文件一
///////////////////[stdafx.cpp]/////////////////////////
// stdafx.cpp : source file that includes just the standard includes
// ToyBricks.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this fil
文件二
//////////////////////////////////////[stdafx.h]//////////////////////////////////////////
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
#define AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <windows.h>
// TODO: reference additional headers your program requires here
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
文件三
/////////////////////////////////[game.cpp]////////////////////////////////////////////////////
// ToyBricks.cpp : Defines the entry point for the application.
//
#include "StdAfx.h"
/*******************************************************/
#include <windows.h> //windows.h文件中包含应用程序中所需的数据类型和数据结构的定义
#include <time.h> //包含SetTimer()、KillTimer()等关于定时器的函数
#include <stdlib.h>
#define CELL 15 // 【方格】的边长(pix)
#define W 20 // 游戏区宽(12个【方格】边长,8个格子用来绘制"下一个"方块)
#define H 26 // 游戏区高(26个【方格】边长)
#define MS_NEWBLOCK WM_USER+1 // 消息ID,产生新的【方块】
#define MS_DRAW WM_USER+2 // 消息ID,用来画【方块】
#define MS_NEXTBLOCK WM_USER+3 //消息ID,用来显示下一个【俄罗斯方块】形状
//------------------------窗口函数的说明------------------------
LRESULT CALLBACK WndProc ( HWND, UINT, WPARAM, LPARAM);
//---------------------------------------------------------------
int WINAPI WinMain ( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
PSTR szCmdLine,
int iCmdShow)
{
static char AppName[]="ToyBrick"; //窗口类名
HWND hwnd;
MSG msg; //消息结构
WNDCLASSEX wndclass; //窗口类
int iScreenWide; //定义一个整型变量来取得窗口的宽度
wndclass.cbSize = sizeof(wndclass);
wndclass.style = CS_HREDRAW|CS_VREDRAW;//窗口类型
//CS_HREDRAW :Redraws the entire window if a movement or size
// adjustment changes the width of the client area.
//CS_VREDRAW :Redraws the entire window if a movement or size
// adjustment changes the height of the client area.
wndclass.lpfnWndProc = WndProc; //窗口处理函数为 WndProc
wndclass.cbClsExtra = 0; //窗口类无扩展
wndclass.cbWndExtra = 0; //窗口实例无扩展
wndclass.hInstance = hInstance; //当前实例句柄
wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION); //默认图标
wndclass.hCursor = LoadCursor (NULL,IDC_ARROW); //箭头光标
wndclass.hbrBackground = (HBRUSH)GetStockObject (WHITE_BRUSH); //背景为黑色
wndclass.lpszMenuName = NULL; //窗口中无菜单
wndclass.lpszClassName = AppName; //类名为"ToyBrick"
wndclass.hIconSm = LoadIcon (NULL, IDI_APPLICATION);
//----------------------------------窗口类的注册-----------------------------------------
if(!RegisterClassEx (&wndclass)) //如果注册失败则发出警报声音,返回FALSE
{
MessageBeep(0);
return FALSE;
}
// 获取显示器分辨率的X值iScreenWide,将程序窗口置于屏幕中央
iScreenWide=GetSystemMetrics (SM_CXFULLSCREEN);
hwnd =CreateWindow (
AppName, //窗口类名
"俄罗斯方块模拟项目(软件学院.钱彦江)", //窗口实例的标题名
WS_MINIMIZEBOX|WS_SYSMENU , //窗口的风格
iScreenWide/2-W*CELL/2, //窗口左上角横坐标(X)
CELL, //窗口左上角纵坐标(Y)
W*CELL, //窗口的宽
H*CELL, //窗口的高
NULL, //窗口无父窗口
NULL, //窗口无主菜单
hInstance, //创建此窗口的应用程序的当前句柄
NULL //不使用该值
);
if(!hwnd) return FALSE;
//显示窗口
ShowWindow (hwnd,iCmdShow);
//绘制用户区
UpdateWindow (hwnd);
MessageBox(hwnd," 开始游戏\n\n_软件学院模拟项目","开始",MB_OK);
