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ios俄罗斯方块源码(俄罗斯方块小程序源码)

hacker2022-06-10 15:11:30热点问题86
本文目录一览:1、求一份用C语言编写的俄罗斯方块的源代码!

本文目录一览:

求一份用C语言编写的俄罗斯方块的源代码!

俄罗斯方块C源代码

#include stdio.h

#include windows.h

#include conio.h

#include time.h

#define  ZL  4     //坐标增量, 不使游戏窗口靠边

#define WID  36    //游戏窗口的宽度

#define HEI  20    //游戏窗口的高度

int i,j,Ta,Tb,Tc;      // Ta,Tb,Tc用于记住和转换方块变量的值

int a[60][60]={0};    //标记游戏屏幕各坐标点:0,1,2分别为空、方块、边框

int b[4];        //标记4个"口"方块:1有,0无,类似开关

int x,y, level,score,speed;    //方块中心位置的x,y坐标,游戏等级、得分和游戏速度

int flag,next;   //当前要操作的方块类型序号,下一个方块类型序号

void gtxy(int m, int n);   //以下声明要用到的自编函数

void gflag( );  //获得下一方块序号

void csh( );  //初始化界面

void start( );  //开始部分

void prfk ( );  //打印方块

void clfk( );  //清除方块

void mkfk( );  //制作方块

void keyD( );  //按键操作

int  ifmov( );  //判断方块能否移动或变体

void clHA( );  //清除满行的方块

void clNEXT( );  //清除边框外的NEXT方块

int main( )

{ csh( );

while(1)

   {start( );  //开始部分

     while(1)

     { prfk( ); 

       Sleep(speed);  //延时

        clfk( );

        Tb=x;Tc=flag;  //临存当前x坐标和序号,以备撤销操作

        keyD( );

        y++;     //方块向下移动

       if (ifmov( )==0) { y--; prfk( ); dlHA( ); break;} //不可动放下,删行,跨出循环

     }

    for(i=y-2;iy+2;i++){ if (i==ZL) { j=0; } }  //方块触到框顶

   if (j==0) { system("cls");gtxy(10,10);printf("游戏结束!"); getch(); break; } 

   clNEXT( );   //清除框外的NEXT方块

  }

return 0;

}

void gtxy(int m, int n)  //控制光标移动

{COORD pos;  //定义变量

pos.X = m;  //横坐标

pos.Y = n;   //纵坐标

SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);

}

void csh( )    //初始化界面

{gtxy(ZL+WID/2-5,ZL-2); printf("俄罗斯方块");      //打印游戏名称

gtxy(ZL+WID+3,ZL+7); printf("******* NEXT:");  //打印菜单信息

gtxy(ZL+WID+3,ZL+13); printf("**********");

gtxy(ZL+WID+3,ZL+15); printf("Esc :退出游戏");

gtxy(ZL+WID+3,ZL+17); printf("↑键:变体");

gtxy(ZL+WID+3,ZL+19); printf("空格:暂停游戏");

gtxy(ZL,ZL);  printf("╔");  gtxy(ZL+WID-2,ZL);  printf("╗");  //打印框角

gtxy(ZL,ZL+HEI);  printf("╚");  gtxy(ZL+WID-2,ZL+HEI);  printf("╝");

a[ZL][ZL+HEI]=2;  a[ZL+WID-2][ZL+HEI]=2;  //记住有图案

for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL);  printf("═"); }  //打印上横框

for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL+HEI); printf("═"); a[ZL+i][ZL+HEI]=2; } //下框

for(i=1;iHEI;i++) { gtxy(ZL,ZL+i);  printf("║"); a[ZL][ZL+i]=2; }  //左竖框记住有图案

for(i=1;iHEI;i++) {gtxy(ZL+WID-2,ZL+i); printf("║"); a[ZL+WID-2][ZL+i]=2; } //右框

CONSOLE_CURSOR_INFO cursor_info={1,0};   //以下是隐藏光标的设置

SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),cursor_info);

level=1; score=0; speed=400;

gflag( );  flag=next;  //获得一个当前方块序号

}

void gflag( )   //获得下一个方块的序号

{ srand((unsigned)time(NULL)); next = rand()%19+1; }

void start( )  //开始部分

{ gflag( ); Ta=flag; flag=next;  //保存当前方块序号,将下一方块序号临时操作

x=ZL+WID+6; y=ZL+10; prfk( );  //给x,y赋值,在框外打印出下一方块

flag=Ta; x=ZL+WID/2; y=ZL-1;  //取回当前方块序号,并给x,y赋值

}

void prfk ( )  //打印俄罗斯方块

{ for(i=0;i4;i++) {b[i]=1; }  //数组b[4]每个元素的值都为1

mkfk ( );  //制作俄罗斯方块

for( i= x-2; i=x+4; i+=2 )  //打印方块

{ for(j=y-2;j= y+1;j++) { if( a[i][j]==1  jZL ){ gtxy(i,j); printf("□"); } } }

gtxy(ZL+WID+3,ZL+1);   printf("level : %d",level);  //以下打印菜单信息

gtxy(ZL+WID+3,ZL+3);  printf("score : %d",score);

gtxy(ZL+WID+3,ZL+5);  printf("speed : %d",speed);

}

void clfk( )  //清除俄罗斯方块

{ for(i=0;i4;i++) { b[i]=0; }  //数组b[4]每个元素的值都为0

mkfk ( );  //制作俄罗斯方块

for( i=x-2; i=x+4; i+=2 )  //清除方块

{ for(j=y-2;j=y+1;j++){ if( a[i][j]==0  jZL ){ gtxy(i,j); printf("  "); } } }

}

void mkfk( )  //制作俄罗斯方块

{ a[x][ y]=b[0];  //方块中心位置状态: 1-有,0-无

switch(flag)   //共6大类,19种小类型

{ case 1: { a[x][y-1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //田字方块

case 2: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x+4][y]=b[3]; break; }  //直线方块:----

case 3: { a[x][y-1]=b[1]; a[x][y-2]=b[2]; a[x][y+1]=b[3]; break; }  //直线方块: |

case 4: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x][y+1]=b[3]; break; }  //T字方块

case 5: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y]=b[3]; break; }  //T字顺时针转90度

case 6: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x+2][y]=b[3]; break; }  //T字顺转180度

case 7: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y]=b[3]; break; }  //T字顺转270度

