c语言俄罗斯方块代码

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俄罗斯方块 C语言程序

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)

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

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 - - - - - - - - - - - - - - -。

C语言编写控制台版俄罗斯方块源码

C语言编写控制台版俄罗斯方块源码

C语言编写控制台版俄罗斯方块源码#include#include#include#include#include#includetypedef unsigned char uint8;typedef unsigned short uint16;typedef unsigned int uint32;typedef uint8 bool;#define APP_WIDTH 20#define APP_HEIGHT 20#define APP_MIN_X 8#define APP_MAX_X (APP_MIN_X + ((APP_WIDTH + 1) * 2)) #define APP_MIN_Y 3#define APP_MAX_Y (APP_MIN_Y + ((APP_HEIGHT + 1)))#define MAP_WIDTH 10#define MAP_HEIGHT 20#define MAP_MIN_X (APP_MIN_X + 2)#define MAP_MAX_X (MAP_MIN_X + (MAP_WIDTH *2))#define MAP_MIN_Y (APP_MIN_Y + 1)#define MAP_MAX_Y (MAP_MIN_Y + (MAP_HEIGHT))#define CTRL_WIDTH 8#define CTRL_HEIGHT 18#define CTRL_MIN_X (MAP_MAX_X + 2)#define CTRL_MAX_X (CTRL_MIN_X + (CTRL_WIDTH *2)) #define CTRL_MIN_Y (MAP_MIN_Y )#define CTRL_MAX_Y (MAP_MAX_Y - 1)#define BLOCK_WIDTH 4#define BLOCK_HEIGHT 4#define BLOCK_MIN_X (MAP_MIN_X + 6)#define BLOCK_MAX_X (MAP_MAX_X - 6)#define BLOCK_MIN_Y (MAP_MIN_Y )#define BLOCK_MAX_Y (MAP_MIN + 4)#define BLOCK_NUM 7#define BLOCK_DIR 4#define DIR_NONE 0#define DIR_UP 1#define DIR_DOWN 2#define DIR_LEFT 3#define DIR_RIGHT 4#define JK_FUNC_KEY 0x00#define JK_CTRL_KEY 0xE0#define JK_ESC 0x001B#define JK_ENTER 0x000D#define JK_SPACE 0x0020#define JK_BKSPACE 0x0008#define JK_TAB 0x0009#define JK_CTRL_Z 0x001A #define JK_CTRL_X 0x0018 #define JK_CTRL_C 0x0003 #define JK_CTRL_A 0x0001 #define JK_CTRL_S 0x0013 #define JK_CTRL_D 0x0004#define JK_LEFT 0xE04B #define JK_RIGHT 0xE04D #define JK_UP 0xE048#define JK_DOWN 0xE050 #define JK_INSERT 0xE052 #define JK_HOME 0xE047 #define JK_PGUP 0xE049 #define JK_DELETE 0xE053 #define JK_END 0xE04F#define JK_PGDW 0xE051#define JK_F1 0xFF3B#define JK_F2 0xFF3C#define JK_F3 0xFF3D#define JK_F4 0xFF3E#define JK_F5 0xFF3F#define JK_F6 0xFF40#define JK_F7 0xFF41#define JK_F8 0xFF42#define JK_F9 0xFF43#define JK_F10 0xFF44#define JK_F11 0xE085#define JK_F12 0xE086#define IS_BOX_IN_BLOCK(n,d,r,c) (BlockTable[(n)][(d)] & (0x00008000>> ((r) *BLOCK_WIDTH + (c))))// 各方块的码表,高16位为旋转掩码,低16位为方块的扫描码static uint32 BlockTable[BLOCK_NUM][BLOCK_DIR] ={{0xEE206C00, 0x66E04620, 0x8EE006C0, 0xECC08C40}, //S{0xE660C600, 0x2EE02640, 0xEE800C60, 0xCCE04C80}, //Z{0xECC088C0, 0xEE20E800, 0x66E06220, 0x8EE002E0}, //L{0x2EE02260, 0xCCE008E0, 0xEE80C880, 0xE660E200}, //J{0x7FCC4444, 0xEF330F00, 0x33FE2222, 0xCCF700F0}, //I{0xCC00CC00, 0xCC00CC00, 0xCC00CC00, 0xCC00CC00}, //O {0xE620E400, 0x26E02620, 0x8CE004E0, 0xEC808C80} //T};#define PRINT_BOX(bs) printf("%2s", BlockSharps[bs])#define IS_IN_MAP(x,y) (((x) >= MAP_MIN_X && (x) < MAP_MAX_X) && ( (y) >=MAP_MIN_Y && (y) < MAP_MAX_Y))#define IS_EMPTY_IN_MAP(x,y) ((MapTable[(y)][(x)]& 0x0F) == 0)char BlockSharps[2][4] = {" ", "■"};typedef struct POINTBLOCK{int x;int y;uint16 blocks;}PointBlock;static uint8 MapTable[30][30] = {{0}};void DrawMap (void);void gotoxy (int x, int y);void DrawBlock (PointBlock *block);uint16 CreateNewBlock (void);uint16 JkGetKey(void);bool JkHasKey(void);void FallDownBlock (PointBlock *nowpos, int *dir);void MoveBlock (PointBlock *nowpos, int * nowdir);void IniBlock (PointBlock *nowpos, PointBlock *nextpos);int CanRotate (int x, int y, uint16 block);int CanMove (int x, int y, uint16 block);void RedrawBlockInMap (int