⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 fallingblocks.cpp

📁 用VC++DirectX技术的俄罗斯方块游戏
💻 CPP
📖 第 1 页 / 共 2 页
字号:
//-----------------------------------------------------------------------------
// File: FallingBlocks.cpp
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <ddraw.h>
#include <mmsystem.h>
#include "resource.h"
#include "ddutil.h"
#include "BlockList.h"
#include "FlooredBlocks.h"
#include "Shape.h"



//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
#define SAFE_DELETE(p)  { if(p) { delete (p);     (p)=NULL; } }
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }

#define WINDOW_WIDTH    320
#define WINDOW_HEIGHT   375


#define BITMAP_WIDTH     329
#define BITMAP_HEIGHT    400 

#define BLOCK_START   379
#define BLOCK_DIAMETER 21

#define CURR_SHAPE_X 3
#define CURR_SHAPE_Y -3
#define NEXT_SHAPE_X 10
#define NEXT_SHAPE_Y 6

#define SCORE_X   230
#define SCORE_Y   105

#define DELAY_TO_MOVE_DOWN_LEVEL1  10
#define DELAY_TO_MOVE_DOWN_LEVEL2  6
#define DELAY_TO_MOVE_DOWN_LEVEL3  3
#define DELAY_TO_MOVE_DOWN_LEVEL4  1

#define ROWS   15
#define COLS    9

#define NORMAL_GAME  7
#define CRAZY_GAME   11

#define GAMEOVERTEXT TEXT("G A M E   O V E R")

CDisplay*            g_pDisplay           = NULL;
CSurface*            g_pSecondarySurface  = NULL;  
CSurface*            g_pGameOverSurface   = NULL;  
CSurface*            g_pScoreSurface      = NULL;
CSurface*            g_pPauseSurface      = NULL;
RECT                 g_rcViewport;          
RECT                 g_rcScreen;            
RECT                 g_rcBackground = { 0 , 0, WINDOW_WIDTH, WINDOW_HEIGHT };
RECT                 g_rcBlock = {0, BLOCK_START, BLOCK_DIAMETER, BLOCK_START+BLOCK_DIAMETER};
RECT                 g_rcBoundary = { 1,-5, 9,16 }; 
CFlooredBlocks       g_FlooredBlocks(g_rcBoundary);
BOOL                 g_bActive     = FALSE; 
DWORD                g_dwLastTick;
CShape*              g_pCurrShape;
CShape*              g_pNextShape;
bool                 g_bIsGameOver=false;
bool                 g_bIsPaused = false;
long                 g_nScore =0;
long                 g_nPulse=0;
long                 g_nDelayToMoveDown = 10;
HINSTANCE            g_hInstance =0;

//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel );
HRESULT InitDirectDraw( HWND hWnd );
VOID    FreeDirectDraw();
HRESULT ProcessNextFrame( HWND hWnd );
HRESULT DisplayFrame();
HRESULT RestoreSurfaces();

BOOL CALLBACK AboutDlgProc(HWND hwndDlg, UINT message, WPARAM wParam, LPARAM lParam) 
{ 
    switch (message) 
    { 
        case WM_COMMAND: 
            switch (LOWORD(wParam)) 
            { 
                case IDOK: 
                case IDCANCEL: 
                    EndDialog(hwndDlg, wParam); 
                    return TRUE; 
            } 
    } 
    return FALSE; 
} 


//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything and calls
//       UpdateFrame() when idle from the message pump.
//-----------------------------------------------------------------------------
int APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, int nCmdShow )
{
    MSG		 msg;
    HWND     hWnd;
    HACCEL   hAccel;

    srand( GetTickCount() );

    if( FAILED( WinInit( hInst, nCmdShow, &hWnd, &hAccel ) ) )
        return FALSE;

    if( FAILED( InitDirectDraw( hWnd ) ) )
    {
        MessageBox( hWnd, TEXT("DirectDraw init failed. ")
                    TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"), 
                    MB_ICONERROR | MB_OK );
        return FALSE;
    }

    g_dwLastTick = timeGetTime();

	
	while( TRUE )
    {
        // Look for messages, if none are found then 
        // update the state and display it
        if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
        {
            if( 0 == GetMessage(&msg, NULL, 0, 0 ) )
            {
                // WM_QUIT was posted, so exit
                return (int)msg.wParam;
            }

