【最新】C++俄罗斯方块代码
#include //windows.h文件中包含应用程序中所需的数据类型和数据结构的定义
#include //包含SetTimer()、KillTimer()等关于定时器的函数
#include
#define CELL 15 // 【方格】的边长(pix)
#define W 20 // 游戏区宽(12个【方格】边长,8个格子用来绘制"下一个"方块)
#define H 26 // 游戏区高(26个【方格】边长)
#define MS_NEWBLOCK WM_USER+1 // 消息ID,产生新的【方块】
#define MS_DRAW WM_USER+2 // 消息ID,用来画【方块】
#define MS_NEXTBLOCK WM_USER+3 //消息ID,用来显示下一个【俄罗斯方块】形状
//------------------------窗口函数的说明------------------------ LRESULT CALLBACK WndProc ( HWND, UINT, WPARAM, LPARAM);
//---------------------------------------------------------------
int WINAPI WinMain ( HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR szCmdLine,
int iCmdShow)
{
static char AppName[]="ToyBrick"; //窗口类名
HWND hwnd;
MSGmsg; //消息结构
WNDCLASSEX wndclass;//窗口类
intiScreenWide; //定义一个整型变量来取得窗口的宽度
wndclass.cbSize= sizeof(wndclass);
wndclass.style= CS_HREDRAW|CS_VREDRAW;//窗口类型
//CS_HREDRAW :Redraws the entire window if a movement or size
// adjustment changes the width of the client area.
//CS_VREDRAW :Redraws the entire window if a movement or size
// adjustment changes the height of the client area.
wndclass.lpfnWndProc = WndProc; //窗口处理函数为 WndProc
wndclass.cbClsExtra = 0;//窗口类无扩展
wndclass.cbWndExtra = 0;//窗口实例无扩展
wndclass.hInstance = hInstance; //当前实例句柄
wndclass.hIcon= LoadIcon (NULL, IDI_APPLICATION); //默认图标
wndclass.hCursor = LoadCursor (NULL,IDC_ARROW); //箭头光标
wndclass.hbrBackground = (HBRUSH)GetStockObject (BLACK_BRUSH); //背景为黑色
wndclass.lpszMenuName = NULL;//窗口中无菜单
wndclass.lpszClassName = AppName; //类名为"ToyBrick"
wndclass.hIconSm = LoadIcon (NULL, IDI_APPLICATION);
//----------------------------------窗口类的注册-----------------------------------------
if(!RegisterClassEx (&wndclass)) //如果注册失败则发出警报声音,返回FALSE
{
MessageBeep(0);
return FALSE;
}
// 获取显示器分辨率的X值iScreenWide,将程序窗口置于屏幕中央
iScreenWide=GetSystemMetrics (SM_CXFULLSCREEN);
hwnd =CreateWindow (
AppName, //窗口类名
"四面楚歌制作", //窗口实例的标题名
WS_MINIMIZEBOX|WS_SYSMENU , //窗口的风格
iScreenWide/2-W*CELL/2, //窗口左上角横坐标(X)
CELL, //窗口左上角纵坐标(Y)
W*CELL, //窗口的宽
H*CELL,//窗口的高
NULL, //窗口无父窗口
NULL,//窗口无主菜单
hInstance, //创建此窗口的应用程序的当前句柄
NULL//不使用该值
);
if(!hwnd) return FALSE;
//显示窗口
ShowWindow (hwnd,iCmdShow);
//绘制用户区
UpdateWindow (hwnd);
MessageBox(hwnd," 开始游戏\n\n OH YEAH","开始",MB_OK);
SendMessage(hwnd,MS_NEWBLOCK,0,0);
SetTimer (hwnd, 1, 100,NULL);
//消息循环
while (GetMessage (&msg, NULL, 0, 0))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
//消息循环结束即程序终止时将消息返回系统
return msg.wParam;
}
// 函数DrawRact: 画【正方形】----- (?)
// 参数: 设备环境句柄和【正方形】的四角坐标
void DrawRect (HDC hdc, int l, int t, int r, int b)
{
MoveToEx (hdc, l, t, NULL);//将光标移动到(l,t)
LineTo (hdc, r, t);
LineTo (hdc, r, b);
LineTo (hdc, l, b);
LineTo (hdc, l,t);
}
// 函数DrawCell: 画【方格】-----(红色?)
