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C语言写的俄罗斯方块程序

作者:佚名    文章来源:本站原创    点击数:    更新时间:2017/6/16

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。

//-----------------------【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 
#include 
#include 
#include 
#include 
#include 
#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(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(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;isize;i++)
    {
        for(j=0;jsize;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;isize;i++)
    {
        for(j=0;jsize;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=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);j0 && 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;i0 && 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】--------------------------------------
Tags:C语言,俄罗斯方块程序  
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