俄罗斯方块的代码(俄罗斯方块的代码中有多少C++模型)
admin 发布:2022-12-19 15:41 128
今天给各位分享俄罗斯方块的代码的知识,其中也会对俄罗斯方块的代码中有多少C++模型进行解释,如果能碰巧解决你现在面临的问题,别忘了关注本站,现在开始吧!
本文目录一览:
求俄罗斯方块游戏代码
手机游戏---俄罗斯方块
俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title){
super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;irowNum;i++)
for (int j=0; jcolumnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i rowNum; i++)
for(int j = 0; j columnNum; j++)
drawUnit(i,j,scrArr[j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row 0 || row = rowNum || col 0 || col = columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;irowNum;i++){
boolean isfull = true;
L1:for(int j=0;jcolumnNum;j++)
if(scrArr[j] == 0){
k++;
isfull = false;
break L1;
}
if(isfull) full_line_num++;
if(k!=0 k-1!=i !isfull)
for(int j = 0; j columnNum; j++){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i rowNum; i++){
for(int j = 0; j columnNum; j++){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; col columnNum; col ++){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}
//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按钮执行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level 10){
ERS_Block.level++;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level 1){
ERS_Block.level--;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化块,并显示新块
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
//实现块落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}
//判断是否正确的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if((int)(pattern[t][s]k) != 0){
int temp = scr.getScrArrXY(row-i,col+j);
if (temp0||temp==2)
return false;
}
k = k 1;
}
}
return true;
}
//同步显示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if(((int)pattern[blockType][turnState]k) != 0){
scr.drawUnit(row-i,col+j,s);
}
k=k1;
}
}
}
}
//定时线程
class MyTimer extends Thread{
GameCanvas scr;
public MyTimer(GameCanvas scr){
this.scr = scr;
}
public void run(){
while(true){
try{
sleep((10-ERS_Block.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
求C语言俄罗斯方块代码
俄罗斯方块C源代码
#include stdio.h
#include windows.h
#include conio.h
#include time.h
#define ZL 4 //坐标增量, 不使游戏窗口靠边
#define WID 36 //游戏窗口的宽度
#define HEI 20 //游戏窗口的高度
int i,j,Ta,Tb,Tc; // Ta,Tb,Tc用于记住和转换方块变量的值
int a[60][60]={0}; //标记游戏屏幕各坐标点:0,1,2分别为空、方块、边框
int b[4]; //标记4个"口"方块:1有,0无,类似开关
int x,y, level,score,speed; //方块中心位置的x,y坐标,游戏等级、得分和游戏速度
int flag,next; //当前要操作的方块类型序号,下一个方块类型序号
void gtxy(int m, int n); //以下声明要用到的自编函数
void gflag( ); //获得下一方块序号
void csh( ); //初始化界面
void start( ); //开始部分
void prfk ( ); //打印方块
void clfk( ); //清除方块
void mkfk( ); //制作方块
void keyD( ); //按键操作
int ifmov( ); //判断方块能否移动或变体
void clHA( ); //清除满行的方块
void clNEXT( ); //清除边框外的NEXT方块
int main( )
{ csh( );
while(1)
{start( ); //开始部分
while(1)
{ prfk( );
Sleep(speed); //延时
clfk( );
Tb=x;Tc=flag; //临存当前x坐标和序号,以备撤销操作
keyD( );
y++; //方块向下移动
if (ifmov( )==0) { y--; prfk( ); dlHA( ); break;} //不可动放下,删行,跨出循环
}
for(i=y-2;iy+2;i++){ if (i==ZL) { j=0; } } //方块触到框顶
if (j==0) { system("cls");gtxy(10,10);printf("游戏结束!"); getch(); break; }
clNEXT( ); //清除框外的NEXT方块
}
return 0;
}
void gtxy(int m, int n) //控制光标移动
{COORD pos; //定义变量
pos.X = m; //横坐标
pos.Y = n; //纵坐标
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
void csh( ) //初始化界面
{gtxy(ZL+WID/2-5,ZL-2); printf("俄罗斯方块"); //打印游戏名称
gtxy(ZL+WID+3,ZL+7); printf("******* NEXT:"); //打印菜单信息
gtxy(ZL+WID+3,ZL+13); printf("**********");
gtxy(ZL+WID+3,ZL+15); printf("Esc :退出游戏");
gtxy(ZL+WID+3,ZL+17); printf("↑键:变体");
gtxy(ZL+WID+3,ZL+19); printf("空格:暂停游戏");
gtxy(ZL,ZL); printf("╔"); gtxy(ZL+WID-2,ZL); printf("╗"); //打印框角
