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开源俄罗斯方块小游戏源码

发布时间:2023-03-20 04:48:51

Ⅰ 大叔用C语言实现俄罗斯方块小游戏,高手在民间!

我这次给大家带来的是,俄罗斯方块的小 游戏 ,在这个程序中,我们几乎用到了之前所有的知识点,还用到了一些ege库里边的函数和功能,比如:按键处理,文字输出、图形绘制,还有图片的显示等。

主要为大家详细介绍了Linux下C语言实现俄罗斯方块小 游戏 ,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

下面是我整理的C++资料,私信我“01”就可以获取了

游戏 欢迎界面

游戏 主界面:

游戏 结束界面:

我们看到的 游戏 池中所有的方块(包括正在下落的模块),都是根据上述的结构体pool中的数据在屏幕中打印出来的结果。也就是我们通过不断更改pool结构体中的数据,然后再将pool中的数据不停的显示到屏幕,就变成了我们看到的模块的移动、翻转、消行等效果。

C语言实现俄罗斯方块小 游戏 的制作代码,具体内容如下

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我下次的作品。

Ⅱ c++ 俄罗斯方块 源代码 跪求

#pragma once
#include "afxwin.h"
#include "Resource.h"

const int BLOCK_LINE = 20;
const int BLOCK_ROW = 10;
class CBlock
{
public:
CBlock(void);
~CBlock(void);
private:
int m_BlockShape;
int m_nextBlockShape;
int m_BlockState;
int m_BlockLevel;
int m_BlockCurDelLine;
bool m_blockRunning;
POINT m_BlockPos[4];
POINT m_nextBlockPos[4];
int m_Blockmap[BLOCK_LINE][BLOCK_ROW];
public:
void BlockInit( void );
private:
CBitmap m_bmpBlock[7];
public:
void CreateNewBlock(void);
void MakeNewBlock(int shape, POINT pt[], int xPos);
//CDC memDC;
void DrawBlock(CDC* pDC);
void BlockDropDown(CDC* pDC);
void HideBlock(CDC* pDC);
private:
CBitmap m_bmpBKGND;
public:
void DrawNextBlock( CDC* pDC );
void BlockLeft(CDC* pDC);
void BlockRight(CDC* pDC);
void BlockFastDown(CDC* pDC);
void ChangeState(CDC* pDC);
void DeleteLine(CDC* pDC, int LineNum, bool start);
bool BlockGameOver(void);
void BlockScore(int del, CDC* pDC);
bool BlockLevelUp(void);
int BlockSpeed(void);
};
#include "StdAfx.h"
#include "Block.h"

CBlock::CBlock(void)
{
srand( (unsigned)time(NULL) );
m_BlockShape = 0;
m_nextBlockShape = rand()%7;
m_BlockState = 0;
m_BlockLevel = 1;
m_BlockCurDelLine = 0;
m_blockRunning = false;
memset(m_Blockmap, 0, sizeof(m_Blockmap) );

}

CBlock::~CBlock(void)
{
}

void CBlock::BlockInit( void )
{
for( int i=0; i<7; i++)
{
m_bmpBlock[i].LoadBitmapW( IDB_BLOCKBAR+i );
}
m_bmpBKGND.LoadBitmapW( IDB_BMPBACK );
}

void CBlock::CreateNewBlock(void)
{

m_BlockShape = m_nextBlockShape;
m_nextBlockShape = rand()%7;
m_BlockState = 0;
MakeNewBlock( m_BlockShape, m_BlockPos, 4 );
}

void CBlock::MakeNewBlock(int shape, POINT pt[], int xPos)
{
switch(shape)
{
case 0:
for(int i=0; i<4; i++)
{
pt[i].x=i+xPos;
pt[i].y=0;
}
break;
case 1:
pt[0].x = 1+xPos;
pt[0].y = 0;
for(int i=1; i<4; i++)
{
pt[i].x = i-1+xPos;
pt[i].y = 1;
}
break;
case 2:
pt[0].x = 0+xPos;
pt[0].y = 0;

pt[1].x = 1+xPos;
pt[1].y = 0;

pt[2].x = 1+xPos;
pt[2].y = 1;

pt[3].x = 2+xPos;
pt[3].y = 1;
break;
case 3:
pt[0].x = 0+xPos;
pt[0].y = 1;

pt[1].x = 1+xPos;
pt[1].y = 1;

pt[2].x = 1+xPos;
pt[2].y = 0;

pt[3].x = 2+xPos;
pt[3].y = 0;
break;
case 4:
pt[0].x = 0+xPos;
pt[0].y = 0;
for(int i=1; i<4; i++)
{
pt[i].x = i-1+xPos;
pt[i].y = 1;
}
break;
case 5:
pt[0].x = 2+xPos;
pt[0].y = 0;
for(int i=1; i<4; i++)
{
pt[i].x = i-1+xPos;
pt[i].y = 1;
}
break;
case 6:
for(int i=0; i<2; i++)
{
pt[i].x = i+xPos;
pt[i].y = 0;
pt[i+2].x = i+xPos;
pt[i+2].y = 1;

}
break;
default:
break;
}
}

void CBlock::DrawBlock(CDC* pDC)
{
//BlockInit();
//MakeNewBlock( m_BlockShape, m_BlockPos, 4 );
CDC memDC;
memDC.CreateCompatibleDC(pDC);
memDC.SelectObject( &m_bmpBlock[m_BlockShape] ) ;
int x = BLOCK_X;
int y = BLOCK_Y;
for( int i = 0; i<4; i++ )
{
x = BLOCK_X + m_BlockPos[i].x*BLOCK_WIDTH;
y = BLOCK_Y + m_BlockPos[i].y*BLOCK_HEIGHT;
pDC->BitBlt( x, y, 20, 20, &memDC, 0, 0, SRCCOPY );
}
}

void CBlock::BlockDropDown( CDC* pDC )
{
int i,j;
bool bAbleDrop = true;
for( i=0; i<4; i++ )
{
if( 19 == m_BlockPos[i].y || 0 != m_Blockmap[m_BlockPos[i].y+1][m_BlockPos[i].x] )
{
bAbleDrop = false;
break;
}
}
if( true == bAbleDrop )
{
HideBlock( pDC );
for( i=0; i<4; i++ )
{
m_BlockPos[i].y++;
}
DrawBlock( pDC );
}
else
{
for( i=0; i<4; i++ )
{
m_Blockmap[m_BlockPos[i].y][m_BlockPos[i].x] = m_BlockShape+1;
}
for( i=0; i<20; i++ )
{
for( j=0; j<10; j++ )
{
if( 0 == m_Blockmap[i][j] )
{
break;
}
}
if( 10 == j )
{
DeleteLine( pDC, i, false );
m_BlockCurDelLine++;
BlockScore(1, pDC );
}
}
CreateNewBlock();
MakeNewBlock( m_BlockShape, m_BlockPos, 4 );
DrawBlock( pDC );
DrawNextBlock( pDC );

}
}
void CBlock::HideBlock(CDC* pDC)
{
CDC bkDC;
bkDC.CreateCompatibleDC(pDC);
bkDC.SelectObject(m_bmpBKGND);
int x, y;
for( int i=0; i<4; i++ )
{
x = BLOCK_X+BLOCK_WIDTH*m_BlockPos[i].x;
y = BLOCK_Y+BLOCK_HEIGHT*m_BlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, x, y, SRCCOPY );
}
bkDC.DeleteDC();
}
void CBlock::DrawNextBlock( CDC* pDC )
{
CDC bkDC;
bkDC.CreateCompatibleDC( pDC );
bkDC.SelectObject( m_bmpBKGND );
int x ,y;
pDC->BitBlt( NEXTBLOCK_X, NEXTBLOCK_Y, NEXTBLOCK_WIDTH, NEXTBLOCK_HEIGHT,
&bkDC, NEXTBLOCK_X, NEXTBLOCK_Y, SRCCOPY );
MakeNewBlock( m_nextBlockShape, m_nextBlockPos, 0 );
bkDC.SelectObject( m_bmpBlock[m_nextBlockShape] );
if( 0 == m_nextBlockShape )
{
for( int i=0; i<4; i++ )
{
x = NEXTBLOCK_X + 15 + BLOCK_WIDTH*m_nextBlockPos[i].x;
y = NEXTBLOCK_Y + 47 + BLOCK_HEIGHT*m_nextBlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, 0, 0, SRCCOPY );
}
}
else if( 6 == m_nextBlockShape )
{
for( int i=0; i<4; i++ )
{
x = NEXTBLOCK_X + 35 + BLOCK_WIDTH*m_nextBlockPos[i].x;
y = NEXTBLOCK_Y + 38 + BLOCK_HEIGHT*m_nextBlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, 0, 0, SRCCOPY );
}
}
else
{
for( int i=0; i<4; i++ )
{
x = NEXTBLOCK_X + 24 + BLOCK_WIDTH*m_nextBlockPos[i].x;
y = NEXTBLOCK_Y + 38 + BLOCK_HEIGHT*m_nextBlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, 0, 0, SRCCOPY );
}
}
}
void CBlock::BlockLeft(CDC* pDC)
{
for( int i=0; i<4; i++ )
{
if( m_BlockPos[i].x <= 0 )
return;
if( 0 != m_Blockmap[m_BlockPos[i].y][m_BlockPos[i].x-1] )
return;
}
HideBlock( pDC );
for( int i=0; i<4; i++ )
{
m_BlockPos[i].x -= 1;
}
DrawBlock( pDC );
}

void CBlock::BlockRight(CDC* pDC)
{
for( int i=0; i<4; i++ )
{
if( m_BlockPos[i].x >= 9 )
return;
if( 0 != m_Blockmap[m_BlockPos[i].y][m_BlockPos[i].x+1] )
return;
}
HideBlock( pDC );
for( int i=0; i<4; i++ )
{
m_BlockPos[i].x += 1;
}
DrawBlock( pDC );
}

void CBlock::BlockFastDown(CDC* pDC)
{
for( int i=0; i<4; i++ )
{
if( m_BlockPos[i].y >= 19 )
return;
if( 0 != m_Blockmap[m_BlockPos[i].y+1][m_BlockPos[i].x] )
return;
}
HideBlock( pDC );
for( int i=0; i<4; i++ )
{
m_BlockPos[i].y += 1;
}
DrawBlock( pDC );
}

