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俄罗斯方块源码

时间:2024-03-06 13:58:17

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俄罗斯方块源码

#include <stdio.h>#include <string.h>#include <stdlib.h>#include <time.h>#include <conio.h>#include <windows.h>#ifdef _MSC_VER // M$的编译器要给予特殊照顾#if _MSC_VER <= 1200 // VC6及以下版本#error 你是不是还在用VC6?!#else // VC6以上版本#if _MSC_VER >= 1600 // 据说VC10及以上版本有stdint.h了#include <stdint.h>#else // VC10以下版本,自己定义int8_t和uint16_ttypedef signed char int8_t;typedef unsigned short uint16_t;#endif#ifndef __cplusplus // 据说VC都没有stdbool.h,不用C++编译,自己定义booltypedef int bool;#define true 1#define false 0#endif#endif#else // 其他的编译器都好说#include <stdint.h>#ifndef __cplusplus // 不用C++编译,需要stdbool.h里的bool#include <stdbool.h>#endif#endif// 方块形状enum { TETRIS_I = 0, TETRIS_T, TETRIS_L, TETRIS_J, TETRIS_Z, TETRIS_S, TETRIS_O };// =============================================================================// 7种方块的4旋转状态(4位为一行)static const uint16_t gs_uTetrisTable[7][4] ={{ 0x00F0U, 0x2222U, 0x00F0U, 0x2222U }, // I型{ 0x0072U, 0x0262U, 0x0270U, 0x0232U }, // T型{ 0x0223U, 0x0074U, 0x0622U, 0x0170U }, // L型{ 0x0226U, 0x0470U, 0x0322U, 0x0071U }, // J型{ 0x0063U, 0x0264U, 0x0063U, 0x0264U }, // Z型{ 0x006CU, 0x0462U, 0x006CU, 0x0462U }, // S型{ 0x0660U, 0x0660U, 0x0660U, 0x0660U } // O型};// =============================================================================// 初始状态的游戏池// 每个元素表示游戏池的一行,下标大的是游戏池底部// 两端各置2个1,底部2全置为1,便于进行碰撞检测// 由于左端只有2个1,要保证所有方块的x坐标大于0,否则位操作时会出BUG// 这样一来游戏池的宽度为12列// 如果想要传统的10列,只需多填两个1即可(0xE007),当然显示相关部分也要随之改动// 当某个元素为0xFFFFU时,说明该行已被填满// 顶部4行用于给方块,不显示出来// 再除去底部2行,显示出来的游戏池高度为22行static const uint16_t gs_uInitialTetrisPool[28] ={0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xFFFFU, 0xFFFFU};#define COL_BEGIN 2#define COL_END 14#define ROW_BEGIN 4#define ROW_END 26// =============================================================================typedef struct TetrisManager // 这个结构体存储游戏相关数据{uint16_t pool[28]; // 游戏池int8_t x; // 当前方块x坐标,此处坐标为方块左上角坐标int8_t y; // 当前方块y坐标int8_t type[3]; // 当前、下一个和下下一个方块类型int8_t orientation[3]; // 当前、下一个和下下一个方块旋转状态} TetrisManager;// =============================================================================typedef struct TetrisControl // 这个结构体存储控制相关数据{// 游戏池内每格的颜色// 由于此版本是彩色的,仅用游戏池数据无法存储颜色信息// 当然,如果只实现单色版的,就没必要用这个数组了int8_t color[28][16];bool dead; // 挂bool pause; // 暂停bool clockwise; // 旋转方向:顺时针为trueint8_t direction; // 移动方向:0向左移动 1向右移动bool model; // 模式 游戏模式为falseunsigned score; // 得分unsigned erasedCount[4]; // 消行数unsigned erasedTotal; // 消行总数unsigned tetrisCount[7]; // 各方块数unsigned tetrisTotal; // 方块总数} TetrisControl;HANDLE g_hConsoleOutput; // 控制台输出句柄// =============================================================================// 函数声明// 如果使用全局变量方式实现,就没必要传参了void initGame(TetrisManager *manager, TetrisControl *control, bool model); // 初始化游戏void giveTetris(TetrisManager *manager, TetrisControl *control); // 给一个方块bool checkCollision(const TetrisManager *manager); // 碰撞检测void insertTetris(TetrisManager *manager); // 插入方块void removeTetris(TetrisManager *manager); // 移除方块void horzMoveTetris(TetrisManager *manager, TetrisControl *control); // 水平移动方块void moveDownTetris(TetrisManager *manager, TetrisControl *control); // 向下移动方块void rotateTetris(TetrisManager *manager, TetrisControl *control); // 旋转方块void dropDownTetris(TetrisManager *manager, TetrisControl *control); // 方块直接落地bool