case 8: { a[x][y+1]=b[1]; a[x-2][y]=b[2]; a[x+2][y+1]=b[3]; break; } //Z字方块

case 9: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x-2][y+1]=b[3]; break; }  //Z字顺转90度

case 10: { a[x][y-1]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //Z字顺转180度

case 11: { a[x][y+1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][ y]=b[3]; break; } //Z字顺转270度

case 12: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y-1]=b[3]; break; }  //7字方块

case 13: {a[x-2][y]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //7字顺转90度

case 14: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y+1]=b[3]; break; }  //7字顺转180度

case 15: { a[x-2][y]=b[1]; a[x-2][y+1]=b[2]; a[x+2][y]=b[3]; break; }  //7字顺转270度

case 16: { a[x][y+1]=b[1]; a[x][y-1]=b[2]; a[x+2][y-1]=b[3]; break; }  //倒7字方块

case 17: { a[x-2][y]=b[1]; a[x+2][y+1]=b[2]; a[x+2][y]=b[3]; break; }  //倒7字顺转90度

case 18: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y+1]=b[3]; break; }  //倒7字顺转180度

case 19: { a[x-2][y]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //倒7字顺转270度

}

}

void keyD( )  //按键操作

{ if (kbhit( ))

{ int key;

   key=getch();

if (key==224)

{ key=getch();

       if (key==75) { x-=2; }  //按下左方向键,中心横坐标减2

if (key==77) { x+=2; }  //按下右方向键,中心横坐标加2

      if (key==72)     //按下向上方向键,方块变体

{ if (flag=2  flag=3 ) { flag++; flag%=2; flag+=2; }

if ( flag=4  flag=7 ) { flag++; flag%=4; flag+=4; }

if (flag=8  flag=11 ) { flag++; flag%=4; flag+=8; }

if (flag=12  flag=15 ) { flag++; flag%=4; flag+=12; }

if ( flag=16  flag=19 ) { flag++; flag%=4; flag+=16; } }

       }

    if (key==32)     //按空格键,暂停

{ prfk( ); while(1) { if (getch( )==32) { clfk( );break;} } }  //再按空格键,继续游戏

    if (ifmov( )==0) { x=Tb; flag=Tc; }  //如果不可动,撤销上面操作

    else { prfk( ); Sleep(speed); clfk( ); Tb=x;Tc=flag;}   //如果可动,执行操作

}

}

int ifmov( )   //判断能否移动

{ if (a[x][y]!=0) { return 0; }  //方块中心处有图案返回0,不可移动

else{ if ( (flag==1  ( a[x][ y-1]==0  a[x+2][y-1]==0  a[x+2][y]==0 ) ) ||

       (flag==2  ( a[x-2][y]==0  a[x+2][y]==0  a[x+4][y]==0 ) ) ||

       (flag==3  ( a[x][y-1]==0  a[x][y-2]==0  a[x][y+1]==0 ) ) ||

       (flag==4  ( a[x-2][y]==0  a[x+2][y]==0  a[x][y+1]==0 ) ) ||

       (flag==5  ( a[x][y-1]==0  a[x][y+1]==0  a[x-2][y]==0 ) ) ||

       (flag==6  ( a[x][ y-1]==0  a[x-2][y]==0  a[x+2][y]==0 ) ) ||

       (flag==7  ( a[x][y-1]==0  a[x][y+1]==0  a[x+2][y]==0 ) ) ||

       (flag==8  ( a[x][y+1]==0  a[x-2][y]==0  a[x+2][y+1]==0 ) ) ||

       (flag==9  ( a[x][y-1]==0  a[x-2][y]==0  a[x-2][y+1]==0 ) ) ||

       (flag==10  ( a[x][y-1]==0  a[x-2][y-1]==0  a[x+2][y]==0 ) ) ||

       (flag==11  ( a[x][y+1]==0  a[x+2][y-1]==0  a[x+2][y]==0 ) ) ||

       (flag==12  ( a[x][y-1]==0  a[x][y+1]==0  a[x-2][y-1]==0 ) ) ||

      ( flag==13 ( a[x-2][y]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||

    ( flag==14 ( a[x][y-1]==0 a[x][y+1]==0 a[x+2][y+1]==0 ) ) ||

     (flag==15 ( a[x-2][y]==0 a[x-2][y+1]==0 a[x+2][y]==0 ) ) ||

     (flag==16 ( a[x][y+1]==0 a[x][y-1]==0 a[x+2][y-1]==0 ) ) ||

     ( flag==17 ( a[x-2][y]==0 a[x+2][y+1]==0 a[x+2][y]==0 ) ) ||

    (flag==18 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y+1]==0 ) ) ||

     (flag==19 ( a[x-2][y]==0 a[x-2][y-1]==0

             a[x+2][y]==0 ) ) ) { return 1; }

}

return 0;   //其它情况返回0

}

void clNEXT( )   //清除框外的NEXT方块

{ flag = next;  x=ZL+WID+6;  y=ZL+10;  clfk( ); }

void clHA( )   //清除满行的方块

{ int k, Hang=0;    //k是某行方块个数, Hang是删除的方块行数

for(j=ZL+HEI-1;j=ZL+1;j--)  //当某行有WID/2-2个方块时,则为满行

{ k=0; for(i=ZL+2;iZL+WID-2;i+=2)

{ if (a[i][j]==1)   //竖坐标从下往上,横坐标由左至右依次判断是否满行

{ k++;   //下面将操作删除行

     if (k==WID/2-2)  {   for(k=ZL+2;kZL+WID-2;k+=2)

         { a[k][j]=0; gtxy(k,j); printf("  "); Sleep(1); }

        for(k=j-1;kZL;k--)

        { for(i=ZL+2;iZL+WID-2;i+=2)  //已删行数上面有方块,先清除再全部下移一行

          { if(a[i][k]==1) { a[i][k]=0; gtxy(i,k); printf("  ");a[i][k+1]=1;

            gtxy(i,k+1); printf("□"); } }

          }

        j++;     //方块下移后,重新判断删除行是否满行

        Hang++;  //记录删除方块的行数

       }

    }

   }

}

score+=100*Hang;   //每删除一行,得100分

if ( Hang0  (score%500==0 || score/500 level-1 ) )  //得分满500速度加快升一级

  { speed-=20; level++; if(speed200)speed+=20; }

}

急求俄罗斯方块等小游戏的源代码

俄罗斯方块——java源代码提供

import java.awt.*;

import java.awt.event.*;

