俄罗斯方块[经典]
俄罗斯方块
#include
# include
#include
#include
#define TIMER 0x1c
#define VK_LEFT 0x4b00
#define VK_RIGHT 0x4d00
#define VK_DOWN 0x5000
#define VK_UP 0x4800
#define VK_HOME 0x4700
#define VK_END 0x4f00
#define VK_SPACE 0x3920
#define VK_ESC 0x011b
#define VK_ENTER 0x1c0d
#define MAX_BOX 19 /*总共有19种各形态的方块*/
#define BSIZE 16 /*方块的边长是16个象素*/
#define Sys_x 160 /*显示方块界面的左上角x座标*/
#define Sys_y 25 /*显示方块界面的左上角y座标*/
#define Horizontal_boxs 15 /*水平的方向以方块为单位的长度*/
#define Vertical_boxs 25 /*垂直的方向以方块为单位的长度,也就说长是30个方块*/
#define Begin_boxs_x 15/2 /*产生第一个方块时应该出现的起始位置 这里指定是在第5格出现*/
#define FgColor 2 /*前景颜色,如文字*/ #define BgColor 0 /*背景颜色*/
#define LeftWin_x Sys_x+Horizontal_boxs*BSIZE+50 /*
左边状态栏的x座标*/
#define false 0
#define true 1
/**//*移动的方向*/
#define MoveLeft 1
#define MoveRight 2
#define MoveDown 3
#define MoveRoll 4
#define MoveDown_direct 5
/**//*
*以后坐标的每个像素点看作是BSIZE*BSIZE正方形的方块
*/
int current_box_numb; /**//*保存当前方块编号*/
/**//*int Table_board[Vertical_boxs][Horizontal_boxs];
/*保存游戏当前状态的数组 */
int
Curbox_x=Sys_x+Begin_boxs_x*BSIZE,Curbox_y=Sys_y;/**//*x,y
是保存方块的当前坐标的*/
int flag_newbox=false; /**//*是否要产生新方块的标记0*/
int speed=0; /**//*下落速度*/ int score=0; /**//*总分*/ int speed_step=15; /**//*每等级所需要分数*/
void interrupt (*oldtimer)(void);/**//* function pointer
variable */
struct BOARD /**//*游戏底板结构,表示每个点所具有的属性*/
...{
int var; /**//*当前状态 只有0和1*/
int color; /**//*颜色*/ }Table_board[Vertical_boxs][Horizontal_boxs];
/**//*方块结构*/
struct SHAPE
...{
char box[2]; /**//*一个字节等于8位,每4位来表示一个方块的一行*/
int color; /**//*颜色*/
int next; /**//*下个方块的编号*/
int prev; /**//*上个方块的编号*/
};
/**//*为游戏底板分配内存*/
/**//*初始化方块内容*/
struct SHAPE shapes[MAX_BOX]=
...{
/**//*
* 口 口口口 口口 口
* 口 口 口 口口口
* 口口 口
*/
...{0x88, 0xc0, CYAN, 1, 3},
...{0xe8, 0x0, CYAN, 2, 0},
...{0xc4, 0x40, CYAN, 3, 1},
...{0x2e, 0x0, CYAN, 0, 2}, /**//*
* 口 口口 口口口
* 口 口 口 口
* 口口 口口口 口
*/
...{0x44, 0xc0, MAGENTA, 5, 7},
...{0x8e, 0x0, MAGENTA, 6, 4},
...{0xc8, 0x80, MAGENTA, 7, 5},
...{0xe2, 0x0, MAGENTA, 4, 6},
/**//*
* 口
* 口口
* 口
*/
...{0x8c, 0x40, YELLOW, 9, 9},
...{0x6c, 0x0, YELLOW, 8, 8},
/**//*
* 口
* 口口
* 口
*/
...{0x4c, 0x80, BROWN, 11, 11},
...{0xc6, 0x0, BROWN, 10, 10},
/**//*
* 口
* 口口口
*/
...{0x4e, 0x0, WHITE, 13, 15},
...{0x8c, 0x80, WHITE, 14, 12},
...{0xe4, 0x0, WHITE, 15, 13},
...{0x4c, 0x40, WHITE, 12, 14},
/**//* 口
* 口
* 口
* 口
*/
...{0x88, 0x88, RED, 17, 17},
...{0xf0, 0x0, RED, 16, 16},
/**//*
* 口口
* 口口
*/
...{0xcc, 0x0, BLUE, 18, 18}
};
unsigned int TimerCounter=0;
void interrupt newtimer(void) ...{
(*oldtimer)();
TimerCounter++;
}
void SetTimer(void interrupt(*IntProc)(void))
...{
oldtimer=getvect(TIMER);
disable();
setvect(TIMER,IntProc);
enable();
}
void KillTimer()
...{
disable();
setvect(TIMER,oldtimer);
enable();
}
/**//*显示分数*/
void ShowScore(int score) ...{
int x,y;
char score_str[5];/**//*保存游戏得分*/
setfillstyle(SOLID_FILL,BgColor);
x=LeftWin_x;
y=100;
bar(x-BSIZE,y,x+BSIZE*3,y+BSIZE*3); /**//* itoa(score,score_str,10);*/
sprintf(score_str,"%3d",score);
outtextxy(x,y,"SCORE");
outtextxy(x,y+10,score_str); }
/**//*显示速度*/
void ShowSpeed(int speed)
...{
int x,y;
char speed_str[5];/**//*保存游戏得分*/
setfillstyle(SOLID_FILL,BgColor);
x=LeftWin_x;
y=200;
bar(x-BSIZE,y,x+BSIZE*3,y+BSIZE*3);
sprintf(speed_str,"%3d",speed+1);
outtextxy(x,y,"speed");
outtextxy(x,y+10,speed_str); }
/**//*
