得到方块的宽度,即从右向左第一个不空的列*/ int GetWidth(){int i,j;for(i=3;i>0;i--)for(j=0;j<4;j++)if(box[j][i]) return i;return 0;}/*得到方块的高度,从上往下第一个不空的行*/ int GetHeight(){int i,j;for(j=3;j>0;j--)for(i=0;i<4;i++)if(box[j][i]) return j;return 0;}/*清除原有的方块占有的空间*/void ClearOldspace(){int i,j;for(j=0;j<=curH; j++)for(i=0;i<=curW; i++)if(box[j][i])area[curY+j][curX+i]=0;}/*置位新方块的位置*/void PutNewspace(){int i,j;for(j=0;j<=newH;j++)for(i=0;i<=newW;i++)if(box[j][i])area[newY+j][newX+i]=BOXCOLOR;}/*判断方块的移动是否造成区域冲突*/int MoveCollision(int box[][4]){int i,j;if(newX<0) return 1;if(newX+newW>=MAXWIDTH) return 1;if(newY<0) return 1;for(j=0;j<=newH;j++)for(i=0;i<=newW;i++)if(area[newY+j][newX+i]&&box[j][i]) return 1; return 0;}/*判断翻转方块是否造成区域的冲突*/int RotateBoxCollision(int box[][4]){int i,j;if(newX+newW>=MAXWIDTH) newX=MAXWIDTH-1-newW; if(newY+newH>=MAXHEIGHT) newY=MAXHEIGHT-1-newH; if(MoveCollision(box)) return 1;for(i=0;i<=newW;i++)for(j=0;j<=newH;j++)if(area[newY+j][newX+i]){newX-=newW-i+1; goto L;}L: return MoveCollision(box);}/*游戏结束*/int GameOver(){if(!active &&(curY+curH>MAXHEIGHT-3))return 1;elsereturn 0;}/*判断是否超时,即是否超过允许的时间间隔*/ int TimeOut(){static long tm,old;tm=biostime(0,tm);if(tm-old<TIMEINTERVAL)return 0;else{old=tm;return 1;}}/*重绘游戏区*/void DrawSpace(){int row,col,x1,y1,x2,y2;for(row=actY;row<=actY+actH;row++)for(col=actX;col<=actX+actW;col++)if(area[row][col]!=oldarea[row][col]) {if(area[row][col]==0)setfillstyle(SOLID_FILL,BLACK);elsesetfillstyle(SOLID_FILL,BOXCOLOR); x1=56+col*BOXWIDTH;x2=x1+BOXWIDTH;y1=464-(row+1)*BOXWIDTH;y2=y1+BOXWIDTH;bar(++x1,++y1,--x2,--y2);oldarea[row][col]=area[row][col]; }CMD=0;}/*消去满行*/void ClearFullline(){int row,col, rowEnd,full,i,j; rowEnd=newY+newH;if(rowEnd>=MAXHEIGHT-1)rowEnd=MAXHEIGHT-2;for(row=newY; row<=rowEnd;) {full=1;for(col=0;col<MAXWIDTH;col++) if(!area[row][col]){full=0; break;}if(!full){++row;continue;}for(j=row; j<MAXHEIGHT-1;j++) for(i=0;i<MAXWIDTH;i++)area[j][i]=area[j+1][i];actX=0;actY=row;actW=MAXWIDTH-1;actH=MAXHEIGHT-1-row; DrawSpace();rowEnd--;}CMD=CMDGEN;}/*向左移动方块*/ int MoveLeft(){newX=curX-1; ClearOldspace();if(MoveCollision(box)) {newX=curX; PutNewspace(); CMD=0;return 0;}PutNewspace(); actW=curW+1;actX=curX=newX; CMD=CMDDRAW; return 1;}/*向右移动方块*/int MoveRight(){newX=curX+1; ClearOldspace(); if(MoveCollision(box)){newX=curX;PutNewspace();CMD=0;return 0;}PutNewspace();actW=curW+1;actX=curX;curX=newX;CMD=CMDDRAW;return 1;}/*向下移动方块*/int MoveDown(){int i,j;newY=curY-1;ClearOldspace();if(MoveCollision(box)){newY=curY;PutNewspace();active=0;CMD=CMDDELLINE;return 0;}PutNewspace();actH=curH+1;actY=newY;curY=newY;CMD=CMDDRAW;return 1;}/*按加速键后方块迅速下落到底*/ void MoveBottom(){while(active){MoveDown();DrawSpace();}CMD=CMDDELLINE;}/*初始化*/void InitialGame(){int i,j,x1,y1,x2,y2;int