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js俄罗斯方块源码黑客24小时在线接单网站(js写俄罗斯方块)

俄罗斯方块的代码

一个俄罗斯方块的源代码,自己写的,有点笨的……

#includedos.h

#includestdlib.h

#includeconio.h

#includegraphics.h

#includestdio.h

#includebios.h

#define LEFT 0x4b

#define RIGHT 0x4d

#define DOWN 0x50

#define CHANGE 0x20

#define ESC 0x1b

#define INTR 0x1C

#define DefaultX 5

#define DefaultY 1

#ifdef __cplusplus

#define __CPPARGS ...

#else

#define __CPPARGS

#endif

static unsigned counter=0;

static unsigned shape[7][4][4][4]={

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,1,0},{0,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,0,0,0},{1,1,1,1},{0,0,0,0},{0,0,0,0}},

{{0,0,1,0},{0,0,1,0},{0,0,1,0},{0,0,1,0}},

{{0,0,0,0},{1,1,1,1},{0,0,0,0},{0,0,0,0}},

{{0,0,1,0},{0,0,1,0},{0,0,1,0},{0,0,1,0}},

{{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},

{{0,1,0,0},{0,1,1,0},{0,1,0,0},{0,0,0,0}},

{{0,0,0,0},{1,1,1,0},{0,1,0,0},{0,0,0,0}},

{{0,1,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},

{{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},

{{0,0,0,0},{0,1,1,0},{1,1,0,0},{0,0,0,0}},

{{1,0,0,0},{1,1,0,0},{0,1,0,0},{0,0,0,0}},

{{0,0,0,0},{0,1,1,0},{1,1,0,0},{0,0,0,0}},

{{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}},

{{0,0,0,0},{1,1,0,0},{0,1,1,0},{0,0,0,0}},

{{0,1,0,0},{1,1,0,0},{1,0,0,0},{0,0,0,0}},

{{0,0,0,0},{1,1,0,0},{0,1,1,0},{0,0,0,0}},

{{1,0,0,0},{1,0,0,0},{1,1,0,0},{0,0,0,0}},

{{0,0,0,0},{1,1,1,0},{1,0,0,0},{0,0,0,0}},

{{1,1,0,0},{0,1,0,0},{0,1,0,0},{0,0,0,0}},

{{0,0,0,0},{0,0,1,0},{1,1,1,0},{0,0,0,0}},

{{0,1,0,0},{0,1,0,0},{1,1,0,0},{0,0,0,0}},

{{0,0,0,0},{1,0,0,0},{1,1,1,0},{0,0,0,0}},

{{1,1,0,0},{1,0,0,0},{1,0,0,0},{0,0,0,0}},

{{0,0,0,0},{1,1,1,0},{0,0,1,0},{0,0,0,0}},

unsigned back[22][14]={{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,0,0,0,0,0,0,0,0,0,0,1,1},

{1,1,1,1,1,1,1,1,1,1,1,1,1,1},

{1,1,1,1,1,1,1,1,1,1,1,1,1,1}};

char ShapeColor[7]={8,10,11,12,13,14,15};

char DigitalShape[10]={128+119,3,62,31,128+75,128+93,128+125,19,128+127,128+95};

char ZodiacBack[11]={4,6,12,13,11,10,2,3,9,1,8};

char ZodiacSoft[18][14]={{0,0,0,0,96,0,0,0,0,0,0,0,60,0},

{255,248,0,0,96,0,0,0,0,248,0,0,124,0},

{255,248,0,0,97,128,0,0,3,248,0,0,192,0},

{0,112,0,0,97,128,0,0,7,0,0,1,128,48},

{0,224,0,0,96,0,0,0,14,0,0,1,128,48},

{1,192,0,0,96,0,0,0,12,0,0,1,128,48},

{3,128,120,15,97,128,240,60,12,0,15,15,249,255},

{7,0,252,31,225,131,248,127,14,0,31,143,249,255},

{7,1,142,48,225,135,24,227,7,240,49,193,128,48},

{14,3,134,96,97,142,24,192,3,252,112,193,128,48},

{28,3,6,96,97,140,25,192,0,28,96,193,128,48},

{56,3,6,96,97,140,25,128,0,6,96,193,128,48},

{56,3,6,96,97,140,25,128,0,6,96,193,128,48},

{120,3,6,96,97,140,25,128,0,6,96,193,128,48},

{224,1,140,48,225,142,25,195,24,14,49,129,128,48},

{255,249,252,63,225,135,252,255,28,28,63,129,128,48},

{255,248,240,15,97,131,236,60,15,248,30,1,128,48},

{0,0,0,0,0,0,0,0,7,224,0,1,128,0}};

