C++实现俄罗斯方块(windows API)

2025-05-27 0 12

本文分享的这些俄罗斯方块代码是我最近放假在家里自己写的,虽然以前有过看别人写的代码,但是那个游戏代码好像不是很全面,因为无法实现全部的方块和实现随机的产生任意方向的方块,现在也基本上是忘光了当时的代码,下面的这些代码是我最近写的,没有参考其他人的代码,真正写俄罗斯方块起来感觉真的是挺难的,关键是在于方块的旋转。当然下面的代码仅仅是一个框架,只能够实现大致上的功能,还不全面,贴出来和大家交流学习。

编译器是code::block + MinGW ,感觉CB这个IDE真的是太强大,太棒了,下面的代码直接复制到VC里面运行应该不会出错,有个问题一直不知道怎么解决,就是更新客户区时窗口总是闪不知道有哪位达人能指点我一下。有的都是windows API写的,对windows编程还不是很懂,望大家多多留言,指点一下本人。

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#include <windows.h>

#include <iostream>

#include <cstdlib>

#include <ctime>

using namespace std;

#define CellWidth 20

#define MAP_WIDTH 12

#define MAP_HEIGHT 18

#define ID_TIMER 1

class map_floor;

class Block;

LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);

/* Make the class name into a global variable */

char szClassName[ ] = "CodeBlocksWindowsApp";

int WINAPI WinMain (HINSTANCE hThisInstance,

HINSTANCE hPrevInstance,

LPSTR lpszArgument,

int nCmdShow)

{

HWND hwnd; /* This is the handle for our window */

MSG messages; /* Here messages to the application are saved */

WNDCLASSEX wincl; /* Data structure for the windowclass */

/* The Window structure */

wincl.hInstance = hThisInstance;

wincl.lpszClassName = szClassName;

wincl.lpfnWndProc = WindowProcedure; /* This function is called by windows */

wincl.style = CS_DBLCLKS|CS_HREDRAW | CS_VREDRAW; /* Catch double-clicks */

wincl.cbSize = sizeof (WNDCLASSEX);

/* Use default icon and mouse-pointer */

wincl.hIcon = LoadIcon (NULL, IDI_APPLICATION);

wincl.hIconSm = LoadIcon (NULL, IDI_APPLICATION);

wincl.hCursor = LoadCursor (NULL, IDC_ARROW);

wincl.lpszMenuName = NULL; /* No menu */

wincl.cbClsExtra = 0; /* No extra bytes after the window class */

wincl.cbWndExtra = 0; /* structure or the window instance */

/* Use Windows's default colour as the background of the window */

wincl.hbrBackground =(HBRUSH) GetStockObject(WHITE_BRUSH);//COLOR_BACKGROUND;

/* Register the window class, and if it fails quit the program */

if (!RegisterClassEx (&wincl))

return 0;

/* The class is registered, let's create the program*/

hwnd = CreateWindowEx (

0, /* Extended possibilites for variation */

szClassName, /* Classname */

"Code::Blocks Template Windows App", /* Title Text */

WS_OVERLAPPEDWINDOW, /* default window */

CW_USEDEFAULT, /* Windows decides the position */

CW_USEDEFAULT, /* where the window ends up on the screen */

CW_USEDEFAULT, /* The programs width */

CW_USEDEFAULT, /* and height in pixels */

NULL, /* The window is a child-window to desktop */

NULL, /* No menu */

hThisInstance, /* Program Instance handler */

NULL /* No Window Creation data */

);

/* Make the window visible on the screen */

ShowWindow (hwnd, nCmdShow);

/* Run the message loop. It will run until GetMessage() returns 0 */

while (GetMessage (&messages, NULL, 0, 0))

{

/* Translate virtual-key messages into character messages */

TranslateMessage(&messages);

/* Send message to WindowProcedure */

DispatchMessage(&messages);

}

/* The program return-value is 0 - The value that PostQuitMessage() gave */

return messages.wParam;

}

enum{e_LINE,e_CORNER,e_STAIR,e_TANCK,e_TIAN};

const int TOTAL_BLOCK_STYLE = 5;//方块类型有4种

class Block

{

public:

Block(int x = 100, int y = 100);

Block(const Block & rh)//复制构造函数,可能没什么用,但是还是定义它吧

{

this->m_style = rh.m_style;

this->m_direct = rh.m_direct;

for(int i = 0 ; i < 4 ; i ++)

this->m_block[i] = rh.m_block[i];

