如何用C语言实现俄罗斯方块

如何用C语言实现俄罗斯方块

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:

如何用C语言实现俄罗斯方块

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typedefenumtetris_shape{ZShape=0,SShape,LineShape,TShape,SquareShape,LShape,MirroredLShape}shape;//2.函数声明//(1)操作方块函数intmaxX();//取得当前方块的最大x坐标intminX();//取得当前方块的最小x坐标voidturn_left();//当前方块逆时针旋转90度voidturn_right();intout_of_table();voidtransform();intleftable();intrightable();intdownable();voidmove_left();voidmove_right();//(2)操作游戏桌面的函数intadd_to_table();voidremove_full();//(3)控制游戏函数voidnew_game();voidrun_game();voidnext_shape();intrandom(intseed);//(4)绘图函数voidpaint();voiddraw_table();//(5)其他功能函数voidkey_down(WPARAMwParam);voidresize();voidinitialize();voidfinalize();//(6)回调函数,用来处理Windows消息LRESULTCALLBACKWndProc(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#defineAPP_NAME"TETRIS"#defineAPP_TITLE"TetrisGame"#defineGAMEOVER"GAMEOVER"#defineSHAPE_COUNT7#defineBLOCK_COUNT4#defineMAX_SPEED5#defineCOLUMS10#defineROWS20#defineREDRGB(255,0,0)#defineYELLOWRGB(255,255,0)#defineGRAYRGB(128,128,128)#defineBLACKRGB(0,0,0)#defineWHITERGB(255,255,255)#defineSTONERGB(192,192,192)#defineCHARS_IN_LINE14#defineSCORE"SCORE%4d"

3.全局变量定义

//(1)charscore_char[CHARS_IN_LINE]={0};//(2)char*press_enter="PressEnterkey...";//(3)帮助提示信息char*help[]={"pressspaceorupkeytotransformshape.","Pressleftorrightkeytomovershape.","Pressdownkeytospeedup.","Pressenterkeytopausegame.","Enjoyit.:-)",0};//(4)枚举游戏的状态enumgame_state{game_start,game_run,game_pause,game_over,}state=game_start;//(5)定义方块的颜色COLORREFshape_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intshape_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intscore=0;//(8)下一个方块shapenext=0;//(9)当前方块shapecurrent=0;//(10)当前方块的每一部分坐标intcurrent_coordinate[4][2]={0};//(11)游戏桌面inttable[ROWS][COLUMS]={0};//(12)当前方块的x坐标intshapex=0;//(13)当前方块的\y坐标intshapey=0;//(14)方块下移速度intspeed=0;//(15)每一帧开始时间clock_tstart=0;//(16)每一帧结束时间clock_tfinish=0;//(17)windows绘图用变量HWNDgameWND;HBITMAPmemBM;HBITMAPmemBMOld;HDCmemDC;RECTclientRC;HBRUSHblackBrush;HBRUSHstoneBrush;HBRUSHshapeBrush[SHAPE_COUNT];HPENgrayPen;HFONTbigFont;HFONTsmallFont;//4.主要处理函数//(1)取最大坐标intmaxX(){inti=0;intx=current_coordinate[i][0];intm=x;for(i=1;i<BLOCK_COUNT;i++){x=current_coordinate[i][0];if(m<x){m=x;}}returnm;}//(2)取最小坐标intminX(){inti=0;intx=current_coordinate[i][0];intm=x;for(i=1;i<BLOCK_COUNT;i++){x=current_coordinate[i][0];if(m>x){m=x;}}returnm;}//(3)逆时针转动方块voidturn_left(){inti=0;intx,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voidturn_right(){inti=0;intx,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intout_of_table(){inti=0;intx,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)){return1;}if(table[y][x]){return1;}}return0;}//(6)旋转方块voidtransform(){if(current==SquareShape){return;}turn_right();if(out_of_table()){turn_left();}}//(7)判断方块是否向左移动intleftable(){inti=0;intx,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){return0;}}return1;}//(8)判断方块是否向右移动intrightable(){inti=0;intx,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){return0;}}return1;}//(9)判断方块是否向下移动intdownable(){inti=0;intx,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){return0;}}return1;}//(10)向左移动当前方块voidmove_left(){if(leftable()){shapex--;}}//(11)向右移动当前方块voidmove_right(){if(rightable()){shapex++;}}//(12)向下移动当前方块voidmove_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intadd_to_table(){inti=0;intx,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){return0;}table[y][x]=1;}return1;}//(14)删除填满的行voidremove_full(){intc=0;inti,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++;}elseif(c==0){break;}}}//(15)创建新游戏voidnew_game(){memset(table,0,sizeof(int)*COLUMS*ROWS);start=clock();next=random(SHAPE_COUNT);score=0;speed=0;}//(16)运行游戏voidrun_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voidnext_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intrandom(intseed){if(seed==0){return0;}srand((unsigned)time(NULL));return(rand()%seed);}//(19)绘图voidpaint(){PAINTSTRUCTps;HDChdc;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voiddraw_table(){HBRUSHhBrushOld;HPENhPenOld;HFONThFontOld;RECTrc;intx0,y0,w;intx,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GAMEOVERelse{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voidkey_down(WPARAMwParam){//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){casegame_start:next_shape();state=game_run;break;casegame_pause:state=game_run;break;casegame_over:new_game();next_shape();state=game_run;break;}}}//如果游戏状态是运行else{switch(wParam){caseVK_SPACE:caseVK_UP:transform();break;caseVK_LEFT:move_left();break;caseVK_RIGHT:move_right();break;caseVK_DOWN:move_down();break;caseVK_RETURN:state=game_pause;break;}}InvalidateRect(gameWND,NULL,TRUE);}//(22)改变窗口大小voidresize(){HDChdc;LOGFONTlf;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LRESULTCALLBACKWndProc(HWNDhwnd,UINTmessage,WPARAMwParam,LPARAMlParam){switch(message){caseWM_SIZE:resize();return0;caseWM_ERASEBKGND:return0;caseWM_PAINT:paint();return0;caseWM_KEYDOWN:key_down(wParam);return0;caseWM_DESTROY:PostQuitMessage(0);return0;}//其他消息用Windows默认的消息处理函数处理returnDefWindowProc(hwnd,message,wParam,lParam);}//(24)初始化voidinitialize(){LOGFONTlf;HDChdc;inti;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voidfinalize(){inti=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intWINAPIWinMain(HINSTANCEhInstance,HINSTANCEhPrevInstance,PSTRszCmdLine,intiCmdShow){MSGmsg;WNDCLASSwndclass;//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();returnmsg.wParam;}

到此,关于“如何用C语言实现俄罗斯方块”的学习就结束了,希望能够解决大家的疑惑。理论与实践的搭配能更好的帮助大家学习,快去试试吧!若想继续学习更多相关知识,请继续关注恰卡编程网网站,小编会继续努力为大家带来更多实用的文章!

发布于 2022-04-03 22:36:22
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