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俄罗斯方块代码报告

发布时间:2021-12-07 10:42:10

① 急!跪求C语言俄罗斯方块源代码和实验报告(要有注释)

你这个分数太少了~要求还挺高,估计回答的人比较少吧

② 俄罗斯方块的代码

一个俄罗斯方块的源代码,自己写的,有点笨的……

#include<dos.h>
#include<stdlib.h>
#include<conio.h>
#include<graphics.h>
#include<stdio.h>
#include<bios.h>

#define LEFT 0x4b
#define RIGHT 0x4d
#define DOWN 0x50
#define CHANGE 0x20
#define ESC 0x1b
#define INTR 0x1C
#define DefaultX 5
#define DefaultY 1
#ifdef __cplusplus
#define __CPPARGS ...
#else
#define __CPPARGS
#endif

static unsigned counter=0;
static unsigned shape[7][4][4][4]={
{
{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
},
{
{{0,0,0,0},{1,1,1,1},{0,0,0,0},{0,0,0,0}},
{{0,0,1,0},{0,0,1,0},{0,0,1,0},{0,0,1,0}},
{{0,0,0,0},{1,1,1,1},{0,0,0,0},{0,0,0,0}},
{{0,0,1,0},{0,0,1,0},{0,0,1,0},{0,0,1,0}},
},
{
{{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},
{{0,1,0,0},{0,1,1,0},{0,1,0,0},{0,0,0,0}},
{{0,0,0,0},{1,1,1,0},{0,1,0,0},{0,0,0,0}},
{{0,1,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},
},
{
{{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},
{{0,0,0,0},{0,1,1,0},{1,1,0,0},{0,0,0,0}},
{{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},
{{0,0,0,0},{0,1,1,0},{1,1,0,0},{0,0,0,0}},
},
{
{{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}},
{{0,0,0,0},{1,1,0,0},{0,1,1,0},{0,0,0,0}},
{{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}},
{{0,0,0,0},{1,1,0,0},{0,1,1,0},{0,0,0,0}},
},
{
{{1,0,0,0},{1,0,0,0},{1,1,0,0},{0,0,0,0}},
{{0,0,0,0},{1,1,1,0},{1,0,0,0},{0,0,0,0}},
{{1,1,0,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}},
{{0,0,0,0},{0,0,1,0},{1,1,1,0},{0,0,0,0}},
},
{
{{0,1,0,0},{0,1,0,0},{1,1,0,0},{0,0,0,0}},
{{0,0,0,0},{1,0,0,0},{1,1,1,0},{0,0,0,0}},
{{1,1,0,0},{1,0,0,0},{1,0,0,0},{0,0,0,0}},
{{0,0,0,0},{1,1,1,0},{0,0,1,0},{0,0,0,0}},
},
};

unsigned back[22][14]={{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,0,0,0,0,0,0,0,0,0,0,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1}};

char ShapeColor[7]={8,10,11,12,13,14,15};
char DigitalShape[10]={128+119,3,62,31,128+75,128+93,128+125,19,128+127,128+95};
char ZodiacBack[11]={4,6,12,13,11,10,2,3,9,1,8};
char ZodiacSoft[18][14]={{0,0,0,0,96,0,0,0,0,0,0,0,60,0},
{255,248,0,0,96,0,0,0,0,248,0,0,124,0},
{255,248,0,0,97,128,0,0,3,248,0,0,192,0},
{0,112,0,0,97,128,0,0,7,0,0,1,128,48},
{0,224,0,0,96,0,0,0,14,0,0,1,128,48},
{1,192,0,0,96,0,0,0,12,0,0,1,128,48},
{3,128,120,15,97,128,240,60,12,0,15,15,249,255},
{7,0,252,31,225,131,248,127,14,0,31,143,249,255},
{7,1,142,48,225,135,24,227,7,240,49,193,128,48},
{14,3,134,96,97,142,24,192,3,252,112,193,128,48},
{28,3,6,96,97,140,25,192,0,28,96,193,128,48},
{56,3,6,96,97,140,25,128,0,6,96,193,128,48},
{56,3,6,96,97,140,25,128,0,6,96,193,128,48},
{120,3,6,96,97,140,25,128,0,6,96,193,128,48},
{224,1,140,48,225,142,25,195,24,14,49,129,128,48},
{255,249,252,63,225,135,252,255,28,28,63,129,128,48},
{255,248,240,15,97,131,236,60,15,248,30,1,128,48},
{0,0,0,0,0,0,0,0,7,224,0,1,128,0}};

