C語言實現(xiàn)俄羅斯方塊
本文實例為大家分享了C語言俄羅斯方塊的具體代碼,供大家參考,具體內(nèi)容如下
本代碼運行環(huán)境是Windows下的VS2013
首先創(chuàng)建tetris.cpp
然后依次創(chuàng)建view.h以及view.cpp、model.h以及model.cpp。
代碼如下:
view.h
#pragma once #include <stdio.h> void ShowBackground(); void ShowBrick(); void ShowGame(); void OnLeft(); void OnRight(); void OnUp(); void OnDown();
view.cpp
#include <stdlib.h> #include "view.h" #include "model.h" void OnLeft() {//如果能夠左移,則左移 if (IsCanMove(g_nRow, g_nCol - 1)) { g_nCol--; ShowGame(); } } void OnRight() { if (IsCanMove(g_nRow, g_nCol + 1)) { g_nCol++; ShowGame(); } } void OnUp() { if (IsCanRotate()) { Rotate(); ShowGame(); } } void OnDown() { if (IsCanMove(g_nRow+1, g_nCol)) { g_nRow++; ShowGame(); } else { //固定方塊至背景,并且產(chǎn)生新方塊 CombineBgBrick(); GetNewBrick(); //判斷游戲是否結(jié)束,并給出對應(yīng)提示 } } void ShowGame() { system("cls"); CombineBgBrick(); ShowBackground(); DetachBgBrick(); } void ShowBrick() { for (size_t i = 0; i < 4; i++) { for (size_t j = 0; j < 4; j++) { if (g_chBrick[i][j] == 1) { printf("■"); } } printf("\r\n"); } } void ShowBackground() { for (size_t nRow = 0; nRow < GAME_ROWS; nRow++) { for (size_t nCol = 0; nCol < GAME_COLS; nCol++) { if (g_chBackground[nRow][nCol] == 1) { printf("■"); } else { printf("□"); } } printf("\r\n"); } }
model.cpp
#include <stdio.h> #include <time.h> #include <stdlib.h> #include "model.h" char g_chBackground[GAME_ROWS][GAME_COLS]; char g_chBrick[4][4]; int g_nShape = 0; //是長條還是方塊,系數(shù)為16 int g_nRotate = 0; //朝向,系數(shù)為4 int g_nRow = 0; int g_nCol = 0; char g_chBrickPool[][4] = { // 長條 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, // T形 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, //L形狀 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; int IsCanRotate() { char chNextShape[4][4] = { 0 }; int nNextRotate = (g_nRotate + 1) % 4; int nPoolRows = g_nShape * 16 + nNextRotate * 4; for (size_t nRow = 0; nRow < 4; nRow++) { for (size_t nCol = 0; nCol < 4; nCol++) { chNextShape[nRow][nCol] = g_chBrickPool[nRow + nPoolRows][nCol]; } } for (size_t nRow = 0; nRow < 4; nRow++) { for (size_t nCol = 0; nCol < 4; nCol++) { if (chNextShape[nRow][nCol] == 1) { if (g_chBackground[nRow + g_nRow][nCol + g_nCol] == 1) { return 0; //不能移動 } } } } return 1; } void Rotate() { g_nRotate = (g_nRotate + 1) % 4; int nPoolRows = g_nShape * 16 + g_nRotate*4; for (size_t nRow = 0; nRow < 4; nRow++) { for (size_t nCol = 0; nCol < 4; nCol++) { g_chBrick[nRow][nCol] = g_chBrickPool[nRow + nPoolRows][nCol]; } } } int IsCanMove(int nToRow, int nToCol) { for (size_t nRow = 0; nRow < 4; nRow++) { for (size_t nCol = 0; nCol < 4; nCol++) { if (g_chBrick[nRow][nCol] == 1) { if (g_chBackground[nRow + nToRow][nCol + nToCol] == 1) { return 0; //不能移動 } } } } return 1; } void GetNewBrick() { srand((unsigned)time(NULL)); g_nRow = 0; g_nCol = GAME_COLS / 2 - 1; int nShapeCount = sizeof(g_chBrickPool) / sizeof(g_chBrickPool[0]) /16; g_nShape = rand() % nShapeCount; g_nRotate = rand() % 4; int nPoolRows = g_nShape * 16 + g_nRotate * 4; for (size_t nRow = 0; nRow < 4; nRow++) { for (size_t nCol = 0; nCol < 4; nCol++) { g_chBrick[nRow][nCol] = g_chBrickPool[nRow+nPoolRows][nCol]; } } } void DetachBgBrick() { for (size_t nRow = 0; nRow < 4; nRow++) { for (size_t nCol = 0; nCol < 4; nCol++) { if (g_chBrick[nRow][nCol] == 1) { g_chBackground[nRow + g_nRow][nCol + g_nCol] = 0; } } } } void CombineBgBrick() {//組合塊 for (size_t nRow = 0; nRow < 4; nRow++) { for (size_t nCol = 0; nCol < 4; nCol++) { if (g_chBrick[nRow][nCol] == 1) { g_chBackground[nRow+g_nRow][nCol+g_nCol] = 1; } } } } void InitBackground() {//初始化背景 for (size_t nRow = 0; nRow < GAME_ROWS; nRow++) { for (size_t nCol = 0; nCol < GAME_COLS; nCol++) { if (nRow == GAME_ROWS - 1 || nCol == 0 || nCol == GAME_COLS - 1) { g_chBackground[nRow][nCol] = 1; } else { g_chBackground[nRow][nCol] = 0; } } } }
model.h
#pragma once #define GAME_ROWS 20 #define GAME_COLS 12 extern char g_chBackground[GAME_ROWS][GAME_COLS]; extern char g_chBrick[4][4]; extern int g_nRow; extern int g_nCol; void InitBackground(); void GetNewBrick(); void CombineBgBrick(); void DetachBgBrick(); int IsCanMove(int nToRow, int nToCol); void Rotate(); int IsCanRotate();
tetris.cpp
#include "stdafx.h" #include <stdlib.h> #include <conio.h> #include <time.h> #include "model.h" #include "view.h" int main(int argc, char* argv[]) { InitBackground(); GetNewBrick(); CombineBgBrick(); ShowBackground(); DetachBgBrick(); char chInput = 0; clock_t clkStart = clock(); clock_t clkEnd = clock(); while (1) { clkEnd = clock(); if (clkEnd - clkStart > 1000) { clkStart = clkEnd; OnDown(); } if (_kbhit() != 0) { chInput = _getch(); } switch (chInput) { case 'a': OnLeft(); break; case 'w': OnUp(); break; case 's': OnDown(); break; case 'd': OnRight(); break; default: break; } chInput = 0; } return 0; }
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