C语言代码实现俄罗斯方块

这里为大家敲写一段怎样用C语言实现俄罗斯方块:

首先推荐大家使用CodeBlocks这个软件,方便添加不同的工程。

代码中有很多注释便于理解!

下面是效果图和全部的代码以及注释,大家可以观看并自己新增内容!

1、首先是main.c文件:

#include <stdio.h>

#include <stdlib.h>

#include "game.h"

int main()

{

gameInit();

return 0;

}

2、然后是mywindows.h文件:

#ifndef MYWINDOWS_H_INCLUDED

#define MYWINDOWS_H_INCLUDED

// 封装系统函数-系统调用模块

#include <windows.h>

// 初始化句柄

extern void initHandle();

// 设置颜色

extern void setColor(int color);

// 设置光标位置

extern void setPos(int x, int y);

// 设置光标是否可见

extern void setCursorVisible(int flag);

// 关闭句柄

extern void closeHandle();

#endif // MYWINDOWS_H_INCLUDED

3、接下来是mywindows.c文件:

#include "mywindows.h"

HANDLE handle;

// 初始化句柄

void initHandle()

{

handle = GetStdHandle(STD_OUTPUT_HANDLE);

}

// 设置颜色

void setColor(int color)

{

SetConsoleTextAttribute(handle, color);

}

void setPos(int x, int y)

{

//, ,

COORD coord = {x*2, y};

SetConsoleCursorPosition(handle, coord);

}

// 设置光标是否可见

void setCursorVisible(int flag)

{

CONSOLE_CURSOR_INFO info;

info.bVisible = flag; //光标是否可见

info.dwSize = 100; //光标宽度1-100

SetConsoleCursorInfo(handle, &info);

}

// 关闭句柄

void closeHandle()

{

CloseHandle(handle);

}

4、下面是data.h文件,也就是数据库的存储地址:

#ifndef DATA_H_INCLUDED

#define DATA_H_INCLUDED

//函数声明\变量声明

// 存储数据-数据模块

//界面数组

extern int windowShape[25][26];

extern int block[7][4][4][4];

#endif // DATA_H_INCLUDED

5、数据库内容:data.c

#include "data.h"

//函数的定义

int windowShape[25][26] =

{

{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},

{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}

};// 边框为1,游戏池长度为14

int block[7][4][4][4] =

{

{

//Z{}

{{1,1,0,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}},

{{1,1,0,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}}

},

{

//S

{{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},

{{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},

{{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},

{{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}}

},

{

//L{}

{{1,0,0,0},{1,0,0,0},{1,1,0,0},{0,0,0,0}},

{{1,1,1,0},{1,0,0,0},{0,0,0,0},{0,0,0,0}},

{{1,1,0,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}},

{{0,0,1,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}}

},

{

//J

{{0,1,0,0},{0,1,0,0},{1,1,0,0},{0,0,0,0}},

{{1,0,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},

{{1,1,0,0},{1,0,0,0},{1,0,0,0},{0,0,0,0}},

{{1,1,1,0},{0,0,1,0},{0,0,0,0},{0,0,0,0}}

},

{

//I{}

{{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},

{{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}},

{{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},

{{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}}

},

{

//T

{{1,1,1,0},{0,1,0,0},{0,0,0,0},{0,0,0,0}},

{{0,1,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},

{{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},

{{1,0,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}}

},

{

//田

{{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},

{{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},

{{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},

{{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}}

}

};

6、游戏头部:game.h:

#ifndef GAME_H_INCLUDED

#define GAME_H_INCLUDED

// 游戏逻辑模块

#include <stdio.h>

#include <time.h>

typedef struct{

int x;

int y;

int shape;

int status;

int color;

}BLOCK;

// 定义当前正在下落的方块,和下一个方块

BLOCK curBlock;

BLOCK nextBlock;

// 绘制游戏池边框

extern void gamePool(int x, int y);

// 打印操作说明

extern void printRule();

// 打印分数和等级

extern void printGradeLevel(int num);

// 游戏计时

extern void gameTime(clock_t startTime);

// 打印一个方块

extern void printBlock(int x, int y, int shape, int status, int color);

// 删除一个方块

extern void delBlock(int x, int y, int shape, int status);

//方块左移

extern void leftBlock();

//方块右移

extern void rightBlock();

//方块下移

extern int downBlock();

//方块变形

extern void changeBlock();

//方块直接落底

extern void bottomBlock();

//游戏暂停

extern void pause();