checkErasing(TetrisManager *manager, TetrisControl *control); // 消行检测void keydownControl(TetrisManager *manager, TetrisControl *control, int key); // 键按下void setPoolColor(const TetrisManager *manager, TetrisControl *control); // 设置颜色void gotoxyWithFullwidth(short x, short y); // 以全角定位到某点void printPoolBorder(); // 显示游戏池边界void printTetrisPool(const TetrisManager *manager, const TetrisControl *control); // 显示游戏池void printCurrentTetris(const TetrisManager *manager, const TetrisControl *control); // 显示当前方块void printNextTetris(const TetrisManager *manager); // 显示下一个和下下一个方块void printScore(const TetrisManager *manager, const TetrisControl *control); // 显示得分信息void runGame(TetrisManager *manager, TetrisControl *control); // 运行游戏void printPrompting(); // 显示提示信息int mainMenu(); // 主菜单void autoRun(TetrisManager *manager, TetrisControl *control); // 自动运行// =============================================================================// 主函数int main(){int model;TetrisManager tetrisManager;TetrisControl tetrisControl;CONSOLE_CURSOR_INFO cursorInfo = { 1, FALSE }; // 光标信息g_hConsoleOutput = GetStdHandle(STD_OUTPUT_HANDLE); // 获取控制台输出句柄SetConsoleCursorInfo(g_hConsoleOutput, &cursorInfo); // 设置光标隐藏SetConsoleTitleA("俄罗斯方块控制台版——By: wohaaitinciu");do{model = mainMenu();SetConsoleTextAttribute(g_hConsoleOutput, 0x07);system("cls");initGame(&tetrisManager, &tetrisControl, model == 0); // 初始化游戏printPrompting(); // 显示提示信息printPoolBorder(); // 显示游戏池边界if (model == 0){runGame(&tetrisManager, &tetrisControl); // 运行游戏}else{autoRun(&tetrisManager, &tetrisControl); // 自动运行}SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);gotoxyWithFullwidth(13, 10);printf("按任意键回主菜单");SetConsoleTextAttribute(g_hConsoleOutput, 0x07);system("pause > nul");system("cls");} while (1);gotoxyWithFullwidth(0, 0);CloseHandle(g_hConsoleOutput);return 0;}// =============================================================================// 初始化游戏void initGame(TetrisManager *manager, TetrisControl *control, bool model){memset(manager, 0, sizeof(TetrisManager)); // 全部置0// 初始化游戏池memcpy(manager->pool, gs_uInitialTetrisPool, sizeof(uint16_t [28]));srand((unsigned)time(NULL)); // 设置随机种子manager->type[1] = rand() % 7; // 下一个manager->orientation[1] = rand() & 3;manager->type[2] = rand() % 7; // 下下一个manager->orientation[2] = rand() & 3;memset(control, 0, sizeof(TetrisControl)); // 全部置0control->model = model;giveTetris(manager, control); // 给下一个方块setPoolColor(manager, control); // 设置颜色printScore(manager, control); // 显示得分信息}// =============================================================================// 给一个方块void giveTetris(TetrisManager *manager, TetrisControl *control){uint16_t tetris;manager->type[0] = manager->type[1]; // 下一个方块置为当前manager->orientation[0] = manager->orientation[1];manager->type[1] = manager->type[2];// 下下一个置方块为下一个manager->orientation[1] = manager->orientation[2];manager->type[2] = rand() % 7;// 随机生成下下一个方块manager->orientation[2] = rand() & 3;tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; // 当前方块// 设置当前方块y坐标,保证刚给出时只显示方块最下面一行// 这种实现使得玩家可以以很快的速度将方块落在不显示出来的顶部4行内if (tetris & 0xF000){manager->y = 0;}else{manager->y = (tetris & 0xFF00) ? 