俄罗斯方块游戏代码分析
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俄罗斯方块代码说明文档
该程序解决方案结构文件如下图:
该程序只有一个程序主界面表单
其中block.cs是用于实现块旋转,消除等操作代码函数;
BlockGroup.cs是用于存放各种类型的俄罗斯方块,并实现随机产生一个方块;BlockInfo.cs记录每个俄罗斯方块id信息;
BlockSet.xml记录每个id号对应的颜色等具体数值;
Config.cs确认俄罗斯方块的信息,并将其写入blockset.xml文件中;FrmTetris.cs设计了主界面表单,给对应控件绑定响应函数;
InfoArr.cs存放多个blockgroup数组,实现不同俄罗斯方块库;
Palette.cs为该程序主要代码部分,其实现绘图功能,调用旋转函数,判断是否能消掉一行等具体游戏功能,为核心算法区;
Progaram.cs为该程序的入口main()函数;。
Private n(3), m(3) As Integer'n(3)记录游戏区的四个活动方块的编号'm(3)记录预览区的四个活动方块的编号Private situation, situation2, linenum, t As Integer'situation记录游戏区的方块样式'situation2记录预览区的方块样式,linenum记录一次消除的行数Private Declare Function sndPlaySound Lib "Winmm.dll" Alias "sndPlaySoundA" (ByVal lpszSoundName As String, ByVal uFlags As Long) As LongPrivate Sub hidefang(a As Integer) '定义使方块不可见的过程Select Case aCase 0 'a=0使游戏区方块不可见Command6(n(0)).Visible = FalseCommand6(n(1)).Visible = FalseCommand6(n(2)).Visible = FalseCommand6(n(3)).Visible = FalseCase 1 'a=1使预览区方块不可见Command3(m(0)).Visible = FalseCommand3(m(1)).Visible = FalseCommand3(m(2)).Visible = FalseCommand3(m(3)).Visible = FalseEnd SelectEnd SubPrivate Sub showfang(a As Integer) '定义使方块可见的过程Select Case aCase 0 'a=0使游戏区方块可见Command6(n(0)).Visible = TrueCommand6(n(1)).Visible = TrueCommand6(n(2)).Visible = TrueCommand6(n(3)).Visible = TrueCase 1 'a=1使预览区方块不可见Command3(m(0)).Visible = TrueCommand3(m(1)).Visible = TrueCommand3(m(2)).Visible = TrueCommand3(m(3)).Visible = TrueEnd SelectEnd SubPrivate Sub clearline() '定义消除整行的过程For i = 190 To 10 Step -10If Command6(i).Visible = True And _Command6(i + 1).Visible = True And _Command6(i + 2).Visible = True And _Command6(i + 3).Visible = True And _Command6(i + 4).Visible = True And _Command6(i + 5).Visible = True And _Command6(i + 8).Visible = True And _Command6(i + 9).Visible = True ThenFor j = i + 4 To i Step -1t = 1Command6(j).Visible = FalseCommand6(2 * i + 9 - j).Visible = FalseFor k = 1 To 4000DoEventsNextt = 0Nextlinenum = linenum + 1For j = i - 1 To 0 Step -1If Command6(j).Visible = True ThenCommand6(j).Visible = FalseCommand6(j + 10).Visible = TrueEnd IfNextclearline '为了实现连消数行,这里使用递归调用End IfNextEnd SubPrivate Function downable() As Boolean'自定义函数,确定方块是否能下降If n(0) < 190 And n(1) < 190 And n(2) < 190 And n(3) < 190 ThenIf Command6(n(0) + 10).Visible = False And _Command6(n(1) + 10).Visible = False And _Command6(n(2) + 10).Visible = False And _Command6(n(3) + 10).Visible = False Thendownable = TrueElsedownable = FalseEnd IfElsedownable = FalseEnd IfEnd FunctionPrivate Function leftable() As Boolean'自定义函数,确定方块是否能左移If n(0) Mod 10 <> 0 And n(1) Mod 10 <> 0 And n(2) Mod 10 <> 0 And n(3) Mod 10 <> 0 Then If Command6(n(0) - 1).Visible = False And _Command6(n(1) - 1).Visible = False And _Command6(n(2) - 1).Visible = False And _Command6(n(3) - 1).Visible = False Thenleftable = TrueEnd IfElseleftable = FalseEnd IfEnd FunctionPrivate Function rightable() As Boolean'自定义函数,确定方块是否能右移If n(0) Mod 10 <> 9 And n(1) Mod 10 <> 9 And n(2) Mod 10 <> 9 And n(3) Mod 10 <> 9 Then If