SendMessage(hwnd,MS_NEWBLOCK,0,0);
SetTimer (hwnd, 1, 500,NULL);
//消息循环
while (GetMessage (&msg, NULL, 0, 0))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
//消息循环结束即程序终止时将消息返回系统
return msg.wParam;
}
// 函数DrawRact: 画【正方形】----- (□)
// 参数: 设备环境句柄和【正方形】的四角坐标
void DrawRect (HDC hdc, int l, int t, int r, int b)
{
MoveToEx (hdc, l, t, NULL); //将光标移动到(l,t)
LineTo (hdc, r, t);
LineTo (hdc, r, b);
LineTo (hdc, l, b);
LineTo (hdc, l,t);
}
// 函数DrawCell: 画【方格】-----(红色■)
// 参数: 设备环境句柄和【方格】的四角坐标
void DrawCell (HDC hdc, int l, int t, int r, int b)
{
HBRUSH hbrush;
hbrush=CreateSolidBrush(RGB(255,0,0)); // 红色画刷
SelectObject(hdc,hbrush);
Rectangle(hdc,l, t, r, b);
DeleteObject (hbrush);
}
//绘出游戏区域的方格,其中包括"游戏空间"和"显示下一个【方块】空间"
//此函数包含在Cover函数中。参数:设备环境句柄
void DrawGamePlace(HDC hdc)
{
int i,j;
HPEN hpen1,hpen2;
hpen1=CreatePen(PS_SOLID,1,RGB(0,255,0));
hpen2=CreatePen(PS_DASHDOTDOT,3,RGB(0,0,255));
//绘制分割线
SelectObject(hdc,hpen2);
MoveToEx(hdc,(W-8)*CELL,0,NULL);
LineTo(hdc,(W-8)*CELL,H*CELL);
//绘制游戏区域方格线(绿色)
SelectObject(hdc,hpen1);
for (i=1; i<H-1; i++)
for(j=1; j<=W-8; j++)
DrawRect (hdc, (j-1)*CELL, (i-1)*CELL, j*CELL, i*CELL);
//绘制"显示下一个"区域的方格线
for(i=5;i<9;i++) // 5≤i≤8
for(j=W-5;j<W-1;j++) // 15≤j≤18
DrawRect (hdc, (j-1)*CELL, (i-1)*CELL, j*CELL, i*CELL);
DeleteObject(hpen2);
DeleteObject(hpen1);
}
// 函数DrawBlock: 画游戏中出现的【俄罗斯方块】
// 参数: 设备环境句柄和【俄罗斯方块】中四个【方格】在游戏区域中的位置
// 每个【俄罗斯方块】由四个【方格】组成7种不同的形状
void DrawBlock (HDC hdc, int block[4][2])
{
int i;
for(i=0; i<4; i++)
DrawCell (hdc, (block[i][0]-1)*CELL, (block[i][1]-1)*CELL, //....
block[i][0]*CELL, block[i][1]*CELL);
}
// 函数Cover: 清除原来位置的【俄罗斯方块】
// 参数: 设备环境句柄和待清除的【俄罗斯方块】
//作用(1) 清除【俄罗斯方块】即在该【俄罗斯方块】的每个【方格】处画一个正方形的白块
// (2) 重新绘制游戏区域的方格
void Cover (HDC hdc, int org[4][2])
{
int i;
HBRUSH hbrush;
//重新绘制游戏区域
DrawGamePlace(hdc);
hbrush=(HBRUSH)GetStockObject (WHITE_BRUSH);
SelectObject (hdc,hbrush );
for(i=0; i<4; i++)
Rectangle ( hdc, (org[i][0]-1)*CELL, (org[i][1]-1)*CELL, //.....
org[i][0]*CELL, org[i][1]*CELL);
DeleteObject(hbrush);
}
//-------------------窗口过程函数WndProc-----------------------------
LRESULT CALLBACK WndProc ( HWND hwnd,
UINT iMsg,
WPARAM wParam,
LPARAM lParam )
{
int i,j,k,lines,r;
static int top, sel, flag;
static int cells[W-6][H]; // 控制游戏区域的【方格矩阵】
static int org[4][2], block[4][2],org2[4][2]; // 【方块】
HDC hdc;
HPEN hpen;
PAINTSTRUCT ps;
switch (iMsg)
{
case WM_CREATE:
//当一个应用程序使用函数CreateWindow或CreateWindowEx来创建一个窗口时,
//系统将发送该消息给此新建窗口过程。该消息将在创建窗口之后,显示窗口
//之前发送该消息,该消息将在CreateWindow或CreateWindowEx函数返回之前发送。
top=H-1;
// 将第一列和最后一列【方格】置1,控制【方块】不超出游戏区域
for(i=0; i<H; i++)
{
cells[0][i]=1;
cells[W-7][i]=1;
}
// 将最底下一行【方格】置1,控制【方块】不超出游戏区域
for(i=0; i<W-6; i++)
cells[i][H-1]=1;
// 其他【方格】置0,游戏方块只能在这里移动
for(i=1; i<=W-8; i++)
for(j=0; j<H-1; j++)
cells[i][j]=0;
return 0;
case MS_NEWBLOCK:
flag=0; // flag表示【方块】旋转了几次
for(i=top; i<H-1; i++)
{
lines =0;
// 循环语句检查是否有某一行全部被【方格】都填满
for(j=1; j<=W-7; j++)
if(! cells[j][i])
{
lines=1;
break;
}
// 若该行被填满,则将上一行的填充状态复制到该行,依此类推
// 即从该行开始,所有的【方格】都下移一行
if(!lines)
{ for(j=1;j<W-7; j++)
for(k=i; k>=top; k--)