driver=DETECT, mode=0; initgraph(&driver,&mode,"e:\\tc"); cleardevice();randomize();setfillstyle(SOLID_FILL,BLUE);bar(0,0,639,479);x1=56;y1=464-BOXWIDTH*MAXHEIGHT; x2=56+MAXWIDTH*BOXWIDTH;y2=464;rectangle(--x1,--y1,++x2,++y2);setfillstyle(SOLID_FILL,BLACK);bar(++x1,++y1,--x2,--y2);y1=464-MAXHEIGHT*BOXWIDTH; y2=464;setcolor(DARKGRAY);for(i=0;i<MAXWIDTH;i++){x1=56+i*BOXWIDTH;line(x1,y1,x1,y2);}x1=56; x2=x1+MAXWIDTH*BOXWIDTH;for(j=0;j<MAXHEIGHT;j++){y1=464-j*BOXWIDTH;line(x1,y1,x2,y1);}for(j=0;j<MAXHEIGHT;j++)for(i=0;i<MAXWIDTH;i++)area[j][i]=oldarea[j][i]=0;actX=0; actY=0; actW=MAXWIDTH-1; actH=MAXHEIGHT-1; DrawSpace();CMD=CMDGEN;}/*得到控制命令*/ void GetCMD(){if(CMD) return;if(TimeOut()){CMD=CMDAOTODOWN; return;}if(bioskey(1)){CMD=bioskey(0)>>8; return;}}/*生成一个新的方块*/ int GenerateNewbox() {int i,j,boxidx;boxidx=random(7); BOXCOLOR=random(7)+1;for(j=0;j<4;j++)for(i=0;i<4;i++)box[j][i]=BOX[boxidx][j][i];curW=GetWidth(); curH=GetHeight();curX=(MAXWIDTH+curW)/2;if(curX+curW>=MAXWIDTH)curX=MAXWIDTH-1-curW; curY=MAXHEIGHT-1-curH;newX=curX; newY=curY; actX=curX;actY=curY;actW=newW=curW; actH=newH=curH;active=1;if(MoveCollision(box)) return 0;PutNewspace();DrawSpace(); CMD=0;return 1;}/*翻转方块*/int RotateBox(){int newBox[4][4];int i,j;ClearOldspace();for(j=0;j<4;j++)for(i=0;i<4;i++)newBox[j][i]=0;for(j=0;j<4;j++)for(i=0;i<4;i++)newBox[curW-i][j]=box[j][i]; newW=curH;newH=curW;if(RotateBoxCollision(newBox)) {newW=curW;newH=curH;newX=curX;newY=curY;PutNewspace();CMD=0;return 0;}for(j=0;j<4;j++)for(i=0;i<4;i++)box[j][i]=newBox[j][i];PutNewspace();actH=newH>curH? newH:curH;actW=curX+actH-newX;actX=newX;actY=newY;curX=newX;curY=newY;curW=newW;curH=newH;CMD=CMDDRAW;return 1;}/*根据获得的命令来执行不同的操作*/ void ExecuteCMD(){switch(CMD){case CMDLEFTMOVE:MoveLeft();break;case CMDRINGHTMOVE: MoveRight();break;case CMDAOTODOWN: MoveDown();break;case CMDROTATE: RotateBox();break;case CMDDOWNMOVE: MoveBottom(); break;case CMDDRAW: DrawSpace();break;case CMDDELLINE: ClearFullline(); break;case CMDGEN: GenerateNewbox(); break;case CMDESC: closegraph(); return 0; default:CMD=0;}}/*主函数*/int main(){int i;InitialGame();do{GetCMD(); ExecuteCMD();}while(!GameOver()); getch(); closegraph(); return 0;}21/ 21。
C语⾔源码实现俄罗斯⽅块介绍俄罗斯⽅块(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。
由于上⼿简单、⽼少皆宜,从⽽家喻户晓,风靡世界。
源码#include <stdio.h>#include <string.h>#include <stdlib.h>#include <time.h>#include <conio.h>#include <windows.h>#ifdef _MSC_VER // M$的编译器要给予特殊照顾#if _MSC_VER <= 1200 // VC6及以下版本#error 你是不是还在⽤VC6?!#else // VC6以上版本#if _MSC_VER >= 1600 // 据说VC10及以上版本有stdint.h了#include <stdint.h>#else // VC10以下版本,⾃⼰定义int8_t和uint16_ttypedef signed char int8_t;typedef unsigned short uint16_t;#endif#ifndef __cplusplus // 据说VC都没有stdbool.h,不⽤C++编译,⾃⼰定义booltypedef int bool;#define true 1#define false 0#endif#endif#else // 其他的编译器都好说#include <stdint.h>#ifndef __cplusplus // 不⽤C++编译,需要stdbool.h⾥的bool#include <stdbool.h>#endif#endif// =============================================================================// 