C++制作俄罗斯方块

2025-05-27 0 86

缘起:

  在玩Codeblocks自带的俄罗斯方块时觉得不错,然而有时间限制。所以想自己再写一个。

程序效果:

C++制作俄罗斯方块

主要内容:

  程序中有一个board数组,其中有要显示的部分,也有不显示的部分,不显示的部分都存储1。

  如下图:

C++制作俄罗斯方块

  shape采用4*4数组(shape)保存。如:

    0 0 0 0
    0 1 0 0
    1 1 1 0
    0 0 0 0

  另外用变量row和column保存shape数组左上角在board中的位置。

  每次下落或左右移动,先对row和column做出改变,然后检测当前row和column下,shape是否重合了为1的格子,如果有重合,就说明shape出界了或者到达下落最低点,则要恢复row和column值。另外,如果是下落,还要将shape放在board上,并产生新的shape。

  旋转时,先对shape数组进行旋转操作,然后检测重合,如果有重合,则反向旋转回来。

代码:

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#if defined(UNICODE) && !defined(_UNICODE)

#define _UNICODE

#elif defined(_UNICODE) && !defined(UNICODE)

#define UNICODE

#endif

#include <tchar.h>

#include <windows.h>

#include <pthread.h>

#include <stdio.h>

#include <time.h>

/*-----------------宏定义--------------------------------------------------------*/

#define WIDTH 180

#define HEIGHT 400

#define LONG_SLEEP 300

#define BKCOLOR RGB(238,238,238)//背景色

/*-----------------变量----------------------------------------------------------*/

static int shapes[7][4][4];//存储7个形状

static int high_score[4]= {0,0,0,0};//前三个元素存储最高分,最后一个元素存储此次得分

static int **shape;//当前形状

static int **board;

static int M=15;//显示的列数

static int N=30;//显示的行数

static int MM=M+8;//board的列数

static int NN=N+4;//board的行数

static int LEFT=4;//显示的最左一列

static int RIGHT=LEFT+M-1;//显示的最右一列

static int TOP=0;//显示的最上一列

static int BOTTOM=N-1;//显示的最下一列

static int score=0;

static int row=0;//形状所在行

static int column=MM/2;//形状坐在列

static bool is_pause=false;

static HBRUSH grey_brush =CreateSolidBrush (RGB(210,210,210));

static HBRUSH white_brush =CreateSolidBrush (RGB(130,130,130));

static HBRUSH bk_brush =CreateSolidBrush (BKCOLOR);

static HPEN hPen = CreatePen(PS_SOLID,1,RGB(147,155,166));

static int lattices_top=40;//上面留白

static int lattices_left=20;//左侧留白

static int width=WIDTH/M;//每个格子的宽度

static int height=(HEIGHT-lattices_top)/N;//每个格子的高度

/*-----------------函数-----------------------------------------------------------*/

void add_score() ;

bool check_is_lose() ;

void clear_up() ;//消除没有空格子的行

void* down_thread_function(void * args) ;//形状下落进程要执行的函数

void exit_game(HWND hwnd) ;

void give_new_shape() ;//随机生成一个新形状

int handle_key(HWND hwnd,WPARAM wParam) ;

int init_down_thread(HWND hwnd) ;//初始化形状下落进程

int init_game(HWND hwnd) ;//初始化游戏程序

void init_play() ;//初始化游戏数据

bool is_legel() ;//检测形状在当前位置是否合法(即是否重合了非空的格子)

int load_scores(int* a) ;//读取游戏最高分数据

int load_shape() ;//从文件中加载7个形状

void lose_game(HWND hwnd) ;

int move_down(HWND hwnd) ;//形状下落

int move_lr(HWND hwnd,int lr) ;//形状左右移动

void paint_lattice(HDC hdc,int x,int y,int color) ;//显示一个格子

void paint_UI(HDC hdc) ;//画界面

void reset_rc() ;

void rerotate_matrix(int mn) ;//顺时针旋转一个行列数为mn的方阵

void rotate_matrix(int mn) ;//逆时针旋转一个行列数为mn的方阵

int rotate_shape(HWND hwnd) ;//旋转当前形状并更新界面

bool save_score(HWND hwnd) ;//保存最高分数据

void shape_to_ground() ;//当前形状落地之后,更新board

bool sort_scores(int* a) ;//对最高分和此次得分排序,若创造新纪录则返回true

void update_UI(HWND hwnd) ;//更新界面,仅更新Rect区域(形状所在的那几行)内

void update_UI_all(HWND hwnd) ;//更新界面,更新整个界面

int write_scores(int* a) ;//写最高分数据

/* Declare Windows procedure */

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

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

TCHAR szClassName[ ] = _T("Tris");

