1、俄罗斯方块俄罗斯方块(Tetris) VC 源代码0 作者:krissi童年的经典游戏。界面上没有做额外的修饰,需要的可以自己增加。执行效果如下:代码如下:/ 程序名称:俄罗斯方块/ 编译环境:Visual C+ 6.0 / 2010,EasyX_v20130322(beta)/ 程序编写:krissi / 更新记录:2010-12-18 zhaoh1987 编写/ 2011-9-28 yw80 修改了下落超时的逻辑/#include #include #include / 定义常量、枚举量、结构体、全局变量/#define WIDTH 10 / 游戏区宽度#define HEIGHT 22
2、/ 游戏区高度#define SIZE 20 / 每个游戏区单位的实际像素/ 定义操作类型enum CMD CMD_ROTATE, / 方块旋转 CMD_LEFT, CMD_RIGHT, CMD_DOWN, / 方块左、右、下移动 CMD_SINK, / 方块沉底 CMD_QUIT / 退出游戏;/ 定义绘制方块的方法enum DRAW SHOW, / 显示方块 HIDE, / 隐藏方块 FIX / 固定方块;/ 定义七种俄罗斯方块struct BLOCK WORD dir4; / 方块的四个旋转状态 COLORREF color; / 方块的颜色 g_Blocks7 = 0x0F00, 0x
3、4444, 0x0F00, 0x4444, RED, / I 0x0660, 0x0660, 0x0660, 0x0660, BLUE, / 口 0x4460, 0x02E0, 0x0622, 0x0740, MAGENTA, / L 0x2260, 0x0E20, 0x0644, 0x0470, YELLOW, / 反L 0x0C60, 0x2640, 0x0C60, 0x2640, CYAN, / Z 0x0360, 0x4620, 0x0360, 0x4620, GREEN, / 反Z 0x4E00, 0x4C40, 0x0E40, 0x4640, BROWN; / T/ 定义当前方块、
4、下一个方块的信息struct BLOCKINFO byte id; / 方块 ID char x, y; / 方块在游戏区中的坐标 byte dir:2; / 方向 g_CurBlock, g_NextBlock;/ 定义游戏区BYTE g_WorldWIDTHHEIGHT = 0;/ 函数声明/void Init(); / 初始化游戏void Quit(); / 退出游戏void NewGame(); / 开始新游戏void GameOver(); / 结束游戏CMD GetCmd(); / 获取控制命令void DispatchCmd(CMD _cmd); / 分发控制命令void New
5、Block(); / 生成新的方块bool CheckBlock(BLOCKINFO _block); / 检测指定方块是否可以放下void DrawBlock(BLOCKINFO _block, DRAW _draw = SHOW); / 画方块void OnRotate(); / 旋转方块void OnLeft(); / 左移方块void OnRight(); / 右移方块void OnDown(); / 下移方块void OnSink(); / 沉底方块/ 函数定义/ 主函数void main() Init(); CMD c; while(true) c = GetCmd(); Disp
6、atchCmd(c); / 按退出时,显示对话框咨询用户是否退出 if (c = CMD_QUIT) HWND wnd = GetHWnd(); if (MessageBox(wnd, _T(您要退出游戏吗?), _T(提醒), MB_OKCANCEL | MB_ICONQUESTION) = IDOK) Quit(); / 初始化游戏void Init() initgraph(640, 480); srand(unsigned)time(NULL); / 显示操作说明 setfont(14, 0, _T(宋体); outtextxy(20, 330, _T(操作说明); outtextxy(
7、20, 350, _T(上:旋转); outtextxy(20, 370, _T(左:左移); outtextxy(20, 390, _T(右:右移); outtextxy(20, 410, _T(下:下移); outtextxy(20, 430, _T(空格:沉底); outtextxy(20, 450, _T(ESC:退出); / 设置坐标原点 setorigin(220, 20); / 绘制游戏区边界 rectangle(-1, -1, WIDTH * SIZE, HEIGHT * SIZE); rectangle(WIDTH + 1) * SIZE - 1, -1, (WIDTH +
8、5) * SIZE, 4 * SIZE); / 开始新游戏 NewGame();/ 退出游戏void Quit() closegraph(); exit(0);/ 开始新游戏void NewGame() / 清空游戏区 setfillcolor(BLACK); bar(0, 0, WIDTH * SIZE - 1, HEIGHT * SIZE - 1); ZeroMemory(g_World, WIDTH * HEIGHT); / 生成下一个方块 g_NextBlock.id = rand() % 7; g_NextBlock.dir = rand() % 4; g_NextBlock.x =
