小女也爱c#(3)--俄罗斯方块练习数组
学完c了,总算是有点收获了,自己写了个俄罗斯方块练习数组,在vc6.0控制台环境下编译通过.

int Makepanel(char Ary_Panel[][10]);
void gotoxy(int x, int y);
void BrushsScreen(char ary[][20]);
int initializationShape();
void ShowShape(char ary_shapel[][3][3],int nType,int *x, int *y,char Arry_recordXY);
int isNotLandDown(char ary_Panel[][20],char ary_shapel[][3][3],int nType,int *x,int *y);
void SetDownLandStatus(char ary_shapel[][3][3],int nType);
void RemoveRow(char ary_Panel[][23]);
void BrushsScreen2(char Arry_recordXY[][3][2]);
void Cls_Arry_recordXY(char Arry_recordXY[][3][2]);
int isCollision_left(char ary_Panel[][23],char ary_shapel[][3][3] ,int x, int y,int nType);
void Block_Turn(char ary_shapel[][3][3],int nType);
void DownRow(char ary_Panel[][20],int k);
char key(int s);
int isBlock_Turn(char ary_Panel[][20],char ary_shapel[][3][3],int nType,int x,int y);
int isCollision_right(char ary_Panel[][20],char ary_shapel[][3][3] ,int x, int y,int nType);
void GameOver();
int isGameOver(int x);
void Stop();
int maxDown(char ary_Panel[][20],int x,int y);
#define ShapeType 10
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for (i=0,j=0;i<23;i++) { for (j=0;j<20;j++) { if (j==0||j==19||i==22) { Ary_Panel[i][j]=1; } else { Ary_Panel[i][j]=0; } if (Ary_Panel[i][j]==Wall) { printf ( "⊙" ); } else if (Ary_Panel[i][j]==Nop) { printf ( " " ); } if (j==19) { printf ( "\r\n" ); } } } printf ( "上下左右->wsad,暂停为空格键" ); return 0; } //////////////////////////////////// //函数名&功能:移动到x,y点 //参数:x,y为坐标 //返回值:void //////////////////////////////////// void gotoxy( int x, int y) { COORD point; point.X = x; point.Y = y; SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), point); } //////////////////////////////////// //函数名&功能:刷新屏目 //参数:x,y为坐标 //返回值:void //////////////////////////////////// void BrushsScreen( char ary[][20], int x, int y) { int i=0,j=0; for (i=0;i<23;i++) { for (j=1;j<19;j++) { gotoxy(j+j,i); if (ary[i][j]==Nop) { printf ( " " ); } } } } //////////////////////////////////// //函数名&功能:刷新屏目 //参数:x,y为坐标 //返回值:void //////////////////////////////////// void BrushsScreen2( char Arry_recordXY[][3][2]) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { if (Arry_recordXY[i][j][0]!=0 || Arry_recordXY[i][j][1]!=0) { gotoxy(Arry_recordXY[i][j][1],Arry_recordXY[i][j][0]); printf ( " " ); Arry_recordXY[i][j][0]=0x00; Arry_recordXY[i][j][1]=0x00; } } } } //////////////////////////////////// //函数名&功能:方块初始化 //参数:x,y为坐标 //返回值:void //////////////////////////////////// int initializationShape() { int nType=0,i=0,j=0; srand ( (unsigned) time ( NULL ) ); nType = rand () % 10; return nType; } //////////////////////////////////// //函数名&功能:刷新显示方块边上的区域 //参数:x,y为坐标 //返回值:void //////////////////////////////////// void ShowShape( char ary_shapel[][3][3], int nType, int *x, int *y, char Arry_recordXY[][3][2]) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { if (ary_shapel[nType][i][j]==Solid) { if (i==0 && j==0 && (*x-1)>=0) { //打印原点左边上方的点 gotoxy((*y+*y-2),*x-1); printf ( "■" ); Arry_recordXY[i][j][0]=*x-1; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y-2; } else if (i==0 && j==1 && (*x-1)>=0) { //打印原点上方的点 gotoxy((*y+*y),*x-1); printf ( "■" ); Arry_recordXY[i][j][0]=*x-1; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y; } else if (i==0 && j==2 && (*x-1)>=0) { //打印原点右边上方的点 gotoxy((*y+*y+2),*x-1); printf ( "■" ); Arry_recordXY[i][j][0]=*x-1; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y+2; } else if (i==1 && j==0 && *x>=0) { //打印原点左边的点 gotoxy((*y+*y-2),*x); printf ( "■" ); Arry_recordXY[i][j][0]=*x; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y-2; } else if (i==1 && j==1 && *x>=0) { gotoxy((*y+*y),*x); //打印原点 printf ( "■" ); Arry_recordXY[i][j][0]=*x; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y; } else if (i==1 && j==2 && *x>=0) { //打印原点右边的点 gotoxy((*y+*y+2),*x); printf ( "■" ); Arry_recordXY[i][j][0]=*x; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y+2; } else if (i==2 && j==0 && (*x+1)>=0) { //打印原点左边下方的点 gotoxy((*y+*y-2),*x+1); printf ( "■" ); Arry_recordXY[i][j][0]=*x+1; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y-2; } else if (i==2 && j==1 && (*x+1)>=0) { //打印原点下边的点 gotoxy((*y+*y),*x+1); printf ( "■" ); Arry_recordXY[i][j][0]=*x+1; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y; } else if (i==2 && j==2 && (*x+1)>=0) { //打印原点右边下方的点 gotoxy((*y+*y)+2,*x+1); printf ( "■" ); Arry_recordXY[i][j][0]=*x+1; //记录要清除的点 Arry_recordXY[i][j][1]=*y+*y+2; } } } } } //////////////////////////////////// //函数名&功能:是否落地 //参数:x,y为坐标 //返回值:1为不落地,0为落地 //////////////////////////////////// int isNotLandDown( char ary_Panel[][20], char ary_shapel[][3][3], int nType, int *x, int *y) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { if (ary_shapel[nType][i][j]==Solid) //是否是实体 { if (i==0 && j==0 ) { //打印原点左边上方的点 if (ary_Panel[*x-1+1][(*y-1)]==Wall || ary_Panel[*x-1+1][(*y-1)]==Landing) { return 0; } } else if (i==0 && j==1 ) { //打印原点上方的点 if (ary_Panel[*x-1+1][(*y)]==Wall || ary_Panel[*x-1+1][(*y)]==Landing) { return 0; } } else if (i==0 && j==2 ) { //打印原点右边上方的点 if (ary_Panel[*x-1+1][(*y+1)]==Wall || ary_Panel[*x-1+1][(*y+1)]==Landing) { return 0; } } else if (i==1 && j==0 ) { //打印原点左边的点 if (ary_Panel[*x+1][(*y-1)]==Wall || ary_Panel[*x+1][(*y-1)]==Landing) { return 0; } } else if (i==1 && j==1) { if (ary_Panel[*x+1][(*y)]==Wall || ary_Panel[*x+1][(*y)]==Landing) { return 0; } } else if (i==1 && j==2 ) { //打印原点右边的点 if (ary_Panel[*x+1][(*y+1)]==Wall || ary_Panel[*x+1][(*y+1)]==Landing) { return 0; } } if (i==2 && j==0 ) { //打印原点左边下方的点 if (ary_Panel[*x+1+1][(*y-1)]==Wall || ary_Panel[*x+1+1][(*y-1)]==Landing) { return 0; } } else if (i==2 && j==1 ) { //打印原点下边的点 if (ary_Panel[*x+1+1][*y]==Wall || ary_Panel[*x+1+1][*y]==Landing) { return 0; } } else if (i==2 && j==2 ) { //打印原点右边下方的点 if (ary_Panel[*x+1+1][*y+1]==Wall || ary_Panel[*x+1+1][*y+1]==Landing) { return 0; } } } } } return 1; } //////////////////////////////////// //函数名&功能:设置落地的状态 //参数: //返回值:void //////////////////////////////////// void SetDownLandStatus( char ary_Panel[][20], char ary_shapel[][3][3], int nType, int x, int y) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { if (ary_shapel[nType][i][j]==Solid) //是否是实体 { if (i==0&&j==0) { ary_Panel[x-1][y-1]=Landing; } else if (i==0&&j==1) { ary_Panel[x-1][y]=Landing; } else if (i==0&&j==2) { ary_Panel[x-1][y+1]=Landing; } else if (i==1&&j==0) { ary_Panel[x][y-1]=Landing; } else if (i==1&&j==1) { ary_Panel[x][y]=Landing; } else if (i==1&&j==2) { ary_Panel[x][y+1]=Landing; } else if (i==2&&j==0) { ary_Panel[x+1][y-1]=Landing; } else if (i==2&&j==1) { ary_Panel[x+1][y]=Landing; } else if (i==2&&j==2) { ary_Panel[x+1][y+1]=Landing; } } } } } //////////////////////////////////// //函数名&功能:掉下 //参数:k为当前消除的行 //返回值:void //////////////////////////////////// void DownRow( char ary_Panel[][20], int k) { int i=0,j=0; for (k=k-1;k>=0;k--) { for (j=1;j<19;j++) { if (ary_Panel[k][j]==Landing) { ary_Panel[k+1][j]=ary_Panel[k][j]; ary_Panel[k][j]=Nop; } } } } //////////////////////////////////// //函数名&功能:消除填满的行 //参数: //返回值:1返回消行,0 //////////////////////////////////// int RemoveRow( char ary_Panel[][20], int x, int y) { int i=0,j=0,isSolidRow=0; for (i=0;i<22;i++) { for (j=1;j<19;j++) { if (ary_Panel[i][j]==Nop) //是否满足消行? { isSolidRow=0; goto gotoNOP; } } for (j=1;j<19;j++) { if (ary_Panel[i][j]==Landing) //是否满足消行? { isSolidRow=1; ary_Panel[i][j]=Nop; //消行; } } DownRow(ary_Panel,i); BrushsScreen(ary_Panel,x,y); //刷新屏 gotoNOP:; } } //////////////////////////////////// //函数名&功能:清记录的坐标 //参数: //返回值:void //////////////////////////////////// void Cls_Arry_recordXY( char Arry_recordXY[][3][2]) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { Arry_recordXY[i][j][0]=0x00; Arry_recordXY[i][j][1]=0x00; } } } //////////////////////////////////// //函数名&功能:left是否发生碰撞 //参数: //返回值:0发生碰撞 //////////////////////////////////// int isCollision_left( char ary_Panel[][20], char ary_shapel[][3][3] , int x, int y, int nType) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { if (ary_shapel[nType][i][j]==Solid) //是否是实体 { if (i==0&&j==0) { if (ary_Panel[x-1][y-1-1]==Landing || ary_Panel[x-1][y-1-1]==Wall) { return 0; } } else if (i==0&&j==1) { if (ary_Panel[x-1][y-1]==Landing || ary_Panel[x-1][y-1]==Wall) { return 0; } } else if (i==0&&j==2) { if (ary_Panel[x-1][y+1-1]==Landing || ary_Panel[x-1][y+1-1]==Wall) { return 0; } } else if (i==1&&j==0) { if (ary_Panel[x][y-1-1]==Landing || ary_Panel[x][y-1-1]==Wall) { return 0; } } else if (i==1&&j==1) { if (ary_Panel[x][y-1]==Landing || ary_Panel[x][y-1]==Wall) { return 0; } } else if (i==1&&j==2) { if (ary_Panel[x][y+1-1]==Landing || ary_Panel[x][y+1-1]==Wall) { return 0; } } else if (i==2&&j==0) { if (ary_Panel[x+1][y-1-1]==Landing || ary_Panel[x+1][y-1-1]==Wall) { return 0; } } else if (i==2&&j==1) { if (ary_Panel[x+1][y-1]==Landing || ary_Panel[x+1][y-1]==Wall) { return 0; } } else if (i==2&&j==2) { if (ary_Panel[x+1][y+1-1]==Landing || ary_Panel[x+1][y+1-1]==Wall) { return 0; } } } } } return 1; } //////////////////////////////////// //函数名&功能:翻转 //参数: //返回值:void //02=00 12=01 //22=02 21=12 //20=22 10=21 //00=20 01=10 //////////////////////////////////// void Block_Turn( char ary_shapel[][3][3], int nType) { char kk=0; int i=0,j=0,k=0; char