C++实现俄罗斯方块 C++实现俄罗斯方块(windows API)
hellosijian 人气:0本文分享的这些俄罗斯方块代码是我最近放假在家里自己写的,虽然以前有过看别人写的代码,但是那个游戏代码好像不是很全面,因为无法实现全部的方块和实现随机的产生任意方向的方块,现在也基本上是忘光了当时的代码,下面的这些代码是我最近写的,没有参考其他人的代码,真正写俄罗斯方块起来感觉真的是挺难的,关键是在于方块的旋转。当然下面的代码仅仅是一个框架,只能够实现大致上的功能,还不全面,贴出来和大家交流学习。
编译器是code::block + MinGW ,感觉CB这个IDE真的是太强大,太棒了,下面的代码直接复制到VC里面运行应该不会出错,有个问题一直不知道怎么解决,就是更新客户区时窗口总是闪不知道有哪位达人能指点我一下。有的都是windows API写的,对windows编程还不是很懂,望大家多多留言,指点一下本人。
#include <windows.h> #include <iostream> #include <cstdlib> #include <ctime> using namespace std; #define CellWidth 20 #define MAP_WIDTH 12 #define MAP_HEIGHT 18 #define ID_TIMER 1 class map_floor; class Block; LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM); /* Make the class name into a global variable */ char szClassName[ ] = "CodeBlocksWindowsApp"; int WINAPI WinMain (HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int nCmdShow) { HWND hwnd; /* This is the handle for our window */ MSG messages; /* Here messages to the application are saved */ WNDCLASSEX wincl; /* Data structure for the windowclass */ /* The Window structure */ wincl.hInstance = hThisInstance; wincl.lpszClassName = szClassName; wincl.lpfnWndProc = WindowProcedure; /* This function is called by windows */ wincl.style = CS_DBLCLKS|CS_HREDRAW | CS_VREDRAW; /* Catch double-clicks */ wincl.cbSize = sizeof (WNDCLASSEX); /* Use default icon and mouse-pointer */ wincl.hIcon = LoadIcon (NULL, IDI_APPLICATION); wincl.hIconSm = LoadIcon (NULL, IDI_APPLICATION); wincl.hCursor = LoadCursor (NULL, IDC_ARROW); wincl.lpszMenuName = NULL; /* No menu */ wincl.cbClsExtra = 0; /* No extra bytes after the window class */ wincl.cbWndExtra = 0; /* structure or the window instance */ /* Use Windows's default colour as the background of the window */ wincl.hbrBackground =(HBRUSH) GetStockObject(WHITE_BRUSH);//COLOR_BACKGROUND; /* Register the window class, and if it fails quit the program */ if (!RegisterClassEx (&wincl)) return 0; /* The class is registered, let's create the program*/ hwnd = CreateWindowEx ( 0, /* Extended possibilites for variation */ szClassName, /* Classname */ "Code::Blocks Template Windows App", /* Title Text */ WS_OVERLAPPEDWINDOW, /* default window */ CW_USEDEFAULT, /* Windows decides the position */ CW_USEDEFAULT, /* where the window ends up on the screen */ CW_USEDEFAULT, /* The programs width */ CW_USEDEFAULT, /* and height in pixels */ NULL, /* The window is a child-window to desktop */ NULL, /* No menu */ hThisInstance, /* Program Instance handler */ NULL /* No Window Creation data */ ); /* Make the window visible on the screen */ ShowWindow (hwnd, nCmdShow); /* Run the message loop. It will run until GetMessage() returns 0 */ while (GetMessage (&messages, NULL, 0, 0)) { /* Translate virtual-key messages into character messages */ TranslateMessage(&messages); /* Send message to WindowProcedure */ DispatchMessage(&messages); } /* The program return-value is 0 - The value