/*tc3下调试通过,编译前将turboc目录下的egavga.bgi考到源程序所在目录下。 另要在 */
#include <graphics.h>/* 定义boland图形库*/ #include <stdlib.h> #include <stdio.h> #include <conio.h> #include <time.h> #define ESC 0x11b /*定义键盘扫描码*/ #define UP 0x4800 #define DOWN 0x5000 #define LEFT 0x4b00 #define F1 0x3b00 #define RIGHT 0x4d00 #define YES 0x1579 #define NO 0x316e #define RESTART 0x1372 /********************定义全局变量*****************************/ int grid[20][10];/*网格数组,0表示该格无方块,1则有运动方块,2则有静止方块*/ int level,score,interval;/*level--关数,score--消去的层数, interval--下降的时间间隔(单位毫秒)*/ /**************************定义每种方块的形状***********************************/ static int I_SHAPE1[1][4]={1,1,1,1};/*I代表长条方块,O--方形*/ static int I_SHAPE2[4][1]={1, 1, 1, 1}; static int O_SHAPE[2][2]={1,1, 1,1}; static int T_SHAPE1[2][3]={1,1,1, 0,1,0}; static int T_SHAPE2[3][2]={0,1, 1,1, 0,1}; static int T_SHAPE3[2][3]={0,1,0, 1,1,1}; static int T_SHAPE4[3][2]={1,0, 1,1, 1,0}; static int L_SHAPE1[3][2]={1,0, 1,0, 1,1}; static int L_SHAPE2[2][3]={1,1,1, 1,0,0}; static int L_SHAPE3[3][2]={1,1, 0,1, 0,1}; static int L_SHAPE4[2][3]={0,0,1, 1,1,1}; static int J_SHAPE1[3][2]={0,1, 0,1, 1,1 }; static int J_SHAPE2[2][3]={1,0,0, 1,1,1}; static int J_SHAPE3[3][2]={1,1, 1,0, 1,0 }; static int J_SHAPE4[2][3]={1,1,1, 0,0,1}; static int Z_SHAPE1[2][3]={1,1,0, 0,1,1}; static int Z_SHAPE2[3][2]={0,1, 1,1, 1,0 }; static int N_SHAPE1[2][3]={0,1,1, 1,1,0}; static int N_SHAPE2[3][2]={1,0, 1,1, 0,1 }; /***************************定义方块的结构体*****************************/ struct block {char type;/*方块的类型,共有I,O,T,L,J,Z,N七种类型*/ int shape;/*每种方块的具体形状*/ int x;/*方块最左上方的横坐标*/ int y;/*方块最左上方的横坐标*/ int color;/*方块的颜色*/ }; /***************************函数申明***********************************/ int ini_graph();/*初始化连接图形库graphic.h的驱动*/ int check_bottom();/*判断方块是否到容器底或下方已有别的方块,有则返回1,否则返回0*/ int check_top();/*判断方块是否到容器顶,也是游戏结束标志*/ int check_lborder();/*判断方块是否到容器左边缘或左边已有别的方块*/ int check_rborder();/*判断方块是否到容器右边缘或右边已有别的方块*/ int del_line();/*判断一行是否已满,如满则消格,返回1,否则返回0*/ void initial();/*初始化所有全局变量和界面*/ void restart();/*游戏结束后询问用户是退出还是重玩*/ void help();/*显示按键的帮助信息*/ void showscore();/*显示分数的界面*/ void test();/*测试grid[i][j]用的调试函数*/ void drawbar();/*画游戏的容器*/ void ini_grid();/*画容器里的格子*/ void show_next();/*在屏幕右上方显示下一个方块的信息*/ void drawblock();/*画方块*/ void clear_block();/*清除方块*/ void printscore();/*打印分数和关数*/ struct block create();/*随机产生一个新的方块*/ struct block change();/*旋转变换函数*/ /***************************主函数**********************************/ void main() {int key;/* 用户按键*/ struct block nextblock,mblock;/*nextblock--下一个方块,mblock--现在的方块*/ initial(); help(420,200); showscore(); printscore(); nextblock=create(); loop: if(check_top(mblock)) restart();/*如果方块没到容器顶,进行loop循环*/ printscore() ; mblock=nextblock; nextblock=create(); show_next(nextblock); while(1) { if(bioskey(1)!