C语言编写的俄罗斯方块
俄罗斯方块 C语言程序

#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)); }}。
C语言实现俄罗斯方块(转)

C语⾔实现俄罗斯⽅块(转)原⽂地址如下:在图书馆看到⼀本书有俄罗斯⽅块的源程序⾃⼰当年也是俄罗斯⽅块的爱好者便想分析分析这个⼩游戏的源代码这⼏天有空就看了看发现读源码对编程领悟很有帮助读完深深的感觉到程序的确是好的数据结构加上好的算法这段程序定义了两个数据结构分别是//游戏底板结构,表⽰每个⼩⽅块所具有的属性struct BOARD{//当前状态,只有0或1,1表⽰次⼩⽅块已被占⽤int var;//⼩⽅块的颜⾊int color;}Table_board[Vertical_boxs][Horizontal_boxs];//游戏跳出的⽅块结构struct SHAPE{//⼀个字节等于8位,每四位来表⽰⼀个游戏⽅块的⼀⾏//如box[0]="0x88",box[1]="oxc0"表⽰的是://1000//1000//1100//0000//以此来表⽰游戏⽅块的各种形状char box[2];//游戏⽅块的颜⾊int color;//下⼀个游戏⽅块的编号int next;//这个next设计的也是相当妙啊};该源码的算法更确切的说是游戏的逻辑读完也是很有体会把握好⼤的系统强⼤的逻辑能⼒是必要的平时⾃⼰还是要再数据结构和算法这些⽅⾯加强学习、锻炼这段程序还有就是中断不是很理解还需要时间领悟⼀下下⾯贴⼀下我的程序注释这个游戏的层次描述:1预览功能2控制功能俄罗斯⽅块 3显⽰更新功能4分数更新功能5游戏帮助功能下⾯是源码:(该程序⽤到了TC的图形库,所以VC下是运⾏不了的,不过VC做代码编辑阅读⽐较⽅便,所以代码注释采⽤了VC下的//)//加载头⽂件#include <stdio.h>#include <stdlib.h>#include <dos.h>#include <graphics.h>//加载tc图形库//定义按键码#define VK_LEFT 0x4b00#define VK_RIGHT 0x4d00#define VK_DOWN 0x5000#define VK_UP 0x4800#define VK_ESC 0x011b//设置中断号 1c:时钟中断时得到控制权,若要固定时间发⽣事件,可以通过修改1c中断来得到#define TIMER 0x1c//共有19种形态的游戏⽅块#define MAX_BOX 19//⽅块的边长为20#define BSIZE 20//显⽰游戏界⾯的左上⾓x坐标#define Sys_x 160//显⽰游戏界⾯的左上⾓y坐标#define Sys_y 25//⽔平⽅向的⽅块数量#define Horizontal_boxs 10//垂直⽅向的⽅块数量#define Vertical_boxs 15//第⼀个游戏⽅块的产⽣起始位置#define Begin_boxs_x Horizontal_boxs/2//前景⾊#define FgColor 3//背景⾊#define BgColor 0//右边状态栏的x坐标#define LeftWin_x Sys_x+Horizontal_boxs*BSIZE+46#define false 0#define true 1//移动的⽅向#define MoveLeft 1#define MoveRight 2#define MoveDown 3#define MoveRoll 4//保存当前游戏⽅块编号int current_box_numb;//保存游戏⽅块的当前坐标int Curbox_x=Sys_x+Begin_boxs_x*BSIZE,Curbox_y=Sys_y;//是否要产⽣新游戏⽅块int flag_newbox=false;//下落速度int speed=1;//游戏得分int score=0;//每等级所需要分数int speed_step=30;//指向原来时钟中断处理过程⼊⼝的中断处理函数指针关键字interrupt指定⼀个函数应该被看成⼀个中断函数void interrupt(*oldtimer)(void);//游戏底板结构,表⽰每个⼩⽅块所具有的属性struct BOARD{//当前状态,只有0或1,1表⽰次⼩⽅块已被占⽤int var;//⼩⽅块的颜⾊int color;}Table_board[Vertical_boxs][Horizontal_boxs];//游戏跳出的⽅块结构struct SHAPE{//⼀个字节等于8位,每四位来表⽰⼀个游戏⽅块的⼀⾏//如box[0]="0x88",box[1]="oxc0"表⽰的是://1000//1000//1100//0000//以此来表⽰游戏⽅块的各种形状char box[2];//游戏⽅块的颜⾊int color;//下⼀个游戏⽅块的编号int next;};//初始化游戏⽅块的内容,包括形状颜⾊和下⼀个游戏⽅块编号struct SHAPE shapes[MAX_BOX]={{0x88,0xc0,CYAN,1},{0xe8,0x0,CYAN,2},{0xc4,0x40,CYAN,3},{0x2e,0x0,CYAN,0},{0x44,0xc0,MAGENTA,5},{0x8e,0x0,MAGENTA,6},{0xc8,0x80,MAGENTA,7},{0xe2,0x0,MAGENTA,4},{0x8c,0x40,YELLOW,9},{0x6c,0x0,YELLOW,8},{0x4c,0x80,BROWN,11},{0xc6,0x0,BROWN,10},{0x4e,0x0,WHITE,13},{0x8c,0x80,WHITE,14},{0xe4,0x0,WHITE,15},{0x4c,0x40,WHITE,12},{0x88,0x88,RED,17},{0xf0,0x0,RED,16},{0xcc,0x0,BLUE,18},};//定时计数器变量unsigned int TimerCounter=0;//以下为函数声明void initialize(int,int,int,int);void interrupt newtimer(void);void SetTimer(void interrupt(*IntProc)(void));void KillTimer(void);void ShowScore(int);void ShowSpeed(int);void show_help(int,int);void setFullRow(int);int DelFullRow(int);void show_box(int,int,int,int);void EraseBox(int,int,int);void ErasePreBox(int,int,int);int MkNextBox(int);int MoveAble(int,int,int,int);//主函数void main(){int GameOver=0;int key,nextbox;int Currentaction=0;int gd=VGA,gm=VGAHI,errorcode;initgraph(&gd,&gm,"");errorcode=graphresult();if(errorcode!