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200字范文 > 俄罗斯方块源码(彩色版)

俄罗斯方块源码(彩色版)

时间:2019-04-11 19:38:34

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俄罗斯方块源码(彩色版)

此程序使用C语言简单实现了俄罗瑟方块主要的游戏功能(包含统计得分、速度等级设置、下一方块提示),还有简单的消除特效。

使用的编译器为:Visual Studio

效果图:

主要缺点:

1:代码较长

2:注释写的不是很详细

3:屏幕闪烁问题

#include<stdio.h>#include <iostream>#include <Windows.h>#include <conio.h>#include <time.h>//用数组表示俄罗斯方块的所有情况int SQUARES[7][4] = { {1, 1, 1, 1}, {1, 2, 3, 4}, {1, 2, 3, 4}, {1, 2, 1, 2}, {1, 2, 1, 2}, {1, 2, 1, 2}, {1, 2, 3, 4} };

橘色区域为方块的重心

clock_t start, now; //用于控制方块定时下落,start:当前方块上一次下落开始时刻,now:当前时刻int Score = 0; //统计得分int Speed = 0; //方块下落速度int High = 23; //当前已堆积的方块的最高行行序号int Line = 4;//代表当前方块所在行int Col = 17;//代表当前方块所在列int I = 1; //当前方块int J = 0; //控制方块旋转参数int Color = 3; //控制方块颜色int NEXT = 0;//下一个方块int Flag = 1;//新游戏开始标志int INTERFACE[26][29] = {0}; //将游戏区分为26*29的表,利用“0”“非零”进行游戏区的显示

函数声明:

void Screen_Refresh(); //屏幕刷新,显示当前游戏状态void Print_Square(int, int, int, int, int); //打印对应方块函,i,j:方块类型及对应形态 L,C:方块位置 color:方块颜色void Framework_interface(); //生成界面框架void Show_Game_Area(); //显示游戏区void Move_Whirl();//控制方块移动、旋转void Rand_Block();//随机生成方块函数(当前方块、下一个方块、方块颜色)void Next_Square();//下一个方块提示int L_Move_Judge(int, int); //判断方块是否能进行向左移动int R_Move_Judge(int, int); //判断方块是否能进行向右移动int Down_Judge(int, int); //判断方块是否能进行向下移动int Whirl_Judge(int, int); //判断方块是否能进行旋转void Line_High();//返回当前已堆积方块的最高行行序号,在ELiminate_Judge()及中Game_over_Judge()被用到int Eliminate_Judge(); //消除判断及消除void Statistical_Score(int);//计分函数,所需参数为消除行数,与Eliminate_Judge()函数配合使用void Speed_Judge();//速度等级判断void Game_over_Judge(); //游戏结束判断

主函数:

int main() {int i = I, j = J;Framework_interface(); //设置界面框架while (1) {Line = 3;//方块初始下落行Col = 17;//方块初始下路列Rand_Block(); //随机生成方块及方块颜色Next_Square(); //在对应的框内显示下一个方块while (1) {start = clock(); //当前方块开始下落时间now = start; //now初始化为start,以便安全进入 while ((now - start) <= 2000 - Speed * 200) 循环Screen_Refresh(); //刷新屏幕,显示当前状态while ((now - start) <= 2000 - Speed * 200) { //控制方块定时下落Move_Whirl(); //控制方块移动、旋转now = clock(); //记录当前时间}if (Down_Judge(I, J)) { //判断方块是否能继续下落Line++; //方块下落一行Screen_Refresh(); //刷新屏幕,显示当前状态}else { //方块已经落地Print_Square(I, J, Line, Col, Color); //将方块固定在当前位置Statistical_Score(Eliminate_Judge()); //判断是否满足消除条件,统计得分Game_over_Judge(); //判断游戏是否结束break; //如游戏未结束,则跳出当前循环,继续生成下一个方块}}}return 0;}

各函数内容:

//打印对应方块函,i,j:方块类型及对应形态 L,C:方块位置 color:方块颜色void Print_Square(int i, int j, int L, int C, int color) { //i、j用来确定要打印的方块的类型(i:方块、j:旋转)int col = 14;switch (i) {case 0:INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;INTERFACE[L + 1][C] = color;INTERFACE[L + 1][C + 1] = color;break;case 1:switch (SQUARES[i][j]) {case 1:INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;INTERFACE[L + 1][C - 1] = color;break;case 2:INTERFACE[L - 1][C - 1] = color;INTERFACE[L - 1][C] = color;INTERFACE[L][C] = color;INTERFACE[L + 1][C] = color;break;case 3:INTERFACE[L - 1][C + 1] = color;INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;break;case 4:INTERFACE[L - 1][C] = color;INTERFACE[L][C] = color;INTERFACE[L + 1][C] = color;INTERFACE[L + 1][C + 1] = color;break;}break;case 2:switch (SQUARES[i][j]) {case 1:INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;INTERFACE[L + 1][C] = color;break;case 2:INTERFACE[L - 1][C] = color;INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L + 1][C] = color;break;case 3:INTERFACE[L - 1][C] = color;INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;break;case 4:INTERFACE[L - 1][C] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;INTERFACE[L + 1][C] = color;break;}break;case 3:switch (SQUARES[i][j]) {case 1:INTERFACE[L][C - 2] = color;INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;break;case 2:INTERFACE[L - 2][C] = color;INTERFACE[L - 1][C] = color;INTERFACE[L][C] = color;INTERFACE[L + 1][C] = color;break;}break;case 4:switch (SQUARES[i][j]) {case 1:INTERFACE[L - 1][C - 1] = color;INTERFACE[L - 1][C] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;break;case 2:INTERFACE[L - 1][C + 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;INTERFACE[L + 1][C] = color;break;}break;case 5:switch (SQUARES[i][j]) {case 1:INTERFACE[L - 1][C] = color;INTERFACE[L - 1][C + 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C - 1] = color;break;case 2:INTERFACE[L - 1][C - 1] = color;INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L + 1][C] = color;break;}break;case 6:switch (SQUARES[i][j]) {case 1:INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;INTERFACE[L + 1][C + 1] = color;break;case 2:INTERFACE[L - 1][C] = color;INTERFACE[L][C] = color;INTERFACE[L + 1][C] = color;INTERFACE[L + 1][C - 1] = color;break;case 3:INTERFACE[L - 1][C - 1] = color;INTERFACE[L][C - 1] = color;INTERFACE[L][C] = color;INTERFACE[L][C + 1] = color;break;case 4:INTERFACE[L - 1][C] = color;INTERFACE[L - 1][C + 1] = color;INTERFACE[L][C] = color;INTERFACE[L + 1][C] = color;break;}break;}if(L <= 5)for (col == 14; col < 26; col++)INTERFACE[2][col] = 1;}//生成界面框架void Framework_interface() {int T_coord[4] = { 0, 0, 25, 28 }; //总框左上角、右下角两个顶点(坐标确定一个长方形)int S_coord[4] = { 2, 2, 6, 11 }; //得分框左上角、右下角两个顶点int SP_coord[4] = { 8, 2, 12, 11 }; //下落速度框左上角、右下角两个顶点int N_coord[4] = { 14, 2, 22, 11 }; //下一方块提示左上角、右下角两个框顶点int G_coord[4] = { 2, 13, 23, 26 }; //游戏区左上角、右下角两个顶点int i, j;for (i = T_coord[0], j = T_coord[1]; j <= T_coord[3]; j++)INTERFACE[i][j] = 1;for (i = T_coord[2], j = T_coord[1]; j <= T_coord[3]; j++)INTERFACE[i][j] = 1;for (i = T_coord[0], j = T_coord[1]; i <= T_coord[2]; i++)INTERFACE[i][j] = 1;for (i = T_coord[0], j = T_coord[3]; i <= T_coord[2]; i++)INTERFACE[i][j] = 1;for (i = S_coord[0], j = S_coord[1]; j <= S_coord[3]; j++)INTERFACE[i][j] = 1;for (i = S_coord[2], j = S_coord[1]; j <= S_coord[3]; j++)INTERFACE[i][j] = 1;for (i = S_coord[0], j = S_coord[1]; i <= S_coord[2]; i++)INTERFACE[i][j] = 1;for (i = S_coord[0], j = S_coord[3]; i <= S_coord[2]; i++)INTERFACE[i][j] = 1;for (i = SP_coord[0], j = SP_coord[1]; j <= SP_coord[3]; j++)INTERFACE[i][j] = 1;for (i = SP_coord[2], j = SP_coord[1]; j <= SP_coord[3]; j++)INTERFACE[i][j] = 1;for (i = SP_coord[0], j = SP_coord[1]; i <= SP_coord[2]; i++)INTERFACE[i][j] = 1;for (i = SP_coord[0], j = SP_coord[3]; i <= SP_coord[2]; i++)INTERFACE[i][j] = 1;for (i = N_coord[0], j = N_coord[1]; j <= N_coord[3]; j++)INTERFACE[i][j] = 1;for (i = N_coord[2], j = N_coord[1]; j <= N_coord[3]; j++)INTERFACE[i][j] = 1;for (i = N_coord[0], j = N_coord[1]; i <= N_coord[2]; i++)INTERFACE[i][j] = 1;for (i = N_coord[0], j = N_coord[3]; i <= N_coord[2]; i++)INTERFACE[i][j] = 1;for (i = G_coord[0], j = G_coord[1]; j <= G_coord[3]; j++)INTERFACE[i][j] = 1;for (i = G_coord[2], j = G_coord[1]; j <= G_coord[3]; j++)INTERFACE[i][j] = 1;for (i = G_coord[0], j = G_coord[1]; i <= G_coord[2]; i++)INTERFACE[i][j] = 1;for (i = G_coord[0], j = G_coord[3]; i <= G_coord[2]; i++)INTERFACE[i][j] = 1;}//显示游戏区void Show_Game_Area() {int i = 0, j = 0;for (i = 0; i < 26; i++) {for (j = 0; j < 29; j++) {if (i == 3 && j == 4) {printf("\033[40mS C O R E:\033[0m");j = j + 5;}else if (i == 4 && j == 4) {printf("\033[40m% 9d \033[0m", Score);j = j + 5;}else if (i == 9 && j == 4) {printf("\033[40mS P E E D:\033[0m");j = j + 5;}else if (i == 10 && j ==4) {printf("\033[40m% 9d \033[0m", Speed + 1);j = j + 5;}else if (i == 15 && j == 4) {printf("\033[40m N E X T: \033[0m");j = j + 5;}switch (INTERFACE[i][j]) {case 0:printf("\033[40m \033[0m");break;case 1:printf("\033[46m■\033[0m");break;case 2:printf("\033[41m■\033[0m");break;case 3:printf("\033[42m■\033[0m");break;case 4:printf("\033[43m■\033[0m");break;case 5:printf("\033[44m■\033[0m");break;case 6:printf("\033[45m■\033[0m");break;case 9:printf("\033[40m■\033[0m");break;case 10:printf("\033[46m■\033[0m");break;}}putchar('\n');}}//控制方块移动、旋转void Move_Whirl() { //左、右移移动,加速下落int i = 0;char input;if (_kbhit()){input = _getch();if (input == 'a')if(L_Move_Judge(I, J))Col--;if (input == 'd')if(R_Move_Judge(I, J))Col++;if (input == 's')for (i = 0; i < 3; i++)if (Down_Judge(I, J))Line++;elsebreak;if (input == 'w')if(Whirl_Judge(I, J))J = (J + 1) % 4;Screen_Refresh();}}//随机生成方块函数(当前方块、下一个方块)void Rand_Block() {int a;if (Flag == 1) {Flag = 0;srand(time(0));Color = rand() % 5 + 2;I = rand() % 7;NEXT = rand() % 7;}else {Color = rand() % 5 + 2;I = NEXT;NEXT = rand() % 7;}}//判断方块是否能进行向左、向右、向下移动、旋转int L_Move_Judge(int i, int j) {int L = Line, C = Col;switch (i) {case 0:if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;case 1:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C - 2])return 0;if (INTERFACE[L + 1][C - 2])return 0;break;case 2:if (INTERFACE[L - 1][C - 2])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;case 3:if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L][C - 2])return 0;break;case 4:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;}break;case 2:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C - 2])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;case 2:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 2])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;case 3:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 2])return 0;break;case 4:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;}break;case 3:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C - 3])return 0;break;case 2:if (INTERFACE[L - 2][C - 1])return 0;if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;}break;case 4:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C - 2])return 0;if (INTERFACE[L][C - 1])return 0;break;case 2:if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;}break;case 5:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 2])return 0;break;case 2:if (INTERFACE[L - 1][C -2])return 0;if (INTERFACE[L][C - 2])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;}break;case 6:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C - 2])return 0;if (INTERFACE[L + 1][C])return 0;break;case 2:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 2])return 0;break;case 3:if (INTERFACE[L - 1][C - 2])return 0;if (INTERFACE[L][C - 2])return 0;break;case 4:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;}break;}return 1;}int R_Move_Judge(int i, int j) {int L = Line, C = Col;switch (i) {case 0:if (INTERFACE[L][C + 2])return 0;if (INTERFACE[L + 1][C + 2])return 0;break;case 1:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C + 2])return 0;if (INTERFACE[L + 1][C])return 0;break;case 2:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 3:if (INTERFACE[L - 1][C + 2])return 0;if (INTERFACE[L][C + 2])return 0;break;case 4:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C + 2])return 0;break;}break;case 2:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C + 2])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 2:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 3:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 2])return 0;break;case 4:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 2])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;}break;case 3:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C + 2])return 0;break;case 2:if (INTERFACE[L - 2][C + 1])return 0;if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;}break;case 4:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 2])return 0;break;case 2:if (INTERFACE[L - 1][C + 2])return 0;if (INTERFACE[L][C + 2])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;}break;case 5:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C + 2])return 0;if (INTERFACE[L][C + 1])return 0;break;case 2:if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;}break;case 6:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C + 2])return 0;if (INTERFACE[L + 1][C + 2])return 0;break;case 2:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 3:if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L][C + 2])return 0;break;case 4:if (INTERFACE[L - 1][C + 2])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;}break;}return 1;}int Down_Judge(int i, int j) {int L = Line, C = Col;switch (i) {case 0:if (INTERFACE[L + 2][C])return 0;if (INTERFACE[L + 2][C + 1])return 0;break;case 1:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;if (INTERFACE[L + 2][C - 1])return 0;break;case 2:if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L + 2][C])return 0;break;case 3:if (INTERFACE[L + 1][C + 1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;case 4:if (INTERFACE[L + 2][C])return 0;if (INTERFACE[L + 2][C + 1])return 0;break;}break;case 2:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L + 2][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 2:if (INTERFACE[L + 2][C])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;case 3:if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 4:if (INTERFACE[L + 2][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;}break;case 3:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L + 1][C - 2])return 0;if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 2:if (INTERFACE[L + 2][C])return 0;break;}break;case 4:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L][C + -1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 2:if (INTERFACE[L + 2][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;}break;case 5:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L][C + 1])return 0;break;case 2:if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L + 2][C])return 0;break;}break;case 6:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 2][C + 1])return 0;break;case 2:if (INTERFACE[L + 2][C - 1])return 0;if (INTERFACE[L + 2][C])return 0;break;case 3:if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;break;case 4:if (INTERFACE[L + 2][C])return 0;if (INTERFACE[L][C + 1])return 0;break;}break;}return 1;}int Whirl_Judge(int i, int j) {int L = Line, C = Col;switch (i) {case 0:break;case 1:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L + 1][C])return 0;break;case 2:if (INTERFACE[L - 1][C + 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L][C - 1])return 0;break;case 3:if (INTERFACE[L + 1][C + 1])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L - 1][C])return 0;break;case 4:if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;}break;case 2:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C])return 0;break;case 2:if (INTERFACE[L][C + 1])return 0;break;case 3:if (INTERFACE[L - 1][C])return 0;break;case 4:if (INTERFACE[L][C - 1])return 0;break;}break;case 3:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 2][C])return 0;if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L + 1][C])return 0;break;case 2:if (INTERFACE[L][C - 2])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L][C + 1])return 0;break;}break;case 4:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C +1])return 0;if (INTERFACE[L + 1][C])return 0;break;case 2:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L - 1][C])return 0;break;}break;case 5:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L + 1][C - 1])return 0;if (INTERFACE[L - 1][C])return 0;break;case 2:if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L - 1][C + 1])return 0;break;}break;case 6:switch (SQUARES[i][j]) {case 1:if (INTERFACE[L - 1][C])return 0;if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C - 1])return 0;break;case 2:if (INTERFACE[L - 1][C - 1])return 0;if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L][C + 1])return 0;break;case 3:if (INTERFACE[L + 1][C])return 0;if (INTERFACE[L + 1][C + 1])return 0;if (INTERFACE[L - 1][C])return 0;break;case 4:if (INTERFACE[L][C - 1])return 0;if (INTERFACE[L][C + 1])return 0;if (INTERFACE[L - 1][C + 1])return 0;break;}break;}return 1;}//返回当前已堆积方块的最高行行序号,在ELiminate_Judge()中被用到void Line_High() {int l, c, h = 23;for (c = 14; c < 26; c++) {for (l = 3; INTERFACE[l][c] == 0; l++);if (l < h)h = l;}High = h;}//消除判断及消除int Eliminate_Judge() {int i, j;int m = 0, n = 0;//m:空行 n:非空行int Eline_num = 0; //统计消除行数int Eflag[4] = { 0 }; //消除标志,值为0:代表不满足消除条件 值大于0:代表满足消除条件的行序号int Eline = 0; //当前所判断的行序号int Ecol = 0; //当前所判断的列序号for (Eline = Line + 1; Eline >= Line - 2; Eline--) { //判断当前重心上下共4行(Line-2 ~ Line+1),是否满足消除条件if (Eline >= 23) {Eflag[3] = 0;Eline--;}for (Ecol = 14; Ecol < 26; Ecol++)if (INTERFACE[Eline][Ecol] == 0)break;if (Ecol == 26) {Eflag[Eline - Line + 2] = Eline;Eline_num++;}elseEflag[Eline - Line + 2] = 0;}if (Eline_num != 0) {for (i = 0; i < 4; i++) { //消除效果①:改变所有满足消除条件的行的显示效果if (Eflag[i] != 0)for (Ecol = 14, Eline = Eflag[i]; Ecol < 26; Ecol++)INTERFACE[Eline][Ecol] = 10;}system("cls");Show_Game_Area();Sleep(100);for (i = 0; i < 4; i++) { //消除效果②:将要消除的行置为空if (Eflag[i] != 0)for (Ecol = 14; Ecol < 26; Ecol++)INTERFACE[Eflag[i]][Ecol] = 0;}system("cls");Show_Game_Area();Sleep(100);Line_High(); //获取行高i = 3; //消除效果③:将被消除的行上方的方块,向下平移if (i >= 0) {while (Eflag[i] == 0)i--;m = Eflag[i];j = i - 1;}for (n = m - 1; n >= High - 1 && n > 2; m--, n--) {while (Eflag[j] != 0 && j >= 0) {n--;j--;}for (Ecol = 14; Ecol < 26; Ecol++) {INTERFACE[m][Ecol] = INTERFACE[n][Ecol];INTERFACE[n][Ecol] = 0;}}system("cls");Show_Game_Area();Sleep(10);}return Eline_num;}//计分函数,所需参数为消除行数,与Eliminate_Judge()函数配合使用void Statistical_Score(int num) {switch (num) {case 0:break;case 1:Score += 10;Speed_Judge();break;case 2:Score += 30;Speed_Judge();break;case 3:Score += 60;Speed_Judge();break;case 4:Score += 100;Speed_Judge();break;}}//下一个方块提示void Next_Square() {int i, j;if (INTERFACE[19][6] != 0)for (i = 17; i <= 21; i++)for (j = 4; j <= 8; j++)INTERFACE[i][j] = 0;Print_Square(NEXT, 2, 19, 6, 9);}//速度等级判断void Speed_Judge() {Speed = (int)(Score / 1000);}//屏幕刷新,显示当前游戏状态void Screen_Refresh() {Print_Square(I, J, Line, Col, Color);system("cls");Show_Game_Area();Print_Square(I, J, Line, Col, 0);}//游戏结束判断void Game_over_Judge() {Line_High();if (High == 3) {system("cls");printf("\t\t\tGAME OVER!");exit(0);}}

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