【C】放假只能打王者?还不如自己做一个俄罗斯方块+推箱子+迷宫

目录

前言

一、俄罗斯方块

main.c

二、推箱子

main.c

game.c

game.h 

三、迷宫

main.c

传送门:


前言


一、俄罗斯方块

main.c

#define _CRT_SECURE_NO_WARNINGS 1

/************************************************************  

FileName: 

Author:JugKing

Date:2022.

***********************************************************/

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <conio.h>
#include <windows.h>
#ifdef _MSC_VER // M$的编译器要给予特殊照顾
#if _MSC_VER <= 1200 // VC6及以下版本
#error 你是不是还在用VC6?!
#else // VC6以上版本
#if _MSC_VER >= 1600 // 据说VC10及以上版本有stdint.h了
#include <stdint.h>
#else // VC10以下版本,自己定义int8_t和uint16_t
typedef signed char int8_t;
typedef unsigned short uint16_t;
#endif
#ifndef __cplusplus // 据说VC都没有stdbool.h,不用C++编译,自己定义bool
typedef int bool;
#define true 1
#define false 0
#endif
#endif
#else // 其他的编译器都好说
#include <stdint.h>
#ifndef __cplusplus // 不用C++编译,需要stdbool.h里的bool
#include <stdbool.h>
#endif
#endif

// =============================================================================
// 7种方块的4旋转状态(4位为一行)
static const uint16_t gs_uTetrisTable[7][4] =
{
 { 0x00F0U, 0x2222U, 0x00F0U, 0x2222U }, // I型
 { 0x0072U, 0x0262U, 0x0270U, 0x0232U }, // T型
 { 0x0223U, 0x0074U, 0x0622U, 0x0170U }, // L型
 { 0x0226U, 0x0470U, 0x0322U, 0x0071U }, // J型
 { 0x0063U, 0x0264U, 0x0063U, 0x0264U }, // Z型
 { 0x006CU, 0x0462U, 0x006CU, 0x0462U }, // S型
 { 0x0660U, 0x0660U, 0x0660U, 0x0660U } // O型
};
int n, k;
// =============================================================================
// 初始状态的游戏池
// 每个元素表示游戏池的一行,下标大的是游戏池底部
// 两端各置2个1,底部2全置为1,便于进行碰撞检测
// 这样一来游戏池的宽度为12列
// 如果想要传统的10列,只需多填两个1即可(0xE007),当然显示相关部分也要随之改动
// 当某个元素为0xFFFFU时,说明该行已被填满
// 顶部4行用于给方块,不显示出来
// 再除去底部2行,显示出来的游戏池高度为22行
static const uint16_t gs_uInitialTetrisPool[28] =
{
 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xFFFFU, 0xFFFFU
};

#define COL_BEGIN 2
#define COL_END 14
#define ROW_BEGIN 4
#define ROW_END 26

// =============================================================================
typedef struct TetrisManager // 这个结构体存储游戏相关数据
{
    uint16_t pool[28]; // 游戏池
    int8_t x; // 当前方块x坐标,此处坐标为方块左上角坐标
    int8_t y; // 当前方块y坐标
    int8_t type[3]; // 当前、下一个和下下一个方块类型
    int8_t orientation[3]; // 当前、下一个和下下一个方块旋转状态
    unsigned score; // 得分
    unsigned erasedCount[4]; // 消行数
    unsigned erasedTotal; // 消行总数
    unsigned tetrisCount[7]; // 各方块数
    unsigned tetrisTotal; // 方块总数
    bool dead; // 挂
} TetrisManager;

// =============================================================================
typedef struct TetrisControl // 这个结构体存储控制相关数据
{
    bool pause; // 暂停
    bool clockwise; // 旋转方向:顺时针为true
    int8_t direction; // 移动方向:0向左移动 1向右移动
    // 游戏池内每格的颜色
    // 由于此版本是彩色的,仅用游戏池数据无法存储颜色信息
    // 当然,如果只实现单色版的,就没必要用这个数组了
    int8_t color[28][16];
} TetrisControl;

HANDLE g_hConsoleOutput; // 控制台输出句柄

// =============================================================================
// 函数声明
// 如果使用全局变量方式实现,就没必要传参了
void initGame(TetrisManager* manager, TetrisControl* control); // 初始化游戏
void restartGame(TetrisManager* manager, TetrisControl* control); // 重新开始游戏
void giveTetris(TetrisManager* manager); // 给一个方块
bool checkCollision(const TetrisManager* manager); // 碰撞检测
void insertTetris(TetrisManager* manager); // 插入方块
void removeTetris(TetrisManager* manager); // 移除方块
void horzMoveTetris(TetrisManager* manager, TetrisControl* control); // 水平移动方块
void moveDownTetris(TetrisManager* manager, TetrisControl* control); // 向下移动方块
void rotateTetris(TetrisManager* manager, TetrisControl* control); // 旋转方块
void dropDownTetris(TetrisManager* manager, TetrisControl* control); // 方块直接落地
bool checkErasing(TetrisManager* manager, TetrisControl* control); // 消行检测
void keydownControl(TetrisManager* manager, TetrisControl* control, int key); // 键按下
void setPoolColor(const TetrisManager* manager, TetrisControl* control); // 设置颜色
void gotoxyWithFullwidth(short x, short y); // 以全角定位
void printPoolBorder(); // 显示游戏池边界
void printTetrisPool(const TetrisManager* manager, const TetrisControl* control); // 显示游戏池
void printCurrentTetris(const TetrisManager* manager, const TetrisControl* control); // 显示当前方块
void printNextTetris(const TetrisManager* manager); // 显示下一个和下下一个方块
void printScore(const TetrisManager* manager); // 显示得分信息
void runGame(TetrisManager* manager, TetrisControl* control); // 运行游戏
void printPrompting(); // 显示提示信息
bool ifPlayAgain(); // 再来一次