=grOk){printf("\nNotice:Graphics error: %s\n",grapherrormsg(errorcode));printf("Press any key to quit!");getch();exit(1);}setbkcolor(BgColor);setcolor(FgColor);randomize();SetTimer(newtimer);initialize(Sys_x,Sys_y,Horizontal_boxs,Vertical_boxs);//初始化nextbox=MkNextBox(-1);show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); show_box(LeftWin_x,Curbox_y+320,nextbox,shapes[nextbox].color);show_help(Sys_x,Curbox_y+320);getch();while (1){Currentaction=0;flag_newbox=false;//int bioskey(int cmd)//完成直接键盘操作,cmd的值决定执⾏什么操作//cmd=0,返回下⼀个键盘键⼊的值//cmd=1,查询是否按下⼀个键,若按下⼀个键返回⾮零值,否则返回0if(bioskey(1)){key=bioskey(0);}else{key=0;}switch(key){case VK_LEFT:if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveLeft)){EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x-=BSIZE;Currentaction=MoveLeft;}break;case VK_RIGHT:if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveRight)){EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x+=BSIZE;Currentaction=MoveRight;}break;case VK_DOWN:if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown)){EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;Currentaction=MoveDown;}elseflag_newbox=true;break;case VK_UP:if(MoveAble(Curbox_x,Curbox_y,shapes[current_box_numb].next,MoveRoll)){EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=shapes[current_box_numb].next;Currentaction=MoveLeft;}break;case VK_ESC:GameOver=1;break;default:break;}if (Currentaction)//当前有动作就执⾏{show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); Currentaction=0;}if(flag_newbox)//按了向下键,但不能下移就产⽣新的游戏⽅块{ErasePreBox(LeftWin_x,Sys_y+200,nextbox);nextbox=MkNextBox(nextbox);show_box(LeftWin_x,Curbox_y+200,nextbox,shapes[nextbox].color);if(!MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown)){show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); GameOver=1;}else{flag_newbox=false;}Currentaction=0;}else//⾃由下落{if(Currentaction==MoveDown||TimerCounter>(20-speed*2)){if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown)){EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color); }TimerCounter=0;}}if(GameOver){printf("game over,thank you! your score is %d",score);getch();break;}}getch();KillTimer();closegraph();}//******************************************************************** //显⽰帮助,提⽰⽤户如何进⾏游戏的相关操作//void show_help(int xs,int ys){char stemp[50];setcolor(15);//void far rectangle(int x0,int y0,int x1,int y1)//以(x0,y0)为左上⾓,(x1,x2)为右下⾓画⼀个矩形框rectangle(xs,ys,xs+239,ys+100);//sprintf()//将字串格式化到字符串sprintf(stemp," -Roll -Downwards");stemp[0]=24;stemp[8]=25;setcolor(14);//void far outtextxy(int x,int y,char far *text)//将⽂本输出到指定位置outtextxy(xs+40,ys+30,stemp);sprintf(stemp," -Turn Left -Turn Right");stemp[0]=27;stemp[13]=26;outtextxy(xs+40,ys+45,stemp);outtextxy(xs+40,ys+60,"Esc-Exit");setcolor(FgColor);}//******************************************************************* //对游戏界⾯的初始化void