//俄罗斯方块类

public class ERS_Block extends Frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄罗斯方块类的构造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右边信息窗体的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定义标签和初始值

Label scorep = new Label("分数:",Label.LEFT);

Label levelp = new Label("级数:",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定义按钮play

Button play_b = new Button("开始游戏");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定义按钮Level UP

Button level_up_b = new Button("提高级数");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定义按钮Level Down

Button level_down_b =new Button("降低级数");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定义按钮Quit

Button quit_b = new Button("退出游戏");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

}

}

//重写MyPanel类,使Panel的四周留空间

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方块边长

int rowNum; //正方格的行数

int columnNum; //正方格的列数

int maxAllowRowNum; //允许有多少行未削

int blockInitRow; //新出现块的起始行坐标

int blockInitCol; //新出现块的起始列坐标

int [][] scrArr; //屏幕数组

Block b; //对方快的引用

//画布类的构造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

}

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0; i rowNum; i++)

for(int j = 0; j columnNum; j++)

drawUnit(i,j,scrArr[j]);

}

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示画方快的方法

case 0: g.setColor(Color.black);break; //以背景为颜色画

case 1: g.setColor(Color.blue);break; //画正在下落的方块

case 2: g.setColor(Color.magenta);break; //画已经落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block实例的引用

}

//返回屏幕数组中(row,col)位置的属性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新块的初始行坐标方法

public int getInitRow(){

return(blockInitRow); //返回新块的初始行坐标

}

//返回新块的初始列坐标方法

public int getInitCol(){

return(blockInitCol); //返回新块的初始列坐标

}

//满行删除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[j] == 0){

k++;

isfull = false;

break L1;

}

if(isfull) full_line_num++;

if(k!=0 k-1!=i !isfull)

for(int j = 0; j columnNum; j++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[j];

}

}

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判断游戏是否结束方法

boolean isGameEnd(){

for (int col = 0 ; col columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

}

return false;

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//处理键盘输入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

tch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//处理控制类

class Command implements ActionListener{

static final int button_play = 1; //给按钮分配编号

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //当前按钮

GameCanvas scr;

//控制按钮类的构造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按钮执行方法

public void actionPerformed (ActionEvent e){

tch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

}

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

}

scr.requestFocus();

break;

case button_quit:System.exit(0);

}

}

}

//方块类

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

};

int blockType; //块的模式号(0-6)

int turnState; //块的翻转状态(0-3)

int blockState; //快的下落状态

int row,col; //块在画布上的坐标

GameCanvas scr;

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

}

//重新初始化块,并显示新块

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

}

//实现“块”翻转的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//实现“块”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//实现块落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

}

}

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp0||temp==2)

return false;

}

k = k 1;

}

}

return true;

}

//同步显示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

}

k=k1;

}

}

}

}

//定时线程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

}

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

}

}

求俄罗斯方块源代码

手机游戏---俄罗斯方块

俄罗斯方块——java源代码提供

import java.awt.*;

import java.awt.event.*;

//俄罗斯方块类

public class ERS_Block extends Frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄罗斯方块类的构造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右边信息窗体的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定义标签和初始值

Label scorep = new Label("分数:",Label.LEFT);

Label levelp = new Label("级数:",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定义按钮play

Button play_b = new Button("开始游戏");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定义按钮Level UP

Button level_up_b = new Button("提高级数");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定义按钮Level Down

Button level_down_b =new Button("降低级数");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定义按钮Quit

Button quit_b = new Button("退出游戏");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

}

}

//重写MyPanel类,使Panel的四周留空间

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方块边长

int rowNum; //正方格的行数

int columnNum; //正方格的列数

int maxAllowRowNum; //允许有多少行未削

int blockInitRow; //新出现块的起始行坐标

int blockInitCol; //新出现块的起始列坐标

int [][] scrArr; //屏幕数组

Block b; //对方快的引用

//画布类的构造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

}

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0; i rowNum; i++)

for(int j = 0; j columnNum; j++)

drawUnit(i,j,scrArr[j]);

}

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示画方快的方法

case 0: g.setColor(Color.black);break; //以背景为颜色画

case 1: g.setColor(Color.blue);break; //画正在下落的方块

case 2: g.setColor(Color.magenta);break; //画已经落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block实例的引用

}

//返回屏幕数组中(row,col)位置的属性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新块的初始行坐标方法

public int getInitRow(){

return(blockInitRow); //返回新块的初始行坐标

}

//返回新块的初始列坐标方法

public int getInitCol(){

return(blockInitCol); //返回新块的初始列坐标

}

//满行删除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[j] == 0){

k++;

isfull = false;

break L1;

}

if(isfull) full_line_num++;

if(k!=0 k-1!=i !isfull)

for(int j = 0; j columnNum; j++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[j];

}

}

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判断游戏是否结束方法

boolean isGameEnd(){

for (int col = 0 ; col columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

}

return false;

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//处理键盘输入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

tch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//处理控制类

class Command implements ActionListener{

static final int button_play = 1; //给按钮分配编号

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //当前按钮

GameCanvas scr;

//控制按钮类的构造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按钮执行方法

public void actionPerformed (ActionEvent e){

tch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

}

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

}

scr.requestFocus();

break;

case button_quit:System.exit(0);

}

}

}

//方块类

class Block {

static int[][] pattern = {

,//用十六进至表示,本行表示长条四种状态

,

,

,

,

,

};

int blockType; //块的模式号(0-6)

int turnState; //块的翻转状态(0-3)

int blockState; //快的下落状态

int row,col; //块在画布上的坐标

GameCanvas scr;

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

}

//重新初始化块,并显示新块

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

}

//实现“块”翻转的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//实现“块”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//实现块落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

}

}

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp0||temp==2)

return false;

}

k = k 1;

}

}

return true;

}

//同步显示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

}

k=k1;

}

}

}

}

//定时线程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

}

}

俄罗斯方块源代码,纯C语言编写,不用图像函数,VC下运行急求!!qq:1

N = 20;//行数

WIDTH = 20;//方块边长

level = 0;//开始等级(下落速度)

ret = new Array();//当前出现的方块

nextret = new Array();//下一个出现的方块

bg = new Array();//背景数组

createEmptyMovieClip("panel", 1048575);//所有方块都在此mc里

for (i = 0; i  5; i++) {

//初始化方块数组,2*5格式,前四行代表每个方块的4个小块的位置坐标,最后一行第一列是方块形状,第二列是方块旋转方向

ret.push(new Array(2));

nextret.push(new Array(2));

