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        使用C语言制作一个俄罗斯方块游戏?很多新手对此不是很清楚,为了帮助大家解决这个难题,下面小编将为大家详细讲解,有这方面需求的人可以来学习下,希望你能有所收获。
1、首先是main.c文件:
#include <stdio.h>
#include <stdlib.h>
#include "game.h"
int main()
{
 gameInit();
 return 0;
}2、然后是mywindows.h文件:
#ifndef MYWINDOWS_H_INCLUDED #define MYWINDOWS_H_INCLUDED // 封装系统函数-系统调用模块 #include <windows.h> // 初始化句柄 extern void initHandle(); // 设置颜色 extern void setColor(int color); // 设置光标位置 extern void setPos(int x, int y); // 设置光标是否可见 extern void setCursorVisible(int flag); // 关闭句柄 extern void closeHandle(); #endif // MYWINDOWS_H_INCLUDED
3、接下来是mywindows.c文件:
#include "mywindows.h"
HANDLE handle;
// 初始化句柄
void initHandle()
{
 handle = GetStdHandle(STD_OUTPUT_HANDLE);
}
// 设置颜色
void setColor(int color)
{
 SetConsoleTextAttribute(handle, color);
}
void setPos(int x, int y)
{
 //, ,
 COORD coord = {x*2, y};
 SetConsoleCursorPosition(handle, coord);
}
// 设置光标是否可见
void setCursorVisible(int flag)
{
 CONSOLE_CURSOR_INFO info;
 info.bVisible = flag; //光标是否可见
 info.dwSize = 100;  //光标宽度1-100
 SetConsoleCursorInfo(handle, &info);
}
// 关闭句柄
void closeHandle()
{
 CloseHandle(handle);
}4、下面是data.h文件,也就是数据库的存储地址:
#ifndef DATA_H_INCLUDED #define DATA_H_INCLUDED //函数声明\变量声明 // 存储数据-数据模块 //界面数组 extern int windowShape[25][26]; extern int block[7][4][4][4]; #endif // DATA_H_INCLUDED
5、数据库内容:data.c
#include "data.h"
//函数的定义
int windowShape[25][26] =
{
 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},
 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};// 边框为1,游戏池长度为14
int block[7][4][4][4] =
{
 {
  //Z{}
  {{1,1,0,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
  {{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}},
  {{1,1,0,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},
  {{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}}
 },
 {
  //S
  {{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},
  {{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}}
 },
 {
  //L{}
  {{1,0,0,0},{1,0,0,0},{1,1,0,0},{0,0,0,0}},
  {{1,1,1,0},{1,0,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,1,0,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}},
  {{0,0,1,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}}
 },
 {
  //J
  {{0,1,0,0},{0,1,0,0},{1,1,0,0},{0,0,0,0}},
  {{1,0,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},
  {{1,1,0,0},{1,0,0,0},{1,0,0,0},{0,0,0,0}},
  {{1,1,1,0},{0,0,1,0},{0,0,0,0},{0,0,0,0}}
 },
 {
  //I{}
  {{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}},
  {{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,0,0,0},{1,0,0,0},{1,0,0,0},{1,0,0,0}}
 },
 {
  //T
  {{1,1,1,0},{0,1,0,0},{0,0,0,0},{0,0,0,0}},
  {{0,1,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},
  {{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},
  {{1,0,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}}
 },
 {
  //田
  {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
  {{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}}
 }
};6、游戏头部:game.h:
#ifndef GAME_H_INCLUDED
#define GAME_H_INCLUDED
// 游戏逻辑模块
#include <stdio.h>
#include <time.h>
typedef struct{
 int x;
 int y;
 int shape;
 int status;
 int color;
}BLOCK;
// 定义当前正在下落的方块,和下一个方块
BLOCK curBlock;
BLOCK nextBlock;
// 绘制游戏池边框
extern void gamePool(int x, int y);
// 打印操作说明
extern void printRule();
// 打印分数和等级
extern void printGradeLevel(int num);
// 游戏计时
extern void gameTime(clock_t startTime);
// 打印一个方块
extern void printBlock(int x, int y, int shape, int status, int color);
// 删除一个方块
