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C語言實(shí)現(xiàn)俄羅斯方塊源代碼

 更新時(shí)間:2018年06月27日 10:50:02   作者:name_文強(qiáng)  
這篇文章主要為大家詳細(xì)介紹了C語言實(shí)現(xiàn)俄羅斯方塊的源代碼,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了C語言實(shí)現(xiàn)俄羅斯方塊的具體代碼,供大家參考,具體內(nèi)容如下

GitHub:【C語言】實(shí)現(xiàn)俄羅斯方塊源代碼

Head.h

#ifndef _HEAD_H_
#define _HEAD_H_

#include<graphics.h>
#include<stdio.h>
#include<conio.h>
#include<stdlib.h>
#include<time.h>
#include<string.h>
#define _CRT_SECURE_NO_WARNINGS 1

//界面的相關(guān)的參數(shù)
#define WALL_SQUARE_WIDTH 10 //圍墻方塊的寬度
#define xWALL_SQUARE_NUM 30 //x軸方向的方塊的數(shù)目
#define yWALL_SQUARE_WIDTH 46 //y軸方向的方塊的數(shù)目
#define GAME_WALL_WIDTH (WALL_SQUARE_WIDTH*xWALL_SQUARE_NUM) //游戲區(qū)域的寬度 300 
#define GAME_WALL_HTGH (WALL_SQUARE_WIDTH*yWALL_SQUARE_WIDTH) //游戲區(qū)域的高度 460

#define WINDOW_WIDTH 480 // 游戲總窗口寬度 480 
#define WINDOW_HIGH 460 // 游戲總窗口高度 460

//定義俄羅斯方塊的相關(guān)參數(shù)
#define ROCK_SQUARE_WIDTH (2*WALL_SQUARE_WIDTH) //俄羅斯方塊的大小是圍墻的兩倍 20
#define xROCK_SQUARE_NUM ((GAME_WALL_WIDTH -20)/ROCK_SQUARE_WIDTH) // 游戲區(qū)x軸放的方塊數(shù)目:14 
#define yROCK_SQUARE_NUM ((GAME_WALL_HTGH -20)/ROCK_SQUARE_WIDTH) // 游戲區(qū)y軸放的方塊數(shù)目:22


//定義移動(dòng)方塊的相關(guān)操作
#define DIRECT_UP 3 
#define DIRECT_DOWN 2 
#define DIRECT_LEFT -1 
#define DIRECT_RIGHT 1 


/*數(shù)據(jù)結(jié)構(gòu)-線性表(結(jié)構(gòu)體數(shù)組)*/
typedef struct ROCK
{
 //用來表示方塊的形狀(每一個(gè)字節(jié)是8位,用每4位表示方塊中的一行) 
 unsigned short rockShapeBits;
 int nextRockIndex; //下一個(gè)方塊,在數(shù)組中的下標(biāo) 
} RockType;

//方塊在圖形窗口中的位置(即定位4*4大塊的左上角坐標(biāo)) 
typedef struct LOCATE
{
 int left;
 int top;
} RockLocation_t;

//全局變量-游戲板的狀態(tài)描述(即表示當(dāng)前界面哪些位置有方塊) 
//0表示沒有,1表示有(多加了兩行和兩列,形成一個(gè)圍墻,便于判斷方塊是否能夠移動(dòng)) 
int game_board[yROCK_SQUARE_NUM + 2][xROCK_SQUARE_NUM + 2] = { 0 };
int game_socres = 0; //全局分?jǐn)?shù)

// 把俄羅斯方塊的19種類放到數(shù)組中
int rockTypeNum = 19;
RockType RockArray[19] = { (0, 0) };

//預(yù)覽區(qū)的方塊的位置
RockLocation_t preRockLocation = {GAME_WALL_WIDTH+70,70};
//每次生成初始化方塊的位置
RockLocation_t initRockLocation = { (WALL_SQUARE_WIDTH + 100), WALL_SQUARE_WIDTH };
//分?jǐn)?shù)顯示的位置


//各個(gè)文件中的函數(shù)
// 畫出界面以及畫出方塊Draw.h中
void DrawGameWindow();
void DisplayRock(int rockIdx, RockLocation_t* LocatePtr, bool displayed);
//初始化Init源文件
void InitGame();

//game.h
void PlayGame();
bool IsGameOver();


#endif

Draw.h

#include"Head.h"