7种⽅块的4旋转状态(4位为⼀⾏)static const uint16_t gs_uTetrisTable[7][4] ={{ 0x00F0U, 0x2222U, 0x00F0U, 0x2222U }, // I型{ 0x0072U, 0x0262U, 0x0270U, 0x0232U }, // T型{ 0x0223U, 0x0074U, 0x0622U, 0x0170U }, // L型{ 0x0226U, 0x0470U, 0x0322U, 0x0071U }, // J型{ 0x0063U, 0x0264U, 0x0063U, 0x0264U }, // Z型{ 0x006CU, 0x0462U, 0x006CU, 0x0462U }, // S型{ 0x0660U, 0x0660U, 0x0660U, 0x0660U } // O型};// =============================================================================// 初始状态的游戏池// 每个元素表⽰游戏池的⼀⾏,下标⼤的是游戏池底部// 两端各置2个1,底部2全置为1,便于进⾏碰撞检测// 这样⼀来游戏池的宽度为12列// 如果想要传统的10列,只需多填两个1即可(0xE007),当然显⽰相关部分也要随之改动// 当某个元素为0xFFFFU时,说明该⾏已被填满// 顶部4⾏⽤于给⽅块,不显⽰出来// 再除去底部2⾏,显⽰出来的游戏池⾼度为22⾏static const uint16_t gs_uInitialTetrisPool[28] ={0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xFFFFU, 0xFFFFU};#define COL_BEGIN 2#define COL_END 14// ============================================================================= typedef struct TetrisManager // 这个结构体存储游戏相关数据{uint16_t pool[28]; // 游戏池int8_t x; // 当前⽅块x坐标,此处坐标为⽅块左上⾓坐标int8_t y; // 当前⽅块y坐标int8_t type[3]; // 当前、下⼀个和下下⼀个⽅块类型int8_t orientation[3]; // 当前、下⼀个和下下⼀个⽅块旋转状态unsigned score; // 得分unsigned erasedCount[4]; // 消⾏数unsigned erasedTotal; // 消⾏总数unsigned tetrisCount[7]; // 各⽅块数unsigned tetrisTotal; // ⽅块总数bool dead; // 挂} TetrisManager;// ============================================================================= typedef struct TetrisControl // 这个结构体存储控制相关数据{bool pause; // 暂停bool clockwise; // 旋转⽅向:顺时针为trueint8_t direction; // 移动⽅向:0向左移动 1向右移动// 游戏池内每格的颜⾊// 由于此版本是彩⾊的,仅⽤游戏池数据⽆法存储颜⾊信息// 当然,如果只实现单⾊版的,就没必要⽤这个数组了int8_t color[28][16];} TetrisControl;HANDLE g_hConsoleOutput; // 控制台输出句柄// ============================================================================= // 函数声明// 如果使⽤全局变量⽅式实现,就没必要传参了void initGame(TetrisManager *manager, TetrisControl *control); // 初始化游戏void restartGame(TetrisManager *manager, TetrisControl *control); // 重新开始游戏void giveTetris(TetrisManager *manager); // 给⼀个⽅块bool checkCollision(const TetrisManager *manager); // 碰撞检测void insertTetris(TetrisManager *manager); // 插⼊⽅块void removeTetris(TetrisManager *manager); // 移除⽅块void horzMoveTetris(TetrisManager *manager, TetrisControl *control); // ⽔平移动⽅块void moveDownTetris(TetrisManager *manager, TetrisControl *control); // 向下移动⽅块void rotateTetris(TetrisManager *manager, TetrisControl *control); // 旋转⽅块void dropDownTetris(TetrisManager *manager, TetrisControl *control); // ⽅块直接落地bool checkErasing(TetrisManager *manager, TetrisControl *control); // 消⾏检测void keydownControl(TetrisManager *manager, TetrisControl *control, int key); // 键按下void setPoolColor(const TetrisManager *manager, TetrisControl *control); // 设置颜⾊void gotoxyWithFullwidth(short x, short y); // 以全⾓定位void printPoolBorder(); // 显⽰游戏池边界void printTetrisPool(const TetrisManager *manager, const TetrisControl *control); // 显⽰游戏池void