*********初始化界面*******
*参数说明:
* x,y为左上角坐标
* m,n对应于Vertical_boxs,Horizontal_boxs
* 表示横肉纵方向的长度(以方块为单位)
*BSIZE Sys_x Sys_y
*/
void initialize(int x,int y,int m,int n) ...{
int i,j,oldx;
oldx=x;
for(j=0;j=0;n--)/**//*从当前行往上看*/
...{
totoal=0;
for(m=0;m=t_boardy;n--)
...{
if(n<0 || n>=Vertical_boxs )...{continue;} /**//*
超过低线了*/
for(m=0;m=Vertical_boxs)continue; /**//*超过低线了*/
for(m=0;m=(Sys_x+BSIZE*Horizontal_boxs) )return(false
);/**//*碰到最右边了*/
else if( Table_board[t_boardy+n][t_boardx+m].var)
...{
return(false);
}
}
mask=mask/(2);
if(mask==0)mask=128;
}
}
return(true);
}
else if(direction==MoveDown) /**//*如果向下移*/
...{
y+=BSIZE;
t_boardx=(x-Sys_x)/BSIZE;
t_boardy=(y-Sys_y)/BSIZE;
mask=128;
for(n=0;n<4;n++)
...{
for(m=0;m<4;m++) /**//*看最下边四个单元*/
...{
if((shapes[box_numb].box[n/2]) & mask)/**//*
最下边有方块并且当前游戏板也有方块*/
...{
if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs) ||
Table_board[t_boardy+n][t_boardx+m].var)
...{
flag_newbox=true;
break;
}
}
mask=mask/(2);/**//*这样可以得到每隔八位的mask 0001 0000,16 和 0000 0001*/
if(mask==0)mask=128;
}
}
if(flag_newbox)
...{
return(false);
}
else
return(true);
}
else if(direction==MoveRoll) /**//*转动*/
...{
t_boardx=(x-Sys_x)/BSIZE;
t_boardy=(y-Sys_y)/BSIZE;
mask=128;
for(n=0;n<4;n++)
...{
for(m=0;m<4;m++) /**//*看最下边四个单元*/
...{
if((shapes[box_numb].box[n/2]) & mask)/**//*
最下边有方块并且当前游戏板也有方块*/
...{
if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs) )return(false);
/**//*碰到最下边了*/
if((x+BSIZE*n)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false
);/**//*碰到最左边了*/
if((x+BSIZE*m)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false
);/**//*碰到最右边了*/
else if( Table_board[t_boardy+n][t_boardx+m].var)
...{
return(false);
}
}
mask=mask/(2);/**//*这样可以得到每隔八位的mask 0001 0000,16 和 0000 0001*/
if(mask==0)mask=128;
}
}
return(true);
}
else
...{
return(false);
}
}
/**//*
显示指定的方块
*/
void show_box(int x,int y,int box_numb,int color)
...{
int i,ii,ls_x=x;
if(box_numb<0 || box_numb>=MAX_BOX)/**//*指定的方块不存
在*/
box_numb=MAX_BOX/2;
setfillstyle(SOLID_FILL,color); /**//*********************************
* 移位来判断第哪一位是1
* 方块是每1行用半个字节来表示
* 128d=1000 0000b
*/
for(ii=0;ii<2;ii++)
...{
int mask=128;
for(i=0;i<8;i++)
...{
if(i%4==0 && i!=0) /**//*表示转到
方块的下一行了*/
...{
y+=BSIZE;
x=ls_x;
}
/**//*if((shapes[box_numb].box[ii]>>(8-1-i))&1==1)/*左移后得到的是最高位*/
if((shapes[box_numb].box[ii])&mask)
...{
bar(x,y,x+BSIZE,y+BSIZE);
line(x,y,x+BSIZE,y);
line(x,y,x,y+BSIZE);
line(x,y+BSIZE,x+BSIZE,y+BSIZE);
line(x+BSIZE,y,x+BSIZE,y+BSIZE);
}
x+=BSIZE;
mask/=2;
}
y+=BSIZE;
x=ls_x;
}
}
void show_all_box()
...{
int i,ii,n;
for(n=0;n>(8-1-i))&1==1)
...{
printf("%s","#");
}
else
...{
printf("%s","O");
}
}
printf(" ");
}
getch();
}
printf(" that's all!");
getch();
}
/**//*返回下个方块号*/
int get_next_box(int box_numb) ...{
box_numb++;
if(box_numb<0 || box_numb>=MAX_BOX)/**//*指定的方块不存
在*/
return 0;
else
return box_numb;
}
/**//*返回上个方块号*/
int get_prev_box(int box_numb) ...{
box_numb--;
if(box_numb<0 || box_numb>=MAX_BOX)/**//*指定的方块不存
在*/
return 0;
else
return box_numb;
}
void main()
...{
int GameOver=0;
int key,nextbox;
int Currentaction=0;/**//*状态标记,往下移和,当前动作*/
int gd=VGA,gm=VGAHI,errorcode;
/**//*
int gd=EGA,gm=DETECT,errorcode;
installuserdriver("VESA256",0);
int gd=DETECT,gm,errorcode; */
initgraph(&gd,&gm,"");
errorcode = graphresult();