initialize(int x,int y,int m,int n){int i,j,oldx;oldx=x;for(j=0;j<n;j++){for(i=0;i<m;i++){Table_board[j][i].var=0;Table_board[j][i].color=BgColor;line(x,y,x+BSIZE,y);line(x,y,x,y+BSIZE);line(x,y+BSIZE,x+BSIZE,y+BSIZE);line(x+BSIZE,y,x+BSIZE,y+BSIZE);x+=BSIZE;}y+=BSIZE;x=oldx;}Curbox_x=x;Curbox_y=y;flag_newbox=false;speed=1;score=0;ShowScore(score);ShowSpeed(speed);}//*************************************************************//显⽰当前⽤户的成绩void ShowScore(int score){int x,y;char score_str[5];setfillstyle(SOLID_FILL,BgColor);y=100;//确定⼀个以(x0,y0)为左上⾓,(x1,x2)为右下⾓的矩形窗⼝,再按规定图形和颜⾊填充bar(x-BSIZE,y,x+BSIZE*3,y+BSIZE*3);sprintf(score_str,"%3d",score);outtextxy(x,y,"SCORE");outtextxy(x,y+10,score_str);}//**********************************************************//显⽰当前下落速度void ShowSpeed(int speed){int x,y;char speed_str[5];setfillstyle(SOLID_FILL,BgColor);x=LeftWin_x;y=150;bar(x-BSIZE,y,x+BSIZE*3,y+BSIZE*3);sprintf(speed_str,"%3d",speed);outtextxy(x,y,"Level");outtextxy(x,y+10,speed_str);outtextxy(x,y+50,"Nextbox");}//**********************************************************//定义新的时钟中断处理函数void interrupt newtimer(void){//调⽤原来的例程(*oldtimer)();//全局计数器变量加1TimerCounter++;}//********************************************************//设置新的时钟中断处理void SetTimer(void interrupt (*IntProc)(void)){//获取中断号为TIMER的中断处理函数的⼊⼝地址oldtimer=getvect(TIMER);//设置新的时钟中断处理过程时,禁⽌所有中断disable();//将中断号为TIMER的中断处理函数⼊⼝地址改为IntProc()函数的⼊⼝地址setvect(TIMER,IntProc);//开启中断enable();}//*********************************************************//恢复原有的时钟中断处理过程void KillTimer(){disable();setvect(TIMER,oldtimer);enable();}//********************************************************//在(x,y)位置开始,⽤指定的颜⾊显⽰编号为box_num的游戏⽅块void show_box(int x,int y,int box_num,int color){int i,ii,ls_x=x;//指定的游戏⽅块不存在if(box_num<0||box_num>=MAX_BOX)box_num=MAX_BOX/2;//void far setfillstyle(int pattern,int color)//以pattern为填充模式以color为填充颜⾊对指定图形进⾏填充setfillstyle(SOLID_FILL,color);{int mask=128;//掩码,⽤于位运算//单个⽅块填充for(i=0;i<8;i++){if(i%4==0&&i!=0)//表⽰转到游戏⽅块的下⼀⾏了{y+=BSIZE;x=ls_x;}if((shapes[box_num].box[ii])&mask){bar(x,y,x+BSIZE,y+BSIZE);line(x,y,x+BSIZE,y);line(x,y,x,y+BSIZE);line(x,y+BSIZE,x+BSIZE,y+BSIZE);line(x+BSIZE,y,x+BSIZE,y+BSIZE);}x+=BSIZE;mask/=2;}y+=BSIZE;x=ls_x;}}//***************************************************************//清除(x,y)位置开始的编号为box_num的boxvoid EraseBox(int x,int y,int box_num){int mask=128,t_boardx,t_boardy,n,m;setfillstyle(SOLID_FILL,BgColor);for(n=0;n<4;n++){for (m=0;m<4;m++){if(((shapes[box_num].box[n/2])&mask)){bar(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE);line(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE);line(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE,y+n*BSIZE+BSIZE);line(x+m*BSIZE,y+n*BSIZE+BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE); line(x+m*BSIZE+BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE); }mask/=2;if(mask==0)mask=128;}}}//*******************************************************//同EraseBox()void