=0) key=bioskey(0); else key=0; switch(key) { case DOWN:{ if(check_bottom(mblock)==1) { if(! del_line(mblock.y)) { mblock.color=DARKGRAY; drawblock(mblock);}goto loop;} clear_block(mblock); mblock.y=mblock.y+20; drawblock(mblock); } break; case UP: mblock=change(mblock);break; case LEFT: if(!check_lborder(mblock)&&!check_bottom(mblock)) {clear_block(mblock);mblock.x-=20;} break; case RIGHT:if(!check_rborder(mblock)&&!check_bottom(mblock)) {clear_block(mblock);mblock.x+=20;} break; case F1:test();break; case ESC: setfillstyle(1, DARKGRAY); bar(0,465,640,480); outtextxy(5,469,"Are you sure to exit (Y/N)..."); while(1) { key=bioskey(0); if (key==NO) {initial();help(420,200);showscore();printscore();goto loop;} if(key==YES) {closegraph();exit(1);} } break; default:{ if(check_bottom(mblock)==1) { if(! del_line(mblock.y)) { mblock.color=DARKGRAY; drawblock(mblock); } goto loop; } clear_block(mblock); mblock.y=mblock.y+20; drawblock(mblock); delay(interval); } }/*switch*/ }/*while*/ }/*main*/ /*初始化所有全局变量和界面*/ void initial() {int i,j; score=0; interval=500; for(i=0;i<20;i++) for(j=0;j<10;j++) grid[i][j]=0; ini_graph(); drawbar(); ini_grid(); } /*画游戏的容器*/ void drawbar() {int left,top,right,bottom; left=200; top= 40; right=400; bottom=440; setfillstyle(1,LIGHTBLUE); bar(left,top,right,bottom); bar(480,40,560,120); } /*在容器画 20*10 的格子 */ void ini_grid() {int i,j; for(i=0;i<10;i++) for(j=0;j<20;j++) {rectangle(200+i*20,40+j*20,200+i*20+20,40+j*20+20);/*画主容器的格子*/ } for(i=0;i<4;i++) for(j=0;j<4;j++) rectangle(480+i*20,40+j*20,480+i*20+20,40+j*20+20);/*画显示下一个方块的格子*/ } /*随机产生一个新的方块*/ struct block create() {struct block newblock ; int r; r=random(7); switch(r) {case(0):newblock.type='I';newblock.color=5; break; case(1):newblock.type='O';newblock.color=BLUE; break; case(2):newblock.type='T';newblock.color=BROWN; break; case(3):newblock.type='L';newblock.color=YELLOW; break; case(4):newblock.type='J';newblock.color=LIGHTGREEN; break; case(5):newblock.type='Z';newblock.color=GREEN; break; case(6):newblock.type='N';newblock.color=RED; break; } newblock.shape=1; newblock.x=300; newblock.y=40; return newblock; } /*消格函数,传递参数为方块的左上方的纵坐标值,如有消格,返回0,否则返回1*/ int del_line(int ty) {int i,j ,b,i0,k,ret; ret=0; if (ty>=440) return 0; i0=(ty-40)/20; if(i0==19||i0==18||i0==17)b=19; else b=i0+3; for(k=i0;k<=b;k++) { for(j=0;j<10;j++) if(!grid[k][j]) break; if(j==10) {score++; ret=1; for(i=k;i>0;i--) for(j=0;j<10;j++) { grid[i][j]=grid[i-1][j]; if(!grid[i][j]) {setfillstyle(1,LIGHTBLUE); setcolor(WHITE); rectangle(200+j*20,40+i*20,200+j*20+20,40+i*20+20); floodfill(200+j*20+10,40+i*20+10,WHITE); } else {setfillstyle(9,DARKGRAY); setcolor(DARKGRAY); rectangle(200+j*20,40+i*20,200+j*20+20,40+i*20+20); floodfill(200+j*20+10,40+i*20+10,DARKGRAY); } } } } return ret; } /*判断方块是否到容器左边界或左方已有别的方块,有则返回1,否则返回0 传递参数为当前的的block结构实例变量, */ int check_lborder(struct block cblock) {int i0,j0; j0=(cblock.x-200)/20; i0=(cblock.y-40)/20; if(cblock.x<=200) return 1;/*已经到达容器左边界*/ switch(cblock.type) {case('I'):if(grid[i0][j0-1]) return 1; break;/*左边已有其他静止的方格*/ case('O'):if(grid[i0][j0-1]) return 1; break; case('L'): switch(cblock.shape) {case(1):if(grid[i0][j0-1]||grid[i0+1][j0-1]||grid[i0+2][j0-1]) return 1; break; case(2):if(grid[i0][j0-1]||grid[i0+1][j0-1]) return 1; break; case(3):if(grid[i0][j0-1]||grid[i0+1][j0]||grid[i0+2][j0]) return 1; break; case(4): if(grid[i0][j0-1]||grid[i0+1][j0-1]) return 1;break; } break; case('J'):switch(cblock.shape) {case(1):if(grid[i0][j0]||grid[i0+1][j0]||grid[i0+2][j0-1]) return 1; break; case(2):if(grid[i0][j0-1]||grid[i0-1][j0-1]) return 1; break; case(3):if(grid[i0][j0-1]||grid[i0+1][j0-1]||grid[i0+2][j0-1]) return 1; break; case(4): if(grid[i0][j0-1]||grid[i0+1][j0+1]) return 1; break; } break; case('T'):break; case('Z'):break; case('N'):break; }