#include "StdAfx.h"
#include "Block.h"

CBlock::CBlock(void)
{
srand( (unsigned)time(NULL) );
m_BlockShape = 0;
m_nextBlockShape = rand()%7;
m_BlockState = 0;
m_BlockLevel = 1;
m_BlockCurDelLine = 0;
m_blockRunning = false;
memset(m_Blockmap, 0, sizeof(m_Blockmap) );

}

CBlock::~CBlock(void)
{
}
void CBlock::BlockInit( void )
{
for( int i=0; i<7; i++)
{
m_bmpBlock[i].LoadBitmapW( IDB_BLOCKBAR+i );
}
m_bmpBKGND.LoadBitmapW( IDB_BMPBACK );
}

void CBlock::CreateNewBlock(void)
{

m_BlockShape = m_nextBlockShape;
m_nextBlockShape = rand()%7;
m_BlockState = 0;
MakeNewBlock( m_BlockShape, m_BlockPos, 4 );
}
void CBlock::MakeNewBlock(int shape, POINT pt[], int xPos)
{
switch(shape)
{
case 0:
for(int i=0; i<4; i++)
{
pt[i].x=i+xPos;
pt[i].y=0;
}
break;
case 1:
pt[0].x = 1+xPos;
pt[0].y = 0;
for(int i=1; i<4; i++)
{
pt[i].x = i-1+xPos;
pt[i].y = 1;
}
break;
case 2:
pt[0].x = 0+xPos;
pt[0].y = 0;

pt[1].x = 1+xPos;
pt[1].y = 0;

pt[2].x = 1+xPos;
pt[2].y = 1;

pt[3].x = 2+xPos;
pt[3].y = 1;
break;
case 3:
pt[0].x = 0+xPos;
pt[0].y = 1;

pt[1].x = 1+xPos;
pt[1].y = 1;

pt[2].x = 1+xPos;
pt[2].y = 0;

pt[3].x = 2+xPos;
pt[3].y = 0;
break;
case 4:
pt[0].x = 0+xPos;
pt[0].y = 0;
for(int i=1; i<4; i++)
{
pt[i].x = i-1+xPos;
pt[i].y = 1;
}
break;
case 5:
pt[0].x = 2+xPos;
pt[0].y = 0;
for(int i=1; i<4; i++)
{
pt[i].x = i-1+xPos;
pt[i].y = 1;
}
break;
case 6:
for(int i=0; i<2; i++)
{
pt[i].x = i+xPos;
pt[i].y = 0;
pt[i+2].x = i+xPos;
pt[i+2].y = 1;

}
break;
default:
break;
}
}

void CBlock::DrawBlock(CDC* pDC)
{
CDC memDC;
memDC.CreateCompatibleDC(pDC);
memDC.SelectObject( &m_bmpBlock[m_BlockShape] ) ;
int x = BLOCK_X;
int y = BLOCK_Y;
for( int i = 0; i<4; i++ )
{
x = BLOCK_X + m_BlockPos[i].x*BLOCK_WIDTH;
y = BLOCK_Y + m_BlockPos[i].y*BLOCK_HEIGHT;
pDC->BitBlt( x, y, 20, 20, &memDC, 0, 0, SRCCOPY );
}
}

void CBlock::BlockDropDown( CDC* pDC )
{
int i,j;
bool bAbleDrop = true;
for( i=0; i<4; i++ )
{
if( 19 == m_BlockPos[i].y || 0 != m_Blockmap[m_BlockPos[i].y+1][m_BlockPos[i].x] )
{
bAbleDrop = false;
break;
}
}
if( true == bAbleDrop )
{
HideBlock( pDC );
for( i=0; i<4; i++ )
{
m_BlockPos[i].y++;
}
DrawBlock( pDC );
}
else
{
for( i=0; i<4; i++ )
{
m_Blockmap[m_BlockPos[i].y][m_BlockPos[i].x] = m_BlockShape+1;
}
for( i=0; i<20; i++ )
{
for( j=0; j<10; j++ )
{
if( 0 == m_Blockmap[i][j] )
{
break;
}
}
if( 10 == j )
{
DeleteLine( pDC, i, false );
m_BlockCurDelLine++;
BlockScore(1, pDC );
}
}
CreateNewBlock();
MakeNewBlock( m_BlockShape, m_BlockPos, 4 );
DrawBlock( pDC );
DrawNextBlock( pDC );

}
}
void CBlock::HideBlock(CDC* pDC)
{
CDC bkDC;
bkDC.CreateCompatibleDC(pDC);
bkDC.SelectObject(m_bmpBKGND);
int x, y;
for( int i=0; i<4; i++ )
{
x = BLOCK_X+BLOCK_WIDTH*m_BlockPos[i].x;
y = BLOCK_Y+BLOCK_HEIGHT*m_BlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, x, y, SRCCOPY );
}
bkDC.DeleteDC();
}
void CBlock::DrawNextBlock( CDC* pDC )
{
CDC bkDC;
bkDC.CreateCompatibleDC( pDC );
bkDC.SelectObject( m_bmpBKGND );
int x ,y;
pDC->BitBlt( NEXTBLOCK_X, NEXTBLOCK_Y, NEXTBLOCK_WIDTH, NEXTBLOCK_HEIGHT,
&bkDC, NEXTBLOCK_X, NEXTBLOCK_Y, SRCCOPY );

MakeNewBlock( m_nextBlockShape, m_nextBlockPos, 0 );
bkDC.SelectObject( m_bmpBlock[m_nextBlockShape] );
if( 0 == m_nextBlockShape )
{
for( int i=0; i<4; i++ )
{
x = NEXTBLOCK_X + 15 + BLOCK_WIDTH*m_nextBlockPos[i].x;
y = NEXTBLOCK_Y + 47 + BLOCK_HEIGHT*m_nextBlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, 0, 0, SRCCOPY );
}
}
else if( 6 == m_nextBlockShape )
{
for( int i=0; i<4; i++ )
{
x = NEXTBLOCK_X + 35 + BLOCK_WIDTH*m_nextBlockPos[i].x;
y = NEXTBLOCK_Y + 38 + BLOCK_HEIGHT*m_nextBlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, 0, 0, SRCCOPY );
}
}
else
{
for( int i=0; i<4; i++ )
{
x = NEXTBLOCK_X + 24 + BLOCK_WIDTH*m_nextBlockPos[i].x;
y = NEXTBLOCK_Y + 38 + BLOCK_HEIGHT*m_nextBlockPos[i].y;
pDC->BitBlt( x, y, BLOCK_WIDTH, BLOCK_HEIGHT, &bkDC, 0, 0, SRCCOPY );
}
}
}
void CBlock::BlockLeft(CDC* pDC)
{
for( int i=0; i<4; i++ )
{
if( m_BlockPos[i].x <= 0 )
return;
if( 0 != m_Blockmap[m_BlockPos[i].y][m_BlockPos[i].x-1] )
return;
}
HideBlock( pDC );
for( int i=0; i<4; i++ )
{
m_BlockPos[i].x -= 1;
}
DrawBlock( pDC );
}

void CBlock::BlockRight(CDC* pDC)
{
for( int i=0; i<4; i++ )
{
if( m_BlockPos[i].x >= 9 )
return;
if( 0 != m_Blockmap[m_BlockPos[i].y][m_BlockPos[i].x+1] )
return;
}
HideBlock( pDC );
for( int i=0; i<4; i++ )
{
m_BlockPos[i].x += 1;
}
DrawBlock( pDC );
}

void CBlock::BlockFastDown(CDC* pDC)
{
for( int i=0; i<4; i++ )
{
if( m_BlockPos[i].y >= 19 )
return;
if( 0 != m_Blockmap[m_BlockPos[i].y+1][m_BlockPos[i].x] )
return;
}
HideBlock( pDC );
for( int i=0; i<4; i++ )
{
m_BlockPos[i].y += 1;
}
DrawBlock( pDC );
}

Ⅲ 求一份用C语言编写的俄罗斯方块的源代码!

俄罗斯方块C源代码

#include<stdio.h>

#include<windows.h>

#include<conio.h>

#include<time.h>

#defineZL4 //坐标增量,不使游戏窗口靠边

#defineWID36 //游戏窗口的宽度

#defineHEI20 //游戏窗口的高度

inti,j,Ta,Tb,Tc; //Ta,Tb,Tc用于记住和转换方块变量的值

inta[60][60]={0}; //标记游戏屏幕各坐标点:0,1,2分别为空、方块、边框

intb[4]; //标记4个"口"方块:1有,0无,类似开关

intx,y,level,score,speed; //方块中心位置的x,y坐标,游戏等级、得分和游戏速度

intflag,next; //当前要操作的方块类型序号,下一个方块类型序号

voidgtxy(intm,intn); //以下声明要用到的自编函数

voidgflag(); //获得下一方块序号

voidcsh(); //初始化界面

voidstart(); //开始部分

voidprfk(); //打印方块

voidclfk(); //清除方块

voidmkfk(); //制作方块

voidkeyD(); //按键操作

intifmov(); //判断方块能否移动或变体

void clHA(); //清除满行的方块

voidclNEXT(); //清除边框外的NEXT方块

intmain()

{csh();

while(1)

{start();//开始部分

while(1)

{prfk();

Sleep(speed); //延时

clfk();

Tb=x;Tc=flag;//临存当前x坐标和序号,以备撤销操作

keyD();

y++;//方块向下移动

if(ifmov()==0){y--;prfk();dlHA();break;}//不可动放下,删行,跨出循环

}

for(i=y-2;i<y+2;i++){if(i==ZL){j=0;}} //方块触到框顶

if(j==0){system("cls");gtxy(10,10);printf("游戏结束!");getch();break;}

clNEXT(); //清除框外的NEXT方块

}

return0;

