本文是用window程序设计编写的俄罗斯方块小游戏,也称win32编程,技术栈比较老旧,属于图形界面编程的基础。参考书籍Charles Petzold的《Windows程序设计》,会c语言就能学,内容比较基础。适合激发初学者学习兴趣。
首先创建项目,我的IDE也比较老旧,用的是vs2008。创建的是win32 project。注意不是传统的控制台程序
创建一个头文件,包含各种自定义函数
#ifndef DEF_ELS_HEAD
#define DEF_ELS_HEAD
#include <Windows.h>
#include <time.h>
#define DEF_TIMER1 1234
void OnPaint(HDC hDc);
//显示方块
void PaintSquare(HDC hDc);
//产生随机块
int CreateRandomSquare();
//随机块复制到背景
void CopySquareToBack();
void OnCreate();
//按键消息
void OnReturn(HWND hWnd);
//定时器,按键相应的函数
void OnTimer(HWND hWnd);
void OnLeft(HWND hWnd);
void OnRight(HWND hWnd);
void OnDown(HWND hWnd);
void OnChange(HWND hWnd);
//方块下落
void SquareDown();
//方块左移
void SquareLeft();
//方块右移
void SquareRight();
//方块停止于底部 返回0不能下落,返回1可以下落
int CanSquareDown();
//方块下落和下方方块碰撞判断
int CanSquareDown2();
//方块是否能左移判断
int CanSquareLeft();
//方块左移碰到另一个方块判断
int CanSquareLeft2();
//方块是否能右移判断
int CanSquareRight();
//方块右移碰到另一个方块判断
int CanSquareRight2();
//方块变形条件判断
int CanSquareChangeShape();
//长条方块变形判断
int CanLineSquareChange();
//游戏结束判断
int CanGameOver();
//1 变成 2
void Change1To2();
//方块变形
void ChangeSquare();
//长条方块变形
void ChangeLineSquare();
//显示2
void ShowSquare2(HDC hMemDC);
//显示分数
//void ShowScore(HDC hMemDC);没用函数实现了,直接在onpaint里和游戏规则一起显示了
//消除行
void DestroyLineSquare();
#endif
可以看到有个windows.h的头文件,这就是windows编程的精髓。
接下来是源文件,有具体的函数如何实现。代码实现的思想就是可以看到开头有两个数组,一个背景数组和一个方块数组,顾名思义背景数组就是一片空白,当有方块落到该背景数组对应的位置时,我们就将方块展示在背景数组上。当数组的值为1时,说明有方块,否则数组值为0,可以看到我初始化数组的时候值都为0。当数组为2时,说明方块已经落地或落在别的方块上(即无法再继续移动)代码中给值为1的方块和值为2的方块定义了不同的颜色便于区分。
OnPaint函数是windows程序设计里将图像展示给用户的关键,可以看到给这个函数传入了HDC,这是一个设备描述表的句柄。句柄是一个物理地址,但是它并不是指针,我一查说他是指向指针的指针,c/c++的难点就在于它的内存管理和分配上,对于这个HDC,我们可以把它理解为一个画家,我们必须要创建这样一个画家,以至于我们可以在windows程序设计中的内置API函数里传入这个句柄,如64行代码画方块调用的就是win32自带的rectangle函数,他的参数必须需要我们传入一个句柄。在OnPaint函数里,我创建了一个兼容性位图,即我先在这张位图上绘制俄罗斯方块,专业术语叫双缓冲技术。目的是解决闪烁问题(其他博主有详细介绍)。接着创建七个不同方块,每个方块定义一个中心点,为后面的旋转函数提供一个点来旋转。
#include "Tetris.h"
#include <stdlib.h>
//背景数组
char g_arrBackGround[20][10] = {0};
//方块数组
char g_arrSquare[2][4] = {0};
//方块id
int g_nSquareID;
//行列变量,用于记录方块位置
int g_nLine = 0;
int g_nList = 0;
//分数相关变量
int g_nScore = 0;
//绘制图像函数
void OnPaint(HDC hDc)
{
//创建兼容性DC,dc相当于纸的编号
HDC hMemDC = CreateCompatibleDC(hDc);
//创建兼容性视图,创建“一张纸”
HBITMAP hBitMapBack = CreateCompatibleBitmap(hDc, 500, 650);
//将DC与位图绑定在一起,关联“编号”和“纸”
SelectObject(hMemDC, hBitMapBack);
PaintSquare(hMemDC);
ShowSquare2(hMemDC);
/*ShowScore(hMemDC);*/
//将内存dc传递到窗口dc
BitBlt(hDc, 0, 0, 500, 600, hMemDC, 0, 0, SRCCOPY);
//释放位图的句柄
DeleteObject(hBitMapBack);
DeleteDC(hMemDC);
}
//初始化函数-》创建随机数种子,调用创建随机块函数,调用将随机块复制到背景数组函数
void OnCreate()
{