return 0; } /*判断方块是否到容器右边界或右方已有别的方块,有则返回1,否则返回0 传递参数为当前的的block结构实例变量, */ int check_rborder(struct block cblock) {int i0,j0; j0=(cblock.x-200)/20;/*把方块的左上方的坐标x,y换算成相应数组grid[i][j]的下标i0,j0*/ i0=(cblock.y-40)/20; switch(cblock.type) {case('I'):if(cblock.shape==1) {if(cblock.x+80>=400||grid[i0][j0+4]) return 1;}/*已经到达容器右边界或左边已有方块*/ else {if(cblock.x+20>=400||grid[i0][j0+1])return 1;} break; case('O'): if(cblock.x+40>=400||grid[i0][j0+2]||grid[i0+1][j0+2]) return 1; break; case('T'): switch(cblock.shape) {case(1): if(cblock.x+60>=400||grid[i0][j0+3]||grid[i0+1][j0+2]) return 1;break; case(3): if(cblock.x+60>=400||grid[i0+1][j0+3]||grid[i0][j0+2]) return 1;break;
case(2):if(cblock.x+40>=400||grid[i0][j0+2]||grid[i0+1][j0+2]||grid[i0+2][j0+2]) return 1;break; case(4):if(cblock.x+40>=400||grid[i0][j0+1]||grid[i0+2][j0+1]||grid[i0+1][j0+2]) return 1;break; } break; case('L'):switch(cblock.shape) {case(1): if(cblock.x+40>=400||grid[i0+2][j0+2]||grid[i0][j0+1]||grid[i0+1][j0+1]) return 1;break; case(2): if(cblock.x+60>=400||grid[i0][j0+3]||grid[i0+1][j0+3]) return 1;break; case(3): if(cblock.x+40>=400||grid[i0][j0+2]||grid[i0+1][j0+2]||grid[i0+2][j0+2]) return 1;break; case(4): if(cblock.x+60>=400||grid[i0][j0+3]||grid[i0+1][j0+3]) return 1;break; } break; case('J'):switch(cblock.shape) {case(1): if(cblock.x+40>=400||grid[i0][j0+2]||grid[i0+1][j0+2]||grid[i0+2][j0+2]) return 1;break; case(2):if(cblock.x+60>=400||grid[i0][j0+1]||grid[i0+1][j0+3]) return 1;break; case(3): if(cblock.x+40>=400||grid[i0][j0+2]||grid[i0+1][j0+1]||grid[i0+2][j0+1]) return 1;break; case(4): if(cblock.x+60>=400||grid[i0][j0+3]||grid[i0+1][j0+3]) return 1;break; } break; case('Z'): switch(cblock.shape) {case(1): if(cblock.x+60>=400||grid[i0][j0+2]||grid[i0+1][j0+3]) return 1;break; case(2):if(cblock.x+40>=400||grid[i0][j0+2]||grid[i0+1][j0+2]||grid[i0+2][j0+1]) return 1;break; }break; case('N'): switch(cblock.shape) {case(1): if(cblock.x+60>=400||grid[i0][j0+3]||grid[i0+1][j0+2]) return 1;break; case(2):if(cblock.x+40>=400||grid[i0][j0+1]||grid[i0+1][j0+2]||grid[i0+2][j0+2]) return 1;break; } break; } return 0; } /*旋转变换函数,本游戏的核心程序之一, 传递参数为当前的的block结构实例变量, 判断当前位置是否能变换后 ,若能 返回变换后的block实例变量,否则 返回就原来传进来的block实例变量 */ struct block change(struct block cblock) {int i,j,i0,j0; j0=(cblock.x-200)/20;/*把方块的左上方的坐标x,y换算成相应数组grid[i][j]的下标i0,j0*/ i0=(cblock.y-40)/20; switch(cblock.type) {case('I'):switch(cblock.shape) { case(1):if (grid[i0+2][j0+1]||grid[i0+3][j0+1]) return cblock; clear_block(cblock); cblock.x+=20; cblock.shape++;break; case(2):if (grid[i0][j0-1]||grid[i0][j0+1] || grid[i0][j0+2]||cblock.x>=360||cblock.x<=200) return cblock;/*如果变换后的格子上已经有其他方块, 或变换后方块超出则不变换*/ clear_block(cblock); cblock.x-=20;/*否则清楚原来的方块,计算出变换新的坐标*/ cblock.shape--;/*同一类型的方块进入下一个形状*/ break; } break; case('T'):switch(cblock.shape) {case(1):if(grid[i0-1][j0+1]) return cblock; clear_block(cblock);cblock.y-=20; cblock.shape++; break; case(2):if(cblock.x>=360||grid[i0+1][j0+2]) return cblock; clear_block(cblock);cblock.shape++;break; case(3):if(grid[i0-1][j0+1]||grid[i0][j0+2]) return cblock; clear_block(cblock);cblock.x+=20;cblock.y-=20; cblock.shape++;break; case(4):if(cblock.x<=200||grid[i0+1][j0-1]) return cblock; clear_block(cblock);cblock.y+=20;cblock.x-=20; cblock.shape=1; break; } break; case('L'):switch(cblock.shape) {case(1):if(grid[i0+2][j0-1]||grid[i0+1][j0+1]||cblock.x<=200) return cblock; clear_block(cblock);cblock.y+=20; cblock.x-=20; cblock.shape++; break; case(2): if(grid[i0-1][j0]||grid[i0-1][j0+1]||grid[i0+1][j0+1]) return cblock; clear_block(cblock);cblock.y-=20; cblock.shape++;break; case(3): if(grid[i0+2][j0-1]||grid[i0+2][j0]||cblock.x<=200) return cblock; clear_block(cblock);cblock.y+=20;cblock.x-=20; cblock.shape++;break; case(4): if(grid[i0][j0+1]||grid[i0-1][j0+1]) return cblock; clear_block(cblock);cblock.y-=20;cblock.x+=20; cblock.shape=1; break; } break; case('J'): switch(cblock.shape) {case(1):if(grid[i0+1][j0]||grid[i0+2][j0+2]||cblock.x>=360) return cblock; clear_block(cblock);cblock.y+=20; cblock.shape++; break; case(2): if(grid[i0-1][j0+1]||grid[i0-1][j0]) return cblock; clear_block(cblock);cblock.y-=20; cblock.shape++;break; case(3):if(grid[i0+1][j0+1]||grid[i0+2][j0+1]||grid[i0+1][j0-1]) return cblock; clear_block(cblock);cblock.y+=20;cblock.x-=20; if(grid[i0-1][j0]||grid[i0-1][j0+1]||cblock.x<=200) return cblock; cblock.shape++;break; case(4): if(grid[i0-1][j0-2]||grid[i0+1][j0+1]) return cblock; clear_block(cblock);cblock.y-=20;cblock.x+=20; cblock.shape=1; break; } break; case('Z'):switch(cblock.shape) { case(1):if(grid[i0-1][j0+1]||grid[i0+1][j0]) return cblock; clear_block(cblock);cblock.y-=20; cblock.shape++;break; case(2): if(grid[i0+2][j0+1]||grid[i0+2][j0+2]) return cblock; clear_block(cblock);cblock.y+=20; cblock.shape--;break; }break; case('N'):switch(cblock.shape) { case(1):if(grid[i0][j0]||grid[i0-1][j0]) return cblock; clear_block(cblock); cblock.y-=20; cblock.shape++;break; case(2):if(grid[i0+2][j0]||grid[i0+1][j0+2]||cblock.x>=360) return cblock; clear_block(cblock); cblock.y+=20; cblock.shape--;break; }break; } return cblock;/*返回变换后的方块*/ } /*画方块函数,传递参数为当前block实例变量*/ void drawblock(struct block drblock) {int i0,j0,i,j; j0=(drblock.x-200)/20;/*把方块的左上方的坐标x,y换算成相应数组grid[i][j]的下标i0,j0*/ i0=(drblock.y-40)/20; setfillstyle(9,drblock.color); setcolor(drblock.color); switch(drblock.type) {case('I'):if(drblock.shape==1) { for(j=0;j<4;j++) { rectangle(drblock.x+j*20,drblock.y,drblock.x+j*20+20,drblock.y+20);/*画方块格子*/ floodfill(drblock.x+j*20+10,drblock.y+10,drblock.color);/*蔓延填充方块*/ grid[i0][j0+j]+=I_SHAPE1[0][j];/*将定义的形状与grid数组相加*/ } /*这样有格子的相应grid数组元素就加1*/ } if(drblock.shape==2) { for(i=0;i<4;i++) { rectangle(drblock.x,drblock.y+20*i,drblock.x+20,drblock.y+20*i+20); floodfill(drblock.x+10,drblock.y+20*i+10,drblock.color); grid[i0+i][j0]+=I_SHAPE2[i][0]; } }break; case('O'):for(i=0;i<2;i++) for(j=0;j<2;j++) {rectangle(drblock.x+i*20,drblock.y+j*20,drblock.x+i*20+20,drblock.y+j*20+20); floodfill(drblock.x+i*20+10,drblock.y+j*20+10,drblock.color); grid[i0+i][j0+j]+=O_SHAPE[i][j]; } break; case('T'): switch(drblock.shape) {case(1):for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=T_SHAPE1[i][j] ; if(T_SHAPE1[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(2):for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=T_SHAPE2[i][j] ; if(T_SHAPE2[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(3):for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=T_SHAPE3[i][j] ; if(T_SHAPE3[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } }break ; case(4): for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=T_SHAPE4[i][j] ; if(T_SHAPE4[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; } break; case('L'): switch(drblock.shape) {case(1):for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=L_SHAPE1[i][j] ; if(L_SHAPE1[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(2):for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=L_SHAPE2[i][j] ; if(L_SHAPE2[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(3):for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=L_SHAPE3[i][j] ; if(L_SHAPE3[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } }break ; case(4): for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=L_SHAPE4[i][j] ; if(L_SHAPE4[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; } break; case('J'): switch(drblock.shape) {case(1):for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=J_SHAPE1[i][j] ; if(J_SHAPE1[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(2):for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=J_SHAPE2[i][j] ; if(J_SHAPE2[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(3):for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=J_SHAPE3[i][j] ; if(J_SHAPE3[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break; case(4): for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=J_SHAPE4[i][j] ; if(J_SHAPE4[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; } break; case('Z'):switch(drblock.shape) { case(1):for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=Z_SHAPE1[i][j] ; if(Z_SHAPE1[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(2):for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=Z_SHAPE2[i][j] ; if(Z_SHAPE2[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; } break; case('N'):switch(drblock.shape) { case(1):for(i=0;i<2;i++) for(j=0;j<3;j++) {grid[i0+i][j0+j]+=N_SHAPE1[i][j] ; if(N_SHAPE1[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; case(2):for(i=0;i<3;i++) for(j=0;j<2;j++) {grid[i0+i][j0+j]+=N_SHAPE2[i][j] ; if(N_SHAPE2[i][j]==1) {rectangle(drblock.x+j*20,drblock.y+i*20,drblock.x+j*20+20,drblock.y+i*20+20); floodfill(drblock.x+j*20+10,drblock.y+i*20+10,drblock.color); } } break ; } break; } } /*清楚原来的方块,用原来容器的方格填充 传递参数为当前的block实例变量*/ void clear_block(struct block cblock) { int i,j,i0,j0; j0=(cblock.x-200)/20;/*把方块的左上方的坐标x,y换算成相应数组grid[i][j]的下标i0,j0*/ i0=(cblock.y-40)/20; setfillstyle(1,LIGHTBLUE);/*设置填充色为原容器格子的颜色*/ setcolor(WHITE);/*恢复原来的前景色*/ switch(cblock.type) {case('I'):if(cblock.shape==1) { for(j=0;j<4;j++) {rectangle(cblock.x+j*20,cblock.y,cblock.x+j*20+20,cblock.y+20);/*画原容器的格子*/ floodfill(cblock.x+j*20+10,cblock.y+10,WHITE);/*蔓延填充*/ grid[i0][j0+j]=0;/*清零,即该格已经没有方块*/ } } if(cblock.shape==2) { for(i=0;i<4;i++) { rectangle(cblock.x,cblock.y+20*i,cblock.x+20,cblock.y+20*i+20); floodfill(cblock.x+10,cblock.y+20*i+10,WHITE); grid[i0+i][j0]=0; } }break; case('O'):for(i=0;i<2;i++) for(j=0;j<2;j++) {rectangle(cblock.x+i*20,cblock.y+j*20,cblock.x+i*20+20,cblock.y+j*20+20); floodfill(cblock.x+i*20+10,cblock.y+j*20+10,WHITE); grid[i0+i][j0+j]=0; } break; case('T'): switch(cblock.shape) {case(1):for(i=0;i<2;i++) for(j=0;j<3;j++) { if(T_SHAPE1[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0 ; } } break ;
case(2):for(i=0;i<3;i++) for(j=0;j<2;j++) { if(T_SHAPE2[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0 ; } } break ; case(3):for(i=0;i<2;i++) for(j=0;j<3;j++) { if(T_SHAPE3[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } }break ; case(4): for(i=0;i<3;i++) for(j=0;j<2;j++) { if(T_SHAPE4[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; } break; case('L'): switch(cblock.shape) {case(1):for(i=0;i<3;i++) for(j=0;j<2;j++) {if(L_SHAPE1[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; case(2):for(i=0;i<2;i++) for(j=0;j<3;j++) {if(L_SHAPE2[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; case(3):for(i=0;i<3;i++) for(j=0;j<2;j++) {if(L_SHAPE3[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } }break ; case(4): for(i=0;i<2;i++) for(j=0;j<3;j++) {if(L_SHAPE4[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; } break; case('J'): switch(cblock.shape) {case(1):for(i=0;i<3;i++) for(j=0;j<2;j++) { if(J_SHAPE1[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; case(2):for(i=0;i<2;i++) for(j=0;j<3;j++) { if(J_SHAPE2[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; case(3):for(i=0;i<3;i++) for(j=0;j<2;j++) {if(J_SHAPE3[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break; case(4): for(i=0;i<2;i++) for(j=0;j<3;j++) { if(J_SHAPE4[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; } break; case('Z'):switch(cblock.shape) { case(1):for(i=0;i<2;i++) for(j=0;j<3;j++) { if(Z_SHAPE1[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; case(2):for(i=0;i<3;i++) for(j=0;j<2;j++) {if(Z_SHAPE2[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; } break; case('N'):switch(cblock.shape) { case(1):for(i=0;i<2;i++) for(j=0;j<3;j++) { if(N_SHAPE1[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; case(2):for(i=0;i<3;i++) for(j=0;j<2;j++) { if(N_SHAPE2[i][j]==1) {rectangle(cblock.x+j*20,cblock.y+i*20,cblock.x+j*20+20,cblock.y+i*20+20); floodfill(cblock.x+j*20+10,cblock.y+i*20+10,WHITE); grid[i0+i][j0+j]=0; } } break ; } break; } } /*判断方块是否到容器顶,也是游戏结束标志,如到顶则返回1,否则返回0*/ int check_top(struct block tblock) { if(tblock.y==40) return 1; else return 0; } /*判断方块是否到容器底或下方已有别的方块,有则返回1,否则返回0*/ int check_bottom(struct block nblock) { int