//畫出游戲界面
void DrawGameWindow()
{
 //先畫出圍墻
 setcolor(BLUE);
 setlinestyle(PS_SOLID,NULL,0);
 setfillcolor(BLUE);
 //畫出上下圍墻
 for (int x = WALL_SQUARE_WIDTH; x <= GAME_WALL_WIDTH; x += WALL_SQUARE_WIDTH)
 {
 fillrectangle(x - WALL_SQUARE_WIDTH, 0, x, WALL_SQUARE_WIDTH); //上
 fillrectangle(x - WALL_SQUARE_WIDTH, GAME_WALL_HTGH - WALL_SQUARE_WIDTH, x, GAME_WALL_HTGH);//下
 }
 //畫出左右圍墻
 for (int y = WALL_SQUARE_WIDTH; y <= GAME_WALL_HTGH; y += WALL_SQUARE_WIDTH)
 {
 fillrectangle(0, y, WALL_SQUARE_WIDTH, y + WALL_SQUARE_WIDTH);//左
 fillrectangle(GAME_WALL_WIDTH - WALL_SQUARE_WIDTH, y, GAME_WALL_WIDTH, y + WALL_SQUARE_WIDTH);//右
 }

 //畫出右邊統(tǒng)計(jì)分?jǐn)?shù)及相關(guān)東西

 //畫出分割線
 setcolor(WHITE);
 setlinestyle(PS_DASH,2);
 line(GAME_WALL_WIDTH + 20, 0, GAME_WALL_WIDTH + 20, GAME_WALL_HTGH);

 //設(shè)置字體
 LOGFONT font;
 gettextstyle(&font);
 settextstyle(18, 0, _T("宋體"));
 font.lfQuality = ANTIALIASED_QUALITY;//設(shè)置輸出效果為抗鋸齒 
 //1顯示預(yù)覽形狀
 outtextxy(GAME_WALL_WIDTH + 80, 30, _T("預(yù)覽"));

 outtextxy(GAME_WALL_WIDTH + 80, 170, _T("分?jǐn)?shù)"));

 outtextxy(GAME_WALL_WIDTH + 65, 250, _T("操作說明"));
 outtextxy(GAME_WALL_WIDTH + 40, 290, _T("w a s d控制方向"));
 outtextxy(GAME_WALL_WIDTH + 40, 335, _T("空格 暫停"));

 //顯示分?jǐn)?shù)
 setcolor(RED);
 outtextxy(GAME_WALL_WIDTH + 90, 200, '0');
}

//在游戲區(qū)顯示編號為rockIdx的方塊
void DisplayRock(int rockIdx, RockLocation_t* LocatePtr, bool displayed)
{
 int color;//方塊的填充顏色
 int lineColor = WHITE;//線的顏色
 int boardFalg = 0;
 int xRock = 0;
 int yRock = 0;
 unsigned short rockCode = RockArray[rockIdx].rockShapeBits;
 //如果displayed為true的話,將方塊塊顏色設(shè)置為white,game_board對應(yīng)的位置設(shè)置為1;
 //如果displayed為false的話,將方塊塊顏色設(shè)置為black,game_board對應(yīng)的位置設(shè)置為0;
 displayed ? (color = RED, boardFalg = 1) : (color = BLACK,lineColor = BLACK, boardFalg = 0);

 setcolor(lineColor);
 setfillcolor(color);

 setlinestyle(PS_SOLID);//設(shè)置為實(shí)線,
 xRock = LocatePtr->left;
 yRock = LocatePtr->top;

 int count = 0;//每4個(gè)換行,記錄坐標(biāo)偏移量
 unsigned short mask = 1;
 for (int i = 1; i <= 16; ++i)
 {

 mask = 1 << (16 - i);
 if ((rockCode & mask) != 0) //如果不為0的話,就畫出小方塊
 { 
 fillrectangle(xRock , yRock, xRock + ROCK_SQUARE_WIDTH, yRock + ROCK_SQUARE_WIDTH);
 }
 if (i % 4 == 0) //換行
 {
 yRock = yRock + ROCK_SQUARE_WIDTH; 
 xRock = xRock = LocatePtr->left;
 }
 else
 {
 xRock += ROCK_SQUARE_WIDTH;
 }
 }
}

Init.h

#include"Head.h"

static void ShapeStrToBit(unsigned char *rockShapeStr, unsigned short& rockShapeBit);
static void ReadRcok();

void InitGame()
{
 //把全局游戲游戲版初始化,邊界初始化為1
 for (int i = 0; i < xROCK_SQUARE_NUM + 2; i++)
 {
 game_board[0][i] = 1; //上邊界
 game_board[yROCK_SQUARE_NUM + 1][i] = 1; //下邊界
 }
 for (int i = 0; i < yROCK_SQUARE_NUM + 2; i++)
 {
 game_board[i][0] = 1 ; //左邊界
 game_board[i][xROCK_SQUARE_NUM + 1] = 1; //右邊界
 }
 //讀取俄羅斯方塊 
 ReadRcok();

