1、1、 新建“.h”头文件,将“头文件”代码粘贴至其中,2、 新建“.c”源文件,将“源代码”代码粘贴到其中。3、 新建空白工程,将头文件和源代码添加进去,调试使用。/头文件/1.自定义枚举类型,定义7种形态游戏方块typedef enum tetris_shapeZShape=0,SShape,LineShape,TShape,SquareShape,LShape,MirroredLShapeshape;/2.函数申明/(1)操作方块函数int maxX();/取得目前方块最大x坐标int minX();/取得目前方块最小x坐标void turn_left();/目前方块逆时针旋转90度voi
2、d turn_right();int out_of_table();void transform();int leftable();int rightable();int downable();void move_left();void move_right();/(2)操作游戏桌面函数int add_to_table();void remove_full();/(3)控制游戏函数void new_game();void run_game();void next_shape();int random(int seed);/(4)绘图函数void paint();void draw_table(
3、);/(5)其它功效函数void key_down(WPARAM wParam);void resize();void initialize();void finalize();/(6)回调函数,用来处理Windows消息LRESULT CALLBACK WndProc (HWND,UINT,WPARAM,LPARAM);/源代码/1.文件包含#include#include#include#includetetris.h/2.常量定义#define APP_NAME TETRIS#define APP_TITLE Tetris Game#define GAMEOVER GAME OVER#d
4、efine SHAPE_COUNT 7#define BLOCK_COUNT 4#define MAX_SPEED 5#define COLUMS 10#define ROWS 20#define RED RGB(255,0,0)#define YELLOW RGB(255,255,0)#define GRAY RGB(128,128,128)#define BLACK RGB(0,0,0)#define WHITE RGB(255,255,255)#define STONE RGB(192,192,192)#define CHARS_IN_LINE 14#define SCORE SCORE
5、 %4d/3.全局变量定义/(1)char score_charCHARS_IN_LINE=0;/(2)char* press_enter=Press Enter key.;/(3)帮助提醒信息char *help=press space or up key to transform shape.,Press left or right key to mover shape.,Press down key to speed up.,Press enter key to pause game.,Enjoy it.:-),0;/(4)枚举游戏状态enum game_stategame_start,
6、game_run,game_pause,game_over,state=game_start;/(5)定义方块颜色COLORREF shape_color=RGB(255,0,0),RGB(0,255,0),RGB(0,0,255),RGB(255,255,0),RGB(0,255,255),RGB(255,0,255),RGB(255,255,255);/(6)方块7中类型int shape_coordinateSHAPE_COUNTBLOCK_COUNT2=0,1,0,0,-1,0,-1,1,0,-1,0,0,1,0,1,1,0,-1,0,0,0,1,0,2,-1,0,0,0,1,0,0,
7、1,0,0,1,0,0,1,1,1,-1,-1,0,-1,0,0,0,1,1,-1,0,-1,0,0,0,1;/(7)得分int score=0;/(8)下一个方块shape next=0;/(9)目前方块shape current=0;/(10)目前方块每一部分坐标int current_coordinate42=0;/(11)游戏桌面int tableROWSCOLUMS=0;/(12)目前方块x坐标int shapex=0;/(13)目前方块y坐标int shapey=0;/(14)方块下移速度int speed=0;/(15)每一帧开始时间clock_t start=0;/(16)每一
8、帧结束时间clock_t finish=0;/(17)windows绘图用变量HWND gameWND;HBITMAP memBM;HBITMAP memBMOld;HDC memDC;RECT clientRC;HBRUSH blackBrush;HBRUSH stoneBrush;HBRUSH shapeBrushSHAPE_COUNT;HPEN grayPen;HFONT bigFont;HFONT smallFont;/4.关键处理函数/(1)取最大坐标int maxX()int i=0;int x=current_coordinatei0;int m=x;for(i=1;iBLOCK
9、_COUNT;i+)x=current_coordinatei0;if(mx)m=x;return m;/(2)取最小坐标int minX()int i=0;int x=current_coordinatei0;int m=x;for(i=1;ix)m=x;return m;/(3)逆时针转动方块void turn_left()int i=0;int x,y;for(i=0;i4;i+)x=current_coordinatei0;y=current_coordinatei1;current_coordinatei0=y;current_coordinatei1=-x;/(4)顺时针旋转方块v