j,i0,j0; j0=(nblock.x-200)/20; i0=(nblock.y-40)/20; switch(nblock.type) {case('I'): if(nblock.shape==1) {if(nblock.y==420) return 1;/*已经到达容器底部*/ for(j=0;j<4;j++) if(grid[i0+1][j0+j]) return 1;/*I型方块下面一格已有静止方块*/ } if(nblock.shape==2) {if(nblock.y==360) return 1; if(grid[i0+4][j0]) return 1; } break; case('O'): if(nblock.y==400) return 1; for(j=0;j<2;j++) if (grid[i0+2][j0+j]) return 1; break; case('T'):switch(nblock.shape) {case(1):if(nblock.y==400) return 1; if(grid[i0+2][j0+1]||grid[i0+1][j0]||grid[i0+1][j0+2]) return 1; break; case(2):if(nblock.y==380) return 1; if(grid[i0+3][j0+1]||grid[i0+2][j0]) return 1; break; case(3):if(nblock.y==400) return 1; for(j=0;j<3;j++) if(grid[i0+2][j0+j]) return 1; break; case(4):if(nblock.y==380) return 1; if(grid[i0+3][j0]||grid[i0+2][j0+1]) return 1;break; } break; case('L'): switch(nblock.shape) {case(1):if (nblock.y>=380) return 1; if (grid[i0+3][j0]||grid[i0+3][j0+1]) return 1; break; case(2):if(nblock.y>=400) return 1; if(grid[i0+2][j0]||grid[i0+1][j0+1]||grid[i0+1][j0+2]) return 1; break; case(3):if (nblock.y>=380) return 1; if (grid[i0+3][j0+1]||grid[i0+1][j0]) return 1; break; case(4):if (nblock.y>=400) return 1; for(j=0;j<3;j++) if(grid[i0+2][j0+j]) return 1; break; } break; case('J'):switch(nblock.shape) {case(1):if (nblock.y>=380) return 1; if (grid[i0+3][j0]||grid[i0+3][j0+1]) return 1; break; case(2):if (nblock.y>=400) return 1; for(j=0;j<3;j++) if(grid[i0+2][j0+j]) return 1; break; case(3):if (nblock.y>=380) return 1; if (grid[i0+3][j0]||grid[i0+1][j0+1]) return 1; break;
case(4):if (nblock.y>=400) return 1; if (grid[i0+2][j0+2]||grid[i0+1][j0]||grid[i0+1][j0+1]) return 1; break; } break; case('Z'):if (nblock.shape==1) { if(nblock.y==400) return 1; if(grid[i0+1][j0]||grid[i0+2][j0+1]||grid[i0+2][j0+2]) return 1; } if (nblock.shape==2) { if(nblock.y==380) return 1; if(grid[i0+3][j0]||grid[i0+2][j0+1]) return 1; } break; case('N'):if(nblock.shape==1) { if(nblock.y==400) return 1; if(grid[i0+1][j0+2]||grid[i0+2][j0+1]||grid[i0+2][j0]) return 1; } if(nblock.shape==2) { if(nblock.y==380) return 1; if(grid[i0+2][j0]||grid[i0+3][j0+1]) return 1; } break;
} return 0; } /*在屏幕右上方显示下一个方块的信息*/ void show_next(struct block nextblock) {int i,j,g[4][4]; setfillstyle(1,LIGHTBLUE); setcolor(WHITE); for(i=0;i<4;i++) for(j=0;j<4;j++) { rectangle(480+i*20,40+j*20,480+i*20+20,40+j*20+20); floodfill( 480+i*20+10,40+20*j+10,WHITE); } setfillstyle(9,nextblock.color); setcolor(nextblock.color); switch (nextblock.type) {case('I'): for(j=0;j<4;j++) {rectangle(480+j*20,60,480+j*20+20,60+20); floodfill(480+j*20+10,60+10,nextblock.color); } break; case('O'): for(i=0;i<2;i++) for(j=0;j<2;j++) { rectangle(500+20*i,60+20*j,500+20*i+20,60+20*j+20); floodfill(500+20*i+10,60+20*j+10,nextblock.color); }break ; case('T'): for(i=0;i<2;i++) for(j=0;j<3;j++) {g[i][j]=T_SHAPE1[i][j]; if(g[i][j]==1) { rectangle(480+j*20,60+i*20,480+j*20+20,60+i*20+20); floodfill(480+j*20+10,60+i*20+10,nextblock.color); } } break; case('L'): for(i=0;i<3;i++) for(j=0;j<2;j++) {g[i][j]=L_SHAPE1[i][j]; if(g[i][j]==1) { rectangle(500+j*20,40+i*20,500+j*20+20,40+i*20+20); floodfill(500+j*20+10,40+i*20+10,nextblock.color); } }break;