srand((unsigned int)time(NULL)); //随机数种子
CreateRandomSquare();
CopySquareToBack();
}
//绘制方块
void PaintSquare(HDC hMemDC)
{
int i = 0, j = 0;
// 画背景
Rectangle(hMemDC, 0, 0, 300, 600);
指定一个方块
/*g_arrBackGround[2][4] = 1;
g_arrBackGround[3][3] = 1;
g_arrBackGround[3][4] = 1;
g_arrBackGround[3][5] = 1;*/
HBRUSH hOldBrush = NULL;
HBRUSH hNewBrush = CreateSolidBrush(RGB(247, 55, 45)); //方块上色
SelectObject(hMemDC, hNewBrush);
for (i = 0; i < 20; i++)
{
for (j = 0; j < 10; j++)
{
if (1 == g_arrBackGround[i][j])
{
//画方块
Rectangle(hMemDC, j * 30, i * 30, j * 30 + 30, i * 30 + 30);
}
}
}
//分数
wchar_t szScore[20] = { 0 };
wsprintf(szScore, L"分数:%d", g_nScore);
//设置字体
HFONT hFont = CreateFont(18, 0, 0, 0, FW_DONTCARE,
FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_OUTLINE_PRECIS,
CLIP_DEFAULT_PRECIS, CLEARTYPE_QUALITY, VARIABLE_PITCH, TEXT("楷体"));
SelectObject(hMemDC, hFont);
TextOut(hMemDC, 310, 140, szScore,wcslen(szScore));
//说明信息
TextOut(hMemDC, 310, 180, L"游戏说明", wcslen(L"游戏说明"));
TextOut(hMemDC, 310, 220, L"回车键:开始游戏", wcslen(L"回车键:开始游戏"));
TextOut(hMemDC, 310, 260, L"空格键:暂停/继续", wcslen(L"空格键:暂停/继续"));
TextOut(hMemDC, 310, 300, L"左键:向左移", wcslen(L"左键:向左移"));
TextOut(hMemDC, 310, 340, L"右键:向右移", wcslen(L"右键:向右移"));
TextOut(hMemDC, 310, 380, L"下键:加速下落", wcslen(L"下键:加速下落"));
TextOut(hMemDC, 310, 420, L"上键:变形", wcslen(L"上键:变形"));
SelectObject(hMemDC, hOldBrush); //画完了,选回旧的画刷
DeleteObject(hNewBrush); //删除新画刷
}
//创建随机块, 记录方块初始位置
int CreateRandomSquare()
{
int nIndex = rand()%7;
switch(nIndex)
{
case 0:
g_arrSquare[0][0] = 1, g_arrSquare[0][1] = 1, g_arrSquare[0][2] = 0, g_arrSquare[0][3] = 0;
g_arrSquare[1][0] = 0, g_arrSquare[1][1] = 1, g_arrSquare[1][2] = 1, g_arrSquare[1][3] = 0;
g_nLine = 0;
g_nList = 3;
break;
case 1:
g_arrSquare[0][0] = 0, g_arrSquare[0][1] = 1, g_arrSquare[0][2] = 1, g_arrSquare[0][3] = 0;
g_arrSquare[1][0] = 1, g_arrSquare[1][1] = 1, g_arrSquare[1][2] = 0, g_arrSquare[1][3] = 0;
g_nLine = 0;
g_nList = 3;
break;
case 2:
g_arrSquare[0][0] = 1, g_arrSquare[0][1] = 0, g_arrSquare[0][2] = 0, g_arrSquare[0][3] = 0;
g_arrSquare[1][0] = 1, g_arrSquare[1][1] = 1, g_arrSquare[1][2] = 1, g_arrSquare[1][3] = 0;
g_nLine = 0;
g_nList = 3;
break;
case 3:
g_arrSquare[0][0] = 0, g_arrSquare[0][1] = 0, g_arrSquare[0][2] = 1, g_arrSquare[0][3] = 0;
g_arrSquare[1][0] = 1, g_arrSquare[1][1] = 1, g_arrSquare[1][2] = 1, g_arrSquare[1][3] = 0;
g_nLine = 0;
g_nList = 3;
break;
case 4:
g_arrSquare[0][0] = 0, g_arrSquare[0][1] = 1, g_arrSquare[0][2] = 0, g_arrSquare[0][3] = 0;
g_arrSquare[1][0] = 1, g_arrSquare[1][1] = 1, g_arrSquare[1][2] = 1, g_arrSquare[1][3] = 0;
