linux下c语言俄罗斯方块,C语言实现俄罗斯方块源代码

本文实例为大家分享了C语言实现俄罗斯方块的具体代码,供大家参考,具体内容如下

Head.h

#ifndef _HEAD_H_

#define _HEAD_H_

#include

#include

#include

#include

#include

#include

#define _CRT_SECURE_NO_WARNINGS 1

//界面的相关的参数

#define WALL_SQUARE_WIDTH 10 //围墙方块的宽度

#define xWALL_SQUARE_NUM 30 //x轴方向的方块的数目

#define yWALL_SQUARE_WIDTH 46 //y轴方向的方块的数目

#define GAME_WALL_WIDTH (WALL_SQUARE_WIDTH*xWALL_SQUARE_NUM) //游戏区域的宽度 300

#define GAME_WALL_HTGH (WALL_SQUARE_WIDTH*yWALL_SQUARE_WIDTH) //游戏区域的高度 460

#define WINDOW_WIDTH 480 // 游戏总窗口宽度 480

#define WINDOW_HIGH 460 // 游戏总窗口高度 460

//定义俄罗斯方块的相关参数

#define ROCK_SQUARE_WIDTH (2*WALL_SQUARE_WIDTH) //俄罗斯方块的大小是围墙的两倍 20

#define xROCK_SQUARE_NUM ((GAME_WALL_WIDTH -20)/ROCK_SQUARE_WIDTH) // 游戏区x轴放的方块数目:14

#define yROCK_SQUARE_NUM ((GAME_WALL_HTGH -20)/ROCK_SQUARE_WIDTH) // 游戏区y轴放的方块数目:22

//定义移动方块的相关操作

#define DIRECT_UP 3

#define DIRECT_DOWN 2

#define DIRECT_LEFT -1

#define DIRECT_RIGHT 1

/*数据结构-线性表(结构体数组)*/

typedef struct ROCK

{

//用来表示方块的形状(每一个字节是8位,用每4位表示方块中的一行)

unsigned short rockShapeBits;

int nextRockIndex; //下一个方块,在数组中的下标

} RockType;

//方块在图形窗口中的位置(即定位4*4大块的左上角坐标)

typedef struct LOCATE

{

int left;

int top;

} RockLocation_t;

//全局变量-游戏板的状态描述(即表示当前界面哪些位置有方块)

//0表示没有,1表示有(多加了两行和两列,形成一个围墙,便于判断方块是否能够移动)

int game_board[yROCK_SQUARE_NUM + 2][xROCK_SQUARE_NUM + 2] = { 0 };

int game_socres = 0; //全局分数

// 把俄罗斯方块的19种类放到数组中

int rockTypeNum = 19;

RockType RockArray[19] = { (0, 0) };

//预览区的方块的位置

RockLocation_t preRockLocation = {GAME_WALL_WIDTH+70,70};

//每次生成初始化方块的位置

RockLocation_t initRockLocation = { (WALL_SQUARE_WIDTH + 100), WALL_SQUARE_WIDTH };

//分数显示的位置

//各个文件中的函数

// 画出界面以及画出方块Draw.h中

void DrawGameWindow();

void DisplayRock(int rockIdx, RockLocation_t* LocatePtr, bool displayed);

//初始化Init源文件

void InitGame();

//game.h

void PlayGame();

bool IsGameOver();

#endif

Draw.h

#include"Head.h"

//画出游戏界面

void DrawGameWindow()

{

//先画出围墙

setcolor(BLUE);

setlinestyle(PS_SOLID,NULL,0);

setfillcolor(BLUE);

//画出上下围墙

for (int x = WALL_SQUARE_WIDTH; x <= GAME_WALL_WIDTH; x += WALL_SQUARE_WIDTH)

{

fillrectangle(x - WALL_SQUARE_WIDTH, 0, x, WALL_SQUARE_WIDTH); //上

fillrectangle(x - WALL_SQUARE_WIDTH, GAME_WALL_HTGH - WALL_SQUARE_WIDTH, x, GAME_WALL_HTGH);//下

