这里的俄罗斯方块用raylib.h渲染图像,如果C++没有自带的raylib.h头文件,可以进我主页找raylib.h头文件代码。
/*******************************************************************************************
*
* raylib - classic game: tetris
*
* Sample game developed by Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SQUARE_SIZE 20
#define GRID_HORIZONTAL_SIZE 12
#define GRID_VERTICAL_SIZE 20
#define LATERAL_SPEED 10
#define TURNING_SPEED 12
#define FAST_FALL_AWAIT_COUNTER 30
#define FADING_TIME 33
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
// Matrices
static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE];
static GridSquare piece [4][4];
static GridSquare incomingPiece [4][4];
// Theese variables keep track of the active piece position
static int piecePositionX = 0;
static int piecePositionY = 0;
// Game parameters
static Color fadingColor;
//static int fallingSpeed; // In frames
static bool beginPlay = true; // This var is only true at the begining of the game, used for the first matrix creations
static bool pieceActive = false;
static bool detection = false;
static bool lineToDelete = false;
// Statistics
static int level = 1;
static int lines = 0;
// Counters
static int gravityMovementCounter = 0;
static int lateralMovementCounter = 0;
static int turnMovementCounter = 0;
static int fastFallMovementCounter = 0;
static int fadeLineCounter = 0;
// Based on level
static int gravitySpeed = 30;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
// Additional module functions
static bool Createpiece();
static void GetRandompiece();
static void ResolveFallingMovement(bool *detection, bool *pieceActive);
static bool ResolveLateralMovement();
static bool ResolveTurnMovement();
static void CheckDetection(bool *detection);
static void CheckCompletion(bool *lineToDelete);
static void DeleteCompleteLines();
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: tetris");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//--------------------------------------------------------------------------------------
// Game Module Functions Definition
//--------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
// Initialize game statistics
level = 1;
lines = 0;
fadingColor = GRAY;
piecePositionX = 0;
piecePositionY = 0;
pause = false;
beginPlay = true;
pieceActive = false;
detection = false;
lineToDelete = false;
// Counters
gravityMovementCounter = 0;
lateralMovementCounter = 0;
turnMovementCounter = 0;
fastFallMovementCounter = 0;
fadeLineCounter = 0;
gravitySpeed = 30;
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (!lineToDelete)
{
if (!pieceActive)
{
// Get another piece
pieceActive = Createpiece();
// We leave a little time before starting the fast falling down
fastFallMovementCounter = 0;
}
else // Piece falling
{
// Counters update
fastFallMovementCounter++;
gravityMovementCounter++;
lateralMovementCounter++;
turnMovementCounter++;
// We make sure to move if we've pressed the key this frame
if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED;
if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED;
// Fall down
if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER))
{
// We make sure the piece is going to fall this frame
gravityMovementCounter += gravitySpeed;
}
if (gravityMovementCounter >= gravitySpeed)
{
// Basic falling movement
CheckDetection(&detection);
// Check if the piece has collided with another piece or with the boundings
ResolveFallingMovement(&detection, &pieceActive);
// Check if we fullfilled a line and if so, erase the line and pull down the the lines above
CheckCompletion(&lineToDelete);
gravityMovementCounter = 0;
}
// Move laterally at player's will
if (lateralMovementCounter >= LATERAL_SPEED)
{
// Update the lateral movement and if success, reset the lateral counter
if (!ResolveLateralMovement()) lateralMovementCounter = 0;
}
// Turn the piece at player's will
if (turnMovementCounter >= TURNING_SPEED)
{
// Update the turning movement and reset the turning counter
if (ResolveTurnMovement()) turnMovementCounter = 0;
}
}
// Game over logic
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == FULL)
{
gameOver = true;
}
}
}
}
else
{
// Animation when deleting lines
fadeLineCounter++;
if (fadeLineCounter%8 < 4) fadingColor = MAROON;
else fadingColor = GRAY;
if (fadeLineCounter >= FADING_TIME)
{
DeleteCompleteLines();
fadeLineCounter = 0;
lineToDelete = false;
lines++;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw gameplay area
Vector2 offset;
offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
offset.y -= 50; // NOTE: Harcoded position!
int controller = offset.x;
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
// Draw each square of the grid
if (grid[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FULL)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == BLOCK)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FADING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor);
offset.x += SQUARE_SIZE;
}
}
offset.x = controller;
offset.y += SQUARE_SIZE;
}
// Draw incoming piece (hardcoded)
offset.x = 500;
offset.y = 45;
int controler = offset.x;
for (int j = 0; j < 4; j++)
{
for (int i = 0; i < 4; i++)
{
if (incomingPiece[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (incomingPiece[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
}
offset.x = controler;
offset.y += SQUARE_SIZE;
}
DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
DrawText(TextFormat("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static bool Createpiece()
{
piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2);
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
GetRandompiece();
beginPlay = false;
}
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one
GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
}
static void GetRandompiece()
{
int random = GetRandomValue(0, 6);
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch (random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
else // We move down the piece
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
static bool ResolveLateralMovement()
{
bool collision = false;
// Piece movement
if (IsKeyDown(KEY_LEFT)) // Move left
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}
else if (IsKeyDown(KEY_RIGHT)) // Move right
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
}
}
}
// If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
return collision;
}
static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
GridSquare aux;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) checker = true;
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true;
}
return false;
}
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletion(bool *lineToDelete)
{
int calculator = 0;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true;
calculator = 0;
// points++;
// Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines()
{
// Erase the completed line
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
while (grid[1][j] == FADING)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
grid[i][j] = EMPTY;
}
for (int j2 = j-1; j2 >= 0; j2--)
{
for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++)
{
if (grid[i2][j2] == FULL)
{
grid[i2][j2+1] = FULL;
grid[i2][j2] = EMPTY;
}
else if (grid[i2][j2] == FADING)
{
grid[i2][j2+1] = FADING;
grid[i2][j2] = EMPTY;
}
}
}
}
}
}