一、游戲效果
俄羅斯方塊
二. 游戲背景
俄羅斯方塊是久負盛名的游戲,它也和貪吃蛇,掃雷等游戲位列經典游戲的?列。
《俄羅斯方塊》(Tetris,俄文:Тетрис)是一款由俄羅斯人阿列克謝·帕基特諾夫于1984年6月發明的休閑游戲。
該游戲曾經被多家公司代理過。經過多輪訴訟后,該游戲的代理權最終被任天堂獲得。?任天堂對于俄羅斯方塊來說意義重大,因為將它與GB搭配在一起后,獲得了巨大的成功。?
《俄羅斯方塊》的基本規則是移動、旋轉和擺放游戲自動輸出的各種方塊,使之排列成完整的一行或多行并且消除得分。
三、游戲開發日志
基本邏輯結構與貪吃蛇一致?
四、游戲實現
我們有了貪吃蛇的知識儲備及了解WIN32 API,理解下面內容也就不難了。
4.1? 游戲邏輯主體
#include"tetris.h"int main()
{//修改當前地區為本地模式,為了?持中?寬字符的打印setlocale(LC_ALL, "");srand((unsigned int)time(NULL));char ch=0;do{GameInit();GameRun();GameOver();system("cls");SetPos(20, 12);printf("再來一局嗎?(Y/N):\n");SetPos(22, 15);ch = getchar();getchar();//清理\n} while (ch == 'y' || ch == 'Y');SetPos(0, 29);return 0;
}
4.2? 游戲初始化的實現
4.2.1? 設置窗口大小、名稱及隱藏光標
//設置控制臺窗?的??,30?,30列system("mode con cols=60 lines=30");//設置cmd窗?名稱system("title 俄羅斯方塊");//獲取標準輸出的句柄(?來標識不同設備的數值)HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//影藏光標操作CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(hOutput, &CursorInfo);//獲取控制臺光標信息CursorInfo.bVisible = false; //隱藏控制臺光標SetConsoleCursorInfo(hOutput, &CursorInfo);//設置控制臺光標狀態
4.2.2 打印歡迎界面?
void WelcomeToGame()
{SetPos(20, 10);printf("歡迎來到俄羅斯方塊!");SetPos(20, 23);//讓按任意鍵繼續的出現的位置好看點system("pause");system("cls");SetPos(14, 10);printf("↑為變換.↓為加速.←為左移.→為右移\n");SetPos(20, 23);//讓按任意鍵繼續的出現的位置好看點system("pause");system("cls");
}
?4.2.3? 初始化地圖
void CreateMap()
{memset(IF.pos, 0, sizeof(int)*30*60);//對數組初始化(如果不初始化,FAIL后第二次循環會IF.pos會保留上次數據)int i = 0;//墻體輪廓SetPos(40, 0);for (i = 40; i < 60; i += 2){wprintf(L"%lc", WALL);}SetPos(0,29);for (i = 0; i < 60; i += 2){IF.pos[i][29] = 1;wprintf(L"%lc", WALL);}//x是0,y從1開始增?for (i = 0; i < 30; i++){IF.pos[0][i] = 1;//標記此處有方塊SetPos(0, i);wprintf(L"%c", WALL);}for (i = 0; i < 30; i++){IF.pos[38][i] = 1;SetPos(38, i);wprintf(L"%c", WALL);}for (i = 0; i < 30; i++){IF.pos[58][i] = 1;SetPos(58, i);wprintf(L"%c", WALL);}SetPos(40, 10);for (i = 40; i < 60; i += 2){IF.pos[i][10] = 1;wprintf(L"%lc", WALL);}//提示字體SetPos(40, 1);printf("下一個方塊:");SetPos(44, 12);printf("左移:←");SetPos(44, 14);printf("右移:→");SetPos(44, 16);printf("加速:↓");SetPos(44, 18);printf("變換:↑");SetPos(44, 20);printf("暫停: 空格");SetPos(44, 22);printf("退出: Esc");SetPos(44, 24);printf("重新開始:R");SetPos(44, 26);printf("當前分數:%d", grade);}
注解:?
