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2 comments

  • @ 2025-7-5 11:11:31

    #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include <conio.h> #include <windows.h> #ifdef _MSC_VER #if _MSC_VER <= 1200 #error 你是不是还在用VC6?! #else #if _MSC_VER >= 1600 #include <stdint.h> #else typedef signed char int8_t; typedef unsigned short uint16_t; #endif #ifndef __cplusplus typedef int bool; #define true 1 #define false 0 #endif #endif #else #include <stdint.h> #ifndef __cplusplus #include <stdbool.h> #endif #endif static const uint16_t gs_uTetrisTable[7][4] = { {0x00F0U, 0x2222U, 0x00F0U, 0x2222U }, {0x0072U, 0x0262U, 0x0270U, 0x0232U }, {0x0223U, 0x0074U, 0x0622U, 0x0170U }, {0x0226U, 0x0470U, 0x0322U, 0x0071U }, {0x0063U, 0x0264U, 0x0063U, 0x0264U }, {0x006CU, 0x0462U, 0x006CU, 0x0462U }, {0x0660U, 0x0660U, 0x0660U, 0x0660U } }; static const uint16_t gs_uInitialTetrisPool[28] ={ 0xC003U,0xC003U,0xC003U,0xC003U,0xC003U,0xC003U,0xC003U, 0xC003U,0xC003U,0xC003U,0xC003U,0xC003U,0xC003U,0xC003U, 0xC003U,0xC003U,0xC003U,0xC003U,0xC003U,0xC003U,0xC003U, 0xC003U,0xC003U,0xC003U,0xC003U,0xC003U,0xFFFFU,0xFFFFU }; #define COL_BEGIN 2 #define COL_END 14 #define ROW_BEGIN 4 #define ROW_END 26 typedef struct TetrisManager { uint16_t pool[28]; // 游戏池 int8_t x; int8_t y; int8_t type[3]; int8_t orientation[3]; unsigned score; // 得分 unsigned erasedCount[4]; // 消行数 unsigned erasedTotal; // 消行总数 unsigned tetrisCount[7]; // 各方块数 unsigned tetrisTotal; // 方块总数 bool dead; } TetrisManager; typedef struct TetrisControl{ bool pause; bool clockwise; int8_t direction; int8_t color[28][16]; } TetrisControl; HANDLE g_hConsoleOutput; void initGame(TetrisManager *manager, TetrisControl *control); // 初始化游戏 void restartGame(TetrisManager *manager, TetrisControl *control); // 重新开始游戏 void giveTetris(TetrisManager *manager); // 给一个方块 bool checkCollision(const TetrisManager *manager); // 碰撞检测 void insertTetris(TetrisManager *manager); // 插入方块 void removeTetris(TetrisManager *manager); // 移除方块 void horzMoveTetris(TetrisManager *manager, TetrisControl *control); // 水平移动方块 void moveDownTetris(TetrisManager *manager, TetrisControl *control); // 向下移动方块 void rotateTetris(TetrisManager *manager, TetrisControl *control); // 旋转方块 void dropDownTetris(TetrisManager *manager, TetrisControl *control); // 方块直接落地 bool checkErasing(TetrisManager *manager, TetrisControl *control); // 消行检测 void keydownControl(TetrisManager *manager, TetrisControl *control, int key); // 键按下 void setPoolColor(const TetrisManager *manager, TetrisControl *control); // 设置颜色 void gotoxyWithFullwidth(short x, short y); // 以全角定位 void printPoolBorder(); // 显示游戏池边界 void printTetrisPool(const TetrisManager *manager, const TetrisControl *control); // 显示游戏池 void printCurrentTetris(const TetrisManager *manager, const TetrisControl *control); // 显示当前方块 void printNextTetris(const TetrisManager *manager); // 显示下一个和下下一个方块 void printScore(const TetrisManager *manager); // 显示得分信息 void runGame(TetrisManager *manager, TetrisControl *control); // 运行游戏 void printPrompting(); // 显示提示信息 bool ifPlayAgain(); // 再来一次