// =============================================================================
// 主函数
int main()
{
    printf("                            欢迎来到俄罗斯方块,加载中");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".\n");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf("                                  随机系统加载中");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".\n");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf("                                  方块系统加载中");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".\n");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf("                                  配置系统加载中");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".\n");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf("                                   材质包加载中 ");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".");
    for (int i = 1; i <= 300000000; i++)n = k / 2;
    printf(".\n");
    system("cls");
    TetrisManager tetrisManager;
    TetrisControl tetrisControl;

    initGame(&tetrisManager, &tetrisControl); // 初始化游戏
    do
    {
        printPrompting(); // 显示提示信息
        printPoolBorder(); // 显示游戏池边界
        runGame(&tetrisManager, &tetrisControl); // 运行游戏
        if (ifPlayAgain()) // 再来一次
        {
            SetConsoleTextAttribute(g_hConsoleOutput, 0x7);
            system("cls"); // 清屏
            restartGame(&tetrisManager, &tetrisControl); // 重新开始游戏
        }
        else
        {
            break;
        }
    } while (1);
    gotoxyWithFullwidth(0, 0);
    CloseHandle(g_hConsoleOutput);
    return 0;
}

// =============================================================================
// 初始化游戏
void initGame(TetrisManager* manager, TetrisControl* control)
{
    CONSOLE_CURSOR_INFO cursorInfo = { 1, FALSE }; // 光标信息

    g_hConsoleOutput = GetStdHandle(STD_OUTPUT_HANDLE); // 获取控制台输出句柄
    SetConsoleCursorInfo(g_hConsoleOutput, &cursorInfo); // 设置光标隐藏
    SetConsoleTitleA("##俄罗斯方块真版——作者: 你猜谁就是谁");

    restartGame(manager, control);
}

// =============================================================================
// 重新开始游戏
void restartGame(TetrisManager* manager, TetrisControl* control)
{
    memset(manager, 0, sizeof(TetrisManager)); // 全部置0

    // 初始化游戏池
    memcpy(manager->pool, gs_uInitialTetrisPool, sizeof(uint16_t[28]));
    srand((unsigned)time(NULL)); // 设置随机种子

    manager->type[1] = rand() % 7; // 下一个
    manager->orientation[1] = rand() & 3;

    manager->type[2] = rand() % 7; // 下下一个
    manager->orientation[2] = rand() & 3;

    memset(control, 0, sizeof(TetrisControl)); // 全部置0

    giveTetris(manager); // 给下一个方块
    setPoolColor(manager, control); // 设置颜色
}

// =============================================================================
// 给一个方块
void giveTetris(TetrisManager* manager)
{
    uint16_t tetris;

    manager->type[0] = manager->type[1]; // 下一个方块置为当前
    manager->orientation[0] = manager->orientation[1];

    manager->type[1] = manager->type[2];// 下下一个置方块为下一个
    manager->orientation[1] = manager->orientation[2];

    manager->type[2] = rand() % 7;// 随机生成下下一个方块
    manager->orientation[2] = rand() & 3;

    tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; // 当前方块

    // 设置当前方块y坐标,保证刚给出时只显示方块最下面一行
    // 这种实现使得玩家可以以很快的速度将方块落在不显示出来的顶部4行内
    if (tetris & 0xF000)
    {
        manager->y = 0;
    }
    else
    {
        manager->y = (tetris & 0xFF00) ? 1 : 2;
    }
    manager->x = 6; // 设置当前方块x坐标

    if (checkCollision(manager)) // 检测到碰撞
    {
        manager->dead = true; // 标记游戏结束
    }
    else // 未检测到碰撞
    {
        insertTetris(manager); // 将当前方块加入游戏池
    }

    ++manager->tetrisTotal; // 方块总数
    ++manager->tetrisCount[manager->type[0]]; // 相应方块数

    printNextTetris(manager); // 显示下一个方块
    printScore(manager); // 显示得分信息
}

// =============================================================================
// 碰撞检测
bool checkCollision(const TetrisManager* manager)
{
    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];
    uint16_t dest = 0;

    // 获取当前方块在游戏池中的区域:
    // 游戏池坐标x y处小方格信息,按低到高存放在16位无符号数中
    dest |= (((manager->pool[manager->y + 0] >> manager->x) << 0x0) & 0x000F);
    dest |= (((manager->pool[manager->y + 1] >> manager->x) << 0x4) & 0x00F0);
    dest |= (((manager->pool[manager->y + 2] >> manager->x) << 0x8) & 0x0F00);
    dest |= (((manager->pool[manager->y + 3] >> manager->x) << 0xC) & 0xF000);