unsigned long TotalMark=0;

unsigned int Erasered=0,ETimes=0;

int Speed=0;

int CEr=0;

int NumOfLev[5]={0,0,0,0,0};

int TimeDelay[10]={21,18,17,15,13,11,9,7,5,3};

char NewShape[2];

unsigned PerOnce[4];

void interrupt ( *oldhandler)(__CPPARGS);

void interrupt handler(__CPPARGS)

++counter;

oldhandler();

void DrawBackground()

//setlinestyle

void DrawDigital(int x,int y,int a)

int i=7;

setcolor(((DigitalShape[a]i)1)*7+4);

//printf("%d",(DigitalShape[a]i)1);

i--;

line(x,y+1,x,y+15);

line(x+1,y+2,x+1,y+14);

line(x+2,y+3,x+2,y+13);

setcolor(((DigitalShape[a]i)1)*7+4);

i--;

line(x,y+17,x,y+31);

line(x+1,y+18,x+1,y+30);

line(x+2,y+19,x+2,y+29);

setcolor(((DigitalShape[a]i)1)*7+4);

i--;

line(x,y+17,x,y+31);

line(x+1,y+18,x+1,y+30);

line(x+2,y+19,x+2,y+29);

setcolor(((DigitalShape[a]i)1)*7+4);

i--;

line(x+1,y,x+16,y);

line(x+2,y+1,x+15,y+1);

line(x+3,y+2,x+14,y+2);

setcolor(((DigitalShape[a]i)1)*7+4);

i--;

line(x+2,y+15,x+15,y+15);

line(x+1,y+16,x+16,y+16);

line(x+2,y+17,x+15,y+17);

setcolor(((DigitalShape[a]i)1)*7+4);

i--;

line(x+3,y+30,x+14,y+30);

line(x+2,y+31,x+15,y+31);

line(x+1,y+32,x+16,y+32);

setcolor(((DigitalShape[a]i)1)*7+4);

i--;

line(x+15,y+3,x+15,y+13);

line(x+16,y+2,x+16,y+14);

line(x+17,y+1,x+17,y+15);

setcolor(((DigitalShape[a]i)1)*7+4);

line(x+15,y+19,x+15,y+29);

line(x+16,y+18,x+16,y+30);

line(x+17,y+17,x+17,y+31);

void ArtClear()

for(int i=480;i=0;i-=2)

setcolor(3);

line(0,i-6,639,i-6);

setcolor(9);

line(0,i-4,639,i-4);

setcolor(1);

line(0,i-2,639,i-2);

setcolor(getbkcolor());

line(0,i,639,i);

delay(1);

for(i=1;i480;i+=2)

setcolor(3);

line(0,i+6,639,i+6);

setcolor(9);

line(0,i+4,639,i+4);

setcolor(1);

line(0,i+2,639,i+2);

setcolor(getbkcolor());

line(0,i,639,i);

delay(1);

void end()

for(int j=0;j4;j++)

for(int i=j;i480;i+=4)

setcolor(3);

line(0,i+8,639,i+8);

setcolor(9);

line(0,i+4,639,i+4);

setcolor(1);

line(0,i,639,i);

setcolor(getbkcolor());

line(0,i,639,i);

delay(1);

delay(5);

setcolor(YELLOW);

outtextxy(260,200,"[ Game Over ]");

gotoxy(14,16);

printf("This freeware is written by Daniel.Qu ZodiacSoft 2000");

gotoxy(12,17);

printf("Please e-mail to swami@yeah.net or visit my homepage at");

gotoxy(12,18);

printf(" if you have question.");

gotoxy(14,20);

printf("I will soon provide something new,please wait...");

gotoxy(14,22);

printf("We hold these truths to be self-evident,that all codes");

gotoxy(12,23);

printf("are created FREE.");

getch();

clrscr();

closegraph();

exit(0);

void ShowTitle()

int gdriver=DETECT,gmode,errorcode,i,j,k;

initgraph(gdriver,gmode,"");

errorcode=graphresult();

if (errorcode!=grOk)

printf("Graphics error: %s

JS 俄罗斯方块完美注释版代码

R

#board

tr

td{

width:

20px;

height:

20px;

JS俄罗斯方块完美注释版

v

1.01

从学c语言那一会儿都想写一个俄罗斯方块,可是每次动起手总觉得难度太大.

