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俄罗斯方块
- 2025-7-21 10:49:30 @
二创
#include "raylib.h"
#include <bits/stdc++.h>
#if defined(PLATFORM_WEB)
#endif
#define SQUARE_SIZE 20
#define GRID_HORIZONTAL_SIZE 12
#define GRID_VERTICAL_SIZE 20
#define LATERAL_SPEED 10
#define TURNING_SPEED 12
#define FAST_FALL_AWAIT_COUNTER 30
#define FADING_TIME 33
typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
static const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE];
static GridSquare piece [4][4];
static GridSquare incomingPiece [4][4];
static int piecePositionX = 0;
static int piecePositionY = 0;
static Color fadingColor;
static bool beginPlay = true;
static bool pieceActive = false;
static bool detection = false;
static bool lineToDelete = false;
static int level = 1;
static int lines = 0;
static int gravityMovementCounter = 0;
static int lateralMovementCounter = 0;
static int turnMovementCounter = 0;
static int fastFallMovementCounter = 0;
static int fadeLineCounter = 0;
static int gravitySpeed = 30;
static void InitGame(void);
static void UpdateGame(void);
static void DrawGame(void);
static void UpdateDrawFrame(void);
static bool Createpiece();
static void GetRandompiece();
static void ResolveFallingMovement(bool *detection, bool *pieceActive);
static bool ResolveLateralMovement();
static bool ResolveTurnMovement();
static void CheckDetection(bool *detection);
static void CheckCompletion(bool *lineToDelete);
static void DeleteCompleteLines();
int main(void){
InitWindow(screenWidth, screenHeight, "classic game: tetris");
InitGame();
#if defined(PLATFORM_WEB)
#else
SetTargetFPS(60);
while (!WindowShouldClose()){
UpdateDrawFrame();
}
#endif
CloseWindow();
return 0;
}
void InitGame(void){
level = 1;
lines = 0;
fadingColor = GRAY;
piecePositionX = 0;
piecePositionY = 0;
pause = false;
beginPlay = true;
pieceActive = false;
detection = false;
lineToDelete = false;
gravityMovementCounter = 0;
lateralMovementCounter = 0;
turnMovementCounter = 0;
fastFallMovementCounter = 0;
fadeLineCounter = 0;
gravitySpeed = 30;
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++){
for (int j = 0; j < GRID_VERTICAL_SIZE; j++){
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
for (int i = 0; i < 4; i++){
for (int j = 0; j< 4; j++){
incomingPiece[i][j] = EMPTY;
}
}
}
void UpdateGame(void){
if (!gameOver){
if (IsKeyPressed('P')) pause = !pause;
if (!pause){
if (!lineToDelete){
if (!pieceActive){
pieceActive = Createpiece();
fastFallMovementCounter = 0;
}else{
fastFallMovementCounter++;
gravityMovementCounter++;
lateralMovementCounter++;
turnMovementCounter++;
if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED;
if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED;
if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER)){
gravityMovementCounter += gravitySpeed;
}
if (gravityMovementCounter >= gravitySpeed){
CheckDetection(&detection);
ResolveFallingMovement(&detection, &pieceActive);
CheckCompletion(&lineToDelete);
gravityMovementCounter = 0;
}
if (lateralMovementCounter >= LATERAL_SPEED){
if (!ResolveLateralMovement()) lateralMovementCounter = 0;
}
if (turnMovementCounter >= TURNING_SPEED){
if (ResolveTurnMovement()) turnMovementCounter = 0;
}
}
for (int j = 0; j < 2; j++){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == FULL){
gameOver = true;
}
}
}
}else{
fadeLineCounter++;
if (fadeLineCounter%8 < 4) fadingColor = MAROON;
else fadingColor = GRAY;
if (fadeLineCounter >= FADING_TIME){
DeleteCompleteLines();
fadeLineCounter = 0;
lineToDelete = false;
lines++;
}
}
}
}else{
if (IsKeyPressed(KEY_ENTER)){
InitGame();
gameOver = false;
}
}
}
void DrawGame(void){
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver){
Vector2 offset;
offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
offset.y -= 50;
int controller = offset.x;
for (int j = 0; j < GRID_VERTICAL_SIZE; j++){
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++){
if (grid[i][j] == EMPTY){
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}else if (grid[i][j] == FULL){
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}else if (grid[i][j] == MOVING){
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY);
offset.x += SQUARE_SIZE;
}else if (grid[i][j] == BLOCK){
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY);
offset.x += SQUARE_SIZE;
}else if (grid[i][j] == FADING){
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor);
offset.x += SQUARE_SIZE;
}
}
offset.x = controller;
offset.y += SQUARE_SIZE;
}
offset.x = 500;
offset.y = 45;
int controler = offset.x;
