大概在最近两天之内编码完成,但此前一天开始构思。第一天晚上主要完成了方块旋转算法,第二天也就是今天加了消方块的处理算法。但是可能还有一些考虑不周的地方,比如,没有采用定时中断,而是图方便采用了和cpu频率有关的delay()函数来模拟时间间隔,这是需要改进的地方。
其中的主要逻辑有:
(1)由于c的随机性函数不好,所以每次游戏开始根据bios时间设置种子。
(2)得分越高,方块下降速度越快(每200分为单位)。
(3)每下落一个方块加1分,每消除一行加10分,两行加30分,三行加70分,四行加150分。初试分数为100分。
游戏控制:
up-旋转;空格-下落到底; 左右下方向键-控制方向。P-开始或暂停游戏。 ESC-退出。
特点:
(1)由于tc不支持中文,所以基本都是英文注释。
(2)函数命名尽可能规范的表达其内部处理目的和过程。
(3)代码加上注释仅有577行。(我下载过的两个俄罗斯方块代码一个在1087行,一个在993行,我的比它们代码少)。
(4)除了消除空格时算法比较复杂,其他算法都比较简单易读。
(5)绘图效率和局部代码效率扔有待提高。
(6)FrameTime参数可能依据不同硬件环境进行具体设置,InitGame需要正确的TC路径。
俄罗斯方块源于大约9年前上大一时的一个梦,我们在学习c语言时,我的同寝室友邀请我合作一起完成俄罗斯方块(课外作业性质),但是当时限于我们的水平比较菜和学习状态比较懒散,我们没有完成。大一的时候我在机房里无意发现别人留下的俄罗斯方块程序,运行,老师发现后激动的问我是我写的吗,我惭愧的摇摇头。那时看到别人做c的大程序深感羡慕(自己只是写几十行的程序)。数年后我仍然看到有不同样式的实现,但是我一直没有实现它,知道今天忽然有这个想法去做,算是弥补多年前的遗憾和心愿吧。
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 | //-----------------------【以下是我的代码文件:】--------------------- /********************************/ /* Desc: 俄罗斯方块游戏 */ /* By: hoodlum1980 */ /* Email: jinfd@126.com */ /* Date: 2008.03.12 22:30 */ /********************************/ #include <stdio.h> #include <bios.h> #include <dos.h> #include <graphics.h> #include <string.h> #include <stdlib.h> #define true 1 #define false 0 #define BoardWidth 12 #define BoardHeight 23 #define _INNER_HELPER /*inner helper method */ /*Scan Codes Define*/ enum KEYCODES { K_ESC =0x011b, K_UP =0x4800, /* upward arrow */ K_LEFT =0x4b00, K_DOWN =0x5000, K_RIGHT =0x4d00, K_SPACE =0x3920, K_P =0x1970 }; /* the data structure of the block */ typedef struct tagBlock { char c[4][4]; /* cell fill info array, 0-empty, 1-filled */ int x; /* block position cx [ 0,BoardWidht -1] */ int y; /* block position cy [-4,BoardHeight-1] */ char color; /* block color */ char size; /* block max size in width or height */ char name; /* block name (the block's shape) */ } Block; /* game's global info */ int FrameTime= 1300; int CellSize= 18; int BoardLeft= 30; int BoardTop= 30; /* next block grid */ int NBBoardLeft= 300; int NBBoardTop= 30; int NBCellSize= 10; /* score board position */ int ScoreBoardLeft= 300; int ScoreBoardTop=100; int ScoreBoardWidth=200; int ScoreBoardHeight=35; int ScoreColor=LIGHTCYAN; /* infor text postion */ int InfoLeft=300; int InfoTop=200; int InfoColor=YELLOW; int BorderColor=DARKGRAY; int BkGndColor=BLACK; int GameRunning= true ; int TopLine=BoardHeight-1; /* top empty line */ int TotalScore=100; char info_score[20]; char info_help[255]; char info_common[255]; /* our board, Board[x][y][0]-isFilled, Board[x][y][1]-fillColor */ unsigned char Board[BoardWidth][BoardHeight][2]; char BufferCells[4][4]; /* used to judge if can rotate block */ Block curBlock; /* current moving block */ Block nextBlock; /* next Block to appear */ /* function list */ int GetKeyCode(); int CanMove( int dx, int dy); int CanRotate(); int RotateBlock(Block *block); int MoveBlock(Block *block, int dx, int dy); void DrawBlock(Block *block, int , int , int ); void EraseBlock(Block *block, int , int , int ); void DisplayScore(); void DisplayInfo( char * text); void GenerateBlock(Block *block); void NextBlock(); void InitGame(); int PauseGame(); void QuitGame(); /*Get Key Code */ int GetKeyCode() { int key=0; if (bioskey(1)) { key=bioskey(0); } return key; } /* display text! */ void DisplayInfo( char *text) { setcolor(BkGndColor); outtextxy(InfoLeft,InfoTop,info_common); strcpy (info_common,text); setcolor(InfoColor); outtextxy(InfoLeft,InfoTop,info_common); } /* create a new block by key number, * the block