unsigned long TotalMark=0;
unsigned int Erasered=0,ETimes=0;
int Speed=0;
int CEr=0;
int NumOfLev[5]={0,0,0,0,0};
int TimeDelay[10]={21,18,17,15,13,11,9,7,5,3};
char NewShape[2];
unsigned PerOnce[4];

void interrupt ( *oldhandler)(__CPPARGS);
void interrupt handler(__CPPARGS)
{
++counter;
oldhandler();
}

void DrawBackground()
{
//setlinestyle
}
void DrawDigital(int x,int y,int a)
{
int i=7;
setcolor(((DigitalShape[a]>>i)&1)*7+4);
//printf("%d",(DigitalShape[a]>>i)&1);
i--;
line(x,y+1,x,y+15);
line(x+1,y+2,x+1,y+14);
line(x+2,y+3,x+2,y+13);
setcolor(((DigitalShape[a]>>i)&1)*7+4);
i--;
line(x,y+17,x,y+31);
line(x+1,y+18,x+1,y+30);
line(x+2,y+19,x+2,y+29);
setcolor(((DigitalShape[a]>>i)&1)*7+4);
i--;
line(x,y+17,x,y+31);
line(x+1,y+18,x+1,y+30);
line(x+2,y+19,x+2,y+29);
setcolor(((DigitalShape[a]>>i)&1)*7+4);
i--;
line(x+1,y,x+16,y);
line(x+2,y+1,x+15,y+1);
line(x+3,y+2,x+14,y+2);
setcolor(((DigitalShape[a]>>i)&1)*7+4);
i--;
line(x+2,y+15,x+15,y+15);
line(x+1,y+16,x+16,y+16);
line(x+2,y+17,x+15,y+17);
setcolor(((DigitalShape[a]>>i)&1)*7+4);
i--;
line(x+3,y+30,x+14,y+30);
line(x+2,y+31,x+15,y+31);
line(x+1,y+32,x+16,y+32);
setcolor(((DigitalShape[a]>>i)&1)*7+4);
i--;
line(x+15,y+3,x+15,y+13);
line(x+16,y+2,x+16,y+14);
line(x+17,y+1,x+17,y+15);
setcolor(((DigitalShape[a]>>i)&1)*7+4);
line(x+15,y+19,x+15,y+29);
line(x+16,y+18,x+16,y+30);
line(x+17,y+17,x+17,y+31);
}

void ArtClear()
{
for(int i=480;i>=0;i-=2)
{
setcolor(3);
line(0,i-6,639,i-6);
setcolor(9);
line(0,i-4,639,i-4);
setcolor(1);
line(0,i-2,639,i-2);
setcolor(getbkcolor());
line(0,i,639,i);
delay(1);
}
for(i=1;i<480;i+=2)
{
setcolor(3);
line(0,i+6,639,i+6);
setcolor(9);
line(0,i+4,639,i+4);
setcolor(1);
line(0,i+2,639,i+2);
setcolor(getbkcolor());
line(0,i,639,i);
delay(1);
}
}