cstr=0x00; cstr=ary_shapel[nType][0][2]; ary_shapel[nType][0][2]=ary_shapel[nType][0][0]; ary_shapel[nType][0][0]=ary_shapel[nType][2][0]; ary_shapel[nType][2][0]=ary_shapel[nType][2][2]; ary_shapel[nType][2][2]=cstr; cstr=ary_shapel[nType][1][2]; ary_shapel[nType][1][2]=ary_shapel[nType][0][1]; ary_shapel[nType][0][1]=ary_shapel[nType][1][0]; ary_shapel[nType][1][0]=ary_shapel[nType][2][1]; ary_shapel[nType][2][1]=cstr; } //////////////////////////////////// //函数名&功能:key //参数: //返回值:void //////////////////////////////////// char key( int s) { long t1, t2; char c; t1 = clock (); do t2 = clock (); while (((t2 - t1) < s) && !kbhit()); if (kbhit()) { c = getch(); } else { c = 0; } return c; } //////////////////////////////////// //函数名&功能:是否能翻转 //参数: //返回值:1能翻,0反之 //////////////////////////////////// int isBlock_Turn( char ary_Panel[][20], char ary_shapel[][3][3], int nType, int x, int y) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { if (i==0&&j==0) { if (ary_Panel[x-1][y-1]==Landing||ary_Panel[x-1][y-1]==Wall) { return 0; } } else if (i==0&&j==1) { if (ary_Panel[x-1][y]==Landing||ary_Panel[x-1][y]==Wall) { return 0; } } else if (i==0&&j==2) { if (ary_Panel[x-1][y+1]==Landing||ary_Panel[x-1][y+1]==Wall) { return 0; } } else if (i==1&&j==0) { if (ary_Panel[x][y-1]==Landing||ary_Panel[x][y-1]==Wall) { return 0; } } else if (i==1&&j==1) { if (ary_Panel[x][y]==Landing||ary_Panel[x][y]==Wall) { return 0; } } else if (i==1&&j==2) { if (ary_Panel[x][y+1]==Landing||ary_Panel[x][y+1]==Wall) { return 0; } } else if (i==2&&j==0) { if (ary_Panel[x+1][y-1]==Landing||ary_Panel[x+1][y-1]==Wall) { return 0; } } else if (i==2&&j==1) { if (ary_Panel[x+1][y]==Landing||ary_Panel[x+1][y]==Wall) { return 0; } } else if (i==2&&j==2) { if (ary_Panel[x+1][y+1]==Landing||ary_Panel[x+1][y+1]==Wall) { return 0; } } } } return 1; } //////////////////////////////////// //函数名&功能:right是否发生碰撞 //参数: //返回值:0发生碰撞 //////////////////////////////////// int isCollision_right( char ary_Panel[][20], char ary_shapel[][3][3] , int x, int y, int nType) { int i=0,j=0; for (i=0;i<3;i++) { for (j=0;j<3;j++) { if (ary_shapel[nType][i][j]==Solid) //是否是实体 { if (i==0&&j==0) { if (ary_Panel[x-1][y-1+1]==Landing || ary_Panel[x-1][y-1+1]==Wall) { return 0; } } else if (i==0&&j==1) { if (ary_Panel[x-1][y+1]==Landing || ary_Panel[x-1][y+1]==Wall) { return 0; } } else if (i==0&&j==2) { if (ary_Panel[x-1][y+1+1]==Landing || ary_Panel[x-1][y+1+1]==Wall) { return 0; } } else if (i==1&&j==0) { if (ary_Panel[x][y-1+1]==Landing || ary_Panel[x][y-1+1]==Wall) { return 0; } } else if (i==1&&j==1) { if (ary_Panel[x][y+1]==Landing || ary_Panel[x][y+1]==Wall) { return 0; } } else if (i==1&&j==2) { if (ary_Panel[x][y+1+1]==Landing || ary_Panel[x][y+1+1]==Wall) { return 0; } } else if (i==2&&j==0) { if (ary_Panel[x+1][y-1+1]==Landing || ary_Panel[x+1][y-1+1]==Wall) { return 0; } } else if (i==2&&j==1) { if (ary_Panel[x+1][y+1]==Landing || ary_Panel[x+1][y+1]==Wall) { return 0; } } else if (i==2&&j==2) { if (ary_Panel[x+1][y+1+1]==Landing || ary_Panel[x+1][y+1+1]==Wall) { return 0; } } } } } return 1; } //////////////////////////////////// //函数名&功能:游戏是否结束 //参数: //返回值:1为结束,0反之 //////////////////////////////////// int isGameOver( int x) { if ((x-1)<0) { return 1; } return 0; } //////////////////////////////////// //函数名&功能:游戏结束 //参数: //返回值:1为结束,0反之 //////////////////////////////////// void GameOver() { system ( "cls" ); printf ( "Game over" ); } //////////////////////////////////// //函数名&功能:暂停 //参数: //返回值: //////////////////////////////////// void Stop() { while (1) { int chKey=0; chKey=key(200); if (chKey==0x20) { break ; } } } //////////////////////////////////// //函数名&功能:可以下落的最大值 //参数: //返回值: //////////////////////////////////// int maxDown( char ary_Panel[][20], char ary_shapel[][3][3], int nType, int x, int y) { int x1=0; int i=0,j=0,k=0,z=0; while (1) { if (ary_shapel[nType][2][0]==2) { if (ary_Panel[x+1+1+x1][y-1]==0) { i++; x1++; } else { break ; } } else { break ; } } x1=0; while (1) { if (ary_shapel[nType][2][1]==2) { if (ary_Panel[x+1+1+x1][y]==0) { j++; x1++; } else { break ; } } else { break ; } } x1=0; while (1) { if (ary_shapel[nType][2][2]==2) { if (ary_Panel[x+1+1+x1][y+1]==0) { k++; x1++; } else { break ; } } else { break ; } } z=i<=j?i:j; z=z<=k?z:k; return z; } #include<stdio.h> #include"makehead.h" #include<Windows.h> #include<conio.h> int main() { char ary_Panel[23][20]={0}; char ary_shapel[ShapeType][3][3] = { //长条 { {0, 2, 0}, {0, 2, 0}, {0, 2, 0} }, //田字格 { {2, 2, 2}, {2, 2, 2}, {2, 2, 2} }, //L形 { {0, 2, 0}, {0, 2, 0}, {0, 2, 2} }, //L2形 { {0, 2, 0}, {0, 2, 0}, {2, 2, 0} }, //Z形 { {0, 0, 0}, {2, 2, 0}, {0, 2, 2} }, //Z2形 { {0, 0, 0}, {0, 2, 2}, {2, 2, 0} }, //T形 { {2, 2, 2}, {0, 2, 0}, {0, 2, 0} }, //小M形 { {0, 0, 0}, {2, 2, 2}, {2, 0, 2} }, //大M形 { {2, 2, 2}, {2, 0, 2}, {2, 0, 2} }, //大I形 { {2, 3, 2}, {2, 2, 2}, {2, 0, 2} } }; int i=0,j=0,chKey=0,nType=0; //初始化坐标 int x=0,y=10; //方块的初始化坐标 char Arry_recordXY[3][3][2]={0}; Gamestrat: i=Makepanel(ary_Panel) ; //显示主界面 nType=initializationShape(); //初始化方块的形状 //nType=3; while (1) { BrushsScreen2(Arry_recordXY); ShowShape(ary_shapel,nType,&x,&y,Arry_recordXY); //刷新显示方块边上的区域 chKey=key(200); //if(_kbhit()) if (chKey) { //得到键盘输入 //chKey= _getch() ; switch (chKey) { case 'w' : //翻转 if (isBlock_Turn(ary_Panel,ary_shapel,nType,x,y)) { Block_Turn(ary_shapel,nType); } break ; case 's' : //向下 if (isNotLandDown(ary_Panel,ary_shapel,nType,&x,&y)) { //x=x+maxDown(ary_Panel,ary_shapel,nType,x,y); x++; } break ; case 'a' : //向左 if (isCollision_left(ary_Panel,ary_shapel,x,y,nType)) { y--; } break ; case 'd' : //向右 if (isCollision_right(ary_Panel,ary_shapel,x,y,nType)) { y++; } break ; case 0x20: //暂停 Stop(); break ; } chKey=0; } BrushsScreen2(Arry_recordXY); ShowShape(ary_shapel,nType,&x,&y,Arry_recordXY); //刷新显示方块边上的区域 if (isNotLandDown(ary_Panel,ary_shapel,nType,&x,&y)) //是否落地 { x++; //方块自然下落 Sleep(100); } else { if (isGameOver(x)) //游戏是否失败 { GameOver(); goto gotoGameOver; } Cls_Arry_recordXY(Arry_recordXY); //清除记录的坐标 SetDownLandStatus(ary_Panel,ary_shapel,nType,x,y); //设置落地的状态 nType=initializationShape(); //初始化方块的形状 //nType=3; x=0; y=10; //方块的初始化坐标 } RemoveRow(ary_Panel); //消除填满的行 } gotoGameOver: return 0; } |
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