缘起:
在玩Codeblocks自带的俄罗斯方块时觉得不错,然而有时间限制。所以想自己再写一个。
程序效果:
主要内容:
程序中有一个board数组,其中有要显示的部分,也有不显示的部分,不显示的部分都存储1。
如下图:
shape采用4*4数组(shape)保存。如:
0 0 0 0
0 1 0 0
1 1 1 0
0 0 0 0
另外用变量row和column保存shape数组左上角在board中的位置。
每次下落或左右移动,先对row和column做出改变,然后检测当前row和column下,shape是否重合了为1的格子,如果有重合,就说明shape出界了或者到达下落最低点,则要恢复row和column值。另外,如果是下落,还要将shape放在board上,并产生新的shape。
旋转时,先对shape数组进行旋转操作,然后检测重合,如果有重合,则反向旋转回来。
代码:
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#if defined(UNICODE) && !defined(_UNICODE) #define _UNICODE #elif defined(_UNICODE) && !defined(UNICODE) #define UNICODE #endif #include <tchar.h> #include <windows.h> #include <pthread.h> #include <stdio.h> #include <time.h> /*-----------------宏定义--------------------------------------------------------*/ #define WIDTH 180 #define HEIGHT 400 #define LONG_SLEEP 300 #define BKCOLOR RGB(238,238,238)//背景色 /*-----------------变量----------------------------------------------------------*/ static int shapes[7][4][4]; //存储7个形状 static int high_score[4]= {0,0,0,0}; //前三个元素存储最高分,最后一个元素存储此次得分 static int **shape; //当前形状 static int **board; static int M=15; //显示的列数 static int N=30; //显示的行数 static int MM=M+8; //board的列数 static int NN=N+4; //board的行数 static int LEFT=4; //显示的最左一列 static int RIGHT=LEFT+M-1; //显示的最右一列 static int TOP=0; //显示的最上一列 static int BOTTOM=N-1; //显示的最下一列 static int score=0; static int row=0; //形状所在行 static int column=MM/2; //形状坐在列 static bool is_pause= false ; static HBRUSH grey_brush =CreateSolidBrush (RGB(210,210,210)); static HBRUSH white_brush =CreateSolidBrush (RGB(130,130,130)); static HBRUSH bk_brush =CreateSolidBrush (BKCOLOR); static HPEN hPen = CreatePen(PS_SOLID,1,RGB(147,155,166)); static int lattices_top=40; //上面留白 static int lattices_left=20; //左侧留白 static int width=WIDTH/M; //每个格子的宽度 static int height=(HEIGHT-lattices_top)/N; //每个格子的高度 /*-----------------函数-----------------------------------------------------------*/ void add_score() ; bool check_is_lose() ; void clear_up() ; //消除没有空格子的行 void * down_thread_function( void * args) ; //形状下落进程要执行的函数 void exit_game( HWND hwnd) ; void give_new_shape() ; //随机生成一个新形状 int handle_key( HWND hwnd, WPARAM wParam) ; int init_down_thread( HWND hwnd) ; //初始化形状下落进程 int init_game( HWND hwnd) ; //初始化游戏程序 void init_play() ; //初始化游戏数据 bool is_legel() ; //检测形状在当前位置是否合法(即是否重合了非空的格子) int load_scores( int * a) ; //读取游戏最高分数据 int load_shape() ; //从文件中加载7个形状 void lose_game( HWND hwnd) ; int move_down( HWND hwnd) ; //形状下落 int move_lr( HWND hwnd, int lr) ; //形状左右移动 void paint_lattice( HDC hdc, int x, int y, int color) ; //显示一个格子 void paint_UI( HDC hdc) ; //画界面 void reset_rc() ; void rerotate_matrix( int mn) ; //顺时针旋转一个行列数为mn的方阵 void rotate_matrix( int mn) ; //逆时针旋转一个行列数为mn的方阵 int rotate_shape( HWND hwnd) ; //旋转当前形状并更新界面 bool save_score( HWND hwnd) ; //保存最高分数据 void shape_to_ground() ; //当前形状落地之后,更新board bool sort_scores( int * a) ; //对最高分和此次得分排序,若创造新纪录则返回true void update_UI( HWND hwnd) ; //更新界面,仅更新Rect区域(形状所在的那几行)内 void update_UI_all( HWND hwnd) ; //更新界面,更新整个界面 int write_scores( int * a) ; //写最高分数据 /* Declare Windows procedure */ LRESULT CALLBACK WindowProcedure ( HWND , UINT , WPARAM , LPARAM ); /* Make the class name into a global variable */ TCHAR szClassName[ ] = _T( "Tris" ); int WINAPI WinMain ( HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int nCmdShow) { HWND hwnd; /* This is the handle for our window */ MSG messages; /* Here