that PostQuitMessage() gave */ return messages.wParam; } enum{e_LINE,e_CORNER,e_STAIR,e_TANCK,e_TIAN}; const int TOTAL_BLOCK_STYLE = 5;//方块类型有4种 class Block { public: Block(int x = 100, int y = 100); Block(const Block & rh)//复制构造函数,可能没什么用,但是还是定义它吧 { this->m_style = rh.m_style; this->m_direct = rh.m_direct; for(int i = 0 ; i < 4 ; i ++) this->m_block[i] = rh.m_block[i]; } Block & operator = (const Block& rh)//重载=号,实现方块的赋值 { this->m_style = rh.m_style; this->m_direct = rh.m_direct; for(int i = 0 ; i < 4 ; i ++) this->m_block[i] = rh.m_block[i]; return *this; } ~Block(){} int create_block(int x = 100 , int y = 100); //显示在游戏区内移动的方块 int show_block(HDC hdc,const POINT& GameLeftTop); //显示将要出现的方块,即游戏区左边的方块 int show_next_block(HDC hdc); //旋转,该函数比较难实现,代码量也比较大,以后有时间在慢慢优化,关于解析看定义处 int rotate(); //产生随机方块 int random_block(); //下面为方块移动的成员函数 int get_block_height(){ return m_block[1].y;} int move_down(const RECT& GameClient); int move_left(const RECT& GameClient); int move_right(const RECT& GameClient); int move_up(const RECT& GameClient); int move_to(int x , int y); //检测方块是否在游戏区内 // int check_block(const map_floor& map, const RECT& GameClent); int check_block(const map_floor& map, const POINT& LeftTopScrCdnt); int print_to_map(map_floor& map , const POINT& LeftTopScrCdnt); private: int m_style;//方块的风格样式,具体看定义的枚举变量 int m_direct;//方块的方向,是对m_style的具体数据 POINT m_block[4];//下标为1的方块是中心坐标,旋转都是围绕着该方块进行,这样可以利于旋转和逻辑清晰 }; class map_floor { public: map_floor() { ZeroMemory(m_block_bar,sizeof(int )*12*18); } ~map_floor(){} void show_block_bar(HDC hdc , const POINT& LeftTopScrCdnt) { for(int i = 0 ; i < MAP_HEIGHT ; ++ i) { for(int j = 0 ; j < MAP_WIDTH ; ++ j) { if(m_block_bar[i][j]) { Rectangle(hdc,LeftTopScrCdnt.x + j*CellWidth , LeftTopScrCdnt.y + i*CellWidth, LeftTopScrCdnt.x + (j+1)*CellWidth , LeftTopScrCdnt.y + (i+1)*CellWidth); } } } } friend class Block; protected: private: int m_block_bar[MAP_HEIGHT][MAP_WIDTH];//游戏区的地板,用18*12的二维数组表示 }; Block::Block(int x , int y) { // ZeroMemory(m_block_bar,sizeof(int )*12*18); srand( (unsigned)time( NULL ) );//初始化随机数,用于产生方块 // POINT pt = {100,100}; create_block(x,y); } int Block::random_block() { m_style = rand()%TOTAL_BLOCK_STYLE; // m_style = e_CORNER; //测试之用 // m_style = e_LINE; //测试之用 if(m_style == e_STAIR || m_style == e_TANCK) m_direct = rand()%4; else if(m_style == e_LINE) m_direct = rand()%2; else if(m_style == e_CORNER) m_direct = rand()%8; else if(m_style == e_TIAN) m_direct = 0; m_direct = 1; } int Block::check_block(const map_floor& map, const POINT& LeftTopScrCdnt) { int x , y ; //x , y 为方块相对于地图的坐标,左上角为(0,0) for(int i = 0 ; i < 4 ; i ++) { x = (m_block[i].x - LeftTopScrCdnt.x)/CellWidth; y = (m_block[i].y - LeftTopScrCdnt.y)/CellWidth; if(x < 0 || x >= MAP_WIDTH || y >= MAP_HEIGHT)//不用检测y < 0 的情况 return 0; if(y < 0) continue; if(map.m_block_bar[y][x]) return 0; } return 1; } int Block::move_down(const RECT& GameClient)//下移,由计时器消息调用 { int