一、游戏效果
俄罗斯方块
二. 游戏背景
俄罗斯方块是久负盛名的游戏,它也和贪吃蛇,扫雷等游戏位列经典游戏的⾏列。
《俄罗斯方块》(Tetris,俄文:Тетрис)是一款由俄罗斯人阿列克谢·帕基特诺夫于1984年6月发明的休闲游戏。
该游戏曾经被多家公司代理过。经过多轮诉讼后,该游戏的代理权最终被任天堂获得。 任天堂对于俄罗斯方块来说意义重大,因为将它与GB搭配在一起后,获得了巨大的成功。
《俄罗斯方块》的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分。
三、游戏开发日志
基本逻辑结构与贪吃蛇一致
四、游戏实现
我们有了贪吃蛇的知识储备及了解WIN32 API,理解下面内容也就不难了。
4.1 游戏逻辑主体
#include"tetris.h"int main()
{//修改当前地区为本地模式,为了⽀持中⽂宽字符的打印setlocale(LC_ALL, "");srand((unsigned int)time(NULL));char ch=0;do{GameInit();GameRun();GameOver();system("cls");SetPos(20, 12);printf("再来一局吗?(Y/N):\n");SetPos(22, 15);ch = getchar();getchar();//清理\n} while (ch == 'y' || ch == 'Y');SetPos(0, 29);return 0;
}
4.2 游戏初始化的实现
4.2.1 设置窗口大小、名称及隐藏光标
//设置控制台窗⼝的⼤⼩,30⾏,30列system("mode con cols=60 lines=30");//设置cmd窗⼝名称system("title 俄罗斯方块");//获取标准输出的句柄(⽤来标识不同设备的数值)HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//影藏光标操作CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息CursorInfo.bVisible = false; //隐藏控制台光标SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态
4.2.2 打印欢迎界面
void WelcomeToGame()
{SetPos(20, 10);printf("欢迎来到俄罗斯方块!");SetPos(20, 23);//让按任意键继续的出现的位置好看点system("pause");system("cls");SetPos(14, 10);printf("↑为变换.↓为加速.←为左移.→为右移\n");SetPos(20, 23);//让按任意键继续的出现的位置好看点system("pause");system("cls");
}
4.2.3 初始化地图
void CreateMap()
{memset(IF.pos, 0, sizeof(int)*30*60);//对数组初始化(如果不初始化,FAIL后第二次循环会IF.pos会保留上次数据)int i = 0;//墙体轮廓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从1开始增⻓for (i = 0; i < 30; i++){IF.pos[0][i] = 1;//标记此处有方块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);}//提示字体SetPos(40, 1);printf("下一个方块:");SetPos(44, 12);printf("左移:←");SetPos(44, 14);printf("右移:→");SetPos(44, 16);printf("加速:↓");SetPos(44, 18);printf("变换:↑");SetPos(44, 20);printf("暂停: 空格");SetPos(44, 22);printf("退出: Esc");SetPos(44, 24);printf("重新开始:R");SetPos(44, 26);printf("当前分数:%d", grade);}
注解:
1)一个宽字符占2个字节,我们设置 cols=60 lines=30,实际就是长宽各30个字节大小
2)如上图所示,游戏展示区长为20,高为30,右上部分为下一个方块提示区域,正下面为游戏操作提示区
3)横轴为x轴,向右坐标逐渐增大,向下为y轴,坐标逐渐增大。(x,y)确定宽字符(小方块)的位置,因为宽字符(小方块)占2个字节宽度,所以x轴坐标没有奇数值
4)为了方便检测下落方块是否靠墙、落地及碰到其它方块,我们定义一个大数组pos[60][30],一一对应地图上每个宽字符(小方块)的位置,用大数组pos[60][30]记录墙体位置及落地的方块位置
typedef struct InterFace {int pos[60][30]; //用于标记整个界面有方块的位置(1为有,0为无)}InterFace;InterFace IF;
4.2.4 初始化方块信息
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;}}//长条型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;//初始化方块状态}}}
注解:
1)我们定义结构体二位数组,用于存储7种基本形状方块的各自的4种形态的信息,共28种。
#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] ;//结构体二位数组,用于存储7种基本形状方块的各自的4种形态的信息,共28种
2)首先初始化7种基本形状方块,然后基本形状方块通过顺时针旋转依次得到各自剩下的三种形态。
4.3 游戏运行的实现
void GameRun()
{int i = rand() % 7, j = rand() % 4; //随机获取方块的形状do{int x = 18;int y = 0;int next_i = rand() % 7, next_j = rand() % 4;PrintBlock(next_i, next_j, 46, 4);//绘制提示框图形PrintBlock(i, j, 18, 0);//绘制方块初始位置while(IsLegal(i, j, x, y ))//不合法,说明到底了{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();//暂停}else if (KEY_PRESS(VK_ESCAPE)){state = END;//退出break;}else if (KEY_PRESS(R)){state = RESTART;//重新开始break;}else//什么都没按{block[i][j].blockstate = NORMAL;}BlockMove(block, &i, &j, &x,&y);PrintBlock(i, j, x, y);//绘制方块位置Sleep(block[i][j].speed);//每一帧休息的时间}i = next_i;j = next_j;PrintSpace(i,j, 46, 4);//覆盖提示框图形} while (state ==RUN);
}
4.3.1 合法判断(碰撞检测)
//碰撞检测
int IsLegal(int i, int j, int x, int y)