cells[j][k]=cells[j][k-1];
top++;
//该函数把指定窗口用户区域内的矩形加入到该窗口的更新区域之外
//使该矩形无效。这个无效的矩形,连同更新区域中的其他区域,在收到下
//一条WM_PAINT消息时将被重画。无效区一直积累在更新区域之中,直到
//下一条WM_PAINT消息发生时对该区域进行处理。
InvalidateRect(hwnd, NULL, TRUE);
}
}
// 产生随机数0~7,分别代表【方块】的7种形状
srand( (unsigned)time( NULL ) );
sel =rand()%7;
//【方块】形状初始化
//【方块】的形状由其每个【方格】的位置决定
// 游戏区宽W=20,block[?][0]=4/5/6/7,block[?][1]=0/1/2
// 这样【方块】初始位置在游戏区域的最顶部的中央
switch(sel)
{
case 0:
// ▓▓
// ▓▓
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =6; org[1][1]=block[1][1] =0;
org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =1;
org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =1;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 1:
//▓▓▓▓
org[0][0]=block[0][0] =4; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =0;
org[2][0]=block[2][0] =6; org[2][1]=block[2][1] =0;
org[3][0]=block[3][0] =7; org[3][1]=block[3][1] =0;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 2:
//▓
//▓▓
// ▓
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =1;
org[2][0]=block[2][0] =6; org[2][1]=block[2][1] =1;
org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =2;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 3:
// ▓
//▓▓
//▓
org[0][0]=block[0][0] =6; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =6; org[1][1]=block[1][1] =1;
org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =1;
org[3][0]=block[3][0] =5; org[3][1]=block[3][1] =2;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 4:
//▓
//▓
//▓▓
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =1;
org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =2;
org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =2;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 5:
// ▓
// ▓
//▓▓
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =5; org[1][1]=block[1][1] =1;
org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =2;
org[3][0]=block[3][0] =4; org[3][1]=block[3][1] =2;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
break;
case 6:
// ▓
//▓▓▓
org[0][0]=block[0][0] =5; org[0][1]=block[0][1] =0;
org[1][0]=block[1][0] =4; org[1][1]=block[1][1] =1;
org[2][0]=block[2][0] =5; org[2][1]=block[2][1] =1;
org[3][0]=block[3][0] =6; org[3][1]=block[3][1] =1;
for(i=0;i<4;i++)
{
org2[i][0]=org[i][0]+11;
org2[i][1]=org[i][1]+5;
}
SendMessage (hwnd, MS_NEXTBLOCK, 0, 0);
break;
default:
SendMessage (hwnd, MS_NEWBLOCK, 0, 0);
SendMessage (hwnd, MS_NEXTBLOCK, 0, 0);
break;
}
return 0;
case WM_TIMER:
// 每个时间节拍【方块】自动下移一行
for(i=0; i<4; i++)
block[i][1]++;
// 检查【方块】下移是否被档住,即判断下移后新位置是否有【方格】
for(i=0; i<4; i++)
if(cells[ block[i][0] ][ block[i][1] ])
{
SendMessage (hwnd, MS_NEXTBLOCK, 0, 0);
for(i=0; i<4; i++)
cells[ org[i][0] ][ org[i][1] ]=1;
if(top>org[0][1]-2)
top=org[0][1]-2;
if (top<1)
{
KillTimer (hwnd, 1);
MessageBox (hwnd, "游戏结束,即将退出 !\n四川大学软件学院", "退出", MB_OK);
PostQuitMessage (0);
}
SendMessage (hwnd, MS_NEWBLOCK, 0, 0);
return 0;
}
SendMessage (hwnd, MS_DRAW, 0, 0);
return 0;
// 响应键盘控制
case WM_KEYDOWN:
r=0;
switch((int)wParam)
{
case VK_LEFT:
for(i=0; i<4; i++)
block[i][0]--;
break;
case VK_RIGHT:
for(i=0; i<4; i++)