x, int y);int DropBlock (PointBlock *nowpos, PointBlock *nextpos, int *nowspeed, int *level, int *score, int *layer);void ErasePrevBlock(PointBlock *block);void KillLines (int col, int *nowspeed, int *level, int * score, int *layer);void RedrawALLBlock (int floor);void DrawBlockMenu (void);void printscore (int *score, int * layer, int *level);int setCursorVisible(int b);int Menu(void);int SetDifficulty(int *diff);int setCursorVisible(int b){HANDLE hd = GetStdHandle(STD_OUTPUT_HANDLE); CONSOLE_CURSOR_INFO ccInfo; GetConsoleCursorInfo(hd, &ccInfo);ccInfo.bVisible = !!b;return SetConsoleCursorInfo(hd, &ccInfo);}int main (void){int over = 0;int nowdir = DIR_NONE;int pause = 1;int speed = 900;int layer = 0;int score = 0;int level = 1;static PointBlock thisblock;static PointBlock nextblock;SetConsoleTitle ("仿写版俄罗斯方块"); setCursorVisible (0);level = Menu();if (level == 0){over = 0;ShowBye ();return 0;}speed = 1000 - level * 100;if (speed < 100)speed = 100;system ("cls");srand ((unsigned)time (NULL));DrawMap ();DrawBlockMenu();printscore(&score, &layer, &level);IniBlock(&thisblock, &nextblock);while (!over){if (!pause){MoveBlock (&thisblock, &nowdir);if (!DropBlock(&thisblock, &nextblock, &speed, &level, &score, &layer)){over = 1;break;}}if (JkHasKey ()){switch (JkGetKey()){case JK_UP:nowdir = DIR_UP;break;case JK_DOWN:nowdir = DIR_DOWN;break;case JK_LEFT:nowdir = DIR_LEFT;break;case JK_RIGHT:nowdir = DIR_RIGHT;break;case JK_ENTER:pause = !pause;break;case JK_ESC:over = 1;break;case JK_SPACE:if (!pause)FallDownBlock (&thisblock, &nowdir); break;default:break;}fflush(stdin);}}system ("cls");if ('y' == ShowOver(&score))return main();system ("cls");ShowBye();return 0;}void gotoxy (int x, int y){COORD pos;pos.X = x;pos.Y = y;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HA NDLE),pos);}void DrawMap (void){int i, j;//draw APPgotoxy (APP_MIN_X, APP_MIN_Y);printf ("┏");for (i = 0; i < APP_WIDTH; i++)printf ("━");printf ("┓");for (i = 0; i < APP_HEIGHT; i++){gotoxy (APP_MIN_X, APP_MIN_Y + i + 1); printf ("┃");gotoxy (APP_MAX_X, APP_MIN_Y + i +1);printf ("┃");}gotoxy (APP_MIN_X, APP_MAX_Y);printf ("┗");for (i = 0; i < APP_WIDTH; i++)printf ("━");printf ("┛");//draw mapfor (i = 0; i < MAP_WIDTH; i++){for (j = 0; j < MAP_HEIGHT; j++){gotoxy ((MAP_MIN_X + (i * 2)), MAP_MIN_Y + j); printf (" ");}}// draw ctrlgotoxy (CTRL_MIN_X -2, CTRL_MIN_Y);p rintf ("┌");gotoxy (CTRL_MAX_X, CTRL_MIN_Y);printf ("┐");gotoxy (CTRL_MAX_X, CTRL_MAX_Y);printf ("┘");gotoxy (CTRL_MIN_X-2, CTRL_MAX_Y);printf ("└");for (i = 0; i < CTRL_WIDTH; i++){gotoxy (CTRL_MIN_X + (i * 2), CTRL_MIN_Y); printf ("─");gotoxy (CTRL_MIN_X + (i * 2), CTRL_MIN_Y + 5); printf ("─");gotoxy (CTRL_MIN_X + (i * 2), CTRL_MAX_Y); printf ("─");}for (i = 0; i < CTRL_HEIGHT; i++){gotoxy (CTRL_MIN_X - 2, CTRL_MIN_Y + 1 + i); printf ("│");gotoxy (CTRL_MAX_X, CTRL_MIN_Y +1 + i); printf ("│");}gotoxy(CTRL_MIN_X - 2, CTRL_MIN_Y + 5);printf ("├");gotoxy(CTRL_MAX_X, CTRL_MIN_Y + 5);printf ("┤");}uint16 CreateNewBlock (void){uint8 blocknum = (rand () + 255) % BLOCK_NUM; uint8 blockdir = 0;return ((blocknum << 4) | (blockdir));void DrawBlock (PointBlock *block){uint8 blocknum = (block->blocks & 0x00f0) >> 4; uint8 blockdir = (block->blocks & 0x000f);int i, j;for (i = 0; i < BLOCK_HEIGHT; i++){for (j = 0; j < BLOCK_WIDTH; j++){if(IS_BOX_IN_BLOCK(blocknum, blockdir, i, j)) {gotoxy (block->x + j *2, block->y + i);printf ("■");}}}}bool JkHasKey (void){bool k;if (kbhit ())k = 