{for (int m = 0; m < 4; m++){for (int n = 0; n< 4; n++){//如果方块落下的位置本来就已经有方块了,则不合法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 覆盖方块
void PrintSpace(int i, int j, int x, int y)//覆盖指定位置方块
{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); //光标跳转到指定位置printf(" "); //打印空格覆盖(两个空格)}}}}
4.3.3 绘制方块
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;//记录该位置有方块SetPos(x + n * 2, y + m);wprintf(L"%c", BIOCK);}}
}
}
4.3.4 判断满行消除
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)//整行全是方块{sign = 1;grade += 10;SetPos(44, 26);printf("当前分数:%d", grade);//更新当前分数for (int a = 2; a < 38; a += 2){SetPos(a, i);printf(" ");IF.pos[a][i] = 0;}//将该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]; //将上一行方块移到下一行if (IF.pos[n][m]==1) //上一行移下来的是方块,打印方块{SetPos(n, m); //光标跳转到该位置wprintf(L"%c", BIOCK); //打印方块}else //上一行移下来的是空格,打印空格{SetPos(n, m); //光标跳转到该位置printf(" "); //打印空格(两个空格)}}}}}return sign;}
注:
1)用大数组pos[60][30],从下往上判断是否满行,如果满行,则将将该行以上全部下移一格,这样就达到消行的目的
2)若第十四和第十三行都满行了,当检测到第十四行满行,将第十三行及以上全部下移一格,再次循环,从现十三行(原十二行)开始检测,此时会漏掉现十四行(原十三行),所以引进标识变量sign,只要有消行,则变为1,当sign=0时,表示全部方块没有满行了。
4.4.5 判断游戏失败
void JudeIsOver()
{for (int i = 2; i < 38; i+=2){if (IF.pos[i][1] == 1) //第一行有方块存在{state = FAIL;}}}
4.4.6 方块移动
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) //判断方块变化后(变化的同时下降一格)是否碰撞{//方块旋转后合法才进行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆盖当前方块所在位置(*j) = ((*j) + 1) % 4;(*y)++;//PrintBlock(i, j, x, y);//绘制下一个变化的方块block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;}//else //方块再下落就碰撞了(已经到达底部)//{// //将当前方块的信息录入IF当中// 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; //将该位置标记为有方块// // }// }// }// while (JudeIsErase()); //判断此次方块下落是否得分// JudeIsOver();//}break;case LEFT:if (IsLegal(*i, *j,(*x )-2, *y ) == 1) //判断方块左移后是否合法{//方块左移后合法才进行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆盖当前方块所在位置(*x) = (*x) - 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//绘制下一个变化的方块}break;case RIGHT:if (IsLegal(*i, *j, (*x) + 2, *y) == 1) //判断方块右移后是否合法{//方块右移后合法才进行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆盖当前方块所在位置(*x) = (*x) + 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//绘制下一个变化的方块}break;case DOWN:if (IsLegal(*i, *j,* x , (*y) + 1) == 1) //判断方块下移后是否合法{//方块下移后合法才进行以下操作PrintSpace(*i,* j, *x,* y); //用空格覆盖当前方块所在位置(*y)++;block[*i][*j].blockstate = NORMAL;if (block[*i][*j].speed>50)//避免连续按,变成负数,会出现bug{block[*i][*j].speed -= 50;}}else //碰撞{//将当前方块的信息录入IF当中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; //将该位置标记为有方块}}}while (JudeIsErase()); //判断此次方块下落是否得分JudeIsOver();}break;case NORMAL:if (IsLegal(*i, *j,*x, (*y) + 1) == 1) //方块再下落合法{//方块右移后合法才进行以下操作PrintSpace(*i, *j, *x,* y); //用空格覆盖当前方块所在位置(*y)++;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed=200;}else //碰撞{//将当前方块的信息录入IF当中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; //将该位置标记为有方块}}}while (JudeIsErase()); //判断此次方块下落是否得分JudeIsOver();}break;}}
注:
1)这里我们根据方块状态判断方块的下一步位置和形状,需要改变参数,所以传的是地址
2)只有在正常下落和加速下落才需要描述不合法时(碰撞时)状况,因为此时已经到底了。变换方块时不需要描述不合法(碰撞时)状况(因为'L'型,在变换时容易与边界发生碰撞,若此时将方块位置记录在pos[60][30]的大数组中,导致跳出该循环,进行下一个方块判断,导致该方块悬浮在半空的BUG)
4.4 游戏结束的实现
enum GameState{ RUN = 1,END,FAIL,RESTART };
enum GameState state;void GameOver()