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; /* 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 =bk_brush;

/* 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 */

_T("Tris"), /* Title Text */

WS_OVERLAPPEDWINDOW, /* default window */

CW_USEDEFAULT, /* Windows decides the position */

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

WIDTH+200, /* The programs width */

HEIGHT+70, /* and height in pixels */

HWND_DESKTOP, /* 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;

}

//从文件中加载7个形状

int load_shape() {

FILE* f=fopen("shapes.txt","rb");

if(f==NULL) {

return -1;

}

for(int i=0; i<7; i++) {

for(int j=0; j<4; j++) {

for(int k=0; k<4; k++) {

if(fscanf(f,"%d",&shapes[i][j][k])!=1) {

return -1;

}

}

}

}

fclose(f);

return 0;

}

//随机生成一个新形状

void give_new_shape() {

int shape_num=rand()%7;

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

for(int j=0; j<4; j++) {

shape[i][j]=shapes[shape_num][i][j];

}

}

}

void add_score() {

score+=100;

}

//消除没有空格子的行

void clear_up() {

for(int i=row; i<=row+3; i++) {

if(i>BOTTOM)continue;

bool there_is_blank=false;

for(int j=LEFT; j<=RIGHT; j++) {

if(board[i][j]==0) {

there_is_blank=true;

break;

}

}

if(!there_is_blank) {

add_score();

for(int r=i; r>=1; r--) {

for(int c=LEFT; c<=RIGHT; c++) {

board[r][c]=board[r-1][c];

}

}

}

}

}

//检测形状在当前位置是否合法(即是否重合了非空的格子)

bool is_legel() {

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

for(int j=0; j<4; j++) {

if(shape[i][j]==1&&board[row+i][column+j]==1) {

return false;

}

}

}

return true;

}

//逆时针旋转一个行列数为mn的方阵

void rotate_matrix(int mn) {

int** a=shape;

int s=0;

for(int n=mn; n>=1; n-=2) {

for(int i=0; i<n-1; i++) {

int t=a[s+i][s];

a[s+i][s]=a[s][s+n-i-1];

a[s][s+n-i-1]=a[s+n-i-1][s+n-1];

a[s+n-i-1][s+n-1]=a[s+n-1][s+i];

a[s+n-1][s+i]=t;

}

s++;

}

}

//顺时针旋转一个行列数为mn的方阵

void rerotate_matrix(int mn) {

int** a=shape;

int s=0;

for(int n=mn; n>=1; n-=2) {

for(int i=0; i<n-1; i++) {

int t=a[s+i][s];

a[s+i][s]=a[s+n-1][s+i];

a[s+n-1][s+i]=a[s+n-i-1][s+n-1];

a[s+n-i-1][s+n-1]=a[s][s+n-i-1];

a[s][s+n-i-1]=t;

}

s++;

}

}

//显示一个格子

void paint_lattice(HDC hdc,int x,int y,int color) {

if(x<TOP||x>BOTTOM||y<LEFT||y>RIGHT) {

return ;

}

x-=TOP;

y-=LEFT;

int left=lattices_left+y*width;

int right=lattices_left+y*width+width;

int top=lattices_top+x*height;

int bottom=lattices_top+x*height+height;

MoveToEx (hdc,left,top, NULL) ;

LineTo (hdc,right,top) ;

MoveToEx (hdc,left,top, NULL) ;

LineTo (hdc,left,bottom) ;

MoveToEx (hdc,left,bottom, NULL) ;

LineTo (hdc,right,bottom) ;

MoveToEx (hdc,right,top, NULL) ;

LineTo (hdc,right,bottom) ;