今天终于用了大约4个小时写出来了.

其中在涉及到方块变型的时候还咨询了

同学来帮忙;

个人觉得难点有这么几个:

1:

边界检查,

不多说,

想通了就行

2:

旋转,

还是数学上的方法,

一个点相对另外一个点旋转90度的问题.

4:

让整个程序在点开始之后,

怎么让它一直自动的运行下去.

我以前一直没有做完,

主要是因为没有想清楚到底要用一个什么机制让游戏自动运行下去,

这个过程可以这么理解:

用户点开始-构造一个活动图形,

设置定时器,

每次向下移动后,

都检查是否触底,

如果触底了,

则尝试消行,

完了之后再构造一个活动图形,

再设置定时器.

//表示页面中的table,

这个table就是将要显示游戏的主面板

var

tbl;

//游戏状态

0:

未开始;1

运行;

2

中止;

var

status

0;

//定时器,

定时器内将做moveDown操作

var

timer;

//分数

var

score

0;

//board是一个18*10的数组,也和页面的table对应.

//用来标注那些方格已经被占据.

初始时都为0,

如果被占据则为1

var

board

new

Array(18);

for(var

i=0;i

俄罗斯方块的源代码

俄罗斯方块C源代码

#include stdio.h

#include windows.h

#include conio.h

#include time.h

#define  ZL  4     //坐标增量, 不使游戏窗口靠边

#define WID  36    //游戏窗口js俄罗斯方块源码的宽度

#define HEI  20    //游戏窗口js俄罗斯方块源码的高度

int i,j,Ta,Tb,Tc;      // Ta,Tb,Tc用于记住和转换方块变量js俄罗斯方块源码的值

int a[60][60]={0};    //标记游戏屏幕各坐标点:0,1,2分别为空、方块、边框

int b[4];        //标记4个"口"方块:1有js俄罗斯方块源码,0无js俄罗斯方块源码,类似开关

int x,y, level,score,speed;    //方块中心位置的x,y坐标,游戏等级、得分和游戏速度

int flag,next;   //当前要操作的方块类型序号,下一个方块类型序号

void gtxy(int m, int n);   //以下声明要用到的自编函数

void gflag( );  //获得下一方块序号

void csh( );  //初始化界面

void start( );  //开始部分

void prfk ( );  //打印方块

void clfk( );  //清除方块

void mkfk( );  //制作方块

void keyD( );  //按键操作

int  ifmov( );  //判断方块能否移动或变体

void clHA( );  //清除满行的方块

void clNEXT( );  //清除边框外的NEXT方块

int main( )

{ csh( );   

   while(1)

     {start( );  //开始部分

       while(1)

       { prfk( );  

         Sleep(speed);  //延时

          clfk( );

          Tb=x;Tc=flag;  //临存当前x坐标和序号,以备撤销操作

          keyD( );  

          y++;     //方块向下移动

         if (ifmov( )==0) { y--; prfk( ); dlHA( ); break;} //不可动放下,删行,跨出循环

      for(i=y-2;iy+2;i++){ if (i==ZL) { j=0; } }  //方块触到框顶

     if (j==0) { system("cls");gtxy(10,10);printf("游戏结束!"); getch(); break; } 

     clNEXT( );   //清除框外的NEXT方块

  return 0;

void gtxy(int m, int n)  //控制光标移动

{COORD pos;  //定义变量

pos.X = m;  //横坐标

pos.Y = n;   //纵坐标

SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);

void csh( )    //初始化界面

{gtxy(ZL+WID/2-5,ZL-2); printf("俄罗斯方块");      //打印游戏名称

gtxy(ZL+WID+3,ZL+7); printf("******* NEXT:");  //打印菜单信息

gtxy(ZL+WID+3,ZL+13); printf("**********");

gtxy(ZL+WID+3,ZL+15); printf("Esc :退出游戏");

gtxy(ZL+WID+3,ZL+17); printf("↑键:变体");

gtxy(ZL+WID+3,ZL+19); printf("空格:暂停游戏");