}

voidgtxy(intm,intn)//控制光标移动

{COORDpos;//定义变量

pos.X=m;//横坐标

pos.Y=n;//纵坐标

SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);

}

voidcsh()//初始化界面

{gtxy(ZL+WID/2-5,ZL-2);printf("俄罗斯方块");//打印游戏名称

gtxy(ZL+WID+3,ZL+7);printf("*******NEXT:");//打印菜单信息

gtxy(ZL+WID+3,ZL+13);printf("**********");

gtxy(ZL+WID+3,ZL+15);printf("Esc:退出游戏");

gtxy(ZL+WID+3,ZL+17);printf("↑键:变体");

gtxy(ZL+WID+3,ZL+19);printf("空格:暂停游戏");

gtxy(ZL,ZL);printf("╔");gtxy(ZL+WID-2,ZL);printf("╗");//打印框角

gtxy(ZL,ZL+HEI);printf("╚");gtxy(ZL+WID-2,ZL+HEI);printf("╝");

a[ZL][ZL+HEI]=2;a[ZL+WID-2][ZL+HEI]=2;//记住有图案

for(i=2;i<WID-2;i+=2){gtxy(ZL+i,ZL);printf("═");}//打印上横框

for(i=2;i<WID-2;i+=2){gtxy(ZL+i,ZL+HEI);printf("═");a[ZL+i][ZL+HEI]=2;}//下框

for(i=1;i<HEI;i++){gtxy(ZL,ZL+i);printf("║");a[ZL][ZL+i]=2;}//左竖框记住有图案

for(i=1;i<HEI;i++){gtxy(ZL+WID-2,ZL+i);printf("║");a[ZL+WID-2][ZL+i]=2;}//右框

CONSOLE_CURSOR_INFOcursor_info={1,0};//以下是隐藏光标的设置

SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);

level=1;score=0;speed=400;

gflag();flag=next;//获得一个当前方块序号

}

voidgflag() //获得下一个方块的序号

{srand((unsigned)time(NULL));next=rand()%19+1; }

voidstart()//开始部分

{gflag();Ta=flag;flag=next;//保存当前方块序号,将下一方块序号临时操作

x=ZL+WID+6;y=ZL+10;prfk();//给x,y赋值,在框外打印出下一方块

flag=Ta;x=ZL+WID/2;y=ZL-1;//取回当前方块序号,并给x,y赋值

}

voidprfk()//打印俄罗斯方块

{for(i=0;i<4;i++){b[i]=1;}//数组b[4]每个元素的值都为1

mkfk();//制作俄罗斯方块

for(i=x-2;i<=x+4;i+=2)//打印方块

{for(j=y-2;j<=y+1;j++){if(a[i][j]==1&&j>ZL){gtxy(i,j);printf("□");}}}

gtxy(ZL+WID+3,ZL+1); printf("level:%d",level); //以下打印菜单信息

gtxy(ZL+WID+3,ZL+3); printf("score:%d",score);

gtxy(ZL+WID+3,ZL+5); printf("speed:%d",speed);

}

voidclfk()//清除俄罗斯方块

{for(i=0;i<4;i++){b[i]=0;}//数组b[4]每个元素的值都为0

mkfk();//制作俄罗斯方块

for(i=x-2;i<=x+4;i+=2)//清除方块

{for(j=y-2;j<=y+1;j++){if(a[i][j]==0&&j>ZL){gtxy(i,j);printf("");}}}

}

voidmkfk()//制作俄罗斯方块

{a[x][y]=b[0];//方块中心位置状态:1-有,0-无

switch(flag)//共6大类,19种小类型

{case1:{a[x][y-1]=b[1];a[x+2][y-1]=b[2];a[x+2][y]=b[3];break;}//田字方块

case2:{a[x-2][y]=b[1];a[x+2][y]=b[2];a[x+4][y]=b[3];break;}//直线方块:----

case3:{a[x][y-1]=b[1];a[x][y-2]=b[2];a[x][y+1]=b[3];break;}//直线方块:|

case4:{a[x-2][y]=b[1];a[x+2][y]=b[2];a[x][y+1]=b[3];break;}//T字方块

case5:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x-2][y]=b[3];break;}//T字顺时针转90度

case6:{a[x][y-1]=b[1];a[x-2][y]=b[2];a[x+2][y]=b[3];break;}//T字顺转180度

case7:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x+2][y]=b[3];break;}//T字顺转270度

case8:{a[x][y+1]=b[1];a[x-2][y]=b[2];a[x+2][y+1]=b[3];break;}//Z字方块

case9:{a[x][y-1]=b[1];a[x-2][y]=b[2];a[x-2][y+1]=b[3];break;}//Z字顺转90度

case10:{a[x][y-1]=b[1];a[x-2][y-1]=b[2];a[x+2][y]=b[3];break;}//Z字顺转180度

case11:{a[x][y+1]=b[1];a[x+2][y-1]=b[2];a[x+2][y]=b[3];break;}//Z字顺转270度

case12:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x-2][y-1]=b[3];break;}//7字方块

case13:{a[x-2][y]=b[1];a[x+2][y-1]=b[2];a[x+2][y]=b[3];break;}//7字顺转90度

case14:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x+2][y+1]=b[3];break;}//7字顺转180度

case15:{a[x-2][y]=b[1];a[x-2][y+1]=b[2];a[x+2][y]=b[3];break;}//7字顺转270度

case16:{a[x][y+1]=b[1];a[x][y-1]=b[2];a[x+2][y-1]=b[3];break;}//倒7字方块

case17:{a[x-2][y]=b[1];a[x+2][y+1]=b[2];a[x+2][y]=b[3];break;}//倒7字顺转90度

case18:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x-2][y+1]=b[3];break;}//倒7字顺转180度

case19:{a[x-2][y]=b[1];a[x-2][y-1]=b[2];a[x+2][y]=b[3];break;}//倒7字顺转270度

}

}

voidkeyD()//按键操作

{if(kbhit())

{intkey;

key=getch();

if(key==224)

{key=getch();

if(key==75){x-=2;}//按下左方向键,中心横坐标减2

if(key==77){x+=2;}//按下右方向键,中心横坐标加2

if(key==72)//按下向上方向键,方块变体

{if(flag>=2&&flag<=3){flag++;flag%=2;flag+=2;}

if(flag>=4&&flag<=7){flag++;flag%=4;flag+=4;}

if(flag>=8&&flag<=11){flag++;flag%=4;flag+=8;}

if(flag>=12&&flag<=15){flag++;flag%=4;flag+=12;}

if(flag>=16&&flag<=19){flag++;flag%=4;flag+=16;}}

}

if(key==32)//按空格键,暂停

{prfk();while(1){if(getch()==32){clfk();break;}}} //再按空格键,继续游戏

if(ifmov()==0){x=Tb;flag=Tc;} //如果不可动,撤销上面操作

else{prfk();Sleep(speed);clfk();Tb=x;Tc=flag;} //如果可动,执行操作

}

}

intifmov()//判断能否移动

{if(a[x][y]!=0){return0;}//方块中心处有图案返回0,不可移动

else{if((flag==1&&(a[x][y-1]==0&&a[x+2][y-1]==0&&a[x+2][y]==0))||

(flag==2&&(a[x-2][y]==0&&a[x+2][y]==0&&a[x+4][y]==0))||

(flag==3&&(a[x][y-1]==0&&a[x][y-2]==0&&a[x][y+1]==0))||

(flag==4&&(a[x-2][y]==0&&a[x+2][y]==0&&a[x][y+1]==0))||

(flag==5&&(a[x][y-1]==0&&a[x][y+1]==0&&a[x-2][y]==0))||

(flag==6&&(a[x][y-1]==0&&a[x-2][y]==0&&a[x+2][y]==0))||

(flag==7&&(a[x][y-1]==0&&a[x][y+1]==0&&a[x+2][y]==0))||

(flag==8&&(a[x][y+1]==0&&a[x-2][y]==0&&a[x+2][y+1]==0))||

(flag==9&&(a[x][y-1]==0&&a[x-2][y]==0&&a[x-2][y+1]==0))||

(flag==10&&(a[x][y-1]==0&&a[x-2][y-1]==0&&a[x+2][y]==0))||

(flag==11&&(a[x][y+1]==0&&a[x+2][y-1]==0&&a[x+2][y]==0))||

(flag==12&&(a[x][y-1]==0&&a[x][y+1]==0&&a[x-2][y-1]==0))||

( flag==13 && ( a[x-2][y]==0 && a[x+2][y-1]==0 && a[x+2][y]==0 ) ) ||

( flag==14 && ( a[x][y-1]==0 && a[x][y+1]==0 && a[x+2][y+1]==0 ) ) ||

(flag==15 && ( a[x-2][y]==0 && a[x-2][y+1]==0 && a[x+2][y]==0 ) ) ||

(flag==16 && ( a[x][y+1]==0 && a[x][y-1]==0 && a[x+2][y-1]==0 ) ) ||

( flag==17 && ( a[x-2][y]==0 && a[x+2][y+1]==0 && a[x+2][y]==0 ) ) ||

(flag==18 && ( a[x][y-1]==0 &&a[x][y+1]==0 && a[x-2][y+1]==0 ) ) ||

(flag==19 && ( a[x-2][y]==0 && a[x-2][y-1]==0

&&a[x+2][y]==0))){return1;}

}

return0; //其它情况返回0

}

voidclNEXT() //清除框外的NEXT方块

{flag=next;x=ZL+WID+6;y=ZL+10;clfk();}

void clHA() //清除满行的方块

{intk,Hang=0; //k是某行方块个数,Hang是删除的方块行数

for(j=ZL+HEI-1;j>=ZL+1;j--)//当某行有WID/2-2个方块时,则为满行

{k=0;for(i=ZL+2;i<ZL+WID-2;i+=2)

