这篇文章主要介绍“如何用C语言实现俄罗斯方块”,在日常操作中,相信很多人在如何用C语言实现俄罗斯方块问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”如何用C语言实现俄罗斯方块”的疑惑有所帮助!接下来,请跟着小编
这篇文章主要介绍“如何用C语言实现俄罗斯方块”,在日常操作中,相信很多人在如何用C语言实现俄罗斯方块问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”如何用C语言实现俄罗斯方块”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!
C语言实现俄罗斯方块的具体代码,用Vc++6.0操作如下:
1、文件->新建->文件->左边选C/C++ Header File->右边文件名命名为“tetris.h”->路径假定为桌面文件夹:tetris->确定。然后将下面红色字体标记的“头文件”代码粘贴至其中,保存并退出(或者关闭工作空间)。
2、文件->新建->文件->左边选C/C++ Header File->右边文件名命名为“tetris.h”->路径假定为桌面文件夹:tetris->确定。新建“tetris.c”源文件,将下面“源代码”代码粘贴到其中,保存并退出(或者关闭工作空间)。
3、文件->新建->工程->左边选Win32 Application ->右边工程名称命名为:tetris->路径假定为桌面文件夹:tetris->确定->一个空工程->完成。接下来:工程->增加到工程->文件。这时候,将头文件和源代码添加进去,调试使用。
1.头文件
//1.自定义枚举类型,定义7种形态的游戏方块typedef enum tetris_shape{ ZShape=0, sshape, LineShape, TShape, SquareShape, LShape, MirroredLShape}shape;//2.函数声明//(1)操作方块函数int maxX();//取得当前方块的最大x坐标int minX();//取得当前方块的最小x坐标void turn_left();//当前方块逆时针旋转90度void turn_right();int out_of_table();void transfORM();int leftable();int rightable();int downable();void move_left();void move_right();//(2)操作游戏桌面的函数int add_to_table();void remove_full();//(3)控制游戏函数void new_game();void run_game();void next_shape();int random(int seed);//(4)绘图函数void paint();void draw_table();//(5)其他功能函数void key_down(WPARAM wParam);void resize();void initialize();void finalize();//(6)回调函数,用来处理windows消息LRESULT CALLBACK WndProc (HWND,UINT,WPARAM,LPARAM);
2.源代码
//1.文件包含#include<windows.h>#include<time.h>#include<stdio.h>#include"tetris.h"//2.常量定义#define APP_NAME "TETRIS"#define APP_TITLE "Tetris Game"#define GAMEOVER "GAME OVER"#define SHAPE_COUNT 7#define BLOCK_COUNT 4#define MAX_SPEED 5#define COLUMS 10#define ROWS 20#define RED RGB(255,0,0)#define YELLOW RGB(255,255,0)#define GRAY RGB(128,128,128)#define BLACK RGB(0,0,0)#define WHITE RGB(255,255,255)#define STONE RGB(192,192,192)#define CHARS_IN_LINE 14#define SCORE "SCORE %4d"
3.全局变量定义
//(1)char score_char[CHARS_IN_LINE]={0};//(2)char* press_enter="Press Enter key...";//(3)帮助提示信息char *help[]={ "press space or up key to transform shape.", "Press left or right key to mover shape.", "Press down key to speed up.", "Press enter key to pause game.", "Enjoy it.:-)", 0};//(4)枚举游戏的状态enum game_state{ game_start, game_run, game_pause, game_over,}state=game_start;//(5)定义方块的颜色COLORREF shape_color[]={ RGB(255,0,0), RGB(0,255,0), RGB(0,0,255), RGB(255,255,0), RGB(0,255,255), RGB(255,0,255), RGB(255,255,255)};//(6)方块的7中类型int shape_coordinate[SHAPE_COUNT][BLOCK_COUNT][2]={ {{0,1},{0,0},{-1,0},{-1,1}}, {{0,-1},{0,0},{1,0},{1,1}}, {{0,-1},{0,0},{0,1},{0,2}}, {{-1,0},{0,0},{1,0},{0,1}}, {{0,0},{1,0},{0,1},{1,1}}, {{-1,-1},{0,-1},{0,0},{0,1}}, {{1,-1},{0,-1},{0,0},{0,1}}};//(7)得分int score=0;//(8)下一个方块shape next=0;//(9)当前方块shape current=0;//(10)当前方块的每一部分坐标int current_coordinate[4][2]={0};//(11)游戏桌面int table[ROWS][COLUMS]={0};//(12)当前方块的x坐标int shapex=0;//(13)当前方块的\y坐标int shapey=0;//(14)方块下移速度int speed=0;//(15)每一帧开始时间clock_t start=0;//(16)每一帧结束时间clock_t finish=0;//(17)windows绘图用变量HWND gameWND;HBITMAP memBM;HBITMAP memBMOld;HDC memDC;RECT clientRC;HBRUSH blackBrush;HBRUSH stoneBrush;HBRUSH shapeBrush[SHAPE_COUNT];HPEN grayPen;HFONT bigFont;HFONT smallFont;//4.