printCurrentTetris(const TetrisManager *manager, const TetrisControl *control); // 显⽰当前⽅块void printNextTetris(const TetrisManager *manager); // 显⽰下⼀个和下下⼀个⽅块void printScore(const TetrisManager *manager); // 显⽰得分信息void runGame(TetrisManager *manager, TetrisControl *control); // 运⾏游戏void printPrompting(); // 显⽰提⽰信息bool ifPlayAgain(); // 再来⼀次// ============================================================================= // 主函数int main(){TetrisManager tetrisManager;TetrisControl tetrisControl;initGame(&tetrisManager, &tetrisControl); // 初始化游戏do{printPrompting(); // 显⽰提⽰信息printPoolBorder(); // 显⽰游戏池边界runGame(&tetrisManager, &tetrisControl); // 运⾏游戏if (ifPlayAgain()) // 再来⼀次{SetConsoleTextAttribute(g_hConsoleOutput, 0x7);system("cls"); // 清屏restartGame(&tetrisManager, &tetrisControl); // 重新开始游戏else{break;}} while (1);gotoxyWithFullwidth(0, 0);CloseHandle(g_hConsoleOutput);return 0;}// ============================================================================= // 初始化游戏void initGame(TetrisManager *manager, TetrisControl *control){CONSOLE_CURSOR_INFO cursorInfo = { 1, FALSE }; // 光标信息g_hConsoleOutput = GetStdHandle(STD_OUTPUT_HANDLE); // 获取控制台输出句柄SetConsoleCursorInfo(g_hConsoleOutput, &cursorInfo); // 设置光标隐藏SetConsoleTitleA("俄罗斯⽅块控制台版——By: NEWPLAN");restartGame(manager, control);}// ============================================================================= // 重新开始游戏void restartGame(TetrisManager *manager, TetrisControl *control){memset(manager, 0, sizeof(TetrisManager)); // 全部置0// 初始化游戏池memcpy(manager->pool, gs_uInitialTetrisPool, sizeof(uint16_t [28]));srand((unsigned)time(NULL)); // 设置随机种⼦manager->type[1] = rand() % 7; // 下⼀个manager->orientation[1] = rand() & 3;manager->type[2] = rand() % 7; // 下下⼀个manager->orientation[2] = rand() & 3;memset(control, 0, sizeof(TetrisControl)); // 全部置0giveTetris(manager); // 给下⼀个⽅块setPoolColor(manager, control); // 设置颜⾊}// ============================================================================= // 给⼀个⽅块void giveTetris(TetrisManager *manager){uint16_t tetris;manager->type[0] = manager->type[1]; // 下⼀个⽅块置为当前manager->orientation[0] = manager->orientation[1];manager->type[1] = manager->type[2];// 下下⼀个置⽅块为下⼀个manager->orientation[1] = manager->orientation[2];manager->type[2] = rand() % 7;// 随机⽣成下下⼀个⽅块manager->orientation[2] = rand() & 3;tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; // 当前⽅块// 设置当前⽅块y坐标,保证刚给出时只显⽰⽅块最下⾯⼀⾏// 这种实现使得玩家可以以很快的速度将⽅块落在不显⽰出来的顶部4⾏内if (tetris & 0xF000){manager->y = 0;}else{manager->y = (tetris & 0xFF00) ? 