messages to the application are saved */ WNDCLASSEX wincl; /* Data structure for the windowclass */ /* The Window structure */ wincl.hInstance = hThisInstance; wincl.lpszClassName = szClassName; wincl.lpfnWndProc = WindowProcedure; /* This function is called by windows */ wincl.style = CS_DBLCLKS; /* Catch double-clicks */ wincl.cbSize = sizeof (WNDCLASSEX); /* Use default icon and mouse-pointer */ wincl.hIcon = LoadIcon (NULL, IDI_APPLICATION); wincl.hIconSm = LoadIcon (NULL, IDI_APPLICATION); wincl.hCursor = LoadCursor (NULL, IDC_ARROW); wincl.lpszMenuName = NULL; /* No menu */ wincl.cbClsExtra = 0; /* No extra bytes after the window class */ wincl.cbWndExtra = 0; /* structure or the window instance */ /* Use Windows's default colour as the background of the window */ wincl.hbrBackground =bk_brush; /* Register the window class, and if it fails quit the program */ if (!RegisterClassEx (&wincl)) return 0; /* The class is registered, let's create the program*/ hwnd = CreateWindowEx ( 0, /* Extended possibilites for variation */ szClassName, /* Classname */ _T( "Tris" ), /* Title Text */ WS_OVERLAPPEDWINDOW, /* default window */ CW_USEDEFAULT, /* Windows decides the position */ CW_USEDEFAULT, /* where the window ends up on the screen */ WIDTH+200, /* The programs width */ HEIGHT+70, /* and height in pixels */ HWND_DESKTOP, /* The window is a child-window to desktop */ NULL, /* No menu */ hThisInstance, /* Program Instance handler */ NULL /* No Window Creation data */ ); /* Make the window visible on the screen */ ShowWindow (hwnd, nCmdShow); /* Run the message loop. It will run until GetMessage() returns 0 */ while (GetMessage (&messages, NULL, 0, 0)) { /* Translate virtual-key messages into character messages */ TranslateMessage(&messages); /* Send message to WindowProcedure */ DispatchMessage(&messages); } /* The program return-value is 0 - The value that PostQuitMessage() gave */ return messages.wParam; } //从文件中加载7个形状 int load_shape() { FILE * f= fopen ( "shapes.txt" , "rb" ); if (f==NULL) { return -1; } for ( int i=0; i<7; i++) { for ( int j=0; j<4; j++) { for ( int k=0; k<4; k++) { if ( fscanf (f, "%d" ,&shapes[i][j][k])!=1) { return -1; } } } } fclose (f); return 0; } //随机生成一个新形状 void give_new_shape() { int shape_num= rand ()%7; for ( int i=0; i<4; i++) { for ( int j=0; j<4; j++) { shape[i][j]=shapes[shape_num][i][j]; } } } void add_score() { score+=100; } //消除没有空格子的行 void clear_up() { for ( int i=row; i<=row+3; i++) { if (i>BOTTOM) continue ; bool there_is_blank= false ; for ( int j=LEFT; j<=RIGHT; j++) { if (board[i][j]==0) { there_is_blank= true ; break ; } } if (!there_is_blank) { add_score(); for ( int r=i; r>=1; r--) { for ( int c=LEFT; c<=RIGHT; c++) { board[r][c]=board[r-1][c]; } } } } } //检测形状在当前位置是否合法(即是否重合了非空的格子) bool is_legel() { for ( int i=0; i<4; i++) { for ( int j=0; j<4; j++) { if (shape[i][j]==1&&board[row+i][column+j]==1) { return false ; } } } return true ; } //逆时针旋转一个行列数为mn的方阵 void rotate_matrix( int mn) { int ** a=shape; int s=0; for ( int n=mn; n>=1; n-=2) { for ( int i=0; i<n-1; i++) { int t=a[s+i][s]; a[s+i][s]=a[s][s+n-i-1]; a[s][s+n-i-1]=a[s+n-i-1][s+n-1]; a[s+n-i-1][s+n-1]=a[s+n-1][s+i]; a[s+n-1][s+i]=t; } s++; } } //顺时针旋转一个行列数为mn的方阵 void rerotate_matrix( int mn) { int ** a=shape; int s=0; for ( int n=mn; n>=1; n-=2) { for ( int i=0; i<n-1; i++) { int