gtxy(ZL,ZL+HEI); printf("╚"); gtxy(ZL+WID-2,ZL+HEI); printf("╝");
a[ZL][ZL+HEI]=2; a[ZL+WID-2][ZL+HEI]=2; //记住有图案
for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL); printf("═"); } //打印上横框
for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL+HEI); printf("═"); a[ZL+i][ZL+HEI]=2; } //下框
for(i=1;iHEI;i++) { gtxy(ZL,ZL+i); printf("║"); a[ZL][ZL+i]=2; } //左竖框记住有图案
for(i=1;iHEI;i++) {gtxy(ZL+WID-2,ZL+i); printf("║"); a[ZL+WID-2][ZL+i]=2; } //右框
CONSOLE_CURSOR_INFO cursor_info={1,0}; //以下是隐藏光标的设置
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),cursor_info);
level=1; score=0; speed=400;
gflag( ); flag=next; //获得一个当前方块序号
}
void gflag( ) //获得下一个方块的序号
{ srand((unsigned)time(NULL)); next = rand()%19+1; }
void start( ) //开始部分
{ gflag( ); Ta=flag; flag=next; //保存当前方块序号,将下一方块序号临时操作
x=ZL+WID+6; y=ZL+10; prfk( ); //给x,y赋值,在框外打印出下一方块
flag=Ta; x=ZL+WID/2; y=ZL-1; //取回当前方块序号,并给x,y赋值
}
void prfk ( ) //打印俄罗斯方块
{ for(i=0;i4;i++) {b[i]=1; } //数组b[4]每个元素的值都为1
mkfk ( ); //制作俄罗斯方块
for( i= x-2; i=x+4; i+=2 ) //打印方块
{ for(j=y-2;j= y+1;j++) { if( a[i][j]==1 jZL ){ gtxy(i,j); printf("□"); } } }
gtxy(ZL+WID+3,ZL+1); printf("level : %d",level); //以下打印菜单信息
gtxy(ZL+WID+3,ZL+3); printf("score : %d",score);
gtxy(ZL+WID+3,ZL+5); printf("speed : %d",speed);
}
void clfk( ) //清除俄罗斯方块
{ for(i=0;i4;i++) { b[i]=0; } //数组b[4]每个元素的值都为0
mkfk ( ); //制作俄罗斯方块
for( i=x-2; i=x+4; i+=2 ) //清除方块
{ for(j=y-2;j=y+1;j++){ if( a[i][j]==0 jZL ){ gtxy(i,j); printf(" "); } } }
}
void mkfk( ) //制作俄罗斯方块
{ a[x][ y]=b[0]; //方块中心位置状态: 1-有,0-无
switch(flag) //共6大类,19种小类型
{ case 1: { a[x][y-1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //田字方块
case 2: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x+4][y]=b[3]; break; } //直线方块:----
case 3: { a[x][y-1]=b[1]; a[x][y-2]=b[2]; a[x][y+1]=b[3]; break; } //直线方块: |
case 4: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x][y+1]=b[3]; break; } //T字方块
case 5: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y]=b[3]; break; } //T字顺时针转90度
case 6: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x+2][y]=b[3]; break; } //T字顺转180度
case 7: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y]=b[3]; break; } //T字顺转270度
case 8: { a[x][y+1]=b[1]; a[x-2][y]=b[2]; a[x+2][y+1]=b[3]; break; } //Z字方块
case 9: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x-2][y+1]=b[3]; break; } //Z字顺转90度
case 10: { a[x][y-1]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //Z字顺转180度
case 11: { a[x][y+1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][ y]=b[3]; break; } //Z字顺转270度
case 12: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y-1]=b[3]; break; } //7字方块
case 13: {a[x-2][y]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //7字顺转90度
case 14: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y+1]=b[3]; break; } //7字顺转180度
case 15: { a[x-2][y]=b[1]; a[x-2][y+1]=b[2]; a[x+2][y]=b[3]; break; } //7字顺转270度
case 16: { a[x][y+1]=b[1]; a[x][y-1]=b[2]; a[x+2][y-1]=b[3]; break; } //倒7字方块
case 17: { a[x-2][y]=b[1]; a[x+2][y+1]=b[2]; a[x+2][y]=b[3]; break; } //倒7字顺转90度
case 18: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y+1]=b[3]; break; } //倒7字顺转180度
case 19: { a[x-2][y]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //倒7字顺转270度
}
}
void keyD( ) //按键操作
{ if (kbhit( ))
{ int key;
key=getch();
if (key==224)
{ key=getch();
if (key==75) { x-=2; } //按下左方向键,中心横坐标减2
if (key==77) { x+=2; } //按下右方向键,中心横坐标加2
if (key==72) //按下向上方向键,方块变体
{ if (flag=2 flag=3 ) { flag++; flag%=2; flag+=2; }
if ( flag=4 flag=7 ) { flag++; flag%=4; flag+=4; }
