俄罗斯方块~
(刚才发一篇,不知道发哪去了?没看到,重发一下。)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。
警告:
(1)未在所有机器上进行过测试,有我的朋友向我反馈,未能成功运行。因此最好对源代码进行编译后比较稳妥。
(2)运行附件中的程序之前,为安全起见,请保存电脑的进行的所有未保存操作。
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@ */
/* 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 */
tempX = curBlock.x + i + dx;
if(tempX<0 || tempX>(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(BufferCells[i][j])
{
tempX=curBlock.x+i;
tempY=curBlock.y+j;
if(tempX<0 || tempX>(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(block->size==2)
return true;
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++)
{
for(i=0;i<BoardWidth;i++)
{
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 if one line if filled full and increase the totalScore! */
void _INNER_HELPER CheckBoard()
{
int i,j,k,score=10,sum=0,topy,lines=0;
/* we find the top empty line! */
j=topy=BoardHeight-1;
do
{
sum=0;
for(i=0;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++)
{
Board[i][k][0]=Board[i][k-1][0];
Board[i][k][1]=Board[i][k-1][1];
}
}
/*make the top line empty! */
for(i=0;i<BoardWidth;i++)
{
Board[i][topy][0]=0;
Board[i][topy][1]=0;
}
topy++; /* move the topline downward one line! */
lines++; /* lines <=4 */
TotalScore+=score;
score*=2; /* adding: 10, 30, 70, 150 */
}
else
j--;
} while(sum>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】--------------------------------------------------
[[it] 本帖最后由 hoodlum1980 于 2008-3-13 10:14 编辑 [/it]]