主要处理函数//(1)取最大坐标int maxX(){ int i=0; int x=current_coordinate[i][0]; int m=x; for(i=1;i<BLOCK_COUNT;i++) { x=current_coordinate[i][0]; if(m<x) { m=x; } } return m;}//(2)取最小坐标int minX(){ int i=0; int x=current_coordinate[i][0]; int m=x; for(i=1;i<BLOCK_COUNT;i++) { x=current_coordinate[i][0]; if(m>x) { m=x; } } return m;}//(3)逆时针转动方块void turn_left(){ int i=0; int x,y; for(i=0;i<4;i++) { x=current_coordinate[i][0]; y=current_coordinate[i][1]; current_coordinate[i][0]=y; current_coordinate[i][1]=-x; }}//(4)顺时针旋转方块void turn_right(){ int i=0; int x,y; for(i=0;i<4;i++) { x=current_coordinate[i][0]; y=current_coordinate[i][1]; current_coordinate[i][0]=-y; current_coordinate[i][1]=x; }}//(5)检查方块是否越界int out_of_table(){ int i=0; int x,y; for(i=0;i<4;i++) { x=shapex+current_coordinate[i][0]; y=shapey+current_coordinate[i][1]; if(x<0||x>(COLUMS-1)||y>(ROWS-1)) { return 1; } if(table[y][x]) { return 1; } } return 0;}//(6)旋转方块void transform(){ if(current==SquareShape) { return ; } turn_right(); if(out_of_table()) { turn_left(); }}//(7)判断方块是否向左移动int leftable(){ int i=0; int x,y; for(i=0;i<4;i++) { x=shapex+current_coordinate[i][0]; y=shapey+current_coordinate[i][1]; if(x<=0||table[y][x-1]==1) { return 0; } } return 1;}//(8)判断方块是否向右移动int rightable(){ int i=0; int x,y; for(i=0;i<4;i++) { x=shapex+current_coordinate[i][0]; y=shapey+current_coordinate[i][1]; if(x>=(COLUMS-1)||table[y][x+1]==1) { return 0; } } return 1;}//(9)判断方块是否向下移动int downable(){ int i=0; int x,y; for(i=0;i<4;i++) { x=shapex+current_coordinate[i][0]; y=shapey+current_coordinate[i][1]; if(y>=(ROWS-1)||table[y+1][x]==1) { return 0; } } return 1;}//(10)向左移动当前方块void move_left(){ if(leftable()) { shapex--; }}//(11)向右移动当前方块void move_right(){ if(rightable()) { shapex++; }}//(12)向下移动当前方块void move_down(){ if(downable()) { shapey++; } else { if(add_to_table()) { remove_full(); next_shape(); } else { state=game_over; } }}//(13)将当前方块固定到桌面上int add_to_table(){ int i=0; int x,y; for(i=0;i<4;i++) { x=shapex+current_coordinate[i][0]; y=shapey+current_coordinate[i][1]; if(y<0||table[y][x]==1) { return 0; } table[y][x]=1; } return 1;}//(14)删除填满的行void remove_full(){ int c=0; int i,j; for(i=ROWS-1;i>0;i--) { c=0; for(j=0;j<COLUMS;j++) { c+=table[i][j]; } if(c==COLUMS) { memmove(table[1],table[0],sizeof(int)*COLUMS*i); memset(table[0],0,sizeof(int)*COLUMS); score++; speed=(score/100)%MAX_SPEED; i++; } else if(c==0) { break; } }}//(15)创建新游戏void new_game(){ memset(table,0,sizeof(int)*COLUMS*ROWS); start=clock(); next=random(SHAPE_COUNT); score=0; speed=0;}//(16)运行游戏void run_game(){ finish=clock(); if((finish-start)>(MAX_SPEED-speed)*100) { move_down(); start=clock(); InvalidateRect(gameWND,NULL,TRUE); }}//(17)操作当前方块void next_shape(){ current=next; memcpy(current_coordinate,shape_coordinate[next],sizeof(int)*BLOCK_COUNT*2); shapex=(COLUMS-((maxX(current)-minX(current))))/2; shapey=0; next=random(SHAPE_COUNT);}//(18)取随机数 int random(int seed) { if(seed==0) { return 0; } srand((unsigned)time(NULL)); return (rand()%seed); } //(19)绘图 void paint() { PAINTSTRUCT