if (flag=8 flag=11 ) { flag++; flag%=4; flag+=8; }
if (flag=12 flag=15 ) { flag++; flag%=4; flag+=12; }
if ( flag=16 flag=19 ) { flag++; flag%=4; flag+=16; } }
}
if (key==32) //按空格键,暂停
{ prfk( ); while(1) { if (getch( )==32) { clfk( );break;} } } //再按空格键,继续游戏
if (ifmov( )==0) { x=Tb; flag=Tc; } //如果不可动,撤销上面操作
else { prfk( ); Sleep(speed); clfk( ); Tb=x;Tc=flag;} //如果可动,执行操作
}
}
int ifmov( ) //判断能否移动
{ if (a[x][y]!=0) { return 0; } //方块中心处有图案返回0,不可移动
else{ if ( (flag==1 ( a[x][ y-1]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||
(flag==2 ( a[x-2][y]==0 a[x+2][y]==0 a[x+4][y]==0 ) ) ||
(flag==3 ( a[x][y-1]==0 a[x][y-2]==0 a[x][y+1]==0 ) ) ||
(flag==4 ( a[x-2][y]==0 a[x+2][y]==0 a[x][y+1]==0 ) ) ||
(flag==5 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y]==0 ) ) ||
(flag==6 ( a[x][ y-1]==0 a[x-2][y]==0 a[x+2][y]==0 ) ) ||
(flag==7 ( a[x][y-1]==0 a[x][y+1]==0 a[x+2][y]==0 ) ) ||
(flag==8 ( a[x][y+1]==0 a[x-2][y]==0 a[x+2][y+1]==0 ) ) ||
(flag==9 ( a[x][y-1]==0 a[x-2][y]==0 a[x-2][y+1]==0 ) ) ||
(flag==10 ( a[x][y-1]==0 a[x-2][y-1]==0 a[x+2][y]==0 ) ) ||
(flag==11 ( a[x][y+1]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||
(flag==12 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y-1]==0 ) ) ||
( flag==13 ( a[x-2][y]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||
( flag==14 ( a[x][y-1]==0 a[x][y+1]==0 a[x+2][y+1]==0 ) ) ||
(flag==15 ( a[x-2][y]==0 a[x-2][y+1]==0 a[x+2][y]==0 ) ) ||
(flag==16 ( a[x][y+1]==0 a[x][y-1]==0 a[x+2][y-1]==0 ) ) ||
( flag==17 ( a[x-2][y]==0 a[x+2][y+1]==0 a[x+2][y]==0 ) ) ||
(flag==18 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y+1]==0 ) ) ||
(flag==19 ( a[x-2][y]==0 a[x-2][y-1]==0
a[x+2][y]==0 ) ) ) { return 1; }
}
return 0; //其它情况返回0
}
void clNEXT( ) //清除框外的NEXT方块
{ flag = next; x=ZL+WID+6; y=ZL+10; clfk( ); }
void clHA( ) //清除满行的方块
{ int k, Hang=0; //k是某行方块个数, Hang是删除的方块行数
for(j=ZL+HEI-1;j=ZL+1;j--) //当某行有WID/2-2个方块时,则为满行
{ k=0; for(i=ZL+2;iZL+WID-2;i+=2)
{ if (a[i][j]==1) //竖坐标从下往上,横坐标由左至右依次判断是否满行
{ k++; //下面将操作删除行
if (k==WID/2-2) { for(k=ZL+2;kZL+WID-2;k+=2)
{ a[k][j]=0; gtxy(k,j); printf(" "); Sleep(1); }
for(k=j-1;kZL;k--)
{ for(i=ZL+2;iZL+WID-2;i+=2) //已删行数上面有方块,先清除再全部下移一行
{ if(a[i][k]==1) { a[i][k]=0; gtxy(i,k); printf(" ");a[i][k+1]=1;
gtxy(i,k+1); printf("□"); } }
}
j++; //方块下移后,重新判断删除行是否满行
Hang++; //记录删除方块的行数
}
}
}
}
score+=100*Hang; //每删除一行,得100分
if ( Hang0 (score%500==0 || score/500 level-1 ) ) //得分满500速度加快升一级
{ speed-=20; level++; if(speed200)speed+=20; }
}
用C语言编写的俄罗斯方块代码?
你好。试试这个#include
#include
#include
#include
#include
#include
#include
#define ESC 0x011b
#define UP 0x4800
#define DOWN 0x5000
#define LEFT 0x4b00
#define RIGHT 0x4d00
#define SPACE 0x3920
#define Y 0x1579
#define N 0x316e
#define clearkbd(); while(bioskey(1)) bioskey(0); /*清空键盘缓冲队列*/
void update();
void messagebox();
void process();
void initremove();
void initinfo();
void initbox();
void initposition();
void next_shape();
typedef struct shape /*形状单一状态的记录*/
{ int attr;
int co[8];
}shape;
typedef struct RE_AB /*相对,绝对坐标记录*/
{ int Rx,Ry;
int x1,x2,y1,y2;
}RE_AB;
RE_AB RA;
shape p[19]={ { RED,0,1,1,0,1,1,2,1 }, /*数组中保证y最大的在最后,以便initposition使用*/
{ RED,0,1,1,0,1,1,1,2 },
{ RED,0,0,1,0,2,0,1,1 },
{ RED,0,0,0,1,1,1,0,2 },
{ GREEN,0,0,1,0,2,0,3,0 },
{ GREEN,0,0,0,1,0,2,0,3 },
{ CYAN,0,0,0,1,1,0,1,1 },
{ BROWN,0,0,1,0,1,1,2,1 },
{ BROWN,1,0,0,1,1,1,0,2 },
{ BLUE,1,0,2,0,1,1,0,1 },
{ BLUE,0,0,0,1,1,1,1,2 },
{ MAGENTA,0,0,0,1,0,2,1,2 },
{ MAGENTA,2,0,0,1,1,1,2,1},
{ MAGENTA,0,0,1,0,1,1,1,2 },
{ MAGENTA,0,0,0,1,1,0,2,0 },