9、 WIDTH + 1; g_NextBlock.y = HEIGHT - 1; / 获取新方块 NewBlock();/ 结束游戏void GameOver() HWND wnd = GetHWnd(); if (MessageBox(wnd, _T(游戏结束。n您想重新来一局吗?), _T(游戏结束), MB_YESNO | MB_ICONQUESTION) = IDYES) NewGame(); else Quit();/ 获取控制命令DWORD m_oldtime;CMD GetCmd() / 获取控制值 while(true) / 如果超时,自动下落一格 DWORD newtime =
10、 GetTickCount(); if (newtime - m_oldtime = 500) m_oldtime = newtime; return CMD_DOWN; / 如果有按键,返回按键对应的功能 if (kbhit() switch(getch() case w: case W: return CMD_ROTATE; case a: case A: return CMD_LEFT; case d: case D: return CMD_RIGHT; case s: case S: return CMD_DOWN; case 27: return CMD_QUIT; case : r
11、eturn CMD_SINK; case 0: case 0xE0: switch(getch() case 72: return CMD_ROTATE; case 75: return CMD_LEFT; case 77: return CMD_RIGHT; case 80: return CMD_DOWN; / 延时 (降低 CPU 占用率) Sleep(20); / 分发控制命令void DispatchCmd(CMD _cmd) switch(_cmd) case CMD_ROTATE: OnRotate(); break; case CMD_LEFT: OnLeft(); break
12、; case CMD_RIGHT: OnRight(); break; case CMD_DOWN: OnDown(); break; case CMD_SINK: OnSink(); break; case CMD_QUIT: break; / 生成新的方块void NewBlock() g_CurBlock.id = g_NextBlock.id, g_NextBlock.id = rand() % 7; g_CurBlock.dir = g_NextBlock.dir, g_NextBlock.dir = rand() % 4; g_CurBlock.x = (WIDTH - 4) /
13、2; g_CurBlock.y = HEIGHT + 2; / 下移新方块直到有局部显示 WORD c = g_Blocksg_CurBlock.id.dirg_CurBlock.dir; while(c & 0xF) = 0) g_CurBlock.y-; c = 4; / 绘制新方块 DrawBlock(g_CurBlock); / 绘制下一个方块 setfillcolor(BLACK); bar(WIDTH + 1) * SIZE, 0, (WIDTH + 5) * SIZE - 1, 4 * SIZE - 1); DrawBlock(g_NextBlock); / 设置计时器,用于判断
14、自动下落 m_oldtime = GetTickCount();/ 画方块void DrawBlock(BLOCKINFO _block, DRAW _draw) WORD b = g_Blocks_block.id.dir_block.dir; int x, y; int color = BLACK; switch(_draw) case SHOW: color = g_Blocks_block.id.color; break; case HIDE: color = BLACK; break; case FIX: BYTE r = GetRValue(g_Blocks_block.id.co
15、lor) * 2 / 3; BYTE g = GetGValue(g_Blocks_block.id.color) * 2 / 3; BYTE b = GetBValue(g_Blocks_block.id.color) * 2 / 3; color = RGB(r, g, b); break; setfillcolor(color); for(int i=0; i16; i+) if (b & 0x8000) x = _block.x + i % 4; y = _block.y - i / 4; if (y HEIGHT) if (_draw != HIDE) bar3d(x * SIZE
16、+ 2, (HEIGHT - y - 1) * SIZE + 2, (x + 1) * SIZE - 4, (HEIGHT - y) * SIZE - 4, 3, true); else bar(x * SIZE, (HEIGHT - y - 1) * SIZE, (x + 1) * SIZE - 1, (HEIGHT - y) * SIZE - 1); b = 1; / 检测指定方块是否可以放下bool CheckBlock(BLOCKINFO _block) WORD b = g_Blocks_block.id.dir_block.dir; int x, y; for(int i=0; i