            // Translate and dispatch the message
            if( 0 == TranslateAccelerator( hWnd, hAccel, &msg ) )
            {
                TranslateMessage( &msg ); 
                DispatchMessage( &msg );
            }
        }
        else
        {
            if( g_bActive )
            {
                // Move the sprites, blt them to the back buffer, then 
                // flip or blt the back buffer to the primary buffer
                if( FAILED( ProcessNextFrame( hWnd ) ) )
                {
                    SAFE_DELETE( g_pDisplay );

                    MessageBox( hWnd, TEXT("Displaying the next frame failed. ")
                                TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"), 
                                MB_ICONERROR | MB_OK );
                    return FALSE;
                }
            }
            else
            {
                // Make sure we go to sleep if we have nothing else to do
                WaitMessage();

                // Ignore time spent inactive 
                g_dwLastTick = timeGetTime();
            }
        }
    }
}




//-----------------------------------------------------------------------------
// Name: WinInit()
// Desc: Init the window
//-----------------------------------------------------------------------------
HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel )
{
    WNDCLASSEX wc;
    HWND       hWnd;
    HACCEL     hAccel;
	
	g_hInstance = hInst;

    // Register the Window Class
    wc.cbSize        = sizeof(wc);
    wc.lpszClassName = TEXT("WindowedMode");
    wc.lpfnWndProc   = MainWndProc;
    wc.style         = CS_VREDRAW | CS_HREDRAW;
    wc.hInstance     = hInst;
    wc.hIcon         = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
    wc.hIconSm       = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
    wc.hCursor       = LoadCursor( NULL, IDC_ARROW );
    wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
    wc.lpszMenuName  = MAKEINTRESOURCE(IDR_MENU);
    wc.cbClsExtra    = 0;
    wc.cbWndExtra    = 0;

    if( RegisterClassEx( &wc ) == 0 )
        return E_FAIL;

    // Load keyboard accelerators
    hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );

    // Calculate the proper size for the window given a client of 640x480
    DWORD dwFrameWidth    = GetSystemMetrics( SM_CXSIZEFRAME );
    DWORD dwFrameHeight   = GetSystemMetrics( SM_CYSIZEFRAME );
    DWORD dwMenuHeight    = GetSystemMetrics( SM_CYMENU );
    DWORD dwCaptionHeight = GetSystemMetrics( SM_CYCAPTION );
    DWORD dwWindowWidth   = WINDOW_WIDTH  + dwFrameWidth * 2;
    DWORD dwWindowHeight  = WINDOW_HEIGHT + dwFrameHeight * 2 + 
                            dwMenuHeight + dwCaptionHeight;

    // Create and show the main window
    DWORD dwStyle = WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX;
    hWnd = CreateWindowEx( 0, TEXT("WindowedMode"), TEXT("Falling Blocks"),
                           dwStyle, CW_USEDEFAULT, CW_USEDEFAULT,
  	                       dwWindowWidth, dwWindowHeight, NULL, NULL, hInst, NULL );
    if( hWnd == NULL )
    	return E_FAIL;

    ShowWindow( hWnd, nCmdShow );
    UpdateWindow( hWnd );

    *phWnd   = hWnd;
    *phAccel = hAccel;
	::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_1, MF_CHECKED);
	::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_NORMAL, MF_CHECKED);
    return S_OK;
}

void NewGame()
{
	g_FlooredBlocks.Destroy();
	g_nScore = 0;
	g_bIsGameOver= false;
	if (g_pCurrShape)
		delete g_pCurrShape;
	g_pCurrShape = new CShape(&g_FlooredBlocks);
	g_pCurrShape->CreateRandShape();
	g_pCurrShape->MoveTo(CURR_SHAPE_X,CURR_SHAPE_Y);

	if (g_pNextShape)
		delete g_pNextShape;
	g_pNextShape = new CShape(&g_FlooredBlocks);
	g_pNextShape->CreateRandShape();
	g_pNextShape->MoveTo(NEXT_SHAPE_X, NEXT_SHAPE_Y );