}

for (i = 0; i  20; i++) {//初始化背景数组,10*20格式

bg.push(new Array(10));

}

X = Y = panel._x = panel._y = 0;//换为X、Y表示

function reach(x:Number, y:Number, ret:Object) {

//x、y为方块位置,ret为方块形状,若方块ret下落一格碰到边界或者方块返回1

var i:Number, j:Number, k:Number;

for (i = 0; i  N; i++) {

for (j = 0; j  10; j++) {

if (bg[i][j] == 219) {

for (k = 0; k  4; k++) {

if (x + ret[k][0] == j  y + ret[k][1] + 1 == i) {

return 1;

}

}

}

}

}

return 0;

}

function lrnotout(lorr:Number, a:Object) {

//lorr==-1代表a往左边一格可行性的判断,lorr==1代表右边一格可行性的判断,lorr==0代表a的位置合理性的判断,出现不合理则返回0

var i:Number;

if (lorr == -1) {

for (i = 0; i  4; i++) {

if (x + a[i][0] - 1  0 || reach(x - 1, y - 1, a)) {

return 0;

}

}

}

if (lorr == 1) {

for (i = 0; i  4; i++) {

if (x + a[i][0] + 1  9 || reach(x - 1, y + 1, a)) {

return 0;

}

}

}

if (lorr == 0) {

for (i = 0; i  4; i++) {

if (x + a[i][0]  0 || x + a[i][0]  9) {

return 0;

}

}

}

return 1;

}

function rv(a:Object, ret:Object) {

//方块赋值,将a方块赋值到ret方块

var i:Number;

for (i = 0; i  5; i++) {

ret[i][0] = a[i][0], ret[i][1] = a[i][1];

}

}

function rotate(ret:Object) {

//根据方块ret最后一行(分别是形状指示变量和旋转方向变量)为ret的前四行赋以具体形状值

switch (ret[4][0]) {

case 0 ://方形

a = [[1, 0], [2, 0], [1, 1], [2, 1], [0, 0]];

rv(a, ret);

return;

case 1 ://长形

switch (ret[4][1]) {

case 1 :

a = [[0, 0], [1, 0], [2, 0], [3, 0], [1, 0]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 0 :

a = [[1, 0], [1, 1], [1, 2], [1, 3], [1, 1]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

}

case 2 ://Z形

switch (ret[4][1]) {

case 1 :

a = [[0, 1], [1, 1], [1, 2], [2, 2], [2, 0]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 0 :

a = [[2, 0], [1, 1], [2, 1], [1, 2], [2, 1]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

}

case 3 ://反Z形

switch (ret[4][1]) {

case 1 :

a = [[1, 1], [2, 1], [0, 2], [1, 2], [3, 0]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 0 :

a = [[1, 0], [1, 1], [2, 1], [2, 2], [3, 1]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

}

case 4 ://T形

switch (ret[4][1]) {

case 3 :

a = [[1, 0], [0, 1], [1, 1], [2, 1], [4, 0]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 0 :

a = [[1, 0], [0, 1], [1, 1], [1, 2], [4, 1]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 1 :

a = [[0, 1], [1, 1], [2, 1], [1, 2], [4, 2]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 2 :

a = [[1, 0], [1, 1], [2, 1], [1, 2], [4, 3]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

}

case 5 ://倒L形

switch (ret[4][1]) {

case 3 :

a = [[1, 0], [2, 0], [1, 1], [1, 2], [5, 0]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 0 :

a = [[0, 1], [0, 2], [1, 2], [2, 2], [5, 1]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 1 :

a = [[2, 0], [2, 1], [1, 2], [2, 2], [5, 2]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 2 :

a = [[0, 1], [1, 1], [2, 1], [2, 2], [5, 3]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

}

case 6 ://L形

switch (ret[4][1]) {

case 3 :

a = [[1, 0], [2, 0], [2, 1], [2, 2], [5, 0]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 0 :

a = [[0, 1], [1, 1], [2, 1], [0, 2], [5, 1]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 1 :

a = [[1, 0], [1, 1], [1, 2], [2, 2], [5, 2]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

case 2 :

a = [[2, 1], [0, 2], [1, 2], [2, 2], [5, 3]];

if (lrnotout(0, a)  !reach(x, y - 1, a)) {

rv(a, ret);

}

return;

}

}

}

function generate(ret:Object) {//随机产生方块函数(可进一步修正)

ret[4][0] = Math.floor(Math.random() * 7);

ret[4][1] = Math.floor(Math.random() * 4);

rotate(ret);//完成方块ret的具体形状的赋值

}

function init() {//初始化背景、方块、运动函数

var i:Number, j:Number;

for (i = 0; i  N; i++) {//初始化背景,边界为219,其余为' '

for (j = 0; j  10; j++) {

if (i == N - 1) {

bg[i][j] = 219;

} else {

bg[i][j] = ' ';

}

}

}

for (i = 0; i  5; i++) {//为当前方块赋初值0

ret[i][0] = ret[i][1] = 0;

}

generate(ret);//产生当前方块

generate(nextret);//产生下一个方块

y = 0, x = 3, score = lines = 0, level=0;//当前位置坐标和计分系统初始化

_tetris.removeTextField();//如果从结束过的游戏恢复,删除结束标志

display();//显示画面

frameflag = 0;//标示下落时间间隔

onEnterFrame = function () {

frameflag++;

if (10 - frameflag  level) {//根据等级level确定下落时间间隔

frameflag = 0;

go();//下落及判断

}

};

}

function drawblock(a, b, c, d) {//绘制方块的小块

with (panel) {

beginFill(0x000FFF, 100);

lineStyle(1, 0xFF00FF);

moveTo(panel._x + a, panel._y + b);

lineTo(panel._x + c, panel._y + b);

lineTo(panel._x + c, panel._y + d);

lineTo(panel._x + a, panel._y + d);

lineTo(panel._x + a, panel._y + b);

endFill();

}

}

function erase() {//删除一行方块

var n:Number = 0, i:Number, j:Number, k:Number, l:Number;

for (i = 0; i  N - 1; i++) {

for (j = 0; j  10; j++) {

if (bg[i][j] == ' ') {//如果该行有空,则开始判断下一行

i++, j = -1;

if (i == N - 1) {//行N-1为底线,不判断

break;

}

} else if (j == 9) {//判断到该行最后一列都没有空

for (k = i; k = 1; k--) {//上方方块下落

for (l = 0; l  10; l++) {

bg[k][l] = bg[k - 1][l];