g_nLine = 0;
g_nList = 3;
break;
case 5:
g_arrSquare[0][0] = 0, g_arrSquare[0][1] = 1, g_arrSquare[0][2] = 1, g_arrSquare[0][3] = 0;
g_arrSquare[1][0] = 0, g_arrSquare[1][1] = 1, g_arrSquare[1][2] = 1, g_arrSquare[1][3] = 0;
g_nLine = 0;
g_nList = 4;
break;
case 6:
g_arrSquare[0][0] = 1, g_arrSquare[0][1] = 1, g_arrSquare[0][2] = 1, g_arrSquare[0][3] = 1;
g_arrSquare[1][0] = 0, g_arrSquare[1][1] = 0, g_arrSquare[1][2] = 0, g_arrSquare[1][3] = 0;
g_nLine = 0;
g_nList = 4;
break;
}
// 把随机获得的index赋值给方块id
g_nSquareID = nIndex;
return nIndex;
}
// 随机块贴近背景-》将随机块复制到背景数组中
void CopySquareToBack()
{
int i = 0, j = 0;
for (i = 0; i < 2; i++)
{
for (j = 0; j < 4; j++)
{
g_arrBackGround[i][j + 3] = g_arrSquare[i][j];
}
}
}
//定时器-》开始游戏
void OnReturn(HWND hWnd)
{
//打开定时器
SetTimer(hWnd, DEF_TIMER1, 500, NULL);
}
//方块下落
void SquareDown()
{
int i = 0, j = 0;
for (i = 19; i >= 0; i--)
{
for (j = 0; j < 10; j++)
{
if (1 == g_arrBackGround[i][j])
{
g_arrBackGround[i + 1][j] = g_arrBackGround[i][j]; //把下一行同列元素变成1
g_arrBackGround[i][j] = 0;
}
}
}
}
// 定时产生新方块,新方块下落,更新方块line数据
void OnTimer(HWND hWnd)
{
HDC hDc = GetDC(hWnd);
if (1 == CanSquareDown() && 1 == CanSquareDown2()) //方块还没到底可以继续下落
{
SquareDown();
g_nLine++;
}
else//方块到底
{
//让1变成2
Change1To2();
//消除方块
DestroyLineSquare();
if (0 == CanGameOver())
{
//结束应用程序
KillTimer(hWnd, DEF_TIMER1);
//return 0;
}
//产生随机块
CreateRandomSquare();
//复制到背景上
CopySquareToBack();
}
//显示方块
OnPaint(hDc);
ReleaseDC(hWnd, hDc);
}
// 判断方块是否到达底部
int CanSquareDown()
{
int i = 0;
for (i = 0; i < 10; i++)
{
if (1 == g_arrBackGround[19][i])
{
return 0;
}
}
return 1;
}
//方块到底后把方块元素变成2, 防止和下一个产生的方块碰撞后重合
void Change1To2()
{
int i = 0, j = 0;
for (i = 0; i < 20; i++)
{
for (j = 0; j < 10; j++)
{
if (1 == g_arrBackGround[i][j])
{
g_arrBackGround[i][j] = 2;
}
}
}
}
//上一个方块到底后,产生新的方块
void ShowSquare2(HDC hMemDC)
{
int i = 0, j = 0;
HBRUSH hOldBrush = NULL;
HBRUSH hNewBrush = CreateSolidBrush(RGB(94, 204, 86));
SelectObject(hMemDC, hNewBrush);
for (i = 0; i < 20; i++)
{
for (j = 0; j < 10; j++)
{
if (2 == g_arrBackGround[i][j])
{
//画方块
Rectangle(hMemDC, j * 30, i * 30, j * 30 + 30, i * 30 + 30);
}
}
}
SelectObject(hMemDC, hOldBrush);
DeleteObject(hNewBrush);
}
绘制分数
//void ShowScore(HDC hMemDC)
//{
// char strScore[10] = { 0 };
// Rectangle(hMemDC, 300, 0, 500, 600);
// //把分数转化为字符并存到指定字符数组
// itoa(g_nScore, strScore, 10);
// //以字符形式输出积分
// TextOut(hMemDC, 400, 5, L"分数", strlen("分数"));
// TextOut(hMemDC, 400, 20, strScore, strlen(strScore));
//}
//判断是否有两个方块接触
int CanSquareDown2()
{
int i = 0, j = 0;
for (i = 19; i >= 0; i--)
{
for (j = 0; j < 10; j++)
{
if (1 == g_arrBackGround[i][j])
{
if (2 == g_arrBackGround[i + 1][j])
{
return 0;
}
}
}
}
return 1;
}
//按方向左键使得方块左移,更新方块list数据
void OnLeft(HWND hWnd)
{
//方块左移
if (1 == CanSquareLeft() && 1 == CanSquareLeft2())
{
HDC hDc = GetDC(hWnd);
SquareLeft();
g_nList--;
//显示方块
OnPaint(hDc);
ReleaseDC(hWnd, hDc);
}
}
//按方向右键使得方块左移,更新方块list数据
void OnRight(HWND hWnd)
{
//方块右移
if (1 == CanSquareRight() && 1 == CanSquareRight2())
{
HDC hDc = GetDC(hWnd);
SquareRight();
g_nList++;
OnPaint(hDc);
ReleaseDC(hWnd, hDc);
}
}
//按方向下键使得方块加速下落
void OnDown(HWND hWnd)
{
OnTimer(hWnd);
}
//方块变形-》变形实现,矩阵顺向旋转
void OnChange(HWND hWnd)
{
HDC hDc = GetDC(hWnd);
switch(g_nSquareID)
{
case 0:
case 1:
case 2:
case 3:
case 4:
//普通变形
if (1 == CanSquareChangeShape())
{
ChangeSquare();
}
else
{
return;
}
break;
case 5://正方形不进行变形
return;
case 6://长条变形
if (1 == CanLineSquareChange())
{
ChangeLineSquare();
}
break;
}
//显示变形后的方块
OnPaint(hDc);
ReleaseDC(hWnd, hDc);
}
//方块左移
void SquareLeft()
{
int i = 0, j = 0;
for (i = 0; i < 20; i++)
{
for (j = 0; j < 10; j++)
{
if (1 == g_arrBackGround[i][j])
{
g_arrBackGround[i][j-1] = g_arrBackGround[i][j];
g_arrBackGround[i][j] = 0;
}
}
}
}
//判断方块是否能左移
int CanSquareLeft()
{
int i = 0;
for (i = 0; i < 20; i++)
{
if (1 == g_arrBackGround[i][0])
{
return 0;
}
}
return 1;
}
//方块左移碰到另一个方块判断
int CanSquareLeft2()
{
int i = 0, j = 0;
for (i = 0; i < 20; i++)
{
for (j = 0; j < 10; j++)
{
//首先判断背景元素是否为方块
if (1 == g_arrBackGround[i][j])
{
//如果是,第二步判断该方块左边是否有方块
if (2 == g_arrBackGround[i][j - 1])
{
return 0;
}
}
}
}
return 1;
}
//方块右移
void SquareRight()
{
int i = 0, j = 0;
for (i = 0; i < 20; i++)
{
for (j = 9; j >= 0; j--)
{
if (1 == g_arrBackGround[i][j])
{
g_arrBackGround[i][j + 1] = g_arrBackGround[i][j];
g_arrBackGround[i][j] = 0;
}
}
}
}
//判断方块是否能右移
int CanSquareRight()
{
int i = 0;
for (i = 0; i < 20; i++)
{
if (1 == g_arrBackGround[i][9])
{
return 0;
}
}
return 1;
}
//方块右移碰到另一个方块判断
int CanSquareRight2()
{
int i = 0, j = 0;
for (i = 0; i < 20; i++)
{
for (j = 9; j >= 0; j--)
{
//首先判断背景元素是否为方块
if (1 == g_arrBackGround[i][j])
{
//如果是,第二步判断该方块右边是否有方块
if (2 == g_arrBackGround[i][j + 1])
{
return 0;
}
}
}
}
return 1;
}
// 方块变形判断
int CanSquareChangeShape()
{
int i = 0, j = 0;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
if (2 == g_arrBackGround[g_nLine + i][g_nList + j])
{
return 0;
}
}
}
//if (g_nList < 0 || g_nList + 2 > 9) //边界检查方案1 -》检查是否越界
//{
// return 0;
//}
if (g_nList < 0)//方案2-》改变基准点
{
g_nList = 0;
}
else if (g_nList + 2 > 9)
{
g_nList = 7;
}
return 1;
}
//方块普通变形
void ChangeSquare()
{
int i = 0, j = 0;
int nTemp = 2;
char arrSquare[3][3] = {0};
//背景块复制到临时数组里
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
arrSquare[i][j] = g_arrBackGround[g_nLine+i][g_nList+j];
}
}
//变形后复制回背景
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
g_arrBackGround[g_nLine + i][g_nList + j] = arrSquare[nTemp][i];
nTemp--;
}
nTemp = 2;
}
}
//长方形变形
void ChangeLineSquare()
{
if (1 == g_arrBackGround[g_nLine][g_nList - 1])//长条方块水平时
{
//清零
g_arrBackGround[g_nLine][g_nList - 1] = 0;
g_arrBackGround[g_nLine][g_nList + 1] = 0;
g_arrBackGround[g_nLine][g_nList + 2] = 0;
if (2 == g_arrBackGround[g_nLine + 1][g_nList])
{
//赋值
g_arrBackGround[g_nLine - 1][g_nList] = 1;
g_arrBackGround[g_nLine - 2][g_nList] = 1;
g_arrBackGround[g_nLine - 3][g_nList] = 1;
}
else if (2 == g_arrBackGround[g_nLine + 2][g_nList])
{
g_arrBackGround[g_nLine + 1][g_nList] = 1;
g_arrBackGround[g_nLine - 1][g_nList] = 1;
g_arrBackGround[g_nLine - 2][g_nList] = 1;
}
else
{
//元素赋值
g_arrBackGround[g_nLine - 1][g_nList] = 1;
g_arrBackGround[g_nLine + 1][g_nList] = 1;
g_arrBackGround[g_nLine + 2][g_nList] = 1;
}
}
else //长条方块竖直时
{
//清零
g_arrBackGround[g_nLine - 1][g_nList] = 0;
g_arrBackGround[g_nLine + 1][g_nList] = 0;
g_arrBackGround[g_nLine + 2][g_nList] = 0;
if (2 == g_arrBackGround[g_nLine][g_nList + 1] || 9 == g_nList)
{
//元素赋值
g_arrBackGround[g_nLine][g_nList - 1] = 1;
g_arrBackGround[g_nLine][g_nList - 2] = 1;
g_arrBackGround[g_nLine][g_nList - 3] = 1;
//标记改变
g_nList = g_nList - 2;
}
else if (2 == g_arrBackGround[g_nLine][g_nList + 2] || 8 == g_nList)
{
//元素赋值
g_arrBackGround[g_nLine][g_nList - 1] = 1;
g_arrBackGround[g_nLine][g_nList + 1] = 1;
g_arrBackGround[g_nLine][g_nList - 2] = 1;
//标记改变
g_nList = g_nList - 1;
}
else if (2 == g_arrBackGround[g_nLine][g_nList - 1] || 0 == g_nList)
{
g_arrBackGround[g_nLine][g_nList + 1] = 1;
g_arrBackGround[g_nLine][g_nList + 2] = 1;
g_arrBackGround[g_nLine][g_nList + 3] = 1;
//标记改变
g_nList = g_nList + 1;
}
else
{
//元素赋值
g_arrBackGround[g_nLine][g_nList - 1] = 1;
g_arrBackGround[g_nLine][g_nList + 1] = 1;
g_arrBackGround[g_nLine][g_nList + 2] = 1;
}
}
}
//长条变形判断
int CanLineSquareChange()
{
int i = 0, j = 0;
for (i = 1; i < 4; i++)
{
if (g_arrBackGround[g_nLine][g_nList])
{
if (2 == g_arrBackGround[g_nLine][g_nList + i] || g_nList + i > 9)
{
break;
}
}
}
for (j = 1; j < 4; j++)
{
if (2 == g_arrBackGround[g_nLine][g_nList - j] || g_nList - j < 0)
{
break;
}
}
if ((i - 1 + j - 1) < 3)
{
return 0;
}
else
{
return 1;
}
}
//消除行
void DestroyLineSquare()
{
int i = 0, j = 0;
int nSum = 0;
int nTemp = 0;
for (i = 19; i >= 0; i--)
{
for (j = 0; j < 10; j++)
{
nSum += g_arrBackGround[i][j];
}
if (20 == nSum)
{
//清除一行
for (nTemp = i - 1; nTemp >= 0; nTemp--)
{
for (j = 0; j < 10; j++)
{
g_arrBackGround[nTemp + 1][j] = g_arrBackGround[nTemp][j];
}
}
// 消除一行分数+1
g_nScore += 10;
i = 20;
}
nSum = 0; //qing0
}
}
//判断游戏是否结束
int CanGameOver()
{
int i = 0;
for (i = 0; i < 10; i++)
{
if (2 == g_arrBackGround[0][i])
{
MessageBox(NULL, L"Game Over", L"提示", MB_OK);
return 0;
}
}
return 1;
}
最后是主函数的文件,控制台程序主函数是main函数,win32则是WinMain。以下就是win32创建一个窗口的标准过程。整个小游戏的制作过程细节很多,我制作的时候遇到过不少次内存泄漏等等问题。
#include "Tetris.h"
#include "resource.h"
LRESULT CALLBACK WinProc(HWND hWnd, UINT uID, WPARAM wParam, LPARAM lParam);
//主函数
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nShowCmd)
{
// 1、创建窗口类
WNDCLASSEX wce;
wce.cbClsExtra = 0;
wce.cbSize = sizeof(WNDCLASSEX);
wce.cbWndExtra = 0;
wce.hbrBackground = (HBRUSH)COLOR_MENU;
wce.hCursor = NULL;
wce.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1));
wce.hIconSm = NULL;
wce.hInstance = hInstance;
wce.lpfnWndProc = WinProc;
wce.lpszClassName = TEXT("window");
wce.lpszMenuName = NULL;
wce.style = CS_HREDRAW | CS_VREDRAW;
// 2、注册窗口类
ATOM nRes = RegisterClassEx(&wce);
if (0 == nRes)
{
return 1;
}
// 3、创建窗口
HWND hWnd = CreateWindowEx(WS_EX_TOPMOST, TEXT("window"), TEXT("Tetris"), WS_OVERLAPPEDWINDOW, 100, 30, 500, 645, NULL, NULL, hInstance, NULL);
if (NULL == hWnd)
{
return 1;
}
// 4、显示窗口
ShowWindow(hWnd, SW_SHOWNORMAL);
// 5、更新窗口
UpdateWindow(hWnd);
// 6、消息循环
MSG msg;
while(GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);//将虚拟键消息转换为字符消息
DispatchMessage(&msg);//将消息分发给窗口处理函数
}
return 0;
}
//回调函数
LRESULT CALLBACK WinProc(HWND hWnd, UINT uID, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT pt;
HDC hDc;
//
switch(uID)
{
case WM_CREATE: //初始化数据
MessageBox(NULL, L" WELCOME\nMade Lucci", L"Lucci's Square", MB_OK);
OnCreate();
break;
case WM_TIMER:
//计时器
OnTimer(hWnd);
break;
case WM_PAINT: //窗口绘图消息
hDc = BeginPaint(hWnd, &pt);
//画窗口的内容
OnPaint(hDc);
EndPaint(hWnd, &pt);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_RETURN:
//开始下落
OnReturn(hWnd);
break;
case VK_LEFT:
//方块左移
OnLeft(hWnd);
break;
case VK_RIGHT:
//方块右移
OnRight(hWnd);
break;
case VK_UP:
//方块变形
OnChange(hWnd);
break;
case VK_DOWN:
//方块加速下落
OnDown(hWnd);
break;
}
break;
case WM_DESTROY: //窗口销毁消息
MessageBox(NULL, L"Game Over", L"提示", MB_OK);
KillTimer(hWnd, DEF_TIMER1);
PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, uID, wParam, lParam);
}
可以看到还有一个resource.h头文件,这是更改了一下图标,在vs资源视图里可以自行更改。
代码在GitHub上发布(做着玩玩,小白求带),本人大二,会持续学习更新的。