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:
#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boardbool sort_scores(int* a) ;//对最高分和此次得分排序,若创造新纪录则返回truevoid 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truebool 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boardvoid 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;}