服务器之家:专注于服务器技术及软件下载分享
分类导航

PHP教程|ASP.NET教程|Java教程|ASP教程|编程技术|正则表达式|C/C++|IOS|C#|Swift|Android|VB|R语言|JavaScript|易语言|vb.net|

服务器之家 - 编程语言 - C/C++ - C语言实现俄罗斯方块源代码

C语言实现俄罗斯方块源代码

2021-06-26 16:12name_文强 C/C++

这篇文章主要为大家详细介绍了C语言实现俄罗斯方块的源代码,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

本文实例为大家分享了C语言实现俄罗斯方块的具体代码,供大家参考,具体内容如下

GitHub:【C语言】实现俄罗斯方块源代码

Head.h

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
#ifndef _HEAD_H_
#define _HEAD_H_
 
#include<graphics.h>
#include<stdio.h>
#include<conio.h>
#include<stdlib.h>
#include<time.h>
#include<string.h>
#define _CRT_SECURE_NO_WARNINGS 1
 
//界面的相关的参数
#define WALL_SQUARE_WIDTH 10 //围墙方块的宽度
#define xWALL_SQUARE_NUM 30 //x轴方向的方块的数目
#define yWALL_SQUARE_WIDTH 46 //y轴方向的方块的数目
#define GAME_WALL_WIDTH (WALL_SQUARE_WIDTH*xWALL_SQUARE_NUM) //游戏区域的宽度 300
#define GAME_WALL_HTGH (WALL_SQUARE_WIDTH*yWALL_SQUARE_WIDTH) //游戏区域的高度 460
 
#define WINDOW_WIDTH 480 // 游戏总窗口宽度 480
#define WINDOW_HIGH 460 // 游戏总窗口高度 460
 
//定义俄罗斯方块的相关参数
#define ROCK_SQUARE_WIDTH (2*WALL_SQUARE_WIDTH) //俄罗斯方块的大小是围墙的两倍 20
#define xROCK_SQUARE_NUM ((GAME_WALL_WIDTH -20)/ROCK_SQUARE_WIDTH) // 游戏区x轴放的方块数目:14
#define yROCK_SQUARE_NUM ((GAME_WALL_HTGH -20)/ROCK_SQUARE_WIDTH) // 游戏区y轴放的方块数目:22
 
 
//定义移动方块的相关操作
#define DIRECT_UP 3
#define DIRECT_DOWN 2
#define DIRECT_LEFT -1
#define DIRECT_RIGHT 1
 
 
/*数据结构-线性表(结构体数组)*/
typedef struct ROCK
{
 //用来表示方块的形状(每一个字节是8位,用每4位表示方块中的一行)
 unsigned short rockShapeBits;
 int nextRockIndex; //下一个方块,在数组中的下标
} RockType;
 
//方块在图形窗口中的位置(即定位4*4大块的左上角坐标)
typedef struct LOCATE
{
 int left;
 int top;
} RockLocation_t;
 
//全局变量-游戏板的状态描述(即表示当前界面哪些位置有方块)
//0表示没有,1表示有(多加了两行和两列,形成一个围墙,便于判断方块是否能够移动)
int game_board[yROCK_SQUARE_NUM + 2][xROCK_SQUARE_NUM + 2] = { 0 };
int game_socres = 0; //全局分数
 
// 把俄罗斯方块的19种类放到数组中
int rockTypeNum = 19;
RockType RockArray[19] = { (0, 0) };
 
//预览区的方块的位置
RockLocation_t preRockLocation = {GAME_WALL_WIDTH+70,70};
//每次生成初始化方块的位置
RockLocation_t initRockLocation = { (WALL_SQUARE_WIDTH + 100), WALL_SQUARE_WIDTH };
//分数显示的位置
 
 
//各个文件中的函数
// 画出界面以及画出方块Draw.h中
void DrawGameWindow();
void DisplayRock(int rockIdx, RockLocation_t* LocatePtr, bool displayed);
//初始化Init源文件
void InitGame();
 
//game.h
void PlayGame();
bool IsGameOver();
 
 
#endif

Draw.h

 

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
#include"Head.h"
 