    // 若当前方块与目标区域存在重叠(碰撞),则位与的结果不为0
    return ((dest & tetris) != 0);
}

// =============================================================================
// 插入方块
void insertTetris(TetrisManager* manager)
{
    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];

    // 当前方块每4位取出,位或到游戏池相应位置,即完成插入方块
    manager->pool[manager->y + 0] |= (((tetris >> 0x0) & 0x000F) << manager->x);
    manager->pool[manager->y + 1] |= (((tetris >> 0x4) & 0x000F) << manager->x);
    manager->pool[manager->y + 2] |= (((tetris >> 0x8) & 0x000F) << manager->x);
    manager->pool[manager->y + 3] |= (((tetris >> 0xC) & 0x000F) << manager->x);
}

// =============================================================================
// 移除方块
void removeTetris(TetrisManager* manager)
{
    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];

    // 当前方块每4位取出,按位取反后位与到游戏池相应位置,即完成移除方块
    manager->pool[manager->y + 0] &= ~(((tetris >> 0x0) & 0x000F) << manager->x);
    manager->pool[manager->y + 1] &= ~(((tetris >> 0x4) & 0x000F) << manager->x);
    manager->pool[manager->y + 2] &= ~(((tetris >> 0x8) & 0x000F) << manager->x);
    manager->pool[manager->y + 3] &= ~(((tetris >> 0xC) & 0x000F) << manager->x);
}

// =============================================================================
// 设置颜色
void setPoolColor(const TetrisManager* manager, TetrisControl* control)
{
    // 由于显示游戏池时,先要在游戏池里判断某一方格有方块才显示相应方格的颜色
    // 这里只作设置即可,没必要清除
    // 当移动方块或给一个方块时调用

    int8_t i, x, y;

    // 当前方块
    uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];

    for (i = 0; i < 16; ++i)
    {
        y = (i >> 2) + manager->y; // 待设置的列
        if (y > ROW_END) // 超过底部限制
        {
            break;
        }
        x = (i & 3) + manager->x; // 待设置的行
        if ((tetris >> i) & 1) // 检测的到小方格属于当前方块区域
        {
            control->color[y][x] = (manager->type[0] | 8); // 设置颜色
        }
    }
}

// =============================================================================
// 旋转方块
void rotateTetris(TetrisManager* manager, TetrisControl* control)
{
    int8_t ori = manager->orientation[0]; // 记录原旋转状态

    removeTetris(manager); // 移走当前方块

    // 顺/逆时针旋转
    manager->orientation[0] = (control->clockwise) ? ((ori + 1) & 3) : ((ori + 3) & 3);

    if (checkCollision(manager)) // 检测到碰撞
    {
        manager->orientation[0] = ori; // 恢复为原旋转状态
        insertTetris(manager); // 放入当前方块。由于状态没改变,不需要设置颜色
    }
    else
    {
        insertTetris(manager); // 放入当前方块
        setPoolColor(manager, control); // 设置颜色
        printCurrentTetris(manager, control); // 显示当前方块
    }
}

// =============================================================================
// 水平移动方块
void horzMoveTetris(TetrisManager* manager, TetrisControl* control)
{
    int x = manager->x; // 记录原列位置

    removeTetris(manager); // 移走当前方块
    control->direction == 0 ? (--manager->x) : (++manager->x); // 左/右移动

    if (checkCollision(manager)) // 检测到碰撞
    {
        manager->x = x; // 恢复为原列位置
        insertTetris(manager); // 放入当前方块。由于位置没改变,不需要设置颜色
    }
    else
    {
        insertTetris(manager); // 放入当前方块
        setPoolColor(manager, control); // 设置颜色
        printCurrentTetris(manager, control); // 显示当前方块
    }
}

// =============================================================================
// 向下移动方块
void moveDownTetris(TetrisManager* manager, TetrisControl* control)
{
    int8_t y = manager->y; // 记录原行位置

    removeTetris(manager); // 移走当前方块
    ++manager->y; // 向下移动

    if (checkCollision(manager)) // 检测到碰撞
    {
        manager->y = y; // 恢复为原行位置
        insertTetris(manager); // 放入当前方块。由于位置没改变,不需要设置颜色
        if (checkErasing(manager, control)) // 检测到消行
        {
            printTetrisPool(manager, control); // 显示游戏池
        }
    }
    else
    {
        insertTetris(manager); // 放入当前方块
        setPoolColor(manager, control); // 设置颜色
        printCurrentTetris(manager, control); // 显示当前方块
    }
}

// =============================================================================
// 方块直接落地
void dropDownTetris(TetrisManager* manager, TetrisControl* control)
{
    removeTetris(manager); // 移走当前方块
    for (; manager->y < ROW_END; ++manager->y) // 从上往下
    {
        if (checkCollision(manager)) // 检测到碰撞
        {
            break;
        }
    }
    --manager->y; // 上移一格当然没有碰撞

    insertTetris(manager); // 放入当前方块
    setPoolColor(manager, control); // 设置颜色

    checkErasing(manager, control); // 检测消行
    printTetrisPool(manager, control); // 显示游戏池
}