1)一個寬字符占2個字節,我們設置?cols=60 lines=30,實際就是長寬各30個字節大小
2)如上圖所示,游戲展示區長為20,高為30,右上部分為下一個方塊提示區域,正下面為游戲操作提示區
3)橫軸為x軸,向右坐標逐漸增大,向下為y軸,坐標逐漸增大。(x,y)確定寬字符(小方塊)的位置,因為寬字符(小方塊)占2個字節寬度,所以x軸坐標沒有奇數值
4)為了方便檢測下落方塊是否靠墻、落地及碰到其它方塊,我們定義一個大數組pos[60][30],一一對應地圖上每個寬字符(小方塊)的位置,用大數組pos[60][30]記錄墻體位置及落地的方塊位置
typedef struct InterFace {int pos[60][30]; //用于標記整個界面有方塊的位置(1為有,0為無)}InterFace;InterFace IF;
4.2.4 初始化方塊信息
void InitBlockInfo()
{//'T'字型int i = 0;for (i = 0; i < 3; i++){block[0][0].space[1][i] = 1;}block[0][0].space[2][1] = 1;//‘L'字型for (i = 1; i < 4; i++){block[1][0].space[i][1] = 1;}block[1][0].space[3][2] = 1;//'J'字形for (i = 1; i < 4; i++){block[2][0].space[i][2] = 1;}block[2][0].space[3][1] = 1;//’Z'字型for (i = 0; i < 2; i++){block[3][0].space[1][i] = 1;}for (i = 1; i < 3; i++){block[3][0].space[2][i] = 1;}//‘S'字型for (i = 1; i < 3; i++){block[4][0].space[1][i] = 1;}for (i = 0; i < 2; i++){block[4][0].space[2][i] = 1;}//'田’字型int j = 0;for (i = 1; i < 3; i++){for (j = 1; j < 3; j++){block[5][0].space[i][j] = 1;}}//長條型for (i = 0; i < 4; i++){block[6][0].space[i][1] = 1;}int m = 0;int n = 0;int tmp[4][4];for (i = 0; i < 7; i++){block[i][0].speed = 200;//初始化下落速度block[i][0].blockstate = NORMAL;}for (i = 0; i < LINES; i++){for (j = 0; j < COLS-1; j++){for (m = 0; m < 4; m++){for (n = 0; n < 4; n++){tmp[m][n] = block[i][j].space[m][n];}}for (m = 0; m < 4; m++){for (n = 0; n < 4; n++){block[i][j + 1].space[n][3-m] = tmp[m][n];}}block[i][j + 1].speed = 200;//初始化下落速度block[i][j + 1].blockstate =NORMAL;//初始化方塊狀態}}}
注解:?
1)我們定義結構體二位數組,用于存儲7種基本形狀方塊的各自的4種形態的信息,共28種。
#define COLS 4
#define LINES 7
enum BlockState{CHANGE,LEFT,RIGHT,DOWN,NORMAL};
typedef struct Block
{int space[4][4];int speed;enum BlockState blockstate;
}Block;
Block block[LINES][COLS] ;//結構體二位數組,用于存儲7種基本形狀方塊的各自的4種形態的信息,共28種
?2)首先初始化7種基本形狀方塊,然后基本形狀方塊通過順時針旋轉依次得到各自剩下的三種形態。
4.3? 游戲運行的實現
void GameRun()
{int i = rand() % 7, j = rand() % 4; //隨機獲取方塊的形狀do{int x = 18;int y = 0;int next_i = rand() % 7, next_j = rand() % 4;PrintBlock(next_i, next_j, 46, 4);//繪制提示框圖形PrintBlock(i, j, 18, 0);//繪制方塊初始位置while(IsLegal(i, j, x, y ))//不合法,說明到底了{if (KEY_PRESS(VK_UP)){block[i][j].blockstate = CHANGE;}else if (KEY_PRESS(VK_DOWN)){block[i][j].blockstate = DOWN;}else if (KEY_PRESS(VK_LEFT)){block[i][j].blockstate = LEFT;//左移}else if (KEY_PRESS(VK_RIGHT)){block[i][j].blockstate = RIGHT;//右移}else if (KEY_PRESS(VK_SPACE)){pause();//暫停}else if (KEY_PRESS(VK_ESCAPE)){state = END;//退出break;}else if (KEY_PRESS(R)){state = RESTART;//重新開始break;}else//什么都沒按{block[i][j].blockstate = NORMAL;}BlockMove(block, &i, &j, &x,&y);PrintBlock(i, j, x, y);//繪制方塊位置Sleep(block[i][j].speed);//每一幀休息的時間}i = next_i;j = next_j;PrintSpace(i,j, 46, 4);//覆蓋提示框圖形} while (state ==RUN);
}
4.3.1? 合法判斷(碰撞檢測)
//碰撞檢測
int IsLegal(int i, int j, int x, int y)
{for (int m = 0; m < 4; m++){for (int n = 0; n< 4; n++){//如果方塊落下的位置本來就已經有方塊了,則不合法if ((block[i][j].space[m][n] == 1) && (IF.pos[x + n * 2][y + m] == 1))return 0; //不合法}}return 1; //合法
}
4.3.2? 覆蓋方塊
void PrintSpace(int i, int j, int x, int y)//覆蓋指定位置方塊
{for (int m = 0; m< 4; m++){for (int n = 0; n < 4; n++){if (block[i][j].space[m][n] == 1){SetPos(x+2*n,y+m); //光標跳轉到指定位置printf(" "); //打印空格覆蓋(兩個空格)}}}}
4.3.3? 繪制方塊
void PrintBlock(int i, int j, int x, int y)
{
int m = 0;
int n = 0;
for (m = 0; m < 4; m++)
{for (n = 0; n < 4; n++){if (block[i][j].space[m][n] == 1){//IF.pos[x+n*2][y+m] = 1;//記錄該位置有方塊SetPos(x + n * 2, y + m);wprintf(L"%c", BIOCK);}}
}
}
?4.3.4?? 判斷滿行消除
int JudeIsErase()
{int sign = 0;int i = 0;for (i = 28; i > 3; i--){int count = 0;for (int j = 2; j < 38; j += 2){if (IF.pos[j][i] == 1){count++;}}if (count == 18)//整行全是方塊{sign = 1;grade += 10;SetPos(44, 26);printf("當前分數:%d", grade);//更新當前分數for (int a = 2; a < 38; a += 2){SetPos(a, i);printf(" ");IF.pos[a][i] = 0;}//將該行以上全部下移一格for (int m = i; m > 3; m--){for (int n = 2; n < 38; n += 2){IF.pos[n][m] = IF.pos[n][m - 1]; //將上一行方塊移到下一行if (IF.pos[n][m]==1) //上一行移下來的是方塊,打印方塊{SetPos(n, m); //光標跳轉到該位置wprintf(L"%c", BIOCK); //打印方塊}else //上一行移下來的是空格,打印空格{SetPos(n, m); //光標跳轉到該位置printf(" "); //打印空格(兩個空格)}}}}}return sign;}
注:
1)用大數組pos[60][30],從下往上判斷是否滿行,如果滿行,則將將該行以上全部下移一格,這樣就達到消行的目的
2)若第十四和第十三行都滿行了,當檢測到第十四行滿行,將第十三行及以上全部下移一格,再次循環,從現十三行(原十二行)開始檢測,此時會漏掉現十四行(原十三行),所以引進標識變量sign,只要有消行,則變為1,當sign=0時,表示全部方塊沒有滿行了。
4.4.5???判斷游戲失敗
void JudeIsOver()
{for (int i = 2; i < 38; i+=2){if (IF.pos[i][1] == 1) //第一行有方塊存在{state = FAIL;}}}
?
4.4.6? 方塊移動
?