 
//画出游戏界面
void DrawGameWindow()
{
 //先画出围墙
 setcolor(BLUE);
 setlinestyle(PS_SOLID,NULL,0);
 setfillcolor(BLUE);
 //画出上下围墙
 for (int x = WALL_SQUARE_WIDTH; x <= GAME_WALL_WIDTH; x += WALL_SQUARE_WIDTH)
 {
 fillrectangle(x - WALL_SQUARE_WIDTH, 0, x, WALL_SQUARE_WIDTH); //上
 fillrectangle(x - WALL_SQUARE_WIDTH, GAME_WALL_HTGH - WALL_SQUARE_WIDTH, x, GAME_WALL_HTGH);//下
 }
 //画出左右围墙
 for (int y = WALL_SQUARE_WIDTH; y <= GAME_WALL_HTGH; y += WALL_SQUARE_WIDTH)
 {
 fillrectangle(0, y, WALL_SQUARE_WIDTH, y + WALL_SQUARE_WIDTH);//左
 fillrectangle(GAME_WALL_WIDTH - WALL_SQUARE_WIDTH, y, GAME_WALL_WIDTH, y + WALL_SQUARE_WIDTH);//右
 }
 
 //画出右边统计分数及相关东西
 
 //画出分割线
 setcolor(WHITE);
 setlinestyle(PS_DASH,2);
 line(GAME_WALL_WIDTH + 20, 0, GAME_WALL_WIDTH + 20, GAME_WALL_HTGH);
 
 //设置字体
 LOGFONT font;
 gettextstyle(&font);
 settextstyle(18, 0, _T("宋体"));
 font.lfQuality = ANTIALIASED_QUALITY;//设置输出效果为抗锯齿
 //1显示预览形状
 outtextxy(GAME_WALL_WIDTH + 80, 30, _T("预览"));
 
 outtextxy(GAME_WALL_WIDTH + 80, 170, _T("分数"));
 
 outtextxy(GAME_WALL_WIDTH + 65, 250, _T("操作说明"));
 outtextxy(GAME_WALL_WIDTH + 40, 290, _T("w a s d控制方向"));
 outtextxy(GAME_WALL_WIDTH + 40, 335, _T("空格 暂停"));
 
 //显示分数
 setcolor(RED);
 outtextxy(GAME_WALL_WIDTH + 90, 200, '0');
}
 
//在游戏区显示编号为rockIdx的方块
void DisplayRock(int rockIdx, RockLocation_t* LocatePtr, bool displayed)
{
 int color;//方块的填充颜色
 int lineColor = WHITE;//线的颜色
 int boardFalg = 0;
 int xRock = 0;
 int yRock = 0;
 unsigned short rockCode = RockArray[rockIdx].rockShapeBits;
 //如果displayed为true的话,将方块块颜色设置为white,game_board对应的位置设置为1;
 //如果displayed为false的话,将方块块颜色设置为black,game_board对应的位置设置为0;
 displayed ? (color = RED, boardFalg = 1) : (color = BLACK,lineColor = BLACK, boardFalg = 0);
 
 setcolor(lineColor);
 setfillcolor(color);
 
 setlinestyle(PS_SOLID);//设置为实线,
 xRock = LocatePtr->left;
 yRock = LocatePtr->top;
 
 int count = 0;//每4个换行,记录坐标偏移量
 unsigned short mask = 1;
 for (int i = 1; i <= 16; ++i)
 {
 
 mask = 1 << (16 - i);
 if ((rockCode & mask) != 0) //如果不为0的话,就画出小方块
 {
 fillrectangle(xRock , yRock, xRock + ROCK_SQUARE_WIDTH, yRock + ROCK_SQUARE_WIDTH);
 }
 if (i % 4 == 0) //换行
 {
 yRock = yRock + ROCK_SQUARE_WIDTH;
 xRock = xRock = LocatePtr->left;
 }
 else
 {
 xRock += ROCK_SQUARE_WIDTH;
 }
 }
}

Init.h

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
#include"Head.h"
 
static void ShapeStrToBit(unsigned char *rockShapeStr, unsigned short& rockShapeBit);
static void ReadRcok();
 
void InitGame()
{
 //把全局游戏游戏版初始化,边界初始化为1
 for (int i = 0; i < xROCK_SQUARE_NUM + 2; i++)
 {
 game_board[0][i] = 1; //上边界
 game_board[yROCK_SQUARE_NUM + 1][i] = 1; //下边界
 }
 for (int i = 0; i < yROCK_SQUARE_NUM + 2; i++)
 {
 game_board[i][0] = 1 ; //左边界
 game_board[i][xROCK_SQUARE_NUM + 1] = 1; //右边界
 }
 //读取俄罗斯方块
 ReadRcok();
 
