这里为大家敲写一段怎样用c语言实现俄罗斯方块:
首先推荐大家使用codeblocks这个软件,方便添加不同的工程。
代码中有很多注释便于理解!
下面是效果图和全部的代码以及注释,大家可以观看并自己新增内容!
1、首先是main.c文件:
#include <stdio.h> #include <stdlib.h> #include "game.h" int main() { gameinit(); return 0; }
2、然后是mywindows.h文件:
#ifndef mywindows_h_included #define mywindows_h_included // 封装系统函数-系统调用模块 #include <windows.h> // 初始化句柄 extern void inithandle(); // 设置颜色 extern void setcolor(int color); // 设置光标位置 extern void setpos(int x, int y); // 设置光标是否可见 extern void setcursorvisible(int flag); // 关闭句柄 extern void closehandle(); #endif // mywindows_h_included
3、接下来是mywindows.c文件:
#include "mywindows.h" handle handle; // 初始化句柄 void inithandle() { handle = getstdhandle(std_output_handle); } // 设置颜色 void setcolor(int color) { setconsoletextattribute(handle, color); } void setpos(int x, int y) { //, , coord coord = {x*2, y}; setconsolecursorposition(handle, coord); } // 设置光标是否可见 void setcursorvisible(int flag) { console_cursor_info info; info.bvisible = flag; //光标是否可见 info.dwsize = 100; //光标宽度1-100 setconsolecursorinfo(handle, &info); } // 关闭句柄 void closehandle() { closehandle(handle); }
4、下面是data.h文件,也就是数据库的存储地址:
#ifndef data_h_included #define data_h_included //函数声明变量声明 // 存储数据-数据模块 //界面数组 extern int windowshape[25][26]; extern int block[7][4][4][4]; #endif // data_h_included
5、数据库内容:data.c
#include "data.h" //函数的定义 int windowshape[25][26] = { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} };// 边框为1,游戏池长度为14 int block[7][4][4][4] = { { //z{} {{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}} }, { //s {{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}} }, { //l{} {{1,0,0,0},{1,0,0,0},{1,1,0,0},{0,0,0,0}}, {{1,1,1,0},{1,0,0,0},{0,0,0,0},{0,0,0,0}}, {{1,1,0,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}}, {{0,0,1,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}} }, { //j {{0,1,0,0},{0,1,0,0},{1,1,0,0},{0,0,0,0}}, {{1,0,0,0},{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}}, {{1,1,1,0},{0,0,1,0},{0,0,0,0},{0,0,0,0}} }, { //i{} {{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}}, {{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}}, {{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}}, {{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}} }, { //t {{1,1,1,0},{0,1,0,0},{0,0,0,0},{0,0,0,0}}, {{0,1,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}}, {{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}}, {{1,0,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}} }, { //田 {{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}} } };
6、游戏头部:game.h:
#ifndef game_h_included #define game_h_included // 游戏逻辑模块 #include <stdio.h> #include <time.h> typedef struct{ int x; int y; int shape; int status; int color; }block; // 定义当前正在下落的方块,和下一个方块 block curblock; block nextblock; // 绘制游戏池边框 extern void gamepool(int x, int y); // 打印操作说明 extern void printrule(); // 打印分数和等级 extern void printgradelevel(int num); // 游戏计时 extern void gametime(clock_t starttime); // 打印一个方块 extern void printblock(int x, int y, int shape, int status, int color); // 删除一个方块 extern void delblock(int x, int y, int shape, int status); //方块左移 extern void leftblock(); //方块右移 extern void rightblock(); //方块下移 extern int downblock(); //方块变形 extern void changeblock(); //方块直接落底 extern void bottomblock(); //游戏暂停 extern void pause(); //随机产生游戏第一个方块 extern void startblock(); //随机产生下一个方块 extern void blocknext(); //拷贝方块:把下一个方块变成当前正在下落的方块 extern void copyblock(); //碰撞检测 extern int crash(int x, int y, int shape, int status); //保存方块 extern void saveblock(); //刷新游戏池 extern void updategamepool(); //消行检测 extern void lineclear(); //消行下移 extern void linedown(int line); // 初始化游戏 extern void gameinit(); #endif // game_h_included