{if(a[i][j]==1)//竖坐标从下往上,横坐标由左至右依次判断是否满行

{k++; //下面将操作删除行

if(k==WID/2-2) { for(k=ZL+2;k<ZL+WID-2;k+=2)

{a[k][j]=0;gtxy(k,j);printf("");Sleep(1);}

for(k=j-1;k>ZL;k--)

{for(i=ZL+2;i<ZL+WID-2;i+=2)//已删行数上面有方块,先清除再全部下移一行

{if(a[i][k]==1){a[i][k]=0;gtxy(i,k);printf("");a[i][k+1]=1;

gtxy(i,k+1);printf("□");}}

}

j++;//方块下移后,重新判断删除行是否满行

Hang++;//记录删除方块的行数

}

}

}

}

score+=100*Hang; //每删除一行,得100分

if(Hang>0&&(score%500==0||score/500>level-1)) //得分满500速度加快升一级

{speed-=20;level++;if(speed<200)speed+=20; }

}

Ⅳ 俄罗斯方块的源代码

俄罗斯方块C源代码

#include<stdio.h>

#include<windows.h>

#include<conio.h>

#include<time.h>

#defineZL4 //坐标增量,不使游戏窗口靠边

#defineWID36 //游戏窗口的宽度

#defineHEI20 //游戏窗口的高度

inti,j,Ta,Tb,Tc; //Ta,Tb,Tc用于记住和转换方块变量的值

inta[60][60]={0}; //标记游戏屏幕各坐标点:0,1,2分别为空、方块、边框

intb[4]; //标记4个"口"方块:1有宏段,0无,类似开关

intx,y,level,score,speed; //方块中心位置的x,y坐标,游戏等级、得分和游戏速度

intflag,next; //当前要操作的方块类型序号,下一个方块类型序号

voidgtxy(intm,intn); //以下声明要用到的自编函数

voidgflag(); //获得下一方块序号

voidcsh(); //初始化界面

voidstart(); //开始部分

voidprfk(); //打印方块

voidclfk(); //清除方块

voidmkfk(); //制作方块

voidkeyD(); //按键操作

intifmov(); //判断方块能否移动或变体

void clHA(); //清除满行的方块

voidclNEXT(); //清除边框外的NEXT方块

intmain()

{csh();

while(1)

{start();//开始部分

慧厅 while(1)

{prfk();

Sleep(speed); //延时

clfk();

Tb=x;Tc=flag;//临存当前x坐标和序号,以备撤销操作

keyD();

y++;//方块向下移动

if(ifmov()==0){y--;prfk();dlHA();break;}//不可动放下,删行,跨出循环

}

for(i=y-2;i<y+2;i++){if(i==ZL){j=0;}} //方块触到框顶

if(j==0){system("cls");gtxy(10,10);printf("游戏结束!");getch();break;}

clNEXT(); //清除框外的NEXT方块

}

return0;

}

voidgtxy(intm,intn)//控制光蔽碧誉标移动

{COORDpos;//定义变量

pos.X=m;//横坐标

pos.Y=n;//纵坐标

SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);

}

voidcsh()//初始化界面

{gtxy(ZL+WID/2-5,ZL-2);printf("俄罗斯方块");//打印游戏名称

gtxy(ZL+WID+3,ZL+7);printf("*******NEXT:");//打印菜单信息

gtxy(ZL+WID+3,ZL+13);printf("**********");

gtxy(ZL+WID+3,ZL+15);printf("Esc:退出游戏");

gtxy(ZL+WID+3,ZL+17);printf("↑键:变体");

gtxy(ZL+WID+3,ZL+19);printf("空格:暂停游戏");

gtxy(ZL,ZL);printf("╔");gtxy(ZL+WID-2,ZL);printf("╗");//打印框角

gtxy(ZL,ZL+HEI);printf("╚");gtxy(ZL+WID-2,ZL+HEI);printf("╝");

a[ZL][ZL+HEI]=2;a[ZL+WID-2][ZL+HEI]=2;//记住有图案

for(i=2;i<WID-2;i+=2){gtxy(ZL+i,ZL);printf("═");}//打印上横框

for(i=2;i<WID-2;i+=2){gtxy(ZL+i,ZL+HEI);printf("═");a[ZL+i][ZL+HEI]=2;}//下框

for(i=1;i<HEI;i++){gtxy(ZL,ZL+i);printf("║");a[ZL][ZL+i]=2;}//左竖框记住有图案

for(i=1;i<HEI;i++){gtxy(ZL+WID-2,ZL+i);printf("║");a[ZL+WID-2][ZL+i]=2;}//右框

CONSOLE_CURSOR_INFOcursor_info={1,0};//以下是隐藏光标的设置

SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);

level=1;score=0;speed=400;

gflag();flag=next;//获得一个当前方块序号

}

voidgflag() //获得下一个方块的序号

{srand((unsigned)time(NULL));next=rand()%19+1; }

voidstart()//开始部分

{gflag();Ta=flag;flag=next;//保存当前方块序号,将下一方块序号临时操作

x=ZL+WID+6;y=ZL+10;prfk();//给x,y赋值,在框外打印出下一方块

flag=Ta;x=ZL+WID/2;y=ZL-1;//取回当前方块序号,并给x,y赋值

}

voidprfk()//打印俄罗斯方块

{for(i=0;i<4;i++){b[i]=1;}//数组b[4]每个元素的值都为1

mkfk();//制作俄罗斯方块

for(i=x-2;i<=x+4;i+=2)//打印方块

{for(j=y-2;j<=y+1;j++){if(a[i][j]==1&&j>ZL){gtxy(i,j);printf("□");}}}

gtxy(ZL+WID+3,ZL+1); printf("level:%d",level); //以下打印菜单信息

gtxy(ZL+WID+3,ZL+3); printf("score:%d",score);

gtxy(ZL+WID+3,ZL+5); printf("speed:%d",speed);

}

voidclfk()//清除俄罗斯方块

{for(i=0;i<4;i++){b[i]=0;}//数组b[4]每个元素的值都为0

mkfk();//制作俄罗斯方块

for(i=x-2;i<=x+4;i+=2)//清除方块

{for(j=y-2;j<=y+1;j++){if(a[i][j]==0&&j>ZL){gtxy(i,j);printf("");}}}

}

voidmkfk()//制作俄罗斯方块

{a[x][y]=b[0];//方块中心位置状态:1-有,0-无

switch(flag)//共6大类,19种小类型

{case1:{a[x][y-1]=b[1];a[x+2][y-1]=b[2];a[x+2][y]=b[3];break;}//田字方块

case2:{a[x-2][y]=b[1];a[x+2][y]=b[2];a[x+4][y]=b[3];break;}//直线方块:----

case3:{a[x][y-1]=b[1];a[x][y-2]=b[2];a[x][y+1]=b[3];break;}//直线方块:|

case4:{a[x-2][y]=b[1];a[x+2][y]=b[2];a[x][y+1]=b[3];break;}//T字方块

case5:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x-2][y]=b[3];break;}//T字顺时针转90度

case6:{a[x][y-1]=b[1];a[x-2][y]=b[2];a[x+2][y]=b[3];break;}//T字顺转180度

case7:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x+2][y]=b[3];break;}//T字顺转270度

case8:{a[x][y+1]=b[1];a[x-2][y]=b[2];a[x+2][y+1]=b[3];break;}//Z字方块

case9:{a[x][y-1]=b[1];a[x-2][y]=b[2];a[x-2][y+1]=b[3];break;}//Z字顺转90度

case10:{a[x][y-1]=b[1];a[x-2][y-1]=b[2];a[x+2][y]=b[3];break;}//Z字顺转180度

case11:{a[x][y+1]=b[1];a[x+2][y-1]=b[2];a[x+2][y]=b[3];break;}//Z字顺转270度

case12:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x-2][y-1]=b[3];break;}//7字方块

case13:{a[x-2][y]=b[1];a[x+2][y-1]=b[2];a[x+2][y]=b[3];break;}//7字顺转90度

case14:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x+2][y+1]=b[3];break;}//7字顺转180度

case15:{a[x-2][y]=b[1];a[x-2][y+1]=b[2];a[x+2][y]=b[3];break;}//7字顺转270度

case16:{a[x][y+1]=b[1];a[x][y-1]=b[2];a[x+2][y-1]=b[3];break;}//倒7字方块

case17:{a[x-2][y]=b[1];a[x+2][y+1]=b[2];a[x+2][y]=b[3];break;}//倒7字顺转90度

case18:{a[x][y-1]=b[1];a[x][y+1]=b[2];a[x-2][y+1]=b[3];break;}//倒7字顺转180度

case19:{a[x-2][y]=b[1];a[x-2][y-1]=b[2];a[x+2][y]=b[3];break;}//倒7字顺转270度

}

}

voidkeyD()//按键操作

{if(kbhit())

{intkey;

key=getch();

if(key==224)