}
 
//从文件中读取方块的形状存储到rockArray中
void ReadRcok()
{
 FILE* fp = fopen("RockShape.ini","r");
 if (NULL == fp)
 {
 printf("打开文件失败\n");
 return;
 }
 unsigned char readBuf[1024]; //fp读取到字符串readbuf中
 unsigned short rockShapeBit = 0;//存放方块形状,占16比特位
 unsigned char rockShapeStr[16];//存放方块字符串
 int ShapeStrIdx = 0;
 int rockNum = 0;//统计方块的个数以及存放方块数组RockArray的下标
 int rocknext = 0;//方块数组中下一个形状
 int rockShapeStart = 0;//同一类型的形状
 while (true)
 {
 size_t readSize = fread(readBuf, 1, 1024, fp);
 if (readSize == 0)
 break;
 //处理readbuf
 for (size_t idx = 0; idx < readSize; ++idx)
 {
 //将字符存放到rockShapeStr中
 while (ShapeStrIdx < 16 && idx < readSize)
 {
 if (readBuf[idx] == '@' || readBuf[idx] == '#')
 {
  rockShapeStr[ShapeStrIdx] = (unsigned char)readBuf[idx];
  ++ShapeStrIdx;
 }
 ++idx; //可能idx == readSize了
 if (readBuf[idx] == '*')//修改上一次方块的next值
 {
  idx += 5;
  RockArray[--rockNum].nextRockIndex = rockShapeStart;
  rockNum++;
  rockShapeStart = rockNum;
  rocknext = rockShapeStart ;
 }
 }
 //可能没有填满
 if (ShapeStrIdx < 16)
 {
 break;
 }
 else //填满shapestr
 {
 ShapeStrIdx = 0;//置0
 //将rockShapeStr 转为rockShapeBit
 ShapeStrToBit(rockShapeStr, rockShapeBit);
 rocknext++;
 RockArray[rockNum].rockShapeBits = rockShapeBit;
 RockArray[rockNum].nextRockIndex = rocknext;
 rockNum++;
 }
 }
 }
 fclose(fp);
}
//将从文件中读取的字符串(长度默认为16)转换成 unsigned short
void ShapeStrToBit(unsigned char *rockShapeStr, unsigned short& rockShapeBit)
{
 rockShapeBit = 0;
 for (size_t idx = 0; idx < 16; ++idx)
 {
 if (rockShapeStr[idx] == '@') //1
 {
 rockShapeBit |= (1 << (16 - idx - 1));
 }
 // #为0 不需要处理
 }
}

game.h

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
#include"Head.h"
#define _CRT_SECURE_NO_WARNINGS 1
 
bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction);
void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation);
void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation);
void FullLine();
void UpdateSocres(int scores);
void DelCurLine(int rowIdx);
bool IsGameOver();
 
 
void PlayGame()
{
 char userHit = 0;//用户敲击键盘
 int curRockIndex = 0;//当前方块的rockArray下标
 int nextRockIndex = 0;//下次
 RockLocation_t curRockLocation;
 curRockLocation.left = initRockLocation.left;
 curRockLocation.top = initRockLocation.top;
 DWORD oldtime = 0;
 srand((unsigned int)time(NULL));
 curRockIndex = rand() % rockTypeNum;
 nextRockIndex = rand() % rockTypeNum;
 //画出预览区初始化方块
 //在初始位置和预览区显示方块形状
 DisplayRock(curRockIndex, &initRockLocation, 1);
 DisplayRock(nextRockIndex, &preRockLocation, 1);
 bool moveAbled = false;
 while (true)
 {
 //判断当前方块是否落地(判断能否再下移):如果落地,判断是否满行,再判断是否结束游戏, 改变game_board ,画出下次初始化的方块,以及生成新的预览方块
 //
 moveAbled = MoveAble(curRockIndex, &curRockLocation, DIRECT_DOWN);
 if (!moveAbled) //判断是否落地,不能下移表示落地
 {
 //修改game_board的值
 SetGameBoardFlag(curRockIndex, &curRockLocation);
 FullLine();
 if (IsGameOver())
 {
 MessageBox(NULL, _T("游戏结束"), _T("GAME OVER"), MB_OK);
 exit(0);
 }
 //为下次生成模块开始准备
 DisplayRock(nextRockIndex, &preRockLocation, false);//擦除旧的方块
 curRockIndex = nextRockIndex;
 nextRockIndex = rand() % rockTypeNum; //生成新的预览方块
 DisplayRock(curRockIndex, &initRockLocation, 1);
 DisplayRock(nextRockIndex, &preRockLocation, 1);
 FlushBatchDraw();
 //修改curRockLocation的值
 curRockLocation.left = initRockLocation.left;
 curRockLocation.top = initRockLocation.top;
 }
 
 if (kbhit()) //如果敲击键盘了 就处理按键
 {
 userHit = getch();
 UserHitKeyBoard(userHit, &curRockIndex, &curRockLocation);
 }
 