}

}

for (l = 0; l  10; l++) {//删除该行

bg[0][l] = ' ';

}

n++;//此次删除行数变量增一

if ((lines + n) % 30 == 0) {//删除行数总数到30的倍数则等级上升

level = (level + 1) % 10;

}

}

}

}

lines += n, score += (n * n + n) * 50;//总行数增n,计算得分

}

function display() {

//显示函数,采用全部清除再重绘制的方法(因为这个程序本来是在Turbo C 2.0的文本环境下完成的)

var i:Number, j:Number;

panel.clear();

with (panel) {//画边界

lineStyle(1, 0x0000FF);

moveTo(panel._x, panel._y);

lineTo(panel._x + WIDTH * 10, panel._y);

lineTo(panel._x + WIDTH * 10, panel._y + WIDTH * (N - 1));

lineTo(panel._x, panel._y + WIDTH * (N - 1));

lineTo(panel._x, panel._y);

}

for (i = 0; i  4; i++) {//当前方块占据的地方赋值为边界类型219

bg[y + ret[i][1]][x + ret[i][0]] = 219;

}

for (i = 0; i  N - 1; i++) {//绘制背景方块

for (j = 0; j  10; j++) {

if (bg[i][j] == 219) {

drawblock(j * WIDTH + X, i * WIDTH + Y, j * WIDTH + WIDTH + X, i * WIDTH + WIDTH + Y);

}

}

}

for (i = 0; i  4; i++) {//绘制当前方块

drawblock(nextret[i][0] * WIDTH + 14 * WIDTH + X, nextret[i][1] * WIDTH + 12 * WIDTH + Y, nextret[i][0] * WIDTH + WIDTH + 14 * WIDTH + X, nextret[i][1] * WIDTH + WIDTH + 12 * WIDTH + Y);

}

for (i = 0; i  4; i++) {//当前方块绘制完毕,重新将当前位置改为' '

bg[y + ret[i][1]][x + ret[i][0]] = ' ';

}

createTextField("_lvltxt", 1, 270, 100, 100, 20);//绘制计分系统

createTextField("_scrtxt", 2, 270, 130, 100, 20);

createTextField("_lnstxt", 3, 270, 160, 100, 20);

_lvltxt.text = "Level: " + level;

_scrtxt.text = "Score: " + score;

_lnstxt.text = "Lines: " + lines;

}

function go() {//下落函数

var sss:Number = reach(x, y, ret);//当前方块下落一格是否碰到边界或方块

var ii:Number;

if (!sss) {

y++;//如果当前方块下落一格没有碰到边界或方块则下落一格

}

display();//重新绘制

if (sss) {//碰到边界或方块

score += 10;//得10分

display();//重新绘制

for (ii = 0; ii  4; ii++) {//修改背景数组,将当前方块的位置改为边界类型

bg[y + ret[ii][1]][x + ret[ii][0]] = 219;

}

erase();//删除行判断及执行

rv(nextret, ret);//将下一个方块赋值为当前方块

y = 0, x = 3;//重置方块位置

generate(nextret);//生成下一个方块

display();//重新绘制

if (reach(x, y, ret)) {//如果下一格碰到方块则游戏结束

createTextField("_tetris", 100000, WIDTH * 3.3, WIDTH * N / 3, 70, 20);

_tetris._x += 200;

_tetris._y += 50;

_tetris._xscale = 300;

_tetris._yscale = 300;

_tetris.background = true;

_tetris.text = "Game Over!";

onEnterFrame = function () {//停止下落

};

}

}

}

function key() {

if (Key.isDown(Key.UP)) {

rotate(ret);

display();

}

if (Key.isDown(Key.LEFT)) {

if (lrnotout(-1, ret)) {//左移可行性判断

x--;

display();

}

}

if (Key.isDown(Key.RIGHT)) {

if (lrnotout(1, ret)) {//右移可行性判断

x++;

display();

}

}

if (Key.isDown(Key.DOWN)) {//键盘控制下落

go();

}

if (Key.isDown(Key.SPACE)) {//一键下落到底

while (!reach(x, y, ret)) {

y++;

}

go();

}

if (Key.isDown(82)) { //重新开始游戏

init();

}

}

init();//初始化

setInterval(key, 80);//每个80毫秒执行一次键盘事件函数

createTextField("hinttxt",33324,200,20,300,50);

hinttxt.text="键盘键:上,下,左,右,R(reset),空格";

求俄罗斯方块游戏代码

手机游戏---俄罗斯方块

俄罗斯方块——java源代码提供

import java.awt.*;

import java.awt.event.*;

//俄罗斯方块类

public class ERS_Block extends Frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄罗斯方块类的构造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右边信息窗体的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定义标签和初始值

Label scorep = new Label("分数:",Label.LEFT);

Label levelp = new Label("级数:",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定义按钮play

Button play_b = new Button("开始游戏");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定义按钮Level UP

Button level_up_b = new Button("提高级数");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定义按钮Level Down

Button level_down_b =new Button("降低级数");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定义按钮Quit

Button quit_b = new Button("退出游戏");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

}

}

//重写MyPanel类,使Panel的四周留空间

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方块边长

int rowNum; //正方格的行数

int columnNum; //正方格的列数

int maxAllowRowNum; //允许有多少行未削

int blockInitRow; //新出现块的起始行坐标

int blockInitCol; //新出现块的起始列坐标

int [][] scrArr; //屏幕数组

Block b; //对方快的引用

//画布类的构造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

}

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0; i rowNum; i++)

for(int j = 0; j columnNum; j++)

drawUnit(i,j,scrArr[j]);

}

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示画方快的方法

case 0: g.setColor(Color.black);break; //以背景为颜色画

case 1: g.setColor(Color.blue);break; //画正在下落的方块

case 2: g.setColor(Color.magenta);break; //画已经落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block实例的引用

}

//返回屏幕数组中(row,col)位置的属性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新块的初始行坐标方法

public int getInitRow(){

return(blockInitRow); //返回新块的初始行坐标

}

//返回新块的初始列坐标方法

public int getInitCol(){

return(blockInitCol); //返回新块的初始列坐标

}

//满行删除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[j] == 0){

k++;

isfull = false;

break L1;

}

if(isfull) full_line_num++;

if(k!=0 k-1!=i !isfull)

for(int j = 0; j columnNum; j++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[j];