void BlockMove(Block block[][COLS], int *i, int *j, int *x, int *y)
{switch (block[*i][*j].blockstate){case CHANGE:if (IsLegal(*i, ((*j) + 1) % 4, *x, (*y )+1) == 1) //判斷方塊變化后(變化的同時下降一格)是否碰撞{//方塊旋轉后合法才進行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆蓋當前方塊所在位置(*j) = ((*j) + 1) % 4;(*y)++;//PrintBlock(i, j, x, y);//繪制下一個變化的方塊block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;}//else //方塊再下落就碰撞了(已經到達底部)//{// //將當前方塊的信息錄入IF當中// for (int m = 0; m< 4; m++)// {// for (int n = 0; n< 4; n++)// {// if (block[*i][*j].space[m][n] == 1)// {// IF.pos[(*x )+n*2][(*y )+m] = 1; //將該位置標記為有方塊// // }// }// }// while (JudeIsErase()); //判斷此次方塊下落是否得分// JudeIsOver();//}break;case LEFT:if (IsLegal(*i, *j,(*x )-2, *y ) == 1) //判斷方塊左移后是否合法{//方塊左移后合法才進行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆蓋當前方塊所在位置(*x) = (*x) - 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//繪制下一個變化的方塊}break;case RIGHT:if (IsLegal(*i, *j, (*x) + 2, *y) == 1) //判斷方塊右移后是否合法{//方塊右移后合法才進行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆蓋當前方塊所在位置(*x) = (*x) + 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//繪制下一個變化的方塊}break;case DOWN:if (IsLegal(*i, *j,* x , (*y) + 1) == 1) //判斷方塊下移后是否合法{//方塊下移后合法才進行以下操作PrintSpace(*i,* j, *x,* y); //用空格覆蓋當前方塊所在位置(*y)++;block[*i][*j].blockstate = NORMAL;if (block[*i][*j].speed>50)//避免連續按,變成負數,會出現bug{block[*i][*j].speed -= 50;}}else //碰撞{//將當前方塊的信息錄入IF當中for (int m = 0; m < 4; m++){for (int n = 0; n < 4; n++){if (block[*i][*j].space[m][n] == 1){IF.pos[(*x) + n * 2][(*y) + m] = 1; //將該位置標記為有方塊}}}while (JudeIsErase()); //判斷此次方塊下落是否得分JudeIsOver();}break;case NORMAL:if (IsLegal(*i, *j,*x, (*y) + 1) == 1) //方塊再下落合法{//方塊右移后合法才進行以下操作PrintSpace(*i, *j, *x,* y); //用空格覆蓋當前方塊所在位置(*y)++;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed=200;}else //碰撞{//將當前方塊的信息錄入IF當中for (int m = 0; m < 4; m++){for (int n = 0; n < 4; n++){if (block[*i][*j].space[m][n] == 1){IF.pos[(*x) + n * 2][(*y) + m] = 1; //將該位置標記為有方塊}}}while (JudeIsErase()); //判斷此次方塊下落是否得分JudeIsOver();}break;}}
注:
1)這里我們根據方塊狀態判斷方塊的下一步位置和形狀,需要改變參數,所以傳的是地址
2)只有在正常下落和加速下落才需要描述不合法時(碰撞時)狀況,因為此時已經到底了。變換方塊時不需要描述不合法(碰撞時)狀況(因為'L'型,在變換時容易與邊界發生碰撞,若此時將方塊位置記錄在pos[60][30]的大數組中,導致跳出該循環,進行下一個方塊判斷,導致該方塊懸浮在半空的BUG)
4.4? ?游戲結束的實現
enum GameState{ RUN = 1,END,FAIL,RESTART };
enum GameState state;void GameOver()
{switch (state){case END:SetPos(14, 15);printf("您主動退出游戲\n");SetPos(14, 18);system("pause");break;case FAIL:Sleep(1000); //留給玩家反應時間system("cls"); //清空屏幕SetPos(20, 10);printf("小垃圾,游戲結束!\n");SetPos(20, 14);printf("你的最終得分為: %d ", grade);SetPos(20, 18);system("pause");break;case RESTART:system("cls"); //清空屏幕SetPos(26, 10);printf("重新開始!\n");SetPos(22, 14);printf("小垃圾,你準備好了嗎?\n");Sleep(2000);main();break;}
}
注:
1)對游戲的三個狀態分別進行描述。
五、完整代碼
5.1?? tetris.h
#include<Windows.h>
#include <locale.h>
#include<stdbool.h>
#include<stdio.h>
#include<stdlib.h>
#include<time.h>
#include<windows.h>
#define WALL L'□'
#define BIOCK L'■'
#define COLS 4
#define LINES 7
#define R 0x52