void end()
{
for(int j=0;j<4;j++)
{
for(int i=j;i<480;i+=4)
{
setcolor(3);
line(0,i+8,639,i+8);
setcolor(9);
line(0,i+4,639,i+4);
setcolor(1);
line(0,i,639,i);
setcolor(getbkcolor());
line(0,i,639,i);
delay(1);
}
delay(5);
}
setcolor(YELLOW);
outtextxy(260,200,"[ Game Over ]");
gotoxy(14,16);
printf("This freeware is written by Daniel.Qu ZodiacSoft 2000");
gotoxy(12,17);
printf("Please e-mail to [email protected] or visit my homepage at");
gotoxy(12,18);
printf("http://grocery.2699.com if you have question.");
gotoxy(14,20);
printf("I will soon provide something new,please wait...");
gotoxy(14,22);
printf("We hold these truths to be self-evident,that all codes");
gotoxy(12,23);
printf("are created FREE.");
getch();
clrscr();
closegraph();
exit(0);
}

void ShowTitle()
{
int gdriver=DETECT,gmode,errorcode,i,j,k;
initgraph(&gdriver,&gmode,"");
errorcode=graphresult();
if (errorcode!=grOk)
{
printf("Graphics error: %s

③ 俄罗斯方块如何编写及代码

网上很多呀,有很多javascript写的网页俄罗斯方块游戏,可以直接查看网页源码,偷懒的话修改成c++的就成了。
但也不要太懒了,如果你是学生的话。。。。。。

④ 求C语言俄罗斯方块代码

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; }

}

⑤ c++俄罗斯方块代码

#include <iostream>
#include <windows.h>
#include <vector>
#include <mmsystem.h>
#include <cstdio>

#pragma comment(lib, "winmm.lib")
using namespace std;

#define GameW 10
#define GameH 20
const int CtrlLeft = GameW*2+4 + 3;

struct Point {
Point(){}
Point(int x, int y) {_x = x, _y = y;}
int _x, _y;
};

HANDLE g_hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
HANDLE g_hInput = GetStdHandle(STD_INPUT_HANDLE);

Point g_ptCursor(0,0);
BOOL isChecking = FALSE;
BOOL g_bGameOver = FALSE;
int g_nGameBack[GameH][GameW], Case;
int nowKeyInfo = -1;
int g_nDiff = 1;
int g_nLife = 2;
int g_nScore = 0;

void SetCursor(COORD cd) {
SetConsoleCursorPosition(g_hOutput, cd);
}
void SetCursor(int x, int y){
COORD cd = {x, y};
SetCursor(cd);
}
void SetBlockCursor(int x, int y){
COORD cd = {2*x + 2, y + 1};
SetCursor(cd);
}

void SetBack(int x, int y, BOOL bk) {
SetBlockCursor(x, y);
if (bk)
printf("%s", "■");
else
printf("");
}

bool Out(int x, int y) {
return x < 0 || y < 0 || x >= GameW || y >= GameH;
}

struct xBlock {
public:
int len;
int nowRotateID;
BOOL mask[4][4][4];
static vector <xBlock> List;

xBlock() { len = 0; }
xBlock(int l, char *str) {
int i, j, k;
len = l;
memset(mask, FALSE, sizeof(mask));
for (i = 0; i < l; i++) {
for (j = 0; j < l; j++) {
mask[0][i][j] = str[i*l + j] - '0';
}
}
for (k = 1; k < 4; k++) {
for (i = 0; i < len; i++) {
for (j = 0; j < len; j++) {
mask[k][i][j] = mask[k-1][j][len-1-i];
}
}
}
nowRotateID = rand() % 4;
}

void rotate() {
nowRotateID ++;
if (nowRotateID >= 4)
nowRotateID = 0;
}

BOOL getUnit(int x, int y, int roID) {
if (roID == -1) {
roID = nowRotateID;
}
return mask[roID][y][x];
}
};

vector <xBlock> xBlock::List;

class Block {
public:
int x, y;
int ID;
xBlock bk;

void reset(xBlock *pbk) {
bk = *pbk;

x = 4, y = 0;
ID = ++ Case;

if (collide(0,0)) {
lifeDown();
}
draw();