//随机产生游戏第一个方块

extern void startBlock();

//随机产生下一个方块

extern void blockNext();

//拷贝方块:把下一个方块变成当前正在下落的方块

extern void copyBlock();

//碰撞检测

extern int crash(int x, int y, int shape, int status);

//保存方块

extern void saveBlock();

//刷新游戏池

extern void updateGamePool();

//消行检测

extern void lineClear();

//消行下移

extern void lineDown(int line);

// 初始化游戏

extern void gameInit();

#endif // GAME_H_INCLUDED

7、最后一部分,游戏内容,game.c文件:

#include "game.h"

#include "mywindows.h"

#include "data.h"

#include <conio.h>

int level = 1;

int grade = 100;

// 打印游戏池

void gamePool(int x, int y)

{

int i, j;

for(i=0;i<25;i++)

{

for(j=0;j<26;j++)

{

if(windowShape[i][j] == 1)

{

setColor(0xc0);

setPos(x+j,y+i);

printf(" "); // printf("%2s", "");

}

}

}

}

// 打印操作说明

void printRule()

{

setColor(0x0f);

setPos(31, 9);

printf("操作规则:");

setPos(32, 11);

printf("按a或A左移");

setPos(32, 12);

printf("按d或D右移");

setPos(32, 13);

printf("按s或S下移");

setPos(32, 14);

printf("按w或W变形");

setPos(32, 15);

printf("按空格暂停");

setPos(32, 16);

printf("按回车直接下落");

}

void printGradeLevel(int num)

{

switch(num)

{

case 0: break;

case 1: grade += 10;break;

case 2: grade += 25;break;

case 3: grade += 50;break;

case 4: grade += 70;break;

}

//等级-->作业

setColor(0x09);

setPos(3,6);

printf("分数:%d", grade);

setColor(0x0a);

setPos(3,7);

printf("等级:%d", level);

}

void gameTime(clock_t startTime)

{

//clock_t endTime = clock();

//clock_t ti = (endTime-startTime)/CLOCKS_PER_SEC;

setColor(0x0d);

setPos(3,8);

printf("本次游戏运行时间:%ld", (clock()-startTime)/CLOCKS_PER_SEC);

}

// 打印一个方块

void printBlock(int x, int y, int shape, int status, int color)

{

int i,j;

setColor(color);

for(i=0;i<4;i++)

{

for(j=0;j<4;j++)

{

if(1 == block[shape][status][i][j])

{

setPos(x+j,y+i);

printf("■");

}

}

}

}

// 删除一个方块

void delBlock(int x, int y, int shape, int status)

{

int i, j;

for(i=0;i<4;i++)

{

for(j=0;j<4;j++)

{

if(1 == block[shape][status][i][j])

{

setPos(x+j,y+i);

printf(" "); //打印两个空格

}

}

}

}

//方块左移

void leftBlock()

{

//已经显示的方块删除,改变坐标,重新打印

if(crash(curBlock.x-1, curBlock.y, curBlock.shape,curBlock.status) == -1)

{

return;

}

delBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status);

curBlock.x -= 1;

printBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status,curBlock.color);

}

//方块右移

void rightBlock()

{

if(crash(curBlock.x+1, curBlock.y, curBlock.shape,curBlock.status) == -1)

{

return;

}

delBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status);

curBlock.x += 1;

printBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status,curBlock.color);

}

//方块下移

int downBlock()

{

if(crash(curBlock.x, curBlock.y+1,curBlock.shape,curBlock.status) == -1)

{

//落到游戏池底部,产生新方块

saveBlock();

lineClear();

updateGamePool();

copyBlock();

return -1;

}else if(crash(curBlock.x, curBlock.y+1,curBlock.shape,curBlock.status) == -2)

{

//游戏结束

return -2;

}else{

delBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status);

curBlock.y += 1;

printBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status,curBlock.color);

return 0;

}

}

//方块变形

void changeBlock()

{

if(crash(curBlock.x, curBlock.y, curBlock.shape, (curBlock.status+1)%4) == -1){

return;

}

delBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status);

curBlock.status = (curBlock.status+1)%4;

printBlock(curBlock.x,curBlock.y,curBlock.shape,

curBlock.status,curBlock.color);

}

//方块直接落底

void bottomBlock()

{

while(1){

//流程参考方块下落

if(downBlock() !=0){

return;

}

}

}

//游戏暂停

void pause()

{

//

}

//随机产生游戏第一个方块

void startBlock()