// =============================================================================
// 消行检测
bool checkErasing(TetrisManager* manager, TetrisControl* control)
{
    static const unsigned scores[5] = { 0, 10, 30, 90, 150 }; // 消行得分
    int8_t count = 0;
    int8_t k = 0, y = manager->y + 3; // 从下往上检测

    do
    {
        if (y < ROW_END && manager->pool[y] == 0xFFFFU) // 有效区域内且一行已填满
        {
            ++count;
            // 消除一行方块
            memmove(manager->pool + 1, manager->pool, sizeof(uint16_t) * y);
            // 颜色数组的元素随之移动
            memmove(control->color[1], control->color[0], sizeof(int8_t[16]) * y);
        }
        else
        {
            --y;
            ++k;
        }
    } while (y >= manager->y && k < 4);

    manager->erasedTotal += count; // 消行总数
    manager->score += scores[count]; // 得分

    if (count > 0)
    {
        ++manager->erasedCount[count - 1]; // 消行
    }

    giveTetris(manager); // 给下一个方块
    setPoolColor(manager, control); // 设置颜色

    return (count > 0);
}

// =============================================================================
// 键按下
void keydownControl(TetrisManager* manager, TetrisControl* control, int key)
{
    if (key == 13) // 暂停/解除暂停
    {
        control->pause = !control->pause;
    }

    if (control->pause) // 暂停状态,不作处理
    {
        return;
    }

    switch (key)
    {
    case 'w': case 'W': case '8': case 72: // 上
        control->clockwise = true; // 顺时针旋转
        rotateTetris(manager, control); // 旋转方块
        break;
    case 'a': case 'A': case '4': case 75: // 左
        control->direction = 0; // 向左移动
        horzMoveTetris(manager, control); // 水平移动方块
        break;
    case 'd': case 'D': case '6': case 77: // 右
        control->direction = 1; // 向右移动
        horzMoveTetris(manager, control); // 水平移动方块
        break;
    case 's': case 'S': case '2': case 80: // 下
        moveDownTetris(manager, control); // 向下移动方块
        break;
    case ' ': // 直接落地
        dropDownTetris(manager, control);
        break;
    case '0': // 反转
        control->clockwise = false; // 逆时针旋转
        rotateTetris(manager, control); // 旋转方块
        break;
    default:
        break;
    }
}

// =============================================================================
// 以全角定位
void gotoxyWithFullwidth(short x, short y)
{
    static COORD cd;

    cd.X = (short)(x << 1);
    cd.Y = y;
    SetConsoleCursorPosition(g_hConsoleOutput, cd);
}

// =============================================================================
// 显示游戏池边界
void printPoolBorder()
{
    int8_t y;

    SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);
    for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行
    {
        gotoxyWithFullwidth(10, y - 3);
        printf("%2s", "");
        gotoxyWithFullwidth(23, y - 3);
        printf("%2s", "");
    }

    gotoxyWithFullwidth(10, y - 3); // 底部边界
    printf("%28s", "");
}

// 定位到游戏池中的方格
#define gotoxyInPool(x, y) gotoxyWithFullwidth(x + 9, y - 3)

// =============================================================================
// 显示游戏池
void printTetrisPool(const TetrisManager* manager, const TetrisControl* control)
{
    int8_t x, y;

    for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行
    {
        gotoxyInPool(2, y); // 定点到游戏池中的方格
        for (x = COL_BEGIN; x < COL_END; ++x) // 不显示左右边界
        {
            if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块
            {
                // 用相应颜色,显示一个实心方块
                SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);
                printf("■");
            }
            else // 没有方块,显示空白
            {
                SetConsoleTextAttribute(g_hConsoleOutput, 0);
                printf("%2s", "");
            }
        }
    }
}

// =============================================================================
// 显示当前方块
void printCurrentTetris(const TetrisManager* manager, const TetrisControl* control)
{
    int8_t x, y;

    // 显示当前方块是在移动后调用的,为擦去移动前的方块,需要扩展显示区域
    // 由于不可能向上移动,故不需要向下扩展
    y = (manager->y > ROW_BEGIN) ? (manager->y - 1) : ROW_BEGIN; // 向上扩展一格
    for (; y < ROW_END && y < manager->y + 4; ++y)
    {
        x = (manager->x > COL_BEGIN) ? (manager->x - 1) : COL_BEGIN; // 向左扩展一格
        for (; x < COL_END && x < manager->x + 5; ++x) // 向右扩展一格
        {
            gotoxyInPool(x, y); // 定点到游戏池中的方格
            if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块
            {
                // 用相应颜色,显示一个实心方块
                SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);
                printf("■");
            }
            else // 没有方块,显示空白
            {
                SetConsoleTextAttribute(g_hConsoleOutput, 0);
                printf("%2s", "");
            }
        }
    }
}

// =============================================================================
// 显示下一个和下下一个方块
void printNextTetris(const TetrisManager* manager)
{
    int8_t i;
    uint16_t tetris;