*pbk = xBlock::List[rand() % xBlock::List.size()];
}

void lifeDown() {
int i, j;
for (i = 0; i < GameH; i++) {
for (j = 0; j < GameW; j++) {
SetBack(j, i, TRUE);
Sleep(10);
}
}
if (g_nLife) {
g_nLife --;
for (i = g_nLife; i < 6; i++) {
SetCursor(CtrlLeft + i, 15);
printf("%c", ' ');
}
for (i = GameH-1; i >= 0; i--) {
for (j = GameW-1; j >= 0; j--) {
SetBack(j, i, FALSE);
Sleep(10);
g_nGameBack[i][j] = 0;
}
}
}else {
g_bGameOver = TRUE;
}
}

void erase() {
int i, j;
for (i = 0; i < bk.len; i++) {
for (j = 0; j < bk.len; j++) {
if (bk.getUnit(j, i, -1)) {
if (! Out(j+x, i+y) && g_nGameBack[i+y][j+x]) {
SetBack(j+x, i+y, FALSE);
g_nGameBack[i+y][j+x] = 0;
}
}
}
}
}
void draw() {
int i, j;
for (i = 0; i < bk.len; i++) {
for (j = 0; j < bk.len; j++) {
if (bk.getUnit(j, i, -1)) {
if (! Out(j+x, i+y) && ! g_nGameBack[i+y][j+x]) {
SetBack(j+x, i+y, TRUE);
g_nGameBack[i+y][j+x] = ID;
}
}
}
}
}
void draw(int x, int y) {
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
SetCursor(x + 2*j, y + i);
if (bk.getUnit(j, i, -1)) {
printf("%s", "■");
}else
printf("");
}
}
}
bool collide(int dx, int dy, int roID = -1) {
int i, j;
for (i = 0; i < bk.len; i++) {
for (j = 0; j < bk.len; j++) {
if (bk.getUnit(j, i, roID)) {
Point ptPos(j + x + dx, i + y + dy);
if (Out(ptPos._x, ptPos._y)
|| g_nGameBack[ptPos._y][ptPos._x] && ID != g_nGameBack[ptPos._y][ptPos._x]) {
return TRUE;
}
}
}
}
return FALSE;
}

void rotate(int nTimes = 1) {
int nextro = (bk.nowRotateID + nTimes) % 4;
if (collide(0, 0, nextro)) {
return ;
}
Beep(12000, 50);
erase();
bk.nowRotateID = nextro;
draw();
}

BOOL changepos(int dx, int dy) {
if (collide(dx, dy)) {
return FALSE;
}
erase();
x += dx;
y += dy;
draw();
return TRUE;
}
};

void GameInit() {
CONSOLE_CURSOR_INFO cursor_info;
cursor_info.bVisible = FALSE;
cursor_info.dwSize = 100;
SetConsoleCursorInfo(g_hOutput, &cursor_info);
xBlock::List.push_back(xBlock(3, "010111000"));
xBlock::List.push_back(xBlock(3, "110110000"));
xBlock::List.push_back(xBlock(3, "111001000"));
xBlock::List.push_back(xBlock(3, "111100000"));
xBlock::List.push_back(xBlock(3, "110011000"));
xBlock::List.push_back(xBlock(3, "011110000"));
xBlock::List.push_back(xBlock(4, "1000100010001000"));
}

void DrawFrame(int x, int y, int nWidth, int nHeight) {
int i;
for (i = 0; i < nWidth; i++) {
SetCursor(x + 2*i + 2, y);
printf("%s", "一");
SetCursor(x + 2*i + 2, y + nHeight+1);
printf("%s", "┄");
}
for (i = 0; i < nHeight; i++) {
SetCursor(x, y + i + 1);
printf("%s", "┆");
SetCursor(x + nWidth*2+2, y + i + 1);
printf("%s", "┆");
}
SetCursor(x, y);
printf("%s", "┌");
SetCursor(x, y + nHeight+1);
printf("%s", "└");
SetCursor(x + nWidth*2+2, y);
printf("%s", "┐");
SetCursor(x + nWidth*2+2, y + nHeight+1);
printf("%s", "┘");
}

void MissionInit() {
memset(g_nGameBack, FALSE, sizeof(g_nGameBack));
Case = 1;
int i;
DrawFrame(0, 0, GameW, GameH);
DrawFrame(GameW*2+4, 0, 4, GameH);
SetCursor(CtrlLeft, 2);
printf("Next");