{switch (state){case END:SetPos(14, 15);printf("您主动退出游戏\n");SetPos(14, 18);system("pause");break;case FAIL:Sleep(1000); //留给玩家反应时间system("cls"); //清空屏幕SetPos(20, 10);printf("小垃圾,游戏结束!\n");SetPos(20, 14);printf("你的最终得分为: %d ", grade);SetPos(20, 18);system("pause");break;case RESTART:system("cls"); //清空屏幕SetPos(26, 10);printf("重新开始!\n");SetPos(22, 14);printf("小垃圾,你准备好了吗?\n");Sleep(2000);main();break;}
}
注:
1)对游戏的三个状态分别进行描述。
五、完整代码
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]; //用于标记整个界面有方块的位置(1为有,0为无)}InterFace;InterFace IF;
typedef struct Block
{int space[4][4];int speed;enum BlockState blockstate;
}Block;
Block block[LINES][COLS] ;//结构体二位数组,用于存储7种基本形状方块的各自的4种形态的信息,共28种
void GameInit();
void CreateMap();
void InitBlockInfo();
void GameRun();
void PrintBlock(int i,int j,int x,int y);//ij 为方块形状,x,y为打印坐标
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"//设置光标的坐标
void SetPos(short x, short y)
{COORD pos = { x, y };HANDLE hOutput = NULL;//获取标准输出的句柄(⽤来标识不同设备的数值)hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//设置标准输出上光标的位置为posSetConsoleCursorPosition(hOutput, pos);}
void WelcomeToGame()
{SetPos(20, 10);printf("欢迎来到俄罗斯方块!");SetPos(20, 23);//让按任意键继续的出现的位置好看点system("pause");system("cls");SetPos(14, 10);printf("↑为变换.↓为加速.←为左移.→为右移\n");SetPos(20, 23);//让按任意键继续的出现的位置好看点system("pause");system("cls");
}
void CreateMap()
{memset(IF.pos, 0, sizeof(int)*30*60);//对数组初始化(如果不初始化,FAIL后第二次循环会IF.pos会保留上次数据)int i = 0;//墙体轮廓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从1开始增⻓for (i = 0; i < 30; i++){IF.pos[0][i] = 1;//标记此处有方块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);}//提示字体SetPos(40, 1);printf("下一个方块:");SetPos(44, 12);printf("左移:←");SetPos(44, 14);printf("右移:→");SetPos(44, 16);printf("加速:↓");SetPos(44, 18);printf("变换:↑");SetPos(44, 20);printf("暂停: 空格");SetPos(44, 22);printf("退出: Esc");SetPos(44, 24);printf("重新开始:R");/*SetPos(44, 26);printf("最高纪录:%d", max);*/SetPos(44, 26);printf("当前分数:%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;}}//长条型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;//初始化方块状态}}}void GameInit()
{//设置控制台窗⼝的⼤⼩,30⾏,30列system("mode con cols=60 lines=30");//设置cmd窗⼝名称system("title 俄罗斯方块");//获取标准输出的句柄(⽤来标识不同设备的数值)HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//影藏光标操作CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息CursorInfo.bVisible = false; //隐藏控制台光标SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态//打印欢迎界⾯WelcomeToGame();//初始化地图CreateMap();//初始化方块信息InitBlockInfo();//初始化游戏状态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;//记录该位置有方块SetPos(x + n * 2, y + m);wprintf(L"%c", BIOCK);}}
}
}
void pause()//暂停
{while (1){Sleep(300);if (KEY_PRESS(VK_SPACE)){break;}}
}
//碰撞检测
int IsLegal(int i, int j, int x, int y)
{for (int m = 0; m < 4; m++){for (int n = 0; n< 4; n++){//如果方块落下的位置本来就已经有方块了,则不合法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)//覆盖指定位置方块
{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); //光标跳转到指定位置printf(" "); //打印空格覆盖(两个空格)}}}}
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)//整行全是方块{sign = 1;grade += 10;SetPos(44, 26);printf("当前分数:%d", grade);//更新当前分数for (int a = 2; a < 38; a += 2){SetPos(a, i);printf(" ");IF.pos[a][i] = 0;}//将该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]; //将上一行方块移到下一行if (IF.pos[n][m]==1) //上一行移下来的是方块,打印方块{SetPos(n, m); //光标跳转到该位置wprintf(L"%c", BIOCK); //打印方块}else //上一行移下来的是空格,打印空格{SetPos(n, m); //光标跳转到该位置printf(" "); //打印空格(两个空格)}}}}}return sign;}