SelectObject(hdc, grey_brush);

if(color==0) {

SelectObject(hdc, white_brush);

}

Rectangle(hdc,left,top,right,bottom);

}

//更新界面,仅更新Rect区域(形状所在的那几行)内

void update_UI(HWND hwnd) {

static RECT rect;

rect.left=lattices_left;

rect.right=lattices_left+M*width+width;

rect.top=lattices_top+(row-1)*height;

rect.bottom=lattices_top+(row+4)*height;

InvalidateRect (hwnd,&rect, false) ;

}

//更新界面,更新整个界面

void update_UI_all(HWND hwnd) {

InvalidateRect (hwnd,NULL, false) ;

}

//画界面

void paint_UI(HDC hdc) {

SetBkColor(hdc,BKCOLOR);

SelectObject(hdc,hPen); //选用画笔

char score_str[20];

sprintf(score_str,"Score:%d",score);

TextOut(hdc,10,10,score_str,strlen(score_str));

sprintf(score_str,"Highest Scores:");

TextOut(hdc,WIDTH+50,50,score_str,strlen(score_str));

for(int i=0; i<3; i++) {

sprintf(score_str,"%d",high_score[i]);

TextOut(hdc,WIDTH+50,50+(i+1)*20,score_str,strlen(score_str));

}

for(int i=TOP; i<=BOTTOM; i++) {

for(int j=LEFT; j<=RIGHT; j++) {

paint_lattice(hdc,i,j,board[i][j]);

}

}

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

for(int j=0; j<4; j++) {

if(shape[i][j]==1)

paint_lattice(hdc,row+i,column+j,shape[i][j]);

}

}

}

//旋转当前形状并更新界面

int rotate_shape(HWND hwnd) {

int mn=4;

rotate_matrix(mn);

if(!is_legel()) {

rerotate_matrix(mn);

}

update_UI(hwnd);

}

void reset_rc() {

row=0;

column=MM/2-2;

}

//读取游戏最高分数据

int load_scores(int* a) {

FILE* f=fopen("scores.txt","r");

if(f==NULL)return -1;

fscanf(f,"%d%d%d",&a[0],&a[1],&a[2]);

return 0;

}

//初始化游戏数据

void init_play() {

load_scores(high_score);

for(int i=0; i<NN; i++) {

for(int j=0; j<MM; j++) {

board[i][j]=0;

}

}

for(int i=0; i<N; i++) {

for(int j=0; j<LEFT; j++) {

board[i][j]=1;

}

}

for(int i=0; i<N; i++) {

for(int j=RIGHT+1; j<MM; j++) {

board[i][j]=1;

}

}

for(int i=BOTTOM+1; i<NN; i++) {

for(int j=0; j<MM; j++) {

board[i][j]=1;

}

}

reset_rc();

score=0;

give_new_shape();

is_pause=false;

return ;

}

bool check_is_lose() {

if(row==0)return true;

return false;

}

//对最高分和此次得分排序,若创造新纪录则返回true

bool sort_scores(int* a) {

int temp=a[3];

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

for(int j=0; j<3; j++) {

if(a[j]<a[j+1]) {

int t=a[j];

a[j]=a[j+1];

a[j+1]=t;

}

}

}

if(temp>a[3])return true;

return false;

}

//写最高分数据

int write_scores(int* a) {

FILE* f=fopen("scores.txt","w");

if(f==NULL)return -1;

fprintf(f,"%d\\n%d\\n%d\\n",a[0],a[1],a[2]);

return 0;

}

//保存最高分数据

bool save_score(HWND hwnd) {

high_score[3]=score;

bool made_record=sort_scores(high_score);

if(write_scores(high_score)!=0) {

MessageBox(hwnd,"Write file error.Program will exit.","Error",NULL);

DestroyWindow(hwnd);

}

return made_record;

}

void lose_game(HWND hwnd) {

if(is_pause)return ;

is_pause=true;

char message[200]="You lose the Game.\\n";

char title[50]="Game Over";

if(save_score(hwnd)) {

strcat(message,"You have made a new record.\\n");

char score_str[100];

sprintf(score_str,"The Highest Scores:\\n%d\\n%d\\n%d\\n",high_score[0],high_score[1],high_score[2]);

strcat(message,score_str);