1 : 2;}manager->x = 6; // 设置当前⽅块x坐标if (checkCollision(manager)) // 检测到碰撞manager->dead = true; // 标记游戏结束}else // 未检测到碰撞{insertTetris(manager); // 将当前⽅块加⼊游戏池}++manager->tetrisTotal; // ⽅块总数++manager->tetrisCount[manager->type[0]]; // 相应⽅块数printNextTetris(manager); // 显⽰下⼀个⽅块printScore(manager); // 显⽰得分信息}// ============================================================================= // 碰撞检测bool checkCollision(const TetrisManager *manager){// 当前⽅块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];uint16_t dest = 0;// 获取当前⽅块在游戏池中的区域:// 游戏池坐标x y处⼩⽅格信息,按低到⾼存放在16位⽆符号数中dest |= (((manager->pool[manager->y + 0] >> manager->x) << 0x0) & 0x000F);dest |= (((manager->pool[manager->y + 1] >> manager->x) << 0x4) & 0x00F0);dest |= (((manager->pool[manager->y + 2] >> manager->x) << 0x8) & 0x0F00);dest |= (((manager->pool[manager->y + 3] >> manager->x) << 0xC) & 0xF000);// 若当前⽅块与⽬标区域存在重叠(碰撞),则位与的结果不为0return ((dest & tetris) != 0);}// ============================================================================= // 插⼊⽅块void insertTetris(TetrisManager *manager){// 当前⽅块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];// 当前⽅块每4位取出,位或到游戏池相应位置,即完成插⼊⽅块manager->pool[manager->y + 0] |= (((tetris >> 0x0) & 0x000F) << manager->x);manager->pool[manager->y + 1] |= (((tetris >> 0x4) & 0x000F) << manager->x);manager->pool[manager->y + 2] |= (((tetris >> 0x8) & 0x000F) << manager->x);manager->pool[manager->y + 3] |= (((tetris >> 0xC) & 0x000F) << manager->x);}// ============================================================================= // 移除⽅块void removeTetris(TetrisManager *manager){// 当前⽅块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];// 当前⽅块每4位取出,按位取反后位与到游戏池相应位置,即完成移除⽅块manager->pool[manager->y + 0] &= ~(((tetris >> 0x0) & 0x000F) << manager->x);manager->pool[manager->y + 1] &= ~(((tetris >> 0x4) & 0x000F) << manager->x);manager->pool[manager->y + 2] &= ~(((tetris >> 0x8) & 0x000F) << manager->x);manager->pool[manager->y + 3] &= ~(((tetris >> 0xC) & 0x000F) << manager->x);}// ============================================================================= // 设置颜⾊void setPoolColor(const TetrisManager *manager, TetrisControl *control){// 由于显⽰游戏池时,先要在游戏池⾥判断某⼀⽅格有⽅块才显⽰相应⽅格的颜⾊// 这⾥只作设置即可,没必要清除// 当移动⽅块或给⼀个⽅块时调⽤int8_t i, x, y;// 当前⽅块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];for (i = 0; i < 16; ++i)y = (i >> 2) + manager->y; // 待设置的列if (y > ROW_END) // 超过底部限制{break;}x = (i & 3) + manager->x; // 待设置的⾏if ((tetris >> i) & 1) // 检测的到⼩⽅格属于当前⽅块区域{control->color[y][x] = (manager->type[0] | 8); // 设置颜⾊}}}// ============================================================================= // 旋转⽅块void rotateTetris(TetrisManager *manager, TetrisControl *control){int8_t ori = manager->orientation[0]; // 记录原旋转状态removeTetris(manager); // 移⾛当前⽅块// 顺/逆时针旋转manager->orientation[0] = (control->clockwise) ? ((ori + 1) & 3) : ((ori + 3) & 3);if (checkCollision(manager)) // 检测到碰撞{manager->orientation[0] = ori; // 恢复为原旋转状态insertTetris(manager); // 放⼊当前⽅块。