ps; HDC hdc; draw_table(); hdc=BeginPaint(gameWND,&ps); BitBlt(hdc,clientRC.left,clientRC.top,clientRC.right,clientRC.bottom,memDC,0,0,SRCCOPY); EndPaint(gameWND,&ps); } //(20)绘制游戏桌面 void draw_table() { HBRUSH hBrushOld; HPEN hPenOld; HFONT hFontOld; RECT rc; int x0,y0,w; int x,y,i,j; char* str; w=clientRC.bottom/(ROWS+2); x0=y0=w; FillRect(memDC,&clientRC,blackBrush); // 如果游戏是开始或结束状态 if(state==game_start||state==game_over) { memcpy(&rc,&clientRC,sizeof(RECT)); rc.bottom=rc.bottom/2; hFontOld=SelectObject(memDC,bigFont); SetBkColor(memDC,BLACK); //如果游戏是开始状态,用黄色字显示游戏开始画面 if(state==game_start) { str=APP_TITLE; SetTextColor(memDC,YELLOW); } //如果游戏是结束状态,用红色字显示GAME OVER else { str=GAMEOVER; SetTextColor(memDC,RED); } DrawText(memDC,str,strlen(str),&rc,DT_SINGLELINE|DT_CENTER|DT_BOTTOM); SelectObject(memDC,hFontOld); hFontOld=SelectObject(memDC,smallFont); rc.top=rc.bottom; rc.bottom=rc.bottom*2; if(state==game_over) { SetTextColor(memDC,YELLOW); sprintf(score_char,SCORE,score); DrawText(memDC,score_char,strlen(score_char),&rc,DT_SINGLELINE|DT_CENTER|DT_TOP); } SetTextColor(memDC,STONE); DrawText(memDC,press_enter,strlen(press_enter),&rc,DT_SINGLELINE|DT_CENTER|DT_VCENTER); SelectObject(memDC,hFontOld); return; } //桌面上残留的方块 hBrushOld=SelectObject(memDC,stoneBrush); for(i=0;i<ROWS;i++) { for(j=0;j<COLUMS;j++) { if(table[i][j]==1) { x=x0+j*w; y=y0+i*w; Rectangle(memDC,x,y,x+w+1,y+w+1); } } } SelectObject(memDC,hBrushOld); //画当前的方块 hBrushOld=SelectObject(memDC,shapeBrush[current]); for(i=0;i<4;i++) { x=x0+(current_coordinate[i][0]+shapex)*w; y=y0+(current_coordinate[i][1]+shapey)*w; if(x<x0||y<y0) { continue; } Rectangle(memDC,x,y,x+w+1,y+w+1); } SelectObject(memDC,hBrushOld); //画桌面上的表格线 hPenOld=SelectObject(memDC,grayPen); for(i=0;i<=ROWS;i++) { MoveToEx(memDC,x0,y0+i*w,NULL); LineTo(memDC,x0+COLUMS*w,y0+i*w); } for(i=0;i<=COLUMS;i++) { MoveToEx(memDC,x0+i*w,y0,NULL); LineTo(memDC,x0+i*w,y0+ROWS*w); } SelectObject(memDC,hPenOld); //画玩家得分 x0=x0+COLUMS*w+3*w; y0=y0+w; hFontOld=SelectObject(memDC,smallFont); SetTextColor(memDC,YELLOW); sprintf(score_char,SCORE,score); TextOut(memDC,x0,y0,score_char,strlen(score_char)); //画下一个方块 y0+=w; SetTextColor(memDC,STONE); TextOut(memDC,x0,y0,"NEXT",4); x0+=w; y0+=2*w; hBrushOld=SelectObject(memDC,shapeBrush[next]); for(i=0;i<4;i++) { x=x0+shape_coordinate[next][i][0]*w; y=y0+shape_coordinate[next][i][1]*w; Rectangle(memDC,x,y,x+w+1,y+w+1); } SelectObject(memDC,hBrushOld); //打印帮助信息 x0=(COLUMS+2)*w; y0+=4*w; SetTextColor(memDC,GRAY); i=0; while(help[i]) { TextOut(memDC,x0,y0,help[i],strlen(help[i])); y0+=w; i++; } SelectObject(memDC,hFontOld); } //(21)处理按键 void key_down(WPARAM wParam) { //如果游戏不是运行状态,按下回车键 if(state!=game_run) { if(wParam==VK_RETURN) { switch(state) { case game_start: next_shape(); state=game_run; break; case game_pause: state=game_run; break; case game_over: new_game(); next_shape(); state=game_run; break; } } } //如果游戏状态是运行 else { switch(wParam) { case VK_SPACE: case VK_UP: transform(); break; case VK_LEFT: move_left(); break; case VK_RIGHT: move_right(); break; case VK_DOWN: move_down(); break; case VK_RETURN: state=game_pause; break; } } InvalidateRect(gameWND,NULL,TRUE); } //(22)改变窗口大小 void resize() { HDC hdc; LOGFONT lf; hdc=GetDC(gameWND); GetClientRect(gameWND,&clientRC); SelectObject(memDC,memBMOld); DeleteObject(memBM); memBM=CreateCompatibleBitmap(hdc,clientRC.right,clientRC.bottom); memBMOld=SelectObject(memDC,memBM); DeleteObject(bigFont); memset(&lf,0,sizeof(LOGFONT)); lf.lfWidth=(clientRC.right-clientRC.left)/CHARS_IN_LINE; lf.lfHeight=(clientRC.bottom-clientRC.top)/4; lf.lfItalic=1; lf.lfWeight=FW_BOLD; bigFont=CreateFontIndirect(&lf); DeleteObject(smallFont); lf.lfHeight=clientRC.bottom/(ROWS+2); lf.lfWidth=lf.lfHeight/2; lf.lfItalic=0; lf.lfWeight=FW_NORMAL; smallFont=CreateFontIndirect(&lf); ReleaseDC(gameWND,hdc); } //(23)处理消息 LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam) { switch(message) { case WM_SIZE: resize(); return 0; case WM_ERASEBKGND: return 0; case WM_PAINT: paint(); return 0; case WM_KEYDOWN: key_down(wParam); return 0; case WM_DESTROY: PostQuitMessage(0); return 0; } //其他消息用Windows默认的消息处理函数处理 return DefWindowProc(hwnd,message,wParam,lParam); } //(24)初始化 void initialize() { LOGFONT lf; HDC hdc; int i; hdc=GetDC(gameWND); GetClientRect(gameWND,&clientRC); memDC=CreateCompatibleDC(hdc); memBM=CreateCompatibleBitmap(hdc,clientRC.right,clientRC.bottom); memBMOld=SelectObject(memDC,memBM); blackBrush=CreateSolidBrush(BLACK); stoneBrush=CreateSolidBrush(STONE); //创建每个方块对应颜色的画笔 for(i=0;i<SHAPE_COUNT;i++) { shapeBrush[i]=CreateSolidBrush(shape_color[i]); } grayPen=CreatePen(PS_SOLID,1,GRAY); memset(&lf,0,sizeof(LOGFONT)); //创建一个大字体 lf.lfWidth=(clientRC.right-clientRC.left)/CHARS_IN_LINE; lf.lfHeight=(clientRC.bottom-clientRC.top)/4; lf.lfItalic=0; lf.lfWeight=FW_NORMAL; smallFont=CreateFontIndirect(&lf); ReleaseDC(gameWND,hdc); } //(25)释放资源 void finalize() { int i=0; DeleteObject(blackBrush); DeleteObject(stoneBrush); for(i=0;i<SHAPE_COUNT;i++) { DeleteObject(shapeBrush[i]); } DeleteObject(grayPen); DeleteObject(bigFont); DeleteObject(smallFont); SelectObject(memDC,memBMOld); DeleteObject(memBM); DeleteObject(memDC); } //(26) 入口函数 int WINapi WinMain (HINSTANCE hInstance,HINSTANCE hPrevInstance,PSTR szCmdLine,int iCmdShow) { MSG msg; WNDCLASS wndclass; //设置窗口样式 wndclass.style=CS_HREDRAW|CS_VREDRAW; wndclass.lpfnWndProc=WndProc; wndclass.cbClsExtra=0; wndclass.cbWndExtra=0; wndclass.hInstance=hInstance; wndclass.hIcon=LoadIcon(NULL,IDI_APPLICATION); wndclass.hCursor=LoadCursor(NULL,IDC_ARROW); wndclass.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH); wndclass.lpszMenuName=NULL; wndclass.lpszClassName=APP_NAME; ReGISterClass(&wndclass); //创建Windows窗口 gameWND=CreateWindow(APP_NAME, APP_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL,NULL, hInstance,NULL); initialize(); ShowWindow(gameWND,iCmdShow); UpdateWindow(gameWND); new_game(); for(;;) { if(state==game_run) { run_game(); } //判断是否有Windows消息 if(PeekMessage(&msg,NULL,0,0,PM_NOREMOVE)) { if(GetMessage(&msg,NULL,0,0)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { break; } } } finalize(); return msg.wParam;}
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