i; // for (i = 0 ; i < 4 ; i ++ ) // { // if(m_block[i].y == GameClient.bottom - CellWidth) // return 0; // } for (i = 0; i < 4 ;i ++ ) { m_block[i].y += CellWidth; } return 1; } int Block::move_up(const RECT& GameClient) { move_to(m_block[1].x,m_block[1].y - CellWidth); return 1; } int Block::move_left(const RECT& GameClient) { move_to(m_block[1].x - CellWidth,m_block[1].y); return 1; } int Block::move_right(const RECT& GameClient) { move_to(m_block[1].x + CellWidth , m_block[1].y); return 1; } int Block::create_block(int x , int y) { m_block[1].x = x; m_block[1].y = y; random_block(); rotate(); return 1; } int Block::move_to(int x , int y) { int Vx = x - m_block[1].x; int Vy = y - m_block[1].y; for(int i = 0 ; i < 4 ; i ++) { m_block[i].x += Vx; m_block[i].y += Vy; } } int Block::print_to_map(map_floor& map , const POINT& LeftTopScrCdnt) { int x , y; int i , j; for(i = 0 ; i < 4 ; i ++ ) { x = (m_block[i].x - LeftTopScrCdnt.x)/CellWidth; y = (m_block[i].y - LeftTopScrCdnt.y)/CellWidth; if(x<0 || x >= MAP_WIDTH || y <0 || y >= MAP_HEIGHT)//为保安全 ,测试之用,完成后将被注释掉 return 0; map.m_block_bar[y][x] = 1 ; for(j = 0 ; j < MAP_WIDTH ; j ++) { if(map.m_block_bar[y][j] != 1) break; } if(MAP_WIDTH == j) { for(j = 0 ; j < MAP_WIDTH ; j ++) { map.m_block_bar[y][j] = 5;//数字5代表要消掉的行 } } } int idx; for(i = 0 ; i < MAP_WIDTH ; i ++) { for(idx = j = MAP_HEIGHT - 1 ; j >= 0 ; j --) { if(map.m_block_bar[j][i] != 5) { map.m_block_bar[idx--][i] = map.m_block_bar[j][i]; } } while(idx >= 0) { map.m_block_bar[idx--][i] = 0; } } return 1; } //下面该函数功能是实现方块旋转,可以说是整个【俄罗斯方块】的难点所在,也是其核心部分 //方块用以数组block【4】表示,其余3个方格都将围绕block【1】旋转,方块由于有不对称方块 //存在,我原本是要分7种,但是后面代码量太大了,所以我将方块根据样式归为了四种,分别是: // //e_LINE 线形 就是一条线的那个,这个是对称的方块,只需分两个方向分别为横向和纵向,方向 // 用m_direct保持,其他的方块一样 // //e_TANCK 坦克形 这个是方块是对称的,分四种方向,根据m_direct对4进行求余的方法可以大大缩减 // 代码量,对于下面两种方块也是利用了求余的方式化简许多,才使得代码不会那么冗余, // 这是后面我才想到的方法。 // //e_STAIR 楼梯形 这个方块相对前面两种来说有点难度,主要是因为它不是对称的,但是相对下面的这种 // 来说比较简单,原本我没用对m_direct求余的方法时,我将它分为了e_STAIR_BACK和e_STAIR_FRONT // 两类来讨论的,后面发现代码可以缩减才将其归为一类只要记住block【0】和block【1】的位置不会 // 变化,变化的是block【2】和block【3】,block【2】相对block【1】上移或下移,x坐标与block【1】 // 相同,block【3】.y一直在block【1】下面一行,相对其左右变化 // //e_CORNER 角形 这个方块个人觉得是最难旋转的方块,与上面一种异样,原本我将它分为e_CORNER_FRONT , e_CORNER_BACK // 两类,每类有四个方向的变化,后来根据求余可以将同一个方向的变化变为一种,只是block【3】号方块要 // 根据m_direct方向来进行调整 int Block::rotate() { switch (m_style) { case e_LINE: { switch(m_direct) { case 0://横向转为纵向 { for(int i = 0 ; i < 4 ; i ++) { m_block[i].x = m_block[1].x; m_block[i].y = m_block[1].y + (1-i)*CellWidth; } m_direct = 1; } break; case 1://纵向转为横向 { for(int i = 0 ; i < 4 ; i ++) { m_block[i].y = m_block[1].y; m_block[i].x = m_block[1].x + (1-i)*CellWidth; } m_direct = 0; } break; } } break; //下面为楼梯风格的方块,由于其不是对称的分类为正反两种,正反种风格各有两种变化, //m_direct% == 0是正反两面的同种变化 case e_STAIR: { int flag; flag = m_direct < 2 ? 