    // 边框
    SetConsoleTextAttribute(g_hConsoleOutput, 0xF);
    gotoxyWithFullwidth(26, 1);
    printf("┏━━━━┳━━━━┓");
    gotoxyWithFullwidth(26, 2);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 3);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 4);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 5);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 6);
    printf("┗━━━━┻━━━━┛");

    // 下一个,用相应颜色显示
    tetris = gs_uTetrisTable[manager->type[1]][manager->orientation[1]];
    SetConsoleTextAttribute(g_hConsoleOutput, manager->type[1] | 8);
    for (i = 0; i < 16; ++i)
    {
        gotoxyWithFullwidth((i & 3) + 27, (i >> 2) + 2);
        ((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
    }

    // 下下一个,不显示彩色
    tetris = gs_uTetrisTable[manager->type[2]][manager->orientation[2]];
    SetConsoleTextAttribute(g_hConsoleOutput, 8);
    for (i = 0; i < 16; ++i)
    {
        gotoxyWithFullwidth((i & 3) + 32, (i >> 2) + 2);
        ((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
    }
}

// =============================================================================
// 显示得分信息
void printScore(const TetrisManager* manager)
{
    static const char* tetrisName = "ITLJZSO";
    int8_t i;

    SetConsoleTextAttribute(g_hConsoleOutput, 0xE);

    gotoxyWithFullwidth(2, 2);
    printf("■得分:%u", manager->score);

    gotoxyWithFullwidth(1, 6);
    printf("■消行总数:%u", manager->erasedTotal);
    for (i = 0; i < 4; ++i)
    {
        gotoxyWithFullwidth(2, 8 + i);
        printf("□消%d:%u", i + 1, manager->erasedCount[i]);
    }

    gotoxyWithFullwidth(1, 15);
    printf("■方块总数:%u", manager->tetrisTotal);

    for (i = 0; i < 7; ++i)
    {
        gotoxyWithFullwidth(2, 17 + i);
        printf("□%c形:%u", tetrisName[i], manager->tetrisCount[i]);
    }
}

// =============================================================================
// 显示提示信息
void printPrompting()
{
    SetConsoleTextAttribute(g_hConsoleOutput, 0xB);
    gotoxyWithFullwidth(26, 10);
    printf("■控制:");
    gotoxyWithFullwidth(27, 12);
    printf("□向左移动:← A 4");
    gotoxyWithFullwidth(27, 13);
    printf("□向右移动:→ D 6");
    gotoxyWithFullwidth(27, 14);
    printf("□向下移动:↓ S 2");
    gotoxyWithFullwidth(27, 15);
    printf("□顺时针转:↑ W 8");
    gotoxyWithFullwidth(27, 16);
    printf("□逆时针转:0");
    gotoxyWithFullwidth(27, 17);
    printf("□直接落地:空格");
    gotoxyWithFullwidth(27, 18);
    printf("□暂停游戏:回车");
    gotoxyWithFullwidth(25, 23);
    printf("■作者: 你猜谁就是谁");
}

// =============================================================================
// 运行游戏
void runGame(TetrisManager* manager, TetrisControl* control)
{
    clock_t clockLast, clockNow;

    clockLast = clock(); // 计时
    printTetrisPool(manager, control); // 显示游戏池

    while (!manager->dead) // 没挂
    {
        while (_kbhit()) // 有键按下
        {
            keydownControl(manager, control, _getch()); // 处理按键
        }

        if (!control->pause) // 未暂停
        {
            clockNow = clock(); // 计时
            // 两次记时的间隔超过0.45秒
            if (clockNow - clockLast > 0.45F * CLOCKS_PER_SEC)
            {
                clockLast = clockNow;
                keydownControl(manager, control, 80); // 方块往下移
            }
        }
    }
}

// =============================================================================
// 再来一次
bool ifPlayAgain()
{
    int ch;

    SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);
    gotoxyWithFullwidth(15, 10);
    printf("游戏结束");
    gotoxyWithFullwidth(13, 11);
    printf("按Y重玩,按N退出");

    do
    {
        ch = _getch();
        if (ch == 'Y' || ch == 'y')
        {
            return true;
        }
        else if (ch == 'N' || ch == 'n')
        {
            return false;
        }
    } while (1);
}

二、推箱子

main.c

#define _CRT_SECURE_NO_WARNINGS 1
#include "PushBoxGame.h"
#define nullptr ((void*) 0)

int main()
{
	int input = 0;

	do
	{
		system("color 3e");
		system("mode con cols=30 lines=15");
		system("cls");
		printf("************************\n");
		printf("**** 1. 开始游戏   *****\n");
		printf("**** 2. 帮助手册   *****\n");
		printf("**** 0. 退出游戏   *****\n");
		printf("************************\n");
		printf("请输入>:");
		scanf("%d", &input);

		switch (input)
		{
		case 1:
			//游戏主体
			Game();
			break;
		case 2:
			HelpMan();
			break;
		case 0:
			printf("游戏已退出\n");
			break;
		default:
			printf("请输入有效数字!\a\n");
			Sleep(500);
			break;
		}
	} while (input);