}

Block & operator = (const Block& rh)//重载=号,实现方块的赋值

{

this->m_style = rh.m_style;

this->m_direct = rh.m_direct;

for(int i = 0 ; i < 4 ; i ++)

this->m_block[i] = rh.m_block[i];

return *this;

}

~Block(){}

int create_block(int x = 100 , int y = 100);

//显示在游戏区内移动的方块

int show_block(HDC hdc,const POINT& GameLeftTop);

//显示将要出现的方块,即游戏区左边的方块

int show_next_block(HDC hdc);

//旋转,该函数比较难实现,代码量也比较大,以后有时间在慢慢优化,关于解析看定义处

int rotate();

//产生随机方块

int random_block();

//下面为方块移动的成员函数

int get_block_height(){ return m_block[1].y;}

int move_down(const RECT& GameClient);

int move_left(const RECT& GameClient);

int move_right(const RECT& GameClient);

int move_up(const RECT& GameClient);

int move_to(int x , int y);

//检测方块是否在游戏区内

// int check_block(const map_floor& map, const RECT& GameClent);

int check_block(const map_floor& map, const POINT& LeftTopScrCdnt);

int print_to_map(map_floor& map , const POINT& LeftTopScrCdnt);

private:

int m_style;//方块的风格样式,具体看定义的枚举变量

int m_direct;//方块的方向,是对m_style的具体数据

POINT m_block[4];//下标为1的方块是中心坐标,旋转都是围绕着该方块进行,这样可以利于旋转和逻辑清晰

};

class map_floor

{

public:

map_floor()

{

ZeroMemory(m_block_bar,sizeof(int )*12*18);

}

~map_floor(){}

void show_block_bar(HDC hdc , const POINT& LeftTopScrCdnt)

{

for(int i = 0 ; i < MAP_HEIGHT ; ++ i)

{

for(int j = 0 ; j < MAP_WIDTH ; ++ j)

{

if(m_block_bar[i][j])

{

Rectangle(hdc,LeftTopScrCdnt.x + j*CellWidth , LeftTopScrCdnt.y + i*CellWidth,

LeftTopScrCdnt.x + (j+1)*CellWidth , LeftTopScrCdnt.y + (i+1)*CellWidth);

}

}

}

}

friend class Block;

protected:

private:

int m_block_bar[MAP_HEIGHT][MAP_WIDTH];//游戏区的地板,用18*12的二维数组表示

};

Block::Block(int x , int y)

{

// ZeroMemory(m_block_bar,sizeof(int )*12*18);

srand( (unsigned)time( NULL ) );//初始化随机数,用于产生方块

// POINT pt = {100,100};

create_block(x,y);

}

int Block::random_block()

{

m_style = rand()%TOTAL_BLOCK_STYLE;

// m_style = e_CORNER; //测试之用

// m_style = e_LINE; //测试之用

if(m_style == e_STAIR || m_style == e_TANCK)

m_direct = rand()%4;

else if(m_style == e_LINE)

m_direct = rand()%2;

else if(m_style == e_CORNER)

m_direct = rand()%8;

else if(m_style == e_TIAN)

m_direct = 0;

m_direct = 1;

}

int Block::check_block(const map_floor& map, const POINT& LeftTopScrCdnt)

{

int x , y ; //x , y 为方块相对于地图的坐标,左上角为(0,0)

for(int i = 0 ; i < 4 ; i ++)

{

x = (m_block[i].x - LeftTopScrCdnt.x)/CellWidth;

y = (m_block[i].y - LeftTopScrCdnt.y)/CellWidth;

if(x < 0 || x >= MAP_WIDTH || y >= MAP_HEIGHT)//不用检测y < 0 的情况

return 0;

if(y < 0) continue;

if(map.m_block_bar[y][x])

return 0;

}

return 1;

}

int Block::move_down(const RECT& GameClient)//下移,由计时器消息调用

{

int i;

// for (i = 0 ; i < 4 ; i ++ )

// {

// if(m_block[i].y == GameClient.bottom - CellWidth)

// return 0;

// }

for (i = 0; i < 4 ;i ++ )

{

m_block[i].y += CellWidth;

}

return 1;

}

int Block::move_up(const RECT& GameClient)

{

move_to(m_block[1].x,m_block[1].y - CellWidth);

return 1;

}

int Block::move_left(const RECT& GameClient)

{

move_to(m_block[1].x - CellWidth,m_block[1].y);

return 1;