1 : -1; m_block[0].x = m_block[1].x + flag*CellWidth; m_block[0].y = m_block[1].y; m_block[2].x = m_block[1].x; m_block[3].y = m_block[1].y + CellWidth; if(m_direct%2 == 0) { m_block[2].y = m_block[1].y - CellWidth; m_block[3].x = m_block[1].x + flag*CellWidth; m_direct++; } else { m_block[2].y = m_block[1].y + CellWidth; m_block[3].x = m_block[1].x - flag*CellWidth; if(m_direct < 2) m_direct = 0; else m_direct = 2; } } break; //角形方块,与楼梯形方块一样非对称,有正反俩个种,每种有四种变化, //下面根据m_direct%4的值将这些变化归类解决,对于正,反面对应的相同 //变化的方向,只有block【3】方格位置不一样,可以看我画的图对比即可了解 case e_CORNER: { switch (m_direct%4) { case 0: { m_block[0].x = m_block[1].x+CellWidth; m_block[0].y = m_block[2].y = m_block[1].y; m_block[2].x = m_block[1].x-CellWidth; m_block[3].x = m_block[1].x-CellWidth; if(m_direct>=4) m_block[3].y = m_block[1].y-CellWidth; else m_block[3].y = m_block[1].y+CellWidth; m_direct ++; } break; case 1: { m_block[0].x = m_block[2].x = m_block[1].x; m_block[0].y = m_block[1].y+CellWidth; m_block[2].y = m_block[1].y-CellWidth; if(m_direct>=4) m_block[3].x = m_block[1].x+CellWidth; else m_block[3].x = m_block[1].x-CellWidth; m_block[3].y = m_block[1].y-CellWidth; m_direct ++; } break; case 2: { m_block[0].x = m_block[1].x-CellWidth; m_block[0].y = m_block[2].y = m_block[1].y; m_block[2].x = m_block[1].x+CellWidth; m_block[3].x = m_block[1].x+CellWidth; if (m_direct>=4) m_block[3].y = m_block[1].y+CellWidth; else m_block[3].y = m_block[1].y-CellWidth; m_direct ++; } break; case 3: { m_block[0].x = m_block[2].x = m_block[1].x; m_block[0].y = m_block[1].y-CellWidth; m_block[2].y = m_block[1].y+CellWidth; if(m_direct>=4) { m_block[3].x = m_block[1].x-CellWidth; m_direct = 4;} else { m_block[3].x = m_block[1].x+CellWidth; m_direct = 0;} m_block[3].y = m_block[1].y+CellWidth; } break; default: break; } } break; case e_TANCK://坦克形方块,与线形方块一样是对称的,分四种变化 { switch (m_direct%2) { case 0: { m_block[0].x = m_block[2].x = m_block[1].x; m_block[0].y = m_block[1].y - CellWidth; m_block[2].y = m_block[1].y + CellWidth; int flag = m_direct == 0 ? 1 : -1; m_block[3].x = m_block[1].x + flag*CellWidth; m_block[3].y = m_block[1].y; m_direct++; } break; case 1: { m_block[0].y = m_block[2].y = m_block[1].y; m_block[0].x = m_block[1].x - CellWidth; m_block[2].x = m_block[1].x + CellWidth; m_block[3].x = m_block[1].x; int flag = m_direct == 3 ? -1:1; m_block[3].y = m_block[1].y + flag*CellWidth; if(m_direct == 3) m_direct = 0; else m_direct++; } break; default: break; } } break; case e_TIAN: { m_block[0].y = m_block[1].y; m_block[0].x = m_block[1].x + CellWidth; m_block[2].x = m_block[1].x; m_block[2].y = m_block[1].y + CellWidth; m_block[3].x = m_block[1].x + CellWidth; m_block[3].y = m_block[1].y + CellWidth; } break; default: break; } return 0; } int Block::show_block(HDC hdc,const POINT& GameLeftTop) { for (int i = 0 ; i < 4 ; i ++ ) { if(m_block[i].y >= GameLeftTop.y) Rectangle(hdc,m_block[i].x,m_block[i].y,m_block[i]. x+CellWidth,m_block[i].y+CellWidth); if(i==0)//测试所用,完成后将会被注释掉 {MoveToEx(hdc,m_block[i].x,m_block[i].y,NULL); LineTo(hdc,m_block[i].x+CellWidth,m_block[i].y+CellWidth);} } return 1; } int Block::show_next_block(HDC hdc) { for (int i = 0 ; i < 4 ; i ++ ) { Rectangle(hdc,m_block[i].x,m_block[i].y,m_block[i]. x+CellWidth,m_block[i].y+CellWidth); } return 1; } Block block , next_block , try_block; map_floor map;int d = 0; LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { HDC hdc ; PAINTSTRUCT ps ; //游戏客户区 static RECT GameClient; //一个方格的像素为CellWidth = 20 游戏区宽 12 个方格 高 18 个方格 const int Width = 240 ,Height = 360; static POINT LeftTopScrCdnt;//游戏区得左上角坐标 switch (message) { case WM_CREATE: SetTimer(hwnd,ID_TIMER,500,NULL); return 0 ; case WM_SIZE: GetClientRect(hwnd,&GameClient); LeftTopScrCdnt.x = (GameClient.right-GameClient.left)/2 - Width/2; LeftTopScrCdnt.y = GameClient.top + 50; GameClient.left = LeftTopScrCdnt.x; GameClient.top = LeftTopScrCdnt.y; GameClient.right = LeftTopScrCdnt.x + Width; GameClient.bottom = LeftTopScrCdnt.y + Height; //创建下一个将要出现的方块 next_block.create_block(GameClient.right+2*CellWidth,(GameClient.bottom+GameClient.top)/2-3*CellWidth); block.move_to((GameClient.right+GameClient.left)/2,GameClient.top-CellWidth); break; case WM_TIMER: block.move_down(GameClient); if(!block.check_block(map,LeftTopScrCdnt))//检测方块的碰撞,如果则说明方块到底底部,将其上移然后打印进地图 { block.move_up(GameClient); if(!block.check_block(map,LeftTopScrCdnt) || block.get_block_height() <= LeftTopScrCdnt.y )//检测游戏是否结束 { KillTimer(hwnd,ID_TIMER); d = 4; } block.print_to_map(map,LeftTopScrCdnt); SendMessage(hwnd,WM_KEYDOWN,VK_ESCAPE,0); } InvalidateRect(hwnd,NULL,true); break; case WM_PAINT: hdc = BeginPaint (hwnd, &ps) ; MoveToEx(hdc,LeftTopScrCdnt.x,LeftTopScrCdnt.y,NULL); Rectangle(hdc,GameClient.left,GameClient.top,GameClient.right,GameClient.bottom);//游戏区边框 SelectObject(hdc,GetStockObject(BLACK_BRUSH)); map.show_block_bar(hdc,LeftTopScrCdnt); block.show_block(hdc,LeftTopScrCdnt); next_block.show_next_block(hdc); EndPaint (hwnd, &ps); break; case WM_KEYDOWN: InvalidateRect(hwnd,NULL,true); switch (wParam) { case VK_SPACE: { try_block = block; try_block.rotate(); if(try_block.check_block(map ,LeftTopScrCdnt)) block = try_block; break; } case VK_LEFT: { block.move_left(GameClient); if(!block.check_block(map ,LeftTopScrCdnt)) block.move_right(GameClient); } break; case VK_RIGHT: { block.move_right(GameClient); if (!block.check_block(map ,LeftTopScrCdnt)) block.move_left(GameClient); } break; case VK_DOWN: { // block.move_down(GameClient); SendMessage(hwnd,WM_TIMER,0,0); } break; case VK_ESCAPE://测试用,完成后将会被注释掉 { block = next_block; next_block.create_block(GameClient.right+2*CellWidth,(GameClient.bottom+GameClient.top)/2-3*CellWidth); block.move_to((GameClient.right+GameClient.left)/2,GameClient.top-CellWidth); } break; default: break; } break; case WM_DESTROY: PostQuitMessage (0) ; return 0 ; } return DefWindowProc (hwnd, message, wParam, lParam) ; }
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