ErasePreBox(int x,int y,int box_numb){int mask=128,t_boardx,t_boardy,n,m;setfillstyle(SOLID_FILL,BgColor);for(n=0;n<4;n++){for(m=0;m<4;m++){if(((shapes[box_numb].box[n/2])&mask)){bar(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE);}mask/=2;if(mask==0)mask=128;}}}//***************************************************************//将新图形的游戏⽅块放置在游戏板上,并返回此游戏⽅块号int MkNextBox(int box_numb){int mask=128,t_boardx,t_boardy,n,m;t_boardx=(Curbox_x-Sys_x)/BSIZE;t_boardy=(Curbox_y-Sys_y)/BSIZE;for(n=0;n<4;n++){for(m=0;m<4;m++){if(((shapes[current_box_numb].box[n/2])&mask)){//设置游戏⽅块Table_board[t_boardy+n][t_boardx+m].var=1;Table_board[t_boardy+n][t_boardx+m].color=shapes[current_box_numb].color;}mask=mask/2;if(mask==0)mask=128;}}setFullRow(t_boardy);//初始化坐标Curbox_x=Sys_x+Begin_boxs_x*BSIZE;Curbox_y=Sys_y;if(box_numb==-1)box_numb=rand()%MAX_BOX;//随机产⽣游戏⽅块current_box_numb=box_numb;flag_newbox=false;return (rand()%MAX_BOX);}//***********************************************************//⽤于找到满⾏,参数t_boardy表⽰当前的游戏⽅块号void setFullRow(int t_boardy){int n,full_numb=0,top=0;//top保存当前游戏主板在消除满⾏后的最⾼点,⽤于游戏主板的重绘register m;//寄存器类型,存取速度快for(n=t_boardy+3;n>=t_boardy;n--){if(n<0||n>=Vertical_boxs)continue;for(m=0;m<Horizontal_boxs;m++){if(!Table_board[n+full_numb][m].var)//发现有⼀个是空的就跳过break;}if(m==Horizontal_boxs)//找到满⾏{if(n==t_boardy+3)top=DelFullRow(n+full_numb);//清除该⾏,并保存最⾼点elseDelFullRow(n+full_numb);full_numb++;//保存满⾏的⾏数}}if(full_numb)//存在满⾏{int oldx,x=Sys_x,y=BSIZE*top+Sys_y;oldx=x;score=score+full_numb*10;for(n=top;n<t_boardy+4;n++){if(n>=Vertical_boxs)continue;//重绘游戏主板for(m=0;m<Horizontal_boxs;m++){if(Table_board[n][m].var){setfillstyle(SOLID_FILL,Table_board[n][m].color);}elsesetfillstyle(SOLID_FILL,BgColor);bar(x,y,x+BSIZE,y+BSIZE);line(x,y,x+BSIZE,y);line(x,y,x,y+BSIZE);line(x,y+BSIZE,x+BSIZE,y+BSIZE);line(x+BSIZE,y,x+BSIZE,y+BSIZE);x+=BSIZE;}y+=BSIZE;x=oldx;}ShowScore(score);if(speed!=score/speed_step){speed=score/speed_step;ShowSpeed(speed);}elseShowSpeed(speed);}}//************************************************************//处理删除⾏,参数y指明具体哪⼀⾏为满⾏int DelFullRow(int y){int n,top=0;register m,totoal;for (n=y;n>=0;n--){totoal=0;for(m=0;m<Horizontal_boxs;m++){if(!Table_board[n][m].var)totoal++;//没有⽅格,对计数器加1//上⾏不等于下⾏就把上⾏传给下⾏,此处为程序优化部分,也可不优化 if(Table_board[n][m].var!=Table_board[n-1][m].var){Table_board[n][m].var=Table_board[n-1][m].var;Table_board[n][m].color=Table_board[n-1][m].color;}}//发现上⾯有连续的空⾏,提前结束if (totoal==Horizontal_boxs){top=n;break;}}return top;//返回最⾼点}//********************************************************8//判断⽅块是否可以移动,(x,y)为当前游戏⽅块位置,box_numb为游戏⽅块号,direction为动作标识int MoveAble(int x,int y,int box_numb,int direction){int n,m,t_boardx,t_boardy;int mask;if(direction==MoveLeft)//如果向左移动{mask=128;x-=BSIZE;t_boardx=(x-Sys_x)/BSIZE;t_boardy=(y-Sys_y)/BSIZE;for(n=0;n<4;n++){for(m=0;m<4;m++){if((shapes[box_numb].box[n/2])&mask){if((x+BSIZE*m)<Sys_x)//碰到最左边return false;else if(Table_board[t_boardy+n][t_boardx+m].var)//左移⼀个单位后,与游戏主板冲突return