anchor to the top-left corner of 4*4 cells */ void _INNER_HELPER GenerateBlock(Block *block) { int key=(random(13)*random(17)+random(1000)+random(3000))%7; block->size=3; /* because most blocks' size=3 */ memset (block->c,0,16); switch (key) { case 0: block->name= 'T' ; block->color=RED; block->c[1][0]=1; block->c[1][1]=1, block->c[2][1]=1; block->c[1][2]=1; break ; case 1: block->name= 'L' ; block->color=YELLOW; block->c[1][0]=1; block->c[1][1]=1; block->c[1][2]=1, block->c[2][2]=1; break ; case 2: block->name= 'J' ; block->color=LIGHTGRAY; block->c[1][0]=1; block->c[1][1]=1; block->c[1][2]=1, block->c[0][2]=1; break ; case 3: block->name= 'z' ; block->color=CYAN; block->c[0][0]=1, block->c[1][0]=1; block->c[1][1]=1, block->c[2][1]=1; break ; case 4: block->name= '5' ; block->color=LIGHTBLUE; block->c[1][0]=1, block->c[2][0]=1; block->c[0][1]=1, block->c[1][1]=1; break ; case 5: block->name= 'o' ; block->color=BLUE; block->size=2; block->c[0][0]=1, block->c[1][0]=1; block->c[0][1]=1, block->c[1][1]=1; break ; case 6: block->name= 'I' ; block->color=GREEN; block->size=4; block->c[1][0]=1; block->c[1][1]=1; block->c[1][2]=1; block->c[1][3]=1; break ; } } /* get next block! */ void NextBlock() { /* copy the nextBlock to curBlock */ curBlock.size=nextBlock.size; curBlock.color=nextBlock.color; curBlock.x=(BoardWidth-4)/2; curBlock.y=-curBlock.size; memcpy (curBlock.c,nextBlock.c,16); /* generate nextBlock and show it */ EraseBlock(&nextBlock,NBBoardLeft,NBBoardTop,NBCellSize); GenerateBlock(&nextBlock); nextBlock.x=1,nextBlock.y=0; DrawBlock(&nextBlock,NBBoardLeft,NBBoardTop,NBCellSize); } /* rotate the block, update the block struct data */ int _INNER_HELPER RotateCells( char c[4][4], char blockSize) { char temp,i,j; switch (blockSize) { case 3: temp=c[0][0]; c[0][0]=c[2][0], c[2][0]=c[2][2], c[2][2]=c[0][2], c[0][2]=temp; temp=c[0][1]; c[0][1]=c[1][0], c[1][0]=c[2][1], c[2][1]=c[1][2], c[1][2]=temp; break ; case 4: /* only 'I' block arived here! */ c[1][0]=1-c[1][0], c[1][2]=1-c[1][2], c[1][3]=1-c[1][3]; c[0][1]=1-c[0][1], c[2][1]=1-c[2][1], c[3][1]=1-c[3][1]; break ; } } /* judge if the block can move toward the direction */ int CanMove( int dx, int dy) { int i,j,tempX,tempY; for (i=0;i<curblock.size;i++) for (j= "0;j<curBlock.size;j++)" if (curblock.c[i][j])= "" {= "" cannot= "" move= "" leftward= "" or= "" rightward= "" *= "" i= "" += "" dx;= "" if (tempx<0= "" ||= "" tempx= "curBlock.x" >(BoardWidth-1)) return false ; /* make sure x is valid! */ /* cannot move downward */ tempY = curBlock.y + j + dy; if (tempY>(BoardHeight-1)) return false ; /* y is only checked lower bound, maybe negative!!!! */ /* the cell already filled, we must check Y's upper bound before check cell ! */ if (tempY>=0 && Board[tempX][tempY][0]) return false ; } } } return true ; } /* judge if the block can rotate */ int CanRotate() { int i,j,tempX,tempY; /* update buffer */ memcpy (BufferCells, curBlock.c, 16); RotateCells(BufferCells,curBlock.size); for (i=0;i<curblock.size;i++) for (j= "0;j<curBlock.size;j++)" {= "" if (tempx<0= "" ||= "" tempx= "curBlock.x+i;" if (buffercells[i][j])= "" tempy= "curBlock.y+j;" >(BoardWidth-1)) return false ; if (tempY>(BoardHeight-1)) return false ; if (tempY>=0 && Board[tempX][tempY][0]) return false ; } } } return true ; } /* draw the block */ void _INNER_HELPER DrawBlock(Block *block, int bdLeft, int bdTop, int cellSize) { int i,j; setfillstyle(SOLID_FILL,block->color); for (i=0;i<block->size;i++) { for (j=0;j<block->size;j++) { if (block->c[i][j] && (block->y+j)>=0) { floodfill( bdLeft+cellSize*(i+block->x)+cellSize/2, bdTop+cellSize*(j+block->y)+cellSize/2, BorderColor); } } } } /* Rotate the block, if success, return true */ int RotateBlock(Block *block) { char temp,i,j; int b_success; if (curBlock.size==2) return ; if (( b_success=CanRotate())) { EraseBlock(block,BoardLeft,BoardTop,CellSize); memcpy (curBlock.c,BufferCells,16); DrawBlock(block,BoardLeft,BoardTop,CellSize); } return b_success; } /* erase a block, only fill the filled cell with background color */ void _INNER_HELPER EraseBlock(Block *block, int bdLeft, int bdTop, int cellSize) { int i,j; setfillstyle(SOLID_FILL,BkGndColor); for (i=0;i<block->size;i++) { for (j=0;j<block->size;j++) { if (block->c[i][j] && (block->y+j>=0)) { floodfill( bdLeft+cellSize*(i+block->x)+cellSize/2, bdTop+cellSize*(j+block->y)+cellSize/2, BorderColor); } } } } /* move by the direction if can, donothing if cannot * return value: true - success, false - cannot move toward this direction */ int MoveBlock(Block *block, int dx, int dy) { int b_canmove=CanMove(dx,dy); if (b_canmove) { EraseBlock(block,BoardLeft,BoardTop,CellSize); curBlock.x+=dx; curBlock.y+=dy; DrawBlock(block,BoardLeft,BoardTop,CellSize); } return b_canmove; } /* drop the block to the bottom! */ int DropBlock(Block *block) { EraseBlock(block,BoardLeft,BoardTop,CellSize); while (CanMove(0,1)) { curBlock.y++; } DrawBlock(block,BoardLeft,BoardTop,CellSize); return 0; /* return value is assign to the block's alive */ } /* init the graphics mode, draw the board grid */ void InitGame() { int i,j,gdriver=DETECT,gmode; struct time sysTime; /* draw board cells */ memset (Board,0,BoardWidth*BoardHeight*2); memset (nextBlock.c,0,16); strcpy (info_help, "P: Pause Game. --by hoodlum1980" ); initgraph(&gdriver,&gmode, "c:\\tc\\" ); setcolor(BorderColor); for (i=0;i<=BoardWidth;i++) { line(BoardLeft+i*CellSize, BoardTop, BoardLeft+i*CellSize, BoardTop+ BoardHeight*CellSize); } for (i=0;i<=BoardHeight;i++) { line(BoardLeft, BoardTop+i*CellSize, BoardLeft+BoardWidth*CellSize, BoardTop+ i*CellSize); } /* draw board outer border rect */ rectangle(BoardLeft-CellSize/4, BoardTop-CellSize/4, BoardLeft+BoardWidth*CellSize+CellSize/4, BoardTop+BoardHeight*CellSize+CellSize/4); /* draw next block grids */ for (i=0;i<=4;i++) { line(NBBoardLeft+i*NBCellSize, NBBoardTop, NBBoardLeft+i*NBCellSize, NBBoardTop+4*NBCellSize); line(NBBoardLeft, NBBoardTop+i*NBCellSize, NBBoardLeft+4*NBCellSize, NBBoardTop+ i*NBCellSize); } /* draw score rect */ rectangle(ScoreBoardLeft,ScoreBoardTop,ScoreBoardLeft+ScoreBoardWidth,ScoreBoardTop+ScoreBoardHeight); DisplayScore(); /* set new seed! */ gettime(&sysTime); srand (sysTime.ti_hour*3600+sysTime.ti_min*60+sysTime.ti_sec); GenerateBlock(&nextBlock); NextBlock(); /* create first block */ setcolor(DARKGRAY); outtextxy(InfoLeft,InfoTop+20, "Up -rotate Space-drop" ); outtextxy(InfoLeft,InfoTop+35, "Left-left Right-right" ); outtextxy(InfoLeft,InfoTop+50, "Esc -exit" ); DisplayInfo(info_help); } /* set the isFilled and fillcolor data to the board */ void _INNER_HELPER FillBoardData() { int i,j; for (i=0;i<curblock.size;i++) for (j= "0;j<curBlock.size;j++)" {= "" if (curblock.c[i][j]= "" &&= "" (curblock.y+j)= "" >=0) { Board[curBlock.x+i][curBlock.y+j][0]=1; Board[curBlock.x+i][curBlock.y+j][1]=curBlock.color; } } } } /* draw one line of the board */ void _INNER_HELPER PaintBoard() { int i,j,fillcolor; for (j=max((TopLine-4),0);j<boardheight;j++) top= "" {= "" *= "" fillcolor= "Board[i][j][0]?" board[i][j][1]:bkgndcolor;= "" setfillstyle(solid_fill,fillcolor);= "" floodfill(boardleft+i*cellsize+cellsize= "" 2,boardtop+j*cellsize+cellsize= "" 2,bordercolor);= "" check= "" one= "" line= "" if = "" filled= "" full= "" and= "" increase= "" totalscore!