for (int j = 0; j < 4; j++){
for (int i = 0; i < 4; i++){
if (incomingPiece[i][j] == EMPTY){
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}else if (incomingPiece[i][j] == MOVING){
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
}
offset.x = controler;
offset.y += SQUARE_SIZE;
}
DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
DrawText(TextFormat("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
void UpdateDrawFrame(void){
UpdateGame();
DrawGame();
}
static bool Createpiece(){
piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2);
piecePositionY = 0;
if (beginPlay){
GetRandompiece();
beginPlay = false;
}
for (int i = 0; i < 4; i++){
for (int j = 0; j< 4; j++){
piece[i][j] = incomingPiece[i][j];
}
}
GetRandompiece();
for (int i = piecePositionX; i < piecePositionX + 4; i++){
for (int j = 0; j < 4; j++){
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
}
static void GetRandompiece(){
int random = GetRandomValue(0, 6);
for (int i = 0; i < 4; i++){
for (int j = 0; j < 4; j++){
incomingPiece[i][j] = EMPTY;
}
}
switch (random){
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break;
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break;
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break;
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break;
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break;
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break;
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break;
}
}
static void ResolveFallingMovement(bool *detection, bool *pieceActive){
if (*detection){
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == MOVING){
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}else{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == MOVING){
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
static bool ResolveLateralMovement(){
bool collision = false;
if (IsKeyDown(KEY_LEFT)){
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == MOVING){
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
if (!collision){
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}else if (IsKeyDown(KEY_RIGHT)){
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == MOVING){
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL)){
collision = true;
}
}
}
}
if (!collision){
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--){
if (grid[i][j] == MOVING){
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
return collision;
}
static bool ResolveTurnMovement(){
if (IsKeyDown(KEY_UP)){
GridSquare aux;
bool checker = false;
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&(grid[piecePositionX][piecePositionY] != EMPTY) &&(grid[piecePositionX][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&(grid[piecePositionX + 3][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY] == MOVING) &&(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&(grid[piecePositionX][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&(grid[piecePositionX][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&(grid[piecePositionX + 1][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&(grid[piecePositionX][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&(grid[piecePositionX + 2][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) checker = true;
if (!checker){
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == MOVING){
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++){
for (int j = piecePositionY; j < piecePositionY + 4; j++){
if (piece[i - piecePositionX][j - piecePositionY] == MOVING){
grid[i][j] = MOVING;
}
}
}
return true;
}
return false;
}
static void CheckDetection(bool *detection){
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletion(bool *lineToDelete){
int calculator = 0;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
if (grid[i][j] == FULL){
calculator++;
}
if (calculator == GRID_HORIZONTAL_SIZE - 2){
*lineToDelete = true;
calculator = 0;
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++){
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines(){
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--){
while (grid[1][j] == FADING){
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++){
grid[i][j] = EMPTY;
}
for (int j2 = j-1; j2 >= 0; j2--){
for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++){
if (grid[i2][j2] == FULL){
grid[i2][j2+1] = FULL;
grid[i2][j2] = EMPTY;
}else if (grid[i2][j2] == FADING){
grid[i2][j2+1] = FADING;
grid[i2][j2] = EMPTY;
}
}
}
}
}
}
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