#include <stdio.h>#include <dos.h>#include <conio.h>#include <graphics.h>#include <stdlib.h>#ifdef__cplusplus#define __CPPARGS ...#else#define __CPPARGS#endif#define MINBOXSIZE 15 /* 最小方块的尺寸*/#define BGCOLOR 7 /* 背景着色*/#define GX 200#define GY 10#define SJNUM 10000 /* 每当玩家打到一万分等级加一级*/ /* 按键码*/#define VK_LEFT 0x4b00#define VK_RIGHT 0x4d00#define VK_DOWN 0x5000#define VK_UP 0x4800#define VK_HOME 0x4700#define VK_END 0x4f00#define VK_SPACE 0x3920#define VK_ESC 0x011b#define VK_ENTER 0x1c0d/* 定义俄罗斯方块的方向(我定义他为4种)*/#define F_DONG 0#define F_NAN 1#define F_XI 2#define F_BEI 3#define NEXTCOL 20 /* 要出的下一个方块的纵坐标*/#define NEXTROW 12 /* 要出的下一个方块的横从标*/#define MAXROW 14 /* 游戏屏幕大小*/#define MAXCOL 20#define SCCOL 100 /*游戏屏幕大显示器上的相对位置*/#define SCROW 60int gril[22][16]; /* 游戏屏幕坐标*/int col=1,row=7; /* 当前方块的横纵坐标*/int boxfx=0,boxgs=0; /* 当前寺块的形壮和方向*/int nextboxfx=0,nextboxgs=0,maxcol=22;/*下一个方块的形壮和方向*/ int minboxcolor=6,nextminboxcolor=6;int num=0; /*游戏分*/int dj=0,gamedj[10]={18,16,14,12,10,8,6,4,2,1};/* 游戏等级*//* 以下我用了一个3维数组来纪录方块的最初形状和方向*/int boxstr[7][4][16]={{{1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0},{1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0}},{{0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0},{0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0}},{{1,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0},{1,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,0},{0,0,1,0,1,1,1,0,0,0,0,0,0,0,0,0}},{{1,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0},{1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,0,1,0,0,1,1,0,0,0,0,0,0},{1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0}},{{0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0},{0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0},{0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0},{0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0}},{{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0}},{{0,0,0,0,1,1,1,0,0,1,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0},{0,1,0,0,1,1,1,0,0,0,0,0.0,0,0,0},{0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0}}};/* 随机得到当前方块和下一个方块的形状和方向*/void boxrad(){minboxcolor=nextminboxcolor;boxgs=nextboxgs;boxfx=nextboxfx;nextminboxcolor=random(14)+1;if(nextminboxcolor==4||nextminboxcolor==7||nextminboxcolor==8) nextminboxcolor=9;nextboxfx=F_DONG;nextboxgs=random(7);}/*初始化图形模试*/void init(int gdrive,int gmode){int errorcode;initgraph(&gdrive,&gmode,"e:\\tc");errorcode=graphresult();if(errorcode!=grOk){printf("error of: %s",grapherrormsg(errorcode));exit(1);}}/* 在图形模式下的清屏*/void cls(){setfillstyle(SOLID_FILL,0);setcolor(0);bar(0,0,640,480);}/*在图形模式下的高级清屏*/void clscr(int a,int b,int c,int d,int color){setfillstyle(SOLID_FILL,color);setcolor(color);bar(a,b,c,d);}/*最小方块的绘制*/void minbox(int asc,int bsc,int color,int bdcolor){int a=0,b=0;a=SCCOL+asc;b=SCROW+bsc;clscr(a+1,b+1,a-1+MINBOXSIZE,b-1+MINBOXSIZE,color);if(color!