= "" void = "" _inner_helper= "" checkboard()= "" int = "" i,j,k,score= "10,sum=0,topy,lines=0;" we= "" find= "" the= "" empty= "" line!= "" j= "topy=BoardHeight-1;" do = "" sum= "0;" for (i= "0;i<BoardWidth;i++)" boardwidth;= "" i++)= "" sum+= "Board[i][topy][0];" topy--;= "" }= "" while (sum= "" >0 && topy>0); /* remove the full filled line (max remove lines count = 4) */ do { sum=0; for (i=0;i< BoardWidth; i++) sum+=Board[i][j][0]; if (sum==BoardWidth) /* we find this line is full filled, remove it! */ { /* move the cells data down one line */ for (k=j; k > topy;k--) { for (i=0;i<boardwidth;i++) top= "" {= "" move= "" *= "" one= "" line= "" the= "" line!= "" for (i= "0;i<BoardWidth;i++)" }= "" while (sum= "" board[i][k][0]= "Board[i][k-1][0];" board[i][k][1]= "Board[i][k-1][1];" *make= "" empty!= "" board[i][topy][0]= "0;" board[i][topy][1]= "0;" topy++;= "" topline= "" downward= "" lines++;= "" lines= "" <= "4" totalscore+= "score;" score*= "2;" adding:= "" 10,= "" 30,= "" 70,= "" 150= "" else = "" j--;= "" >0 && j>topy && lines<4); /* speed up the game when score is high, minimum is 400 */ FrameTime=max(1200-100*(TotalScore/200), 400); TopLine=topy; /* update the top line */ /* if no lines remove, only add 1: */ if (lines==0) TotalScore++; } /* display the score */ void _INNER_HELPER DisplayScore() { setcolor(BkGndColor); outtextxy(ScoreBoardLeft+5,ScoreBoardTop+5,info_score); setcolor(ScoreColor); sprintf (info_score, "Score: %d" ,TotalScore); outtextxy(ScoreBoardLeft+5,ScoreBoardTop+5,info_score); } /* we call this function when a block is inactive. */ void UpdateBoard() { FillBoardData(); CheckBoard(); PaintBoard(); DisplayScore(); } /* pause the game, and timer handler stop move down the block! */ int PauseGame() { int key=0; DisplayInfo( "Press P to Start or Resume!" ); while (key!=K_P && key!=K_ESC) { while (!(key=GetKeyCode())){} } DisplayInfo(info_help); return key; } /* quit the game and do cleaning work. */ void QuitGame() { closegraph(); } /* the entry point function. */ void main() { int i,flag=1,j,key=0,tick=0; InitGame(); if (PauseGame()==K_ESC) goto GameOver; /* wait until a key pressed */ while (key!=K_ESC) { /* wait until a key pressed */ while (!(key=GetKeyCode())) { tick++; if (tick>=FrameTime) { /* our block has dead! (can't move down), we get next block */ if (!MoveBlock(&curBlock,0,1)) { UpdateBoard(); NextBlock(); if (!CanMove(0,1)) goto GameOver; } tick=0; } delay(100); } switch (key) { case K_LEFT: MoveBlock(&curBlock,-1,0); break ; case K_RIGHT: MoveBlock(&curBlock,1,0); break ; case K_DOWN: MoveBlock(&curBlock,0,1); break ; case K_UP: RotateBlock(&curBlock); break ; case K_SPACE: DropBlock(&curBlock); break ; case K_P: PauseGame(); break ; } } GameOver: DisplayInfo( "GAME OVER! Press any key to exit!" ); getch(); /* wait the user Press any key. */ QuitGame(); } //----------------------------------【代码文件结尾】-------------------------------------- </boardwidth;i++)></boardheight;j++)></curblock.size;i++)></block-></block-></block-></block-></curblock.size;i++)></curblock.size;i++)></stdlib.h></string.h></graphics.h></dos.h></bios.h></stdio.h> |