📄 els.c
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*
*/
void EraseBox(int x,int y,int box_numb)
{
int mask=128,t_boardx,t_boardy,n,m;
setfillstyle(SOLID_FILL,BgColor);
for(n=0;n<4;n++)
{
for(m=0;m<4;m++) /*看最左边四个单元*/
{
if( ((shapes[box_numb].box[n/2]) & mask) )/*最左边有方块并且当前游戏板也有方块*/
{
bar(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE);
line(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE);
line(x+m*BSIZE,y+n*BSIZE,x+m*BSIZE,y+n*BSIZE+BSIZE);
line(x+m*BSIZE,y+n*BSIZE+BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE);
line(x+m*BSIZE+BSIZE,y+n*BSIZE,x+m*BSIZE+BSIZE,y+n*BSIZE+BSIZE);
}
mask=mask/(2);
if(mask==0)mask=128;
}
}
}
/* 判断是否可以移动
* x,y为当前方块位置
* box_numb为方块号
* direction 方向标志
* 返回true 和false
#define MoveLeft -1
#define MoveRight 1
#define MoveDown 0
*/
int MoveAble(int x,int y,int box_numb,int direction)
{
int n,m,t_boardx,t_boardy; /*t_boardx 当前方块最左边在游戏板的位置*/
int mask;
if(direction==MoveLeft) /*如果向左移*/
{
mask=128;
x-=BSIZE;
t_boardx=(x-Sys_x)/BSIZE;
t_boardy=(y-Sys_y)/BSIZE;
for(n=0;n<4;n++)
{
for(m=0;m<4;m++) /*看最左边四个单元*/
{
if((shapes[box_numb].box[n/2]) & mask)/*最左边有方块并且当前游戏板也有方块*/
{
if((x+BSIZE*m)<Sys_x)return(false);/*碰到最左边了*/
else if(Table_board[t_boardy+n][t_boardx+m].var)
{
return(false);
}
}
mask=mask/(2);
if(mask==0)mask=128;
}
}
return(true);
}
else if(direction==MoveRight) /*如果向右移*/
{
x+=BSIZE;
t_boardx=(x-Sys_x)/BSIZE;
t_boardy=(y-Sys_y)/BSIZE;
mask=128;
for(n=0;n<4;n++)
{
for(m=0;m<4;m++) /*看最右边四个单元*/
{
if((shapes[box_numb].box[n/2]) & mask)/*最右边有方块并且当前游戏板也有方块*/
{
if((x+BSIZE*m)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false);/*碰到最右边了*/
else if( Table_board[t_boardy+n][t_boardx+m].var)
{
return(false);
}
}
mask=mask/(2);
if(mask==0)mask=128;
}
}
return(true);
}
else if(direction==MoveDown) /*如果向下移*/
{
y+=BSIZE;
t_boardx=(x-Sys_x)/BSIZE;
t_boardy=(y-Sys_y)/BSIZE;
mask=128;
for(n=0;n<4;n++)
{
for(m=0;m<4;m++) /*看最下边四个单元*/
{
if((shapes[box_numb].box[n/2]) & mask)/*最下边有方块并且当前游戏板也有方块*/
{
if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs) || Table_board[t_boardy+n][t_boardx+m].var)
{
flag_newbox=true;
break;
}
}
mask=mask/(2);/*这样可以得到每隔八位的mask 0001 0000,16 和 0000 0001*/
if(mask==0)mask=128;
}
}
if(flag_newbox)
{
return(false);
}
else
return(true);
}
else if(direction==MoveRoll) /*转动*/
{
t_boardx=(x-Sys_x)/BSIZE;
t_boardy=(y-Sys_y)/BSIZE;
mask=128;
for(n=0;n<4;n++)
{
for(m=0;m<4;m++) /*看最下边四个单元*/
{
if((shapes[box_numb].box[n/2]) & mask)/*最下边有方块并且当前游戏板也有方块*/
{
if((y+BSIZE*n)>=(Sys_y+BSIZE*Vertical_boxs) )return(false);/*碰到最下边了*/
if((x+BSIZE*n)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false);/*碰到最左边了*/
if((x+BSIZE*m)>=(Sys_x+BSIZE*Horizontal_boxs) )return(false);/*碰到最右边了*/
else if( Table_board[t_boardy+n][t_boardx+m].var)
{
return(false);
}
}
mask=mask/(2);/*这样可以得到每隔八位的mask 0001 0000,16 和 0000 0001*/
if(mask==0)mask=128;
}
}
return(true);
}
else
{
return(false);
}
}
/*
显示指定的方块
*/
void show_box(int x,int y,int box_numb,int color)
{
int i,ii,ls_x=x;
if(box_numb<0 || box_numb>=MAX_BOX)/*指定的方块不存在*/
box_numb=MAX_BOX/2;
setfillstyle(SOLID_FILL,color);
/*********************************
* 移位来判断第哪一位是1
* 方块是每1行用半个字节来表示
* 128d=1000 0000b
*/
for(ii=0;ii<2;ii++)
{
int mask=128;
for(i=0;i<8;i++)
{
if(i%4==0 && i!=0) /*表示转到方块的下一行了*/
{
y+=BSIZE;
x=ls_x;
}
/*if((shapes[box_numb].box[ii]>>(8-1-i))&1==1)/*左移后得到的是最高位*/
if((shapes[box_numb].box[ii])&mask)
{
bar(x,y,x+BSIZE,y+BSIZE);
line(x,y,x+BSIZE,y);
line(x,y,x,y+BSIZE);
line(x,y+BSIZE,x+BSIZE,y+BSIZE);
line(x+BSIZE,y,x+BSIZE,y+BSIZE);
}
x+=BSIZE;
mask/=2;
}
y+=BSIZE;
x=ls_x;
}
}
void show_all_box()
{
int i,ii,n;
for(n=0;n<MAX_BOX;n++)/*循环所有的方块*/
{
clrscr();
printf("number: %d\n",n);
for(ii=0;ii<2;ii++)
{
for(i=0;i<8;i++)
{
if(i%4==0 && i!=0)
printf("\n");
if((shapes[n].box[ii]>>(8-1-i))&1==1)
{
printf("%s","#");