gtxy(ZL,ZL);  printf("╔");  gtxy(ZL+WID-2,ZL);  printf("╗");  //打印框角

gtxy(ZL,ZL+HEI);  printf("╚");  gtxy(ZL+WID-2,ZL+HEI);  printf("╝");

a[ZL][ZL+HEI]=2;  a[ZL+WID-2][ZL+HEI]=2;  //记住有图案

for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL);  printf("═"); }  //打印上横框

for(i=2;iWID-2;i+=2) {gtxy(ZL+i,ZL+HEI); printf("═"); a[ZL+i][ZL+HEI]=2; } //下框

for(i=1;iHEI;i++) { gtxy(ZL,ZL+i);  printf("║"); a[ZL][ZL+i]=2; }  //左竖框记住有图案

for(i=1;iHEI;i++) {gtxy(ZL+WID-2,ZL+i); printf("║"); a[ZL+WID-2][ZL+i]=2; } //右框

CONSOLE_CURSOR_INFO cursor_info={1,0};   //以下是隐藏光标的设置

SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),cursor_info);

level=1; score=0; speed=400;

gflag( );  flag=next;  //获得一个当前方块序号

void gflag( )   //获得下一个方块的序号

{ srand((unsigned)time(NULL)); next = rand()%19+1; }

void start( )  //开始部分

{ gflag( ); Ta=flag; flag=next;  //保存当前方块序号,将下一方块序号临时操作

x=ZL+WID+6; y=ZL+10; prfk( );  //给x,y赋值,在框外打印出下一方块

flag=Ta; x=ZL+WID/2; y=ZL-1;  //取回当前方块序号,并给x,y赋值

void prfk ( )  //打印俄罗斯方块

{ for(i=0;i4;i++) {b[i]=1; }  //数组b[4]每个元素的值都为1

mkfk ( );  //制作俄罗斯方块

for( i= x-2; i=x+4; i+=2 )  //打印方块

{ for(j=y-2;j= y+1;j++) { if( a[i][j]==1  jZL ){ gtxy(i,j); printf("□"); } } }

gtxy(ZL+WID+3,ZL+1);   printf("level : %d",level);  //以下打印菜单信息

gtxy(ZL+WID+3,ZL+3);  printf("score : %d",score);

gtxy(ZL+WID+3,ZL+5);  printf("speed : %d",speed);

void clfk( )  //清除俄罗斯方块

{ for(i=0;i4;i++) { b[i]=0; }  //数组b[4]每个元素的值都为0

mkfk ( );  //制作俄罗斯方块

for( i=x-2; i=x+4; i+=2 )  //清除方块

{ for(j=y-2;j=y+1;j++){ if( a[i][j]==0  jZL ){ gtxy(i,j); printf("  "); } } }

void mkfk( )  //制作俄罗斯方块

{ a[x][ y]=b[0];  //方块中心位置状态: 1-有,0-无

switch(flag)   //共6大类,19种小类型

{ case 1: { a[x][y-1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //田字方块

case 2: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x+4][y]=b[3]; break; }  //直线方块:----

case 3: { a[x][y-1]=b[1]; a[x][y-2]=b[2]; a[x][y+1]=b[3]; break; }  //直线方块: |

case 4: { a[x-2][y]=b[1]; a[x+2][y]=b[2]; a[x][y+1]=b[3]; break; }  //T字方块

case 5: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y]=b[3]; break; }  //T字顺时针转90度

case 6: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x+2][y]=b[3]; break; }  //T字顺转180度

case 7: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y]=b[3]; break; }  //T字顺转270度

case 8: { a[x][y+1]=b[1]; a[x-2][y]=b[2]; a[x+2][y+1]=b[3]; break; } //Z字方块

case 9: { a[x][y-1]=b[1]; a[x-2][y]=b[2]; a[x-2][y+1]=b[3]; break; }  //Z字顺转90度

case 10: { a[x][y-1]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //Z字顺转180度

case 11: { a[x][y+1]=b[1]; a[x+2][y-1]=b[2]; a[x+2][ y]=b[3]; break; } //Z字顺转270度

case 12: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y-1]=b[3]; break; }  //7字方块

case 13: {a[x-2][y]=b[1]; a[x+2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //7字顺转90度

case 14: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x+2][y+1]=b[3]; break; }  //7字顺转180度