{ YELLOW,0,2,1,0,1,1,1,2 },
{ YELLOW,0,0,1,0,2,0,2,1 },
{ YELLOW,1,0,0,0,0,1,0,2},
{ YELLOW,0,0,0,1,1,1,2,1 },
};
int nback,nleft,nright,r_f[12][22],rs1,rs2,xcors,xcorb,ycors,ycorb;
/*检查方快有没有左,右,下接触,游戏区内所有格子有无颜色记录数组,rs1形状记录,rs2为提示框用,记录小格子在游戏区中的位置,按键存储*/
void interrupt (*oldint)(); /*系统定时中断*/
int count_down=0,count_other=0; /*中断记时*/
void interrupt newint() /*设置新的中断程序*/
{ count_down++;
count_other++;
oldint();
}
void intenable() /*设置中断向量表,启动新的中断程序*/
{ oldint=getvect(0x1c);
disable();
setvect(0x1c,newint);
enable();
}
void intrestore() /*恢复中断向量*/
{ disable();
setvect(0x1c,oldint);
enable();
}
void HZ12(int x0,int y0,int w,int color,char *s) /*根据字模,在dos下显示汉字*/
/*横坐标,纵坐标,字间隔,汉字颜色,汉字字符串*/
{ FILE *fp;
register char buffer[24];
register char str[2];
unsigned long fpos;/*fpos为最终偏移动量*/
register int i,j,k;
fp=fopen(hzk12,r);/*打开12*12汉字苦*/
while(*s)/*一直到字符串结束为止*/
{
if(*s0)/*汉字输出*/
{ str[0]=(*s)-0xa0;
str[1]=*(s+1)-0xa0;
fpos=((str[0]-1)*94+(str[1]-1))*24L;/*计算汉字在hzk12的偏移量*/
fseek(fp,fpos,SEEK_SET);/*指针移动到当前位置*/
fread(buffer,24,1,fp);/*读取一个汉字到数组中*/
for(i=0;i12;i++)/*12行*/
for(j=0;j2;j++)/*两个字节*/
for(k=0;k8;k++)/*8位*/
if (((buffer[i*2+j](7-k))0x1)!=NULL)/*是一就画点*/
putpixel(x0+8*j+k,y0+i,color);
s+=2;/*一个汉字占两个字节,现在将指针移动两个字节*/
x0+=w;/*显示坐标也按照间隔移动*/
}
else/*显示非汉字字符*/
{ settextstyle(0,0,1);
setcolor(color);
str[0]=*s;str[1]=0;
outtextxy(x0,y0+3,str);/*显示单个字符*/
x0+=w-7;/*显示单个字符后的x坐标变化*/
s++;/*指针移动到下一个字节*/
}
}
fclose(fp);
}
void translation() /*把相对坐标解释为绝对坐标*/
{ if(RA.Rx==1)
{ RA.x1=1; RA.x2=16; }
else
{ RA.x1=16*(RA.Rx-1); RA.x2=16*RA.Rx; }
if(RA.Ry==1)
{ RA.y1=1; RA.y2=16; }
else
{ RA.y1=16*(RA.Ry-1); RA.y2=16*RA.Ry; }
}
int check_b() /*检查是否到达低部*/
{ int x,y,i,zf=0; /*zf为是否有颜色填充记录*/
for(i=0;i7;i++,i++)
{ x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y=6)
zf+=r_f[x-15][y-6+1];
}
if(zf==0)
return 1;
else
return 0;
}
int finish()
{ int tfull=0,i; /*判断顶层空间是否有填充*/
for(i=1;i11;i++)
tfull+=r_f[i][1];
if(tfull!=0)
return 1; /*告诉judge()可以结束了*/
}
int check_l() /*检查形状是否与左接触*/
{ int x,y,i,zf=0;
for(i=0;i7;i++,i++)
{ x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y6)
zf+=r_f[x-15-1][y-6];
if(y=6x==16)
zf+=1;
}
if(zf==0)
return 1;
else
return 0;
}
int check_r() /*检查形状是否与右接触*/
{ /*zf为是否有颜色填充记录*/
int x,y,i,zf=0; /*zf为是否有颜色填充记录*/
for(i=0;i7;i++,i++)
{
x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y6)
zf+=r_f[x-15+1][y-6];
if(y=6x==25)
zf+=1;
}
if(zf==0)
return 1;
else
return 0;
}
void check_touch()
{ nback=check_b();
nleft=check_l();
nright=check_r();
}
void draw(int cb) /*画形状,cb=1以填充色画形状,cb=2以背景色画形状,cb=3以白色画形状*/
{ int i,recordx=RA.Rx,recordy=RA.Ry;
for(i=0;i7;i++,i++)
{ RA.Rx+=p[rs1].co[i];
RA.Ry+=p[rs1].co[i+1];
if(RA.Ry=6)
{ RA.Rx=recordx;
RA.Ry=recordy;
continue;
}
translation();
if(cb==1)
setfillstyle(1,p[rs1].attr);
else
if(cb==2)
setfillstyle(1,BLACK);
else
if(cb==3)
{ setfillstyle(1,WHITE);
r_f[RA.Rx-15][RA.Ry-6]=1; /*置对应数组标记元素*/
}
bar(RA.x1+1,RA.y1+1,RA.x2-1,RA.y2-1);
RA.Rx=recordx;
RA.Ry=recordy;
}
}
void mov(int key) /*向下,左,右移动方块*/
{ draw(2);
if(key==LEFTnleft)
RA.Rx--;
else
if(key==RIGHTnright)
RA.Rx++;
else
RA.Ry++;
nback=check_b();
if(nback) /*判断形状有没有到达底部,有就将其颜色变为白色*/
draw(1);
else
draw(3);
}
void change() /*变换形状*/
{ int status=rs1,buffer,i,x,y,zf=0;
if(p[rs1].attr==p[rs1+1].attr)
rs1++;
else
while(p[rs1].attr==p[rs1-1].attr)
rs1--;
for(i=0;i7;i++,i++) /*检查变化形状后是否与已存形状发生冲突*/
{ x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y6)
zf+=r_f[x-15][y-6];
}
if(zf!=0)
rs1=status;
buffer=rs1;
rs1=status;
status=buffer;
draw(2);
buffer=rs1;
rs1=status;