{key=getch();

if(key==75){x-=2;}//按下左方向键,中心横坐标减2

if(key==77){x+=2;}//按下右方向键,中心横坐标加2

if(key==72)//按下向上方向键,方块变体

{if(flag>=2&&flag<=3){flag++;flag%=2;flag+=2;}

if(flag>=4&&flag<=7){flag++;flag%=4;flag+=4;}

if(flag>=8&&flag<=11){flag++;flag%=4;flag+=8;}

if(flag>=12&&flag<=15){flag++;flag%=4;flag+=12;}

if(flag>=16&&flag<=19){flag++;flag%=4;flag+=16;}}

}

if(key==32)//按空格键,暂停

{prfk();while(1){if(getch()==32){clfk();break;}}} //再按空格键,继续游戏

if(ifmov()==0){x=Tb;flag=Tc;} //如果不可动,撤销上面操作

else{prfk();Sleep(speed);clfk();Tb=x;Tc=flag;} //如果可动,执行操作

}

}

intifmov()//判断能否移动

{if(a[x][y]!=0){return0;}//方块中心处有图案返回0,不可移动

else{if((flag==1&&(a[x][y-1]==0&&a[x+2][y-1]==0&&a[x+2][y]==0))||

(flag==2&&(a[x-2][y]==0&&a[x+2][y]==0&&a[x+4][y]==0))||

(flag==3&&(a[x][y-1]==0&&a[x][y-2]==0&&a[x][y+1]==0))||

(flag==4&&(a[x-2][y]==0&&a[x+2][y]==0&&a[x][y+1]==0))||

(flag==5&&(a[x][y-1]==0&&a[x][y+1]==0&&a[x-2][y]==0))||

(flag==6&&(a[x][y-1]==0&&a[x-2][y]==0&&a[x+2][y]==0))||

(flag==7&&(a[x][y-1]==0&&a[x][y+1]==0&&a[x+2][y]==0))||

(flag==8&&(a[x][y+1]==0&&a[x-2][y]==0&&a[x+2][y+1]==0))||

(flag==9&&(a[x][y-1]==0&&a[x-2][y]==0&&a[x-2][y+1]==0))||

(flag==10&&(a[x][y-1]==0&&a[x-2][y-1]==0&&a[x+2][y]==0))||

(flag==11&&(a[x][y+1]==0&&a[x+2][y-1]==0&&a[x+2][y]==0))||

(flag==12&&(a[x][y-1]==0&&a[x][y+1]==0&&a[x-2][y-1]==0))||

( flag==13 && ( a[x-2][y]==0 && a[x+2][y-1]==0 && a[x+2][y]==0 ) ) ||

( flag==14 && ( a[x][y-1]==0 && a[x][y+1]==0 && a[x+2][y+1]==0 ) ) ||

(flag==15 && ( a[x-2][y]==0 && a[x-2][y+1]==0 && a[x+2][y]==0 ) ) ||

(flag==16 && ( a[x][y+1]==0 && a[x][y-1]==0 && a[x+2][y-1]==0 ) ) ||

( flag==17 && ( a[x-2][y]==0 && a[x+2][y+1]==0 && a[x+2][y]==0 ) ) ||

(flag==18 && ( a[x][y-1]==0 &&a[x][y+1]==0 && a[x-2][y+1]==0 ) ) ||

(flag==19 && ( a[x-2][y]==0 && a[x-2][y-1]==0

&&a[x+2][y]==0))){return1;}

}

return0; //其它情况返回0

}

voidclNEXT() //清除框外的NEXT方块

{flag=next;x=ZL+WID+6;y=ZL+10;clfk();}

void clHA() //清除满行的方块

{intk,Hang=0; //k是某行方块个数,Hang是删除的方块行数

for(j=ZL+HEI-1;j>=ZL+1;j--)//当某行有WID/2-2个方块时,则为满行

{k=0;for(i=ZL+2;i<ZL+WID-2;i+=2)

{if(a[i][j]==1)//竖坐标从下往上,横坐标由左至右依次判断是否满行

{k++; //下面将操作删除行

if(k==WID/2-2) { for(k=ZL+2;k<ZL+WID-2;k+=2)

{a[k][j]=0;gtxy(k,j);printf("");Sleep(1);}

for(k=j-1;k>ZL;k--)

{for(i=ZL+2;i<ZL+WID-2;i+=2)//已删行数上面有方块,先清除再全部下移一行

{if(a[i][k]==1){a[i][k]=0;gtxy(i,k);printf("");a[i][k+1]=1;

gtxy(i,k+1);printf("□");}}

}

j++;//方块下移后,重新判断删除行是否满行

Hang++;//记录删除方块的行数

}

}

}

}

score+=100*Hang; //每删除一行,得100分

if(Hang>0&&(score%500==0||score/500>level-1)) //得分满500速度加快升一级

{speed-=20;level++;if(speed<200)speed+=20; }

}

Ⅳ 急求俄罗斯方块等小游戏的源代码

俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;

public static MyTimer timer;
GameCanvas gameScr;

public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}

//俄罗斯方块类的构造方法
ERS_Block(String title){
super(title);

setSize(600,480);
setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();

add(gameScr);

Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);

//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);

//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");

//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);

//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));

//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}

//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}

//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用

//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}

//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;i<rowNum;i++)
for (int j=0; j<columnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}

//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i < rowNum; i++)
for(int j = 0; j < columnNum; j++)
drawUnit(i,j,scrArr[j]);
}

//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}

public Block getBlock(){
return b; //返回block实例的引用
}

//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)
return(-1);
else
return(scrArr[row][col]);
}

//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}

//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}

//满行删除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;i<rowNum;i++){
boolean isfull = true;

L1:for(int j=0;j<columnNum;j++)
if(scrArr[j] == 0){
k++;
isfull = false;
break L1;
}
if(isfull) full_line_num++;
if(k!=0 && k-1!=i && !isfull)
for(int j = 0; j < columnNum; j++){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i < rowNum; i++){
for(int j = 0; j < columnNum; j++){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}

//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; col <columnNum; col ++){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}

public void keyTyped(KeyEvent e){
}

public void keyReleased(KeyEvent e){
}

//处理键盘输入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}

//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;

int curButton; //当前按钮
GameCanvas scr;

//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}

//按钮执行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level < 10){
ERS_Block.level++;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level > 1){
ERS_Block.level--;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}

//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;

//块类的构造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}

//重新初始化块,并显示新块
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}

//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}

//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}

//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}

//实现块落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}

//判断是否正确的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i < 4; i++){
for(int j = 0; j < 4; j++){
if((int)(pattern[t][s]&k) != 0){
int temp = scr.getScrArrXY(row-i,col+j);
if (temp<0||temp==2)
return false;
}
k = k >> 1;
}
}
return true;
}

//同步显示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i < 4; i++){
for(int j = 0; j < 4; j++){
if(((int)pattern[blockType][turnState]&k) != 0){
scr.drawUnit(row-i,col+j,s);
}
k=k>>1;
}
}
}
}

//定时线程
class MyTimer extends Thread{
GameCanvas scr;

public MyTimer(GameCanvas scr){
this.scr = scr;
}

public void run(){
while(true){
try{
sleep((10-ERS_Block.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
}

