俄罗斯方块C语言源码如下:,,“`c,#include,#include,#include,#include,#include,,// 定义常量,#define WIDTH 10,#define HEIGHT 20,#define BLOCK_SIZE 4,#define SPEED 500,,// 定义数据结构,typedef struct {, int x;, int y;,} Point;,,typedef struct {, Point p[4];,} Block;,,typedef struct {, Block blocks[7];, int currentBlock;, int nextBlock;, int score;, int level;, int gameOver;,} Game;,,// 函数声明,void initGame(Game *game);,void drawGame(Game *game);,void updateGame(Game *game);,void generateNextBlock(Game *game);,void rotateBlock(Game *game, int direction);,void moveBlock(Game *game, int direction);,void dropBlock(Game *game);,int checkCollision(Game *game, int x, int y);,int checkLine(Game *game, int line);,void clearLine(Game *game, int line);,int checkGameOver(Game *game);,,int main() {, Game game;, initGame(&game);, while (!game.gameOver) {, drawGame(&game);, updateGame(&game);, Sleep(SPEED (game.level * 10));, }, printf(“游戏结束,得分:%d,”, game.score);, return 0;,},,// 函数实现,void initGame(Game *game) {, game>currentBlock = 0;, game>nextBlock = 1;, game>score = 0;, game>level = 1;, game>gameOver = 0;, generateNextBlock(game);,},,void drawGame(Game *game) {, system(“cls”);, for (int i = 0; iblocks[game>currentBlock].p[k].x == j && game>blocks[game>currentBlock].p[k].y == i) {, isBlock = 1;, break;, }, }, if (isBlock) {, printf(“■”);, } else {, printf(“□”);, }, }, printf(“,”);, }, printf(“得分:%d,等级:%d,”, game>score, game>level);,},,void updateGame(Game *game) {, if (_kbhit()) {, char ch = _getch();, switch (ch) {, case ‘a’:, moveBlock(game, 1);, break;, case ‘d’:, moveBlock(game, 1);, break;, case ‘w’:, rotateBlock(game, 1);, break;, case ‘s’:, dropBlock(game);, break;, }, }, game>blocks[game>currentBlock].y++;, if (checkCollision(game, game>blocks[game>currentBlock].p[0].x, game>blocks[game>currentBlock].p[0].y + 1)) {, for (int i = 0; iblocks[game>currentBlock].p[i].x += 10;, }, game>currentBlock = game>nextBlock;, game>nextBlock = rand() % 7;, generateNextBlock(game);, if (checkGameOver(game)) {, game>gameOver = 1;, } else {, int line = checkLine(game, HEIGHT 1);, while (line != 1) {, clearLine(game, line);, line = checkLine(game, HEIGHT 1);, }, }, },},,void generateNextBlock(Game *game) {, game>blocks[game>nextBlock] = game>blocks[game>currentBlock];, game>nextBlock = rand() % 7;,},,void rotateBlock(Game *game, int direction) {, Block temp = game>blocks[game>currentBlock];, for (int i = 0; iblocks[game>currentBlock] = temp;, },},,void moveBlock(Game *game, int direction) {, Block temp = game>blocks[game>currentBlock];, temp.p[0].x += direction;, for (int i = 1; iblocks[game>currentBlock] = temp;, } else {, temp.p[0].x = direction;, for (int i = 1; iblocks[game>currentBlock].y++;, if (checkCollision(game, game>blocks[game>currentBlock].p[0].x, game>blocks[game>currentBlock].p[0].y + 1)) {, game>blocks[game>currentBlock].y;, for (int i = 0; iblocks[game>currentBlock].p[i].x += 10;, }, game>currentBlock = game>nextBlock;, game>nextBlock = rand() % 7;, generateNextBlock(game);, if (checkGameOver(game)) {, game>gameOver = 1;, } else {, int line = checkLine(game, HEIGHT 1);, while (line != 1) {, clearLine(game, line);, line = checkLine(Game *game, HEIGHT 1);, }, }, },},,int checkCollision(Game *game, int x, int y) {, for (int i = 0; iblocks[game>currentBlock].p[i].x == x && game>blocks[game>currentBlock].p[i].y == y) {, return 1;, }, }, return 0;,},,int checkLine(Game *game, int line) {, for (int i = 0; iblocks[game>currentBlock].p[j].y != line || game>blocks[game>currentBlock].p[j].x != i) {, full = 0;, break;, }, }, if (full) {, return line;, }, }, return 1;,},,void clearLine(Game *game, int line) {, for (int i = line; i > 0; i) {, for (int j = 0; jblocks[game>currentBlock].p[j].y = i 1;, }, }, game>score += line * 100;, if (line == 1) {, game>level++;, } else if (line == 2) {, game>level += 2;, } else if (line == 3) {, game>level += 3;, } else if (line == 4) {, game>level += 4;, } else if (line >= 5) {, game>level += 5;, }, if (game>level > 9) {, game>level = 9;, }, if (SPEED > 100) {, SPEED = 10;, },},,int int checkGameOver(Game *game) {, for (int i = 0; iblocks[game>currentBlock].p[j].yblocks[game>currentBlock].p[j].y >= HEIGHT) {, return 1;, }, }, }, return 0;,}
由于俄罗斯方块的源码较长,我将为您提供一个简化版的C语言实现,这个版本包括了基本的游戏逻辑和一些简单的图形界面,您可以在此基础上进行修改和扩展。
#include <stdio.h> #include <stdlib.h> #include <conio.h> #include <windows.h> #define WIDTH 10 #define HEIGHT 20 int board[HEIGHT][WIDTH] = {0}; int current_x, current_y; int current_block[4][4]; void draw_board() { system("cls"); for (int i = 0; i < HEIGHT; i++) { for (int j = 0; j < WIDTH; j++) { if (board[i][j]) { printf("■"); } else { printf("□"); } } printf(" "); } } void draw_current_block() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (current_block[i][j]) { board[current_y + i][current_x + j] = 1; } } } } void remove_current_block() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (current_block[i][j]) { board[current_y + i][current_x + j] = 0; } } } } int can_move(int dx, int dy) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (current_block[i][j]) { int new_x = current_x + j + dx; int new_y = current_y + i + dy; if (new_x < 0 || new_x >= WIDTH || new_y < 0 || new_y >= HEIGHT || board[new_y][new_x]) { return 0; } } } } return 1; } void move_block(int dx, int dy) { if (can_move(dx, dy)) { remove_current_block(); current_x += dx; current_y += dy; draw_current_block(); } } void rotate_block() { // TODO: Implement block rotation logic } void drop_block() { while (can_move(0, 1)) { move_block(0, 1); Sleep(50); } } int main() { current_x = WIDTH / 2 2; current_y = 0; // TODO: Initialize current_block with a random shape draw_current_block(); while (1) { if (_kbhit()) { char key = _getch(); switch (key) { case 'a': move_block(1, 0); break; case 'd': move_block(1, 0); break; case 's': drop_block(); break; case 'w': rotate_block(); break; } } draw_board(); Sleep(50); } return 0; }
这个代码实现了一个简单的俄罗斯方块游戏,包括绘制游戏界面、移动方块、下落方块等功能,您需要自行实现方块旋转的逻辑以及随机生成方块的功能,这个代码没有处理消除行的逻辑,您还需要添加这部分功能以完成完整的游戏。
以上内容就是解答有关俄罗斯方块 c 源码的详细内容了,我相信这篇文章可以为您解决一些疑惑,有任何问题欢迎留言反馈,谢谢阅读。
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