}

//画出左右围墙

for (int y = WALL_SQUARE_WIDTH; y <= GAME_WALL_HTGH; y += WALL_SQUARE_WIDTH)

{

fillrectangle(0, y, WALL_SQUARE_WIDTH, y + WALL_SQUARE_WIDTH);//左

fillrectangle(GAME_WALL_WIDTH - WALL_SQUARE_WIDTH, y, GAME_WALL_WIDTH, y + WALL_SQUARE_WIDTH);//右

}

//画出右边统计分数及相关东西

//画出分割线

setcolor(WHITE);

setlinestyle(PS_DASH,2);

line(GAME_WALL_WIDTH + 20, 0, GAME_WALL_WIDTH + 20, GAME_WALL_HTGH);

//设置字体

LOGFONT font;

gettextstyle(&font);

settextstyle(18, 0, _T("宋体"));

font.lfQuality = ANTIALIASED_QUALITY;//设置输出效果为抗锯齿

//1显示预览形状

outtextxy(GAME_WALL_WIDTH + 80, 30, _T("预览"));

outtextxy(GAME_WALL_WIDTH + 80, 170, _T("分数"));

outtextxy(GAME_WALL_WIDTH + 65, 250, _T("操作说明"));

outtextxy(GAME_WALL_WIDTH + 40, 290, _T("w a s d控制方向"));

outtextxy(GAME_WALL_WIDTH + 40, 335, _T("空格 暂停"));

//显示分数

setcolor(RED);

outtextxy(GAME_WALL_WIDTH + 90, 200, '0');

}

//在游戏区显示编号为rockIdx的方块

void DisplayRock(int rockIdx, RockLocation_t* LocatePtr, bool displayed)

{

int color;//方块的填充颜色

int lineColor = WHITE;//线的颜色

int boardFalg = 0;

int xRock = 0;

int yRock = 0;

unsigned short rockCode = RockArray[rockIdx].rockShapeBits;

//如果displayed为true的话,将方块块颜色设置为white,game_board对应的位置设置为1;

//如果displayed为false的话,将方块块颜色设置为black,game_board对应的位置设置为0;

displayed ? (color = RED, boardFalg = 1) : (color = BLACK,lineColor = BLACK, boardFalg = 0);

setcolor(lineColor);

setfillcolor(color);

setlinestyle(PS_SOLID);//设置为实线,

xRock = LocatePtr->left;

yRock = LocatePtr->top;

int count = 0;//每4个换行,记录坐标偏移量

unsigned short mask = 1;

for (int i = 1; i <= 16; ++i)

{

mask = 1 << (16 - i);

if ((rockCode & mask) != 0) //如果不为0的话,就画出小方块

{

fillrectangle(xRock , yRock, xRock + ROCK_SQUARE_WIDTH, yRock + ROCK_SQUARE_WIDTH);

}

if (i % 4 == 0) //换行

{

yRock = yRock + ROCK_SQUARE_WIDTH;

xRock = xRock = LocatePtr->left;

}

else

{

xRock += ROCK_SQUARE_WIDTH;

}

}

}

Init.h

#include"Head.h"

static void ShapeStrToBit(unsigned char *rockShapeStr, unsigned short& rockShapeBit);

static void ReadRcok();

void InitGame()

{

//把全局游戏游戏版初始化,边界初始化为1

for (int i = 0; i < xROCK_SQUARE_NUM + 2; i++)

{

game_board[0][i] = 1; //上边界

game_board[yROCK_SQUARE_NUM + 1][i] = 1; //下边界

}

for (int i = 0; i < yROCK_SQUARE_NUM + 2; i++)

{

game_board[i][0] = 1 ; //左边界

game_board[i][xROCK_SQUARE_NUM + 1] = 1; //右边界

}

//读取俄罗斯方块

ReadRcok();

