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C++实现俄罗斯方块(windows API)

2020-05-23 13:27:16
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本文分享的这些俄罗斯方块代码是我最近放假在家里自己写的,虽然以前有过看别人写的代码,但是那个游戏代码好像不是很全面,因为无法实现全部的方块和实现随机的产生任意方向的方块,现在也基本上是忘光了当时的代码,下面的这些代码是我最近写的,没有参考其他人的代码,真正写俄罗斯方块起来感觉真的是挺难的,关键是在于方块的旋转。当然下面的代码仅仅是一个框架,只能够实现大致上的功能,还不全面,贴出来和大家交流学习。

编译器是code::block  +  MinGW ,感觉CB这个IDE真的是太强大,太棒了,下面的代码直接复制到VC里面运行应该不会出错,有个问题一直不知道怎么解决,就是更新客户区时窗口总是闪不知道有哪位达人能指点我一下。有的都是windows API写的,对windows编程还不是很懂,望大家多多留言,指点一下本人。

#include <windows.h> #include <iostream> #include <cstdlib> #include <ctime> using namespace std; #define CellWidth 20 #define MAP_WIDTH 12 #define MAP_HEIGHT 18 #define ID_TIMER 1 class map_floor; class Block; LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM); /* Make the class name into a global variable */ char szClassName[ ] = "CodeBlocksWindowsApp"; 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|CS_HREDRAW | CS_VREDRAW;         /* 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 =(HBRUSH) GetStockObject(WHITE_BRUSH);//COLOR_BACKGROUND;    /* 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 */       "Code::Blocks Template Windows App",    /* Title Text */       WS_OVERLAPPEDWINDOW, /* default window */       CW_USEDEFAULT,    /* Windows decides the position */       CW_USEDEFAULT,    /* where the window ends up on the screen */       CW_USEDEFAULT,         /* The programs width */       CW_USEDEFAULT,         /* and height in pixels */       NULL,    /* 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; }  enum{e_LINE,e_CORNER,e_STAIR,e_TANCK,e_TIAN}; const int TOTAL_BLOCK_STYLE = 5;//方块类型有4种 class Block {   public:       Block(int x = 100, int y = 100);       Block(const Block & rh)//复制构造函数,可能没什么用,但是还是定义它吧       {         this->m_style = rh.m_style;         this->m_direct = rh.m_direct;         for(int i = 0 ; i < 4 ; i ++)           this->m_block[i] = rh.m_block[i];       }       Block & operator = (const Block& rh)//重载=号,实现方块的赋值       {         this->m_style = rh.m_style;         this->m_direct = rh.m_direct;         for(int i = 0 ; i < 4 ; i ++)           this->m_block[i] = rh.m_block[i];         return *this;       }       ~Block(){}   int   create_block(int x = 100 , int y = 100);   //显示在游戏区内移动的方块   int   show_block(HDC hdc,const POINT& GameLeftTop);   //显示将要出现的方块,即游戏区左边的方块   int   show_next_block(HDC hdc);   //旋转,该函数比较难实现,代码量也比较大,以后有时间在慢慢优化,关于解析看定义处   int   rotate();   //产生随机方块   int   random_block();    //下面为方块移动的成员函数   int   get_block_height(){ return m_block[1].y;}   int   move_down(const RECT& GameClient);   int   move_left(const RECT& GameClient);   int   move_right(const RECT& GameClient);   int   move_up(const RECT& GameClient);   int   move_to(int x , int y);   //检测方块是否在游戏区内 //  int   check_block(const map_floor& map, const RECT& GameClent);   int   check_block(const map_floor& map, const POINT& LeftTopScrCdnt);   int   print_to_map(map_floor& map , const POINT& LeftTopScrCdnt);   private:   int   m_style;//方块的风格样式,具体看定义的枚举变量   int   m_direct;//方块的方向,是对m_style的具体数据  POINT   m_block[4];//下标为1的方块是中心坐标,旋转都是围绕着该方块进行,这样可以利于旋转和逻辑清晰 }; class map_floor {   public:     map_floor()     {       ZeroMemory(m_block_bar,sizeof(int )*12*18);     }     ~map_floor(){}   void show_block_bar(HDC