1;elsek = 0;return k;uint16 JkGetKey (){int rk = 0;int k = getch ();if (k == JK_FUNC_KEY){k = getch ();rk = 0xff00 | k;return rk;}if (k == JK_CTRL_KEY){k = getch ();rk = 0xe000 | k;return rk;}rk = 0x0000 |k;return rk;}void FallDownBlock(PointBlock * nowpos, int *dir ) {int hx = nowpos->x;int hy = nowpos->y;while (CanMove (hx, hy, nowpos->blocks))hy++;RedrawBlockInMap(nowpos->x, nowpos->y);nowpos->x = hx;nowpos->y = hy-1;DrawBlock(nowpos);*dir = DIR_NONE;}void MoveBlock (PointBlock *nowpos, int * nowdir) {int hx = nowpos->x;int hy = nowpos->y;uint16 theblock = nowpos->blocks;uint8 bd = theblock & 0x0f;if (*nowdir == DIR_NONE)return ;switch (*nowdir){case DIR_UP:if (CanRotate (hx, hy, theblock)){theblock &= 0xfff0;theblock |= (bd + 1) % BLOCK_DIR;}else{*nowdir = DIR_NONE;return;}break;case DIR_DOWN:hy++;break;case DIR_LEFT:hx -= 2;break;case DIR_RIGHT:hx += 2;break;default:break;}if (CanMove (hx, hy, theblock)){RedrawBlockInMap (nowpos->x, nowpos->y);nowpos->blocks = theblock;nowpos->x = hx;nowpos->y = hy;DrawBlock(nowpos);}*nowdir = DIR_NONE;}void IniBlock (PointBlock * nowpos, PointBlock * nextpos) {nextpos->x = 36;nextpos->y = 5;nextpos->blocks = CreateNewBlock ();DrawBlock (nextpos);nowpos->x = BLOCK_MIN_X;nowpos->y = BLOCK_MIN_Y;nowpos->blocks = CreateNewBlock ();DrawBlock (nowpos);}int CanRotate (int x, int y, uint16 block){int i, j;uint8 blocknum = (block & 0x00f0) >> 4;uint8 blockdir = block & 0x000f;int mx, my;for (i = 0; i < BLOCK_HEIGHT; i++){for (j = 0; j < BLOCK_WIDTH; j++){mx = x + j * 2;my = y + i;if (!IS_BOX_IN_BLOCK (blocknum, blockdir, i, j)) continue;if (!((IS_IN_MAP (mx, my)) && (IS_EMPTY_IN_MAP (mx, my)))) return 0;}}return 1;}int CanMove (int x, int y, uint16 block){int i, j;uint8 blocknum = (block & 0x00f0 ) >> 4;uint8 blockdir = block & 0x000f;int mx, my;for (i = 0; i < BLOCK_HEIGHT; i++){for (j = 0; j < BLOCK_WIDTH; j++){mx = x + j * 2;my = y + i;if (!IS_BOX_IN_BLOCK (blocknum, blockdir, i, j)) continue;if (!(IS_IN_MAP (mx, my) && IS_EMPTY_IN_MAP (mx, my))) return 0;}}return 1;}void RedrawBlockInMap (int x, int y){int i, j;int mx, my ;for (i = 0 ; i < BLOCK_HEIGHT; i++){for (j = 0; j < BLOCK_WIDTH; j++){mx = x + j * 2;my = y + i;if (IS_IN_MAP(mx, my) && IS_EMPTY_IN_MAP (mx, my)){gotoxy (mx, my);printf (" ");}}}}int DropBlock (PointBlock *nowpos, PointBlock *nextpos, int *nowspeed, int *level, int *score, int *layer){int hx = nowpos->x;int hy = nowpos->y;int i, j ;int mx, my;uint8 blocknum = (nowpos->blocks & 0x00f0) >> 4;uint8 blockdir = nowpos->blocks & 0x000f;static long lastclock = 0L;//Sleep (2000);if (clock() - lastclock > *nowspeed){lastclock = clock ();hy++;if (CanMove (hx, hy, nowpos->blocks)){RedrawBlockInMap(nowpos->x, nowpos->y);nowpos->x = hx;nowpos->y = hy;DrawBlock (nowpos);}else{for (i = 0; i < BLOCK_HEIGHT; i++){for (j = 0; j < BLOCK_WIDTH; j++){mx = nowpos->x + j * 2;my = nowpos->y + i;if (IS_BOX_IN_BLOCK (blocknum, blockdir, i, j) && IS_IN_MAP (mx, my)){MapTable[my][mx] = 1;}}}KillLines (nowpos->y, nowspeed, level, score, layer);for (j = 0; j < BLOCK_WIDTH; j++)if (MapTable[MAP_MIN_Y][j] != 0)return 0;nowpos->blocks = nextpos->blocks;ErasePrevBlock(nextpos);nextpos->blocks = CreateNewBlock ();nowpos->x = BLOCK_MIN_X;nowpos->y = BLOCK_MIN_Y;if (!CanMove (nowpos->x, nowpos->y, nowpos->blocks))return 0;DrawBlock (nowpos);DrawBlock (nextpos);}}return 1;}void ErasePrevBlock(PointBlock *block){int i, j;for (i = 0; i < BLOCK_HEIGHT; i++){for (j = 0; j < BLOCK_WIDTH; j++){gotoxy (block->x + j *2, block->y + i);printf (" ");}}}void KillLines(int col, int *nowspeed, int *level, int * score, int *layer){int i, j, k, line, flag, killblock = 0;for (i = 0; i < BLOCK_HEIGHT; i++){flag = 1;for (j = 0; j < MAP_WIDTH; j++){if (IS_EMPTY_IN_MAP (MAP_MIN_X + j*2, col + i)){flag = 0;break;}}if (flag){line = col + i;gotoxy (MAP_MIN_X, line);for (j = 0; j < MAP_WIDTH; j++){printf (" ");}for (k = line; k > 0; k--){for (j = 0; j < MAP_WIDTH ; j++){MapTable[k][MAP_MIN_X + j * 2] = MapTable[k-1][MAP_MIN_X + j * 2];}}killblock++;RedrawALLBlock (col + BLOCK_HEIGHT - 1);}}(*layer) += killblock;(*score) += (10 + killblock + (*level)) * killblock;if ((*layer) > (*level) * 10){(*score) += (*level) * 100;(*level)++;(*nowspeed) = 1000 - *level * 100;if ((*nowspeed) < 100)(*nowspeed) = 100;}printscore(score, layer, level);}void RedrawALLBlock (int floor){int i, j;if (floor >= MAP_HEIGHT +4)floor = MAP_HEIGHT + 3;for (i = floor; i >= 4; i--){for (j = 0; j < MAP_WIDTH; j++){gotoxy (MAP_MIN_X + j *2, i);PRINT_BOX(MapTable[i][MAP_MIN_X + j *2] & 0x0f); }}}void DrawBlockMenu (void){gotoxy (32, 11);printf ("LEVEL :");gotoxy (32, 13);printf ("SCORE :");gotoxy (32, 15);printf ("LAYER :");gotoxy (32, 17);printf ("PAUSE : ENTER");gotoxy (32, 19);printf ("EXIT : ESC");gotoxy (32, 21);printf (" By : MoYu");}void printscore (int *score, int * layer, int *level){gotoxy (38, 11);printf ("%d", *level);gotoxy (38, 13);printf ("%d", *score);gotoxy (38, 15);printf ("%d", *layer);}int Menu()//这里是菜单选择的界面{int choose = 5, ischoose = 1;int diff = 1, i;//display menu interfacesystem("cls");//clear screen首先清屏gotoxy (8,4);printf("************************************************\");gotoxy (8,5);printf(" Start game.\");gotoxy (8,6);printf(" Choose Difficulty.\");gotoxy (8,7);printf(" Quit.\");gotoxy (8,9);printf(" Warning:Please select English input method."); gotoxy (8,10);printf("\\");gotoxy (8,11);printf("************************************************\"); do{for(i = 5; i<= 7; i++){gotoxy(10, i);//光标移到(2,i)处if(i == choose)printf("%c",16);//这里显示的是选择的三角elseprintf(" ");}//get keydownswitch(JkGetKey()){//获取键盘按键,方向键只能通过扫描码获取case JK_UP:if (choose > 5)choose --;break;case JK_DOWN:if (choose < 7)choose++;break;case JK_ENTER:ischoose = 0;break;default:;}}while (ischoose);switch (choose){case 6:SetDifficulty(&diff);//选择难度的界面case 5:return diff;case 7:return 0;}return 0;}int SetDifficulty(int *diff)//显示选择难度的界面{assert (NULL != diff);system("cls");//to show set difficulty level interfacegotoxy(0, 6);printf("%c\\",30);//显示正三角printf(" %c\",31);//显示倒三角printf("\Please press UP or DOWN to choose difficulty level."); while (1){gotoxy(0, 7);printf("Difficulty level: %d",*diff);switch(JkGetKey()){//获取按键信息并选择难度case JK_UP:if (*diff > 1)(*diff) --;break;case JK_DOWN:if (*diff < 9)(*diff) ++;break;case JK_ENTER:return 0;default:;}}}int ShowOver (int *score){int key;gotoxy (16, 9);printf("================================"); gotoxy (16,10);printf(" GAME OVER");gotoxy (16,11);printf("================================"); gotoxy (16,13);printf(" YOU GOT SCORE: %u", *score);Sleep (2000);do{gotoxy (16, 10);printf(" Replay?(y/n) [ ]");do{gotoxy(41, 10);key = getche();}while('y'!=key && 'n'!=key);}while ('\' != getch());*score = 0;return key;}//显示再见void ShowBye (void){system ("cls");gotoxy (20, 9);printf("================================"); gotoxy (20,10);printf(" GOOD Bye!");gotoxy (20,11);printf("================================"); Sleep (2000);}。