}

//从文件中读取方块的形状存储到rockArray中

void ReadRcok()

{

FILE* fp = fopen("RockShape.ini","r");

if (NULL == fp)

{

printf("打开文件失败\n");

return;

}

unsigned char readBuf[1024]; //fp读取到字符串readbuf中

unsigned short rockShapeBit = 0;//存放方块形状,占16比特位

unsigned char rockShapeStr[16];//存放方块字符串

int ShapeStrIdx = 0;

int rockNum = 0;//统计方块的个数以及存放方块数组RockArray的下标

int rocknext = 0;//方块数组中下一个形状

int rockShapeStart = 0;//同一类型的形状

while (true)

{

size_t readSize = fread(readBuf, 1, 1024, fp);

if (readSize == 0)

break;

//处理readbuf

for (size_t idx = 0; idx < readSize; ++idx)

{

//将字符存放到rockShapeStr中

while (ShapeStrIdx < 16 && idx < readSize)

{

if (readBuf[idx] == '@' || readBuf[idx] == '#')

{

rockShapeStr[ShapeStrIdx] = (unsigned char)readBuf[idx];

++ShapeStrIdx;

}

++idx; //可能idx == readSize了

if (readBuf[idx] == '*')//修改上一次方块的next值

{

idx += 5;

RockArray[--rockNum].nextRockIndex = rockShapeStart;

rockNum++;

rockShapeStart = rockNum;

rocknext = rockShapeStart ;

}

}

//可能没有填满

if (ShapeStrIdx < 16)

{

break;

}

else //填满shapestr

{

ShapeStrIdx = 0;//置0

//将rockShapeStr 转为rockShapeBit

ShapeStrToBit(rockShapeStr, rockShapeBit);

rocknext++;

RockArray[rockNum].rockShapeBits = rockShapeBit;

RockArray[rockNum].nextRockIndex = rocknext;

rockNum++;

}

}

}

fclose(fp);

}

//将从文件中读取的字符串(长度默认为16)转换成 unsigned short

void ShapeStrToBit(unsigned char *rockShapeStr, unsigned short& rockShapeBit)

{

rockShapeBit = 0;

for (size_t idx = 0; idx < 16; ++idx)

{

if (rockShapeStr[idx] == '@') //1

{

rockShapeBit |= (1 << (16 - idx - 1));

}

// #为0 不需要处理

}

}

game.h

#include"Head.h"

#define _CRT_SECURE_NO_WARNINGS 1

bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction);

void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation);

void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation);

void FullLine();

void UpdateSocres(int scores);

void DelCurLine(int rowIdx);

bool IsGameOver();

void PlayGame()

{

char userHit = 0;//用户敲击键盘

int curRockIndex = 0;//当前方块的rockArray下标

int nextRockIndex = 0;//下次

RockLocation_t curRockLocation;

curRockLocation.left = initRockLocation.left;

curRockLocation.top = initRockLocation.top;

DWORD oldtime = 0;

srand((unsigned int)time(NULL));

curRockIndex = rand() % rockTypeNum;

nextRockIndex = rand() % rockTypeNum;

//画出预览区初始化方块

//在初始位置和预览区显示方块形状

DisplayRock(curRockIndex, &initRockLocation, 1);

DisplayRock(nextRockIndex, &preRockLocation, 1);

bool moveAbled = false;

while (true)

{

//判断当前方块是否落地(判断能否再下移):如果落地,判断是否满行,再判断是否结束游戏, 改变game_board ,画出下次初始化的方块,以及生成新的预览方块

//

moveAbled = MoveAble(curRockIndex, &curRockLocation, DIRECT_DOWN);

if (!moveAbled) //判断是否落地,不能下移表示落地

{

//修改game_board的值

SetGameBoardFlag(curRockIndex, &curRockLocation);

FullLine();

if (IsGameOver())

{

MessageBox(NULL, _T("游戏结束"), _T("GAME OVER"), MB_OK);

exit(0);