#define KEY_PRESS(VK) ((GetAsyncKeyState(VK)&0x1) ? 1 : 0)
enum GameState{ RUN = 1,END,FAIL,RESTART };
enum GameState state;enum BlockState{CHANGE,LEFT,RIGHT,DOWN,NORMAL};
int grade;
typedef struct InterFace
{int pos[60][30]; //用于標記整個界面有方塊的位置(1為有,0為無)}InterFace;InterFace IF;
typedef struct Block
{int space[4][4];int speed;enum BlockState blockstate;
}Block;
Block block[LINES][COLS] ;//結構體二位數組,用于存儲7種基本形狀方塊的各自的4種形態的信息,共28種
void GameInit();
void CreateMap();
void InitBlockInfo();
void GameRun();
void PrintBlock(int i,int j,int x,int y);//ij 為方塊形狀,x,y為打印坐標
void BlockMove(Block block[][COLS], int *i, int *j, int *x, int *y);
void PrintSpace(int i, int j, int x, int y);
int JudeIsErase();
void JudeIsOver();
void GameOver();
5.2? ?tetris.c
#include"tetris.h"//設置光標的坐標
void SetPos(short x, short y)
{COORD pos = { x, y };HANDLE hOutput = NULL;//獲取標準輸出的句柄(?來標識不同設備的數值)hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//設置標準輸出上光標的位置為posSetConsoleCursorPosition(hOutput, pos);}
void WelcomeToGame()
{SetPos(20, 10);printf("歡迎來到俄羅斯方塊!");SetPos(20, 23);//讓按任意鍵繼續的出現的位置好看點system("pause");system("cls");SetPos(14, 10);printf("↑為變換.↓為加速.←為左移.→為右移\n");SetPos(20, 23);//讓按任意鍵繼續的出現的位置好看點system("pause");system("cls");
}
void CreateMap()
{memset(IF.pos, 0, sizeof(int)*30*60);//對數組初始化(如果不初始化,FAIL后第二次循環會IF.pos會保留上次數據)int i = 0;//墻體輪廓SetPos(40, 0);for (i = 40; i < 60; i += 2){wprintf(L"%lc", WALL);}SetPos(0,29);for (i = 0; i < 60; i += 2){IF.pos[i][29] = 1;wprintf(L"%lc", WALL);}//x是0,y從1開始增?for (i = 0; i < 30; i++){IF.pos[0][i] = 1;//標記此處有方塊SetPos(0, i);wprintf(L"%c", WALL);}for (i = 0; i < 30; i++){IF.pos[38][i] = 1;SetPos(38, i);wprintf(L"%c", WALL);}for (i = 0; i < 30; i++){IF.pos[58][i] = 1;SetPos(58, i);wprintf(L"%c", WALL);}SetPos(40, 10);for (i = 40; i < 60; i += 2){IF.pos[i][10] = 1;wprintf(L"%lc", WALL);}//提示字體SetPos(40, 1);printf("下一個方塊:");SetPos(44, 12);printf("左移:←");SetPos(44, 14);printf("右移:→");SetPos(44, 16);printf("加速:↓");SetPos(44, 18);printf("變換:↑");SetPos(44, 20);printf("暫停: 空格");SetPos(44, 22);printf("退出: Esc");SetPos(44, 24);printf("重新開始:R");/*SetPos(44, 26);printf("最高紀錄:%d", max);*/SetPos(44, 26);printf("當前分數:%d", grade);/*getchar();*/}
void InitBlockInfo()
{//'T'字型int i = 0;for (i = 0; i < 3; i++){block[0][0].space[1][i] = 1;}block[0][0].space[2][1] = 1;//‘L'字型for (i = 1; i < 4; i++){block[1][0].space[i][1] = 1;}block[1][0].space[3][2] = 1;//'J'字形for (i = 1; i < 4; i++){block[2][0].space[i][2] = 1;}block[2][0].space[3][1] = 1;//’Z'字型for (i = 0; i < 2; i++){block[3][0].space[1][i] = 1;}for (i = 1; i < 3; i++){block[3][0].space[2][i] = 1;}//‘S'字型for (i = 1; i < 3; i++){block[4][0].space[1][i] = 1;}for (i = 0; i < 2; i++){block[4][0].space[2][i] = 1;}//'田’字型int j = 0;for (i = 1; i < 3; i++){for (j = 1; j < 3; j++){block[5][0].space[i][j] = 1;}}//長條型for (i = 0; i < 4; i++){block[6][0].space[i][1] = 1;}int m = 0;int n = 0;int tmp[4][4];for (i = 0; i < 7; i++){block[i][0].speed = 200;//初始化下落速度block[i][0].blockstate = NORMAL;}for (i = 0; i < LINES; i++){for (j = 0; j < COLS-1; j++){for (m = 0; m < 4; m++){for (n = 0; n < 4; n++){tmp[m][n] = block[i][j].space[m][n];}}for (m = 0; m < 4; m++){for (n = 0; n < 4; n++){block[i][j + 1].space[n][3 - m] = tmp[m][n];}}block[i][j + 1].speed = 200;//初始化下落速度block[i][j + 1].blockstate =NORMAL;//初始化方塊狀態}}}void GameInit()