t=a[s+i][s]; a[s+i][s]=a[s+n-1][s+i]; a[s+n-1][s+i]=a[s+n-i-1][s+n-1]; a[s+n-i-1][s+n-1]=a[s][s+n-i-1]; a[s][s+n-i-1]=t; } s++; } } //显示一个格子 void paint_lattice( HDC hdc, int x, int y, int color) { if (x<TOP||x>BOTTOM||y<LEFT||y>RIGHT) { return ; } x-=TOP; y-=LEFT; int left=lattices_left+y*width; int right=lattices_left+y*width+width; int top=lattices_top+x*height; int bottom=lattices_top+x*height+height; MoveToEx (hdc,left,top, NULL) ; LineTo (hdc,right,top) ; MoveToEx (hdc,left,top, NULL) ; LineTo (hdc,left,bottom) ; MoveToEx (hdc,left,bottom, NULL) ; LineTo (hdc,right,bottom) ; MoveToEx (hdc,right,top, NULL) ; LineTo (hdc,right,bottom) ; SelectObject(hdc, grey_brush); if (color==0) { SelectObject(hdc, white_brush); } Rectangle(hdc,left,top,right,bottom); } //更新界面,仅更新Rect区域(形状所在的那几行)内 void update_UI( HWND hwnd) { static RECT rect; rect.left=lattices_left; rect.right=lattices_left+M*width+width; rect.top=lattices_top+(row-1)*height; rect.bottom=lattices_top+(row+4)*height; InvalidateRect (hwnd,&rect, false ) ; } //更新界面,更新整个界面 void update_UI_all( HWND hwnd) { InvalidateRect (hwnd,NULL, false ) ; } //画界面 void paint_UI( HDC hdc) { SetBkColor(hdc,BKCOLOR); SelectObject(hdc,hPen); //选用画笔 char score_str[20]; sprintf (score_str, "Score:%d" ,score); TextOut(hdc,10,10,score_str, strlen (score_str)); sprintf (score_str, "Highest Scores:" ); TextOut(hdc,WIDTH+50,50,score_str, strlen (score_str)); for ( int i=0; i<3; i++) { sprintf (score_str, "%d" ,high_score[i]); TextOut(hdc,WIDTH+50,50+(i+1)*20,score_str, strlen (score_str)); } for ( int i=TOP; i<=BOTTOM; i++) { for ( int j=LEFT; j<=RIGHT; j++) { paint_lattice(hdc,i,j,board[i][j]); } } for ( int i=0; i<4; i++) { for ( int j=0; j<4; j++) { if (shape[i][j]==1) paint_lattice(hdc,row+i,column+j,shape[i][j]); } } } //旋转当前形状并更新界面 int rotate_shape( HWND hwnd) { int mn=4; rotate_matrix(mn); if (!is_legel()) { rerotate_matrix(mn); } update_UI(hwnd); } void reset_rc() { row=0; column=MM/2-2; } //读取游戏最高分数据 int load_scores( int * a) { FILE * f= fopen ( "scores.txt" , "r" ); if (f==NULL) return -1; fscanf (f, "%d%d%d" ,&a[0],&a[1],&a[2]); return 0; } //初始化游戏数据 void init_play() { load_scores(high_score); for ( int i=0; i<NN; i++) { for ( int j=0; j<MM; j++) { board[i][j]=0; } } for ( int i=0; i<N; i++) { for ( int j=0; j<LEFT; j++) { board[i][j]=1; } } for ( int i=0; i<N; i++) { for ( int j=RIGHT+1; j<MM; j++) { board[i][j]=1; } } for ( int i=BOTTOM+1; i<NN; i++) { for ( int j=0; j<MM; j++) { board[i][j]=1; } } reset_rc(); score=0; give_new_shape(); is_pause= false ; return ; } bool check_is_lose() { if (row==0) return true ; return false ; } //对最高分和此次得分排序,若创造新纪录则返回true bool sort_scores( int * a) { int temp=a[3]; for ( int i=0; i<4; i++) { for ( int j=0; j<3; j++) { if (a[j]<a[j+1]) { int t=a[j]; a[j]=a[j+1]; a[j+1]=t; } } } if (temp>a[3]) return true ; return false ; } //写最高分数据 int write_scores( int * a) { FILE * f= fopen ( "scores.txt" , "w" ); if (f==NULL) return -1; fprintf (f, "%d\n%d\n%d\n" ,a[0],a[1],a[2]); return 0; } //保存最高分数据 bool save_score( HWND hwnd) { high_score[3]=score; bool made_record=sort_scores(high_score); if (write_scores(high_score)!=0) { MessageBox(hwnd, "Write file error.Program will exit." , "Error" ,NULL); DestroyWindow(hwnd); } return made_record; } void lose_game( HWND hwnd) { if (is_pause) return ; is_pause= true ; char message[200]= "You lose the Game.