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C语言写的俄罗斯方块程序减小字体 增大字体 作者:佚名 来源:不详 发布时间:2009-9-21 1:11:22收藏到网摘: 合作洽谈 大概在最近两天之内编码完成,但此前一天开始构思。第一天晚上主要完成了方块旋转算法,第二天也就是今天加了消方块的处理算法。但是可能还有一些考虑不周的地方,比如,没有采用定时中断,而是图方便采用了和cpu频率有关的delay()函数来模拟时间间隔,这是需要改进的地方。其中的主要逻辑有:(1)由于c的随机性函数不好,所以每次游戏开始根据bios时间设置种子。(2)得分越高,方块下降速度越快(每200分为单位)。(3)每下落一个方块加1分,每消除一行加10分,两行加30分,三行加70分,四行加150分。初试分数为100分。游戏控制: up-旋转;空格-下落到底; 左右下方向键-控制方向。P-开始或暂停游戏。 ESC-退出。特点:(1)由于tc不支持中文,所以基本都是英文注释。(2)函数命名尽可能规范的表达其内部处理目的和过程。(3)代码加上注释仅有577行。(我下载过的两个俄罗斯方块代码一个在1087行,一个在993行,我的比它们代码少)。(4)除了消除空格时算法比较复杂,其他算法都比较简单易读。(5)绘图效率和局部代码效率扔有待提高。(6)FrameTime参数可能依据不同硬件环境进行具体设置,InitGame需要正确的TC路径。 俄罗斯方块源于大约9年前上大一时的一个梦,我们在学习c语言时,我的同寝室友邀请我合作一起完成俄罗斯方块(课外作业性质),但是当时限于我们的水平比较菜和学习状态比较懒散,我们没有完成。大一的时候我在机房里无意发现别人留下的俄罗斯方块程序,运行,老师发现后激动的问我是我写的吗,我惭愧的摇摇头。那时看到别人做c的大程序深感羡慕(自己只是写几十行的程序)。数年后我仍然看到有不同样式的实现,但是我一直没有实现它,知道今天忽然有这个想法去做,算是弥补多年前的遗憾和心愿吧。-【以下是我的代码文件:】-/*/* Desc: 俄罗斯方块游戏 */* By: hoodlum1980 */* Email: */* Date: 2008.03.12 22:30 */*/#include #include #include #include #include #include #define true 1#define false 0#define BoardWidth 12#define BoardHeight 23#define _INNER_HELPER /*inner helper method */*Scan Codes Define*/enum KEYCODES K_ESC =0x011b, K_UP =0x4800, /* upward arrow */ K_LEFT =0x4b00, K_DOWN =0x5000, K_RIGHT =0x4d00, K_SPACE =0x3920, K_P =0x1970;/* the data structure of the block */typedef struct tagBlock char c44; /* cell fill info array, 0-empty, 1-filled */ int x; /* block position cx 0,BoardWidht -1 */ int y; /* block position cy -4,BoardHeight-1 */ char color; /* block color */ char size; /* block max size in width or height */ char name; /* block name (the blocks shape) */ Block;/* games global info */int FrameTime= 1300;int CellSize= 18;int BoardLeft= 30;int BoardTop= 30;/* next block grid */int NBBoardLeft= 300;int NBBoardTop= 30;int NBCellSize= 10;/* score board position */int ScoreBoardLeft= 300;int ScoreBoardTop=100;int ScoreBoardWidth=200;int ScoreBoardHeight=35;int ScoreColor=LIGHTCYAN;/* infor text postion */int InfoLeft=300;int InfoTop=200;int InfoColor=YELLOW;int BorderColor=DARKGRAY;int BkGndColor=BLACK;int GameRunning=true;int TopLine=BoardHeight-1; /* top empty line */int TotalScore=100;char info_score20;char info_help255;char info_common255;/* our board, Boardxy0-isFilled, Boardxy1-fillColor */unsigned char BoardBoardWidthBoardHeight2;char BufferCells44; /* used to judge if can rotate block */Block curBlock; /* current moving block */Block nextBlock; /* next Block to appear */* function list */int GetKeyCode();int CanMove(int dx,int dy);int CanRotate();int RotateBlock(Block *block);int MoveBlock(Block *block,int dx,int dy);void DrawBlock(Block *block,int,int,int);void EraseBlock(Block *block,int,int,int);void DisplayScore();void DisplayInfo(char* text);void GenerateBlock(Block *block);void NextBlock();void InitGame();int PauseGame();void QuitGame();/*Get Key Code */int GetKeyCode() int key=0; if(bioskey(1) key=bioskey(0); return key;/* display text! */void DisplayInfo(char *text) setcolor(BkGndColor); outtextxy(InfoLeft,InfoTop,info_common); strcpy(info_common,text); setcolor(InfoColor); outtextxy(InfoLeft,InfoTop,info_common);/* create a new block by key number,* the block anchor to the top-left corner of 4*4 cells*/void _INNER_HELPER GenerateBlock(Block *block) int key=(random(13)*random(17)+random(1000)+random(3000)%7; block-size=3;/* because most blocks size=3 */ memset(block-c,0,16); switch(key) case 0: block-name=T; block-color=RED; block-c10=1; block-c11=1, block-c21=1; block-c12=1; break; case 1: block-name=L; block-color=YELLOW; block-c10=1; block-c11=1; block-c12=1, block-c22=1; break; case 2: block-name=J; block-color=LIGHTGRAY; block-c10=1; block-c11=1; block-c12=1, block-c02=1; break; case 3: block-name=z; block-color=CYAN; block-c00=1, block-c10=1; block-c11=1, block-c21=1; break; case 4: block-name=5; block-color=LIGHTBLUE; block-c10=1, block-c20=1; block-c01=1, block-c11=1; break; case 5: block-name=o; block-color=BLUE; block-size=2; block-c00=1, block-c10=1; block-c01=1, block-c11=1; break; case 6: block-name=I; block-color=GREEN; block-size=4; block-c10=1; block-c11=1; block-c12=1; block-c13=1; break; /* get next block! */void NextBlock() /* copy the nextBlock to curBlock */ curBlock.size=nextBlock.size; curBlock.color=nextBlock.color; curBlock.x=(BoardWidth-4)/2; curBlock.y=-curBlock.size; memcpy(curBlock.c,nextBlock.c,16); /* generate nextBlock and show it */ EraseBlock(&nextBlock,NBBoardLeft,NBBoardTop,NBCellSize); GenerateBlock(&nextBlock); nextBlock.x=1,nextBlock.y=0; DrawBlock(&nextBlock,NBBoardLeft,NBBoardTop,NBCellSize);/* rotate the block, update the block struct data */int _INNER_HELPER RotateCells(char c44,char blockSize) char temp,i,j; switch(blockSize) case 3: temp=c00; c00=c20, c20=c22, c22=c02, c02=temp; temp=c01; c01=c10, c10=c21, c21=c12, c12=temp; break; case 4: /* only I block arived here! */ c10=1-c10, c12=1-c12, c13=1-c13; c01=1-c01, c21=1-c21, c31=1-c31; break; /* judge if the block can move toward the direction */int CanMove(int dx,int dy) int i,j,tempX,tempY; for(i=0;icurBlock.size;i+) for(j=0;jcurBlock.size;j+) if(curBlock.cij) /* cannot move leftward or rightward */ tempX = curBlock.x + i + dx; if(tempX(BoardWidth-1) return false; /* make sure x is valid! */ /* cannot move downward */ tempY = curBlock.y + j + dy; if(tempY(BoardHeight-1) return false; /* y is only checked lower bound, maybe negative! */ /* the cell already filled, we must check Ys upper bound before check cell ! */ if(tempY=0 & BoardtempXtempY0) return false; return true;/* judge if the block can rotate */int CanRotate() int i,j,tempX,tempY; /* update buffer */ memcpy(BufferCells, curBlock.c, 16); RotateCells(BufferCells,curBlock.size); for(i=0;icurBlock.size;i+) for(j=0;jcurBlock.size;j+) if(BufferCellsij) tempX=curBlock.x+i; tempY=curBlock.y+j; if(tempX(BoardWidth-1) return false; if(tempY(BoardHeight-1) return false; if(tempY=0 & BoardtempXtempY0) return false; return true;/* draw the block */void _INNER_HELPER DrawBlock(Block *block,int bdLeft,int bdTop,int cellSize) int i,j; setfillstyle(SOLID_FILL,block-color); for(i=0;isize;i+) for(j=0;jsize;j+) if(block-cij & (block-y+j)=0) floodfill( bdLeft+cellSize*(i+block-x)+cellSize/2, bdTop+cellSize*(j+block-y)+cellSize/2, BorderColor); /* Rotate the block, if success, return true */int RotateBlock(Block *block) char temp,i,j; int b_success; if(curBlock.size=2) return; if( b_success=CanRotate() EraseBlock(block,BoardLeft,BoardTop,CellSize); memcpy(curBlock.c,BufferCells,16); DrawBlock(block,BoardLeft,BoardTop,CellSize); return