}

//從文件中讀取方塊的形狀存儲到rockArray中
void ReadRcok()
{
 FILE* fp = fopen("RockShape.ini","r");
 if (NULL == fp)
 {
 printf("打開文件失敗\n");
 return;
 }
 unsigned char readBuf[1024]; //fp讀取到字符串readbuf中
 unsigned short rockShapeBit = 0;//存放方塊形狀,占16比特位
 unsigned char rockShapeStr[16];//存放方塊字符串
 int ShapeStrIdx = 0;
 int rockNum = 0;//統(tǒng)計(jì)方塊的個(gè)數(shù)以及存放方塊數(shù)組RockArray的下標(biāo)
 int rocknext = 0;//方塊數(shù)組中下一個(gè)形狀
 int rockShapeStart = 0;//同一類型的形狀
 while (true)
 {
 size_t readSize = fread(readBuf, 1, 1024, fp);
 if (readSize == 0)
 break;
 //處理readbuf
 for (size_t idx = 0; idx < readSize; ++idx)
 {
 //將字符存放到rockShapeStr中
 while (ShapeStrIdx < 16 && idx < readSize)
 {
 if (readBuf[idx] == '@' || readBuf[idx] == '#')
 {
  rockShapeStr[ShapeStrIdx] = (unsigned char)readBuf[idx];
  ++ShapeStrIdx;
 }
 ++idx; //可能idx == readSize了 
 if (readBuf[idx] == '*')//修改上一次方塊的next值
 {
  idx += 5;
  RockArray[--rockNum].nextRockIndex = rockShapeStart;
  rockNum++;
  rockShapeStart = rockNum;
  rocknext = rockShapeStart ;
 }
 }
 //可能沒有填滿
 if (ShapeStrIdx < 16)
 {
 break;
 }
 else //填滿shapestr
 {
 ShapeStrIdx = 0;//置0
 //將rockShapeStr 轉(zhuǎn)為rockShapeBit
 ShapeStrToBit(rockShapeStr, rockShapeBit);
 rocknext++;
 RockArray[rockNum].rockShapeBits = rockShapeBit;
 RockArray[rockNum].nextRockIndex = rocknext;
 rockNum++;
 }
 }
 }
 fclose(fp);
}
//將從文件中讀取的字符串(長度默認(rèn)為16)轉(zhuǎn)換成 unsigned short
void ShapeStrToBit(unsigned char *rockShapeStr, unsigned short& rockShapeBit)
{
 rockShapeBit = 0;
 for (size_t idx = 0; idx < 16; ++idx)
 {
 if (rockShapeStr[idx] == '@') //1
 {
 rockShapeBit |= (1 << (16 - idx - 1));
 }
 // #為0 不需要處理
 }
}

game.h

#include"Head.h"
#define _CRT_SECURE_NO_WARNINGS 1

bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction);
void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation);
void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation);
void FullLine();
void UpdateSocres(int scores);
void DelCurLine(int rowIdx);
bool IsGameOver();


void PlayGame()
{
 char userHit = 0;//用戶敲擊鍵盤
 int curRockIndex = 0;//當(dāng)前方塊的rockArray下標(biāo)
 int nextRockIndex = 0;//下次
 RockLocation_t curRockLocation;
 curRockLocation.left = initRockLocation.left;
 curRockLocation.top = initRockLocation.top;
 DWORD oldtime = 0;
 srand((unsigned int)time(NULL));
 curRockIndex = rand() % rockTypeNum;
 nextRockIndex = rand() % rockTypeNum;
 //畫出預(yù)覽區(qū)初始化方塊
 //在初始位置和預(yù)覽區(qū)顯示方塊形狀
 DisplayRock(curRockIndex, &initRockLocation, 1);
 DisplayRock(nextRockIndex, &preRockLocation, 1);
 bool moveAbled = false;
 while (true)
 {
 //判斷當(dāng)前方塊是否落地(判斷能否再下移):如果落地,判斷是否滿行,再判斷是否結(jié)束游戲, 改變game_board ,畫出下次初始化的方塊,以及生成新的預(yù)覽方塊
 //
 moveAbled = MoveAble(curRockIndex, &curRockLocation, DIRECT_DOWN);
 if (!moveAbled) //判斷是否落地,不能下移表示落地
 {
 //修改game_board的值
 SetGameBoardFlag(curRockIndex, &curRockLocation);
 FullLine(); 
 if (IsGameOver())
 {
 MessageBox(NULL, _T("游戲結(jié)束"), _T("GAME OVER"), MB_OK);
 exit(0);
 } 
 //為下次生成模塊開始準(zhǔn)備
 DisplayRock(nextRockIndex, &preRockLocation, false);//擦除舊的方塊
 curRockIndex = nextRockIndex;
 nextRockIndex = rand() % rockTypeNum; //生成新的預(yù)覽方塊
 DisplayRock(curRockIndex, &initRockLocation, 1);
 DisplayRock(nextRockIndex, &preRockLocation, 1);
 FlushBatchDraw();
 //修改curRockLocation的值
 curRockLocation.left = initRockLocation.left;
 curRockLocation.top = initRockLocation.top; 
 }