case 15: { a[x-2][y]=b[1]; a[x-2][y+1]=b[2]; a[x+2][y]=b[3]; break; }  //7字顺转270度

case 16: { a[x][y+1]=b[1]; a[x][y-1]=b[2]; a[x+2][y-1]=b[3]; break; }  //倒7字方块

case 17: { a[x-2][y]=b[1]; a[x+2][y+1]=b[2]; a[x+2][y]=b[3]; break; }  //倒7字顺转90度

case 18: { a[x][y-1]=b[1]; a[x][y+1]=b[2]; a[x-2][y+1]=b[3]; break; }  //倒7字顺转180度

case 19: { a[x-2][y]=b[1]; a[x-2][y-1]=b[2]; a[x+2][y]=b[3]; break; }  //倒7字顺转270度

void keyD( )  //按键操作

{ if (kbhit( ))

{ int key;

   key=getch();

if (key==224)

{ key=getch();

       if (key==75) { x-=2; }  //按下左方向键,中心横坐标减2

if (key==77) { x+=2; }  //按下右方向键,中心横坐标加2

      if (key==72)     //按下向上方向键,方块变体

{ if (flag=2  flag=3 ) { flag++; flag%=2; flag+=2; }

if ( flag=4  flag=7 ) { flag++; flag%=4; flag+=4; }

if (flag=8  flag=11 ) { flag++; flag%=4; flag+=8; }

if (flag=12  flag=15 ) { flag++; flag%=4; flag+=12; }

if ( flag=16  flag=19 ) { flag++; flag%=4; flag+=16; } }

    if (key==32)     //按空格键,暂停

{ prfk( ); while(1) { if (getch( )==32) { clfk( );break;} } }  //再按空格键,继续游戏

    if (ifmov( )==0) { x=Tb; flag=Tc; }  //如果不可动,撤销上面操作

    else { prfk( ); Sleep(speed); clfk( ); Tb=x;Tc=flag;}   //如果可动,执行操作

int ifmov( )   //判断能否移动

{ if (a[x][y]!=0) { return 0; }  //方块中心处有图案返回0,不可移动

else{ if ( (flag==1  ( a[x][ y-1]==0  a[x+2][y-1]==0  a[x+2][y]==0 ) ) ||

       (flag==2  ( a[x-2][y]==0  a[x+2][y]==0  a[x+4][y]==0 ) ) ||

       (flag==3  ( a[x][y-1]==0  a[x][y-2]==0  a[x][y+1]==0 ) ) ||

       (flag==4  ( a[x-2][y]==0  a[x+2][y]==0  a[x][y+1]==0 ) ) ||

       (flag==5  ( a[x][y-1]==0  a[x][y+1]==0  a[x-2][y]==0 ) ) ||

       (flag==6  ( a[x][ y-1]==0  a[x-2][y]==0  a[x+2][y]==0 ) ) ||

       (flag==7  ( a[x][y-1]==0  a[x][y+1]==0  a[x+2][y]==0 ) ) ||

       (flag==8  ( a[x][y+1]==0  a[x-2][y]==0  a[x+2][y+1]==0 ) ) ||

       (flag==9  ( a[x][y-1]==0  a[x-2][y]==0  a[x-2][y+1]==0 ) ) ||

       (flag==10  ( a[x][y-1]==0  a[x-2][y-1]==0  a[x+2][y]==0 ) ) ||

       (flag==11  ( a[x][y+1]==0  a[x+2][y-1]==0  a[x+2][y]==0 ) ) ||

       (flag==12  ( a[x][y-1]==0  a[x][y+1]==0  a[x-2][y-1]==0 ) ) ||

      ( flag==13 ( a[x-2][y]==0 a[x+2][y-1]==0 a[x+2][y]==0 ) ) ||

    ( flag==14 ( a[x][y-1]==0 a[x][y+1]==0 a[x+2][y+1]==0 ) ) ||

     (flag==15 ( a[x-2][y]==0 a[x-2][y+1]==0 a[x+2][y]==0 ) ) ||

     (flag==16 ( a[x][y+1]==0 a[x][y-1]==0 a[x+2][y-1]==0 ) ) ||

     ( flag==17 ( a[x-2][y]==0 a[x+2][y+1]==0 a[x+2][y]==0 ) ) ||

    (flag==18 ( a[x][y-1]==0 a[x][y+1]==0 a[x-2][y+1]==0 ) ) ||

     (flag==19 ( a[x-2][y]==0 a[x-2][y-1]==0

             a[x+2][y]==0 ) ) ) { return 1; }

return 0;   //其它情况返回0

void clNEXT( )   //清除框外的NEXT方块

{ flag = next;  x=ZL+WID+6;  y=ZL+10;  clfk( ); }

void clHA( )   //清除满行的方块

{ int k, Hang=0;    //k是某行方块个数, Hang是删除的方块行数

for(j=ZL+HEI-1;j=ZL+1;j--)  //当某行有WID/2-2个方块时,则为满行

{ k=0; for(i=ZL+2;iZL+WID-2;i+=2)