 //没有 就自动下移一个单位 :不能用else,因为可能按键不是上下左右
 DWORD newtime = GetTickCount();
 if (newtime - oldtime >= (unsigned int)(300) && moveAbled == TRUE)
 {
 oldtime = newtime;
 DisplayRock(curRockIndex, &curRockLocation, false);
 curRockLocation.top += ROCK_SQUARE_WIDTH; //下落一格
 }
 //AutomaticDownMove(curRockIndex, &curRockLocation);
 //画出新方块
 DisplayRock(curRockIndex, &curRockLocation, 1);
 FlushBatchDraw();
 Sleep(20);
 }
}
 
 
//响应键盘命令时间
void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation)
{
 switch (userHit)
 {
 case 'W':
 case 'w'://↑
 if (MoveAble(RockArray[*RockIndex].nextRockIndex, curRockLocation, DIRECT_UP))
 {
 DisplayRock(*RockIndex, curRockLocation, false);
 *RockIndex = RockArray[*RockIndex].nextRockIndex;
 }
 break;
 case 'S':
 case 's'://↓
 if (MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))
 {
 DisplayRock(*RockIndex, curRockLocation, false);
 curRockLocation->top += 2 * (ROCK_SQUARE_WIDTH);
 if (!MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))
 {
 curRockLocation->top -= ROCK_SQUARE_WIDTH;
 }
 }
 break;
 case 'A':
 case 'a': //←
 if (MoveAble(*RockIndex, curRockLocation, DIRECT_LEFT))
 {
 DisplayRock(*RockIndex, curRockLocation, false);
 curRockLocation->left -= ROCK_SQUARE_WIDTH;
 }
 break;
 case 'D':
 case 'd': //→
 if (MoveAble(*RockIndex, curRockLocation, DIRECT_RIGHT))
 {
 DisplayRock(*RockIndex, curRockLocation, FALSE);
 curRockLocation->left += ROCK_SQUARE_WIDTH;
 }
 break;
 case ' ': //暂停
 while (1)
 {
 userHit = getch();
 if (userHit == ' ')
 break;
 }
 break;
 default:
 break;
 }
}
 
//判断是否满行,满行消除,然后计算得分
void FullLine()
{
 bool linefull = true;
 int idx = yROCK_SQUARE_NUM;//从最后一行往上查找 22
 int count = 0;
 while (count != xROCK_SQUARE_NUM ) //遇到空行 14
 {
 linefull = true;
 count = 0;
 for (int i = 1; i <= xROCK_SQUARE_NUM; ++i)
 {
 if (game_board[idx][i] == 0)
 {
 linefull = false;
 count++;
 }
 }
 if (linefull) //满行,消除当前行,更新分数
 {
 DelCurLine(idx);
 game_socres += 3;
 UpdateSocres(game_socres);
 idx++;//因为下面要减1
 }
 idx--;
 }
 
}
void UpdateSocres(int scores)
{
 setcolor(RED);
 TCHAR s[10];
 _stprintf(s, _T("%d"), scores);
 outtextxy(GAME_WALL_WIDTH + 90, 200, s);
}
//消除当前行
void DelCurLine(int rowIdx)
{
 //擦除当前行
 setcolor(BLACK);
 setfillcolor(BLACK);
 for (int i = 1; i < xROCK_SQUARE_NUM; ++i)
 {
 fillrectangle(WALL_SQUARE_WIDTH + (i - 1)*ROCK_SQUARE_WIDTH, (rowIdx - 1)*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH,
  WALL_SQUARE_WIDTH + i*ROCK_SQUARE_WIDTH, rowIdx*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH);
 }
 //把上面的向下移
 int cnt = 0;
 while (cnt != xROCK_SQUARE_NUM) //直到遇到是空行的为止
 {
 cnt = 0;
 for (int i = 1; i <= xROCK_SQUARE_NUM; i++)
 {
 game_board[rowIdx][i] = game_board[rowIdx - 1][i];
 
 //擦除上面的一行
 setcolor(BLACK);
 setfillcolor(BLACK);
 fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,
 WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1) - ROCK_SQUARE_WIDTH ,
 WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,
 WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1));
 