7、最后一部分,游戏内容,game.c文件:
#include "game.h" #include "mywindows.h" #include "data.h" #include <conio.h> int level = 1; int grade = 100; // 打印游戏池 void gamepool(int x, int y) { int i, j; for(i=0;i<25;i++) { for(j=0;j<26;j++) { if(windowshape[i][j] == 1) { setcolor(0xc0); setpos(x+j,y+i); printf(" "); // printf("%2s", ""); } } } } // 打印操作说明 void printrule() { setcolor(0x0f); setpos(31, 9); printf("操作规则:"); setpos(32, 11); printf("按a或a左移"); setpos(32, 12); printf("按d或d右移"); setpos(32, 13); printf("按s或s下移"); setpos(32, 14); printf("按w或w变形"); setpos(32, 15); printf("按空格暂停"); setpos(32, 16); printf("按回车直接下落"); } void printgradelevel(int num) { switch(num) { case 0: break; case 1: grade += 10;break; case 2: grade += 25;break; case 3: grade += 50;break; case 4: grade += 70;break; } //等级-->作业 setcolor(0x09); setpos(3,6); printf("分数:%d", grade); setcolor(0x0a); setpos(3,7); printf("等级:%d", level); } void gametime(clock_t starttime) { //clock_t endtime = clock(); //clock_t ti = (endtime-starttime)/clocks_per_sec; setcolor(0x0d); setpos(3,8); printf("本次游戏运行时间:%ld", (clock()-starttime)/clocks_per_sec); } // 打印一个方块 void printblock(int x, int y, int shape, int status, int color) { int i,j; setcolor(color); for(i=0;i<4;i++) { for(j=0;j<4;j++) { if(1 == block[shape][status][i][j]) { setpos(x+j,y+i); printf("■"); } } } } // 删除一个方块 void delblock(int x, int y, int shape, int status) { int i, j; for(i=0;i<4;i++) { for(j=0;j<4;j++) { if(1 == block[shape][status][i][j]) { setpos(x+j,y+i); printf(" "); //打印两个空格 } } } } //方块左移 void leftblock() { //已经显示的方块删除,改变坐标,重新打印 if(crash(curblock.x-1, curblock.y, curblock.shape,curblock.status) == -1) { return; } delblock(curblock.x,curblock.y,curblock.shape, curblock.status); curblock.x -= 1; printblock(curblock.x,curblock.y,curblock.shape, curblock.status,curblock.color); } //方块右移 void rightblock() { if(crash(curblock.x+1, curblock.y, curblock.shape,curblock.status) == -1) { return; } delblock(curblock.x,curblock.y,curblock.shape, curblock.status); curblock.x += 1; printblock(curblock.x,curblock.y,curblock.shape, curblock.status,curblock.color); } //方块下移 int downblock() { if(crash(curblock.x, curblock.y+1,curblock.shape,curblock.status) == -1) { //落到游戏池底部,产生新方块 saveblock(); lineclear(); updategamepool(); copyblock(); return -1; }else if(crash(curblock.x, curblock.y+1,curblock.shape,curblock.status) == -2) { //游戏结束 return -2; }else{ delblock(curblock.x,curblock.y,curblock.shape, curblock.status); curblock.y += 1; printblock(curblock.x,curblock.y,curblock.shape, curblock.status,curblock.color); return 0; } } //方块变形 void changeblock() { if(crash(curblock.x, curblock.y, curblock.shape, (curblock.status+1)%4) == -1){ return; } delblock(curblock.x,curblock.y,curblock.shape, curblock.status); curblock.status = (curblock.status+1)%4; printblock(curblock.x,curblock.y,curblock.shape, curblock.status,curblock.color); } //方块直接落底 void bottomblock() { while(1){ //流程参考方块下落 if(downblock() !