status=buffer;
nback=check_b(); /*判断变化后的形状是不是到达了低部,这个检查是十分必要的*/
if(nback)
draw(1);
else
draw(3);
}
void accelerate()
{ if(count_down=1)
{ check_touch(); /*消除上一步动作对方块状态的影响*/
count_down=0;
if(nback) /*0表示到达底部,1表示没有到达*/
mov(DOWN);
}
}
void drawbox() /*画方块所在方框*/
{ int xcor,ycor;
for(xcor=xcors;xcor=xcorb;xcor++)
for(ycor=ycors;ycor=ycorb;ycor++)
{ if(xcor==xcors||xcor==xcorb||ycor==ycors||ycor==ycorb)
{ RA.Rx=xcor;
RA.Ry=ycor;
translation();
setfillstyle(1,DARKGRAY);
bar(RA.x1+1,RA.y1+1,RA.x2-1,RA.y2-1);
}
}
}
void erasure(int k)
{ int i,j,recordx=RA.Rx,recordy=RA.Ry;
{ j=k-1;
for(;j0;j--)
{ for(i=1;i11;i++)
{ r_f[i][j+1]=r_f[i][j];
RA.Rx=i+15;
RA.Ry=j+1+6;
translation();
if(r_f[i][j+1]==1)
setfillstyle(1,WHITE);
else
setfillstyle(1,BLACK);
bar(RA.x1+1,RA.y1+1,RA.x2-1,RA.y2-1);
RA.Rx=recordx;
RA.Ry=recordy;
}
}
}
}
void pause()
{ HZ12(450,400,15,BLACK,正常);
HZ12(450,400,15,GREEN,暂停);
for(;;)
if(bioskey(1)bioskey(0)==SPACE)
{ clearkbd();
HZ12(450,400,15,BLACK,暂停);
HZ12(450,400,15,RED,正常);
return;
}
}
void judge()
{ int i,j,full=0; /*full等于10说明某一行满,该消除了*/
if(finish()) /*判断游戏是否该结束了*/
messagebox(); /*win编程里有这个函数*/
for(j=1;j21;j++) /*判断某一行是否满了*/
{ for(i=1;i11;i++)
full+=r_f[i][j];
if(full==10)
erasure(j); /*消除这行*/
full=0;
}
}
void update() /*使程序可以重新运行*/
{ cleardevice();
setbkcolor(BLACK);
initinfo(); /*提示信息初始化*/
initbox(); /*游戏框架初始化*/
srand((unsigned)time(NULL)); /*随机器函数的初始化*/
rs1=random(19);
rs2=random(19);
next_shape();
initposition(); /*方块最开始的出现位置*/
initremove(); /*记录每个方格有无颜色填充数组初始化*/
HZ12(450,400,15,RED,正常);
process();
}
void EXIT()
{ closegraph();
intrestore(); /*恢复中断向量*/
exit(0);
}
void initremove()
{ int i,j;
for(i=0;i12;i++)
for(j=0;j22;j++)
if(i==0||i==11||j==0||j==21)
r_f[i][j]=1;
else
r_f[i][j]=0;
}
void initinfo()
{ char aStr[2];
setcolor(RED);
outtextxy(450,100,This game's writer is:);
HZ12(450,140,15,RED,该程序作者:NULL);
outtextxy(525,110,NULL);
outtextxy(450,180,FUNCTION FOR KEYS:);
outtextxy(450,200,UP:change the shape);
outtextxy(450,210,DOWN:accelerate);
outtextxy(450,220,LEFT:move left);
outtextxy(450,230,RIGHT:move right);
outtextxy(450,240,ESC:exit this game);
outtextxy(450,250,SPACE:pause);
HZ12(450,260,20,RED,上:);
HZ12(450,280,20,RED,下:);
HZ12(450,300,20,RED,左:);
HZ12(450,320,20,RED,右:);
HZ12(450,340,20,RED,ESC:退出);
HZ12(450,360,15,RED,空格: 暂停/开始);
HZ12(450,380,15,RED,目前状态:);
HZ12(20,200,15,RED,下一个形状);
aStr[0]=24;
aStr[1]=0;
aStr[6]=0;
HZ12(480,260,12,GREEN,aStr);
HZ12(500,260,12,GREEN,( 变形 ));
aStr[0]=25;
aStr[1]=0;
HZ12(480,280,12,GREEN,aStr);
HZ12(500,280,12,GREEN,( 加速 ));
aStr[0]=27;
aStr[1]=0;
HZ12(480,300,12,GREEN,aStr);
HZ12(500,300,12,GREEN,向左);
aStr[0]=26;
aStr[1]=0;
HZ12(480,320,12,GREEN,aStr);
HZ12(500,320,12,GREEN,向右);
}
void messagebox()
{ int key;
setcolor(GREEN);
setfillstyle(1,DARKGRAY);
rectangle(220,200,420,300);
bar(221,201,419,299);
HZ12(280,210,15,GREEN,GAME OVER);
HZ12(275,230,15,GREEN,重新游戏: Y);
HZ12(275,270,15,GREEN,退出游戏: N);
HZ12(450,400,15,BLACK,正常);
HZ12(450,400,15,GREEN,GAME OVER);
for(;;)
if(bioskey(1))
{ key=bioskey(0);
if(key==Y)
{ clearkbd();
update();
}
else
if(key==N)
{ clearkbd();
EXIT();
}
else
clearkbd();
}
}
void initbox()
{ xcors=15; /*画游戏框*/
xcorb=26;
ycors=6;
ycorb=27;
drawbox();
xcors=2; /*画提示框*/
xcorb=7;
ycors=6;
ycorb=11;
drawbox();
}
void initposition()
{ RA.Rx=18;
RA.Ry=6-p[rs1].co[7];;
RA.x1=0;
RA.x2=0;
RA.y1=0;
RA.y2=0;
}
void next_shape() /*画下一形状提示框*/
{ int recordx=RA.Rx,recordy=RA.Ry,buffer;
RA.Rx=3;
RA.Ry=7;
draw(2);
buffer=rs1;
rs1=rs2;
rs2=buffer;
draw(1);
RA.Rx=recordx;
RA.Ry=recordy;
buffer=rs1;
rs1=rs2;