{//設置控制臺窗?的??,30?,30列system("mode con cols=60 lines=30");//設置cmd窗?名稱system("title 俄羅斯方塊");//獲取標準輸出的句柄(?來標識不同設備的數值)HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//影藏光標操作CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(hOutput, &CursorInfo);//獲取控制臺光標信息CursorInfo.bVisible = false; //隱藏控制臺光標SetConsoleCursorInfo(hOutput, &CursorInfo);//設置控制臺光標狀態//打印歡迎界?WelcomeToGame();//初始化地圖CreateMap();//初始化方塊信息InitBlockInfo();//初始化游戲狀態state = RUN;
}
void PrintBlock(int i, int j, int x, int y)
{
int m = 0;
int n = 0;
for (m = 0; m < 4; m++)
{for (n = 0; n < 4; n++){if (block[i][j].space[m][n] == 1){//IF.pos[x+n*2][y+m] = 1;//記錄該位置有方塊SetPos(x + n * 2, y + m);wprintf(L"%c", BIOCK);}}
}
}
void pause()//暫停
{while (1){Sleep(300);if (KEY_PRESS(VK_SPACE)){break;}}
}
//碰撞檢測
int IsLegal(int i, int j, int x, int y)
{for (int m = 0; m < 4; m++){for (int n = 0; n< 4; n++){//如果方塊落下的位置本來就已經有方塊了,則不合法if ((block[i][j].space[m][n] == 1) && (IF.pos[x + n * 2][y + m] == 1))return 0; //不合法}}return 1; //合法
}
void PrintSpace(int i, int j, int x, int y)//覆蓋指定位置方塊
{for (int m = 0; m< 4; m++){for (int n = 0; n < 4; n++){if (block[i][j].space[m][n] == 1){SetPos(x+2*n,y+m); //光標跳轉到指定位置printf(" "); //打印空格覆蓋(兩個空格)}}}}
int JudeIsErase()
{int sign = 0;int i = 0;for (i = 28; i > 3; i--){int count = 0;for (int j = 2; j < 38; j += 2){if (IF.pos[j][i] == 1){count++;}}if (count == 18)//整行全是方塊{sign = 1;grade += 10;SetPos(44, 26);printf("當前分數:%d", grade);//更新當前分數for (int a = 2; a < 38; a += 2){SetPos(a, i);printf(" ");IF.pos[a][i] = 0;}//將該行以上全部下移一格for (int m = i; m > 3; m--){for (int n = 2; n < 38; n += 2){IF.pos[n][m] = IF.pos[n][m - 1]; //將上一行方塊移到下一行if (IF.pos[n][m]==1) //上一行移下來的是方塊,打印方塊{SetPos(n, m); //光標跳轉到該位置wprintf(L"%c", BIOCK); //打印方塊}else //上一行移下來的是空格,打印空格{SetPos(n, m); //光標跳轉到該位置printf(" "); //打印空格(兩個空格)}}}}}return sign;}
void JudeIsOver()
{for (int i = 2; i < 38; i+=2){if (IF.pos[i][1] == 1) //第一行有方塊存在{state = FAIL;}}}void BlockMove(Block block[][COLS], int *i, int *j, int *x, int *y)
{switch (block[*i][*j].blockstate){case CHANGE:if (IsLegal(*i, ((*j) + 1) % 4, *x, (*y )+1) == 1) //判斷方塊變化后(變化的同時下降一格)是否碰撞{//方塊旋轉后合法才進行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆蓋當前方塊所在位置(*j) = ((*j) + 1) % 4;(*y)++;//PrintBlock(i, j, x, y);//繪制下一個變化的方塊block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;}//else //方塊再下落就碰撞了(已經到達底部)//{// //將當前方塊的信息錄入IF當中// for (int m = 0; m< 4; m++)// {// for (int n = 0; n< 4; n++)// {// if (block[*i][*j].space[m][n] == 1)// {// IF.pos[(*x )+n*2][(*y )+m] = 1; //將該位置標記為有方塊// // }// }// }// while (JudeIsErase()); //判斷此次方塊下落是否得分// JudeIsOver();//}break;case