=BGCOLOR){setcolor(bdcolor);line(a+1,b+1,a-1+MINBOXSIZE,b+1);line(a+1,b+1,a+1,b-1+MINBOXSIZE);line(a-1+MINBOXSIZE,b+1,a-1+MINBOXSIZE,b-1+MINBOXSIZE); line(a+1,b-1+MINBOXSIZE,a-1+MINBOXSIZE,b-1+MINBOXSIZE); }}/*游戏中出现的文字*/void txt(int a,int b,char *txt,int font,int color){setcolor(color);settextstyle(0,0,font);outtextxy(a,b,txt);}/*windows 绘制*/void win(int a,int b,int c,int d,int bgcolor,int bordercolor){clscr(a,b,c,d,bgcolor);setcolor(bordercolor);line(a,b,c,b);line(a,b,a,d);line(a,d,c,d);line(c,b,c,d);}/* 当前方块的绘制*/void funbox(int a,int b,int color,int bdcolor){int i,j;int boxz[4][4];for(i=0;i<16;i++)boxz[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(boxz[i][j]==1)minbox((j+row+a)*MINBOXSIZE,(i+col+b)*MINBOXSIZE,color,bdcolor); }/*下一个方块的绘制*/void nextfunbox(int a,int b,int color,int bdcolor){int i,j;int boxz[4][4];for(i=0;i<16;i++)boxz[i/4][i%4]=boxstr[nextboxgs][nextboxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(boxz[i][j]==1)minbox((j+a)*MINBOXSIZE,(i+b)*MINBOXSIZE,color,bdcolor);}/*时间中断定义*/#define TIMER 0x1cint TimerCounter=0;void interrupt ( *oldhandler)(__CPPARGS);void interrupt newhandler(__CPPARGS){TimerCounter++;oldhandler();}void SetTimer(void interrupt (*IntProc)(__CPPARGS)){oldhandler=getvect(TIMER);disable();setvect(TIMER,IntProc);enable();}/*由于游戏的规则,消掉都有最小方块的一行*/void delcol(int a){int i,j;for(i=a;i>1;i--)for(j=1;j<15;j++){minbox(j*MINBOXSIZE,i*MINBOXSIZE,BGCOLOR,BGCOLOR);gril[i][j]=gril[i-1][j];if(gril[i][j]==1)minbox(j*MINBOXSIZE,i*MINBOXSIZE,minboxcolor,0);}/*消掉所有都有最小方块的行*/ void delete(){int i,j,zero,delgx=0;char *nm="00000";for(i=1;i<21;i++){zero=0;for(j=1;j<15;j++)if(gril[j]==0)zero=1;if(zero==0){delcol(i);delgx++;}}num=num+delgx*delgx*10;dj=num/10000;sprintf(nm,"%d",num);clscr(456,173,500,200,4);txt(456,173,"Number:",1,15);txt(456,193,nm,1,15);}/*时间中断结束*/void KillTimer(){disable();setvect(TIMER,oldhandler); enable();}/* 测试当前方块是否可以向下落*/ int downok(){int i,j,k=1,a[4][4];for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i]; for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[j] && gril[col+i+1][row+j])k=0;return(k);/* 测试当前方块是否可以向左行*/int leftok(){int i,j,k=1,a[4][4];for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[j] && gril[col+i][row+j-1])k=0;return(k);}/* 测试当前方块是否可以向右行*/int rightok(){int i,j,k=1,a[4][4];for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[j] && gril[col+i][row+j+1])k=0;return(k);}/* 测试当前方块是否可以变形*/int upok(){int i,j,k=1,a[4][4];for(i=0;i<4;i++)for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx+1][i];for(i=3;i>=0;i--)for(j=3;j>=0;j--)if(a[j] && gril[col+i][row+j])k=0;return(k);}/*当前方块落下之后,给屏幕坐标作标记*/ void setgril(){int i,j,a[4][4];funbox(0,0,minboxcolor,0);for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[j])gril[col+i][row+j]=1;col=1;row=7;}/*游戏结束*/void gameover(){int i,j;for(i=20;i>0;i--)for(j=1;j<15;j++)minbox(j*MINBOXSIZE,i*MINBOXSIZE,2,0);txt(103,203,"Game Over",3,10);}/*按键的设置*/void call_key(int keyx){switch(keyx){case VK_DOWN: { /*下方向键,横坐标加一。