 //显示下面的一行
 if (game_board[rowIdx][i] == 1)
 {
 setcolor(WHITE);
 setfillcolor(RED);
 fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,
  WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx - ROCK_SQUARE_WIDTH ,
  WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,
  WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx);
 }
 
 if (game_board[rowIdx][i] == 0)
 cnt++; //统计一行是不是 都是空格
 }//for
 rowIdx--;
 }
}
 
//是否可以移动方块
bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction)
{
 int mask;
 int rockX;
 int rockY;
 
 rockX = currentLocatePtr->left;
 rockY = currentLocatePtr->top;
 
 mask = (unsigned short)1 << 15;
 for (int i = 1; i <= 16; i++)
 {
 //与掩码相与为1的 即为方块上的点
 if ((RockArray[rockIndex].rockShapeBits & mask) != 0)
 {
 //判断能否移动(即扫描即将移动的位置 是否与设置的围墙有重叠)
 //若是向上(即翻滚变形)
 if (f_direction == DIRECT_UP)
 {
 //因为此情况下传入的是下一个方块的形状,故我们直接判断此方块的位置是否已经被占
 //判断下一个方块
 if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
  [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)
  return false;
 }
 //如果是向下方向移动
 else if (f_direction == DIRECT_DOWN)
 {
 if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 2]
  [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)
  return false;
 }
 else //如果是左右方向移动
 { //f_direction的DIRECT_LEFT为-1,DIRECT_RIGHT为1,故直接加f_direction即可判断。
 if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
  [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1 + f_direction] == 1)
  return false;
 }
 }
 
 //每4次 换行 转到下一行继续
 i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = currentLocatePtr->left)
 : rockX += ROCK_SQUARE_WIDTH;
 
 mask >>= 1;
 }
 
 return true;
 
}
//给游戏game_board设置标记表示已经占了
void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation)
{
 int mask;
 int rockX;
 int rockY;
 
 rockX = curRockLocation->left;
 rockY = curRockLocation->top;
 
 mask = (unsigned int)1 << 15;
 for (int i = 1; i <= 16; i++)
 {
 //与掩码相与为1的 即为方块上的点
 if ((RockArray[rockIdx].rockShapeBits & mask) != 0)
 {
 game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
 [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] = 1;
 }
 
 //每4次 换行 转到下一行继续画
 i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = curRockLocation->left)
 : rockX += ROCK_SQUARE_WIDTH;
 
 mask >>= 1;
 }
}
//判断游戏是否结束
bool IsGameOver()
{
 bool topLineHaveRock = false;//顶行是否有方块
 bool bottomLineHaveRock = false;
 
 for (int i = 1; i < xROCK_SQUARE_NUM; ++i)
 {
 if (game_board[1][i] == 1)
 topLineHaveRock = true;
 if (game_board[yROCK_SQUARE_NUM][i] == 1)
 bottomLineHaveRock = true;
 }
 if (bottomLineHaveRock && topLineHaveRock)
 return true;
 else
 return false;
}

main.cpp

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
#include"Head.h"
#include"Draw.h"
#include"Init.h"
#include"game.h"
 
int main()
{
 initgraph(WINDOW_WIDTH,WINDOW_HIGH);
 
 DrawGameWindow();
 //使用 API 函数修改窗口名称
 HWND hWnd = GetHWnd();
 SetWindowText(hWnd, _T("俄罗斯方块"));
 InitGame();
 PlayGame();
 getchar();
 closegraph();
 system("pause");
 return 0;
}

配置文件:RockShape.ini

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
@###
@###
@@##
####
 
@@@#
@###
####
####
 
@@##
#@##
#@##
####
 
##@#
@@@#
####
####
 
****
#@##
#@##
@@##
####
 
@###
@@@#
####
####
 
@@##
@###
@###
####
 
@@@#
##@#
####
####
 
****
#@##
@@@#
####
####
 
@###
@@##
@###
####
 
@@@#
#@##
####
####
 
#@##
@@##
#@##
####
 
****
#@##
@@##
@###
####
 
@@##
#@@#
####
####
 
****
@###
@@##
#@##
####
 
#@@#
@@##
####
####
 
****
@###
@###
@###
@###
 
@@@@
####
####
####
 
****
@@##
@@##
####
####
 
****

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。

原文链接:https://blog.csdn.net/wenqiang1208/article/details/71245082

延伸 · 阅读

精彩推荐