false;}mask/=2;if(mask==0)mask=128;}}return true;}else if(direction==MoveRight)//右移动{x+=BSIZE;t_boardx=(x-Sys_x)/BSIZE;t_boardy=(y-Sys_y)/BSIZE;mask=128;for(n=0;n<4;n++){for(m=0;m<4;m++){if((shapes[box_numb].box[n/2])&mask){if((x+BSIZE*m)>=(Sys_x+BSIZE*Horizontal_boxs))//碰到最右边return false;else if(Table_board[t_boardy+n][t_boardx+m].var)//与游戏主板冲突return false;}mask/=2;if(mask==0)mask=128;}}return true;}else if(direction==MoveDown)//下移动{mask=128;y+=BSIZE;t_boardx=(x-Sys_x)/BSIZE;t_boardy=(y-Sys_y)/BSIZE;for(n=0;n<4;n++){for(m=0;m<4;m++){if((shapes[box_numb].box[n/2])&mask){if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs)||Table_board[t_boardy+n][t_boardx+m].var)//碰到最下边或向下有冲突 {flag_newbox=true;break;}}mask/=2;if(mask==0)mask=128;}}if(flag_newbox)return false;elsereturn true;}else if(direction==MoveRoll)//旋转{mask=128;t_boardx=(x-Sys_x)/BSIZE;t_boardy=(y-Sys_y)/BSIZE;for(n=0;n<4;n++){for(m=0;m<4;m++){if((shapes[box_numb].box[n/2])&mask){if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs))//碰到最下边return false;if((x+BSIZE*n)>=(Sys_x+BSIZE*Horizontal_boxs))//碰到最左边return false;if((x+BSIZE*m)>=(Sys_x+BSIZE*Horizontal_boxs))//碰到最右边return false;else if (Table_board[t_boardy+n][t_boardx+m].var)//向下有冲突{return false;}}mask/=2;if(mask==0)mask=128;}}return true;}elsereturn false;}。
俄罗斯方块 变形 c语言

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 - - - - - - - - - - - - - - -。
俄罗斯方块c语言源代码

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); }。
俄罗斯方块源代码

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。
自己用C语言编写的俄罗斯方块小游戏 hello world级

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C语言编程俄罗斯方块的算法及源代码

//俄罗斯方块#include "stdio.h"#include "conio.h"#include "stdlib.h"#include "windows.h"#include "time.h"#define N 17#define M 13#define K 19int s[N][M]={{0,0,0},{0,0},{0},{0},{0},{0},{0},{0},{0},{0},{0},{0},{0},{0}, {1},{1,0,0,1},{1,1,1,1,1,1,0,1,1,0,0,1,1}};/*当前状态*/inta[K][3][3]={{0,2,0,2,2,2},{0,2,0,2,2,0,0,2},{0,2,0,0,2,2,0,2},{2,2,2,0,2},{2,2,2,0,0,2 ,0},{2,0,0,2,2,2},{2,0,0,2,0,0,2,2},{0,0,2,0,0,2,0,2,2},{0,0,2,2,2,2},{2,2,2,2,0,0}, {2,2,0,0,2,0,0,2,0},{0,2,2,0,2,0,0,2,0},{{2},{2},{2}},{2,2,2},{2,2,0,2,2,0},{2,0,0,2,2,0,0,2},{0,0,2,0,2,2,0,2},{2,2,0,0,2,2},{0,2,2,2,2,0}};void Disp(){int i,j;for(i=0;i<N;i++){for(j=0;j<M;j++)printf("%c",s[i][j]?48+s[i][j]:' ');printf("┃\n");}printf("━━━━━━━━");printf("\n\n操作说明:A-->左移,D-->右移,W-->变形,ESC-->退出\n");}void Down(){int i,j,k;for(j=0;j<M;j++)if(s[N-1][j]==2)break;/*判断是否在下边界*/if(j<M)/*若方块在下边界则将方块由2变1;因为用两种不同的符号,容易判断方块是否“着陆”及左右移动时,是否碰壁*/{for(i=0;i<N;i++)for(j=0;j<M;j++)if(s[i][j]==2)s[i][j]=1;for(i=N-1;i>=0;i--){for(j=0;j<M;j++)//判断第i行是否有空格if(s[i][j]==0)break;if(j==M)/*若第i行没空格消去第i行*/for(k=i++-1;k>=0;k--)//?for(j=0;j<M;j++)s[k+1][j]=s[k][j];}return;}for(i=0;i<N-1;i++){for(j=0;j<M;j++)if(s[i][j]==2)if(s[i+1][j]!=0&&s[i+1][j]!