b_success;/* erase a block, only fill the filled cell with background color */void _INNER_HELPER EraseBlock(Block *block,int bdLeft,int bdTop,int cellSize) int i,j; setfillstyle(SOLID_FILL,BkGndColor); for(i=0;isize;i+) for(j=0;jsize;j+) if(block-cij & (block-y+j=0) floodfill( bdLeft+cellSize*(i+block-x)+cellSize/2, bdTop+cellSize*(j+block-y)+cellSize/2, BorderColor); /* move by the direction if can, donothing if cannot* return value: true - success, false - cannot move toward this direction*/int MoveBlock(Block *block,int dx,int dy) int b_canmove=CanMove(dx,dy); if(b_canmove) EraseBlock(block,BoardLeft,BoardTop,CellSize); curBlock.x+=dx; curBlock.y+=dy; DrawBlock(block,BoardLeft,BoardTop,CellSize); return b_canmove;/* drop the block to the bottom! */int DropBlock(Block *block) EraseBlock(block,BoardLeft,BoardTop,CellSize); while(CanMove(0,1) curBlock.y+; DrawBlock(block,BoardLeft,BoardTop,CellSize); return 0;/* return value is assign to the blocks alive */* init the graphics mode, draw the board grid */void InitGame() int i,j,gdriver=DETECT,gmode; struct time sysTime; /* draw board cells */ memset(Board,0,BoardWidth*BoardHeight*2); memset(nextBlock.c,0,16); strcpy(info_help,P: Pause Game. -by hoodlum1980); initgraph(&gdriver,&gmode,c:tc); setcolor(BorderColor); for(i=0;i=BoardWidth;i+) line(BoardLeft+i*CellSize, BoardTop, BoardLeft+i*CellSize, BoardTop+ BoardHeight*CellSize); for(i=0;i=BoardHeight;i+) line(BoardLeft, BoardTop+i*CellSize, BoardLeft+BoardWidth*CellSize, BoardTop+ i*CellSize); /* draw board outer border rect */ rectangle(BoardLeft-CellSize/4, BoardTop-CellSize/4, BoardLeft+BoardWidth*CellSize+CellSize/4, BoardTop+BoardHeight*CellSize+CellSize/4); /* draw next block grids */ for(i=0;i=4;i+) line(NBBoardLeft+i*NBCellSize, NBBoardTop, NBBoardLeft+i*NBCellSize, NBBoardTop+4*NBCellSize); line(NBBoardLeft, NBBoardTop+i*NBCellSize, NBBoardLeft+4*NBCellSize, NBBoardTop+ i*NBCellSize); /* draw score rect */ rectangle(ScoreBoardLeft,ScoreBoardTop,ScoreBoardLeft+ScoreBoardWidth,ScoreBoardTop+ScoreBoardHeight); DisplayScore(); /* set new seed! */ gettime(&sysTime); srand(sysTime.ti_hour*3600+sysTime.ti_min*60+sysTime.ti_sec); GenerateBlock(&nextBlock); NextBlock(); /* create first block */ setcolor(DARKGRAY); outtextxy(InfoLeft,InfoTop+20,Up -rotate Space-drop); outtextxy(InfoLeft,InfoTop+35,Left-left Right-right); outtextxy(InfoLeft,InfoTop+50,Esc -exit); DisplayInfo(info_help);/* set the isFilled and fillcolor data to the board */void _INNER_HELPER FillBoardData() int i,j; for(i=0;icurBlock.size;i+) for(j=0;j=0) BoardcurBlock.x+icurBlock.y+j0=1; BoardcurBlock.x+icurBlock.y+j1=curBlock.color; /* draw one line of the board */void _INNER_HELPER PaintBoard() int i,j,fillcolor; for(j=max(TopLine-4),0);jBoardHeight;j+) for(i=0;iBoardWidth;i+) fillcolor=Boardij0? Boardij1:BkGndColor; setfillstyle(SOLID_FILL,fillcolor); floodfill(BoardLeft+i*CellSize+CellSize/2,BoardTop+j*CellSize+CellSize/2,BorderColor); /* check if one line if filled full and increase the totalScore! */void _INNER_HELPER CheckBoard() int i,j,k,score=10,sum=

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