\n" ; char title[50]= "Game Over" ; if (save_score(hwnd)) { strcat (message, "You have made a new record.\n" ); char score_str[100]; sprintf (score_str, "The Highest Scores:\n%d\n%d\n%d\n" ,high_score[0],high_score[1],high_score[2]); strcat (message,score_str); } strcat (message, "\nPlay again?\n" ); if (MessageBox(hwnd,message,title,MB_YESNO)==IDYES) { init_play(); update_UI_all(hwnd); } else { exit (0); } } void exit_game( HWND hwnd) { is_pause= true ; char message[200]= "" ; char title[50]= "Exit" ; if (save_score(hwnd)) { strcat (message, "You have made a new record.\n" ); char score_str[100]; sprintf (score_str, "The Highest Scores:\n%d\n%d\n%d\n" ,high_score[0],high_score[1],high_score[2]); strcat (message,score_str); MessageBox(hwnd,message,title,NULL); } exit (0); } //当前形状落地之后,更新board void shape_to_ground() { for ( int i=0; i<4; i++) { for ( int j=0; j<4; j++) { board[row+i][column+j]=shape[i][j]==1?1:board[row+i][column+j]; } } } //形状下落 int move_down( HWND hwnd) { row++; if (!is_legel()) { row--; if (check_is_lose()) { lose_game(hwnd); return 0; } shape_to_ground(); clear_up(); update_UI_all(hwnd); reset_rc(); give_new_shape(); } update_UI(hwnd); } //进程参数结构体 struct thread_arg { HWND arg_hwnd; }; //形状下落进程要执行的函数 void * down_thread_function( void * args) { thread_arg *arg=(thread_arg*)args; HWND dhwnd=arg->arg_hwnd; while ( true ) { if (is_pause) { Sleep(300); continue ; } move_down(dhwnd); Sleep(LONG_SLEEP); } } //初始化形状下落进程 int init_down_thread( HWND hwnd) { int ret; pthread_t t; thread_arg *argp= new thread_arg; argp->arg_hwnd=hwnd; ret=pthread_create(&t,NULL,down_thread_function,argp); delete argp; if (ret!=0) { return -1; } return 0; } //初始化游戏程序 int init_game( HWND hwnd) { board= new int *[NN]; for ( int i=0; i<NN; i++) { board[i]= new int [MM]; } shape= new int *[4]; for ( int i=0; i<4; i++) { shape[i]= new int [4]; } srand ( time (0)); if (load_shape()!=0) { MessageBox(hwnd, "Read file error.Program will exit." , "Error" ,NULL); exit (-1); } init_play(); update_UI_all(hwnd); if (init_down_thread(hwnd)!=0) { MessageBox(hwnd, "Thread error.Program will exit." , "Error" ,NULL); exit (-1); } return 0; } //形状左右移动 int move_lr( HWND hwnd, int lr) { int temp=column; if (lr==0)column--; else { column++; } if (!is_legel()) { column=temp; } update_UI(hwnd); } int handle_key( HWND hwnd, WPARAM wParam) { if (wParam==VK_ESCAPE) { //ESC退出 exit_game(hwnd); } if (wParam==VK_SPACE) { //空格暂停 is_pause=!is_pause; } if (is_pause== true ) { Sleep(300); return 0; } if (wParam==VK_UP) { rotate_shape(hwnd); } if (wParam==VK_DOWN) { move_down(hwnd); } if (wParam==VK_LEFT) { move_lr(hwnd,0); } if (wParam==VK_RIGHT) { move_lr(hwnd,1); } return 0; } /* This function is called by the Windows function DispatchMessage() */ HWND hwnd; LRESULT CALLBACK WindowProcedure ( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { static HDC hdc; static HDC hdcBuffer; static HBITMAP hBitMap; static PAINTSTRUCT ps ; switch (message) { /* handle the messages */ case WM_CREATE: init_game(hwnd); break ; case WM_KEYDOWN: handle_key(hwnd,wParam); break ; case WM_DESTROY: exit_game(hwnd); PostQuitMessage (0); /* send a WM_QUIT to the message queue */ break ; case WM_PAINT: hdc = BeginPaint (hwnd, &ps) ; paint_UI(hdc); EndPaint (hwnd, &ps) ; break ; default : /* for messages that we don't deal with */ return DefWindowProc (hwnd, message, wParam, lParam); } return 0; } |