    // ============================================================================= // 主函数 int main() { TetrisManager tetrisManager; TetrisControl tetrisControl;

    initGame(&tetrisManager, &tetrisControl); // 初始化游戏
    do
    {
    	printPrompting(); // 显示提示信息
    	printPoolBorder(); // 显示游戏池边界
    	runGame(&tetrisManager, &tetrisControl); // 运行游戏
    	if (ifPlayAgain()) // 再来一次
    	{
    		SetConsoleTextAttribute(g_hConsoleOutput, 0x7);
    		system("cls"); // 清屏
    		restartGame(&tetrisManager, &tetrisControl); // 重新开始游戏
    	}
    	else
    	{
    		break;
    	}
    } while (1);
    gotoxyWithFullwidth(0, 0);
    CloseHandle(g_hConsoleOutput);
    return 0;
    

    } void initGame(TetrisManager *manager, TetrisControl *control) { CONSOLE_CURSOR_INFO cursorInfo = { 1, FALSE }; // 光标信息 g_hConsoleOutput = GetStdHandle(STD_OUTPUT_HANDLE); // 获取控制台输出句柄 SetConsoleCursorInfo(g_hConsoleOutput, &cursorInfo); // 设置光标隐藏 SetConsoleTitleA("俄罗斯方块控制台版——By: NEWPLAN");

    restartGame(manager, control);
    

    }

    // ============================================================================= // 重新开始游戏 void restartGame(TetrisManager *manager, TetrisControl *control) { memset(manager, 0, sizeof(TetrisManager)); // 全部置0

    // 初始化游戏池
    memcpy(manager->pool, gs_uInitialTetrisPool, sizeof(uint16_t [28]));
    srand((unsigned)time(NULL)); // 设置随机种子
    
    manager->type[1] = rand() % 7; // 下一个
    manager->orientation[1] = rand() & 3;
    
    manager->type[2] = rand() % 7; // 下下一个
    manager->orientation[2] = rand() & 3;
    
    memset(control, 0, sizeof(TetrisControl)); // 全部置0
    
    giveTetris(manager); // 给下一个方块
    setPoolColor(manager, control); // 设置颜色
    

    }

    // ============================================================================= // 给一个方块 void giveTetris(TetrisManager *manager) { uint16_t tetris;

    manager->type[0] = manager->type[1]; // 下一个方块置为当前
    manager->orientation[0] = manager->orientation[1];
    
    manager->type[1] = manager->type[2];// 下下一个置方块为下一个
    manager->orientation[1] = manager->orientation[2];
    
    manager->type[2] = rand() % 7;// 随机生成下下一个方块
    manager->orientation[2] = rand() & 3;
    
    tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; // 当前方块
    
    // 设置当前方块y坐标,保证刚给出时只显示方块最下面一行
    
    if (tetris & 0xF000)
    {
    	manager->y = 0;
    }
    else
    {
    	manager->y = (tetris & 0xFF00) ? 1 : 2;
    }
    manager->x = 6; // 设置当前方块x坐标
    
    if (checkCollision(manager)) // 检测到碰撞
    {
    	manager->dead = true; // 标记游戏结束
    }
    else // 未检测到碰撞
    {
    	insertTetris(manager); // 将当前方块加入游戏池
    }
    
    ++manager->tetrisTotal; // 方块总数
    ++manager->tetrisCount[manager->type[0]]; // 相应方块数
    
    printNextTetris(manager); // 显示下一个方块
    printScore(manager); // 显示得分信息
    

    }

    // ============================================================================= // 碰撞检测 bool checkCollision(const TetrisManager *manager) { // 当前方块 uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; uint16_t dest = 0;

    // 获取当前方块在游戏池中的区域:
    // 游戏池坐标x y处小方格信息,按低到高存放在16位无符号数中
    dest |= (((manager->pool[manager->y + 0] >> manager->x) << 0x0) & 0x000F);
    dest |= (((manager->pool[manager->y + 1] >> manager->x) << 0x4) & 0x00F0);
    dest |= (((manager->pool[manager->y + 2] >> manager->x) << 0x8) & 0x0F00);
    dest |= (((manager->pool[manager->y + 3] >> manager->x) << 0xC) & 0xF000);
    return ((dest & tetris) != 0);
    