hdc , const POINT& LeftTopScrCdnt)   {     for(int i = 0 ; i < MAP_HEIGHT ; ++ i)     {       for(int j = 0 ; j < MAP_WIDTH ; ++ j)       {         if(m_block_bar[i][j])         {           Rectangle(hdc,LeftTopScrCdnt.x + j*CellWidth , LeftTopScrCdnt.y + i*CellWidth,                  LeftTopScrCdnt.x + (j+1)*CellWidth , LeftTopScrCdnt.y + (i+1)*CellWidth);         }       }     }    }   friend class Block;   protected:    private:    int     m_block_bar[MAP_HEIGHT][MAP_WIDTH];//游戏区的地板,用18*12的二维数组表示   };  Block::Block(int x , int y) { //  ZeroMemory(m_block_bar,sizeof(int )*12*18);   srand( (unsigned)time( NULL ) );//初始化随机数,用于产生方块 //  POINT pt = {100,100};   create_block(x,y); } int Block::random_block() {   m_style = rand()%TOTAL_BLOCK_STYLE; //  m_style = e_CORNER; //测试之用 //  m_style = e_LINE; //测试之用   if(m_style == e_STAIR || m_style == e_TANCK)     m_direct = rand()%4;   else if(m_style == e_LINE)     m_direct = rand()%2;   else if(m_style == e_CORNER)     m_direct = rand()%8;   else if(m_style == e_TIAN)     m_direct = 0;   m_direct = 1;  } int  Block::check_block(const map_floor& map, const POINT& LeftTopScrCdnt) {   int x , y ; //x , y 为方块相对于地图的坐标,左上角为(0,0)   for(int i = 0 ; i < 4 ; i ++)   {     x = (m_block[i].x - LeftTopScrCdnt.x)/CellWidth;     y = (m_block[i].y - LeftTopScrCdnt.y)/CellWidth;     if(x < 0 || x >= MAP_WIDTH || y >= MAP_HEIGHT)//不用检测y < 0 的情况     return 0;     if(y < 0) continue;     if(map.m_block_bar[y][x])     return 0;   }   return 1; } int Block::move_down(const RECT& GameClient)//下移,由计时器消息调用 {   int i; //  for (i = 0 ; i < 4 ; i ++ ) //  { //   if(m_block[i].y == GameClient.bottom - CellWidth) //   return 0; //  }   for (i = 0; i < 4 ;i ++ )   {     m_block[i].y += CellWidth;   }   return 1; } int Block::move_up(const RECT& GameClient) {   move_to(m_block[1].x,m_block[1].y - CellWidth);   return 1; } int Block::move_left(const RECT& GameClient) {   move_to(m_block[1].x - CellWidth,m_block[1].y);   return 1; } int Block::move_right(const RECT& GameClient) {   move_to(m_block[1].x + CellWidth , m_block[1].y);   return 1; } int Block::create_block(int x , int y) {   m_block[1].x = x;   m_block[1].y = y;   random_block();   rotate();   return 1; } int Block::move_to(int x , int y) {   int Vx = x - m_block[1].x;   int Vy = y - m_block[1].y;   for(int i = 0 ; i < 4 ; i ++)   {     m_block[i].x += Vx;     m_block[i].y += Vy;   } } int Block::print_to_map(map_floor& map , const POINT& LeftTopScrCdnt) {   int x , y;   int i , j;   for(i = 0 ; i < 4 ; i ++ )   {     x = (m_block[i].x - LeftTopScrCdnt.x)/CellWidth;     y = (m_block[i].y - LeftTopScrCdnt.y)/CellWidth;     if(x<0 || x >= MAP_WIDTH || y <0 || y >= MAP_HEIGHT)//为保安全 ,测试之用,完成后将被注释掉       return 0;     map.m_block_bar[y][x] = 1 ;     for(j = 0 ; j < MAP_WIDTH ; j ++)     {       if(map.m_block_bar[y][j] != 1)         break;     }     if(MAP_WIDTH == j)     {       for(j = 0 ; j < MAP_WIDTH ; j ++)       {         map.m_block_bar[y][j] = 5;//数字5代表要消掉的行       }     }    }   int idx;   for(i = 0 ; i < MAP_WIDTH ; i ++)   {     for(idx = j = MAP_HEIGHT - 1 ; j >= 0 ; j --)     {       if(map.m_block_bar[j][i] != 5)       {         map.m_block_bar[idx--][i] = map.m_block_bar[j][i];       }     }     while(idx >= 0)     {       map.m_block_bar[idx--][i] = 0;     }   }   return 1; }  //下面该函数功能是实现方块旋转,可以说是整个【俄罗斯方块】的难点所在,也是其核心部分 //方块用以数组block【4】表示,其余3个方格都将围绕block【1】旋转,方块由于有不对称方块 //存在,我原本是要分7种,但是后面代码量太大了,所以我将方块根据样式归为了四种,分别是: // //e_LINE 线形   就是一条线的那个,这个是对称的方块,只需分两个方向分别为横向和纵向,方向 //        用m_direct保持,其他的方块一样 // //e_TANCK 坦克形 这个是方块是对称的,分四种方向,根据m_direct对4进行求余的方法可以大大缩减 //        代码量,对于下面两种方块也是利用了求余的方式化简许多,才使得代码不会那么冗余, //        这是后面我才想到的方法。 // //e_STAIR 楼梯形 这个方块相对前面两种来说有点难度,主要是因为它不是对称的,但是相对下面的这种 //        来说比较简单,原本我没用对m_direct求余的方法时,我将它分为了e_STAIR_BACK和e_STAIR_FRONT //        两类来讨论的,后面发现代码可以缩减才将其归为一类只要记住block【0】和block【1】的位置不会 //        变化,变化的是block【2】和block【3】,block【2】相对block【1】上移或下移,x坐标与block【1】 //        相同,block【3】.y一直在block【1】下面一行,相对其左右变化 // //e_CORNER 角形 这个方块个人觉得是最难旋转的方块,与上面一种异样,原本我将它分为e_CORNER_FRONT , e_CORNER_BACK //        两类,每类有四个方向的变化,后来根据求余可以将同一个方向的变化变为一种,只是block【3】号方块要 //        根据m_direct方向来进行调整  int Block::rotate() {       switch (m_style)       {         case e_LINE:         {           switch(m_direct)           {             case 0://横向转为纵向             {               for(int i = 0 ; i < 4 ; i ++)                 {                   m_block[i].x = m_block[1].x;                   m_block[i].y = m_block[1].y + (1-i)*CellWidth;                 }               m_direct = 1;             }               break;             case 1://纵向转为横向             {               for(int i = 0 ; i < 4 ; i ++)               {                   m_block[i].y = m_block[1].y;                   m_block[i].x = m_block[1].x + (1-i)*CellWidth;               }               m_direct = 0;             }               break;           }         }           break;         //下面为楼梯风格的方块,由于其不是对称的分类为正反两种,正反种风格各有两种变化,         //m_direct% == 0是正反两面的同种变化         case e_STAIR:         {           int flag;           flag = m_direct < 2 ? 1 : -1;           m_block[0].x = m_block[1].x + flag*CellWidth;           m_block[0].y = m_block[1].y;           m_block[2].x = m_block[1].x;           m_block[3].y = m_block[1].y + CellWidth;           if(m_direct%2 == 0)           {             m_block[2].y = m_block[1].y - CellWidth;             m_block[3].x = m_block[1].x + flag*CellWidth;             m_direct++;           }           else           {             m_block[2].y = m_block[1].y + CellWidth;             m_block[3].x = m_block[1].x - flag*CellWidth;             if(m_direct < 2) m_direct = 0;             else       m_direct = 2;           }         }           break;         //角形方块,与楼梯形方块一样非对称,有正反俩个种,每种有四种变化,         //下面根据m_direct%4的值将这些变化归类解决,对于正,反面对应的相同         //变化的方向,只有block【3】方格位置不一样,可以看我画的图对比即可了解         case e_CORNER:         {           switch (m_direct%4)           {             case 0:             {               m_block[0].x = m_block[1].x+CellWidth;               m_block[0].y = m_block[2].y = m_block[1].y;               m_block[2].x = m_block[1].x-CellWidth;               m_block[3].x = m_block[1].x-CellWidth;               if(m_direct>=4) m_block[3].y = m_block[1].y-CellWidth;               else       m_block[3].y = m_block[1].y+CellWidth;               m_direct ++;             }               break;             case 1:             {               m_block[0].x = m_block[2].x = m_block[1].x;               m_block[0].y = m_block[1].y+CellWidth;               m_block[2].y = m_block[1].y-CellWidth;               if(m_direct>=4)   m_block[3].x = m_block[1].x+CellWidth;               else       m_block[3].x = m_block[1].x-CellWidth;               m_block[3].y = m_block[1].y-CellWidth;               m_direct ++;             }               break;             case 2:             {               m_block[0].x = m_block[1].x-CellWidth;               m_block[0].y = m_block[2].y = m_block[1].y;               m_block[2].x = m_block[1].x+CellWidth;               m_block[3].x = m_block[1].x+CellWidth;               if (m_direct>=4)  m_block[3].y = m_block[1].y+CellWidth;               else       m_block[3].y = m_block[1].y-CellWidth;                m_direct ++;             }               break;             case 3:             {               m_block[0].x = m_block[2].x = m_block[1].x;               m_block[0].y = m_block[1].y-CellWidth;               m_block[2].y = m_block[1].y+CellWidth;               if(m_direct>=4)  { m_block[3].x = m_block[1].x-CellWidth; m_direct = 4;}               else       { m_block[3].x = m_block[1].x+CellWidth; m_direct = 0;}               m_block[3].y = m_block[1].y+CellWidth;             }               break;             default:               break;           }          }           break;         case e_TANCK://坦克形方块,与线形方块一样是对称的,分四种变化         {           switch (m_direct%2)           {             case 0:             {               m_block[0].x = m_block[2].x = m_block[1].x;               m_block[0].y = m_block[1].y - CellWidth;               m_block[2].y = m_block[1].y + CellWidth;               int flag = m_direct == 0 ? 1 : -1;               m_block[3].x = m_block[1].x + flag*CellWidth;               m_block[3].y = m_block[1].y;               m_direct++;             }               break;             case 1:             {               m_block[0].y = m_block[2].y = m_block[1].y;               m_block[0].x = m_block[1].x - CellWidth;               m_block[2].x = m_block[1].x + CellWidth;               m_block[3].x = m_block[1].x;               int flag = m_direct == 3 ? -1:1;               m_block[3].y = m_block[1].y + flag*CellWidth;               if(m_direct == 3) m_direct = 0;               else m_direct++;              }               break;             default:               break;           }          }           break;         case e_TIAN:         {           m_block[0].y = m_block[1].y;           m_block[0].x = m_block[1].x + CellWidth;           m_block[2].x = m_block[1].x;           m_block[2].y = m_block[1].y + CellWidth;           m_block[3].x = m_block[1].x + CellWidth;           m_block[3].y = m_block[1].y + CellWidth;         }           break;          default:           break;       }          return 0; } int Block::show_block(HDC hdc,const POINT& GameLeftTop) {   for (int i = 0 ; i < 4 ; i ++ )   {     if(m_block[i].y >= GameLeftTop.y)       Rectangle(hdc,m_block[i].x,m_block[i].y,m_block[i].            x+CellWidth,m_block[i].y+CellWidth);     if(i==0)//测试所用,完成后将会被注释掉     {MoveToEx(hdc,m_block[i].x,m_block[i].y,NULL);     LineTo(hdc,m_block[i].x+CellWidth,m_block[i].y+CellWidth);}    }   return 1; } int Block::show_next_block(HDC hdc) {    for (int i = 0 ; i < 4 ; i ++ )   {      Rectangle(hdc,m_block[i].x,m_block[i].y,m_block[i].            