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C++实现俄罗斯方块(windows API)

转载 作者:qq735679552 更新时间:2022-09-28 22:32:09 27 4
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这篇CFSDN的博客文章C++实现俄罗斯方块(windows API)由作者收集整理,如果你对这篇文章有兴趣,记得点赞哟.

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.

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#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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