// 参数: 设备环境句柄和【方格】的四角坐标
void DrawCell (HDC hdc, int l, int t, int r, int b)
{
HBRUSH hbrush;
hbrush=CreateSolidBrush(RGB(255,0,0)); // 红色画刷
SelectObject(hdc,hbrush);
Rectangle(hdc,l, t, r, b);
DeleteObject (hbrush);
}
//绘出游戏区域的方格,其中包括"游戏空间"和"显示下一个【方块】空间" //此函数包含在Cover函数中。参数:设备环境句柄
void DrawGamePlace(HDC hdc) {
int i,j;
HPEN hpen1,hpen2;
hpen1=CreatePen(PS_SOLID,1,RGB(0,255,0));
hpen2=CreatePen(PS_DASHDOTDOT,3,RGB(0,0,255));
//绘制分割线
SelectObject(hdc,hpen2);
MoveToEx(hdc,(W-8)*CELL,0,NULL);
LineTo(hdc,(W-8)*CELL,H*CELL);
//绘制游戏区域方格线(绿色)
SelectObject(hdc,hpen1);
for (i=1; i=top; k--)
cells[j][k]=cells[j][k-1];
top++;
//该函数把指定窗口用户区域内的矩形加入到该窗口的更新区域之外 //使该矩形无效。这个无效的矩形,连同更新区域中的其他区域,在收到下 //一条WM_PAINT消息时将被重画。无效区一直积累在更新区域之中,直到 //下一条WM_PAINT消息发生时对该区域进行处理。
InvalidateRect(hwnd, NULL, TRUE); }
}
// 产生随机数0,7,分别代表【方块】的7种形状
srand( (unsigned)time( NULL ) );
sel =rand()%7;
//【方块】形状初始化
//【方块】的形状由其每个【方格】的位置决定
// 游戏区宽W=20,block[?][0]=4/5/6/7,block[?][1]=0/1/2
// 这样【方块】初始位置在游戏区域的最顶部的中央
switch(sel)
{
case 0:
// ??
// ??
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0; org[1][0]=block[1][0] =6; org[1][1]=block[1][1] =0; org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =1; org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =1; for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 1:
//????
org[0][0]=block[0][0] =4; org[0][1]=block[0][1] =0; org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =0; org[2][0]=block[2][0] =6; org[2][1]=block[2][1] =0; org[3][0]=block[3][0] =7; org[3][1]=block[3][1] =0; for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 2:
//?
//??
// ?
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0; org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =1; org[2][0]=block[2][0] =6; org[2][1]=block[2][1] =1; org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =2; for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 3:
// ?
//??
//?
org[0][0]=block[0][0] =6; org[0][1]=block[0][1] =0; org[1][0]=block[1][0] =6; org[1][1]=block[1][1] =1; org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =1; org[3][0]=block[3][0] =5; org[3][1]=block[3][1] =2; for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 4:
//?
//?
//??
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0; org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =1; org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =2; org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =2; for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 5:
// ?
// ?
//??
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0; org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =1; org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =2;
org[3][0]=block[3][0] =4; org[3][1]=block[3][1] =2;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 6:
// ?
//???
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =4; org[1][1]=block[1][1] =1;
org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =1;
org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =1;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
SendMessage (hwnd, MS_NEXTBLOCK, 0, 0); break;
default:
SendMessage (hwnd, MS_NEWBLOCK, 0, 0); SendMessage (hwnd, MS_NEXTBLOCK, 0, 0); break;
}
return 0;
case WM_TIMER:
// 每个时间节拍【方块】自动下移一行
for(i=0; i<4; i++)