}

}

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判断游戏是否结束方法

boolean isGameEnd(){

for (int col = 0 ; col columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

}

return false;

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//处理键盘输入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

tch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//处理控制类

class Command implements ActionListener{

static final int button_play = 1; //给按钮分配编号

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //当前按钮

GameCanvas scr;

//控制按钮类的构造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按钮执行方法

public void actionPerformed (ActionEvent e){

tch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

}

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

}

scr.requestFocus();

break;

case button_quit:System.exit(0);

}

}

}

//方块类

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

};

int blockType; //块的模式号(0-6)

int turnState; //块的翻转状态(0-3)

int blockState; //快的下落状态

int row,col; //块在画布上的坐标

GameCanvas scr;

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

}

//重新初始化块,并显示新块

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

}

//实现“块”翻转的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//实现“块”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//实现块落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

}

}

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp0||temp==2)

return false;

}

k = k 1;

}

}

return true;

}

//同步显示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

}

k=k1;

}

}

}

}

//定时线程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

}

}

俄罗斯方块的源程序

#includestdio.h

#include graphics.h

#include dos.h

#include stdlib.h

#define UP 0x48

#define DOWN 0x50

#define LEFT 0x4b

#define RIGHT 0x4d

#define ESC 0x01

#define P 0x19

#define ENTER 0x1c

#define PAGEUP 0x49

#define PAGEDOWN 0x51

#define add_D 0x0d

#define add_d 0x4e

#define sub_D 0x0c

#define sub_d 0x4a

#define RST 0x13

#define PAUSE 0x19

long score;

int brick_width=20;

char str[9]={'0','0','0','0','0','0','0','0','\0'}; /*积分数组!*/

int m_speed=0;

int difficulty=0;

/************************************************/

/*以下定义的是砖块的形状*/

int brick [6][4][4][4]=

{

{

{{0,1,0,0},{0,1,1,0},{0,0,1,0},{0,0,0,0}},

{{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},

{{0,1,0,0},{0,1,1,0},{0,0,1,0},{0,0,0,0}},

{{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}}

},

{

{{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,0,0},{0,1,1,0},{0,1,0,0},{0,0,0,0}},

{{0,0,0,0},{1,1,1,0},{0,1,0,0},{0,0,0,0}},

{{0,1,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}}

},

{

{{0,0,1,0},{0,1,1,0},{0,1,0,0},{0,0,0,0}},

{{0,1,1,0},{0,0,1,1},{0,0,0,0},{0,0,0,0}},

{{0,0,1,0},{0,1,1,0},{0,1,0,0},{0,0,0,0}},

{{0,1,1,0},{0,0,1,1},{0,0,0,0},{0,0,0,0}}

},

{

{{0,1,0,0},{0,1,0,0},{0,1,0,0},{0,1,0,0}},

{{0,0,0,0},{1,1,1,1},{0,0,0,0},{0,0,0,0}},

{{0,1,0,0},{0,1,0,0},{0,1,0,0},{0,1,0,0}},

{{0,0,0,0},{1,1,1,1},{0,0,0,0},{0,0,0,0}}

},

{

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}}

},

{

{{1,1,1,0},{1,0,0,0},{0,0,0,0},{0,0,0,0}},

{{1,1,0,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}},

{{0,0,1,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},

{{1,0,0,0},{1,0,0,0},{1,1,0,0},{0,0,0,0}}

}

};

/*以下定义的是游戏窗口的矩阵,在游戏进行时,通过检查此矩阵来获知砖块的堆积情况*/

int board[22][12]={

{2,2,2,2,2,2,2,2,2,2,2,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,0,0,0,0,0,0,0,0,0,0,2},

{2,2,2,2,2,2,2,2,2,2,2,2}

};

/*以下是程序中用到汉字的点阵——————————————————*/

char e_16[]={

/* 以下是 '俄' 的 16点阵宋体 字模,32 byte */

0x10,0x20,0x19,0xA8,0x16,0x24,0x22,0x24,

0x3F,0xFE,0x62,0x20,0xA2,0x24,0x22,0xA6,

0x23,0x2C,0x26,0x28,0x2A,0x10,0x22,0x30,

0x22,0x4A,0x2E,0x8A,0x24,0x04,0x00,0x00,

};

char luo_16[]={

/* 以下是 '罗' 的 16点阵宋体 字模,32 byte */

0x00,0x00,0x3F,0xFC,0x22,0x44,0x22,0x44,

0x22,0x44,0x3F,0xFC,0x22,0x00,0x03,0xFC,

0x06,0x08,0x0C,0x08,0x12,0x10,0x61,0x20,

0x00,0xC0,0x03,0x00,0x0C,0x00,0xF0,0x00,

};

char si_16[]={

/* 以下是 '斯' 的 16点阵宋体 字模,32 byte */

0x22,0x0C,0x22,0x70,0xFF,0x40,0x22,0x40,

0x3E,0x40,0x22,0x7E,0x22,0x48,0x3E,0x48,

0x22,0x48,0x22,0x48,0xFF,0x48,0x00,0x48,

0x24,0x88,0x62,0x88,0x83,0x08,0x00,0x08,

};

char fang_16[]={

/* 以下是 '方' 的 16点阵宋体 字模,32 byte */

0x02,0x00,0x01,0x00,0x00,0x80,0xFF,0xFE,

0x02,0x00,0x02,0x00,0x03,0xF0,0x02,0x10,

0x04,0x10,0x04,0x10,0x08,0x10,0x08,0x10,

0x10,0x10,0x20,0x90,0xC0,0x60,0x00,0x00,

};

char kuai_16[]={

/* 以下是 '块' 的 16点阵宋体 字模,32 byte */

0x20,0x80,0x20,0x80,0x20,0x80,0x23,0xF8,

0xF8,0x88,0x20,0x88,0x20,0x88,0x20,0x88,

0x2F,0xFE,0x20,0x80,0x39,0x40,0xE1,0x20,

0x42,0x18,0x02,0x0E,0x04,0x04,0x08,0x00,

};

char kai_16[]={

/* 以下是 '开' 的 16点阵宋体 字模,32 byte */

0x00,0x00,0x7F,0xFE,0x04,0x20,0x04,0x20,

0x04,0x20,0x04,0x20,0xFF,0xFE,0x04,0x20,

0x04,0x20,0x04,0x20,0x08,0x20,0x08,0x20,

0x10,0x20,0x20,0x20,0x40,0x20,0x00,0x00,

};