rs2=buffer;
}
void process() /*游戏过程*/
{ for(;;)
{ check_touch();
if(!nback)
{ rs1=rs2;
rs2=random(19); /*产生另一种方块的码数*/
initposition();
judge(); /*判断某一行是否满了和这个游戏是否可以结束了*/
draw(1);
next_shape();
}
if(count_other=1)
{ count_other=0;
if(bioskey(1)) /*对按键的处理*/
{ int key=bioskey(0);
clearkbd(); /*清除键盘缓冲队列*/
if(key==ESC)
EXIT();
if(key==LEFTnleftnback)
mov(LEFT);
if(key==RIGHTnrightnback)
mov(RIGHT);
if(key==UPnback)
change();
if(key==SPACE)
pause();
if(key==DOWN)
accelerate();
}
}
if(count_down=4)
{ check_touch(); /*消除上一步动作对方块状态的影响*/
count_down=0;
if(nback) /*0表示到达底部,1表示没有到达*/
mov(DOWN);
}
}/*for*/
}
main()
{ int gdriver=DETECT,gmode=0;
initgraph(gdriver,gmode,d:turboc); /*启动图形与中断部分*/
intenable();
update();
}
java的俄罗斯方块代码
俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title){
super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;irowNum;i++)
for (int j=0; jcolumnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i rowNum; i++)
for(int j = 0; j columnNum; j++)
drawUnit(i,j,scrArr[j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row 0 || row = rowNum || col 0 || col = columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;irowNum;i++){
boolean isfull = true;
L1:for(int j=0;jcolumnNum;j++)
if(scrArr[j] == 0){
k++;
isfull = false;
break L1;
}
if(isfull) full_line_num++;
if(k!=0 k-1!=i !isfull)
for(int j = 0; j columnNum; j++){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i rowNum; i++){
for(int j = 0; j columnNum; j++){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; col columnNum; col ++){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}
//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按钮执行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level 10){
ERS_Block.level++;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level 1){
ERS_Block.level--;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化块,并显示新块
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
//实现块落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}
//判断是否正确的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if((int)(pattern[t][s]k) != 0){
int temp = scr.getScrArrXY(row-i,col+j);
if (temp0||temp==2)
return false;
}
k = k 1;
}
}
return true;
}
//同步显示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if(((int)pattern[blockType][turnState]k) != 0){
scr.drawUnit(row-i,col+j,s);
}
k=k1;
}
}
}
}
//定时线程
class MyTimer extends Thread{
GameCanvas scr;
public MyTimer(GameCanvas scr){
this.scr = scr;
}
public void run(){
while(true){
try{
sleep((10-ERS_Block.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
怎样用c语言编写俄罗斯方块程序?
俄罗斯方块C源代码
#include stdio.h
#include windows.h
#include conio.h
#include time.h
#define ZL 4 //坐标增量, 不使游戏窗口靠边
#define WID 36 //游戏窗口的宽度
#define HEI 20 //游戏窗口的高度
int i,j,Ta,Tb,Tc; // Ta,Tb,Tc用于记住和转换方块变量的值
int a[60][60]={0}; //标记游戏屏幕各坐标点:0,1,2分别为空、方块、边框
int b[4]; //标记4个"口"方块:1有,0无,类似开关
int x,y, level,score,speed; //方块中心位置的x,y坐标,游戏等级、得分和游戏速度
int flag,next; //当前要操作的方块类型序号,下一个方块类型序号
void gtxy(int m, int n); //以下声明要用到的自编函数
void gflag( ); //获得下一方块序号
void csh( ); //初始化界面
void start( ); //开始部分
void prfk ( ); //打印方块
void clfk( ); //清除方块
void mkfk( ); //制作方块
void keyD( ); //按键操作
int ifmov( ); //判断方块能否移动或变体
void clHA( ); //清除满行的方块
void clNEXT( ); //清除边框外的NEXT方块
int main( )
{ csh( );
while(1)
{start( ); //开始部分
while(1)
{ prfk( );
Sleep(speed); //延时
clfk( );
Tb=x;Tc=flag; //临存当前x坐标和序号,以备撤销操作
keyD( );
y++; //方块向下移动
if (ifmov( )==0) { y--; prfk( ); dlHA( ); break;} //不可动放下,删行,跨出循环
}
for(i=y-2;iy+2;i++){ if (i==ZL) { j=0; } } //方块触到框顶