block[i][1]++;
// 检查【方块】下移是否被档住,即判断下移后新位置是否有【方格】
for(i=0; i<4; i++)
if(cells[ block[i][0] ][ block[i][1] ]) {
SendMessage (hwnd, MS_NEXTBLOCK, 0, 0);
for(i=0; i<4; i++)
cells[ org[i][0] ][ org[i][1] ]=1;
if(top>org[0][1]-2)
top=org[0][1]-2;
if (top<1)
{
KillTimer (hwnd, 1);
MessageBox (hwnd, "游戏结束,即将退出 !\n 四面楚歌", "退出", MB_OK);
PostQuitMessage (0);
}
SendMessage (hwnd, MS_NEWBLOCK, 0, 0);
return 0;
}
SendMessage (hwnd, MS_DRAW, 0, 0);
return 0;
// 响应键盘控制
case WM_KEYDOWN:
r=0;
switch((int)wParam)
{
case VK_LEFT:
for(i=0; i<4; i++)
block[i][0]--;
break;
case VK_RIGHT:
for(i=0; i<4; i++)
block[i][0]++;
break;
case VK_DOWN:
for(i=0; i<4; i++)
block[i][1]++;
break;
// 按[向上键],【方块】顺时针旋转
//【方块】的旋转不是真正的旋转,而是根据不同的【方块】形状和该【方块】旋转过的
// 次数来移动其中的一个或几个【方格】,从而达到旋转的效果 。这样做很复杂,算法
// 不够理想,但是能够保持【方块】旋转时的重心比较稳定。
case VK_UP:
r=1;
flag++; //【方块】旋转加1
switch(sel)// sel代表当前【方块】的形状
{
case 0: break;
case 1:
flag =flag%2;
for(i=0; i<4; i++)
{
block[i][(flag+1)%2] =org[2][(flag+1)%2];
block[i][flag] =org[2][flag]-2+i;
}
break;
case 2:
flag =flag%2;
if(flag)
{ block[0][1] +=2; block[3][0] -=2; }
else
{ block[0][1] -=2; block[3][0] +=2; }
break;
case 3:
flag =flag%2;
if(flag)
{ block[0][1] +=2; block[3][0] +=2; }
else
{ block[0][1] -=2; block[3][0] -=2; }
break;
case 4:
flag=flag%4;
switch(flag)
{
case 0:
block[2][0] +=2; block[3][0] +=2;
block[2][1] +=1; block[3][1] +=1;
break;
case 1:
block[2][0] +=1; block[3][0] +=1;
block[2][1] -=2; block[3][1] -=2;
break;
case 2:
block[2][0] -=2; block[3][0] -=2;
block[2][1] -=1; block[3][1] -=1;
break;
case 3:
block[2][0] -=1; block[3][0] -=1;
block[2][1] +=2; block[3][1] +=2;
break;
}
break;
case 5:
flag=flag%4;
switch(flag)
{
case 0:
block[2][0] +=1; block[3][0] +=1;
block[2][1] +=2; block[3][1] +=2;
break;
case 1:
block[2][0] +=2; block[3][0] +=2;
block[2][1] -=1; block[3][1] -=1;
break;
case 2:
block[2][0] -=1; block[3][0] -=1;
block[2][1] -=2; block[3][1] -=2;
break;
case 3:
block[2][0] -=2; block[3][0] -=2;
block[2][1] +=1; block[3][1] +=1;
break;
}
break;
case 6:
flag =flag%4;
switch(flag)
{
case 0:
block[0][0]++; block[0][1]--;
block[1][0]--; block[1][1]--;
block[3][0]++; block[3][1]++;
break;
case 1:
block[1][0]++; block[1][1]++; break;
case 2:
block[0][0]--; block[0][1]++; break;
case 3:
block[3][0]--; block[3][1]--; break;
}
break;
}
break;
}
// 判断【方块】旋转后新位置是否有【方格】,若有,则旋转取消
for(i=0; i<4; i++)
if(cells[ block[i][0] ][ block[i][1] ])
{
if(r) flag +=3;
for(i=0; i<4; i++)
for(j=0; j<2; j++)
block[i][j]=org[i][j];
return 0;
}
SendMessage(hwnd, MS_DRAW, 0, 0);;
return 0;
// 清楚当前【方块】,并在显示"下一个方块"处绘制下一个【方块】
case MS_NEXTBLOCK:
hdc=GetDC(hwnd);
Cover(hdc,org2);
//DrawBlock(hdc,org2);
return 0;
// 清除当前【方块】,并在新的位置重新绘制【方块】
case MS_DRAW:
hdc =GetDC (hwnd);
Cover (hdc, org);
DrawBlock(hdc,org2);
for(i=0; i<4; i++)
for(j=0; j<2; j++)
org[i][j]=block[i][j];
DrawBlock (hdc,block);
ReleaseDC (hwnd, hdc);
return 0;
// 按照【方格矩阵】重绘游戏区域的【方格】
case WM_PAINT:
hdc =BeginPaint (hwnd, &ps);
DrawGamePlace(hdc);
TextOut(hdc,15*CELL,12*CELL,"Score",lstrlen("Score"));
TextOut(hdc,15*CELL,13*CELL,"i",lstrlen("i"));
TextOut(hdc,15*CELL,15*CELL,"Level",lstrlen("Level"));
TextOut(hdc,15*CELL-5,19*CELL,"四面楚歌",lstrlen("四面楚歌"));
hpen =CreatePen (PS_SOLID,1,RGB(0,255,0));
SelectObject (hdc,hpen);
for (i=top; i