10、oid turn_right()int i=0;int x,y;for(i=0;i4;i+)x=current_coordinatei0;y=current_coordinatei1;current_coordinatei0=-y;current_coordinatei1=x;/(5)检验方块是否越界int out_of_table()int i=0;int x,y;for(i=0;i4;i+)x=shapex+current_coordinatei0;y=shapey+current_coordinatei1;if(x(COLUMS-1)|y(ROWS-1)return 1;if(table
11、yx)return 1;return 0;/(6)旋转方块void transform()if(current=SquareShape)return ;turn_right();if(out_of_table()turn_left();/(7)判定方块是否向左移动int leftable()int i=0;int x,y;for(i=0;i4;i+)x=shapex+current_coordinatei0;y=shapey+current_coordinatei1;if(x=0|tableyx-1=1)return 0;return 1;/(8)判定方块是否向右移动int rightable
12、()int i=0;int x,y;for(i=0;i=(COLUMS-1)|tableyx+1=1)return 0;return 1;/(9)判定方块是否向下移动int downable()int i=0;int x,y;for(i=0;i=(ROWS-1)|tabley+1x=1)return 0;return 1;/(10)向左移动目前方块void move_left()if(leftable()shapex-;/(11)向右移动目前方块void move_right()if(rightable()shapex+;/(12)向下移动目前方块void move_down()if(down
13、able()shapey+;elseif(add_to_table()remove_full();next_shape();elsestate=game_over;/(13)将目前方块固定到桌面上int add_to_table()int i=0;int x,y;for(i=0;i4;i+)x=shapex+current_coordinatei0;y=shapey+current_coordinatei1;if(y0;i-)c=0;for(j=0;j(MAX_SPEED-speed)*100)move_down();start=clock();InvalidateRect(gameWND,N
14、ULL,TRUE);/(17)操作目前方块void next_shape()current=next;memcpy(current_coordinate,shape_coordinatenext,sizeof(int)*BLOCK_COUNT*2);shapex=(COLUMS-(maxX(current)-minX(current)/2;shapey=0;next=random(SHAPE_COUNT);/(18)取随机数 int random(int seed) if(seed=0) return 0; srand(unsigned)time(NULL); return (rand()%s
15、eed); /(19)绘图 void paint() PAINTSTRUCT ps; HDC hdc; draw_table(); hdc=BeginPaint(gameWND,&ps); BitBlt(hdc,clientRC.left,clientRC.top,clientRC.right,clientRC.bottom,memDC,0,0,SRCCOPY); EndPaint(gameWND,&ps); /(20)绘制游戏桌面 void draw_table() HBRUSH hBrushOld; HPEN hPenOld; HFONT hFontOld; RECT rc; int x0
16、,y0,w; int x,y,i,j; char* str; w=clientRC.bottom/(ROWS+2); x0=y0=w; FillRect(memDC,&clientRC,blackBrush); / 假如游戏是开始或结束状态 if(state=game_start|state=game_over) memcpy(&rc,&clientRC,sizeof(RECT); rc.bottom=rc.bottom/2; hFontOld=SelectObject(memDC,bigFont); SetBkColor(memDC,BLACK); /假如游戏是开始状态,用黄色字显示游戏开始
17、画面 if(state=game_start) str=APP_TITLE; SetTextColor(memDC,YELLOW); /假如游戏是结束状态,用红色字显示GAME OVER else str=GAMEOVER; SetTextColor(memDC,RED); DrawText(memDC,str,strlen(str),&rc,DT_SINGLELINE|DT_CENTER|DT_BOTTOM); SelectObject(memDC,hFontOld); hFontOld=SelectObject(memDC,smallFont); rc.top=rc.bottom; rc.