}

strcat(message,"\\nPlay again?\\n");

if(MessageBox(hwnd,message,title,MB_YESNO)==IDYES) {

init_play();

update_UI_all(hwnd);

} else {

exit(0);

}

}

void exit_game(HWND hwnd) {

is_pause=true;

char message[200]="";

char title[50]="Exit";

if(save_score(hwnd)) {

strcat(message,"You have made a new record.\\n");

char score_str[100];

sprintf(score_str,"The Highest Scores:\\n%d\\n%d\\n%d\\n",high_score[0],high_score[1],high_score[2]);

strcat(message,score_str);

MessageBox(hwnd,message,title,NULL);

}

exit(0);

}

//当前形状落地之后,更新board

void shape_to_ground() {

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

for(int j=0; j<4; j++) {

board[row+i][column+j]=shape[i][j]==1?1:board[row+i][column+j];

}

}

}

//形状下落

int move_down(HWND hwnd) {

row++;

if(!is_legel()) {

row--;

if(check_is_lose()) {

lose_game(hwnd);

return 0;

}

shape_to_ground();

clear_up();

update_UI_all(hwnd);

reset_rc();

give_new_shape();

}

update_UI(hwnd);

}

//进程参数结构体

struct thread_arg {

HWND arg_hwnd;

};

//形状下落进程要执行的函数

void* down_thread_function(void * args) {

thread_arg *arg=(thread_arg*)args;

HWND dhwnd=arg->arg_hwnd;

while(true) {

if(is_pause) {

Sleep(300);

continue;

}

move_down(dhwnd);

Sleep(LONG_SLEEP);

}

}

//初始化形状下落进程

int init_down_thread(HWND hwnd) {

int ret;

pthread_t t;

thread_arg *argp=new thread_arg;

argp->arg_hwnd=hwnd;

ret=pthread_create(&t,NULL,down_thread_function,argp);

delete argp;

if(ret!=0) {

return -1;

}

return 0;

}

//初始化游戏程序

int init_game(HWND hwnd) {

board=new int*[NN];

for(int i=0; i<NN; i++) {

board[i]=new int[MM];

}

shape=new int*[4];

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

shape[i]=new int[4];

}

srand(time(0));

if(load_shape()!=0) {

MessageBox(hwnd,"Read file error.Program will exit.","Error",NULL);

exit(-1);

}

init_play();

update_UI_all(hwnd);

if(init_down_thread(hwnd)!=0) {

MessageBox(hwnd,"Thread error.Program will exit.","Error",NULL);

exit(-1);

}

return 0;

}

//形状左右移动

int move_lr(HWND hwnd,int lr) {

int temp=column;

if(lr==0)column--;

else {

column++;

}

if(!is_legel()) {

column=temp;

}

update_UI(hwnd);

}

int handle_key(HWND hwnd,WPARAM wParam) {

if(wParam==VK_ESCAPE) {//ESC退出

exit_game(hwnd);

}

if(wParam==VK_SPACE) {//空格暂停

is_pause=!is_pause;

}

if(is_pause==true) {

Sleep(300);

return 0;

}

if(wParam==VK_UP) {

rotate_shape(hwnd);

}

if(wParam==VK_DOWN) {

move_down(hwnd);

}

if(wParam==VK_LEFT) {

move_lr(hwnd,0);

}

if(wParam==VK_RIGHT) {

move_lr(hwnd,1);

}

return 0;

}

/* This function is called by the Windows function DispatchMessage() */

HWND hwnd;

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

static HDC hdc;

static HDC hdcBuffer;

static HBITMAP hBitMap;

static PAINTSTRUCT ps ;

switch (message) { /* handle the messages */

case WM_CREATE:

init_game(hwnd);

break;

case WM_KEYDOWN:

handle_key(hwnd,wParam);

break;

case WM_DESTROY:

exit_game(hwnd);

PostQuitMessage (0); /* send a WM_QUIT to the message queue */

break;

case WM_PAINT:

hdc = BeginPaint (hwnd, &ps) ;

paint_UI(hdc);

EndPaint (hwnd, &ps) ;

break;

default: /* for messages that we don't deal with */

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

}

return 0;

}

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