17、16; i+) if (b & 0x8000) x = _block.x + i % 4; y = _block.y - i / 4; if (x = WIDTH) | (y 0) return false; if (y HEIGHT) & (g_Worldxy) return false; b = 1; return true;/ 旋转方块void OnRotate() / 获取可以旋转的 x 偏移量 int dx; BLOCKINFO tmp = g_CurBlock; tmp.dir+; if (CheckBlock(tmp) dx = 0; goto rotate; tmp.x = g
18、_CurBlock.x - 1; if (CheckBlock(tmp) dx = -1; goto rotate; tmp.x = g_CurBlock.x + 1; if (CheckBlock(tmp) dx = 1; goto rotate; tmp.x = g_CurBlock.x - 2; if (CheckBlock(tmp) dx = -2; goto rotate; tmp.x = g_CurBlock.x + 2; if (CheckBlock(tmp) dx = 2; goto rotate; return;rotate: / 旋转 DrawBlock(g_CurBloc
19、k, HIDE); g_CurBlock.dir+; g_CurBlock.x += dx; DrawBlock(g_CurBlock);/ 左移方块void OnLeft() BLOCKINFO tmp = g_CurBlock; tmp.x-; if (CheckBlock(tmp) DrawBlock(g_CurBlock, HIDE); g_CurBlock.x-; DrawBlock(g_CurBlock); / 右移方块void OnRight() BLOCKINFO tmp = g_CurBlock; tmp.x+; if (CheckBlock(tmp) DrawBlock(g
20、_CurBlock, HIDE); g_CurBlock.x+; DrawBlock(g_CurBlock); / 下移方块void OnDown() BLOCKINFO tmp = g_CurBlock; tmp.y-; if (CheckBlock(tmp) DrawBlock(g_CurBlock, HIDE); g_CurBlock.y-; DrawBlock(g_CurBlock); else OnSink(); / 不可下移时,执行“沉底方块”操作/ 沉底方块void OnSink() int i, x, y; / 连续下移方块 DrawBlock(g_CurBlock, HIDE
21、); BLOCKINFO tmp = g_CurBlock; tmp.y-; while (CheckBlock(tmp) g_CurBlock.y-; tmp.y-; DrawBlock(g_CurBlock, FIX); / 固定方块在游戏区 WORD b = g_Blocksg_CurBlock.id.dirg_CurBlock.dir; for(i = 0; i = HEIGHT) / 如果方块的固定位置超出高度,结束游戏 GameOver(); return; else g_Worldg_CurBlock.x + i % 4g_CurBlock.y - i / 4 = 1; b =
22、max(g_CurBlock.y - 3, 0); y-) i = 0; for(x = 0; x WIDTH; x+) if (g_Worldxy = 1) i+; if (i = WIDTH) bRow = true; rowg_CurBlock.y - y = 1; setfillcolor(WHITE); setfillstyle(DIAGCROSS2_FILL); bar(0, (HEIGHT - y - 1) * SIZE + SIZE / 2 - 2, WIDTH * SIZE - 1, (HEIGHT - y - 1) * SIZE + SIZE / 2 + 2); setfi
23、llstyle(SOLID_FILL); if (bRow) / 延时 200 毫秒 Sleep(200); / 擦掉刚才标记的行 IMAGE img; for(i = 0; i 4; i+) if (rowi) for(y = g_CurBlock.y - i + 1; y HEIGHT; y+) for(x = 0; x WIDTH; x+) g_Worldxy - 1 = g_Worldxy; g_Worldxy = 0; getimage(&img, 0, 0, WIDTH * SIZE, (HEIGHT - (g_CurBlock.y - i + 1) * SIZE); putimage(0, SIZE, &img); / 产生新方块 NewBlock();
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