extern void delBlock(int x, int y, int shape, int status);
//方块左移
extern void leftBlock();
//方块右移
extern void rightBlock();
//方块下移
extern int downBlock();
//方块变形
extern void changeBlock();
//方块直接落底
extern void bottomBlock();
//游戏暂停
extern void pause();
//随机产生游戏第一个方块
extern void startBlock();
//随机产生下一个方块
extern void blockNext();
//拷贝方块:把下一个方块变成当前正在下落的方块
extern void copyBlock();
//碰撞检测
extern int crash(int x, int y, int shape, int status);
//保存方块
extern void saveBlock();
//刷新游戏池
extern void updateGamePool();
//消行检测
extern void lineClear();
//消行下移
extern void lineDown(int line);
// 初始化游戏
extern void gameInit();
#endif // GAME_H_INCLUDED7、最后一部分,游戏内容,game.c文件:
#include "game.h"
#include "mywindows.h"
#include "data.h"
#include <conio.h>
int level = 1;
int grade = 100;
// 打印游戏池
void gamePool(int x, int y)
{
 int i, j;
 for(i=0;i<25;i++)
 {
  for(j=0;j<26;j++)
  {
   if(windowShape[i][j] == 1)
   {
    setColor(0xc0);
    setPos(x+j,y+i);
    printf(" "); // printf("%2s", "");
   }
  }
 }
}
// 打印操作说明
void printRule()
{
 setColor(0x0f);
 setPos(31, 9);
 printf("操作规则:");
 setPos(32, 11);
 printf("按a或A左移");
 setPos(32, 12);
 printf("按d或D右移");
 setPos(32, 13);
 printf("按s或S下移");
 setPos(32, 14);
 printf("按w或W变形");
 setPos(32, 15);
 printf("按空格暂停");
 setPos(32, 16);
 printf("按回车直接下落");
}
void printGradeLevel(int num)
{
 switch(num)
 {
  case 0: break;
  case 1: grade += 10;break;
  case 2: grade += 25;break;
  case 3: grade += 50;break;
  case 4: grade += 70;break;
 }
 //等级-->作业
 setColor(0x09);
 setPos(3,6);
 printf("分数:%d", grade);
 setColor(0x0a);
 setPos(3,7);
 printf("等级:%d", level);
}
void gameTime(clock_t startTime)
{
 //clock_t endTime = clock();
 //clock_t ti = (endTime-startTime)/CLOCKS_PER_SEC;
 setColor(0x0d);
 setPos(3,8);
 printf("本次游戏运行时间:%ld", (clock()-startTime)/CLOCKS_PER_SEC);
}
// 打印一个方块
void printBlock(int x, int y, int shape, int status, int color)
{
 int i,j;
 setColor(color);
 for(i=0;i<4;i++)
 {
  for(j=0;j<4;j++)
  {
   if(1 == block[shape][status][i][j])
   {
    setPos(x+j,y+i);
    printf("■");
   }
  }
 }
}
// 删除一个方块
void delBlock(int x, int y, int shape, int status)
{
 int i, j;
 for(i=0;i<4;i++)
 {
  for(j=0;j<4;j++)
  {
   if(1 == block[shape][status][i][j])
   {
    setPos(x+j,y+i);
    printf(" "); //打印两个空格
   }
  }
 }
}
//方块左移
void leftBlock()
{
 //已经显示的方块删除,改变坐标,重新打印
 if(crash(curBlock.x-1, curBlock.y, curBlock.shape,curBlock.status) == -1)
 {
  return;
 }
 delBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status);
 curBlock.x -= 1;
 printBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status,curBlock.color);
}
//方块右移
void rightBlock()
{
 if(crash(curBlock.x+1, curBlock.y, curBlock.shape,curBlock.status) == -1)
 {
  return;
 }
 delBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status);
 curBlock.x += 1;
 printBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status,curBlock.color);
}
//方块下移
int downBlock()
{
 if(crash(curBlock.x, curBlock.y+1,curBlock.shape,curBlock.status) == -1)
 {
  //落到游戏池底部,产生新方块
  saveBlock();
  lineClear();
  updateGamePool();
  copyBlock();
  return -1;
 }else if(crash(curBlock.x, curBlock.y+1,curBlock.shape,curBlock.status) == -2)
 {
  //游戏结束
  return -2;
 }else{
  delBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status);
  curBlock.y += 1;
  printBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status,curBlock.color);
  return 0;
 }
}
//方块变形
void changeBlock()
{
 if(crash(curBlock.x, curBlock.y, curBlock.shape, (curBlock.status+1)%4) == -1){
  return;
 }
 delBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status);