=2)break;/*方块下方不空说明触到1了退出内循环*/ if(j<M)break;/*方块下方不空退出外循环*/}if(i<N-1||j<M){for(i=0;i<N;i++)//若已触到1则将方块由 2变1*/for(j=0;j<M;j++)if(s[i][j]==2)s[i][j]=1;for(i=N-1;i>=0;i--){for(j=0;j<M;j++)if(s[i][j]==0)break;//判断第i行是否有空格if(j==M)/*若第i行没空格消去第i行*/for(k=i++-1;k>=0;k--)for(j=0;j<M;j++)s[k+1][j]=s[k][j];}return;}for(i=N-1;i>=0;i--)for(j=0;j<M;j++)if(s[i][j]==2)s[i+1][j]=s[i][j],s[i][j]=0;/*方块下移*/}void Right(){int i,j;for(i=0;i<N;i++)if(s[i][M-1]==2)return;/* 已经在右边界退出 */for(i=0;i<N;i++)for(j=0;j<M-1;j++)if(s[i][j]==2)if(s[i][j+1]!=0&&s[i][j+1]!=2)return;/* 方块右方不空,即方块右边有1 退出 */ for(j=M-2;j>=0;j--)for(i=0;i<N;i++)if(s[i][j]==2)s[i][j+1]=s[i][j],s[i][j]=0;/* 方块右移 */}void Left(){int i,j;for(i=0;i<N;i++)if(s[i][0]==2)return;/* 已经在左边界退出 */for(i=0;i<N;i++)for(j=1;j<M;j++)if(s[i][j]==2)if(s[i][j-1]!=0&&s[i][j-1]!=2)return;/* 方块左方不空退出 */ for(j=1;j<M;j++)for(i=0;i<N;i++)if(s[i][j]==2)s[i][j-1]=s[i][j],s[i][j]=0;/* 方块左移 */}int Have()/*判断是否有可移动方块,没有返回1,否则返回0*/{int i,j;for(i=0;i<N;i++)for(j=1;j<M;j++)if(s[i][j]==2)return 0;return 1;}int Add()/*随机生成方块*/{int t,x;/*生成两随机数t和x分别作为第t种方块和第x位置出现*/int i,j;srand((unsigned int)time(NULL));t=rand()%K;x=rand()%(M-3);if(x<0) x=-x%(M-3);//?for(i=0;i<3;i++)for(j=x;j<x+3;j++)//把生成的方块存到初状态中s[i][j]=a[t][i][j-x];}void bianxing(int t,int n){int i,j,k,m,x,y;for(i=0;i<N;i++)//首先扫描是否有移动方块;及方块变形前的位置“行、列”{m=-1;for(j=0;j<M;j++)if(s[i][j]==2){m=i,x=j,y=i;break;//y,x记录所在行、列;并退出内循环}if(m!=-1)//m!=-1证明有移动方块break;//退出外循环}if(m!=-1)//m!=-1证明有移动方块{if(x+3>M||y+3>N) return;//判断是否有可变形空间,没有就返回for(i=y;i<y+3;i++)//判断是否有3*3的变形空间,没有就返回for(j=x;j<x+3;j++)if(s[i][j]==1) return;/*擦除当前移动方块;因为上面判断3*3的移动空间,是从上面开始扫描,遇到第一个小格子时,依他为基点向右下方扫描是否有3*3的空间;显然只进行下面的变形--存储是不行的;如:002002022-->2220020时,显然前面的方格倒数第二个2,留在了3*3变形空间的外面,输出图形将多一个格子,所以要在变形-->存储操作前进行擦除操作*/for(i=y;i<y+3;i++)for(j=0;j<M;j++)if(s[i][j]==2)s[i][j]=0;//变形并把它存储到当前状态中if(t<=3&&t>=0){static int h1;if(h1>n)h1=0;for(i=y;i<y+3;i++)//把方块存储到当前状态中for(j=x;j<x+3;j++)s[i][j]=a[h1][i-y][j-x];h1++;}else if(t<=11&&t>=4){static int h2=4;if(h2>n)h2=4;for(i=y;i<y+3;i++)//把方块存储到当前状态中for(j=x;j<x+3;j++)s[i][j]=a[h2][i-y][j-x];h2++;}else if(t<=13&&t>=12){static int h3=12;if(h3>n)h3=12;for(i=y;i<y+3;i++)//把方块存储到当前状态中for(j=x;j<x+3;j++)s[i][j]=a[h3][i-y][j-x];h3++;}else if(t<=18&&t>=15){static int h4=15;if(h4>n)h4=0;for(i=y;i<y+3;i++)//把方块存储到当前状态中for(j=x;j<x+3;j++)s[i][j]=a[h4][i-y][j-x];h4++;}}void main(){char c;int i=0,t;char str[][50]={" ((`'-\"``\"\"-'`))"," ) - - ( "," / (o _ o) \ "," \ ( 0 ) /"," _'-.._'='_..-'_ "," /`;#'#'#.-.#'#'#;`\ "," \_)) '#' ((_/ "," #. ☆ Game ☆ # "," '#. Over! .#' "," / '#. .#' \ "," _\ \'#. .#'/ /_"," (((___) '#' (___) ",""};system("color 0a");while(1)/*判断是否有按键,没有循环输出i,否则停,conio.h*/{if(!kbhit())/*kbhit用来判断是否有按键输入,若有按键返回非零值,否则返回零;没有按键时c被赋予一个“非操作键值”,它将一直下移;有按键是调用getch函数,读取键值*/c='2';elsec=getch();if(c=='p')//停止键;按任意键可解除停止getch();system("CLS");/*清屏,TC用clrscr();,VC用system("CLS");*/if(Have())//Have()判断是否有可移动方块,没有返回1,否则返回0t=Add();switch(c){case 'a':Left();break; /*左移*/case 'd':Right();break; /*右移*/case 27: system("pause");return; /*按Esc(=27)另存后退出*/default:;}//变形if(c=='w')if(t>=0&&t<=3) bianxing(t,3);else if(t>=4&&t<=11) bianxing(t,11);else if(t==12||t==13) bianxing(t,13);else if(t>=15&&t<=18) bianxing(t,18);c='2';Down();//判断方块的停、走和消除//判断顶层是否有1 有:游戏结束for(i=0;i<M;i++)if(s[0][i]==1){system("CLS");i=0;while(1){if(strlen(str[i])==0)break;printf("%s\n",str[i++]);}system("pause");exit(0);}Disp();//刷屏Sleep(500);/*睡眠ms,windows.h*/}}***********************************************************。