char shi_16[]={

/* 以下是 '始' 的 16点阵宋体 字模,32 byte */

0x10,0x20,0x18,0x30,0x10,0x20,0x10,0x48,

0xFC,0x84,0x25,0xFE,0x24,0x84,0x44,0x00,

0x44,0xFC,0x28,0x84,0x18,0x84,0x14,0x84,

0x22,0x84,0x42,0xFC,0x80,0x84,0x00,0x00,

};

char tui_16[]={

/* 以下是 '退' 的 16点阵宋体 字模,32 byte */

0x40,0x00,0x27,0xF0,0x24,0x10,0x07,0xF0,

0x04,0x10,0x04,0x10,0xE7,0xF0,0x24,0x88,

0x24,0x50,0x24,0x20,0x25,0x10,0x26,0x18,

0x24,0x08,0x50,0x00,0x8F,0xFE,0x00,0x00,

};

char chu_16[]={

/* 以下是 '出' 的 16点阵宋体 字模,32 byte */

0x01,0x00,0x01,0x00,0x21,0x04,0x21,0x04,

0x21,0x04,0x21,0x04,0x3F,0xFC,0x21,0x04,

0x01,0x00,0x21,0x04,0x21,0x04,0x21,0x04,

0x21,0x04,0x3F,0xFC,0x20,0x04,0x00,0x00,

};

char you_16[]={

/* 以下是 '游' 的 16点阵宋体 字模,32 byte */

0x44,0x20,0x22,0x20,0x22,0x20,0x0F,0xBE,

0x84,0x40,0x54,0xBC,0x57,0x08,0x25,0x10,

0x25,0x10,0x25,0x7E,0xC5,0x10,0x49,0x10,

0x49,0x10,0x49,0x10,0x55,0x50,0x42,0x20,

};

char xi_16[]={

/* 以下是 '戏' 的 16点阵宋体 字模,32 byte */

0x00,0x40,0x00,0x50,0x7E,0x48,0x02,0x48,

0x44,0x40,0x25,0xFE,0x18,0x40,0x08,0x44,

0x0C,0x28,0x14,0x30,0x12,0x20,0x22,0x50,

0x41,0x92,0x06,0x0A,0x00,0x06,0x00,0x02,

};

char xia_16[]={

/* 以下是 '下' 的 16点阵宋体 字模,32 byte */

0x00,0x04,0x7F,0xFE,0x01,0x00,0x01,0x00,

0x01,0x00,0x01,0xC0,0x01,0x60,0x01,0x30,

0x01,0x20,0x01,0x00,0x01,0x00,0x01,0x00,

0x01,0x00,0x01,0x00,0x01,0x00,0x00,0x00,

};

char ge_16[]={

/* 以下是 '个' 的 16点阵宋体 字模,32 byte */

0x01,0x00,0x01,0x00,0x02,0x80,0x02,0x40,

0x04,0x20,0x09,0x18,0x11,0x0E,0x61,0x04,

0x01,0x00,0x01,0x00,0x01,0x00,0x01,0x00,

0x01,0x00,0x01,0x00,0x01,0x00,0x00,0x00,

};

char tu_16[]={

/* 以下是 '图' 的 16点阵宋体 字模,32 byte */

0x00,0x00,0x7F,0xFC,0x44,0x04,0x47,0xE4,

0x44,0x44,0x4A,0x84,0x71,0x04,0x42,0xC4,

0x4C,0x3C,0x71,0x14,0x40,0x84,0x42,0x04,

0x41,0x84,0x41,0x04,0x7F,0xFC,0x40,0x04,

};

char xing_16[]={

/* 以下是 '形' 的 16点阵宋体 字模,32 byte */

0x00,0x04,0x7F,0x86,0x12,0x0C,0x12,0x10,

0x12,0x20,0x12,0x08,0xFF,0xCC,0x12,0x18,

0x12,0x20,0x12,0x44,0x12,0x86,0x12,0x0C,

0x22,0x10,0x22,0x20,0x42,0x40,0x80,0x80,

};

char fen_16[]={

/* 以下是 '分' 的 16点阵宋体 字模,32 byte */

0x08,0x80,0x0C,0x80,0x08,0x40,0x10,0x20,

0x10,0x30,0x20,0x18,0x40,0x0E,0x9F,0xE4,

0x04,0x20,0x04,0x20,0x04,0x20,0x04,0x20,

0x08,0x20,0x10,0xA0,0x20,0x40,0x40,0x00,

};

char shu_16[]={

/* 以下是 '数' 的 16点阵宋体 字模,32 byte */

0x08,0x20,0x49,0x30,0x2A,0x20,0x1C,0x20,

0xFF,0x7E,0x1C,0x44,0x2B,0x44,0x48,0xC4,

0x08,0x28,0xFF,0x28,0x12,0x10,0x34,0x10,

0x0C,0x28,0x32,0x4E,0xC0,0x84,0x00,0x00,

};

char bd_16[]={

/* 以下是 ':' 的 16点阵宋体 字模,32 byte */

0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,

0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,

0x00,0x00,0x30,0x00,0x30,0x00,0x00,0x00,

0x30,0x00,0x30,0x00,0x00,0x00,0x00,0x00,

};

char su_16[]={

/* 以下是 '速' 的 16点阵宋体 字模,32 byte */

0x00,0x80,0x40,0x80,0x2F,0xFC,0x20,0x80,

0x00,0x80,0x07,0xF8,0xE4,0x88,0x24,0x88,

0x27,0xF8,0x21,0xA0,0x22,0x98,0x2C,0x88,

0x20,0x80,0x50,0x80,0x8F,0xFE,0x00,0x00,

};

char du_16[]={

/* 以下是 '度' 的 16点阵宋体 字模,32 byte */

0x01,0x00,0x00,0x80,0x3F,0xFE,0x22,0x20,

0x22,0x20,0x2F,0xFC,0x22,0x20,0x23,0xE0,

0x20,0x00,0x27,0xF8,0x22,0x10,0x21,0x20,

0x20,0xC0,0x41,0x30,0x46,0x0E,0x98,0x04,

};

char cong_16[]={

/* 以下是 '从' 的 16点阵宋体 字模,32 byte */

0x08,0x40,0x08,0x40,0x08,0x40,0x08,0x40,

0x08,0x40,0x08,0x40,0x08,0x40,0x08,0xA0,

0x14,0xA0,0x12,0x90,0x12,0x90,0x21,0x08,

0x23,0x0C,0x42,0x06,0x84,0x04,0x08,0x00,

};