}

int Block::move_right(const RECT& GameClient)

{

move_to(m_block[1].x + CellWidth , m_block[1].y);

return 1;

}

int Block::create_block(int x , int y)

{

m_block[1].x = x;

m_block[1].y = y;

random_block();

rotate();

return 1;

}

int Block::move_to(int x , int y)

{

int Vx = x - m_block[1].x;

int Vy = y - m_block[1].y;

for(int i = 0 ; i < 4 ; i ++)

{

m_block[i].x += Vx;

m_block[i].y += Vy;

}

}

int Block::print_to_map(map_floor& map , const POINT& LeftTopScrCdnt)

{

int x , y;

int i , j;

for(i = 0 ; i < 4 ; i ++ )

{

x = (m_block[i].x - LeftTopScrCdnt.x)/CellWidth;

y = (m_block[i].y - LeftTopScrCdnt.y)/CellWidth;

if(x<0 || x >= MAP_WIDTH || y <0 || y >= MAP_HEIGHT)//为保安全 ,测试之用,完成后将被注释掉

return 0;

map.m_block_bar[y][x] = 1 ;

for(j = 0 ; j < MAP_WIDTH ; j ++)

{

if(map.m_block_bar[y][j] != 1)

break;

}

if(MAP_WIDTH == j)

{

for(j = 0 ; j < MAP_WIDTH ; j ++)

{

map.m_block_bar[y][j] = 5;//数字5代表要消掉的行

}

}

}

int idx;

for(i = 0 ; i < MAP_WIDTH ; i ++)

{

for(idx = j = MAP_HEIGHT - 1 ; j >= 0 ; j --)

{

if(map.m_block_bar[j][i] != 5)

{

map.m_block_bar[idx--][i] = map.m_block_bar[j][i];

}

}

while(idx >= 0)

{

map.m_block_bar[idx--][i] = 0;

}

}

return 1;

}

//下面该函数功能是实现方块旋转,可以说是整个【俄罗斯方块】的难点所在,也是其核心部分

//方块用以数组block【4】表示,其余3个方格都将围绕block【1】旋转,方块由于有不对称方块

//存在,我原本是要分7种,但是后面代码量太大了,所以我将方块根据样式归为了四种,分别是:

//

//e_LINE 线形 就是一条线的那个,这个是对称的方块,只需分两个方向分别为横向和纵向,方向

// 用m_direct保持,其他的方块一样

//

//e_TANCK 坦克形 这个是方块是对称的,分四种方向,根据m_direct对4进行求余的方法可以大大缩减

// 代码量,对于下面两种方块也是利用了求余的方式化简许多,才使得代码不会那么冗余,

// 这是后面我才想到的方法。

//

//e_STAIR 楼梯形 这个方块相对前面两种来说有点难度,主要是因为它不是对称的,但是相对下面的这种

// 来说比较简单,原本我没用对m_direct求余的方法时,我将它分为了e_STAIR_BACK和e_STAIR_FRONT

// 两类来讨论的,后面发现代码可以缩减才将其归为一类只要记住block【0】和block【1】的位置不会

// 变化,变化的是block【2】和block【3】,block【2】相对block【1】上移或下移,x坐标与block【1】

// 相同,block【3】.y一直在block【1】下面一行,相对其左右变化

//

//e_CORNER 角形 这个方块个人觉得是最难旋转的方块,与上面一种异样,原本我将它分为e_CORNER_FRONT , e_CORNER_BACK

// 两类,每类有四个方向的变化,后来根据求余可以将同一个方向的变化变为一种,只是block【3】号方块要

// 根据m_direct方向来进行调整

int Block::rotate()

{

switch (m_style)

{

case e_LINE:

{

switch(m_direct)

{

case 0://横向转为纵向

{

for(int i = 0 ; i < 4 ; i ++)

{

m_block[i].x = m_block[1].x;

m_block[i].y = m_block[1].y + (1-i)*CellWidth;

}

m_direct = 1;

}

break;

case 1://纵向转为横向

{

for(int i = 0 ; i < 4 ; i ++)

{

m_block[i].y = m_block[1].y;

m_block[i].x = m_block[1].x + (1-i)*CellWidth;

}

m_direct = 0;

}

break;

}

}

break;

//下面为楼梯风格的方块,由于其不是对称的分类为正反两种,正反种风格各有两种变化,

//m_direct% == 0是正反两面的同种变化

case e_STAIR:

{

int flag;

flag = m_direct < 2 ? 1 : -1;

m_block[0].x = m_block[1].x + flag*CellWidth;

m_block[0].y = m_block[1].y;

m_block[2].x = m_block[1].x;

m_block[3].y = m_block[1].y + CellWidth;

if(m_direct%2 == 0)

{

m_block[2].y = m_block[1].y - CellWidth;

m_block[3].x = m_block[1].x + flag*CellWidth;

m_direct++;

}

else

{

m_block[2].y = m_block[1].y + CellWidth;

m_block[3].x = m_block[1].x - flag*CellWidth;

if(m_direct < 2) m_direct = 0;

else m_direct = 2;

}

}

break;

//角形方块,与楼梯形方块一样非对称,有正反俩个种,每种有四种变化,

//下面根据m_direct%4的值将这些变化归类解决,对于正,反面对应的相同

//变化的方向,只有block【3】方格位置不一样,可以看我画的图对比即可了解

case e_CORNER:

{

switch (m_direct%4)

{

case 0:

{

m_block[0].x = m_block[1].x+CellWidth;

m_block[0].y = m_block[2].y = m_block[1].y;

m_block[2].x = m_block[1].x-CellWidth;

m_block[3].x = m_block[1].x-CellWidth;

if(m_direct>=4) m_block[3].y = m_block[1].y-CellWidth;

else m_block[3].y = m_block[1].y+CellWidth;

m_direct ++;

}

break;

case 1:

{

m_block[0].x = m_block[2].x = m_block[1].x;

m_block[0].y = m_block[1].y+CellWidth;

m_block[2].y = m_block[1].y-CellWidth;

if(m_direct>=4) m_block[3].x = m_block[1].x+CellWidth;

else m_block[3].x = m_block[1].x-CellWidth;

m_block[3].y = m_block[1].y-CellWidth;

m_direct ++;

}

break;

case 2:

{

m_block[0].x = m_block[1].x-CellWidth;

m_block[0].y = m_block[2].y = m_block[1].y;

m_block[2].x = m_block[1].x+CellWidth;

m_block[3].x = m_block[1].x+CellWidth;

if (m_direct>=4) m_block[3].y = m_block[1].y+CellWidth;

else m_block[3].y = m_block[1].y-CellWidth;

m_direct ++;

}

break;

case 3:

{

m_block[0].x = m_block[2].x = m_block[1].x;

m_block[0].y = m_block[1].y-CellWidth;

m_block[2].y = m_block[1].y+CellWidth;

if(m_direct>=4) { m_block[3].x = m_block[1].x-CellWidth; m_direct = 4;}

else { m_block[3].x = m_block[1].x+CellWidth; m_direct = 0;}

m_block[3].y = m_block[1].y+CellWidth;

}

break;

default:

break;

}

}

break;

case e_TANCK://坦克形方块,与线形方块一样是对称的,分四种变化

{

switch (m_direct%2)

{

case 0:

{

m_block[0].x = m_block[2].x = m_block[1].x;

m_block[0].y = m_block[1].y - CellWidth;

m_block[2].y = m_block[1].y + CellWidth;

int flag = m_direct == 0 ? 1 : -1;

m_block[3].x = m_block[1].x + flag*CellWidth;

m_block[3].y = m_block[1].y;

m_direct++;

}

break;

case 1:

{

m_block[0].y = m_block[2].y = m_block[1].y;

m_block[0].x = m_block[1].x - CellWidth;

m_block[2].x = m_block[1].x + CellWidth;

m_block[3].x = m_block[1].x;

int flag = m_direct == 3 ? -1:1;

m_block[3].y = m_block[1].y + flag*CellWidth;

if(m_direct == 3) m_direct = 0;

else m_direct++;

}

break;

default:

break;

}

}

break;

case e_TIAN:

{

m_block[0].y = m_block[1].y;

m_block[0].x = m_block[1].x + CellWidth;

m_block[2].x = m_block[1].x;

m_block[2].y = m_block[1].y + CellWidth;

m_block[3].x = m_block[1].x + CellWidth;

m_block[3].y = m_block[1].y + CellWidth;

}

break;

default:

break;

}

return 0;

}

int Block::show_block(HDC hdc,const POINT& GameLeftTop)

{

for (int i = 0 ; i < 4 ; i ++ )

{

if(m_block[i].y >= GameLeftTop.y)

Rectangle(hdc,m_block[i].x,m_block[i].y,m_block[i].