    } void insertTetris(TetrisManager *manager){ uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; manager->pool[manager->y + 0] |= (((tetris >> 0x0) & 0x000F) << manager->x); manager->pool[manager->y + 1] |= (((tetris >> 0x4) & 0x000F) << manager->x); manager->pool[manager->y + 2] |= (((tetris >> 0x8) & 0x000F) << manager->x); manager->pool[manager->y + 3] |= (((tetris >> 0xC) & 0x000F) << manager->x); } void removeTetris(TetrisManager *manager){ uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; manager->pool[manager->y + 0] &= ~(((tetris >> 0x0) & 0x000F) << manager->x); manager->pool[manager->y + 1] &= ~(((tetris >> 0x4) & 0x000F) << manager->x); manager->pool[manager->y + 2] &= ~(((tetris >> 0x8) & 0x000F) << manager->x); manager->pool[manager->y + 3] &= ~(((tetris >> 0xC) & 0x000F) << manager->x); } void setPoolColor(const TetrisManager *manager, TetrisControl *control){ int8_t i, x, y; uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; for (i = 0; i < 16; ++i) { y = (i >> 2) + manager->y; // 待设置的列 if (y > ROW_END) // 超过底部限制 { break; } x = (i & 3) + manager->x; if ((tetris >> i) & 1){ control->color[y][x] = (manager->type[0] | 8); } } } void rotateTetris(TetrisManager *manager, TetrisControl *control) { int8_t ori = manager->orientation[0]; // 记录原旋转状态

    removeTetris(manager); // 移走当前方块
    
    // 顺/逆时针旋转
    manager->orientation[0] = (control->clockwise) ? ((ori + 1) & 3) : ((ori + 3) & 3);
    
    if (checkCollision(manager)) // 检测到碰撞
    {
    	manager->orientation[0] = ori; // 恢复为原旋转状态
    	insertTetris(manager); // 放入当前方块。由于状态没改变,不需要设置颜色
    }
    else
    {
    	insertTetris(manager); // 放入当前方块
    	setPoolColor(manager, control); // 设置颜色
    	printCurrentTetris(manager, control); // 显示当前方块
    }
    

    }

    // ============================================================================= // 水平移动方块 void horzMoveTetris(TetrisManager *manager, TetrisControl *control) { int x = manager->x; // 记录原列位置

    removeTetris(manager); // 移走当前方块
    control->direction == 0 ? (--manager->x) : (++manager->x); // 左/右移动
    
    if (checkCollision(manager)) // 检测到碰撞
    {
    	manager->x = x;
    	insertTetris(manager);
    }
    else
    {
    	insertTetris(manager);
    	setPoolColor(manager, control); // 设置颜色
    	printCurrentTetris(manager, control); // 显示当前方块
    }
    

    }

    // ============================================================================= // 向下移动方块 void moveDownTetris(TetrisManager *manager, TetrisControl *control) { int8_t y = manager->y; // 记录原行位置

    removeTetris(manager); // 移走当前方块
    ++manager->y; // 向下移动
    
    if (checkCollision(manager)) // 检测到碰撞
    {
    	manager->y = y; // 恢复为原行位置
    	insertTetris(manager); // 放入当前方块。由于位置没改变,不需要设置颜色
    	if (checkErasing(manager, control)) // 检测到消行
    	{
    		printTetrisPool(manager, control); // 显示游戏池
    	}
    }
    else
    {
    	insertTetris(manager); // 放入当前方块
    	setPoolColor(manager, control); // 设置颜色
    	printCurrentTetris(manager, control); // 显示当前方块
    }
    

    }

    // ============================================================================= // 方块直接落地 void dropDownTetris(TetrisManager *manager, TetrisControl *control) { removeTetris(manager); // 移走当前方块 for (; manager->y < ROW_END; ++manager->y) // 从上往下 { if (checkCollision(manager)) // 检测到碰撞 { break; } } --manager->y; // 上移一格当然没有碰撞

    insertTetris(manager); // 放入当前方块
    setPoolColor(manager, control); // 设置颜色
    
    checkErasing(manager, control); // 检测消行
    printTetrisPool(manager, control); // 显示游戏池
    

    }

    // ============================================================================= // 消行检测 bool checkErasing(TetrisManager *manager, TetrisControl *control) { static const unsigned scores[5] = { 0, 10, 30, 90, 150 }; // 消行得分 int8_t count = 0; int8_t k = 0, y = manager->y + 3; // 从下往上检测

    do
    {
    	if (y < ROW_END && manager->pool[y] == 0xFFFFU) // 有效区域内且一行已填满
    	{
    		++count;
    		// 消除一行方块
    		memmove(manager->pool + 1, manager->pool, sizeof(uint16_t) * y);
    		// 颜色数组的元素随之移动
    		memmove(control->color[1], control->color[0], sizeof(int8_t [16]) * y);
    	}
    	else
    	{
    		--y;
    		++k;
    	}
    } while (y >= manager->y && k < 4);
    
    manager->erasedTotal += count; // 消行总数
    manager->score += scores[count]; // 得分
    
    if (count > 0)
    {
    	++manager->erasedCount[count - 1]; // 消行
    }
    
    giveTetris(manager); // 给下一个方块
    setPoolColor(manager, control); // 设置颜色
    
    return (count > 0);
    