}

//为下次生成模块开始准备

DisplayRock(nextRockIndex, &preRockLocation, false);//擦除旧的方块

curRockIndex = nextRockIndex;

nextRockIndex = rand() % rockTypeNum; //生成新的预览方块

DisplayRock(curRockIndex, &initRockLocation, 1);

DisplayRock(nextRockIndex, &preRockLocation, 1);

FlushBatchDraw();

//修改curRockLocation的值

curRockLocation.left = initRockLocation.left;

curRockLocation.top = initRockLocation.top;

}

if (kbhit()) //如果敲击键盘了 就处理按键

{

userHit = getch();

UserHitKeyBoard(userHit, &curRockIndex, &curRockLocation);

}

//没有 就自动下移一个单位 :不能用else,因为可能按键不是上下左右

DWORD newtime = GetTickCount();

if (newtime - oldtime >= (unsigned int)(300) && moveAbled == TRUE)

{

oldtime = newtime;

DisplayRock(curRockIndex, &curRockLocation, false);

curRockLocation.top += ROCK_SQUARE_WIDTH; //下落一格

}

//AutomaticDownMove(curRockIndex, &curRockLocation);

//画出新方块

DisplayRock(curRockIndex, &curRockLocation, 1);

FlushBatchDraw();

Sleep(20);

}

}

//响应键盘命令时间

void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation)

{

switch (userHit)

{

case 'W':

case 'w'://↑

if (MoveAble(RockArray[*RockIndex].nextRockIndex, curRockLocation, DIRECT_UP))

{

DisplayRock(*RockIndex, curRockLocation, false);

*RockIndex = RockArray[*RockIndex].nextRockIndex;

}

break;

case 'S':

case 's'://↓

if (MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))

{

DisplayRock(*RockIndex, curRockLocation, false);

curRockLocation->top += 2 * (ROCK_SQUARE_WIDTH);

if (!MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))

{

curRockLocation->top -= ROCK_SQUARE_WIDTH;

}

}

break;

case 'A':

case 'a': //←

if (MoveAble(*RockIndex, curRockLocation, DIRECT_LEFT))

{

DisplayRock(*RockIndex, curRockLocation, false);

curRockLocation->left -= ROCK_SQUARE_WIDTH;

}

break;

case 'D':

case 'd': //→

if (MoveAble(*RockIndex, curRockLocation, DIRECT_RIGHT))

{

DisplayRock(*RockIndex, curRockLocation, FALSE);

curRockLocation->left += ROCK_SQUARE_WIDTH;

}

break;

case ' ': //暂停

while (1)

{

userHit = getch();

if (userHit == ' ')

break;

}

break;

default:

break;

}

}

//判断是否满行,满行消除,然后计算得分

void FullLine()

{

bool linefull = true;

int idx = yROCK_SQUARE_NUM;//从最后一行往上查找 22

int count = 0;

while (count != xROCK_SQUARE_NUM ) //遇到空行 14

{

linefull = true;

count = 0;

for (int i = 1; i <= xROCK_SQUARE_NUM; ++i)

{

if (game_board[idx][i] == 0)

{

linefull = false;

count++;

}

}

if (linefull) //满行,消除当前行,更新分数

{

DelCurLine(idx);

game_socres += 3;

UpdateSocres(game_socres);

idx++;//因为下面要减1

}

idx--;

}

}

void UpdateSocres(int scores)

{

setcolor(RED);

TCHAR s[10];

_stprintf(s, _T("%d"), scores);

outtextxy(GAME_WALL_WIDTH + 90, 200, s);

}

//消除当前行

void DelCurLine(int rowIdx)

{

//擦除当前行

setcolor(BLACK);

setfillcolor(BLACK);

for (int i = 1; i < xROCK_SQUARE_NUM; ++i)

{

fillrectangle(WALL_SQUARE_WIDTH + (i - 1)*ROCK_SQUARE_WIDTH, (rowIdx - 1)*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH,