LEFT:if (IsLegal(*i, *j,(*x )-2, *y ) == 1) //判斷方塊左移后是否合法{//方塊左移后合法才進行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆蓋當前方塊所在位置(*x) = (*x) - 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//繪制下一個變化的方塊}break;case RIGHT:if (IsLegal(*i, *j, (*x) + 2, *y) == 1) //判斷方塊右移后是否合法{//方塊右移后合法才進行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆蓋當前方塊所在位置(*x) = (*x) + 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//繪制下一個變化的方塊}break;case DOWN:if (IsLegal(*i, *j,* x , (*y) + 1) == 1) //判斷方塊下移后是否合法{//方塊下移后合法才進行以下操作PrintSpace(*i,* j, *x,* y); //用空格覆蓋當前方塊所在位置(*y)++;block[*i][*j].blockstate = NORMAL;if (block[*i][*j].speed>50)//避免連續按,變成負數,會出現bug{block[*i][*j].speed -= 50;}}else //碰撞{//將當前方塊的信息錄入IF當中for (int m = 0; m < 4; m++){for (int n = 0; n < 4; n++){if (block[*i][*j].space[m][n] == 1){IF.pos[(*x) + n * 2][(*y) + m] = 1; //將該位置標記為有方塊}}}while (JudeIsErase()); //判斷此次方塊下落是否得分JudeIsOver();}break;case NORMAL:if (IsLegal(*i, *j,*x, (*y) + 1) == 1) //方塊再下落合法{//方塊右移后合法才進行以下操作PrintSpace(*i, *j, *x,* y); //用空格覆蓋當前方塊所在位置(*y)++;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed=200;}else //碰撞{//將當前方塊的信息錄入IF當中for (int m = 0; m < 4; m++){for (int n = 0; n < 4; n++){if (block[*i][*j].space[m][n] == 1){IF.pos[(*x) + n * 2][(*y) + m] = 1; //將該位置標記為有方塊}}}while (JudeIsErase()); //判斷此次方塊下落是否得分JudeIsOver();}break;}}void GameRun()
{int i = rand() % 7, j = rand() % 4; //隨機獲取方塊的形狀do{int x = 18;int y = 0;int next_i = rand() % 7, next_j = rand() % 4;PrintBlock(next_i, next_j, 46, 4);//繪制提示框圖形PrintBlock(i, j, 18, 0);//繪制方塊初始位置while(IsLegal(i, j, x, y ))//不合法,說明到底了{if (KEY_PRESS(VK_UP)){block[i][j].blockstate = CHANGE;}else if (KEY_PRESS(VK_DOWN)){block[i][j].blockstate = DOWN;}else if (KEY_PRESS(VK_LEFT)){block[i][j].blockstate = LEFT;//左移}else if (KEY_PRESS(VK_RIGHT)){block[i][j].blockstate = RIGHT;//右移}else if (KEY_PRESS(VK_SPACE)){pause();//暫停}else if (KEY_PRESS(VK_ESCAPE)){state = END;//退出break;}else if (KEY_PRESS(R)){state = RESTART;//重新開始break;}else//什么都沒按{block[i][j].blockstate = NORMAL;}BlockMove(block, &i, &j, &x,&y);PrintBlock(i, j, x, y);//繪制方塊位置Sleep(block[i][j].speed);//每一幀休息的時間}i = next_i;j = next_j;PrintSpace(i,j, 46, 4);//覆蓋提示框圖形} while (state ==RUN);
}
void GameOver()
{switch (state){case END:SetPos(14, 15);printf("您主動退出游戲\n");SetPos(14, 18);system("pause");break;case FAIL:Sleep(1000); //留給玩家反應時間system("cls"); //清空屏幕SetPos(20, 10);printf("小垃圾,游戲結束!\n");SetPos(20, 14);printf("你的最終得分為: %d ", grade);SetPos(20, 18);system("pause");break;case RESTART:system("cls"); //清空屏幕SetPos(26, 10);printf("重新開始!\n");SetPos(22, 14);printf("小垃圾,你準備好了嗎?\n");Sleep(2000);main();break;}
}
5.3? test.c
#include"tetris.h"int main()
{//修改當前地區為本地模式,為了?持中?寬字符的打印setlocale(LC_ALL, "");srand((unsigned int)time(NULL));char ch=0;do{GameInit();GameRun();GameOver();system("cls");SetPos(20, 12);printf("再來一局嗎?(Y/N):\n");SetPos(22, 15);ch = getchar();getchar();//清理\n} while (ch == 'y' || ch == 'Y');SetPos(0, 29);return 0;
}