 curBlock.status = (curBlock.status+1)%4;
 printBlock(curBlock.x,curBlock.y,curBlock.shape,
    curBlock.status,curBlock.color);
}
//方块直接落底
void bottomBlock()
{
 while(1){
  //流程参考方块下落
  if(downBlock() !=0){
   return;
  }
 }
}
//游戏暂停
void pause()
{
 //
}
//随机产生游戏第一个方块
void startBlock()
{
 //设置时间为随机数种子
 srand((unsigned)time(NULL));
 //初始化curBlock
 curBlock.x = 22;
 curBlock.y = 1;
 //rand取一个随机整数
 curBlock.shape = rand()%7; //0-6
 curBlock.status = rand()%4; //0-3
 curBlock.color = rand()%0x10;
 if(0x00 == curBlock.color)
 {
  curBlock.color = 0x0f;
 }
 printBlock(curBlock.x, curBlock.y, curBlock.shape,
    curBlock.status, curBlock.color);
}
//随机产生下一个方块
void blockNext()
{
 //初始化nextBlock
 delBlock(nextBlock.x,nextBlock.y,
    nextBlock.shape,nextBlock.status);
 nextBlock.x = 34;
 nextBlock.y = 2;
 nextBlock.shape = rand()%7;
 nextBlock.status = rand()%4;
 nextBlock.color = rand()%0x10;
 if(0x00 == nextBlock.color)
 {
  nextBlock.color = 0x0f;
 }
 printBlock(nextBlock.x,nextBlock.y,
    nextBlock.shape,nextBlock.status,nextBlock.color);
}
//拷贝方块:把下一个方块变成当前正在下落的方块
void copyBlock()
{
 //当前方块=下一个方块
 curBlock = nextBlock;
 curBlock.x = 22;
 curBlock.y = 1;
 printBlock(curBlock.x, curBlock.y, curBlock.shape,
    curBlock.status, curBlock.color);
 blockNext();
}
//碰撞检测
//x,y为方块的下一个位置, status下一种形态
//碰撞返回-1,未碰撞返回0, 游戏结束返回-2
int crash(int x, int y, int shape, int status)
{
 int i,j;
 for(i=0;i<4;i++)
 {
  for(j=0;j<4;j++)
  {
   if(block[shape][status][i][j] == 1)
   {
    if(windowShape[i+y][j+x-15] == 1)
    {
     //方块一产生就发生碰撞
     if(curBlock.x == 22 && curBlock.y == 1)
     {
      return -2;
     }
     return -1;
    }
   }
  }
 }
 return 0;
}
//保存方块
void saveBlock()
{
 int i,j;
 for(i=0;i<4;i++)
 {
  for(j=0;j<4;j++)
  {
   if(block[curBlock.shape][curBlock.status][i][j] == 1)
   {
    windowShape[i+curBlock.y][j+curBlock.x-15] = 1;
   }
  }
 }
}
//刷新游戏池
void updateGamePool()
{
 int i,j;
 //从下到上刷新游戏池
 for(i=23;i>0;i--)
 {
  for(j=1;j<15;j++)
  {
   if(windowShape[i][j] == 1)
   {
    setColor(0x0e);
    setPos(j+15,i);
    printf("■");
   }else{
    setColor(0x00);
    setPos(j+15,i);
    printf(" ");
   }
  }
 }
}
//消行检测
//检测满行->这一行所有值都为1
void lineClear()
{
 int i,j;
 int num = 0; //统计一次消行数目
 for(i=23;i>0;i--)
 {
  int total = 0;
  for(j=1;j<15;j++)
  {
   total += windowShape[i][j];
  }
  if(total == 14)
  {
   //满行
   lineDown(i);
   i += 1;
   num += 1;
  }
 }
 printGradeLevel(num);
}
//消行下移
//从满行的这行开始,上面所有行顺序下移
void lineDown(int line)
{
 int i,j;
 for(i=line;i>1;i--)
 {
  for(j=1;j<15;j++)
  {
   windowShape[i][j] = windowShape[i-1][j];
  }
 }
}
// 初始化游戏
void gameInit()
{
 //第一步,必须初始化句柄
 //clock_t startTime = clock();
 initHandle();
 setCursorVisible(FALSE);
 gamePool(15,0);
 printRule();
 printGradeLevel(0);
 startBlock();
 blockNext();
 //定时开始时间,结束时间,通过控制时间差实现定时
 clock_t start,stop;
 start = clock();
 while(1)  //for(;;)
 {
  //检测是否有按键按下
  if(kbhit())
  {
   switch(getch())
   {
   case 'a':
   case 'A':
   case 75:
    leftBlock();break;
   case 'd':
   case 'D':
   case 77:
    rightBlock();break;
   case 's':
   case 'S':
   case 80:
    downBlock();break;
   case 'w':
   case 'W':
   case 72:
    changeBlock();break;
   case 32:
    pause();break;
   case 13:
    bottomBlock();break;
   }
  }
  //获取时间
  stop = clock();
  if(stop-start>0.5*CLOCKS_PER_SEC)
  {
   downBlock();
   //重新计时
   start = stop;
  }
 }
}看完上述内容是否对您有帮助呢?如果还想对相关知识有进一步的了解或阅读更多相关文章,请关注亿速云行业资讯频道,感谢您对亿速云的支持。
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