1 : 2;}manager->x = 6; // 设置当前方块x坐标if (checkCollision(manager)) // 检测到碰撞{control->dead = true; // 标记游戏结束}else // 未检测到碰撞{insertTetris(manager); // 将当前方块加入游戏池}++control->tetrisTotal; // 方块总数++control->tetrisCount[manager->type[0]]; // 相应方块数printNextTetris(manager); // 显示下一个方块}// =============================================================================// 碰撞检测bool checkCollision(const TetrisManager *manager){// 当前方块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];uint16_t dest = 0U;// 获取当前方块在游戏池中的区域:// 游戏池坐标x y处小方格信息,按低到高存放在16位无符号数中dest |= (((manager->pool[manager->y + 0] >> manager->x) << 0x0) & 0x000F);dest |= (((manager->pool[manager->y + 1] >> manager->x) << 0x4) & 0x00F0);dest |= (((manager->pool[manager->y + 2] >> manager->x) << 0x8) & 0x0F00);dest |= (((manager->pool[manager->y + 3] >> manager->x) << 0xC) & 0xF000);// 若当前方块与目标区域存在重叠(碰撞),则位与的结果不为0return ((dest & tetris) != 0);}// =============================================================================// 插入方块void insertTetris(TetrisManager *manager){// 当前方块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];// 当前方块每4位取出,位或到游戏池相应位置,即完成插入方块manager->pool[manager->y + 0] |= (((tetris >> 0x0) & 0x000F) << manager->x);manager->pool[manager->y + 1] |= (((tetris >> 0x4) & 0x000F) << manager->x);manager->pool[manager->y + 2] |= (((tetris >> 0x8) & 0x000F) << manager->x);manager->pool[manager->y + 3] |= (((tetris >> 0xC) & 0x000F) << manager->x);}// =============================================================================// 移除方块void removeTetris(TetrisManager *manager){// 当前方块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];// 当前方块每4位取出,按位取反后位与到游戏池相应位置,即完成移除方块manager->pool[manager->y + 0] &= ~(((tetris >> 0x0) & 0x000F) << manager->x);manager->pool[manager->y + 1] &= ~(((tetris >> 0x4) & 0x000F) << manager->x);manager->pool[manager->y + 2] &= ~(((tetris >> 0x8) & 0x000F) << manager->x);manager->pool[manager->y + 3] &= ~(((tetris >> 0xC) & 0x000F) << manager->x);}// =============================================================================// 设置颜色void setPoolColor(const TetrisManager *manager, TetrisControl *control){// 由于显示游戏池时,先要在游戏池里判断某一方格有方块才显示相应方格的颜色// 这里只作设置即可,没必要清除// 当移动方块或给一个方块时调用int8_t i, x, y;// 当前方块uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];for (i = 0; i < 16; ++i){y = (i >> 2) + manager->y; // 待设置的列if (y > ROW_END) // 超过底部限制{break;}x = (i & 3) + manager->x; // 待设置的行if ((tetris >> i) & 1) // 检测的到小方格属于当前方块区域{control->color[y][x] = (manager->type[0] | 8); // 设置颜色}}}// =============================================================================// 旋转方块void rotateTetris(TetrisManager *manager, TetrisControl *control){int8_t ori = manager->orientation[0]; // 记录原旋转状态removeTetris(manager); // 移走当前方块// 顺/逆时针旋转manager->orientation[0] = (control->clockwise) ? ((ori + 1) & 3) : ((ori + 3) & 3);if (checkCollision(manager)) // 检测到碰撞{manager->orientation[0] = ori; // 恢复为原旋转状态insertTetris(manager); // 放入当前方块。由于状态没改变,不需要设置颜色}else{insertTetris(manager); // 放入当前方块setPoolColor(manager, control); // 设置颜色printCurrentTetris(manager, control); // 显示当前方块}}// =============================================================================// 水平移动方块void horzMoveTetris(TetrisManager *manager, TetrisControl *control){int x = manager->x; // 记录原列位置removeTetris(manager); // 移走当前方块control->direction == 0 ? (--manager->x) : (++manager->x); // 左/右移动if (checkCollision(manager)) // 检测到碰撞{manager->x = x; // 恢复为原列位置insertTetris(manager); // 放入当前方块。