char xin_16[]={

/* 以下是 '新' 的 16点阵宋体 字模,32 byte */

0x10,0x00,0x08,0x0E,0x7F,0x70,0x22,0x40,

0x14,0x40,0xFF,0x7E,0x08,0x48,0x08,0x48,

0xFF,0x48,0x08,0x48,0x2C,0x48,0x2A,0x88,

0x4A,0x88,0x89,0x08,0x2A,0x08,0x10,0x08,

};

char nan_16[]={

/* 以下是 '难' 的 16点阵宋体 字模,32 byte */

0x00,0xA0,0x00,0x90,0xF9,0x10,0x09,0xFE,

0x8B,0x20,0x4B,0x20,0x2D,0xFC,0x11,0x20,

0x19,0x20,0x29,0xFC,0x25,0x20,0x45,0x20,

0x81,0x20,0x01,0xFE,0x01,0x00,0x01,0x00,

};

char xuan_16[]={

/* 以下是 '选' 的 16点阵宋体 字模,32 byte */

0x00,0x40,0x22,0x40,0x12,0x40,0x13,0xF8,

0x04,0x40,0x00,0x40,0xF7,0xFC,0x11,0x20,

0x11,0x20,0x12,0x24,0x12,0x24,0x14,0x1C,

0x10,0x00,0x28,0x00,0x47,0xFE,0x00,0x00,

};

char ze_16[]={

/* 以下是 '择' 的 16点阵宋体 字模,32 byte */

0x20,0x00,0x23,0xF8,0x21,0x10,0xFC,0xA0,

0x20,0x40,0x20,0xA0,0x2B,0x58,0x30,0x46,

0x63,0xF8,0xA0,0x40,0x20,0x40,0x27,0xFE,

0x20,0x40,0x20,0x40,0xA0,0x40,0x40,0x40,

};

/* 函数申明 */

int getkey();

void draw_brick(int kind,int stat,int start_x,int start_y,int *position);

void display_brick(int *position,int xexcursion,int yexcursion);

void draw_freezebrick(int *space);

void draw_mainboard();

int is_movable(int *position,int *space,int dir);

void freeze(int *position,int *space);

int check_bottom(int *space,int hei);

void ERASE(int top,int flag);

int move_down(int *position,int *space,int *top,int *flag,int speed);

void begin();

void rand_select(int *kind,int *stat);

void updata_data(int *space,int *top,int flag);

void preview(int kind_new,int stat_new);

void convert_score(long score,char *str);

void drawmat(char *,int,int,int,int);

/**************************************************/

/**********************************************************/

void drawmat(char *mat,int matsize,int x,int y,int color)

/*依次:字模指针、点阵大小、起始坐标(x,y)、颜色*/

{

int i, j, k, n;

n = (matsize - 1) / 8 + 1;

for(j = 0; j matsize; j++)

for(i = 0; i n; i++)

for(k = 0;k 8; k++)

if(mat[j * n + i] (0x80 k)) /*测试为1的位则显示*/

putpixel(x + i * 8 + k, y + j, color);

}

/*初始化游戏板巨阵!*/

void init_data(int **space)

{

int hei,wid,i,j;

*space=(int *)malloc(264*sizeof(int));

/*分配的空间,"264" 是数组的长度*/

for(i=0;idifficulty;i++)

for(j=0;j12;j++)

board[21-i][j]=random(2);

for(hei=0;hei22;hei++)

for(wid=0;wid12;wid++)

*(*space+hei*12+wid)=board[hei][wid];

/*初始化*/

score=0;

}

void convert_score(long score,char *str)

{

int i;

long SCORE;

SCORE=score;

for(i=7;i=0;i--)

{

str[i]='0'+SCORE%10;

SCORE /=10;

}

}

/**************************************************/

/*获取键盘扫描码 */

int getkey()

{

union REGS key;

key.h.ah=0;

int86(0x16,key,key);

return key.h.ah;

}

/*****************************************************/

/*画方格图形*/

void mydraw(int start_x,int start_y,int brick_width,int color)

{

settextstyle(4,0,5);

setfillstyle(6,8);

setcolor(color);

rectangle(start_x,start_y,start_x+brick_width,start_y+brick_width);

rectangle(start_x+2,start_y+2,start_x+brick_width-2,start_y+brick_width-2);

outtextxy(start_x+7,start_y+7,"*");

}

/******************************************************/

/*

用mydraw函数和position数组在屏幕上画方块*/

void draw_brick(int kind,int stat,int start_x,int start_y,int *position)

{

int wid,hei,x,y,i=0;

void *buf;

setviewport(100,40,300,440,1);

buf=malloc(400);

for(i=0;i8;i+=2)

{

x=position[i];y=position[i+1];

getimage(x,y,x+brick_width,y+brick_width,buf);

putimage(x,y,buf,XOR_PUT);

}

i=0;

for(hei=0;hei4;hei++)

{

y=start_y+hei*brick_width;

for(wid=0;wid4;wid++)

if(brick[kind][stat][hei][wid]==1)

{

x=start_x+wid*brick_width;

position[i++]=x;

position[i++]=y;

position[10]= x position[10] ? x : position[10];

position[11]= y position[11] ? y : position[11];

mydraw(x,y,brick_width,10);

}

}

position[8]=start_x;

position[9]=start_y;

free(buf); /* 释放 "buf" 所占的内存*/

}

void display_score(char *pstr) /*显示积分和速度(10000分加一级,最大9级)*/

{

void *buf;int n,j;char speed[2];

buf=malloc(3200);

itoa(m_speed,speed,10);/*需要改进*/

setviewport(479,139,560,170,1);

getimage(0,0,80,40,buf);

putimage(0,0,buf,XOR_PUT);

settextstyle(0,0,1);

setcolor(WHITE);

outtextxy(0,0,pstr);

outtextxy(0,22,speed);

if(m_speed=9)

{

n=atoi(pstr);

m_speed+=n/10000;

}

free(buf);

}

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  • 澄萌奚落(2022-06-11 03:03:33)回复取消回复

    [y]=b[3]; break; }  //倒7字顺转270度}}void keyD( )  //按键操作{ if (kbhit( )){ int key;   

  • 只酷双笙(2022-06-10 22:32:57)回复取消回复

    e = 1; row = scr.getInitRow(); col = scr.getInitCol(); } //重新初始化块,并显示新块 public void reset(){ block