}
else
{
printf("%s","O");
}
}
printf("\n");
}
getch();
}
printf("\n that's all!");
getch();
}
/*返回下个方块号*/
int get_next_box(int box_numb)
{
box_numb++;
if(box_numb<0 || box_numb>=MAX_BOX)/*指定的方块不存在*/
return 0;
else
return box_numb;
}
/*返回上个方块号*/
int get_prev_box(int box_numb)
{
box_numb--;
if(box_numb<0 || box_numb>=MAX_BOX)/*指定的方块不存在*/
return 0;
else
return box_numb;
}
void main()
{
int GameOver=0;
int key,nextbox;
int Currentaction=0;/*状态标记,往下移和,当前动作*/
int gd=VGA,gm=VGAHI,errorcode;
/*
int gd=EGA,gm=DETECT,errorcode;
installuserdriver("VESA256",0);
int gd=DETECT,gm,errorcode;
*/
initgraph(&gd,&gm,"");
errorcode = graphresult();
if (errorcode != grOk)
{
printf("\nGraphics error: %s\n", grapherrormsg(errorcode));
printf("Press any key to halt!");
getch();
exit(1);
}
setbkcolor(BgColor);
setcolor(FgColor);
randomize();
SetTimer(newtimer);
initialize(Sys_x,Sys_y,Horizontal_boxs,Vertical_boxs);/*初始化*/
nextbox=MkNextBox(-1);
line(LeftWin_x,Curbox_y+200,LeftWin_x+BSIZE*4,Curbox_y+200);
line(LeftWin_x,Curbox_y+200,LeftWin_x,Curbox_y+200+BSIZE*4);
line(LeftWin_x,Curbox_y+200+BSIZE*4,LeftWin_x+BSIZE*4,Curbox_y+200+BSIZE*4);
line(LeftWin_x+BSIZE*4,Curbox_y+200,LeftWin_x+BSIZE*4,Curbox_y+200+BSIZE*4);
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color);
show_box(LeftWin_x,Curbox_y+200,nextbox,shapes[nextbox].color);
getch();
while(1)
{
/* Currentaction=0;
flag_newbox=false;
/*检测是否有按键*/
if (bioskey(1)){key=bioskey(0); }
else { key=0; }
switch(key)
{
case VK_LEFT:
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveLeft))
{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x-=BSIZE;Currentaction=MoveLeft;}
break;
case VK_RIGHT:
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveRight))
{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_x+=BSIZE;Currentaction=MoveRight;}
break;
case VK_DOWN:
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))
{EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;Currentaction=MoveDown;}
else flag_newbox=true;
break;
case VK_SPACE:/*转动方块*/
if(MoveAble(Curbox_x,Curbox_y,shapes[current_box_numb].next,MoveRoll))
{EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=shapes[current_box_numb].next;
Currentaction=MoveRoll;
}
break;
case 0x1e61:/*a*/
if(MoveAble(Curbox_x,Curbox_y,shapes[current_box_numb].prev,MoveRoll))
{EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=shapes[current_box_numb].prev;
Currentaction=MoveRoll;
}
break;
/*
case VK_UP:
if(MoveAble(Curbox_x,Curbox_y,get_prev_box(current_box_numb),MoveRoll))
{EraseBox(Curbox_x,Curbox_y,current_box_numb);current_box_numb=get_prev_box(current_box_numb);
Currentaction=MoveRoll;
}
break;
*/
case VK_ESC:
GameOver=1;
break;
default:
break;
}
if(Currentaction)
{/*表示当前有动作,移动或转动*/
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color);
Currentaction=0;
}
/*按了往下键,但不能下移,就产生新方块*/
if(flag_newbox)
{
/*这时相当于方块到底部了,把其中出现点满一行的清去,置0*/
EraseBox(LeftWin_x,Sys_y+200,nextbox);
nextbox=MkNextBox(nextbox);
show_box(LeftWin_x,Curbox_y+200,nextbox,shapes[nextbox].color);
if(!MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))/*刚生一下就到东西,游戏结束*/
{
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color);
GameOver=1;
}
else
{
flag_newbox=false;
}
Currentaction=0;
}
else /*自由下落*/
{
if (Currentaction==MoveDown || TimerCounter> (20-speed*2))
{
if(MoveAble(Curbox_x,Curbox_y,current_box_numb,MoveDown))
{
EraseBox(Curbox_x,Curbox_y,current_box_numb);Curbox_y+=BSIZE;
show_box(Curbox_x,Curbox_y,current_box_numb,shapes[current_box_numb].color);
}
/* if (Currentaction==MoveDown)*/
TimerCounter=0;
}
}
if(GameOver )/*|| flag_newbox==-1*/
{
printf("game over!");
initialize(Sys_x,Sys_y,Horizontal_boxs,Vertical_boxs);
getch();
break;
}
}
getch();
KillTimer();
closegraph();
}
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