由于位置没改变,不需要设置颜色}else{insertTetris(manager); // 放入当前方块setPoolColor(manager, control); // 设置颜色printCurrentTetris(manager, control); // 显示当前方块}}// =============================================================================// 向下移动方块void moveDownTetris(TetrisManager *manager, TetrisControl *control){int8_t y = manager->y; // 记录原行位置removeTetris(manager); // 移走当前方块++manager->y; // 向下移动if (checkCollision(manager)) // 检测到碰撞{manager->y = y; // 恢复为原行位置insertTetris(manager); // 放入当前方块。由于位置没改变,不需要设置颜色if (checkErasing(manager, control)) // 检测到消行{printTetrisPool(manager, control); // 显示游戏池}}else{insertTetris(manager); // 放入当前方块setPoolColor(manager, control); // 设置颜色printCurrentTetris(manager, control); // 显示当前方块}}// =============================================================================// 方块直接落地void dropDownTetris(TetrisManager *manager, TetrisControl *control){removeTetris(manager); // 移走当前方块// 从上往下检测// 注意这里不能从下往上,否则会出现方块穿过盖埋入空洞的BUGfor (; manager->y < ROW_END; ++manager->y){if (checkCollision(manager)) // 检测到碰撞{break;}}--manager->y; // 上移一格当然没有碰撞insertTetris(manager); // 放入当前方块setPoolColor(manager, control); // 设置颜色checkErasing(manager, control); // 检测消行printTetrisPool(manager, control); // 显示游戏池}// =============================================================================// 消行检测bool checkErasing(TetrisManager *manager, TetrisControl *control){static const unsigned scores[5] = { 0, 10, 30, 90, 150 }; // 消行得分int8_t count = 0;int8_t k = 0, y = manager->y + 3;do // 从下往上检测{if (y < ROW_END && manager->pool[y] == 0xFFFFU) // 有效区域内且一行已填满{++count;// 消除一行方块memmove(manager->pool + 1, manager->pool, sizeof(uint16_t) * y);// 颜色数组的元素随之移动memmove(control->color[1], control->color[0], sizeof(int8_t [16]) * y);}else{--y;++k;}} while (y >= manager->y && k < 4);control->erasedTotal += count; // 消行总数control->score += scores[count]; // 得分if (count > 0){++control->erasedCount[count - 1]; // 消行}giveTetris(manager, control); // 给下一个方块setPoolColor(manager, control); // 设置颜色printScore(manager, control); // 显示得分信息return (count > 0);}// =============================================================================// 键按下void keydownControl(TetrisManager *manager, TetrisControl *control, int key){if (key == 13) // 暂停/解除暂停{control->pause = !control->pause;}if (control->pause) // 暂停状态,不作处理{return;}switch (key){case 'w': case 'W': case '8': case 72: // 上control->clockwise = true; // 顺时针旋转rotateTetris(manager, control); // 旋转方块break;case 'a': case 'A': case '4': case 75: // 左control->direction = 0; // 向左移动horzMoveTetris(manager, control); // 水平移动方块break;case 'd': case 'D': case '6': case 77: // 右control->direction = 1; // 向右移动horzMoveTetris(manager, control); // 水平移动方块break;case 's': case 'S': case '2': case 80: // 下moveDownTetris(manager, control); // 向下移动方块break;case ' ': // 直接落地dropDownTetris(manager, control);break;case '0': // 反转control->clockwise = false; // 逆时针旋转rotateTetris(manager, control); // 旋转方块break;default:break;}}// =============================================================================// 以全角定位到某点void gotoxyWithFullwidth(short x, short y){static COORD cd;cd.X = (short)(x << 1);cd.Y = y;SetConsoleCursorPosition(g_hConsoleOutput, cd);}// =============================================================================// 主菜单int mainMenu(){static const char *modelItem[] = { "1.游戏模式", "2.