{

//设置时间为随机数种子

srand((unsigned)time(NULL));

//初始化curBlock

curBlock.x = 22;

curBlock.y = 1;

//rand取一个随机整数

curBlock.shape = rand()%7; //0-6

curBlock.status = rand()%4; //0-3

curBlock.color = rand()%0x10;

if(0x00 == curBlock.color)

{

curBlock.color = 0x0f;

}

printBlock(curBlock.x, curBlock.y, curBlock.shape,

curBlock.status, curBlock.color);

}

//随机产生下一个方块

void blockNext()

{

//初始化nextBlock

delBlock(nextBlock.x,nextBlock.y,

nextBlock.shape,nextBlock.status);

nextBlock.x = 34;

nextBlock.y = 2;

nextBlock.shape = rand()%7;

nextBlock.status = rand()%4;

nextBlock.color = rand()%0x10;

if(0x00 == nextBlock.color)

{

nextBlock.color = 0x0f;

}

printBlock(nextBlock.x,nextBlock.y,

nextBlock.shape,nextBlock.status,nextBlock.color);

}

//拷贝方块:把下一个方块变成当前正在下落的方块

void copyBlock()

{

//当前方块=下一个方块

curBlock = nextBlock;

curBlock.x = 22;

curBlock.y = 1;

printBlock(curBlock.x, curBlock.y, curBlock.shape,

curBlock.status, curBlock.color);

blockNext();

}

//碰撞检测

//x,y为方块的下一个位置, status下一种形态

//碰撞返回-1,未碰撞返回0, 游戏结束返回-2

int crash(int x, int y, int shape, int status)

{

int i,j;

for(i=0;i<4;i++)

{

for(j=0;j<4;j++)

{

if(block[shape][status][i][j] == 1)

{

if(windowShape[i+y][j+x-15] == 1)

{

//方块一产生就发生碰撞

if(curBlock.x == 22 && curBlock.y == 1)

{

return -2;

}

return -1;

}

}

}

}

return 0;

}

//保存方块

void saveBlock()

{

int i,j;

for(i=0;i<4;i++)

{

for(j=0;j<4;j++)

{

if(block[curBlock.shape][curBlock.status][i][j] == 1)

{

windowShape[i+curBlock.y][j+curBlock.x-15] = 1;

}

}

}

}

//刷新游戏池

void updateGamePool()

{

int i,j;

//从下到上刷新游戏池

for(i=23;i>0;i--)

{

for(j=1;j<15;j++)

{

if(windowShape[i][j] == 1)

{

setColor(0x0e);

setPos(j+15,i);

printf("■");

}else{

setColor(0x00);

setPos(j+15,i);

printf(" ");

}

}

}

}

//消行检测

//检测满行->这一行所有值都为1

void lineClear()

{

int i,j;

int num = 0; //统计一次消行数目

for(i=23;i>0;i--)

{

int total = 0;

for(j=1;j<15;j++)

{

total += windowShape[i][j];

}

if(total == 14)

{

//满行

lineDown(i);

i += 1;

num += 1;

}

}

printGradeLevel(num);

}

//消行下移

//从满行的这行开始,上面所有行顺序下移

void lineDown(int line)

{

int i,j;

for(i=line;i>1;i--)

{

for(j=1;j<15;j++)

{

windowShape[i][j] = windowShape[i-1][j];

}

}

}

// 初始化游戏

void gameInit()

{

//第一步,必须初始化句柄

//clock_t startTime = clock();

initHandle();

setCursorVisible(FALSE);

gamePool(15,0);

printRule();

printGradeLevel(0);

startBlock();

blockNext();

//定时开始时间,结束时间,通过控制时间差实现定时

clock_t start,stop;

start = clock();

while(1) //for(;;)

{

//检测是否有按键按下

if(kbhit())

{

switch(getch())

{

case 'a':

case 'A':

case 75:

leftBlock();break;

case 'd':

case 'D':

case 77:

rightBlock();break;

case 's':

case 'S':

case 80:

downBlock();break;

case 'w':

case 'W':

case 72:

changeBlock();break;

case 32:

pause();break;

case 13:

bottomBlock();break;

}

}

//获取时间

stop = clock();

if(stop-start>0.5*CLOCKS_PER_SEC)

{

downBlock();

//重新计时

start = stop;

}

}

}

好,到现在这个游戏也就结束了!

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。

以上是 C语言代码实现俄罗斯方块 的全部内容, 来源链接: utcz.com/p/245845.html

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