x+CellWidth,m_block[i].y+CellWidth);

if(i==0)//测试所用,完成后将会被注释掉

{MoveToEx(hdc,m_block[i].x,m_block[i].y,NULL);

LineTo(hdc,m_block[i].x+CellWidth,m_block[i].y+CellWidth);}

}

return 1;

}

int Block::show_next_block(HDC hdc)

{

for (int i = 0 ; i < 4 ; i ++ )

{

Rectangle(hdc,m_block[i].x,m_block[i].y,m_block[i].

x+CellWidth,m_block[i].y+CellWidth);

}

return 1;

}

Block block , next_block , try_block;

map_floor map;int d = 0;

LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)

{

HDC hdc ;

PAINTSTRUCT ps ;

//游戏客户区

static RECT GameClient;

//一个方格的像素为CellWidth = 20 游戏区宽 12 个方格 高 18 个方格

const int Width = 240 ,Height = 360;

static POINT LeftTopScrCdnt;//游戏区得左上角坐标

switch (message)

{

case WM_CREATE:

SetTimer(hwnd,ID_TIMER,500,NULL);

return 0 ;

case WM_SIZE:

GetClientRect(hwnd,&GameClient);

LeftTopScrCdnt.x = (GameClient.right-GameClient.left)/2 - Width/2;

LeftTopScrCdnt.y = GameClient.top + 50;

GameClient.left = LeftTopScrCdnt.x;

GameClient.top = LeftTopScrCdnt.y;

GameClient.right = LeftTopScrCdnt.x + Width;

GameClient.bottom = LeftTopScrCdnt.y + Height;

//创建下一个将要出现的方块

next_block.create_block(GameClient.right+2*CellWidth,(GameClient.bottom+GameClient.top)/2-3*CellWidth);

block.move_to((GameClient.right+GameClient.left)/2,GameClient.top-CellWidth);

break;

case WM_TIMER:

block.move_down(GameClient);

if(!block.check_block(map,LeftTopScrCdnt))//检测方块的碰撞,如果则说明方块到底底部,将其上移然后打印进地图

{

block.move_up(GameClient);

if(!block.check_block(map,LeftTopScrCdnt) ||

block.get_block_height() <= LeftTopScrCdnt.y )//检测游戏是否结束

{

KillTimer(hwnd,ID_TIMER);

d = 4;

}

block.print_to_map(map,LeftTopScrCdnt);

SendMessage(hwnd,WM_KEYDOWN,VK_ESCAPE,0);

}

InvalidateRect(hwnd,NULL,true);

break;

case WM_PAINT:

hdc = BeginPaint (hwnd, &ps) ;

MoveToEx(hdc,LeftTopScrCdnt.x,LeftTopScrCdnt.y,NULL);

Rectangle(hdc,GameClient.left,GameClient.top,GameClient.right,GameClient.bottom);//游戏区边框

SelectObject(hdc,GetStockObject(BLACK_BRUSH));

map.show_block_bar(hdc,LeftTopScrCdnt);

block.show_block(hdc,LeftTopScrCdnt);

next_block.show_next_block(hdc);

EndPaint (hwnd, &ps);

break;

case WM_KEYDOWN:

InvalidateRect(hwnd,NULL,true);

switch (wParam)

{

case VK_SPACE:

{

try_block = block;

try_block.rotate();

if(try_block.check_block(map ,LeftTopScrCdnt))

block = try_block;

break;

}

case VK_LEFT:

{

block.move_left(GameClient);

if(!block.check_block(map ,LeftTopScrCdnt))

block.move_right(GameClient);

}

break;

case VK_RIGHT:

{

block.move_right(GameClient);

if (!block.check_block(map ,LeftTopScrCdnt))

block.move_left(GameClient);

}

break;

case VK_DOWN:

{

// block.move_down(GameClient);

SendMessage(hwnd,WM_TIMER,0,0);

}

break;

case VK_ESCAPE://测试用,完成后将会被注释掉

{

block = next_block;

next_block.create_block(GameClient.right+2*CellWidth,(GameClient.bottom+GameClient.top)/2-3*CellWidth);

block.move_to((GameClient.right+GameClient.left)/2,GameClient.top-CellWidth);

}

break;

default:

break;

}

break;

case WM_DESTROY:

PostQuitMessage (0) ;

return 0 ;

}

return DefWindowProc (hwnd, message, wParam, lParam) ;

}

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