 if (kbhit()) //如果敲擊鍵盤了 就處理按鍵
 {
 userHit = getch();
 UserHitKeyBoard(userHit, &curRockIndex, &curRockLocation);
 }

 //沒有 就自動(dòng)下移一個(gè)單位 :不能用else,因?yàn)榭赡馨存I不是上下左右
 DWORD newtime = GetTickCount();
 if (newtime - oldtime >= (unsigned int)(300) && moveAbled == TRUE)
 {
 oldtime = newtime;
 DisplayRock(curRockIndex, &curRockLocation, false);
 curRockLocation.top += ROCK_SQUARE_WIDTH; //下落一格 
 }
 //AutomaticDownMove(curRockIndex, &curRockLocation);
 //畫出新方塊
 DisplayRock(curRockIndex, &curRockLocation, 1);
 FlushBatchDraw();
 Sleep(20);
 }
}


//響應(yīng)鍵盤命令時(shí)間
void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation)
{
 switch (userHit)
 {
 case 'W':
 case 'w'://↑
 if (MoveAble(RockArray[*RockIndex].nextRockIndex, curRockLocation, DIRECT_UP))
 {
 DisplayRock(*RockIndex, curRockLocation, false);
 *RockIndex = RockArray[*RockIndex].nextRockIndex;
 }
 break;
 case 'S':
 case 's'://↓
 if (MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))
 {
 DisplayRock(*RockIndex, curRockLocation, false);
 curRockLocation->top += 2 * (ROCK_SQUARE_WIDTH);
 if (!MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))
 {
 curRockLocation->top -= ROCK_SQUARE_WIDTH;
 }
 }
 break;
 case 'A':
 case 'a': //←
 if (MoveAble(*RockIndex, curRockLocation, DIRECT_LEFT))
 {
 DisplayRock(*RockIndex, curRockLocation, false);
 curRockLocation->left -= ROCK_SQUARE_WIDTH;
 }
 break;
 case 'D':
 case 'd': //→
 if (MoveAble(*RockIndex, curRockLocation, DIRECT_RIGHT))
 {
 DisplayRock(*RockIndex, curRockLocation, FALSE);
 curRockLocation->left += ROCK_SQUARE_WIDTH;
 }
 break;
 case ' ': //暫停
 while (1)
 {
 userHit = getch();
 if (userHit == ' ')
 break;
 }
 break;
 default:
 break;
 }
}

//判斷是否滿行,滿行消除,然后計(jì)算得分
void FullLine()
{
 bool linefull = true;
 int idx = yROCK_SQUARE_NUM;//從最后一行往上查找 22
 int count = 0;
 while (count != xROCK_SQUARE_NUM ) //遇到空行 14
 {
 linefull = true;
 count = 0;
 for (int i = 1; i <= xROCK_SQUARE_NUM; ++i)
 {
 if (game_board[idx][i] == 0)
 {
 linefull = false;
 count++;
 }
 }
 if (linefull) //滿行,消除當(dāng)前行,更新分?jǐn)?shù)
 {
 DelCurLine(idx);
 game_socres += 3;
 UpdateSocres(game_socres);
 idx++;//因?yàn)橄旅嬉獪p1
 }
 idx--;
 }

}
void UpdateSocres(int scores)
{
 setcolor(RED);
 TCHAR s[10];
 _stprintf(s, _T("%d"), scores);
 outtextxy(GAME_WALL_WIDTH + 90, 200, s);
}
//消除當(dāng)前行
void DelCurLine(int rowIdx)
{
 //擦除當(dāng)前行
 setcolor(BLACK);
 setfillcolor(BLACK);
 for (int i = 1; i < xROCK_SQUARE_NUM; ++i)
 {
 fillrectangle(WALL_SQUARE_WIDTH + (i - 1)*ROCK_SQUARE_WIDTH, (rowIdx - 1)*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH,
  WALL_SQUARE_WIDTH + i*ROCK_SQUARE_WIDTH, rowIdx*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH);
 }
 //把上面的向下移
 int cnt = 0;
 while (cnt != xROCK_SQUARE_NUM) //直到遇到是空行的為止 
 {
 cnt = 0;
 for (int i = 1; i <= xROCK_SQUARE_NUM; i++)
 {
 game_board[rowIdx][i] = game_board[rowIdx - 1][i];