class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}

Ⅵ 求用JAVA编写俄罗斯方块游戏的源代码

俄罗斯方块——java源代码提供 import java.awt.*; import java.awt.event.*; //俄罗斯方块类 public class ERS_Block extends Frame{ public static boolean isPlay=false; public static int level=1,score=0; public static TextField scoreField,levelField; public static MyTimer timer; GameCanvas gameScr; public static void main(String[] argus){ ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent"); WindowListener win_listener = new WinListener(); ers.addWindowListener(win_listener); } //俄罗斯方块类的构造方法 ERS_Block(String title){ super(title); setSize(600,480); setLayout(new GridLayout(1,2)); gameScr = new GameCanvas(); gameScr.addKeyListener(gameScr); timer = new MyTimer(gameScr); timer.setDaemon(true); timer.start(); timer.suspend(); add(gameScr); Panel rightScr = new Panel(); rightScr.setLayout(new GridLayout(2,1,0,30)); rightScr.setSize(120,500); add(rightScr); //右边信息窗体的布局 MyPanel infoScr = new MyPanel(); infoScr.setLayout(new GridLayout(4,1,0,5)); infoScr.setSize(120,300); rightScr.add(infoScr); //定义标签和初始值 Label scorep = new Label("分数:",Label.LEFT); Label levelp = new Label("级数:",Label.LEFT); scoreField = new TextField(8); levelField = new TextField(8); scoreField.setEditable(false); levelField.setEditable(false); infoScr.add(scorep); infoScr.add(scoreField); infoScr.add(levelp); infoScr.add(levelField); scorep.setSize(new Dimension(20,60)); scoreField.setSize(new Dimension(20,60)); levelp.setSize(new Dimension(20,60)); levelField.setSize(new Dimension(20,60)); scoreField.setText("0"); levelField.setText("1"); //右边控制按钮窗体的布局 MyPanel controlScr = new MyPanel(); controlScr.setLayout(new GridLayout(5,1,0,5)); rightScr.add(controlScr); //定义按钮play Button play_b = new Button("开始游戏"); play_b.setSize(new Dimension(50,200)); play_b.addActionListener(new Command(Command.button_play,gameScr)); //定义按钮Level UP Button level_up_b = new Button("提高级数"); level_up_b.setSize(new Dimension(50,200)); level_up_b.addActionListener(new Command(Command.button_levelup,gameScr)); //定义按钮Level Down Button level_down_b =new Button("降低级数"); level_down_b.setSize(new Dimension(50,200)); level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr)); //定义按钮Level Pause Button pause_b =new Button("游戏暂停"); pause_b.setSize(new Dimension(50,200)); pause_b.addActionListener(new Command(Command.button_pause,gameScr)); //定义按钮Quit Button quit_b = new Button("退出游戏"); quit_b.setSize(new Dimension(50,200)); quit_b.addActionListener(new Command(Command.button_quit,gameScr)); controlScr.add(play_b); controlScr.add(level_up_b); controlScr.add(level_down_b); controlScr.add(pause_b); controlScr.add(quit_b); setVisible(true); gameScr.requestFocus(); } } //重写MyPanel类,使Panel的四周留空间 class MyPanel extends Panel{ public Insets getInsets(){ return new Insets(30,50,30,50); } } //游戏画布类 class GameCanvas extends Canvas implements KeyListener{ final int unitSize = 30; //小方块边长 int rowNum; //正方格的行数 int columnNum; //正方格的列数 int maxAllowRowNum; //允许有多少行未削 int blockInitRow; //新出现块的起始行坐标 int blockInitCol; //新出现块的起始列坐标 int [][] scrArr; //屏幕数组 Block b; //对方快的引用 //画布类的构造方法 GameCanvas(){ rowNum = 15; columnNum = 10; maxAllowRowNum = rowNum - 2; b = new Block(this); blockInitRow = rowNum - 1; blockInitCol = columnNum/2 - 2; scrArr = new int [32][32]; } //初始化屏幕,并将屏幕数组清零的方法 void initScr(){ for(int i=0;i<rowNum;i++) for (int j=0; j<columnNum;j++) scrArr[j]=0; b.reset(); repaint(); } //重新刷新画布方法 public void paint(Graphics g){ for(int i = 0; i < rowNum; i++) for(int j = 0; j < columnNum; j++) drawUnit(i,j,scrArr[j]); } //画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(type){ //表示画方快的方法 case 0: g.setColor(Color.black);break; //以背景为颜色画 case 1: g.setColor(Color.blue);break; //画正在下落的方块 case 2: g.setColor(Color.magenta);break; //画已经落下的方法 } g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true); g.dispose(); } public Block getBlock(){ return b; //返回block实例的引用 } //返回屏幕数组中(row,col)位置的属性值 public int getScrArrXY(int row,int col){ if (row < 0 || row >= rowNum || col < 0 || col >= columnNum) return(-1); else return(scrArr[row][col]); } //返回新块的初始行坐标方法 public int getInitRow(){ return(blockInitRow); //返回新块的初始行坐标 } //返回新块的初始列坐标方法 public int getInitCol(){ return(blockInitCol); //返回新块的初始列坐标 } //满行删除方法 void deleteFullLine(){ int full_line_num = 0; int k = 0; for (int i=0;i<rowNum;i++){ boolean isfull = true; L1:for(int j=0;j<columnNum;j++) if(scrArr[j] == 0){ k++; isfull = false; break L1; } if(isfull) full_line_num++; if(k!=0 && k-1!=i && !isfull) for(int j = 0; j < columnNum; j++){ if (scrArr[j] == 0) drawUnit(k-1,j,0); else drawUnit(k-1,j,2); scrArr[k-1][j] = scrArr[j]; } } for(int i = k-1 ;i < rowNum; i++){ for(int j = 0; j < columnNum; j++){ drawUnit(i,j,0); scrArr[j]=0; } } ERS_Block.score += full_line_num; ERS_Block.scoreField.setText(""+ERS_Block.score); } //判断游戏是否结束方法 boolean isGameEnd(){ for (int col = 0 ; col <columnNum; col ++){ if(scrArr[maxAllowRowNum][col] !=0) return true; } return false; } public void keyTyped(KeyEvent e){ } public void keyReleased(KeyEvent e){ } //处理键盘输入的方法 public void keyPressed(KeyEvent e){ if(!ERS_Block.isPlay) return; tch(e.getKeyCode()){ case KeyEvent.VK_DOWN:b.fallDown();break; case KeyEvent.VK_LEFT:b.leftMove();break; case KeyEvent.VK_RIGHT:b.rightMove();break; case KeyEvent.VK_SPACE:b.leftTurn();break; } } } //处理控制类 class Command implements ActionListener{ static final int button_play = 1; //给按钮分配编号 static final int button_levelup = 2; static final int button_leveldown = 3; static final int button_quit = 4; static final int button_pause = 5; static boolean pause_resume = true; int curButton; //当前按钮 GameCanvas scr; //控制按钮类的构造方法 Command(int button,GameCanvas scr){ curButton = button; this.scr=scr; } //按钮执行方法 public void actionPerformed (ActionEvent e){ tch(curButton){ case button_play:if(!ERS_Block.isPlay){ scr.initScr(); ERS_Block.isPlay = true; ERS_Block.score = 0; ERS_Block.scoreField.setText("0"); ERS_Block.timer.resume(); } scr.requestFocus(); break; case button_levelup:if(ERS_Block.level < 10){ ERS_Block.level++; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score = 0; ERS_Block.scoreField.setText(""+ERS_Block.score); } scr.requestFocus(); break; case button_leveldown:if(ERS_Block.level > 1){ ERS_Block.level--; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score = 0; ERS_Block.scoreField.setText(""+ERS_Block.score); } scr.requestFocus(); break; case button_pause:if(pause_resume){ ERS_Block.timer.suspend(); pause_resume = false; }else{ ERS_Block.timer.resume(); pause_resume = true; } scr.requestFocus(); break; case button_quit:System.exit(0); } } } //方块类 class Block { static int[][] pattern = { {0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态 {0x04e0,0x0464,0x00e4,0x04c4}, {0x4620,0x6c00,0x4620,0x6c00}, {0x2640,0xc600,0x2640,0xc600}, {0x6220,0x1700,0x2230,0x0740}, {0x6440,0x0e20,0x44c0,0x8e00}, {0x0660,0x0660,0x0660,0x0660} }; int blockType; //块的模式号(0-6) int turnState; //块的翻转状态(0-3) int blockState; //快的下落状态 int row,col; //块在画布上的坐标 GameCanvas scr; //块类的构造方法 Block(GameCanvas scr){ this.scr = scr; blockType = (int)(Math.random() * 1000)%7; turnState = (int)(Math.random() * 1000)%4; blockState = 1; row = scr.getInitRow(); col = scr.getInitCol(); } //重新初始化块,并显示新块 public void reset(){ blockType = (int)(Math.random() * 1000)%7; turnState = (int)(Math.random() * 1000)%4; blockState = 1; row = scr.getInitRow(); col = scr.getInitCol(); dispBlock(1); } //实现“块”翻转的方法 public void leftTurn(){ if(assertValid(blockType,(turnState + 1)%4,row,col)){ dispBlock(0); turnState = (turnState + 1)%4; dispBlock(1); } } //实现“块”的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1); } } //实现块的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1); } } //实现块落下的操作的方法 public boolean fallDown(){ if(blockState == 2) return(false); if(assertValid(blockType,turnState,row-1,col)){ dispBlock(0); row--; dispBlock(1); return(true); }else{ blockState = 2; dispBlock(2); return(false); } } //判断是否正确的方法 boolean assertValid(int t,int s,int row,int col){ int k = 0x8000; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ if((int)(pattern[t][s]&k) != 0){ int temp = scr.getScrArrXY(row-i,col+j); if (temp<0||temp==2) return false; } k = k >> 1; } } return true; } //同步显示的方法 public synchronized void dispBlock(int s){ int k = 0x8000; for (int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ if(((int)pattern[blockType][turnState]&k) != 0){ scr.drawUnit(row-i,col+j,s); } k=k>>1; } } } } //定时线程 class MyTimer extends Thread{ GameCanvas scr; public MyTimer(GameCanvas scr){ this.scr = scr; } public void run(){ while(true){ try{ sleep((10-ERS_Block.level + 1)*100); } catch(InterruptedException e){} if(!scr.getBlock().fallDown()){ scr.deleteFullLine(); if(scr.isGameEnd()){ ERS_Block.isPlay = false; suspend(); }else scr.getBlock().reset(); } } } } class WinListener extends WindowAdapter{ public void windowClosing (WindowEvent l){ System.exit(0); } } 22

Ⅶ 开发手游的代码

4.1游戏的的思路、构想
4.1.1游戏想法的产生
相信大家一定都在8位机机上玩过《冒险岛》这款游戏,非常有趣味性。
游戏中玩家通过不断的闯关,来解救公主。在每个关都很很多的怪物阻挡着你,所以需要运用各种机关或者秘籍来杀死它们。杀死他们的同时还可以获得各种奖励,加生命,加血等,增加了游戏的趣味性。

如图2所示:

这款《冒险岛》游戏的实现相对于其他RPG或者网络版手机游戏稍简单一些,适合初学者作为练习,所以我决定编写一款类似的手机游戏。
由于之前对手机游戏的编程知识以及游戏的设计只有初步的了解,因此,我们在游戏的构架和思路上经历了几个阶段。

这款《冒险岛》游戏的实现相对于其他RPG或者网络版手机游戏稍简单一些,适合初学者作为练习,所以我决定编写一款类似的手机游戏。

由于之前对手机游戏的编程知识以及游戏的设计只有初步的了解,因此,我们在游戏的构架和思路上经历了几个阶段。

4.1.2对游戏设计的初步认识
刚开始我们只对J2ME有初步的了解。这时我们只是模仿之前在PC上看到的游戏,用语言把游戏的实现感性的描述为几大部分:

游戏界面系统:包括游戏开始界面;游戏开局界面;游戏运行界面;游戏结束界面。

游戏元素:菜单类;画布类;人物类;排行榜类。

4.1.3模块成型阶段
在进一步熟悉了J2ME知识后,对框架做出了一些修改,逐步把游戏的基本功能确定。游戏依次进入加载界面;主菜单;游戏运行界面;游戏结束界面。

具体实现的功能为:

1.主菜单,有如下选项:

(1)开始游戏——进入游戏界面。

(2)声音——设置声音的有无选项。

(3)帮助——介绍游戏的玩法。

(4)排行榜——玩家所得分数的排行榜。

(5)关于——用来显示说明信息以及背景图片。

2.游戏运行界面,包括:

游戏界面;目前游戏得分;游戏关数;生命次数;

3.游戏结束界面:游戏结束后,显示一行说明信息,然后退回到菜单。

游戏的主要模块为:

1.游戏主MIDlet(GameMIDlet)——对游戏生命周期的判断;对画布类的调用;管理游戏程序中各个屏幕之间的转换。
2.游戏画布(MyGame)——对游戏所用变量,常量的设定;游戏的初始化;游戏中精灵运动轨迹的控制;精灵与砖块的碰撞检测以及砖块状态的控制;游戏中各关卡的基本设定;游戏中对按键状态的处理。

3.菜单类——游戏中菜单事件的处理。

4.GameOgre类——游戏中怪物的类。

5.GamePlayer类——玩家控制的精灵类。

6.GameRMS类——用于实现分数排行榜。

7.PlayMusic类——用于实现音乐的播放。

8.MySet类——声音大小的设置。

4.2 程序的类结构
程序一共有8个主要类,其中菜单类负责各个屏幕的切换。程序的类结构如图3所示:

4.3 游戏的流程图
进入游戏菜单。初始情况下,游戏菜单有5个选项,它们分别是开始游戏、游戏说明和排行榜、设置、关于。选择开始新游戏则进入游戏,在游戏中如果按下非游戏键则中断游戏返回菜单,此时菜单中增加了一个继续游戏的选项,可以返回游戏也可以重新开始新的游戏。在菜单中选择游戏说明或者高分记录,则进入相应的屏幕,他们都能用“后退”软键返回菜单。菜单中的退出选项用于退出程序。游戏的流程如图4所示:

4.4.1主类GameMIDlet的实现
MIDlet是最核心的类。MIDlet程序有三种状态:
1.暂停状态

2.运行状态

3.销毁状态

J2ME程序都是从MIDlet类开始执行,系统在执行MIDlet程序时,首先构造一个MIDlet类型的对象,然后使程序进入到暂停状态,按照生命周期的规定,系统会自动调用MIDlet对象的startApp方法使程序进入到运行状态,开始程序的执行。

下图是运行时显示的画布对象:

首先,先要创建MIDlet类型的对象,下面我们来看对象的构造方法:
//主程序构造方法
public GameMIDlet()
{
rs = null;
RecordName = “GameRMS”;
GameMenu.display = Display.getDisplay(this) ;
GameMenu.midlet = this;
}

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Ⅷ 用c语言编写俄罗斯方块程序 求详解

1、用C语言绘制图形界面

EasyX图形库(http://www.easyx.cn)即TC的图形库在VC下的移植。

包含库#include <graphics.h>

先初始化图形窗口

initgraph(WINDOW_WIDTH, WINDOW_HIGH) ;WINDOW_WIDTH为窗口的宽带,WINDOW_HIGH为窗口的高度。

清空绘图设备

cleardevice();

设置画笔颜色

setcolor(RED) ;

设置线条风格

setlinestyle(PS_SOLID, NULL, 0);

画矩形

rectangle

还有画线、显示文字等函数,可以参照其帮助文档。

注意:由于我们用的是EasyX图形库,故源文件后缀要为.cpp,但其中内容都是C的语法。

2、存储表示出俄罗斯方块的形状

一、我们可以用编号,不同的编号代表不同的俄罗斯方块,根据编号把不同方块的画法写在代码中,这样19种

方块就得有19种相应的代码来描绘。而且这样扩展性不好,若以后设计了新的方块,则需要更改大量源代码。

二、我们很自然的想到可用字模点阵的形式来表示,即设置一个4行4列的数组,元素置1即代表这个位置有小

方块,元素置0即代表这个位置无小方块,这个整个的4*4的数组组成俄罗斯方块的形状。

1000

1000

1100

0000

我们把俄罗斯方块点阵的数位存在rockArray中,我们可以事先把这19种方块的字模点阵自己转化成十六进制,然后在rockArray数组的初始化时赋值进去。

但这样做未免有点太费力,且扩展性也不太好,若以后设计的新方块种类加入,要改变数组rockArray中的值。

我们可以考虑把所有俄罗斯方块的点阵存储在配置文件中,在程序初始化时读取文件,把这些点阵转换成unsigned int的变量存储在rockArray中。

这样,以后我们增添新的方块形状只需要在配置文件中增加新的点阵即可。

@###

@###

@@##

####(为使得看起来更醒目,我们用@表示1,用#表示0)

3、让图形动起来

在某位置处用函数DrawRock在屏幕上画出俄罗斯方块,然后再擦除掉(即用背景色在原位置处重绘一次方块),最后在下落的下一个位置处用函数DrawRock在屏幕上画出俄罗斯方块,如此循环,中间用计时器间隔一段时间以控制下落的速度。

同理,按下屏幕的左右键也是如此,只是在按下键盘时把方块的位置重新计算了。

那么按下上方向键时,如何让方块翻转呢?

我们在配置文件中就把方块的顺时针翻转形态放在了一起:

@###

@###

@@##

####

@@@#

@###

####

####

@@##

#@##

#@##

####

##@#

@@@#

####

####

我们每按一次上方向键改变一次方块的形状即可。若一直按上键,形状应该是循环地翻滚。

我们想到了循环链表的数据结构可实现这个效果。

可是我们若把这些一种类的方块的各种形态串成循环链表形式,那么每次重新生成方块时我们就难以随机地生成方块了。

故还是得用数组来存储,但又要有循环链表的功能,于是我们想到了静态循环链表。

我们用结构体来作为一个方块在rockArray中的元素

typedef struct ROCK

{ //用来表示方块的形状(每一个字节是8位,用每4位表示方块中的一行)

unsigned int rockShapeBits ;

int nextRockIndex ; //下一个方块,在数组中的下标

} RockType ;

这样,当我们按下上方向键时,把传入函数DrawRock中的rockIndex变为当前方块结构体中的nextRockIndex即可。

Ⅸ C# 俄罗斯方块源代码

using System;
using System.Drawing;
using Microsoft.Win32;

namespace AnotherBlock
{
/// <summary>
//颂桥坦/ Represents a Tetris game engine.
/野桐// </summary>
public class Game
{
/// <summary>
/// Constant with the image width of the block unit (in pixels).
/// </summary>
public const int BlockImageWidth = 21;
/// <summary>
/// Constant with the image height of the block unit (in pixels).
/// </summary>
public const int BlockImageHeight = 21;
/// <summary>
/// Constant with the playing field width (in block units).
/// </summary>
public const int PlayingFieldWidth = 10;
/// <summary>
/// Constant with the playing field height (in block units).
/// </summary>
public const int PlayingFieldHeight = 20;
/// <summary>
/// Constante with the number of lines for each level.
/// </summary>
public const int LevelEveryLines = 12;

/// <summary>
/// Private attribute that holds the current game score.
/// </summary>
private int score = 0;
/// <summary>
/// Private attribute that holds the current game level.
/// </summary>
private short level = 1;
/// <summary>
/// Private attribute that holds the current number of completed lines.
/// </消陪summary>
private int lines = 0;
/// <summary>
/// Private attribute that holds the current game state.
/// </summary>
private GameState gameState;
/// <summary>
/// Private attribute that holds the level where the game started.
/// </summary>
private short startLevel = 1;
/// <summary>
/// Private attribute that holds the current game pile.
/// </summary>
private Brick[,] pile = new Brick[(PlayingFieldWidth + 1), (PlayingFieldHeight + 1)];
/// <summary>
/// Private attribute that holds the current block.
/// </summary>
private Block currentBlock = new Block();
/// <summary>
/// Private attribute that holds the next block.
/// </summary>
private Block nextBlock = new Block();

/// <summary>
/// Class constructor that creates a game.
/// </summary>
public Game()
{
// Clears the game pile.
ClearPile();
}

/// <summary>
/// Class constructor that creates a game in a given level.
/// </summary>
/// <param name="level">The level where the game should start.</param>
public Game(short level)
{
// Sets the level attribute to the game level where the game should start.
this.level = level;
// Sets the startLevel attribute to the game level where the game should start.
startLevel = level;
// Clears the game pile.
ClearPile();
}

/// <summary>
/// Readonly property that holds the score of the current game.
/// </summary>
public int Score
{
get
{
// Returns the value in the score attribute.
return score;
}
}

/// <summary>
/// Readonly property that holds the level of the current game.
/// </summary>
public short Level
{
get
{
// Returns the value in the level attribute.
return level;
}
}

/// <summary>
/// Readonly property that holds the number of complete lines in the current game.
/// </summary>
public int Lines
{
get
{
// Returns the value in the lines attribute.
return lines;
}
}

/// <summary>
/// Property that holds and sets the current game state.
/// </summary>
/// <remarks>
/// The game state can be "Running", "Paused" or "Over".
/// </remarks>
public GameState GameState
{
get
{
// Returns the value in the gameState attribute.
return gameState;
}
set
{
// Checks if the current game state is "Over", and if the value to change is not "Over".
if ((gameState == GameState.Over) && (value != GameState.Over))
{
// The current game state is "Over", and it's changing to something else than "Over".
// Resets the score, level and lines.
score = 0;
level = startLevel;
lines = 0;
// Creates a new current block, and a new next block.
currentBlock = new Block();
nextBlock = new Block();
// Clears the game pile.
ClearPile();
}

// Sets the gameState attribute to the value.
gameState = value;
}
}

/// <summary>
/// Method that moves the current block down one position.
/// </summary>
/// <returns>True if there was a hit on the ground or on the pile, false if there wasn't.</returns>
public bool MoveCurrentBlockDown()
{
// Creates a "hit" flag, to check if the block has hit the pile or the ground.
bool hit = false;

// Increases the Top of the current block.
currentBlock.Top++;

// Checks if the current block has hit the ground.
// COLLISION DETECTION
if ((currentBlock.Top + currentBlock.Height) > PlayingFieldHeight)
{
// Current block has hit the ground.
// Sets the "hit" flag to "true".
hit = true;
}
else
{
// Checks if the current block has hit the pile.
// COLLISION DETECTION
for(int i = 0; i < currentBlock.Width; i++)
{
for(int j = 0; j < currentBlock.Height; j++)
{
int fx, fy;
fx = currentBlock.Left + i;
fy = currentBlock.Top + j;
if ((currentBlock.Shape[i, j].Filled == true) && (pile[fx, (fy + 1)].Filled == true))
{
// Current block has hit the pile.
// Sets the "hit" flag to "true".
hit = true;
}
}
}
}

// Checks if there was a hit.
if (hit)
{
// There was a hit.
// Puts the current block in the pile.
MoveBlockToPile();
// Checks if the current game state is not "Over".
if (this.GameState != GameState.Over)
{
// Current game state is not "Over".
// Creates a new block.
CreateNewBlock();
}
}

// Returns if there was a hit or not.
return hit;
}

/// <summary>
/// Method that moves the current block down until there is a hit.
/// </summary>
public void ()
{
// Moves the current block down until it has a hit.
while(!MoveCurrentBlockDown());
}