观看模式" };int index = 0, ch;SetConsoleTextAttribute(g_hConsoleOutput, 0x0F);gotoxyWithFullwidth(15, 5);printf("┏━━━━━━━┓");gotoxyWithFullwidth(15, 6);printf("┃%2s%s%2s┃", "", "俄罗斯方块", "");gotoxyWithFullwidth(15, 7);printf("┗━━━━━━━┛");SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);gotoxyWithFullwidth(16, 14);printf("%2s%s%2s", "", modelItem[0], "");SetConsoleTextAttribute(g_hConsoleOutput, 0x0F);gotoxyWithFullwidth(16, 16);printf("%2s%s%2s", "", modelItem[1], "");do{ch = _getch();switch (ch){case 'w': case 'W': case '8': case 72: // 上case 'a': case 'A': case '4': case 75: // 左case 'd': case 'D': case '6': case 77: // 右case 's': case 'S': case '2': case 80: // 下if (index == 1){index = 0;SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);gotoxyWithFullwidth(16, 14);printf("%2s%s%2s", "", modelItem[0], "");SetConsoleTextAttribute(g_hConsoleOutput, 0x0F);gotoxyWithFullwidth(16, 16);printf("%2s%s%2s", "", modelItem[1], "");}else{index = 1;SetConsoleTextAttribute(g_hConsoleOutput, 0x0F);gotoxyWithFullwidth(16, 14);printf("%2s%s%2s", "", modelItem[0], "");SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);gotoxyWithFullwidth(16, 16);printf("%2s%s%2s", "", modelItem[1], "");}break;case ' ': case 13:return index;}} while (1);}// =============================================================================// 显示游戏池边界void printPoolBorder(){int8_t y;SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行{gotoxyWithFullwidth(10, y - 3);printf("%2s", "");gotoxyWithFullwidth(23, y - 3);printf("%2s", "");}gotoxyWithFullwidth(10, y - 3); // 底部边界printf("%28s", "");}// 定位到游戏池中的方格#define gotoxyInPool(x, y) gotoxyWithFullwidth(x + 9, y - 3)// =============================================================================// 显示游戏池void printTetrisPool(const TetrisManager *manager, const TetrisControl *control){int8_t x, y;for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行{gotoxyInPool(2, y); // 定点到游戏池中的方格for (x = COL_BEGIN; x < COL_END; ++x) // 不显示左右边界{if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块{// 用相应颜色,显示一个实心方块SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);printf("■");}else // 没有方块,显示空白{SetConsoleTextAttribute(g_hConsoleOutput, 0);printf("%2s", "");}}}}// =============================================================================// 显示当前方块void printCurrentTetris(const TetrisManager *manager, const TetrisControl *control){int8_t x, y;// 显示当前方块是在移动后调用的,为擦去移动前的方块,需要扩展显示区域// 由于不可能向上移动,故不需要向下扩展y = (manager->y > ROW_BEGIN) ? (manager->y - 1) : ROW_BEGIN; // 向上扩展一格for (; y < ROW_END && y < manager->y + 4; ++y){x = (manager->x > COL_BEGIN) ? (manager->x - 1) : COL_BEGIN; // 向左扩展一格for (; x < COL_END && x < manager->x + 5; ++x) // 向右扩展一格{gotoxyInPool(x, y); // 定点到游戏池中的方格if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块{// 用相应颜色,显示一个实心方块SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);printf("■");}else // 没有方块,显示空白{SetConsoleTextAttribute(g_hConsoleOutput, 0);printf("%2s", "");}}}}// =============================================================================// 显示下一个和下下一个方块void printNextTetris(const TetrisManager *manager){int8_t i;uint16_t tetris;// 边框SetConsoleTextAttribute(g_hConsoleOutput, 0xF);gotoxyWithFullwidth(26, 1);printf("┏━━━━┳━━━━┓");gotoxyWithFullwidth(26, 2);printf("┃%8s┃%8s┃", "", "");gotoxyWithFullwidth(26, 3);printf("┃%8s┃%8s┃", "", "");gotoxyWithFullwidth(26, 4);printf("┃%8s┃%8s┃", "", "");gotoxyWithFullwidth(26, 5);printf("┃%8s┃%8s┃", "", "");gotoxyWithFullwidth(26, 6);printf("┗━━━━┻━━━━┛");// 下一个,用相应颜色显示tetris = gs_uTetrisTable[manager->type[1]][manager->orientation[1]];SetConsoleTextAttribute(g_hConsoleOutput, manager->type[1] | 