18、bottom=rc.bottom*2; if(state=game_over) SetTextColor(memDC,YELLOW); sprintf(score_char,SCORE,score); DrawText(memDC,score_char,strlen(score_char),&rc,DT_SINGLELINE|DT_CENTER|DT_TOP); SetTextColor(memDC,STONE); DrawText(memDC,press_enter,strlen(press_enter),&rc,DT_SINGLELINE|DT_CENTER|DT_VCENTER); Se
19、lectObject(memDC,hFontOld); return; /桌面上残留方块 hBrushOld=SelectObject(memDC,stoneBrush); for(i=0;iROWS;i+) for(j=0;jCOLUMS;j+) if(tableij=1) x=x0+j*w; y=y0+i*w; Rectangle(memDC,x,y,x+w+1,y+w+1); SelectObject(memDC,hBrushOld); /画目前方块 hBrushOld=SelectObject(memDC,shapeBrushcurrent); for(i=0;i4;i+) x=x0+
20、(current_coordinatei0+shapex)*w; y=y0+(current_coordinatei1+shapey)*w; if(xx0|yy0) continue; Rectangle(memDC,x,y,x+w+1,y+w+1); SelectObject(memDC,hBrushOld); /画桌面上表格线 hPenOld=SelectObject(memDC,grayPen); for(i=0;i=ROWS;i+) MoveToEx(memDC,x0,y0+i*w,NULL); LineTo(memDC,x0+COLUMS*w,y0+i*w); for(i=0;i=C
21、OLUMS;i+) MoveToEx(memDC,x0+i*w,y0,NULL); LineTo(memDC,x0+i*w,y0+ROWS*w); SelectObject(memDC,hPenOld); /画玩家得分 x0=x0+COLUMS*w+3*w; y0=y0+w; hFontOld=SelectObject(memDC,smallFont); SetTextColor(memDC,YELLOW); sprintf(score_char,SCORE,score); TextOut(memDC,x0,y0,score_char,strlen(score_char); /画下一个方块 y
22、0+=w; SetTextColor(memDC,STONE); TextOut(memDC,x0,y0,NEXT,4); x0+=w; y0+=2*w; hBrushOld=SelectObject(memDC,shapeBrushnext); for(i=0;i4;i+) x=x0+shape_coordinatenexti0*w; y=y0+shape_coordinatenexti1*w; Rectangle(memDC,x,y,x+w+1,y+w+1); SelectObject(memDC,hBrushOld); /打印帮助信息 x0=(COLUMS+2)*w; y0+=4*w;
23、SetTextColor(memDC,GRAY); i=0; while(helpi) TextOut(memDC,x0,y0,helpi,strlen(helpi); y0+=w; i+; SelectObject(memDC,hFontOld); /(21)处理按键 void key_down(WPARAM wParam) /假如游戏不是运行状态,按下回车键 if(state!=game_run) if(wParam=VK_RETURN) switch(state)case game_start:next_shape();state=game_run;break;case game_pau
24、se:state=game_run;break;case game_over:new_game();next_shape();state=game_run;break; /假如游戏状态是运行 else switch(wParam) case VK_SPACE: case VK_UP: transform(); break; case VK_LEFT: move_left(); break; case VK_RIGHT: move_right(); break; case VK_DOWN: move_down(); break; case VK_RETURN: state=game_pause;
25、 break; InvalidateRect(gameWND,NULL,TRUE); /(22)改变窗口大小 void resize() HDC hdc; LOGFONT lf; hdc=GetDC(gameWND); GetClientRect(gameWND,&clientRC); SelectObject(memDC,memBMOld); DeleteObject(memBM); memBM=CreateCompatibleBitmap(hdc,clientRC.right,clientRC.bottom); memBMOld=SelectObject(memDC,memBM); Del
26、eteObject(bigFont); memset(&lf,0,sizeof(LOGFONT); lf.lfWidth=(clientRC.right-clientRC.left)/CHARS_IN_LINE; lf.lfHeight=(clientRC.bottom-clientRC.top)/4; lf.lfItalic=1; lf.lfWeight=FW_BOLD; bigFont=CreateFontIndirect(&lf); DeleteObject(smallFont); lf.lfHeight=clientRC.bottom/(ROWS+2); lf.lfWidth=lf.l
27、fHeight/2; lf.lfItalic=0; lf.lfWeight=FW_NORMAL; smallFont=CreateFontIndirect(&lf); ReleaseDC(gameWND,hdc); /(23)处理消息 LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam) switch(message) case WM_SIZE: resize(); return 0; case WM_ERASEBKGND: return 0; case WM_PAINT: paint(); r
28、eturn 0; case WM_KEYDOWN: key_down(wParam); return 0; case WM_DESTROY: PostQuitMessage(0); return 0; /其它消息用Windows默认消息处理函数处理return DefWindowProc(hwnd,message,wParam,lParam); /(24)初始化 void initialize() LOGFONT lf; HDC hdc; int i; hdc=GetDC(gameWND); GetClientRect(gameWND,&clientRC); memDC=CreateCompa
29、tibleDC(hdc); memBM=CreateCompatibleBitmap(hdc,clientRC.right,clientRC.bottom); memBMOld=SelectObject(memDC,memBM); blackBrush=CreateSolidBrush(BLACK); stoneBrush=CreateSolidBrush(STONE); /创建每个方块对应颜色画笔 for(i=0;iSHAPE_COUNT;i+) shapeBrushi=CreateSolidBrush(shape_colori); grayPen=CreatePen(PS_SOLID,1,
30、GRAY); memset(&lf,0,sizeof(LOGFONT); /创建一个大字体 lf.lfWidth=(clientRC.right-clientRC.left)/CHARS_IN_LINE; lf.lfHeight=(clientRC.bottom-clientRC.top)/4; lf.lfItalic=0; lf.lfWeight=FW_NORMAL; smallFont=CreateFontIndirect(&lf); ReleaseDC(gameWND,hdc); /(25)释放资源 void finalize() int i=0; DeleteObject(blackB
31、rush); DeleteObject(stoneBrush); for(i=0;iSHAPE_COUNT;i+) DeleteObject(shapeBrushi); DeleteObject(grayPen); DeleteObject(bigFont); DeleteObject(smallFont); SelectObject(memDC,memBMOld); DeleteObject(memBM); DeleteObject(memDC); /(26) 入口函数 int WINAPI WinMain (HINSTANCE hInstance,HINSTANCE hPrevInstan
32、ce,PSTR szCmdLine,int iCmdShow) MSG msg; WNDCLASS wndclass; /设置窗口样式 wndclass.style=CS_HREDRAW|CS_VREDRAW; wndclass.lpfnWndProc=WndProc; wndclass.cbClsExtra=0; wndclass.cbWndExtra=0; wndclass.hInstance=hInstance; wndclass.hIcon=LoadIcon(NULL,IDI_APPLICATION); wndclass.hCursor=LoadCursor(NULL,IDC_ARRO
33、W); wndclass.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH); wndclass.lpszMenuName=NULL; wndclass.lpszClassName=APP_NAME; RegisterClass(&wndclass); /创建Windows窗口 gameWND=CreateWindow(APP_NAME, APP_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL,NULL, hI
34、nstance,NULL); initialize(); ShowWindow(gameWND,iCmdShow); UpdateWindow(gameWND); new_game(); for(;) if(state=game_run) run_game(); /判定是否有Windows消息 if(PeekMessage(&msg,NULL,0,0,PM_NOREMOVE) if(GetMessage(&msg,NULL,0,0) TranslateMessage(&msg); DispatchMessage(&msg); else break; finalize(); return msg.wParam;
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