case('J') : for(i=0;i<3;i++) for(j=0;j<2;j++) {g[i][j]=J_SHAPE1[i][j]; if(g[i][j]==1) { rectangle(500+j*20,40+i*20,500+j*20+20,40+i*20+20); floodfill(500+j*20+10,40+i*20+10,nextblock.color); } }break; case('Z'): for(i=0;i<2;i++) for(j=0;j<3;j++) {g[i][j]=Z_SHAPE1[i][j]; if(g[i][j]==1) { rectangle(500+j*20,60+i*20,500+j*20+20,60+i*20+20); floodfill(500+j*20+10,60+i*20+10,nextblock.color); } }break;
case('N'): for(i=0;i<2;i++) for(j=0;j<3;j++) {g[i][j]=N_SHAPE1[i][j]; if(g[i][j]==1) { rectangle(500+j*20,60+i*20,500+j*20+20,60+i*20+20); floodfill(500+j*20+10,60+i*20+10,nextblock.color); } }break; } } /*test the grid array's value*/ void test() {int i,j; gotoxy(1,1); for (i=0;i<20;i++) {for (j=0;j<10;j++) printf ("%2d",grid[i][j]); printf ("\n"); } }
/*initial the graphic driver*/ int ini_graph(void) { /* request auto detection */ int gdriver = DETECT, gmode, errorcode; int left, top, right, bottom;
/* initialize graphics and local variables */ initgraph(&gdriver, &gmode, "");
/* read result of initialization */ errorcode = graphresult(); if (errorcode != grOk) /* an error occurred */ { printf("Graphics error: %s\n", grapherrormsg(errorcode)); printf("Press any key to halt:"); getch(); exit(1); /* terminate with an error code */ }
return 0;
} /*show the game information on right*/ void help(int xs,int ys){ setcolor(15); rectangle(xs-3,ys-3,xs+200,ys+150); line (xs-3,ys+26,xs+200,ys+26); line (xs-3,ys+72,xs+200,ys+72); line(xs+39,ys+26,xs+39,ys+72); setcolor(12); outtextxy(xs+60,ys+8,"Welcome!!"); setcolor(14); outtextxy(xs,ys+45,"HELP:"); outtextxy(xs+55,ys+30,"->-Left ;<--Right"); outtextxy(xs+55,ys+45,"^-Change"); outtextxy(xs+55,ys+60,"ESC-Exit;R-Restar"); outtextxy(xs,ys+75,"Russia Diamonds "); outtextxy(xs,ys+90,"CopyRight By FANZ.com"); outtextxy(xs,ys+105,"Date:15/12/2001"); outtextxy(xs,ys+120,"E-mail:[email protected]"); } /*show score and level*/ void showscore(){ int cur[8]; cur[0]=420; cur[1]=360; cur[2]=cur[0] ; cur[3]=cur[1]+50; cur[4]=cur[2]+203; cur[5]=cur[3]; cur[6]=cur[4]; cur[7]=cur[5]-50; setcolor(LIGHTBLUE); setfillstyle(7,LIGHTBLUE);
fillpoly(4,cur); setcolor(13); outtextxy(480,380,"Score:"); outtextxy(480,390,"Level:"); } /*显示并刷新分数和关数*/ void printscore() { char sscore[6]; char slevel[2]; settextstyle(0,0,0); level=score/100+1; if (level>=5) level=1; interval=550-level*50; showscore(); setcolor(RED); sprintf(sscore,"%d",score); sprintf(slevel,"%d",level); outtextxy (540,390,slevel); outtextxy (540,380,sscore); } /*在屏幕右上方显示下一个方块的信息*/ void restart() { int key; delay(1000); setfillstyle(1,10); settextstyle(0,0,6); setcolor(3); outtextxy(102,152,"GAME OVER"); setcolor(3); outtextxy(99,149,"GAME OVER"); setcolor(10); outtextxy(96,146,"GAME OVER"); delay(1000); setcolor(0); settextstyle(0,0,2); outtextxy(222,242,"R__Again!"); outtextxy(232,282,"ESC__Exit!"); setcolor(10); outtextxy(220,240,"R__Again!"); outtextxy(230,280,"ESC__Exit!"); while(1) { key=bioskey(0); if (key==RESTART) {initial();return;} if(key==ESC) {closegraph();exit(1);} } }

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