}


//-----------------------------------------------------------------------------
// Name: InitDirectDraw()
// Desc: Create the DirectDraw object, and init the surfaces
//-----------------------------------------------------------------------------
HRESULT InitDirectDraw( HWND hWnd )
{
    LPDIRECTDRAWPALETTE pDDPal = NULL; 
    HRESULT	hr;

    g_pDisplay = new CDisplay();
    if( FAILED( hr = g_pDisplay->CreateWindowedDisplay( hWnd, WINDOW_WIDTH, WINDOW_HEIGHT ) ) )
    {
        MessageBox( hWnd, TEXT("Failed initializing DirectDraw."),
                    TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
        return hr;
    }

    // Create and set the palette when in palettized color
    if( FAILED( hr = g_pDisplay->CreatePaletteFromBitmap( &pDDPal, "IDB_Graphics" ) ) )
        return hr;

    g_pDisplay->SetPalette( pDDPal );

    SAFE_RELEASE( pDDPal );

    // Create a surface, and draw a bitmap resource on it.  
    if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pSecondarySurface, "IDB_Graphics", 
                                                          BITMAP_WIDTH, BITMAP_HEIGHT ) ) )
        return hr;

    // Create a surface, and draw text to it.  
    if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pGameOverSurface, NULL, GAMEOVERTEXT, 
                                                        RGB(0,0,0), RGB(255, 255, 0) ) ) )
        return hr;

    if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pScoreSurface, NULL, "xxxxxx", 
                                                        RGB(0,0,0), RGB(255, 255, 0) ) ) )
        return hr;

    if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pPauseSurface, NULL, "Paused...", 
                                                        RGB(0,0,0), RGB(255, 255, 0) ) ) )
        return hr;

	CShape::SetMaxNoOfShapesAllowed(NORMAL_GAME);
	NewGame();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: FreeDirectDraw()
// Desc: Release all the DirectDraw objects
//-----------------------------------------------------------------------------
VOID FreeDirectDraw()
{
    SAFE_DELETE( g_pSecondarySurface );
    SAFE_DELETE( g_pGameOverSurface );
	SAFE_DELETE( g_pScoreSurface );
	SAFE_DELETE( g_pPauseSurface);
    SAFE_DELETE( g_pDisplay );
	SAFE_DELETE( g_pCurrShape);
    SAFE_DELETE( g_pNextShape);
}

void MoveDownShape()
{
	if (g_bIsGameOver)
		return;
	if (g_pCurrShape->MoveDown() == false) {
	                  g_pCurrShape->ConvertToSpaceCoord();
//	::PlaySound(MAKEINTRESOURCE( IDR_SOUNDPLACED), g_hInstance, SND_RESOURCE | SND_ASYNC);
	                   g_FlooredBlocks.Insert(*g_pCurrShape);
					   delete g_pCurrShape;
					   g_pCurrShape = g_pNextShape;
					   g_pCurrShape->MoveTo(CURR_SHAPE_X,CURR_SHAPE_Y);
					   g_pNextShape = new CShape(&g_FlooredBlocks);
					   if (g_pNextShape->CreateRandShape(3,-4) == false) {
						   OutputDebugString("Creation of New Shape Failed\n");
					   }
					   g_pNextShape->MoveTo(NEXT_SHAPE_X, NEXT_SHAPE_Y);
	}
	if (g_FlooredBlocks.IsGameOver()) {
					   g_bIsGameOver=true;
					   ::PlaySound(MAKEINTRESOURCE( IDR_SOUNDGAMEOVER), g_hInstance, SND_RESOURCE | SND_ASYNC);
					   
	}
				   short nRows;
	nRows = g_FlooredBlocks.CheckAndRemoveContinuousBlocks();
	g_nScore += 10 * nRows * nRows * ( 11 - g_nDelayToMoveDown);

}


//-----------------------------------------------------------------------------
// Name: MainWndProc()
// Desc: The main window procedure
//-----------------------------------------------------------------------------
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch (msg)
    {
        case WM_COMMAND:
            switch( LOWORD(wParam) )
            {
                case IDM_EXIT:
                    // Received key/menu command to exit app
            	    PostMessage( hWnd, WM_CLOSE, 0, 0 );
                    return 0L;
				case ID_FILE_NEWGAME:
					NewGame();
					return 0L;
				case ID_LEVEL_1:
					g_nDelayToMoveDown = DELAY_TO_MOVE_DOWN_LEVEL1;

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -