📄 unit1.cpp
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//如果得分,则销掉此行
if (m_bIsSucced)
{
for (k=i;k>0;k--)
for (j=0;j<m_iCol;j++)
GameStatus[k][j] = GameStatus[k-1][j];
//第1行清零
for (j=0;j<m_iCol;j++)
GameStatus[0][j]=0;
m_iMuch += 1;
}
}
if (m_iMuch>0)
{
m_iPerformance += m_iMuch * m_iMuch * 100;
//刷新游戏区域
TRect rect1(m_iStartY, m_iStartX, m_iStartY+300, m_iStartX+360);
InvalidateRect(Handle,&rect1,false);
//刷新分数区域
TRect rect2(m_iStartY+320, m_iStartX+180, m_iStartY+440, m_iStartX+200);
InvalidateRect(Handle,&rect2,false);
}
}
}
//---------------------------------------------------------------------------
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:方块是否还可以左移
* * * * * * * * * * * * * * * * * * * * * */
BOOL TForm1::LeftIsLimit()
{
int x1,x2,x3,x4,y1,y2,y3,y4;
x1 = ActiveStatus[0][0];
x2 = ActiveStatus[1][0];
x3 = ActiveStatus[2][0];
x4 = ActiveStatus[3][0];
y1 = ActiveStatus[0][1];
y2 = ActiveStatus[1][1];
y3 = ActiveStatus[2][1];
y4 = ActiveStatus[3][1];
switch(m_currentRect)
{
case 1:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x3][y3-1] || GameStatus[x4][y4-1])
return FALSE;
break;
case 11:
if (GameStatus[x1][y1-1])
return FALSE;
break;
case 2:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1])
return FALSE;
break;
case 3:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1])
return FALSE;
break;
case 31:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 32:
if (GameStatus[x1][y1-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 33:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x4][y4-1])
return FALSE;
break;
case 4:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x4][y4-1])
return FALSE;
break;
case 41:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1])
return FALSE;
break;
case 5:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 51:
if (GameStatus[x1][y1-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 6:
if (GameStatus[x1][y1-1] || GameStatus[x3][y3-1] || GameStatus[x4][y4-1])
return FALSE;
break;
case 61:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1])
return FALSE;
break;
case 62:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 63:
if (GameStatus[x1][y1-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 7:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 71:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1])
return FALSE;
break;
case 72:
if (GameStatus[x1][y1-1] || GameStatus[x2][y2-1] || GameStatus[x3][y3-1])
return FALSE;
break;
case 73:
if (GameStatus[x1][y1-1] || GameStatus[x4][y4-1])
return FALSE;
break;
}
return TRUE;
}
//---------------------------------------------------------------------------
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:方块是否还可以右移
* * * * * * * * * * * * * * * * * * * * * */
BOOL TForm1::RightIsLimit()
{
int x1,x2,x3,x4,y1,y2,y3,y4;
x1 = ActiveStatus[0][0];
x2 = ActiveStatus[1][0];
x3 = ActiveStatus[2][0];
x4 = ActiveStatus[3][0];
y1 = ActiveStatus[0][1];
y2 = ActiveStatus[1][1];
y3 = ActiveStatus[2][1];
y4 = ActiveStatus[3][1];
switch(m_currentRect)
{
case 1:
if (GameStatus[x1][y1+1] || GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 11:
if (GameStatus[x4][y4+1])
return FALSE;
break;
case 2:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 3:
if (GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 31:
if (GameStatus[x1][y1+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 32:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 33:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 4:
if (GameStatus[x1][y1+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 41:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 5:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 51:
if (GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 6:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 61:
if (GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 62:
if (GameStatus[x1][y1+1] || GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 63:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 7:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 71:
if (GameStatus[x1][y1+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 72:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 73:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
}
return TRUE;
}
//---------------------------------------------------------------------------
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:方块的变形
* * * * * * * * * * * * * * * * * * * * * */
void TForm1::RectChange()
{
//先预先变形,然后判断变形后的方块是否有空间,
//如有足够空间,则进行实际变形,否则不变
int xx1,xx2,xx3,xx4,yy1,yy2,yy3,yy4;
int m_lscurrentRect;
AnsiString lsStr;
int x1,x2,x3,x4,y1,y2,y3,y4;
x1 = ActiveStatus[0][0];
x2 = ActiveStatus[1][0];
x3 = ActiveStatus[2][0];
x4 = ActiveStatus[3][0];
y1 = ActiveStatus[0][1];
y2 = ActiveStatus[1][1];
y3 = ActiveStatus[2][1];
y4 = ActiveStatus[3][1];
//变形后位置在数组中的存放顺序仍需遵循先左后右,在同一列中先上后下
xx1=x1; xx2=x2; xx3=x3; xx4=x4; yy1=y1; yy2=y2; yy3=y3; yy4=y4;
switch(m_currentRect)
{
case 1:
xx1=x1+1; yy1=y1-1; xx3=x3-1; yy3=y3+1; xx4=x4-2; yy4=y4+2;
m_lscurrentRect = 11;
break;
case 11:
xx1=x1-1; yy1=y1+1; xx3=x3+1; yy3=y3-1; xx4=x4+2; yy4=y4-2;
m_lscurrentRect = 1;
break;
case 2:
m_lscurrentRect=2;
break;
case 3:
xx1=x1-2; yy1=y1+1; xx4=x4-1; yy4=y4;
m_lscurrentRect = 31;
break;
case 31:
xx1=x1+1; yy1=y1-1;
m_lscurrentRect = 32;
break;
case 32:
xx1=x1+1; yy1=y1; xx4=x4+2; yy4=y4-1;
m_lscurrentRect=33;
break;
case 33:
xx4=x4-1; yy4=y4+1;
m_lscurrentRect=3;
break;
case 4:
xx1=x1+2; yy1=y1-1; xx3=x3+1; yy3=y3-1; xx4=x4-1;
m_lscurrentRect = 41;
break;
case 41:
xx1=x1-2; yy1=y1+1; xx3=x3-1; yy3=y3+1; xx4=x4+1;
m_lscurrentRect = 4;
break;
case 5:
xx1=x1-1; xx2=x2-2; yy2=y2+1; xx3=x3+1; yy4=y4+1;
m_lscurrentRect = 51;
break;
case 51:
xx1=x1+1; xx2=x2+2; yy2=y2-1; xx3=x3-1; yy4=y4-1;
m_lscurrentRect = 5;
break;
case 6:
xx2=x1+1; yy2=y2-1; xx3=x3-1; xx4=x4-2; yy4 = yy4+1;
m_lscurrentRect = 61;
break;
case 61:
xx3=x3+2; yy3=y3-1; xx4=x4+2; yy4=y4-1;
m_lscurrentRect = 62;
break;
case 62:
xx1=x1+1; yy1=y1-1; xx3=x3-2; yy3=y3+1; xx4=x4-1;
m_lscurrentRect = 63;
break;
case 63:
xx1=x1-2; yy1=y1+1; xx2=x2-2; yy2=y2+1;
m_lscurrentRect = 6;
break;
case 7:
xx3=x3-1; yy3=y3+1; xx4=x4+1; yy4=y4+1;
m_lscurrentRect = 71;
break;
case 71:
xx1=x1+2; xx2=x2-1; yy2=y2+1; xx4=x4+1; yy4=y4-1;
m_lscurrentRect = 72;
break;
case 72:
xx1=x1-2; xx3=x3-1; yy3=y3+1; xx4=x4-1; yy4=y4+1;
m_lscurrentRect = 73;
break;
case 73:
xx2=x2+1; yy2=y2-1; xx3=x3+2; yy3=y3-2; xx4=x4-1; yy4=y4-1;
m_lscurrentRect = 7;
break;
}
//如果变形后所在的区域内无其他方块,则表示有足够空间,可以变形
//且不能超越边界
GameStatus[x1][y1] = 0;
GameStatus[x2][y2] = 0;
GameStatus[x3][y3] = 0;
GameStatus[x4][y4] = 0;
if (GameStatus[xx1][yy1]==0 && GameStatus[xx2][yy2]==0 && GameStatus[xx3][yy3]==0 && GameStatus[xx4][yy4]==0
&& yy1>=0 && yy4<=m_iCol-1
&& !(xx1<0 || xx2<0 || xx3<0 || xx4<0)
&& !(xx1>m_iRow-1 || xx2>m_iRow-1 || xx3>m_iRow-1 || xx4>m_iRow-1) )
{
InvalidateCurrent();
ActiveStatus[0][0]=xx1;
ActiveStatus[1][0]=xx2;
ActiveStatus[2][0]=xx3;
ActiveStatus[3][0]=xx4;
ActiveStatus[0][1]=yy1;
ActiveStatus[1][1]=yy2;
ActiveStatus[2][1]=yy3;
ActiveStatus[3][1]=yy4;
GameStatus[xx1][yy1] = 1;
GameStatus[xx2][yy2] = 1;
GameStatus[xx3][yy3] = 1;
GameStatus[xx4][yy4] = 1;
InvalidateCurrent();
//改变形状代码
m_currentRect = m_lscurrentRect;
}
else
{
GameStatus[x1][y1] = 1;
GameStatus[x2][y2] = 1;
GameStatus[x3][y3] = 1;
GameStatus[x4][y4] = 1;
}
//判断是否已到底
ActiveIsBottom();
}
//---------------------------------------------------------------------------
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:刷新当前的区域
*
* 只刷新需要刷新的四个小方块区域,防止屏幕抖动情况发生
* * * * * * * * * * * * * * * * * * * * * */
void TForm1::InvalidateCurrent()
{
int i;
for (i=0;i<4;i++)
{
TRect rect(m_iStartX+ActiveStatus[i][1]*m_iLarge, m_iStartY+ActiveStatus[i][0]*m_iLarge,
m_iStartX+(ActiveStatus[i][1]+1)*m_iLarge+5, m_iStartY+(ActiveStatus[i][0]+1)*m_iLarge);
InvalidateRect(Handle,&rect,false);
}
}
//---------------------------------------------------------------------------
//用于生成当前区域大小与级别所对应的汉字描述
void TForm1::CurrentAreaAndLevel()
{
switch(m_iRow)
{
case 12:
m_strArea = "12行10列";
break;
case 18:
m_strArea = "18行15列";
break;
case 24:
m_strArea = "24行20列";
break;
case 30:
m_strArea = "30行25列";
break;
}
switch(m_iLevel)
{
case 0:
m_strLevel = "第一级: 蜗牛级";
break;
case 1:
m_strLevel = "第二级: 笨鸭级";
break;
case 2:
m_strLevel = "第三级: 雄鸡级";
break;
case 3:
m_strLevel = "第四级: 猎狗级";
break;
case 4:
m_strLevel = "第五级: 云豹级";
break;
case 5:
m_strLevel = "第六级: 飞鹰级";
break;
}
}
//---------------------------------------------------------------------------
//插放背景音乐, 所有错误忽略
void TForm1::PlayMid()
{
char inBuf[300],outBuf[60],fileName[255];
MCIERROR mciError;
strcpy(fileName,"hwrect.mid");
wsprintf( inBuf,"open %s type sequencer alias myseq",fileName);
mciError = mciSendString( inBuf, outBuf, sizeof(outBuf), NULL);
if (mciError == 0)
{
mciError = mciSendString("play myseq notify",NULL,0, Handle);
if (mciError != 0)
mciSendString("close myseq",NULL,0,NULL);
}
}
//---------------------------------------------------------------------------
//终止插放背景音乐
void TForm1::StopMid()
{
mciSendString("close myseq",NULL,0,NULL);
}
//---------------------------------------------------------------------------
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