Command6(n(0) + 1).Visible = False And _Command6(n(1) + 1).Visible = False And _Command6(n(2) + 1).Visible = False And _Command6(n(3) + 1).Visible = False Thenrightable = TrueElserightable = FalseEnd IfElserightable = FalseEnd IfEnd FunctionPrivate Sub loadfangkuai() '定义随机产生一种方块的过程Select Case Int(Rnd * 6)'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case 0 '长条形Select Case Int(Rnd * 2)Case 0m(0) = 3m(1) = 4m(2) = 5m(3) = 6situation2 = 0Case 1m(0) = 5m(1) = 15m(2) = 25m(3) = 35situation2 = 1End Select'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case 1 '正方形m(0) = 4m(1) = 5m(2) = 14m(3) = 15situation2 = 2Select Case Int(Rnd * 2)Case 0m(0) = 6m(1) = 5m(2) = 15m(3) = 14situation2 = 3Case 1m(0) = 4m(1) = 14m(2) = 15m(3) = 25situation2 = 4End Select''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Case 3 '反S形Select Case Int(Rnd * 2)Case 0m(0) = 4m(1) = 5m(2) = 15m(3) = 16situation2 = 5Case 1m(0) = 5m(1) = 15m(2) = 14m(3) = 24situation2 = 6End Select''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Case 4 'T字形Select Case Int(Rnd * 4)Case 0m(0) = 4m(1) = 5m(2) = 6m(3) = 15situation2 = 7Case 1m(0) = 5m(1) = 15m(2) = 25m(3) = 14situation2 = 8Case 2m(0) = 16situation2 = 9Case 3m(0) = 24m(1) = 14m(2) = 4m(3) = 15situation2 = 10End Select''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Case 5 '正7字形Select Case Int(Rnd * 4)Case 0m(0) = 4m(1) = 5m(2) = 15m(3) = 25situation2 = 11Case 1m(0) = 5m(1) = 15m(2) = 14m(3) = 13situation2 = 12Case 2m(0) = 25m(1) = 24m(2) = 14m(3) = 4situation2 = 13Case 3m(0) = 14m(1) = 4m(2) = 5m(3) = 6situation2 = 14End Select''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Case 6 '反7字形Select Case Int(Rnd * 4)Case 0m(0) = 5m(1) = 4m(2) = 14m(3) = 24situation2 = 15Case 1m(3) = 3situation2 = 16Case 2m(0) = 24m(1) = 25m(2) = 15m(3) = 5situation2 = 17Case 3m(0) = 4m(1) = 14m(2) = 15m(3) = 16situation2 = 18End SelectEnd SelectEnd SubPrivate Sub zhuan() '定义使方块旋转的过程Select Case situation''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case 0 '长条形If n(0) - 18 >= 2 And n(3) + 9 <= 198 ThenIf Command6(n(0) - 18).Visible = False And _Command6(n(1) - 9).Visible = False And _Command6(n(3) + 9).Visible = False Thenhidefang 0n(0) = n(0) - 18n(1) = n(1) - 9n(3) = n(3) + 9showfang 0situation = 1End IfEnd IfCase 1If (n(0) + 18) Mod 10 < 8 And (n(3) - 9) Mod 10 > 0 Then If Command6(n(0) + 18).Visible = False And _Command6(n(1) + 9).Visible = False And _Command6(n(3) - 9).Visible = False Thenhidefang 0n(0) = n(0) + 18n(1) = n(1) + 9n(3) = n(3) - 9showfang 0situation = 0End IfCase 2 '正方形,无变化形态'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Case 3 '正S形If n(0) - 11 > 1 ThenIf Command6(n(0) - 11).Visible = False And _Command6(n(3) + 2).Visible = False Thenhidefang 0n(0) = n(0) - 11n(2) = n(2) - 9n(3) = n(3) + 2showfang 0situation = 4End IfEnd IfCase 4If (n(3) - 2) Mod 10 < 9 ThenIf Command6(n(2) + 9).Visible = False And _Command6(n(3) - 2).Visible = False Thenhidefang 0n(0) = n(0) + 11n(2) = n(2) + 9n(3) = n(3) - 2showfang 