if (errorcode != grOk)
...{
printf(" Graphics error: %s ",
grapherrormsg(errorcode));
printf("Press any key to halt!");
getch();
exit(1);
}
setbkcolor(BgColor);
setcolor(FgColor);
randomize();
SetTimer(newtimer);
initialize(Sys_x,Sys_y,Horizontal_boxs,Vertical_boxs);/**//*初始化*/
nextbox=MkNextBox(-1);
line(LeftWin_x,Curbox_y+200,LeftWin_x+BSIZE*4,Curbox_y+200);
line(LeftWin_x,Curbox_y+200,LeftWin_x,Curbox_y+200+BSIZE*4);
line(LeftWin_x,Curbox_y+200+BSIZE*4,LeftWin_x+BSIZE*4,Curbox_y+200+BSIZE*4);
line(LeftWin_x+BSIZE*4,Curbox_y+200,LeftWin_x+BSIZE*4,Curbox_y+200+BSIZE*4);
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color);
show_box(LeftWin_x,Curbox_y+200,nextbox,shapes[nextbox].color);
getch();
while(1)
...{
/**//* Currentaction=0;
flag_newbox=false;
/*检测是否有按键*/
if (bioskey(1))...{key=bioskey(0); }
else ...{ key=0; }
switch(key)
...{
case VK_LEFT:
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveLeft))
...{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x-=BSIZE;Currentaction=MoveLeft;}
break;
case VK_RIGHT:
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveRight))
...{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x+=BSIZE;Currentaction=MoveRight;}
break;
case VK_DOWN:/**//*加速*/
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))
...{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;Currentaction=MoveDown;}
else...{ flag_newbox=true;}
break;/**//*MoveDown_direct*/
case VK_SPACE:/**//*直接下落*/
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))
...{
EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;Currentaction=MoveDown_direct;
}
else ...{flag_newbox=true;}
break;
case 0x1e61:/**//*a转动方块*/
if(MoveAble(Curbox_x,Curbox_y,shapes[current_box_numb].prev,MoveRoll))
...{
EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=shapes[current_box_numb].prev;
Currentaction=MoveRoll;
}
break;
case VK_UP:/**//*变换方块*/
if(MoveAble(Curbox_x,Curbox_y,shapes[current_box_numb].next,MoveRoll))
...{
EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=shapes[current_box_numb].next;
Currentaction=MoveRoll;
}
break;
case VK_ESC:
GameOver=1;
break;
default:
break;
}
if(Currentaction && MoveDown_direct!=Currentaction)
...{/**//*表示当前有动作,移动或转动*/
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color);
}
/**//*按了往下键,但不能下移,就产生新方块*/
if(flag_newbox)
...{
/**//*这时相当于方块到底部了,把其中出现点满一行的清去,置0*/
EraseBox(LeftWin_x,Sys_y+200,nextbox);
nextbox=MkNextBox(nextbox);
show_box(LeftWin_x,Curbox_y+200,nextbox,shapes[nextbox].col
or);
if(!MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))/
**//*刚生一下就到东西,游戏结束*/
...{
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_
box_numb].color);
GameOver=1;
}
else
...{
flag_newbox=false;
}
Currentaction=0;
}
else /**//*自由下落*/
...{
if(Currentaction==MoveDown_direct) /**//*直接下落*/
...{
int ls_i;
for(ls_i=Curbox_y;ls_i (20-speed*2))
...{
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))
...{
EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZ
E;
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_
box_numb].color);
}
/**//* if (Currentaction==MoveDown)*/
TimerCounter=0;
}
}
Currentaction=0;
if(GameOver )/**//*|| flag_newbox==-1*/
...{
printf("game over!");
initialize(Sys_x,Sys_y,Horizontal_boxs,Vertical_boxs);
getch();
break;
}
}
getch();
KillTimer();
closegraph();
}