8);for (i = 0; i < 16; ++i){gotoxyWithFullwidth((i & 3) + 27, (i >> 2) + 2);((tetris >> i) & 1) ? printf("■") : printf("%2s", "");}// 下下一个,不显示彩色tetris = gs_uTetrisTable[manager->type[2]][manager->orientation[2]];SetConsoleTextAttribute(g_hConsoleOutput, 8);for (i = 0; i < 16; ++i){gotoxyWithFullwidth((i & 3) + 32, (i >> 2) + 2);((tetris >> i) & 1) ? printf("■") : printf("%2s", "");}}// =============================================================================// 显示得分信息void printScore(const TetrisManager *manager, const TetrisControl *control){static const char *modelName[] = { "游戏模式", "观看模式" };static const char *tetrisName = "ITLJZSO";int8_t i;SetConsoleTextAttribute(g_hConsoleOutput, 0xE);gotoxyWithFullwidth(1, 1);printf("■%s", control->model ? modelName[0] : modelName[1]);gotoxyWithFullwidth(1, 3);printf("□按Esc回主菜单");gotoxyWithFullwidth(1, 6);printf("■得分:%u", control->score);gotoxyWithFullwidth(1, 8);printf("■消行总数:%u", control->erasedTotal);for (i = 0; i < 4; ++i){gotoxyWithFullwidth(2, 10 + i);printf("□消%d:%u", i + 1, control->erasedCount[i]);}gotoxyWithFullwidth(1, 15);printf("■方块总数:%u", control->tetrisTotal);for (i = 0; i < 7; ++i){gotoxyWithFullwidth(2, 17 + i);printf("□%c形:%u", tetrisName[i], control->tetrisCount[i]);}}// =============================================================================// 显示提示信息void printPrompting(){SetConsoleTextAttribute(g_hConsoleOutput, 0xB);gotoxyWithFullwidth(26, 8);printf("■游戏模式:");gotoxyWithFullwidth(27, 10);printf("□向左移动:← A 4");gotoxyWithFullwidth(27, 11);printf("□向右移动:→ D 6");gotoxyWithFullwidth(27, 12);printf("□向下移动:↓ S 2");gotoxyWithFullwidth(27, 13);printf("□顺时针转:↑ W 8");gotoxyWithFullwidth(27, 14);printf("□逆时针转:0");gotoxyWithFullwidth(27, 15);printf("□直接落地:空格");gotoxyWithFullwidth(27, 16);printf("□暂停游戏:回车");gotoxyWithFullwidth(26, 18);printf("■观看模式:");gotoxyWithFullwidth(27, 20);printf("□加速:↑ +");gotoxyWithFullwidth(27, 21);printf("□减速:↓ -");gotoxyWithFullwidth(25, 23);printf("■By: wohaaitinciu 13.01.01");}// =============================================================================// 运行游戏void runGame(TetrisManager *manager, TetrisControl *control){int ch;clock_t clockLast, clockNow;clockLast = clock(); // 计时printTetrisPool(manager, control); // 显示游戏池while (!control->dead) // 没挂{while (_kbhit()) // 有键按下{ch = _getch();if (ch == 27) // Esc键{return;}keydownControl(manager, control, ch); // 处理按键}if (!control->pause) // 未暂停{clockNow = clock(); // 计时// 两次记时的间隔超过0.45秒if (clockNow - clockLast > 0.45F * CLOCKS_PER_SEC){clockLast = clockNow;keydownControl(manager, control, 80); // 方块往下移}}}}/*******************************************************************************/el-tetris-an-improvement-on-pierre-dellacheries-algorithm/改进的Pierre Dellacherie算法:(只考虑当前方块)一、尝试着对当前落子的每一种旋转变换、从左到右地摆放,产生所有摆法。二、对每一种摆法进行评价。评价包含如下6项指标:1.下落高度(Landing Height):当前方块落下去之后,方块中点距底部的方格数事实上,不求中点也是可以的,详见网址2.消行数(Rows eliminated)消行层数与当前方块贡献出的方格数乘积3.行变换(Row Transitions):从左到右(或者反过来)检测一行,当该行中某个方格从有方块到无方块(或无方块到有方块),视为一次变换。游戏池边界算作有方块。行变换从一定程度上反映出一行的平整程度,越平整值越小该指标为所有行的变换数之和如图:■表示有方块,□表示空格(游戏池边界未画出)■■□□■■□□■■□□ 变换数为6□□□□□■□■□■□■ 变换数为9■■■■□□□□□□■■ 变换数为2■■■■■■■■■■■■ 变换数为04.列变换(Column Transitions):大意同上列变换从一定程度上反映出一列中空洞的集中程度,空洞越集中值越小5.空洞数(Number of Holes)不解释6.井的总和(Well Sums):井指两边皆有方块的空列。该指标为所有井的深度连加到1再求总和注意一列中可能有多个井,如图:■□□■□■■□■■■■■□■■□■■□■中间一列为井,深度连加到一的和为 (2+1)+(3+2+1)=9各项指标权重经验值:1-4.50015882508276623.41812681013926943-3.21788828684877534-9.3486953054451995-7.8992654273516526-3.3855972247263626三、比较每一种摆法的评分,取最高者。