C Windows控制台字符版本俄罗斯方块
//一个可以工作在Windows控制台字符界面下的俄罗斯方块
//工作在非图形模式,无需其他库依赖,单个C文件代码即可运行
//支持最高纪录,并且对于纪录进行了加密
//By wrule 2015年12月14日20:53:57
//控制方式 WSAD 键对应旋转,下,左,右
//需要注意的是在进行游戏之前需要按下 Ctrl + 空格 取消输入法,否则无法正确操作
#define _CRT_SECURE_NO_WARNINGS
#include
#include
#include
#include
#define SQUARE_BLANK 0
#define SQUARE_TETRIS 1
#define SQUARE_WALL 2
//俄罗斯方块图案类型,不同旋转情况下的可能个体
typedef struct pattern pattern;
struct pattern {
const int w;
const int h;
const int data[4][4];
};
//俄罗斯方块类型,可以完整描述一个俄罗斯方块的所有旋转
typedef struct tetris tetris;
struct tetris {
const int len;
const pattern * pattern_list;
};
//用于定位的俄罗斯方块类型,使用两个 id 作为索引
typedef struct itetris itetris;
struct itetris {
int id1;
int id2;
};
//可以完整描述俄罗斯方块当前状态以及操作的类型,为最终类型
typedef struct ntetris ntetris;
struct ntetris {
int x1;
int y1;
itetris its1;
int x2;
int y2;
itetris its2;
};
//以下为俄罗斯方块数据的前向声明
const tetris tetris_list[];
const size_t TETRIS_LIST_LEN;
//历史最高分玩家姓名
char hs_name[9] = “暂无”;
//历史最高分玩家得分
int hs_score = 0;
//当前得分
int now_score = 0;
//地图
int map[20][10];
//游戏初始节奏
unsigned int rhythm = 1000;
//Windows 控制台显示坐标定位
void gotoxy(int x, int y) {
COORD coord = { x, y };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),
coord);
}
//错误抛出并且结束程序运行
void error() {
gotoxy(0, 0);
printf(“error”);
_getch();
exit(EXIT_FAILURE);
}
//绘制基本方块
void draw_square(int x, int y, int v) {
gotoxy(x * 2, y);
switch (v) {
case SQUARE_BLANK:{
printf(” “);
}break;
case SQUARE_TETRIS:{
printf(“□”);
}break;
case SQUARE_WALL:{
printf(“■”);
}break;
default:{
error();
}break;
}
}
//绘制界面框架
void draw_frame() {
int x, y;
for (y = 0; y < 22; ++y) { for (x = 0; x < 12; ++x) { if (y == 0 || y == 21 || x == 0 || x == 11) { draw_square(x, y, SQUARE_WALL); } } } for (y = 0; y < 6; ++y) { for (x = 13; x < 19; ++x) { if (y == 0 || y == 5 || x == 13 || x == 18) { draw_square(x, y, SQUARE_WALL); } } } gotoxy(28, 8); printf("最高纪录"); gotoxy(28, 14); printf("当前得分"); gotoxy(28, 21); printf("by wrule"); } //绘制俄罗斯方块 void draw_tetris(const itetris * pits, int x, int y, int v) { int px; int py; int ox; int oy; const pattern * ptrn = &(tetris_list[pits->id1].
pattern_list[pits->id2]);
int w = ptrn->w;
int h = ptrn->h;
for (py = 0; py < h; ++py) { for (px = 0; px < w; ++px) { if (ptrn->data[py][px]) {
ox = x + px;
oy = y + py;
if ((ox > -1 &&
ox < 10 && oy > -1 &&
oy < 20) || (ox > 12 &&
ox < 17 && oy > -1 &&
oy < 4)) { draw_square(ox + 1, oy + 1, v); } } } } } //在界面上绘制出下一个即将出现的俄罗斯方块 void draw_next_tetris(const itetris * pits) { const pattern * ptrn = &(tetris_list[pits->id1].
pattern_list[pits->id2]);
int w = ptrn->w;
int h = ptrn->h;
int bx;
int by;
int px = (4 – w) / 2;
int py = (4 – h) / 2;
if (h % 2) {
++py;
}
for (by = 1; by < 5; ++by) { for (bx = 14; bx < 18; ++bx) { draw_square(bx, by, SQUARE_BLANK); } } draw_tetris(pits, 13 + px, py, SQUARE_TETRIS); } //随机取得一个俄罗斯方块 void get_rnd_tetris(itetris * pits) { pits->id1 = rand() % TETRIS_LIST_LEN;
pits->id2 = rand() % tetris_list[pits->id1].len;
}
//应用针对于俄罗斯方块的操作
void use_op(ntetris * pnts) {
draw_tetris(&(pnts->its1),
pnts->x1,
pnts->y1,
SQUARE_BLANK);
pnts->x1 = pnts->x2;
pnts->y1 = pnts->y2;
pnts->its1 = pnts->its2;
draw_tetris(&(pnts->its1),
pnts->x1,
pnts->y1,
SQUARE_TETRIS);
}
//俄罗斯方块自然下落
void general_fall(ntetris * pnts) {
pnts->x2 = pnts->x1;
pnts->y2 = pnts->y1 + 1;
pnts->its2 = pnts->its1;
}
//用户手动左移俄罗斯方块
void hand_left(ntetris * pnts) {
pnts->x2 = pnts->x1 – 1;
pnts->y2 = pnts->y1;
pnts->its2 = pnts->its1;
}
//用户手动右移俄罗斯方块
void hand_right(ntetris * pnts) {
pnts->x2 = pnts->x1 + 1;
pnts->y2 = pnts->y1;
pnts->its2 = pnts->its1;
}
#define TURN_LEFT -1
#define TURN_RIGHT 1
//用户手动旋转俄罗斯方块
void hand_turn(ntetris * pnts, int dir) {
int px, py;
const pattern * ptrn1;
int w1, h1;
const pattern * ptrn2;
int w2, h2;
int len = tetris_list[pnts->its1.id1].len;
pnts->its2 = pnts->its1;
pnts->its2.id2 += dir;
if (pnts->its2.id2 >= len) {
pnts->its2.id2 = 0;
}
else if (pnts->its2.id2 <= -1) { pnts->its2.id2 = len – 1;
}
ptrn1 = &(tetris_list[pnts->its1.id1].
pattern_list[pnts->its1.id2]);
ptrn2 = &(tetris_list[pnts->its2.id1].
pattern_list[pnts->its2.id2]);
w1 = ptrn1->w;
h1 = ptrn1->h;
w2 = ptrn2->w;
h2 = ptrn2->h;
px = (w1 – w2) / 2;
py = (h1 – h2) / 2;
pnts->x2 = pnts->x1 + px;
pnts->y2 = pnts->y1 + py;
}
//向地图之中放置一个俄罗斯方块
void put_tetris(ntetris * pnts, itetris * pits) {
const pattern * ptrn = &(tetris_list[pits->id1].
pattern_list[pits->id2]);
int w = ptrn->w;
int h = ptrn->h;
pnts->x2 = (10 – w) / 2;
pnts->y2 = -h;
pnts->its2 = *pits;
pnts->x1 = pnts->x2;
pnts->y1 = pnts->y2;
pnts->its1 = pnts->its2;
use_op(pnts);
}
//初始化地图数据
void init_map() {
int x, y;
for (y = 0; y < 20; ++y) { for (x = 0; x < 10; ++x) { map[y][x] = 0; } } } //判断针对于俄罗斯方块的操作是否非法 int op_isilegal(ntetris * pnts) { int x = pnts->x2;
int y = pnts->y2;
const pattern * ptrn = &(tetris_list[pnts->its2.id1].
pattern_list[pnts->its2.id2]);
int w = ptrn->w;
int h = ptrn->h;
int px, py;
int ox, oy;
int ret = 0;
for (py = 0; py < h; ++py) { for (px = 0; px < w; ++px) { if (ptrn->data[py][px]) {
ox = x + px;
oy = y + py;
if (ox < 0 || ox > 9 ||
oy > 19) {
ret = 1;
goto pret;
}
else {
if (oy > -1) {
if (map[oy][ox]) {
ret = 1;
goto pret;
}
}
}
}
}
}
pret:
return ret;
}
//俄罗斯方块被放置之后写入地图数据
void write_tetris(ntetris * pnts) {
int x = pnts->x1;
int y = pnts->y1;
const pattern * ptrn = &(tetris_list[pnts->its1.id1].
pattern_list[pnts->its1.id2]);
int w = ptrn->w;
int h = ptrn->h;
int px, py;
int ox, oy;
for (py = 0; py < h; ++py) { for (px = 0; px < w; ++px) { if (ptrn->data[py][px]) {
ox = x + px;
oy = y + py;
map[oy][ox] = 1;
}
}
}
}
//绘制地图
void draw_map() {
int x, y;
for (y = 0; y < 20; ++y) { for (x = 0; x < 10; ++x) { draw_square(x + 1, y + 1, map[y][x] ? SQUARE_TETRIS : SQUARE_BLANK); } } } //试图消行 int try_clear() { int score = 0; int i; int x, y; int flag; int clear = 0; int list[20]; int tmap[20][10]; //记录应当被消除的列表 for (y = 0; y < 20; ++y) { flag = 1; for (x = 0; x < 10; ++x) { if (0 == map[y][x]) { flag = 0; break; } } list[y] = flag; } //记录消除标志和消除得分 for (i = 0; i < 20; ++i) { if (1 == list[i]) { score++; clear = 1; } } if (clear) { //显示消除动画 for (i = 0; i < 3; ++i) { for (x = 0; x < 10; ++x) { for (y = 0; y < 20; ++y) { if (list[y]) { draw_square(x + 1, y + 1, (i % 2) ? SQUARE_TETRIS : SQUARE_BLANK); } } } Sleep(250); } //初始化备份地图 for (y = 0; y < 20; ++y) { for (x = 0; x < 10; ++x) { tmap[y][x] = 0; } } //在备份地图上执行消除 i = 19; for (y = 19; y > -1; –y) {
if (0 == list[y]) {
for (x = 0; x < 10; ++x) { tmap[i][x] = map[y][x]; } --i; } } //把消除之后的数据回写入地图 for (y = 0; y < 20; ++y) { for (x = 0; x < 10; ++x) { map[y][x] = tmap[y][x]; } } //在界面上重绘地图 draw_map(); } rhythm -= score; if (rhythm < 50) { rhythm = 50; } return score; } //更新当前玩家分数 void update_now_score() { gotoxy(30, 16); printf(" "); gotoxy(30, 16); printf("%d", now_score); } //更新历史玩家数据 void update_hs_data() { int i; gotoxy(28, 10); printf(" "); gotoxy(28, 10); for (i = 0; i < 8 && hs_name[i]; ++i) { putchar(hs_name[i]); } gotoxy(30, 12); printf(" "); gotoxy(30, 12); printf("%d", hs_score); } #define NEXT_STEP 0 #define WRITE_WIN 1 #define GAME_OVER 2 //俄罗斯方块自然下落之后的处理过程 int after_fall(ntetris * pnts) { int pscore; //如果试图进行的操作不违法 if (op_isilegal(pnts) == 0) { use_op(pnts); return NEXT_STEP; } else { //如果垒满,游戏结束 if (pnts->y1 < 0) { return GAME_OVER; } else { //放置好俄罗斯方块,并且向地图写入数据 write_tetris(pnts); //试图消行并且获得得分 pscore = try_clear(); //如果得分非零,则更新当前玩家得分 if (pscore) { now_score += pscore; update_now_score(); } return WRITE_WIN; } } } //BKDR Hash 函数 unsigned int bkdr_hash(const char * str) { unsigned int seed = 131; unsigned int hash = 0; while (*str) { hash = hash * seed + (*str++); } return hash % 65536; } //读取历史记录数据 Hash 校验 void read_hs_data() { size_t i; size_t len; unsigned char buf[100]; unsigned int hash_num; char str[50]; char * pstr = NULL; FILE * fp = fopen("tetris.txt", "rb"); if (NULL != fp) { len = fread(buf, 1, 100, fp); for (i = 0; i < len; ++i) { buf[i] ^= 0xC6; } buf[i] = ' '; hash_num = buf[0] + buf[1] * 256; if (bkdr_hash(&buf[2]) == hash_num) { sscanf(&buf[2], "%s", str); sscanf(str, "%d", &hs_score); pstr = &buf[strlen(str) + 3]; for (i = 0; i < 8 && pstr[i]; ++i) { hs_name[i] = pstr[i]; } hs_name[i] = ' '; } else { strcpy(hs_name, "暂无"); hs_score = 0; } fclose(fp); } else { strcpy(hs_name, "暂无"); hs_score = 0; } } //写入历史记录数据 Hash 加密 void write_hs_data(char name[], int score) { size_t len; size_t i; unsigned char buf[100]; FILE * fp = fopen("tetris.txt", "wb"); unsigned int hash_num; if (NULL != fp) { sprintf(&buf[2], "%dn ", score); len = strlen(&buf[2]); for (i = 0; i < 8 && name[i]; ++i) { (&buf[2])[len + i] = name[i]; } (&buf[2])[len + i] = ' '; len = strlen(&buf[2]); hash_num = bkdr_hash(&buf[2]); buf[0] = hash_num % 256; buf[1] = hash_num / 256; for (i = 0; i < len + 2; ++i) { fputc(buf[i] ^ 0xC6, fp); } fclose(fp); } else { error(); } } //游戏结束相关处理 void game_over() { char name[100]; system("cls"); gotoxy(9, 2); printf("你的得分为: %d", now_score); if (now_score > hs_score) {
gotoxy(9, 4);
printf(“恭喜你刷新了记录”);
gotoxy(9, 6);
printf(“请输入你的大名: “);
scanf(“%s”, name);
write_hs_data(name, now_score);
gotoxy(9, 8);
printf(“记录成功刷新”);
}
else {
gotoxy(9, 4);
printf(“很遗憾你没有刷新记录”);
}
_getch();
}
//游戏主程序
int game_main() {
itetris next_its;
ntetris nts;
unsigned int otime;
unsigned int ntime;
int c;
int pause = 0;
int aflag;
//清空控制台屏幕
system(“cls”);
now_score = 0;
//初始化地图数据
init_map();
//获得第一个随机俄罗斯方块
get_rnd_tetris(&next_its);
//绘制界面框架
draw_frame();
//读取历史记录
read_hs_data();
//更新历史玩家数据
update_hs_data();
//更新当前玩家得分
update_now_score();
gotoxy(28, 19);
printf(“P键暂停”);
while (1) {
bk2:
//放置下一个俄罗斯方块进入当前场景
put_tetris(&nts, &next_its);
//获得下一个随机俄罗斯方块
get_rnd_tetris(&next_its);
//绘制下一个俄罗斯方块
draw_next_tetris(&next_its);
//Tick 定时器开始工作
otime = GetTickCount();
while (1) {
if (0 == pause) {
//Tick 定时器节奏触发俄罗斯方块自然下落
if ((ntime = GetTickCount()) – otime > rhythm) {
otime = ntime;
general_fall(&nts);
aflag = after_fall(&nts);
if (WRITE_WIN == aflag) {
break;
}
else if (GAME_OVER == aflag) {
game_over();
return 0;
}
}
}
//按键检测
if (_kbhit()) {
c = _getch();
if (0 == pause) {
switch (c) {
//旋转俄罗斯方块
case ‘w’:{
hand_turn(&nts, TURN_RIGHT);
//如果合法则应用操作,下同
if (op_isilegal(&nts) == 0) {
use_op(&nts);
}
}break;
//手动下落
case ‘s’:{
general_fall(&nts);
aflag = after_fall(&nts);
if (WRITE_WIN == aflag) {
goto bk2;
}
else if (GAME_OVER == aflag) {
game_over();
return 0;
}
}break;
//左移俄罗斯方块
case ‘a’:{
hand_left(&nts);
if (op_isilegal(&nts) == 0) {
use_op(&nts);
}
}break;
//右移俄罗斯方块
case ‘d’:{
hand_right(&nts);
if (op_isilegal(&nts) == 0) {
use_op(&nts);
}
}break;
}
}
//游戏暂停功能
if (‘p’ == c) {
if (pause) {
pause = 0;
gotoxy(28, 19);
printf(“P键暂停”);
}
else {
pause = 1;
gotoxy(28, 19);
printf(“P键继续”);
}
}
}
}
}
return 0;
}
//主函数
int main() {
//清空控制台屏幕
system(“cls”);
//在控制台标题上显示游戏标题
system(“title tetris”);
//设定控制台窗口的宽高
system(“mode con cols=38 lines=22”);
//产生随机数种子
srand((unsigned int)time(NULL));
while (1) {
//进入游戏主程序
game_main();
}
return 0;
}
//以下 const pattern 类型为七种俄罗斯方块各自旋转图案
const pattern pattern_list_line[] = {
{
1, 4,
{
1, 0, 0, 0,
1, 0, 0, 0,
1, 0, 0, 0,
1, 0, 0, 0
}
},
{
4, 1,
{
1, 1, 1, 1,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
}
};
const pattern pattern_list_l[] = {
{
2, 3,
{
1, 0, 0, 0,
1, 0, 0, 0,
1, 1, 0, 0,
0, 0, 0, 0
}
},
{
3, 2,
{
1, 1, 1, 0,
1, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
},
{
2, 3,
{
1, 1, 0, 0,
0, 1, 0, 0,
0, 1, 0, 0,
0, 0, 0, 0
}
},
{
3, 2,
{
0, 0, 1, 0,
1, 1, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
}
};
const pattern pattern_list_rl[] = {
{
2, 3,
{
0, 1, 0, 0,
0, 1, 0, 0,
1, 1, 0, 0,
0, 0, 0, 0
}
},
{
3, 2,
{
1, 0, 0, 0,
1, 1, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
},
{
2, 3,
{
1, 1, 0, 0,
1, 0, 0, 0,
1, 0, 0, 0,
0, 0, 0, 0
}
},
{
3, 2,
{
1, 1, 1, 0,
0, 0, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
}
};
const pattern pattern_list_s[] = {
{
3, 2,
{
0, 1, 1, 0,
1, 1, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
},
{
2, 3,
{
1, 0, 0, 0,
1, 1, 0, 0,
0, 1, 0, 0,
0, 0, 0, 0
}
}
};
const pattern pattern_list_z[] = {
{
3, 2,
{
1, 1, 0, 0,
0, 1, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
},
{
2, 3,
{
0, 1, 0, 0,
1, 1, 0, 0,
1, 0, 0, 0,
0, 0, 0, 0
}
}
};
const pattern pattern_list_box[] = {
{
2, 2,
{
1, 1, 0, 0,
1, 1, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
}
};
const pattern pattern_list_t[] = {
{
3, 2,
{
1, 1, 1, 0,
0, 1, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
},
{
2, 3,
{
0, 1, 0, 0,
1, 1, 0, 0,
0, 1, 0, 0,
0, 0, 0, 0
}
},
{
3, 2,
{
0, 1, 0, 0,
1, 1, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
},
{
2, 3,
{
1, 0, 0, 0,
1, 1, 0, 0,
1, 0, 0, 0,
0, 0, 0, 0
}
}
};
//俄罗斯方块数据表
const tetris tetris_list[] = {
{
sizeof(pattern_list_line) / sizeof(pattern_list_line[0]),
pattern_list_line
},
{
sizeof(pattern_list_l) / sizeof(pattern_list_l[0]),
pattern_list_l
},
{
sizeof(pattern_list_rl) / sizeof(pattern_list_rl[0]),
pattern_list_rl
},
{
sizeof(pattern_list_s) / sizeof(pattern_list_s[0]),
pattern_list_s
},
{
sizeof(pattern_list_z) / sizeof(pattern_list_z[0]),
pattern_list_z
},
{
sizeof(pattern_list_box) / sizeof(pattern_list_box[0]),
pattern_list_box
},
{
sizeof(pattern_list_t) / sizeof(pattern_list_t[0]),
pattern_list_t
}
};
//俄罗斯方块数据表长度
const size_t TETRIS_LIST_LEN = (sizeof(tetris_list) / sizeof(tetris_list[0]));