    }

    // ============================================================================= // 键按下 void keydownControl(TetrisManager *manager, TetrisControl *control, int key) { if (key == 13) // 暂停/解除暂停 { control->pause = !control->pause; }

    if (control->pause) // 暂停状态,不作处理
    {
    	return;
    }
    
    switch (key)
    {
    	case 'w': case 'W': case '8': case 72: // 上
    	control->clockwise = true; // 顺时针旋转
    	rotateTetris(manager, control); // 旋转方块
    	break;
    	case 'a': case 'A': case '4': case 75: // 左
    	control->direction = 0; // 向左移动
    	horzMoveTetris(manager, control); // 水平移动方块
    	break;
    	case 'd': case 'D': case '6': case 77: // 右
    	control->direction = 1; // 向右移动
    	horzMoveTetris(manager, control); // 水平移动方块
    	break;
    	case 's': case 'S': case '2': case 80: // 下
    	moveDownTetris(manager, control); // 向下移动方块
    	break;
    	case ' ': // 直接落地
    	dropDownTetris(manager, control);
    	break;
    	case '0': // 反转
    	control->clockwise = false; // 逆时针旋转
    	rotateTetris(manager, control); // 旋转方块
    	break;
    default:
    	break;
    }
    

    }

    // ============================================================================= // 以全角定位 void gotoxyWithFullwidth(short x, short y) { static COORD cd;

    cd.X = (short)(x << 1);
    cd.Y = y;
    SetConsoleCursorPosition(g_hConsoleOutput, cd);
    

    }

    // ============================================================================= // 显示游戏池边界 void printPoolBorder() { int8_t y;

    SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);
    for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行
    {
    	gotoxyWithFullwidth(10, y - 3);
    	printf("%2s","");
    	gotoxyWithFullwidth(23, y - 3);
    	printf("%2s", "");
    }
    
    gotoxyWithFullwidth(10, y - 3); // 底部边界
    printf("%28s", "");
    

    }

    // 定位到游戏池中的方格 #define gotoxyInPool(x, y) gotoxyWithFullwidth(x + 9, y - 3)

    // ============================================================================= // 显示游戏池 void printTetrisPool(const TetrisManager *manager, const TetrisControl *control) { int8_t x, y;

    for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行
    {
    	gotoxyInPool(2, y); // 定点到游戏池中的方格
    	for (x = COL_BEGIN; x < COL_END; ++x) // 不显示左右边界
    	{
    		if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块
    		{
    			// 用相应颜色,显示一个实心方块
    			SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);
    			printf("■");
    		}
    		else // 没有方块,显示空白
    		{
    			SetConsoleTextAttribute(g_hConsoleOutput, 0);
    			printf("%2s", "");
    		}
    	}
    }
    

    }

    // ============================================================================= // 显示当前方块 void printCurrentTetris(const TetrisManager *manager, const TetrisControl *control) { int8_t x, y;

    // 显示当前方块是在移动后调用的,为擦去移动前的方块,需要扩展显示区域
    // 由于不可能向上移动,故不需要向下扩展
    y = (manager->y > ROW_BEGIN) ? (manager->y - 1) : ROW_BEGIN; // 向上扩展一格
    for (; y < ROW_END && y < manager->y + 4; ++y)
    {
    	x = (manager->x > COL_BEGIN) ? (manager->x - 1) : COL_BEGIN; // 向左扩展一格
    	for (; x < COL_END && x < manager->x + 5; ++x) // 向右扩展一格
    	{
    		gotoxyInPool(x, y); // 定点到游戏池中的方格
    		if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块
    		{
    			// 用相应颜色,显示一个实心方块
    			SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);
    			printf("■");
    		}
    		else // 没有方块,显示空白
    		{
    			SetConsoleTextAttribute(g_hConsoleOutput, 0);
    			printf("%2s", "");
    		}
    	}
    }
    

    }

    // ============================================================================= // 显示下一个和下下一个方块 void printNextTetris(const TetrisManager *manager) { int8_t i; uint16_t tetris;