SetCursor(CtrlLeft, 8);
printf("Speed");
for (i = 0; i < g_nDiff; i++) {
SetCursor(CtrlLeft + i, 9);
printf("%c", 1);
}

SetCursor(CtrlLeft, 11);
printf("Score");
SetCursor(CtrlLeft, 12);
printf("%d", g_nScore);

SetCursor(CtrlLeft, 14);
printf("Life");
for (i = 0; i < g_nLife; i++) {
SetCursor(CtrlLeft + i, 15);
printf("%c", 3);
}
}

void Check() {
isChecking = TRUE;
int i, j, k;
vector <int> line;
for (i = 0; i < GameH; i++) {
for (j = 0; j < GameW; j++) {
if (! g_nGameBack[i][j])
break;
}
if (j == GameW) {
line.push_back(i);
}
}
if (line.size()) {
int nCount = 7;
while (nCount --) {
for (i = 0; i < line.size(); i++) {
for (j = 0; j < GameW; j++) {
SetBack(j, line[i], nCount&1);
}
}
Sleep(70);
}
for (i = 0; i < line.size(); i++) {
for (j = 0; j < GameW; j++) {
g_nGameBack[line[i]][j] = 0;
}
}

for (i = 0; i < GameW; i++) {
int next = GameH-1;
for (j = GameH-1; j >= 0; j--) {
for (k = next; k >= 0; k--) {
if (g_nGameBack[k][i])
break;
}
next = k - 1;
BOOL is = (k >= 0);
SetBack(i, j, is);
g_nGameBack[j][i] = is;
}
}

g_nScore += 2*line.size()-1;
SetCursor(CtrlLeft, 12);
printf("%d", g_nScore);

if ( g_nScore >= g_nDiff * g_nDiff * 10) {
if (g_nDiff <= 6)
g_nDiff ++;
}
if ( g_nScore >= 50 * (g_nLife+1)) {
if (g_nLife <= 6)
g_nLife ++;
}
}

isChecking = FALSE;
}
int main() {
Block* obj = new Block();
Block* buf = new Block();

BOOL bCreateNew = FALSE;
int nTimer = GetTickCount();
int LastKeyDownTime = GetTickCount();

GameInit();
MissionInit();

buf -> bk = xBlock::List[rand() % xBlock::List.size()];
while (1) {
if (! bCreateNew) {
bCreateNew = TRUE;
obj -> reset(&buf -> bk);
if (g_bGameOver)
break;
buf -> draw(CtrlLeft - 1, 4);
}
if (GetTickCount() - nTimer >= 1000 / g_nDiff) {
nTimer = GetTickCount();
if (! obj -> collide(0, 1))
obj -> changepos(0, 1);
else {
Check();
bCreateNew = FALSE;
}
}
if (GetTickCount() - LastKeyDownTime >= 100) {
if (FALSE == isChecking) {
LastKeyDownTime = GetTickCount();
if (GetAsyncKeyState(VK_UP)) {
obj -> rotate();
}
if (GetAsyncKeyState(VK_LEFT)) {
obj -> changepos(-1, 0);
}
if (GetAsyncKeyState(VK_RIGHT)) {
obj -> changepos(1, 0);
}
if (GetAsyncKeyState(VK_DOWN)) {
if ( FALSE == obj -> changepos(0, 2) )
obj -> changepos(0, 1);
}
}
}
}
SetCursor(8, 10);
printf("Game Over!");

SetCursor(0, GameH + 3);

while (1) {
if (GetAsyncKeyState(VK_ESCAPE))
break;
}
return 0;
}

⑥ 求一份用C语言编写的俄罗斯方块的源代码!

俄罗斯方块源代码

#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; }

}

⑦ C语言俄罗斯方块代码

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。

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