当评分相同时,比较优先度计算公式落于左侧的摆法:100 * 水平平移格子数 + 10 + 旋转次数;落于右侧的摆法:100 * 水平平移格子数 + 旋转次数;*******************************************************************************/typedef struct AIPlacing // 摆法{uint16_t action; // 操作:高8位是旋转次数,低8位是目标列uint16_t priority; // 优先度int value; // 估值} AIPlacing;void putDownTetris(TetrisManager *manager); // 将方块落到底int calcLanding(TetrisManager *manager); // 下落高度和消行数int calcTrans(const TetrisManager *manager); // 行列变换int calcStatus(const TetrisManager *manager); // 空洞和井int evaluate(TetrisManager *manager); // 估值uint16_t getBestPlacing(const TetrisManager *manager); // 获取最好摆法// =============================================================================// 将方块落到底void putDownTetris(TetrisManager *manager){removeTetris(manager); // 移走当前方块for (; manager->y < ROW_END; ++manager->y) // 从上往下{if (checkCollision(manager)) // 检测到碰撞{break;}}--manager->y; // 上移一格当然没有碰撞insertTetris(manager); // 插入当前方块}// =============================================================================// 下落高度和消行数int calcLanding(TetrisManager *manager){int8_t x, y, k, count, cells;int8_t height = 25 - manager->y; // 下落高度uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];if ((tetris & 0xF000) == 0) // 当前方块最上一行没有方格{--height;}if ((tetris & 0xFF00) == 0) // 当前方块第二行没有方格{--height;}if ((tetris & 0xFFF0) == 0) // 当前方块第三行没有方格{--height;}cells = 0;count = 0;k = 0;y = manager->y + 3; // 从下往上检测do{if (y < ROW_END && manager->pool[y] == 0xFFFFU) // 有效区域内且一行已填满{for (x = 0; x < 4; ++x) // 检测当前方块的对应行{if (((tetris >> (k << 2)) >> x) & 1) // 这一行有方块{++cells; // 消行贡献的方格数}}++count;// 消除一行方块memmove(manager->pool + 1, manager->pool, sizeof(uint16_t) * y);}else{--y;++k;}} while (y >= manager->y && k < 4);height -= count; // 再降低下落高度return count * cells * 34 - 45 * height;}// =============================================================================// 行列变换int calcTrans(const TetrisManager *manager){int8_t x, y;int rowTrans = 0, colTrans = 0;int filled, test;// 行变换for (y = ROW_BEGIN; y < ROW_END; ++y) // 依次检测各行{filled = 1; // 游戏池边界算作已填充状态for (x = COL_BEGIN; x < COL_END; ++x){test = (manager->pool[y] >> x) & 1; // 检测格的填充状态if (filled != test) // 变换{++rowTrans;filled = test;}}if (filled != 1) // 游戏池边界{++rowTrans;}}// 列变换for (x = COL_BEGIN ; x < COL_END; ++x) // 依次检测各列{filled = 1; // 游戏池边界算作已填充状态for (y = ROW_BEGIN; y < ROW_END; ++y){test = (manager->pool[y] >> x) & 1; // 检测格的填充状态if (filled != test) // 变换{++colTrans;filled = test;}}if (filled != 1) // 游戏池边界{++colTrans;}}return 32 * rowTrans + 93 * colTrans;}// =============================================================================// 空洞和井int calcStatus(const TetrisManager *manager){static const int wellDepthTable[29] ={0, 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78,91, 105, 120, 136, 153, 171, 190, 210, 231, 253,276, 300, 325, 351, 378, 406};int8_t x, y;int holeCount = 0, wellDepthSum, depth;for (x = COL_BEGIN; x < COL_END; ++x) // 行{for (y = ROW_BEGIN; y < ROW_END; ++y) // 列{if ((manager->pool[y] >> x) & 1) // 有方块{break;}}while (y < 26){if (!((manager->pool[y] >> x) & 1)) // 无方块{++holeCount; // 洞的个数}++y;}}wellDepthSum = 0;for (x = COL_BEGIN; x < COL_END; ++x) // 列{depth = 0;for (y = ROW_END - 1; y >= ROW_BEGIN; --y) // 行,从上往下{if (!