block[i][0]++;
break;
case VK_DOWN:
for(i=0; i<4; i++)
block[i][1]++;
break;
// 按[向上键],【方块】顺时针旋转
//【方块】的旋转不是真正的旋转,而是根据不同的【方块】形状和该【方块】旋转过的
// 次数来移动其中的一个或几个【方格】,从而达到旋转的效果 。这样做很复杂,算法
// 不够理想,但是能够保持【方块】旋转时的重心比较稳定。
case VK_UP:
r=1;
flag++; //【方块】旋转加1
switch(sel) // sel代表当前【方块】的形状
{
case 0: break;
case 1:
flag =flag%2;
for(i=0; i<4; i++)
{
block[i][(flag+1)%2] =org[2][(flag+1)%2];
block[i][flag] =org[2][flag]-2+i;
}
break;
case 2:
flag =flag%2;
if(flag)
{ block[0][1] +=2; block[3][0] -=2; }
else
{ block[0][1] -=2; block[3][0] +=2; }
break;
case 3:
flag =flag%2;
if(flag)
{ block[0][1] +=2; block[3][0] +=2; }
else
{ block[0][1] -=2; block[3][0] -=2; }
break;
case 4:
flag=flag%4;
switch(flag)
{
case 0:
block[2][0] +=2; block[3][0] +=2;
block[2][1] +=1; block[3][1] +=1;
break;
case 1:
block[2][0] +=1; block[3][0] +=1;
block[2][1] -=2; block[3][1] -=2;
break;
case 2:
block[2][0] -=2; block[3][0] -=2;
block[2][1] -=1; block[3][1] -=1;
break;
case 3:
block[2][0] -=1; block[3][0] -=1;
block[2][1] +=2; block[3][1] +=2;
break;
}
break;
case 5:
flag=flag%4;
switch(flag)
{
case 0:
block[2][0] +=1; block[3][0] +=1;
block[2][1] +=2; block[3][1] +=2;
break;
case 1:
block[2][0] +=2; block[3][0] +=2;
block[2][1] -=1; block[3][1] -=1;
break;
case 2:
block[2][0] -=1; block[3][0] -=1;
block[2][1] -=2; block[3][1] -=2;
break;
case 3:
block[2][0] -=2; block[3][0] -=2;
block[2][1] +=1; block[3][1] +=1;
break;
}
break;
case 6:
flag =flag%4;
switch(flag)
{
case 0:
block[0][0]++; block[0][1]--;
block[1][0]--; block[1][1]--;
block[3][0]++; block[3][1]++;
break;
case 1:
block[1][0]++; block[1][1]++; break;
case 2:
block[0][0]--; block[0][1]++; break;
case 3:
block[3][0]--; block[3][1]--; break;
}
break;
}
break;
}
// 判断【方块】旋转后新位置是否有【方格】,若有,则旋转取消
for(i=0; i<4; i++)
if(cells[ block[i][0] ][ block[i][1] ])
{
if(r) flag +=3;
for(i=0; i<4; i++)
for(j=0; j<2; j++)
block[i][j]=org[i][j];
return 0;
}
SendMessage(hwnd, MS_DRAW, 0, 0);;
return 0;
// 清楚当前【方块】,并在显示“下一个方块”处绘制下一个【方块】
case MS_NEXTBLOCK:
hdc=GetDC(hwnd);
Cover(hdc,org2);
// DrawBlock(hdc,org2);
return 0;
// 清除当前【方块】,并在新的位置重新绘制【方块】
case MS_DRAW:
hdc =GetDC (hwnd);
Cover (hdc, org);
DrawBlock(hdc,org2);
for(i=0; i<4; i++)
for(j=0; j<2; j++)
org[i][j]=block[i][j];
DrawBlock (hdc,block);
ReleaseDC (hwnd, hdc);
return 0;
// 按照【方格矩阵】重绘游戏区域的【方格】
case WM_PAINT:
hdc =BeginPaint (hwnd, &ps);
DrawGamePlace(hdc);
TextOut(hdc,15*CELL,12*CELL,"Score",lstrlen("Score"));
TextOut(hdc,15*CELL,13*CELL,"i",lstrlen("i"));
TextOut(hdc,15*CELL,15*CELL,"Level",lstrlen("Level"));
TextOut(hdc,15*CELL-5,19*CELL,"钱彦江",lstrlen("钱彦江"));
hpen =CreatePen (PS_SOLID,1,RGB(0,255,0));
SelectObject (hdc,hpen);
for (i=top; i<H-1; i++)
for(j=1; j<=W-8; j++)
if( cells[j][i] )
DrawCell (hdc, (j-1)*CELL, (i-1)*CELL, j*CELL, i*CELL);
DeleteObject (hpen);
EndPaint (hwnd, &ps);
return 0;
case WM_DESTROY:
KillTimer (hwnd, 1);
PostQuitMessage (0);
return 0;
}
return DefWindowProc (hwnd, iMsg, wParam, lParam);
}
/*************************-----结------束------*******************************/
本文地址:http://com.8s8s.com/it/it1561.htm