0situation = 3End IfEnd If'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Case 5 '反S形If n(0) - 9 > 1 ThenIf Command6(n(0) - 9).Visible = False And _Command6(n(3) - 2).Visible = False Thenhidefang 0n(0) = n(0) - 9n(2) = n(2) - 11n(3) = n(3) - 2showfang 0situation = 6End IfEnd IfCase 6If (n(3) + 2) Mod 10 > 0 ThenIf Command6(n(2) + 11).Visible = False And _ Command6(n(3) + 2).Visible = False Thenhidefang 0n(0) = n(0) + 9n(2) = n(2) + 11n(3) = n(3) + 2End IfEnd If'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Case 7 'T字形If n(0) - 9 > 0 ThenIf Command6(n(0) - 9).Visible = False Thenhidefang 0n(0) = n(0) - 9n(2) = n(2) + 9n(3) = n(3) - 11showfang 0situation = 8End IfEnd IfCase 8If (n(0) + 11) Mod 10 > 0 ThenIf Command6(n(0) + 11).Visible = False Thenhidefang 0n(0) = n(0) + 11n(2) = n(2) - 11n(3) = n(3) - 9showfang 0situation = 9End IfEnd IfCase 9If n(0) + 9 < 199 ThenIf Command6(n(0) + 9).Visible = False Thenhidefang 0n(0) = n(0) + 9n(2) = n(2) - 9n(3) = n(3) + 11showfang 0situation = 10End IfEnd IfCase 10If (n(0) - 11) Mod 10 < 9 ThenIf Command6(n(0) - 11).Visible = False Thenhidefang 0n(0) = n(0) - 11n(2) = n(2) + 11n(3) = n(3) + 9showfang 0situation = 7End IfEnd IfIf n(0) - 9 > 1 And (n(3) - 22) Mod 10 < 9 ThenIf Command6(n(0) - 9).Visible = False And _Command6(n(3) - 22).Visible = False Thenhidefang 0n(0) = n(0) - 9n(2) = n(2) - 11n(3) = n(3) - 22showfang 0situation = 12End IfEnd IfCase 12If (n(0) + 11) Mod 10 > 0 And n(3) - 18 > 1 Then If Command6(n(0) + 11).Visible = False And _Command6(n(3) - 18).Visible = False Thenhidefang 0n(0) = n(0) + 11n(2) = n(2) - 9n(3) = n(3) - 18showfang 0situation = 13End IfEnd IfCase 13If n(0) + 9 < 198 And (n(3) + 22) Mod 10 > 0 Then If Command6(n(0) + 9).Visible = False And _Command6(n(3) + 22).Visible = False Thenhidefang 0n(0) = n(0) + 9n(2) = n(2) + 11n(3) = n(3) + 22showfang 0situation = 14End IfEnd IfCase 14If (n(0) - 11) Mod 10 < 9 And n(3) + 18 < 198 Then If Command6(n(0) - 11).Visible = False And _Command6(n(3) + 18).Visible = False Thenhidefang 0n(0) = n(0) - 11n(2) = n(2) + 9n(3) = n(3) + 18showfang 0situation = 11End IfEnd IfIf (n(3) - 22) Mod 10 < 8 ThenIf Command6(n(2) - 11).Visible = False And _Command6(n(3) - 22).Visible = False Thenhidefang 0n(0) = n(0) + 9n(2) = n(2) - 11n(3) = n(3) - 22showfang 0situation = 16End IfEnd IfCase 16If n(3) - 18 > 1 ThenIf Command6(n(2) - 9).Visible = False And _Command6(n(3) - 18).Visible = False Thenhidefang 0n(0) = n(0) - 11n(2) = n(2) - 9n(3) = n(3) - 18showfang 0situation = 17End IfEnd IfCase 17If (n(3) + 22) Mod 10 > 1 ThenIf Command6(n(2) + 11).Visible = False And _Command6(n(3) + 22).Visible = False Thenhidefang 0n(0) = n(0) - 9n(2) = n(2) + 11n(3) = n(3) + 22showfang 0situation = 18End IfEnd IfCase 18If n(3) + 18 < 198 ThenIf Command6(n(2) + 9).Visible = False And _Command6(n(3) + 18).Visible = False Thenhidefang 0n(0) = n(0) + 11n(2) = n(2) + 9n(3) = n(3) + 18showfang 0situation = 15End IfEnd IfEnd SubPrivate Sub Command1_Click()Form1.ShowForm2.ShowEnd SubPrivate