((manager->pool[y] >> x) & 1)) // 无方块{// 左右两边都有方块if (((manager->pool[y - 1] >> x) & 1) && ((manager->pool[y + 1] >> x) & 1)){++depth;}}else{wellDepthSum += wellDepthTable[depth];depth = 0;}}wellDepthSum += wellDepthTable[depth];}return 79 * holeCount + 34 * wellDepthSum;}// =============================================================================// 估值int evaluate(TetrisManager *manager){int value = 0;putDownTetris(manager); // 将方块落到底value += calcLanding(manager); // 下落高度和消行数value -= calcTrans(manager); // 行列变换value -= calcStatus(manager); // 空洞和井return value;}// =============================================================================// 获取最好摆法uint16_t getBestPlacing(const TetrisManager *manager){int8_t i, j, count, type, ori, rotateLimit, deltaX;static AIPlacing placing[48];AIPlacing *best = NULL;static TetrisManager backup;memset(placing, 0, sizeof(AIPlacing [48])); // 清0所有摆法type = manager->type[0];ori = manager->orientation[0];switch (type) // 当前方块类型{case TETRIS_I: case TETRIS_Z: case TETRIS_S: // I形、Z形、S形,两种旋转状态rotateLimit = 2;break;case TETRIS_T: case TETRIS_L: case TETRIS_J: // T形、L形、J形,4种旋转状态rotateLimit = 4;break;case TETRIS_O: // O形,1种旋转状态rotateLimit = 1;break;default:break;}// 实现未考虑下落一些格后平移来填补空洞,只计算从顶部直接落下的所有摆法count = 0;for (i = 0; i < rotateLimit; ++i) // 尝试各种旋转状态{for (j = 0; j < 13; ++j) // 尝试每一列{memcpy(&backup, manager, sizeof(TetrisManager)); // 游戏数据备份removeTetris(&backup); // 移除当前方块backup.orientation[0] = (i + ori) & 3; // 设置旋转状态backup.x = j; // 设置要到达的列// 如果检测到碰撞,说明方块根本移不到那一列去if (!checkCollision(&backup)) // 未检测到碰撞,得到一种摆法{placing[count].action = i;placing[count].action <<= 8;placing[count].action |= j; // 高8位为旋转状态,低8位为要放置的列placing[count].value = 100000 + evaluate(&backup); // 估值deltaX = j - manager->x; // 平移的格子数 正为右移,负为左移if (deltaX > 0) // 落于右侧的摆法{placing[count].priority = 100 * deltaX + i; // 优先度}else // 落于左侧的摆法{placing[count].priority = 100 * (-deltaX) + 10 + i; // 优先度}++count;}}}// 算法只考虑当前方块,不递归best = placing;for (i = 1; i < count; ++i){if (placing[i].value > best->value) // 取估值最高者{best = placing + i;}else if (placing[i].value == best->value) // 估值相同{if (placing[i].priority > best->priority) // 取优先度高者{best = placing + i;}}}return best->action; // 返回摆法}// =============================================================================// 自动运行void autoRun(TetrisManager *manager, TetrisControl *control){uint16_t best;int8_t i, rotate, destX, deltaX;DWORD delayTime = 100;int ch;printTetrisPool(manager, control); // 显示游戏池while (!control->dead) // 没挂{while (_kbhit()) // 处理按键{ch = _getch();switch (ch){case 27: // Esc键return;case 13: // 回车键control->pause = !control->pause; // 切换暂停状态break;case 72: case '+': // 上if (delayTime > 0){delayTime -= 5;}break;case 80: case '-': // 下if (delayTime < 200){delayTime += 5;}break;}}if (control->pause) // 暂停状态{continue;}for (i = 0; i < 3; ++i) // 将给的方块下移3格,方便观察{keydownControl(manager, control, 's');}best = getBestPlacing(manager); // 获取最好摆法rotate = (best >> 8); // 高8位是旋转次数destX = (best & 0x0F); // 低8位是目标列deltaX = destX - manager->x; // 移动的格数,结果为正向右移,负向左移for (i = 0; i < rotate; ++i) // 旋转{keydownControl(manager, control, 'w');Sleep(delayTime);}if (deltaX > 0){for (i = 0; i < deltaX; ++i) // 向右移{keydownControl(manager, control, 'd');Sleep(delayTime);}}else if (deltaX < 0){for (i = 0; i < -deltaX; ++i) // 向左移{keydownControl(manager, control, 'a');Sleep(delayTime);}}keydownControl(manager, control, ' '); // 移动好后,直接落地}}

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