x+CellWidth,m_block[i].y+CellWidth);   }   return 1; } Block block , next_block , try_block; map_floor map;int d = 0; LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) {    HDC     hdc ;    PAINTSTRUCT ps ;    //游戏客户区    static RECT GameClient;    //一个方格的像素为CellWidth = 20 游戏区宽 12 个方格 高 18 个方格    const int  Width = 240 ,Height = 360;    static POINT LeftTopScrCdnt;//游戏区得左上角坐标     switch (message)    {    case WM_CREATE:      SetTimer(hwnd,ID_TIMER,500,NULL);      return 0 ;    case WM_SIZE:      GetClientRect(hwnd,&GameClient);      LeftTopScrCdnt.x = (GameClient.right-GameClient.left)/2 - Width/2;      LeftTopScrCdnt.y = GameClient.top + 50;      GameClient.left  = LeftTopScrCdnt.x;      GameClient.top  = LeftTopScrCdnt.y;      GameClient.right = LeftTopScrCdnt.x + Width;      GameClient.bottom = LeftTopScrCdnt.y + Height;      //创建下一个将要出现的方块      next_block.create_block(GameClient.right+2*CellWidth,(GameClient.bottom+GameClient.top)/2-3*CellWidth);      block.move_to((GameClient.right+GameClient.left)/2,GameClient.top-CellWidth);       break;    case WM_TIMER:      block.move_down(GameClient);      if(!block.check_block(map,LeftTopScrCdnt))//检测方块的碰撞,如果则说明方块到底底部,将其上移然后打印进地图      {        block.move_up(GameClient);        if(!block.check_block(map,LeftTopScrCdnt) ||          block.get_block_height() <= LeftTopScrCdnt.y )//检测游戏是否结束          {            KillTimer(hwnd,ID_TIMER);            d = 4;          }        block.print_to_map(map,LeftTopScrCdnt);        SendMessage(hwnd,WM_KEYDOWN,VK_ESCAPE,0);      }      InvalidateRect(hwnd,NULL,true);      break;    case WM_PAINT:      hdc = BeginPaint (hwnd, &ps) ;      MoveToEx(hdc,LeftTopScrCdnt.x,LeftTopScrCdnt.y,NULL);      Rectangle(hdc,GameClient.left,GameClient.top,GameClient.right,GameClient.bottom);//游戏区边框      SelectObject(hdc,GetStockObject(BLACK_BRUSH));      map.show_block_bar(hdc,LeftTopScrCdnt);      block.show_block(hdc,LeftTopScrCdnt);      next_block.show_next_block(hdc);      EndPaint (hwnd, &ps);      break;    case WM_KEYDOWN:      InvalidateRect(hwnd,NULL,true);      switch (wParam)      {       case VK_SPACE:       {         try_block = block;         try_block.rotate();         if(try_block.check_block(map ,LeftTopScrCdnt))           block = try_block;         break;       }       case VK_LEFT:       {         block.move_left(GameClient);         if(!block.check_block(map ,LeftTopScrCdnt))           block.move_right(GameClient);       }         break;       case VK_RIGHT:       {         block.move_right(GameClient);         if (!block.check_block(map ,LeftTopScrCdnt))           block.move_left(GameClient);       }         break;       case VK_DOWN:       { //        block.move_down(GameClient);          SendMessage(hwnd,WM_TIMER,0,0);       }         break;        case VK_ESCAPE://测试用,完成后将会被注释掉       {         block = next_block;         next_block.create_block(GameClient.right+2*CellWidth,(GameClient.bottom+GameClient.top)/2-3*CellWidth);         block.move_to((GameClient.right+GameClient.left)/2,GameClient.top-CellWidth);       }         break;       default:         break;      }      break;    case WM_DESTROY:      PostQuitMessage (0) ;      return 0 ;    }    return DefWindowProc (hwnd, message, wParam, lParam) ; } 

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