    // 边框
    SetConsoleTextAttribute(g_hConsoleOutput, 0xF);
    gotoxyWithFullwidth(26, 1);
    printf("┏━━━━┳━━━━┓");
    gotoxyWithFullwidth(26, 2);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 3);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 4);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 5);
    printf("┃%8s┃%8s┃", "", "");
    gotoxyWithFullwidth(26, 6);
    printf("┗━━━━┻━━━━┛");
    
    // 下一个,用相应颜色显示
    tetris = gs_uTetrisTable[manager->type[1]][manager->orientation[1]];
    SetConsoleTextAttribute(g_hConsoleOutput, manager->type[1] | 8);
    for (i = 0; i < 16; ++i)
    {
    	gotoxyWithFullwidth((i & 3) + 27, (i >> 2) + 2);
    	((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
    }
    
    // 下下一个,不显示彩色
    tetris = gs_uTetrisTable[manager->type[2]][manager->orientation[2]];
    SetConsoleTextAttribute(g_hConsoleOutput, 8);
    for (i = 0; i < 16; ++i)
    {
    	gotoxyWithFullwidth((i & 3) + 32, (i >> 2) + 2);
    	((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
    }
    

    }

    // ============================================================================= // 显示得分信息 void printScore(const TetrisManager *manager) { static const char *tetrisName = "ITLJZSO"; int8_t i;

    SetConsoleTextAttribute(g_hConsoleOutput, 0xE);
    
    gotoxyWithFullwidth(2, 2);
    printf("■得分:%u", manager->score);
    
    gotoxyWithFullwidth(1, 6);
    printf("■消行总数:%u", manager->erasedTotal);
    for (i = 0; i < 4; ++i)
    {
    	gotoxyWithFullwidth(2, 8 + i);
    	printf("□消%d:%u", i + 1, manager->erasedCount[i]);
    }
    
    gotoxyWithFullwidth(1, 15);
    printf("■方块总数:%u", manager->tetrisTotal);
    
    for (i = 0; i < 7; ++i)
    {
    	gotoxyWithFullwidth(2, 17 + i);
    	printf("□%c形:%u", tetrisName[i], manager->tetrisCount[i]);
    }
    

    }

    // ============================================================================= // 显示提示信息 void printPrompting() { SetConsoleTextAttribute(g_hConsoleOutput, 0xB); gotoxyWithFullwidth(26, 10); printf("■控制:"); gotoxyWithFullwidth(27, 12); printf("□向左移动:← A 4"); gotoxyWithFullwidth(27, 13); printf("□向右移动:→ D 6"); gotoxyWithFullwidth(27, 14); printf("□向下移动:↓ S 2"); gotoxyWithFullwidth(27, 15); printf("□顺时针转:↑ W 8"); gotoxyWithFullwidth(27, 16); printf("□逆时针转:0"); gotoxyWithFullwidth(27, 17); printf("□直接落地:空格"); gotoxyWithFullwidth(27, 18); printf("□暂停游戏:回车"); gotoxyWithFullwidth(25, 23); printf("■By: NEWPLAN @ UESTC"); }

    // ============================================================================= // 运行游戏 void runGame(TetrisManager *manager, TetrisControl *control) { clock_t clockLast, clockNow;

    clockLast = clock(); // 计时
    printTetrisPool(manager, control); // 显示游戏池
    
    while (!manager->dead) // 没挂
    {
    	while (_kbhit()) // 有键按下
    	{
    		keydownControl(manager, control, _getch()); // 处理按键
    	}
    	
    	if (!control->pause) // 未暂停
    	{
    		clockNow = clock(); // 计时
    		// 两次记时的间隔超过0.45秒
    		if (clockNow - clockLast > 0.45F * CLOCKS_PER_SEC)
    		{
    			clockLast = clockNow;
    			keydownControl(manager, control, 80); // 方块往下移
    		}
    	}
    }
    

    }

    // ============================================================================= // 再来一次 bool ifPlayAgain() { int ch; SetConsoleTextAttribute(g_hConsoleOutput, 0xF0); gotoxyWithFullwidth(15, 10); printf("游戏结束"); gotoxyWithFullwidth(13, 11); printf("按Y重玩,按N退出");

    do
    {
    	ch = _getch();
    	if (ch == 'Y' || ch == 'y')
    	{
    		return true;
    	}
    	else if (ch == 'N' || ch == 'n')
    	{
    		return false;
    	}
    } while (1);
    

    }

  • @ 2025-7-4 19:36:29

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