WALL_SQUARE_WIDTH + i*ROCK_SQUARE_WIDTH, rowIdx*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH);

}

//把上面的向下移

int cnt = 0;

while (cnt != xROCK_SQUARE_NUM) //直到遇到是空行的为止

{

cnt = 0;

for (int i = 1; i <= xROCK_SQUARE_NUM; i++)

{

game_board[rowIdx][i] = game_board[rowIdx - 1][i];

//擦除上面的一行

setcolor(BLACK);

setfillcolor(BLACK);

fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,

WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1) - ROCK_SQUARE_WIDTH ,

WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,

WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1));

//显示下面的一行

if (game_board[rowIdx][i] == 1)

{

setcolor(WHITE);

setfillcolor(RED);

fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,

WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx - ROCK_SQUARE_WIDTH ,

WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,

WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx);

}

if (game_board[rowIdx][i] == 0)

cnt++; //统计一行是不是 都是空格

}//for

rowIdx--;

}

}

//是否可以移动方块

bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction)

{

int mask;

int rockX;

int rockY;

rockX = currentLocatePtr->left;

rockY = currentLocatePtr->top;

mask = (unsigned short)1 << 15;

for (int i = 1; i <= 16; i++)

{

//与掩码相与为1的 即为方块上的点

if ((RockArray[rockIndex].rockShapeBits & mask) != 0)

{

//判断能否移动(即扫描即将移动的位置 是否与设置的围墙有重叠)

//若是向上(即翻滚变形)

if (f_direction == DIRECT_UP)

{

//因为此情况下传入的是下一个方块的形状,故我们直接判断此方块的位置是否已经被占

//判断下一个方块

if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]

[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)

return false;

}

//如果是向下方向移动

else if (f_direction == DIRECT_DOWN)

{

if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 2]

[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)

return false;

}

else //如果是左右方向移动

{ //f_direction的DIRECT_LEFT为-1,DIRECT_RIGHT为1,故直接加f_direction即可判断。

if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]

[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1 + f_direction] == 1)

return false;

}

}

//每4次 换行 转到下一行继续

i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = currentLocatePtr->left)

: rockX += ROCK_SQUARE_WIDTH;

mask >>= 1;

}

return true;

}

//给游戏game_board设置标记表示已经占了

void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation)

{

int mask;

int rockX;

int rockY;

rockX = curRockLocation->left;

rockY = curRockLocation->top;

mask = (unsigned int)1 << 15;

for (int i = 1; i <= 16; i++)

{

//与掩码相与为1的 即为方块上的点

if ((RockArray[rockIdx].rockShapeBits & mask) != 0)

{

game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]

[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] = 1;

}

//每4次 换行 转到下一行继续画

i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = curRockLocation->left)

: rockX += ROCK_SQUARE_WIDTH;

mask >>= 1;

}

}

//判断游戏是否结束

bool IsGameOver()

{

bool topLineHaveRock = false;//顶行是否有方块

bool bottomLineHaveRock = false;

for (int i = 1; i < xROCK_SQUARE_NUM; ++i)

{

if (game_board[1][i] == 1)

topLineHaveRock = true;

if (game_board[yROCK_SQUARE_NUM][i] == 1)

bottomLineHaveRock = true;

}

if (bottomLineHaveRock && topLineHaveRock)

return true;

else

return false;

}

main.cpp

#include"Head.h"

#include"Draw.h"

#include"Init.h"

#include"game.h"

int main()

{

initgraph(WINDOW_WIDTH,WINDOW_HIGH);

DrawGameWindow();

//使用 API 函数修改窗口名称

HWND hWnd = GetHWnd();

SetWindowText(hWnd, _T("俄罗斯方块"));

InitGame();

PlayGame();

getchar();

closegraph();

system("pause");

return 0;

}

配置文件:RockShape.ini

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更多关于俄罗斯方块的文章,请点击查看专题:《俄罗斯方块》

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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