=0){ return; } } } //游戏暂停 void pause() { // } //随机产生游戏第一个方块 void startblock() { //设置时间为随机数种子 srand((unsigned)time(null)); //初始化curblock curblock.x = 22; curblock.y = 1; //rand取一个随机整数 curblock.shape = rand()%7; //0-6 curblock.status = rand()%4; //0-3 curblock.color = rand()%0x10; if(0x00 == curblock.color) { curblock.color = 0x0f; } printblock(curblock.x, curblock.y, curblock.shape, curblock.status, curblock.color); } //随机产生下一个方块 void blocknext() { //初始化nextblock delblock(nextblock.x,nextblock.y, nextblock.shape,nextblock.status); nextblock.x = 34; nextblock.y = 2; nextblock.shape = rand()%7; nextblock.status = rand()%4; nextblock.color = rand()%0x10; if(0x00 == nextblock.color) { nextblock.color = 0x0f; } printblock(nextblock.x,nextblock.y, nextblock.shape,nextblock.status,nextblock.color); } //拷贝方块:把下一个方块变成当前正在下落的方块 void copyblock() { //当前方块=下一个方块 curblock = nextblock; curblock.x = 22; curblock.y = 1; printblock(curblock.x, curblock.y, curblock.shape, curblock.status, curblock.color); blocknext(); } //碰撞检测 //x,y为方块的下一个位置, status下一种形态 //碰撞返回-1,未碰撞返回0, 游戏结束返回-2 int crash(int x, int y, int shape, int status) { int i,j; for(i=0;i<4;i++) { for(j=0;j<4;j++) { if(block[shape][status][i][j] == 1) { if(windowshape[i+y][j+x-15] == 1) { //方块一产生就发生碰撞 if(curblock.x == 22 && curblock.y == 1) { return -2; } return -1; } } } } return 0; } //保存方块 void saveblock() { int i,j; for(i=0;i<4;i++) { for(j=0;j<4;j++) { if(block[curblock.shape][curblock.status][i][j] == 1) { windowshape[i+curblock.y][j+curblock.x-15] = 1; } } } } //刷新游戏池 void updategamepool() { int i,j; //从下到上刷新游戏池 for(i=23;i>0;i--) { for(j=1;j<15;j++) { if(windowshape[i][j] == 1) { setcolor(0x0e); setpos(j+15,i); printf("■"); }else{ setcolor(0x00); setpos(j+15,i); printf(" "); } } } } //消行检测 //检测满行->这一行所有值都为1 void lineclear() { int i,j; int num = 0; //统计一次消行数目 for(i=23;i>0;i--) { int total = 0; for(j=1;j<15;j++) { total += windowshape[i][j]; } if(total == 14) { //满行 linedown(i); i += 1; num += 1; } } printgradelevel(num); } //消行下移 //从满行的这行开始,上面所有行顺序下移 void linedown(int line) { int i,j; for(i=line;i>1;i--) { for(j=1;j<15;j++) { windowshape[i][j] = windowshape[i-1][j]; } } } // 初始化游戏 void gameinit() { //第一步,必须初始化句柄 //clock_t starttime = clock(); inithandle(); setcursorvisible(false); gamepool(15,0); printrule(); printgradelevel(0); startblock(); blocknext(); //定时开始时间,结束时间,通过控制时间差实现定时 clock_t start,stop; start = clock(); while(1) //for(;;) { //检测是否有按键按下 if(kbhit()) { switch(getch()) { case 'a': case 'a': case 75: leftblock();break; case 'd': case 'd': case 77: rightblock();break; case 's': case 's': case 80: downblock();break; case 'w': case 'w': case 72: changeblock();break; case 32: pause();break; case 13: bottomblock();break; } } //获取时间 stop = clock(); if(stop-start>0.5*clocks_per_sec) { downblock(); //重新计时 start = stop; } } }
好,到现在这个游戏也就结束了!
以上就是c/c++开发分享C语言代码实现俄罗斯方块的全部内容,希望对大家的学习有所帮助,也希望大家多多支持<计算机技术网(www.ctvol.com)!!>。
本文来自网络收集,不代表计算机技术网立场,如涉及侵权请联系管理员删除。
ctvol管理联系方式QQ:251552304
本文章地址:https://www.ctvol.com/c-cdevelopment/596120.html