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

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

自己用C语言编写的俄罗斯方块小游戏  hello world级
break;
default : return ;
}
}
void clear_small_screen()
{
int i,j;
int x,y;
for(i=0;i<SMALL_CUBSIZE;i++){
for(j=0;j<SMALL_CUBSIZE;j++){
for (x = X_SMALL_START+j*SMALL_UNIT; x <X_SMALL_START+SMALL_UNIT+j*SMALL_UNIT; x++)
break;
case 17:
for(i=0;i<3;i++)
small_cub[0][i]=1;
small_cub[1][1]=1;
break;
case 18:
for(i=0;i<3;i++)
small_cub[i][1]=1;
small_cub[1][0]=1;
break;
case 7:
for(i=0;i<3;i++)
small_cub[i][0]=1;
small_cub[0][1]=1;
break;
case 8:
for(i=0;i<3;i++)
small_cub[0][i]=1;
small_cub[1][2]=1;
{
int i,j;
for(i=0;i<x;i+Байду номын сангаас){
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if(chosen==1)

俄罗斯方块C语言代码

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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#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 CMDDRAW 5/*消去一个满行的命令*/#define CMDDELLINE 6/*自动下移一行的命令*/#define CMDAOTODOWN 7/*生产新的方块*/#define CMDGEN 8/*向左移动的命令,以左箭头<-控制,它的ASCII码值是75*/#define CMDLEFTMOVE 75/*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 CMDROTATE 57/*向下移动的命令,以向下的箭头控制,它的ASCII码值是80*/ #define CMDDOWNMOVE 80/*退出游戏的控制命令,以esc键控制,它的ASCII码值是1*/#define CMDESC 1/*定义了方块下降的时间间隔*/#define TIMEINTERV AL 4/*下面定义了游戏区的大小*/#define MAXWIDTH 15#define MAXHEIGHT 30/*组成方块的小格子的宽度*/#define BOXWIDTH 15/*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<TIMEINTERV AL)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;}。

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