俄罗斯方块C语言代码

#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。
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用C语言写的一个简单的俄罗斯方块!会用到graphics.h的库,需要自己准备,可以在网上下载EasyX 解决。
下边是源代码(扩展名为.cpp):#include <easyx.h>#include <conio.h>#include <time.h>#define WIDTH 10 // 游戏区宽度#define HEIGHT 22 // 游戏区高度#define UNIT 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CLEAR, // 擦除方块FIX // 固定方块};// 定义七种俄罗斯方块struct BLOCK{WORD dir[4]; // 方块的四个旋转状态COLORREF color; // 方块的颜色} g_Blocks[7] = { {0x0F00, 0x4444, 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、下一个方块的信息struct BLOCKINFO{byte id; // 方块 IDchar 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_World[WIDTH][HEIGHT] = {0};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 NewBlock(); //生成新的方块bool CheckBlock(BLOCKINFO _block);// 检测指定方块是否可以放下void DrawUnit(int x, int y, COLORREF c, DRAW _draw); // 画单元方块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// 主函数void main(){Init();//界面函数CMD c;while(true){c = GetCmd();DispatchCmd(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();}}}//界面void Init(){initgraph(640, 480); //初始化文本框宽度、高度srand((unsigned)time(NULL)); //产生随机数setbkmode(TRANSPARENT); // 设置图案填充的背景色为透明// 显示操作说明settextstyle(14, 0, _T("宋体"));outtextxy(20, 330, _T("操作说明"));outtextxy(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 * UNIT, HEIGHT * UNIT);rectangle((WIDTH + 1) * UNIT - 1, -1, (WIDTH + 5) * UNIT, 4 * UNIT);// 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);//游戏区背景颜色solidrectangle(0, 0, WIDTH * UNIT - 1, HEIGHT * UNIT - 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 = 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();elseQuit();}// 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 = 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;//命令旋转case 'a':case 'A': return CMD_LEFT;//-- 向左case 'd':case 'D': return CMD_RIGHT;//-- 向右case 's':case 'S': return CMD_DOWN;//-- 向下case 27: return CMD_QUIT;//-- 退出case ' ': return CMD_SINK;//-- 沉底case 0:case 0xE0://方向区switch(getch()){case 72: return CMD_ROTATE;case 75: return CMD_LEFT;case 77: return CMD_RIGHT;case 80: return CMD_DOWN;}}}// 延时Sleep(20);}}// 分发控制命令void DispatchCmd(CMD _cmd){switch(_cmd){case CMD_ROTATE: OnRotate(); break;case CMD_LEFT: OnLeft(); break;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) / 2;g_CurBlock.y = HEIGHT + 2;// 下移新方块直到有局部显示WORD c = g_Blocks[g_CurBlock.id].dir[g_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);solidrectangle((WIDTH + 1) * UNIT, 0, (WIDTH + 5) * UNIT - 1, 4 * UNIT - 1);DrawBlock(g_NextBlock);// 设置计时器,用于判断自动下落m_oldtime = GetTickCount();}// 画单元方块void DrawUnit(int x, int y, COLORREF c, DRAW _draw){// 计算单元方块对应的屏幕坐标int left = x * UNIT;int top = (HEIGHT - y - 1) * UNIT;int right = (x + 1) * UNIT - 1;int bottom = (HEIGHT - y) * UNIT - 1;// 画单元方块switch(_draw){case SHOW:// 画普通方块setlinecolor(0x006060);roundrect(left + 1, top + 1, right - 1, bottom - 1, 5, 5);setlinecolor(0x003030);roundrect(left, top, right, bottom, 8, 8);setfillcolor(c);setlinecolor(LIGHTGRAY);fillrectangle(left + 2, top + 2, right - 2, bottom - 2);break;case FIX:// 画固定的方块setfillcolor(RGB(GetRValue(c) * 2 / 3, GetGValue(c) * 2 / 3, GetBValue(c) * 2 / 3));setlinecolor(DARKGRAY);fillrectangle(left + 1, top + 1, right - 1, bottom - 1);break;case CLEAR:// 擦除方块setfillcolor(BLACK);solidrectangle(x * UNIT, (HEIGHT - y - 1) * UNIT, (x + 1) * UNIT - 1, (HEIGHT - y) * UNIT - 1);break;}}// 画方块void DrawBlock(BLOCKINFO _block, DRAW _draw) {WORD b = g_Blocks[_block.id].dir[_block.dir];int x, y;for(int i = 0; i < 16; i++, b <<= 1)if (b & 0x8000){x = _block.x + i % 4;y = _block.y - i / 4;if (y < HEIGHT)DrawUnit(x, y, g_Blocks[_block.id].color, _draw);}}// 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 < 16; i++, b <<= 1)if (b & 0x8000){x = _block.x + i % 4;y = _block.y - i / 4;if ((x < 0) || (x >= WIDTH) || (y < 0)) return false;if ((y < HEIGHT) && (g_World[x][y]))return false;}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_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_CurBlock, CLEAR);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, CLEAR);g_CurBlock.x--;DrawBlock(g_CurBlock);}}// 右移方块void OnRight(){BLOCKINFO tmp = g_CurBlock;tmp.x++;if (CheckBlock(tmp)){DrawBlock(g_CurBlock, CLEAR);g_CurBlock.x++;DrawBlock(g_CurBlock);}}// 下移方块void OnDown(){BLOCKINFO tmp = g_CurBlock;tmp.y--;if (CheckBlock(tmp)){DrawBlock(g_CurBlock, CLEAR);g_CurBlock.y--;DrawBlock(g_CurBlock);}elseOnSink(); // 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, CLEAR);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_Blocks[g_CurBlock.id].dir[g_CurBlock.dir];for(i = 0; i < 16; i++, b <<= 1)if (b & 0x8000){if (g_CurBlock.y - i / 4 >= HEIGHT){ // 如果方块的固定位置超出高度,结束游戏GameOver();return;}elseg_World[g_CurBlock.x + i % 4][g_CurBlock.y - i / 4] = 1;}// 检查是否需要消掉行,并标记BYTE remove = 0; // 低 4 位用来标记方块涉及的 4 行是否有消除行为for(y = g_CurBlock.y; y >= max(g_CurBlock.y - 3, 0); y--){i = 0;for(x = 0; x < WIDTH; x++)if (g_World[x][y] == 1)i++;if (i == WIDTH){remove |= (1 << (g_CurBlock.y - y));setfillcolor(LIGHTGREEN);setlinecolor(LIGHTGREEN);setfillstyle(BS_HATCHED,HS_DIAGCROSS);fillrectangle(0, (HEIGHT - y - 1) * UNIT + UNIT / 2 - 5, WIDTH * UNIT - 1, (HEIGHT - y - 1) * UNIT + UNIT / 2 + 5);setfillstyle(BS_SOLID);}}if (remove) // 如果产生整行消除{// 延时 300 毫秒Sleep(300);// 擦掉刚才标记的行IMAGE img;for(i = 0; i < 4; i++, remove >>= 1){if (remove & 1){for(y = g_CurBlock.y - i + 1; y < HEIGHT; y++)for(x = 0; x < WIDTH; x++){g_World[x][y - 1] = g_World[x][y];g_World[x][y] = 0;}getimage(&img, 0, 0, WIDTH * UNIT, (HEIGHT - (g_CurBlock.y - i + 1)) * UNIT);putimage(0, UNIT, &img);}}}// 产生新方块NewBlock(); }。