if (j==0) { system("cls");gtxy(10,10);printf("游戏结束!"); getch(); break; }
clNEXT( ); //清除框外的NEXT方块
}
return 0;
}
void gtxy(int m, int n) //控制光标移动
{COORD pos; //定义变量
pos.X = m; //横坐标
pos.Y = n; //纵坐标
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
void csh( ) //初始化界面
{gtxy(ZL+WID/2-5,ZL-2); printf("俄罗斯方块"); //打印游戏名称
gtxy(ZL+WID+3,ZL+7); printf("******* NEXT:"); //打印菜单信息
gtxy(ZL+WID+3,ZL+13); printf("**********");
gtxy(ZL+WID+3,ZL+15); printf("Esc :退出游戏");
gtxy(ZL+WID+3,ZL+17); printf("↑键:变体");
gtxy(ZL+WID+3,ZL+19); printf("空格:暂停游戏");
gtxy(ZL,ZL); printf("╔"); gtxy(ZL+WID-2,ZL); printf("╗"); //打印框角
gtxy(ZL,ZL+HEI); printf("╚"); gtxy(ZL+WID-2,ZL+HEI); printf("╝");
a[ZL][ZL+HEI]=2; a[ZL+WID-2][ZL+HEI]=2; //记住有图案
for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL); printf("═"); } //打印上横框
for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL+HEI); printf("═"); a[ZL+i][ZL+HEI]=2; } //下框
for(i=1;iHEI;i++) { gtxy(ZL,ZL+i); printf("║"); a[ZL][ZL+i]=2; } //左竖框记住有图案
for(i=1;iHEI;i++) {gtxy(ZL+WID-2,ZL+i); printf("║"); a[ZL+WID-2][ZL+i]=2; } //右框
CONSOLE_CURSOR_INFO cursor_info={1,0}; //以下是隐藏光标的设置
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),cursor_info);
level=1; score=0; speed=400;
gflag( ); flag=next; //获得一个当前方块序号
}
void gflag( ) //获得下一个方块的序号
{ srand((unsigned)time(NULL)); next = rand()%19+1; }
void start( ) //开始部分
{ gflag( ); Ta=flag; flag=next; //保存当前方块序号,将下一方块序号临时操作
x=ZL+WID+6; y=ZL+10; prfk( ); //给x,y赋值,在框外打印出下一方块
flag=Ta; x=ZL+WID/2; y=ZL-1; //取回当前方块序号,并给x,y赋值
}
void prfk ( ) //打印俄罗斯方块
{ for(i=0;i4;i++) {b[i]=1; } //数组b[4]每个元素的值都为1
mkfk ( ); //制作俄罗斯方块
for( i= x-2; i=x+4; i+=2 ) //打印方块
{ for(j=y-2;j= y+1;j++) { if( a[i][j]==1 jZL ){ gtxy(i,j); printf("□"); } } }
gtxy(ZL+WID+3,ZL+1); printf("level : %d",level); //以下打印菜单信息
gtxy(ZL+WID+3,ZL+3); printf("score : %d",score);
gtxy(ZL+WID+3,ZL+5); printf("speed : %d",speed);
}
void clfk( ) //清除俄罗斯方块
{ for(i=0;i4;i++) { b[i]=0; } //数组b[4]每个元素的值都为0
mkfk ( ); //制作俄罗斯方块
for( i=x-2; i=x+4; i+=2 ) //清除方块
{ for(j=y-2;j=y+1;j++){ if( a[i][j]==0 jZL ){ gtxy(i,j); printf(" "); } } }
}
void mkfk( ) //制作俄罗斯方块
{ a[x][ y]=b[0]; //方块中心位置状态: 1-有,0-无
switch(flag) //共6大类,19种小类型
{ case 1: { a[x][y-1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //田字方块
case 2: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x+4][y]=b[3]; break; } //直线方块:----
case 3: { a[x][y-1]=b[1]; a[x][y-2]=b[2]; a[x][y+1]=b[3]; break; } //直线方块: |
case 4: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x][y+1]=b[3]; break; } //T字方块
case 5: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y]=b[3]; break; } //T字顺时针转90度
case 6: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x+2][y]=b[3]; break; } //T字顺转180度
case 7: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y]=b[3]; break; } //T字顺转270度
case 8: { a[x][y+1]=b[1]; a[x-2][y]=b[2]; a[x+2][y+1]=b[3]; break; } //Z字方块
case 9: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x-2][y+1]=b[3]; break; } //Z字顺转90度
case 10: { a[x][y-1]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //Z字顺转180度
case 11: { a[x][y+1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][ y]=b[3]; break; } //Z字顺转270度
case 12: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y-1]=b[3]; break; } //7字方块
case 13: {a[x-2][y]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //7字顺转90度
case 14: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y+1]=b[3]; break; } //7字顺转180度
case 15: { a[x-2][y]=b[1]; a[x-2][y+1]=b[2]; a[x+2][y]=b[3]; break; } //7字顺转270度
case 16: { a[x][y+1]=b[1]; a[x][y-1]=b[2]; a[x+2][y-1]=b[3]; break; } //倒7字方块