 //擦除上面的一行 
 setcolor(BLACK);
 setfillcolor(BLACK);
 fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,
 WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1) - ROCK_SQUARE_WIDTH ,
 WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,
 WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1));

 //顯示下面的一行 
 if (game_board[rowIdx][i] == 1)
 {
 setcolor(WHITE);
 setfillcolor(RED);
 fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,
  WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx - ROCK_SQUARE_WIDTH ,
  WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,
  WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx);
 }

 if (game_board[rowIdx][i] == 0)
 cnt++; //統(tǒng)計(jì)一行是不是 都是空格 
 }//for 
 rowIdx--;
 }
}

//是否可以移動(dòng)方塊
bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction)
{
 int mask;
 int rockX;
 int rockY;

 rockX = currentLocatePtr->left;
 rockY = currentLocatePtr->top;

 mask = (unsigned short)1 << 15;
 for (int i = 1; i <= 16; i++)
 {
 //與掩碼相與為1的 即為方塊上的點(diǎn) 
 if ((RockArray[rockIndex].rockShapeBits & mask) != 0)
 {
 //判斷能否移動(dòng)(即掃描即將移動(dòng)的位置 是否與設(shè)置的圍墻有重疊) 
 //若是向上(即翻滾變形) 
 if (f_direction == DIRECT_UP)
 {
 //因?yàn)榇饲闆r下傳入的是下一個(gè)方塊的形狀,故我們直接判斷此方塊的位置是否已經(jīng)被占 
 //判斷下一個(gè)方塊
 if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
  [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)
  return false;
 }
 //如果是向下方向移動(dòng) 
 else if (f_direction == DIRECT_DOWN)
 {
 if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 2]
  [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)
  return false;
 }
 else //如果是左右方向移動(dòng) 
 { //f_direction的DIRECT_LEFT為-1,DIRECT_RIGHT為1,故直接加f_direction即可判斷。 
 if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
  [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1 + f_direction] == 1)
  return false;
 }
 }

 //每4次 換行 轉(zhuǎn)到下一行繼續(xù) 
 i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = currentLocatePtr->left)
 : rockX += ROCK_SQUARE_WIDTH;

 mask >>= 1;
 }

 return true;

}
//給游戲game_board設(shè)置標(biāo)記表示已經(jīng)占了
void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation)
{
 int mask;
 int rockX;
 int rockY;

 rockX = curRockLocation->left;
 rockY = curRockLocation->top;

 mask = (unsigned int)1 << 15;
 for (int i = 1; i <= 16; i++)
 {
 //與掩碼相與為1的 即為方塊上的點(diǎn) 
 if ((RockArray[rockIdx].rockShapeBits & mask) != 0)
 {
 game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
 [(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] = 1;
 }

 //每4次 換行 轉(zhuǎn)到下一行繼續(xù)畫 
 i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = curRockLocation->left)
 : rockX += ROCK_SQUARE_WIDTH;

 mask >>= 1;
 }
}
//判斷游戲是否結(jié)束
bool IsGameOver()
{
 bool topLineHaveRock = false;//頂行是否有方塊
 bool bottomLineHaveRock = false;

 for (int i = 1; i < xROCK_SQUARE_NUM; ++i)
 {
 if (game_board[1][i] == 1)
 topLineHaveRock = true;
 if (game_board[yROCK_SQUARE_NUM][i] == 1)
 bottomLineHaveRock = true;
 }
 if (bottomLineHaveRock && topLineHaveRock)
 return true;
 else 
 return false;
}

main.cpp

#include"Head.h"
#include"Draw.h"
#include"Init.h"
#include"game.h"

int main()
{
 initgraph(WINDOW_WIDTH,WINDOW_HIGH);

 DrawGameWindow();
 //使用 API 函數(shù)修改窗口名稱 
 HWND hWnd = GetHWnd();
 SetWindowText(hWnd, _T("俄羅斯方塊"));
 InitGame();
 PlayGame();
 getchar();
 closegraph();
 system("pause");
 return 0;
}

配置文件:RockShape.ini

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更多關(guān)于俄羅斯方塊的文章,請點(diǎn)擊查看專題:《俄羅斯方塊》

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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