C语言TurboC下实现俄罗斯方块
本文实例为大家分享了C语言俄罗斯方块的具体代码,供大家参考,具体内容如下
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#include#include #include #include #include #ifdef __cplusplus #define __CPPARGS ... #else #define __CPPARGS #endif #define MINBOXSIZE 15 /* 单方块的大小 */ #define BGCOLOR 7 /* 背景着色 */ #define GAMEX 200 #define GAMEY 10 #define LEVA 300 /* 每当玩家打到三百分等级加一级*/ /* 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*/ #define F_S 0 #define STARTCOL 20 /* 要出的下一个方块的纵坐标*/ #define STARTROW 12 /* 要出的下一个方块的横从标*/ #define WINSROW 14 /* 游戏屏幕大小*/ #define WINSCOL 20 #define LWINSCOL 100 /*游戏屏幕大显示器上的相对位置*/ #define LWINSROW 60 int gwins[22][16]; /* 游戏屏幕坐标*/ int col=1,row=7; /* 当前方块的横纵坐标*/ int nbx=0,nbs=0; /* 当前寺块的形壮和方向*/ int nextnbx=0,nextnbs=0,maxcol=22;/*下一个方块的形壮和方向*/ int minbscolor=6,nextminbscolor=6; int num=0; /*游戏分*/ int leav=0,gameleav[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 boxstastu[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(){ minbscolor=nextminbscolor; nbs=nextnbs; nbx=nextnbx; nextminbscolor=random(14)+1; if(nextminbscolor==4||nextminbscolor==7||nextminbscolor==8) nextminbscolor=9; nextnbx=F_S; nextnbs=random(7); } /*初始化图形模试*/ void init(int gdrive,int gmode){ int errorcode; initgraph(&gdrive,&gmode,"c:\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 onebox(int asc,int bsc,int color,int bdcolor) { int a=0,b=0; a=LWINSCOL+asc; b=LWINSROW+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 texts(int a,int b,char *texts,int font,int color) { setcolor(color); settextstyle(0,0,font); outtextxy(a,b,texts); } /*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]=boxstastu[nbs][nbx][i]; for(i=0;i<4;i++) for(j=0;j<4;j++) if(boxz[i][j]==1) onebox((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]=boxstastu[nextnbs][nextnbx][i]; for(i=0;i<4;i++) for(j=0;j<4;j++) if(boxz[i][j]==1) onebox((j+a)*MINBOXSIZE,(i+b)*MINBOXSIZE,color,bdcolor); } /*时间中断定义*/ #define TIMER 0x1c int 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++) { onebox(j*MINBOXSIZE,i*MINBOXSIZE,BGCOLOR,BGCOLOR); gwins[i][j]=gwins[i-1][j]; if(gwins[i][j]==1) onebox(j*MINBOXSIZE,i*MINBOXSIZE,minbscolor,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(gwins[i][j]==0) zero=1; if(zero==0){ delcol(i); delgx++; } } num=num+delgx*delgx*10; leav=num/10000; sprintf(nm,"%d",num); clscr(456,173,500,200,4); texts(456,173,"Number:",1,15); texts(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]=boxstastu[nbs][nbx][i]; for(i=0;i<4;i++) for(j=0;j<4;j++) if(a[i][j] && gwins[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]=boxstastu[nbs][nbx][i]; for(i=0;i<4;i++) for(j=0;j<4;j++) if(a[i][j] && gwins[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]=boxstastu[nbs][nbx][i]; for(i=0;i<4;i++) for(j=0;j<4;j++) if(a[i][j] && gwins[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]=boxstastu[nbs][nbx+1][i]; for(i=3;i>=0;i--) for(j=3;j>=0;j--) if(a[i][j] && gwins[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 setgwins() { int i,j,a[4][4]; funbox(0,0,minbscolor,0); for(i=0;i<16;i++) a[i/4][i%4]=boxstastu[nbs][nbx][i]; for(i=0;i<4;i++) for(j=0;j<4;j++) if(a[i][j]) gwins[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++) onebox(j*MINBOXSIZE,i*MINBOXSIZE,2,0); texts(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。*/ if(downok()){ col++; funbox(0,0,minbscolor,0); } else{ funbox(0,0,minbscolor,0); setgwins(); nextfunbox(STARTCOL,STARTROW,4,4); boxrad(); nextfunbox(STARTCOL,STARTROW,nextminbscolor,0); delete(); } break; } case VK_UP: { /*上方向键,方向形状旋转90度*/ if(upok()) nbx++; if(nbx>3) nbx=0; funbox(0,0,minbscolor,0); break; } case VK_LEFT:{ /*左方向键,纵坐标减一*/ if(leftok()) row--; funbox(0,0,minbscolor,0); break; } case VK_RIGHT:{ /*右方向键,纵坐标加一*/ if(rightok()) row++; funbox(0,0,minbscolor,0); break; } case VK_SPACE: /*空格键,直接落到最后可以落到的们置*/ while(downok()) col++; funbox(0,0,minbscolor,0); setgwins(); nextfunbox(STARTCOL,STARTROW,4,4); boxrad(); nextfunbox(STARTCOL,STARTROW,nextminbscolor,0); delete(); break; default: { texts(423,53,"worng key!",1,4); texts(428,80,"Plese Enter Anly Key AG!",1,4); getch(); clscr(420,50,622,97,BGCOLOR); } } } /*时间中断开始*/ void timezd(void) { int key; SetTimer(newhandler); boxrad(); nextfunbox(STARTCOL,STARTROW,nextminbscolor,0); for(;;){ if(bioskey(1)){ key=bioskey(0); funbox(0,0,BGCOLOR,BGCOLOR); if(key==VK_ESC) break; call_key(key); } if(TimerCounter>gameleav[leav]){ TimerCounter=0; if(downok()){ funbox(0,0,BGCOLOR,BGCOLOR); col++; funbox(0,0,minbscolor,0); } else { if(col==1){ gameover(); getch(); break; } setgwins(); delete(); funbox(0,0,minbscolor,0); col=1;row=7; funbox(0,0,BGCOLOR,BGCOLOR); nextfunbox(STARTCOL,STARTROW,4,4); boxrad(); nextfunbox(STARTCOL,STARTROW,nextminbscolor,0); } } } } /*主程序开始*/ void main(void) { int i,j; char *nm="00000"; init(VGA,VGAHI); cls(); /*屏幕坐标初始化*/ for(i=0;i<=WINSCOL+1;i++) for(j=0;j<=WINSROW+1;j++) gwins[i][j]=0; for(i=0;i<=WINSCOL+1;i++) { gwins[i][0]=1; gwins[i][15]=1; } for(j=1;j<=WINSROW;j++){ gwins[0][j]=1; gwins[21][j]=1; } clscr(0,0,640,480,15); win(1,1,639,479,4,15); win(LWINSCOL+MINBOXSIZE-2,LWINSROW+MINBOXSIZE-2,LWINSCOL+15*MINBOXSIZE+2,LWINSROW+21*MINBOXSIZE+2,BGCOLOR,0); nextnbs=random(8); nextnbx=random(4); sprintf(nm,"%d",num); texts(456,173,"Number:",1,15); texts(456,193,nm,1,15); texts(456,243,"Next Box:",1,15); timezd(); KillTimer(); closegraph(); }
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