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C++ 俄罗斯方块(windows API)

2011-07-24 15:46 459 查看
下面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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