	return 0;
}

game.c

#define _CRT_SECURE_NO_WARNINGS 1
#include "PushBoxGame.h"

void HelpMan()
{
	system("cls");
	printf("==============================\n");
	printf("\t移动操作\n");
	printf("向上移动:\t↑\tw\n");
	printf("向下移动:\t↓\ts\n");
	printf("向左移动:\t←\ta\n");
	printf("向右移动:\t→\td\n");
	printf("------------------------------\n");
	printf("\t功能性操作\n");
	printf("游戏内回到主菜单:\tz\n");
	printf("==============================\n");
	printf("按任意键退出.......\n");
	_getch();
}

int JudgeVictory(int board[ROW][COL])
{
	int i = 0;
	int j = 0;
	int count = 0;

	for (i = 0; i < ROW; i++)
	{
		for (j = 0; j < COL; j++)
		{
			if (5 == board[i][j])
			{
				count++;
			}

			if (count == 4)
			{
				return 1;
			}
		}
	}

	return 0;
}

void MovePlay(int board[ROW][COL], int y, int x)
{
	//看是空地还是存放点
	if (0 == board[y][x])
	{
		board[y][x] = 6;
	}
	else if (3 == board[y][x])
	{
		board[y][x] = 4;
	}
}

void PushBox(int board[ROW][COL], int y, int x, char ch)
{
	//如果箱子在存放点
	if (5 == board[y][x])
	{
		switch (ch)
		{
		case 'w':
			if (0 == board[y - 1][x])
			{
				board[y--][x] = 4;
				board[y][x] = 2;
			}
			else if (3 == board[y - 1][x])
			{
				board[y--][x] = 4;
				board[y][x] = 5;
			}
			break;
		case 's':
			if (0 == board[y + 1][x])
			{
				board[y++][x] = 4;
				board[y][x] = 2;
			}
			else if (3 == board[y + 1][x])
			{
				board[y++][x] = 4;
				board[y][x] = 5;
			}
			break;
		case 'a':
			if (0 == board[y][x - 1])
			{
				board[y][x--] = 4;
				board[y][x] = 2;
			}
			else if (3 == board[y][x - 1])
			{
				board[y][x--] = 4;
				board[y][x] = 5;
			}
			break;
		case 'd':
			if (0 == board[y][x + 1])
			{
				board[y][x++] = 4;
				board[y][x] = 2;
			}
			else if (3 == board[y][x + 1])
			{
				board[y][x++] = 4;
				board[y][x] = 5;
			}
			break;
		}
	}
	//没在存放点
	else if (2 == board[y][x])
	{
		switch (ch)
		{
		case 'w':
			if (0 == board[y - 1][x])
			{
				board[y--][x] = 6;
				board[y][x] = 2;
			}
			else if (3 == board[y - 1][x])
			{
				board[y--][x] = 6;
				board[y][x] = 5;
			}
			break;
		case 's':
			if (0 == board[y + 1][x])
			{
				board[y++][x] = 6;
				board[y][x] = 2;
			}
			else if (3 == board[y + 1][x])
			{
				board[y++][x] = 6;
				board[y][x] = 5;
			}
			break;
		case 'a':
			if (0 == board[y][x - 1])
			{
				board[y][x--] = 6;
				board[y][x] = 2;
			}
			else if (3 == board[y][x - 1])
			{
				board[y][x--] = 6;
				board[y][x] = 5;
			}
			break;
		case 'd':
			if (0 == board[y][x + 1])
			{
				board[y][x++] = 6;
				board[y][x] = 2;
			}
			else if (3 == board[y][x + 1])
			{
				board[y][x++] = 6;
				board[y][x] = 5;
			}
			break;
		}
	}
}


void MovePlayer(int board[ROW][COL])
{
	int x = 0;
	int y = 0;
	int i = 0;
	int j = 0;

	for (i = 0; i < ROW; i++)
	{
		for (j = 0; j < COL; j++)
		{
			if (6 == board[i][j])
			{
				x = j;
				y = i;
			}
		}
	}

	do
	{
		DisplayBoard(board);

		switch (_getch())
		{
		case 'w':
		case 'W':
		case 上:
			//判断是在空地,还是在存放点
			if (6 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y - 2][x]) && !(5 == board[y - 2][x]) && !(1 == board[y - 2][x]) && (2 == board[y - 1][x] || 5 == board[y - 1][x]))
				{
					board[y--][x] = 0;
					PushBox(board, y, x, 'w');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y - 1][x] || 3 == board[y - 1][x])
				{
					board[y--][x] = 0;
					MovePlay(board, y, x);
				}
			}
			else if (4 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y - 2][x]) && !(5 == board[y - 2][x]) && !(1 == board[y - 2][x]) && (2 == board[y - 1][x] || 5 == board[y - 1][x]))
				{
					board[y--][x] = 3;
					PushBox(board, y, x, 'w');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y - 1][x] || 3 == board[y - 1][x])
				{
					board[y--][x] = 3;
					MovePlay(board, y, x);
				}
			}

