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📄 els.c

📁 C语言源码
💻 C
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    t_boardy=(Curbox_y-Sys_y)/BSIZE;
    for(n=0;n<4;n++)
    {
        for(m=0;m<4;m++)
        {
            if( ((shapes[current_box_numb].box[n/2]) & mask) )
            {
                Table_board[t_boardy+n][t_boardx+m].var=1;/*这里设置游戏板*/
                Table_board[t_boardy+n][t_boardx+m].color=shapes[current_box_numb].color;/*这里设置游戏板*/
            }
            mask=mask/(2);
            if(mask==0)mask=128;
        }
    }
    setFullRow(t_boardy);
    Curbox_x=Sys_x+Begin_boxs_x*BSIZE,Curbox_y=Sys_y;/*再次初始化座标*/
    if(box_numb==-1) box_numb=rand()%MAX_BOX;
    current_box_numb=box_numb;
    flag_newbox=false;
    return(rand()%MAX_BOX);
}

/*
 *  擦除(x,y)位置开始的编号为box_numb的box.
 */
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;
        }
    }

}



 void ErasePreBox(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);

            }
            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) /*左移一个方块后,此4*4的区域与游戏板有冲突*/
                    {
                        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);
                /*mask依次为:10000000,01000000,00100000,00010000
                             00001000,00000100,00000010/00000001
                 */
                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);
                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])&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 main()
{
    int GameOver=0;
    int key,nextbox; 
    int Currentaction=0;/*标记当前动作状态*/
    int gd=VGA,gm=VGAHI,errorcode;

    initgraph(&gd,&gm,"");
    errorcode = graphresult(); 
    if (errorcode != grOk)  
    {
        printf("\nNotice:Graphics error: %s\n", grapherrormsg(errorcode));
        printf("Press any key to quit!");
        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);

    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);
    show_intro(Sys_x,Curbox_y+320);
    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_UP:/*旋转方块*/
                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 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*/
            ErasePreBox(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))/*刚一开始,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);
                }
                TimerCounter=0;
            }
        }

        if(GameOver )/*|| flag_newbox==-1*/
        {
            printf("game over,thank you! your score is %d",score);
            getch();
            break;
        }
    }
    getch();
    KillTimer();
    closegraph();
}

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