Sub Command2_Click()Picture1.SetFocusIf Command2.Caption = "开始" ThenPicture1.SetFocus''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Timer1.Interval = 1000 / Val(Text1.Text)'根据关卡系数设置方块下降速度''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''For i = 19 To 20 - Val(Text3.Text) Step -1'根据难度系数产生不同难度的地基For j = i * 10 To i * 10 + 9If Rnd >= 0.5 Then Command6(j).Visible = True NextNext''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''For i = 0 To 3 '引用预览区已经产生的方块n(i) = m(i)Nextshowfang 0situation = situation2''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Timer1.Enabled = True '设置一些控件的可用性Command4.Enabled = TrueCommand1.Enabled = FalseCommand5.Enabled = False''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''hidefang 1 '清空预览区loadfangkuai '继续在预览区产生方块showfang 1''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Command2.Caption = "结束"Else''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Timer1.Enabled = False '设置一些控件的可用性Command4.Enabled = FalseCommand1.Enabled = TrueCommand5.Enabled = True''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''For i = 1 To 199Command6(i).Visible = FalseNextCommand2.Caption = "开始"Text2.Text = "0"linenum = 0End IfEnd SubPrivate Sub Command4_Click()Select Case Command4.CaptionCase "暂停"Command4.Caption = "继续"Timer1.Enabled = FalseCommand1.Enabled = TrueCommand5.Enabled = TrueCase "继续"Command4.Caption = "暂停"Timer1.Enabled = TrueCommand1.Enabled = FalseCommand5.Enabled = FalsePicture1.SetFocusEnd SelectEnd SubPrivate Sub Command5_Click()Form1.ShowForm3.ShowEnd SubPrivate Sub Form_KeyDown(KeyCode As Integer, Shift As Integer) If t = 0 Thenhidefang 0Select Case KeyCode''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case vbKeyLeft '点击向左键If leftable() = True ThenFor j = 0 To 3Command6(n(j) - 1).Visible = Truen(j) = n(j) - 1Next jEnd Ifshowfang 0''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case vbKeyDown '点击向下键If downable() = True ThenFor j = 0 To 3Command6(n(j) + 10).Visible = Truen(j) = n(j) + 10Next jEnd Ifshowfang 0''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case vbKeyRight '点击向右键If rightable() = True ThenFor j = 0 To 3Command6(n(j) + 1).Visible = Truen(j) = n(j) + 1Next jEnd Ifshowfang 0''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case vbKeySpace '点击旋转键(空格键)showfang 0zhuan''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Case Elseshowfang 0End SelectEnd IfEnd SubPrivate Sub Form_Load()WMP1.URL = App.Path & "\1.MP3"Dim SoundFile As String, Result As LongSoundFile = "C:\Users\Administrator\Desktop\新建文件夹\夜的钢琴曲(五).mp3" '此处为路径Result = sndPlaySound(SoundFile, 1)Form2.HideForm3.HideRandomize '非正序的随机数For i = 1 To 199 '创建游戏区的方块Load Command6(i)Next iFor i = 0 To 199 '在游戏区以10×20排列方块Command6(i).Left = (i Mod 10)Command6(i).Top = i \ 10Command6(i).Visible = FalseNext iFor i = 1 To 39 '创建预览区的方块Load Command3(i)Next iFor i = 0 To 39 '在预览区排列方块Command3(i).Left = (i Mod 10) - 3Command3(i).Top = i \ 10Command3(i).Visible = FalseNext iloadfangkuai '在预览区产生第一个方块showfang 1End SubPrivate Sub Timer1_Timer()hidefang 0If downable() = True Then '能够下降For j = 0 To 3n(j) = n(j) + 10Next jshowfang 0Else '不能继续下降了showfang 0'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''clearline '引用自定义方法,判断是否消除满行'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''For i = 0 To 9 '如果方块叠至最上层,游戏结束If Command6(i).Visible = True Then Exit ForNextIf i < 10 Then Command2_Click: Exit Sub'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''For i = 0 To 3 '引用预览区已经产生的方块n(i) = m(i)Nextshowfang 0situation = situation2''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''Text2.Text = Str(Val(Text2.Text) + 100 * (2 ^ linenum - 1))'这段代码控制加分'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''这段代码控制过关升级If Val(Right(Text2.Text, 4)) < Val(Right(Str(Val(Text2.Text) - 100 * (2 ^ linenum - 1)), 4)) Then Text1.Text = Str(Val(Text1.Text) + 1)Timer1.Interval = 1000 / Val(Text1.Text)End If''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''linenum = 0hidefang 1 '清空预览区loadfangkuai '继续在预览区产生方块showfang 1End IfEnd SubPrivate Sub WMP1_PlayStateChange(ByVal NewState As Long)'当播放器的播放状态变为"停止"时,再次播放If NewState = 1 Then '1为停止(一曲播完)WMP1.Controls.play '再播放End IfEnd Sub。
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语言课程设计报告主标题: C语言课程设计副标题:俄罗斯方块游戏----界面设计姓名:卢文俊指导教师:刘慧院系:信息工程学院专业:计算机科学与技术班级: 11计本(二)班小组成员:卢文俊,齐伟,陈龙提交日期: 2012-6-7俄罗斯方块程序设计报告一、问题描述:要求支持键盘操作和7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,消去一行所得到的分数越高,为玩家提供了不同的选择。
二、功能分析:俄罗斯方块游戏需要解决的问题包括:⑴按任意键开始游戏,随机产生方块并自动下移⑵用Esc键退出游戏。
⑶用键变换方块⑷用键和键左右移动方块⑸用键使方块加速下移⑹用空格键使方块直接下移⑺能正确判断满行并消行、计分、定级别⑻能正确计时⑼设定游戏为不同级别,级别越高难度越大重点:*游戏面包的数据结构:二维数组*7种形状方块的数据结构:结构体保存每种形状方块的坐标、颜色三、程序设计:1、程序总体设计结构:首先初始化进入图形模式,进入欢迎界面,玩家按任意进入主菜单界面,按键进入游戏界面,键然后设置新的时钟中断。
开始游戏后,进入该程序最核心的部分——处理和实现进行过程中的各种事件和函数。
在处理中判断游戏是否结束,如果没有结束,则重新开始游戏,否则结束游戏。
详解如下:(1)、游戏方块预览功能。
在游戏过程中,当在游戏底板中出现一个游戏方块时,必须在游戏方块预览区域中出现下一个游戏方块,这样有利于游戏玩家控制游戏的策略。
由于在此游戏中存在19种不同的游戏方块,所以在游戏方块预览区域中需要显示随机生成的游戏方块。
(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、快速下移、自由下落、旋转功能,以及行满消除行的功能。
否(3)、游戏显示更新功能。
在判断键值时,有左移VK_LEFT、右移VK_RIGHT、下移VK_DOWN、变形旋转VK_UP、退出VK_ESC键值的判断。
俄罗斯方块代码c语言详解
俄罗斯方块代码c语言详解:。
1、首先在C语言中定义游戏中所使用的数组及变量,这些变量包括游戏方块的位置、颜色、下落时间等。
同时,在这里将建立一个随机数发生器用来随机选择方块的出现类型。
2、然后,在C语言中实现游戏画面的显示,采用双缓冲方式,首先建立游戏画面的背景,然后将方块的形状和颜色绘制到背景上。
3、接着,在C语言中实现游戏方块的操作,实现主要包括按键控制方块的旋转、移动等,并且可以判断方块是否能成功下落,从而实现游戏的控制。
4、最后,在C语言中实现游戏的得分计算功能,通过计算消除一行方块得到积分,具体积分根据游戏难度而设置,以达到让玩家继续游戏的目的。
俄罗斯方块java代码俄罗斯方块是最经典的休闲益智游戏之一,现在很多人都不玩了,这里就来写一篇俄罗斯方块的Java代码。
首先,需要说明的是,Java代码中有两个类,一个是主类(Tetris.java),一个是方块类(Block.java)。
主类包含的功能是:显示游戏画面、游戏的主逻辑、处理键盘事件、以及控制游戏暂停、游戏结束等;方块类包含的功能是:初始化方块颜色、坐标、方向等,旋转方块。
那么我们来分析一下主类(Tetris.java)的代码。
首先是一些变量的定义:游戏区域的宽度和高度static final int Width = 10;static final int Height = 22;方块的颜色static Color blocksColor[] = {new Color(255, 255, 255), new Color(204, 102, 102),new Color(102, 204, 102), new Color(102, 102, 204),new Color(204, 204, 102), new Color(204, 102, 204),new Color(102, 204, 204), new Color(218, 170, 0) };游戏区域static int[][] wall = new int[Width][Height];当前方块static Block curBlock;下一个方块static Block nextBlock;游戏是否结束static boolean isOver;线程static MyThread t;接下来是一些初始化操作:初始化主窗体public Tetris() {initFrame();initUI();initGame();}初始化游戏界面private void initUI() {设置游戏面板和游戏区域pnlGame = new JPanel();pnlGame.setPreferredSize(new Dimension(blockSize * Width, blockSize * Height));pnlGame.setBorder(BorderFactory.createLineBorder(Color.gray));gameArea = new GameArea();pnlGame.add(gameArea);设置下一个方块显示面板和下一个方块区域pnlNextBlock = new JPanel();pnlNextBlock.setPreferredSize(new Dimension(blockSize * 4, blockSize * 4));pnlNextBlock.setBorder(BorderFactory.createTitledBorder("Next Block"));nextBlockArea = new BlockArea();pnlNextBlock.add(nextBlockArea);将游戏界面和下一个方块界面加入主窗体frmMain.getContentPane().add(pnlGame, BorderLayout.WEST);frmMain.getContentPane().add(pnlNextBlock, BorderLayout.EAST);显示窗体frmMain.pack();frmMain.setVisible(true);}初始化游戏private void initGame() {初始化积分、速度score = 0;speed = 1;初始化游戏区域for (int i = 0; i < Width; i++) {for (int j = 0; j < Height; j++) {wall[i][j] = 0;}}旋转T型方块,初始朝向为横向curBlock = new Block(1, 0);生成下一块方块nextBlock = new Block(0, 0);}我们可以看到,主类(Tetris.java)包含以下方法:1. initFrame()方法,用来初始化主窗体。
整个游戏我分为10个java文件:先是俄罗斯方块的形状存储statefang.java,代码如下:package .example.eluosifangkuai;public class statefang { //方块的逻辑类public static int [][][] state = new i整个游戏我分为10个java文件:先是俄罗斯方块的形状存储statefang.java,代码如下:package .example.eluosifangkuai;public class statefang { //方块的逻辑类public static int [][][] state = new int[][][] {{// I{ 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 } }, {// I1 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 1 } }, {// I2 { 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 } }, {// I3 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 1 } }, {// I4 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 1, 0 } }, {// O5 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 1, 0 } }, {// O6 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 1, 0 } }, {// O7 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 1, 0 } }, {// O8 { 0, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 } }, {// L9 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 1, 0, 0, 0 } }, {// L10 { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 } }, {// L11 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 1, 1, 1, 0 } }, {// L12 { 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 1, 1, 0 } }, {// J13 { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 1, 0 } }, {// J14{ 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 } }, {// J15{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 0, 1, 0 } }, {// J16{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 1, 0 } }, {// T17{ 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 0, 1, 1, 0 }, { 0, 0, 1, 0 } }, {// T18{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 1, 0, 0 } }, {// T19{ 0, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 0, 0 }, { 1, 0, 0, 0 } }, {// T20{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 1, 1, 0, 0 } }, {// S21{ 0, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 }, { 0, 0, 1, 0 } }, {// S22{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 1, 1, 0, 0 } }, {// S23{ 0, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 }, { 0, 0, 1, 0 } }, {// Z24{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 1, 0 } }, {// Z25{ 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } }, {// Z26{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 1, 0 } }, {// Z27{ 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } } // 28};}我们当然还要编写音乐播放类,资源播放类了等等。
俄罗斯方块python代码俄罗斯方块Python代码俄罗斯方块是一款经典的电子游戏,由前苏联科学家阿列克谢·帕基特诺夫于1984年创造。
这个游戏的目标是通过移动、旋转和摆放不同形状的方块,使它们在屏幕上形成完整的水平行,当一行被填满时,会消除并得到积分。
下面是一个使用Python编写的俄罗斯方块代码示例:```pythonimport pygameimport random# 方块的形状SHAPES = [[[1, 1, 1, 1]], # I形状[[1, 1], [1, 1]], # O形状[[1, 1, 0], [0, 1, 1]], # Z形状[[0, 1, 1], [1, 1, 0]], # S形状[[1, 1, 1], [0, 1, 0]], # T形状[[1, 1, 1], [0, 0, 1]], # L形状[[1, 1, 1], [1, 0, 0]] # J形状]# 初始化游戏界面def init_game():pygame.init()screen = pygame.display.set_mode((300, 600))pygame.display.set_caption("俄罗斯方块")return screen# 创建方块def create_block():shape = random.choice(SHAPES)return shape# 绘制方块def draw_block(screen, block, x, y):for i in range(len(block)):for j in range(len(block[i])):if block[i][j] == 1:pygame.draw.rect(screen, (255, 0, 0), (x + j * 30, y + i * 30, 30, 30))# 游戏主循环def main():screen = init_game()clock = pygame.time.Clock()x, y = 100, 0 # 方块的初始位置block = create_block() # 创建一个方块while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()returnkeys = pygame.key.get_pressed()if keys[pygame.K_LEFT]:x -= 30if keys[pygame.K_RIGHT]:x += 30if keys[pygame.K_DOWN]:y += 30screen.fill((0, 0, 0)) # 清空屏幕draw_block(screen, block, x, y) # 绘制方块pygame.display.update()clock.tick(5) # 控制游戏帧率if __name__ == "__main__":main()```以上是一个简单的俄罗斯方块游戏的Python代码示例。
俄罗斯方块python代码首先,解释一下俄罗斯方块的规则。
俄罗斯方块是一种经典的益智游戏,玩家需要操作方块,在一个逐渐升高的场景中,将方块拼接在一起,以便填满场地的横行。
一旦填满一行,该行将被消除,这样就会为新的方块提供更多的空间。
玩家可以利用不断下落的方块,进行更高难度的拼图和连锁爆破,获取更高的分数。
下面我将介绍如何用Python编写俄罗斯方块游戏。
首先要实现的是基本的游戏框架。
我们需要使用Python中的pygame库,它提供了许多游戏开发所需的功能。
通过pygame实现的基本游戏框架如下:import pygame from pygame.locals import *# 初始化pygame pygame.init()# 定义颜色 BLACK = ( 0, 0, 0) WHITE = ( 255, 255, 255) BLUE = ( 0, 0, 255)# 设置屏幕尺寸 size = (400, 500) screen = pygame.display.set_mode(size)# 设置窗口标题 pygame.display.set_caption("俄罗斯方块")# 游戏主循环 done = False while not done: for event in pygame.event.get(): ifevent.type == pygame.QUIT: done = True # 界面绘制 screen.fill(WHITE)# 画出方块 pygame.draw.rect(screen, BLUE, [500, 0, 50, 50])# 将图像更新到屏幕上pygame.display.flip()# 退出游戏 pygame.quit()上述代码创建了一个窗口,准备开始游戏开发。
但是我们需要对其进行改进,以便创建一个完整的俄罗斯方块游戏。
接下来,我们需要定义方块的基本形状。
Python完整实现俄罗斯⽅块游戏全解⽬录1俄罗斯⽅块游戏2Python代码实现2.1展现2.2Python代码1 俄罗斯⽅块游戏《俄罗斯⽅块》原本是前苏联科学家阿列克谢·帕基特诺夫所开发的教育⽤软件,之后开始提供授权给各个游戏公司,造成各平台上软件⼤量发⾏的现象。
Game Boy版的俄罗斯⽅块在⽇本卖出424万套,是Game Boy史上卖最好的游戏。
海湾战争时,也是前线美军最常拿消磨时间的游戏之⼀。
由于俄罗斯⽅块具有的数学性、动态性与知名度,也经常拿来作为游戏程序设计的练习题材。
2 Python代码实现2.1 展现2.2 Python代码123456 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43import osimport sysimport randomfrom modules import*from PyQt5.QtGui import*from PyQt5.QtCore import*from PyQt5.QtWidgets import*#=============定义俄罗斯⽅块游戏类==============class TetrisGame(QMainWindow):def__init__(self, parent=None):super(TetrisGame, self).__init__(parent)# 是否暂停ingself.is_paused =False# 是否开始ingself.is_started =Falseself.initUI()#===========界⾯初始化===============def initUI(self):# iconself.setWindowIcon(QIcon(os.path.join(os.getcwd(), 'resources/icon.jpg'))) # 块⼤⼩self.grid_size =22# 游戏帧率self.fps =200self.timer =QBasicTimer()# 焦点self.setFocusPolicy(Qt.StrongFocus)# ⽔平布局layout_horizontal =QHBoxLayout()self.inner_board =InnerBoard()self.external_board =ExternalBoard(self, self.grid_size, self.inner_board)layout_horizontal.addWidget(self.external_board)self.side_panel =SidePanel(self, self.grid_size, self.inner_board)layout_horizontal.addWidget(self.side_panel)self.status_bar =self.statusBar()self.external_board.score_signal[str].connect(self.status_bar.showMessage) self.start()self.center()self.setWindowTitle('Tetris —— 九歌')44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 self.show()self.setFixedSize(self.external_board.width() +self.side_panel.width(), self.side_panel.height() +self.status_bar.height()) #=============游戏界⾯移动到屏幕中间=======================def center(self):screen =QDesktopWidget().screenGeometry()size =self.geometry()self.move((screen.width() -size.width()) //2, (screen.height() -size.height()) //2)#==================更新界⾯==============def updateWindow(self):self.external_board.updateData()self.side_panel.updateData()self.update()#========开始================def start(self):if self.is_started:returnself.is_started =Trueself.inner_board.createNewTetris()self.timer.start(self.fps, self)#==========暂停/不暂停===============def pause(self):if not self.is_started:returnself.is_paused =not self.is_pausedif self.is_paused:self.timer.stop()self.external_board.score_signal.emit('Paused')else:self.timer.start(self.fps, self)self.updateWindow()#============计时器事件=================def timerEvent(self, event):if event.timerId() ==self.timer.timerId():removed_lines =self.inner_board.moveDown()self.external_board.score +=removed_linesself.updateWindow()else:super(TetrisGame, self).timerEvent(event)#=================按键事件====================def keyPressEvent(self, event):if not self.is_started or self.inner_board.current_tetris ==tetrisShape().shape_empty:super(TetrisGame, self).keyPressEvent(event)returnkey =event.key()# P键暂停if key ==Qt.Key_P:self.pause()returnif self.is_paused:return# 向左elif key ==Qt.Key_Left:self.inner_board.moveLeft()# 向右elif key ==Qt.Key_Right:self.inner_board.moveRight()# 旋转elif key ==Qt.Key_Up:self.inner_board.rotateAnticlockwise()# 快速坠落elif key ==Qt.Key_Space:self.external_board.score +=self.inner_board.dropDown()else:super(TetrisGame, self).keyPressEvent(event)self.updateWindow()#==========运⾏===================106107108109110111112113if __name__ == '__main__':app = QApplication([])tetris = TetrisGame()sys.exit(app.exec_())到此这篇关于Python 完整实现俄罗斯⽅块游戏全解的⽂章就介绍到这了,更多相关Python 俄罗斯⽅块内容请搜索以前的⽂章或继续浏览下⾯的相关⽂章希望⼤家以后多多⽀持!。