void JudeIsOver()
{for (int i = 2; i < 38; i+=2){if (IF.pos[i][1] == 1) //第一行有方块存在{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) //判断方块变化后(变化的同时下降一格)是否碰撞{//方块旋转后合法才进行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆盖当前方块所在位置(*j) = ((*j) + 1) % 4;(*y)++;//PrintBlock(i, j, x, y);//绘制下一个变化的方块block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;}//else //方块再下落就碰撞了(已经到达底部)//{// //将当前方块的信息录入IF当中// 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; //将该位置标记为有方块// // }// }// }// while (JudeIsErase()); //判断此次方块下落是否得分// JudeIsOver();//}break;case LEFT:if (IsLegal(*i, *j,(*x )-2, *y ) == 1) //判断方块左移后是否合法{//方块左移后合法才进行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆盖当前方块所在位置(*x) = (*x) - 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//绘制下一个变化的方块}break;case RIGHT:if (IsLegal(*i, *j, (*x) + 2, *y) == 1) //判断方块右移后是否合法{//方块右移后合法才进行以下操作PrintSpace(*i, *j, *x, *y); //用空格覆盖当前方块所在位置(*x) = (*x) + 2;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed = 200;//PrintBlock(i, j, x, y);//绘制下一个变化的方块}break;case DOWN:if (IsLegal(*i, *j,* x , (*y) + 1) == 1) //判断方块下移后是否合法{//方块下移后合法才进行以下操作PrintSpace(*i,* j, *x,* y); //用空格覆盖当前方块所在位置(*y)++;block[*i][*j].blockstate = NORMAL;if (block[*i][*j].speed>50)//避免连续按,变成负数,会出现bug{block[*i][*j].speed -= 50;}}else //碰撞{//将当前方块的信息录入IF当中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; //将该位置标记为有方块}}}while (JudeIsErase()); //判断此次方块下落是否得分JudeIsOver();}break;case NORMAL:if (IsLegal(*i, *j,*x, (*y) + 1) == 1) //方块再下落合法{//方块右移后合法才进行以下操作PrintSpace(*i, *j, *x,* y); //用空格覆盖当前方块所在位置(*y)++;block[*i][*j].blockstate = NORMAL;block[*i][*j].speed=200;}else //碰撞{//将当前方块的信息录入IF当中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; //将该位置标记为有方块}}}while (JudeIsErase()); //判断此次方块下落是否得分JudeIsOver();}break;}}void GameRun()
{int i = rand() % 7, j = rand() % 4; //随机获取方块的形状do{int x = 18;int y = 0;int next_i = rand() % 7, next_j = rand() % 4;PrintBlock(next_i, next_j, 46, 4);//绘制提示框图形PrintBlock(i, j, 18, 0);//绘制方块初始位置while(IsLegal(i, j, x, y ))//不合法,说明到底了{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();//暂停}else if (KEY_PRESS(VK_ESCAPE)){state = END;//退出break;}else if (KEY_PRESS(R)){state = RESTART;//重新开始break;}else//什么都没按{block[i][j].blockstate = NORMAL;}BlockMove(block, &i, &j, &x,&y);PrintBlock(i, j, x, y);//绘制方块位置Sleep(block[i][j].speed);//每一帧休息的时间}i = next_i;j = next_j;PrintSpace(i,j, 46, 4);//覆盖提示框图形} while (state ==RUN);
}
void GameOver()
{switch (state){case END:SetPos(14, 15);printf("您主动退出游戏\n");SetPos(14, 18);system("pause");break;case FAIL:Sleep(1000); //留给玩家反应时间system("cls"); //清空屏幕SetPos(20, 10);printf("小垃圾,游戏结束!\n");SetPos(20, 14);printf("你的最终得分为: %d ", grade);SetPos(20, 18);system("pause");break;case RESTART:system("cls"); //清空屏幕SetPos(26, 10);printf("重新开始!\n");SetPos(22, 14);printf("小垃圾,你准备好了吗?\n");Sleep(2000);main();break;}
}
5.3 test.c
#include"tetris.h"int main()
{//修改当前地区为本地模式,为了⽀持中⽂宽字符的打印setlocale(LC_ALL, "");srand((unsigned int)time(NULL));char ch=0;do{GameInit();GameRun();GameOver();system("cls");SetPos(20, 12);printf("再来一局吗?(Y/N):\n");SetPos(22, 15);ch = getchar();getchar();//清理\n} while (ch == 'y' || ch == 'Y');SetPos(0, 29);return 0;
}