/// <summary>
/// Method that rotates the current block.
/// </summary>
/// <param name="clockwise">True if the block will be rotated clockwise, false if counterclockwise.</param>
public void RotateCurrentBlock(bool clockwise)
{
// Creates a "canRotate" flag, to check if the block can be rotated.
bool canRotate = true;

// Rotates the current block.
// This should be different. There should be an easy way to check FIRST if the block could
// be rotated, and then rotate it. I'll study this later.
currentBlock.Rotate(clockwise);

// Checks if the current block could be rotated.
// COLLISION DETECTION
for(int i = 0; i < currentBlock.Width; i++)
{
for(int j = 0; j < currentBlock.Height; j++)
{
int fx, fy;
fx = currentBlock.Left + i;
fy = (currentBlock.Top + 1) + j;
if ((currentBlock.Shape[i, j].Filled == true) && (pile[fx, fy].Filled == true))
{
// Current block can't be rotated.
// Sets the "canRotate" flag to "false".
canRotate = false;
}
}
}

// Checks if the block can't be rotated.
if (!canRotate)
{
// Block can't be rotated.
// Rotates the block back to its first position.
currentBlock.Rotate(!clockwise);
}
}

/// <summary>
/// Method that moves the current block to the right or to the left.
/// </summary>
/// <param name="left">True if the block will be moved to the left, false if to the right.</param>
public void MoveCurrentBlockSide(bool left)
{
// Creates a "canMove" flag, to check if the block can be moved to the sides.
bool canMove = true;

// Checks if the block is to be moved to the left.
if (left)
{
// The block is to be moved to the left.
// Checks if the block is not already at the most left of the playing field.
if (currentBlock.Left > 0)
{
// Block is not at the most left of the playing field.
// Checks if the current block can move to the left.
// COLLISION DETECTION
for(int i = 0; i < currentBlock.Width; i++)
{
for(int j = 0; j < currentBlock.Height; j++)
{
int fx, fy;
fx = currentBlock.Left + i;
fy = (currentBlock.Top + 1) + j;
if ((currentBlock.Shape[i, j].Filled == true) && (pile[(fx - 1), fy].Filled == true))
{
// Current block can't move to the left.
// Sets the "canMove" flag to "false".
canMove = false;
}
}
}

// Checks if the block can be moved to the left.
if (canMove)
{
// Block can be moved to the left.
// Moves the block to the left.
currentBlock.Left--;
}
}
}
else
{
// The block is not to be moved to the left (it is to be moved to the right).
// Checks if the block is not already at the most right of the playing field.
if ((currentBlock.Left + currentBlock.Width) < PlayingFieldWidth)
{
// Block is not at the most right of the playing field.
// Checks if the current block can move to the right.
// COLLISION DETECTION
for(int i = 0; i < currentBlock.Width; i++)
{
for(int j = 0; j < currentBlock.Height; j++)
{
int fx, fy;
fx = currentBlock.Left + i;
fy = (currentBlock.Top + 1) + j;
if ((currentBlock.Shape[i, j].Filled == true) && (pile[(fx + 1), fy].Filled == true))
{
// Current block can't move to the right.
// Sets the "canMove" flag to "false".
canMove = false;
}
}
}

// Checks if the block can be moved to the right.
if (canMove)
{
// Block can be moved to the right.
// Moves the block to the right.
currentBlock.Left++;
}
}
}
}

/// <summary>
/// Method that draws the pile in a surface.
/// </summary>
/// <param name="drawingSurface">The graphics surface where the pile will be drawn.</param>
public void DrawPile(Graphics drawingSurface)
{
// Runs through the playing field Width.
for (int i = 0; i < (PlayingFieldWidth + 1); i++)
{
// Runs through the playing field Height.
for (int j = 0; j < (PlayingFieldHeight + 1); j++)
{
// Checks if the current brick of the pile is set to be solid.
if (pile[i, j].Filled == true)
{
// Current brick of the pile is set to be solid.
// Creates a rectangle in the right position of this brick.
Rectangle rect = new Rectangle(i * BlockImageWidth, (j - 1) * BlockImageHeight, BlockImageWidth, BlockImageHeight);
// Draws the block image in the just created rectangle.
drawingSurface.DrawImage(pile[i, j].BrickImage, rect);
}
}
}
}

/// <summary>
/// Method that draws the current block in a surface.
/// </summary>
/// <param name="drawingSurface">The graphics surface where the current block will be drawn.</param>
public void DrawCurrentBlock(Graphics drawingSurface)
{
// Checks if there is a current block.
if (currentBlock != null)
{
// There is a current block.
// Draws the current block in the drawing surface.
currentBlock.Draw(drawingSurface);
}
}

/// <summary>
/// Method that draws the next block in a surface.
/// </summary>
/// <param name="drawingSurface">The graphics surface where the current block will be drawn.</param>
public void DrawNextBlock(Graphics drawingSurface)
{
// Checks if there is a next block.
if (nextBlock != null)
{
// There is a next block.
// Saves the current Left and Top properties of the next block.
short currentLeft = nextBlock.Left;
short currentTop = nextBlock.Top;

// Changes the current Left and Top properties of the next block, so they can be shown
// in the center of a drawing surface that has a size of 6x6 blocks.
nextBlock.Left = (short)((6 - nextBlock.Width) / 2);
nextBlock.Top = (short)((6 - nextBlock.Height) / 2);

// Draws the next block in the drawing surface.
nextBlock.Draw(drawingSurface);

// Retrieves the previously saved Left and Top properties, and put them back in the next block.
nextBlock.Left = currentLeft;
nextBlock.Top = currentTop;
}
}

/// <summary>
/// Private method that clears the current game pile.
/// </summary>
private void ClearPile()
{
// Runs through the playing field Width.
for(int i = 0; i < (PlayingFieldWidth + 1); i++)
{
// Runs through the playing field Height.
for(int j = 0; j < (PlayingFieldHeight + 1); j++)
{
// Clears the current brick of the pile.
pile[i, j].Filled = false;
}
}
}

/// <summary>
/// Private method that creates a new current block by getting it from the next block,
/// and creates a new random next block.
/// </summary>
private void CreateNewBlock()
{
// Checks if there is a next block.
if (this.nextBlock != null)
{
// There is a next block.
// Sets the current block to the next block.
currentBlock = nextBlock;
}
else
{
// There isn't a next block.
// Sets the current block as a new random block.
currentBlock = new Block();
}

// Sets the next block as a new random block.
nextBlock = new Block();
}

/// <summary>
/// Private method that moves the current block to the game pile.
/// While moving the block to the pile, it checks if there are complete lines, and count them, in
/// order to update the score, the lines and the level. It also checks for game over.
/// </summary>
private void MoveBlockToPile()
{
// Runs through the current block Width.
for(int i = 0; i < currentBlock.Width; i++)
{
// Runs through the current block Height.
for(int j = 0; j < currentBlock.Height; j++)
{
// Converts the current brick position the a playing field position.
int fx, fy;
fx = currentBlock.Left + i;
fy = currentBlock.Top + j;
// Checks if the current brick is solid.
if (currentBlock.Shape[i, j].Filled == true)
{
// The current brick is solid.
// Moves the current brick to the pile.
pile[fx, fy].Filled = true;
pile[fx, fy].BrickImage = currentBlock.Shape[i, j].BrickImage;
}
}
}

// Checks for complete lines.
CheckForLines();

// Checks for game over.
CheckForGameOver();
}

/// <summary>
/// Private method that checks the pile for complete lines.
/// </summary>
/// <returns>The number of found lines.</returns>
private int CheckForLines()
{
// Creates a variable that will hold the number of lines found.
int numLines = 0;
// Creates a variable that will hold the number of the complete lines found.
int[] completeLines = new int[PlayingFieldHeight];

// Runs through the playing field lines.
for (int j = PlayingFieldHeight; j > 0; j--)
{
// Checks if there is a complete line.
bool fullLine = true;

for (int i = 0; i < PlayingFieldWidth; i++)
{
if (pile[i, j].Filled == false)
{
fullLine = false;
break;
}
}

// Checks if there was a complete line.
if (fullLine)
{
// There was a complete line.
// Increases the number of complete lines found.
numLines++;
// Pauses the game so no block will come down while clearing the complete line.
this.GameState = GameState.Paused;
// Holds the number of the complete line found.
completeLines[numLines] = j;
// Sets the game state to "Running" again, to release the game.
this.GameState = GameState.Running;
}
}

// Checks if there were any complete lines.
if (numLines > 0)
{
// There were complete lines.
// Runs through all the complete lines, and clears them.
for(int i = 1; i <= numLines; i++)
{
// Clear a complete line.
ClearLine((completeLines[i] + (i - 1)));
}
// Updates the game score, lines and level.
score += 5 * (numLines * (numLines + 1));
lines += numLines;
level = (short)((lines / LevelEveryLines) + startLevel);
}

// Returns the number of complete lines.
return numLines;
}

/// <summary>
/// Private method that checks the pile for game over.
/// </summary>
private void CheckForGameOver()
{
// Checks if the top of the current block is on the top of the pile.
if (currentBlock.Top == 1)
{
// Current block is on the top the the pile.
// Sets the game state to "Over".
this.GameState = GameState.Over;
}
}

/// <summary>
/// Private method that clears a line from the pile.
/// </summary>
/// <param name="lineNumber">The number of the line to be cleared.</param>
private void ClearLine(int lineNumber)
{
// Runs through all the lines, from the line to be cleared up.
for (int j = lineNumber; j > 0; j--)
{
// Runs through all the bricks in one line.
for (int i = 0; i < PlayingFieldWidth; i++)
{
// Move the current brick down.
pile[i, j] = pile[i, (j - 1)];
}
}

// Runs through the top line bricks.
for (int i = 0; i < PlayingFieldWidth; i++)
{
// Sets the current brick to empty.
pile[i, 0].Filled = false;
}
}
}
}

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