			break;
		case 's':
		case 'S':
		case 下:
			//判断是在空地,还是在存放点
			if (6 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y + 2][x]) && !(5 == board[y + 2][x]) && !(1 == board[y + 2][x]) && (2 == board[y + 1][x] || 5 == board[y + 1][x]))
				{
					board[y++][x] = 0;
					PushBox(board, y, x, 's');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y + 1][x] || 3 == board[y + 1][x])
				{
					board[y++][x] = 0;
					MovePlay(board, y, x);
				}
			}
			else if (4 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y + 2][x]) && !(5 == board[y + 2][x]) && !(1 == board[y + 2][x]) && (2 == board[y + 1][x] || 5 == board[y + 1][x]))
				{
					board[y++][x] = 3;
					PushBox(board, y, x, 's');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y + 1][x] || 3 == board[y + 1][x])
				{
					board[y++][x] = 3;
					MovePlay(board, y, x);
				}
			}
			break;
		case 'a':
		case 'A':
		case 左:
			//判断是在空地,还是在存放点
			if (6 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y][x - 2]) && !(5 == board[y][x - 2]) && !(1 == board[y][x - 2]) && (2 == board[y][x - 1] || 5 == board[y][x - 1]))
				{
					board[y][x--] = 0;
					PushBox(board, y, x, 'a');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y][x - 1] || 3 == board[y][x - 1])
				{
					board[y][x--] = 0;
					MovePlay(board, y, x);
				}
			}
			else if (4 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y][x - 2]) && !(5 == board[y][x - 2]) && !(1 == board[y][x - 2]) && (2 == board[y][x - 1] || 5 == board[y][x - 1]))
				{
					board[y][x--] = 3;
					PushBox(board, y, x, 'a');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y][x - 1] || 3 == board[y][x - 1])
				{
					board[y][x--] = 3;
					MovePlay(board, y, x);
				}
			}
			break;
		case 'd':
		case 'D':
		case 右:
			//判断是在空地,还是在存放点
			if (6 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y][x + 2]) && !(5 == board[y][x + 2]) && !(1 == board[y][x + 2]) && (2 == board[y][x + 1] || 5 == board[y][x + 1]))
				{
					board[y][x++] = 0;
					PushBox(board, y, x, 'd');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y][x + 1] || 3 == board[y][x + 1])
				{
					board[y][x++] = 0;
					MovePlay(board, y, x);
				}
			}
			else if (4 == board[y][x])
			{
				//如果人后面是箱子就移动箱子
				if (!(2 == board[y][x + 2]) && !(5 == board[y][x + 2]) && !(1 == board[y][x + 2]) && (2 == board[y][x + 1] || 5 == board[y][x + 1]))
				{
					board[y][x++] = 3;
					PushBox(board, y, x, 'd');
				}
				//如果人后面不是箱子就移动人
				else if (0 == board[y][x + 1] || 3 == board[y][x + 1])
				{
					board[y][x++] = 3;
					MovePlay(board, y, x);
				}
			}
			break;

		case 'z':
			return;
		}

		if (JudgeVictory(board))
		{
			system("cls");
			DisplayBoard(board);
			printf("恭喜通关!\n");
			printf("按任意键继续\n");
			getchar();
			_getch();
			return;
		}

	} while (1);

}

void DisplayBoard(int board[ROW][COL])
{
	system("cls");

	int i = 0;
	int j = 0;

	for (i = 0; i < ROW; i++)
	{
		for (j = 0; j < COL; j++)
		{
			switch (board[i][j])
			{
			case 0:
				printf("  ");
				break;
			case 1:
				printf("■");
				break;
			case 2:
				printf("□");
				break;
			case 3:
				printf("☆");
				break;
			case 4:
				printf("♂");
				break;
			case 5:
				printf("★");
				break;
			case 6:
				printf("♀");
				break;
			}
		}
		putchar('\n');
	}
}

void Game()
{
	//墙壁:1 ■
	//箱子:2 □
	//箱子存放点:3 ☆
	//人在箱子存放点:4 ♂
	//箱子在箱子存放点:5 ★
	//人:6 ♀ 
	int board[ROW][COL] = {
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
		{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 1 },
		{ 1, 0, 2, 0, 0, 1, 0, 2, 0, 1 },
		{ 1, 0, 0, 2, 0, 1, 0, 0, 0, 1 },
		{ 1, 1, 1, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 1, 0, 0, 1, 1, 1 },
		{ 1, 0, 2, 6, 1, 0, 0, 3, 3, 1 },
		{ 1, 0, 0, 0, 1, 0, 0, 3, 3, 1 },
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
	};

	//DisplayBoard(board);
	MovePlayer(board);
}

game.h 

#pragma once
#include <stdio.h>
#include <Windows.h>

#define ROW 10
#define COL 10

enum Control
{
	上 = 72,
	下 = 80,
	左 = 75,
	右 = 77
};

extern void Game();

extern void DisplayBoard(int board[ROW][COL]);

extern void MovePlayer(int board[ROW][COL]);

extern void PushBox(int board[ROW][COL], int y, int x, char ch);

extern void MovePlay(int board[ROW][COL], int y, int x);

extern int JudgeVictory(int board[ROW][COL]);

extern void HelpMan();

三、迷宫

main.c

#define _CRT_SECURE_NO_WARNINGS 1

/************************************************************  

FileName: 

Author:JugKing

Date:2022.