case 17: { a[x-2][y]=b[1]; a[x+2][y+1]=b[2]; a[x+2][y]=b[3]; break; } //倒7字顺转90度
case 18: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y+1]=b[3]; break; } //倒7字顺转180度
case 19: { a[x-2][y]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; } //倒7字顺转270度
}
}
void keyD( ) //按键操作
{ if (kbhit( ))
{ int key;
key=getch();
if (key==224)
{ key=getch();
if (key==75) { x-=2; } //按下左方向键,中心横坐标减2
if (key==77) { x+=2; } //按下右方向键,中心横坐标加2
if (key==72) //按下向上方向键,方块变体
{ if (flag=2 flag=3 ) { flag++; flag%=2; flag+=2; }
if ( flag=4 flag=7 ) { flag++; flag%=4; flag+=4; }
if (flag=8 flag=11 ) { flag++; flag%=4; flag+=8; }
if (flag=12 flag=15 ) { flag++; flag%=4; flag+=12; }
if ( flag=16 flag=19 ) { flag++; flag%=4; flag+=16; } }
}
if (key==32) //按空格键,暂停
{ prfk( ); while(1) { if (getch( )==32) { clfk( );break;} } } //再按空格键,继续游戏
if (ifmov( )==0) { x=Tb; flag=Tc; } //如果不可动,撤销上面操作
else { prfk( ); Sleep(speed); clfk( ); Tb=x;Tc=flag;} //如果可动,执行操作
}
}
int ifmov( ) //判断能否移动
{ if (a[x][y]!=0) { return 0; } //方块中心处有图案返回0,不可移动
else{ if ( (flag==1 ( a[x][ y-1]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||
(flag==2 ( a[x-2][y]==0 a[x+2][y]==0 a[x+4][y]==0 ) ) ||
(flag==3 ( a[x][y-1]==0 a[x][y-2]==0 a[x][y+1]==0 ) ) ||
(flag==4 ( a[x-2][y]==0 a[x+2][y]==0 a[x][y+1]==0 ) ) ||
(flag==5 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y]==0 ) ) ||
(flag==6 ( a[x][ y-1]==0 a[x-2][y]==0 a[x+2][y]==0 ) ) ||
(flag==7 ( a[x][y-1]==0 a[x][y+1]==0 a[x+2][y]==0 ) ) ||
(flag==8 ( a[x][y+1]==0 a[x-2][y]==0 a[x+2][y+1]==0 ) ) ||
(flag==9 ( a[x][y-1]==0 a[x-2][y]==0 a[x-2][y+1]==0 ) ) ||
(flag==10 ( a[x][y-1]==0 a[x-2][y-1]==0 a[x+2][y]==0 ) ) ||
(flag==11 ( a[x][y+1]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||
(flag==12 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y-1]==0 ) ) ||
( flag==13 ( a[x-2][y]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||
( flag==14 ( a[x][y-1]==0 a[x][y+1]==0 a[x+2][y+1]==0 ) ) ||
(flag==15 ( a[x-2][y]==0 a[x-2][y+1]==0 a[x+2][y]==0 ) ) ||
(flag==16 ( a[x][y+1]==0 a[x][y-1]==0 a[x+2][y-1]==0 ) ) ||
( flag==17 ( a[x-2][y]==0 a[x+2][y+1]==0 a[x+2][y]==0 ) ) ||
(flag==18 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y+1]==0 ) ) ||
(flag==19 ( a[x-2][y]==0 a[x-2][y-1]==0
a[x+2][y]==0 ) ) ) { return 1; }
}
return 0; //其它情况返回0
}
void clNEXT( ) //清除框外的NEXT方块
{ flag = next; x=ZL+WID+6; y=ZL+10; clfk( ); }
void clHA( ) //清除满行的方块
{ int k, Hang=0; //k是某行方块个数, Hang是删除的方块行数
for(j=ZL+HEI-1;j=ZL+1;j--) //当某行有WID/2-2个方块时,则为满行
{ k=0; for(i=ZL+2;iZL+WID-2;i+=2)
{ if (a[i][j]==1) //竖坐标从下往上,横坐标由左至右依次判断是否满行
{ k++; //下面将操作删除行
if (k==WID/2-2) { for(k=ZL+2;kZL+WID-2;k+=2)
{ a[k][j]=0; gtxy(k,j); printf(" "); Sleep(1); }
for(k=j-1;kZL;k--)
{ for(i=ZL+2;iZL+WID-2;i+=2) //已删行数上面有方块,先清除再全部下移一行
{ if(a[i][k]==1) { a[i][k]=0; gtxy(i,k); printf(" ");a[i][k+1]=1;
gtxy(i,k+1); printf("□"); } }
}
j++; //方块下移后,重新判断删除行是否满行
Hang++; //记录删除方块的行数
}
}
}
}
score+=100*Hang; //每删除一行,得100分
if ( Hang0 (score%500==0 || score/500 level-1 ) ) //得分满500速度加快升一级
{ speed-=20; level++; if(speed200)speed+=20; }
}
俄罗斯方块的代码的介绍就聊到这里吧,感谢你花时间阅读本站内容,更多关于俄罗斯方块的代码中有多少C++模型、俄罗斯方块的代码的信息别忘了在本站进行查找喔。
版权说明:如非注明,本站文章均为 AH站长 原创,转载请注明出处和附带本文链接;
相关推荐
- 05-18广东seo网站推广,广东知名seo推广多少钱
- 05-18百度推广多少钱一个月,现在百度推广多少钱
- 05-18做一个网站需要多少钱大概,做一个网站需要多少钱大概中公
- 05-18做网络推广一个月的收入,做网络推广工资大概多少呢
- 05-18制作网页一般多少钱,网页制作要多少钱
- 05-17网络营销师是做什么的,网络营销师培训费用是多少
- 05-15百度做网站推广的费用,做百度推广需要投入多少费用
- 05-13公关公司一般收费标准,一般公关费是多少
- 05-13青岛百度推广优化,青岛百度推广一年多少钱
- 05-13新冠咳嗽一般要咳多少天,十一个月咳嗽有痰吃什么好得快
取消回复欢迎 你 发表评论:
- 标签列表
- 最近发表
- 友情链接