***********************************************************/

#include<iostream>
#include<conio.h>
#include<stdlib.h>
#include<windows.h>
using namespace std;
int map[22][22] = {
	/*
	0为可走的地
	1为边界
	4为墙,不可移动
	5为小人
	*/
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
	{1,4,0,4,0,4,4,0,0,0,0,0,0,4,0,4,0,0,0,0,0,1},
	{1,4,0,4,0,0,0,0,4,4,0,4,0,4,0,4,0,0,0,0,0,1},
	{1,0,0,0,4,0,4,0,0,0,0,0,4,4,0,4,4,4,0,4,0,1},
	{1,4,0,4,0,0,0,4,4,0,4,0,4,0,0,0,0,4,0,4,4,1},
	{1,0,0,4,0,4,0,0,4,0,0,0,4,0,4,0,4,0,0,4,0,1},
	{1,0,0,0,0,0,4,0,4,4,0,0,4,0,4,0,0,0,0,0,4,1},
	{1,4,0,0,4,0,4,0,0,4,0,4,4,0,4,0,4,0,4,0,4,1},
	{1,0,0,0,4,0,4,0,4,0,0,0,0,0,0,0,0,4,0,0,4,1},
	{1,0,4,4,4,0,4,4,0,0,0,0,4,4,4,4,4,4,0,4,0,1},
	{1,0,0,0,0,4,0,0,0,4,4,4,0,0,0,0,0,4,0,4,0,1},
	{1,4,0,4,0,4,4,0,0,4,0,4,0,4,4,4,0,0,0,4,0,1},
	{1,4,0,4,0,4,0,0,0,4,0,4,0,0,0,4,0,4,0,0,0,1},
	{1,4,0,4,4,0,4,4,4,4,0,4,4,4,4,4,0,4,0,0,4,1},
	{1,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,4,0,1},
	{1,0,0,4,0,4,0,0,0,4,4,0,0,4,0,4,4,4,0,4,0,1},
	{1,0,4,4,4,4,4,4,0,0,0,4,0,4,0,0,0,0,0,4,0,1},
	{1,0,0,0,0,0,0,4,4,0,4,4,0,4,4,0,4,0,4,0,0,1},
	{1,0,4,0,4,4,0,0,4,0,4,0,0,4,0,0,0,4,4,0,4,1},
	{1,0,4,0,4,0,4,0,4,4,4,0,4,4,4,0,0,4,4,0,4,1},
	{1,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,1},
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
void drawMap()
{
	for (int i = 0; i < 22; i++)
	{
		for (int j = 0; j < 22; j++)
		{
			switch (map[i][j])
			{
				//根据不同的数字画不同的东西 
			case 0: cout << "  "; break;
			case 1: cout << "■"; break;
			case 5: cout << "♀"; break;
			case 4: cout << "□"; break;
			case 3: cout << "☆"; break;
			}
		}
		cout << "\n";
	}
}
void PlayGame()
{
	int x, y;
	for (int i = 0; i < 22; i++)
	{
		for (int j = 0; j < 22; j++)
		{
			if (map[i][j] == 5)//每一次判断小人位置处于哪 
			{
				x = i;
				y = j;
			}
		}
	}
	char k;
	k = getchar();
	switch (k)
	{
		//向上移动 
	case 'W':
	case 'w':
	case 72:
		if (map[x - 1][y] == 0)//如果上面是可走部分 
		{
			map[x - 1][y] += 5;
			map[x][y] -= 5;
		}
		else if (map[x - 1][y] == 3)//如果上面是胜利处 
		{
			system("cls");
			cout << "恭喜你通关!";
			exit(0);
		}
		break;
		//向下移动(后面跟第一个case部分基本一样) 
	case 'S':
	case 's':
	case 80:
		if (map[x + 1][y] == 0)//判断下 
		{
			map[x + 1][y] += 5;
			map[x][y] -= 5;
		}
		else if (map[x + 1][y] == 3)
		{
			system("cls");
			cout << "恭喜你通关!";
			exit(0);
		}
		break;
	case 'A':
	case 'a':
	case 75:
		if (map[x][y - 1] == 0)//判断左 
		{
			map[x][y - 1] += 5;
			map[x][y] -= 5;
		}
		else if (map[x][y - 1] == 3)
		{
			system("cls");
			cout << "恭喜你通关!";
			exit(0);
		}
		break;
	case 'D':
	case 'd':
	case 77:
		if (map[x][y + 1] == 0)//判断右 
		{
			map[x][y + 1] += 5;
			map[x][y] -= 5;
		}
		else if (map[x][y + 1] == 3)
		{
			system("cls");
			cout << "恭喜你通关!";
			exit(0);
		}
		break;
	}
}
int main()//主界面 
{
	cout << "22*22格关卡,完全ojbk\n"; system("pause");
	while (1)
	{
		//运行处 
		system("cls");
		drawMap();
		PlayGame();
	}
	return 0;
}


传送门:

        俄罗斯方块

        推箱子

        迷宫

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

penguin_bark

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值