{ if (a[i][j]==1)   //竖坐标从下往上,横坐标由左至右依次判断是否满行

{ k++;   //下面将操作删除行

     if (k==WID/2-2)  {   for(k=ZL+2;kZL+WID-2;k+=2)

         { a[k][j]=0; gtxy(k,j); printf("  "); Sleep(1); }

        for(k=j-1;kZL;k--)

        { for(i=ZL+2;iZL+WID-2;i+=2)  //已删行数上面有方块,先清除再全部下移一行

          { if(a[i][k]==1) { a[i][k]=0; gtxy(i,k); printf("  ");a[i][k+1]=1;

            gtxy(i,k+1); printf("□"); } }

        j++;     //方块下移后,重新判断删除行是否满行

        Hang++;  //记录删除方块的行数

score+=100*Hang;   //每删除一行,得100分

if ( Hang0  (score%500==0 || score/500 level-1 ) )  //得分满500速度加快升一级

  { speed-=20; level++; if(speed200)speed+=20; }

这个是俄罗斯方块中的j源代码,用来表示方块的个种形态的, 但这是如何表示的, 这些十六进制的数是什么意

其实就是点阵图

一个0x0000js俄罗斯方块源码的4位16进制数换算成2进制有16位js俄罗斯方块源码,理解为一个4*4的矩阵

0000

0000

0000

0000

拿长条形的四种状态举例

0x0f00 把4位16进制数按每位换算成一行4位2进制数的结果矩阵是

0000

1111

0000

0000

相应的0x4444是

0100

0100

0100

0100

将0看作空的js俄罗斯方块源码,1看作方块的块,就可以看出正好是长条形在4*4空间中的横竖切换(长条形虽然有四种朝向但其实是两两重复的)。

下面的以此类推,比如T型的第一种形态0x04e0就是

0000

0100

1110

0000

求俄罗斯方块游戏代码

手机游戏---俄罗斯方块

俄罗斯方块——java源代码提供

import java.awt.*;

import java.awt.event.*;

//俄罗斯方块类

public class ERS_Block extends Frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

//俄罗斯方块类的构造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右边信息窗体的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定义标签和初始值

Label scorep = new Label("分数:",Label.LEFT);

Label levelp = new Label("级数:",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定义按钮play

Button play_b = new Button("开始游戏");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定义按钮Level UP

Button level_up_b = new Button("提高级数");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定义按钮Level Down

Button level_down_b =new Button("降低级数");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定义按钮Quit

Button quit_b = new Button("退出游戏");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

//重写MyPanel类,使Panel的四周留空间

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方块边长

int rowNum; //正方格的行数

int columnNum; //正方格的列数

int maxAllowRowNum; //允许有多少行未削

int blockInitRow; //新出现块的起始行坐标

int blockInitCol; //新出现块的起始列坐标

int [][] scrArr; //屏幕数组

Block b; //对方快的引用

//画布类的构造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[j]=0;

b.reset();

repaint();

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0; i rowNum; i++)

for(int j = 0; j columnNum; j++)

drawUnit(i,j,scrArr[j]);

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示画方快的方法

case 0: g.setColor(Color.black);break; //以背景为颜色画

case 1: g.setColor(Color.blue);break; //画正在下落的方块

case 2: g.setColor(Color.magenta);break; //画已经落下的方法

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

public Block getBlock(){

return b; //返回block实例的引用

//返回屏幕数组中(row,col)位置的属性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

//返回新块的初始行坐标方法

public int getInitRow(){

return(blockInitRow); //返回新块的初始行坐标

//返回新块的初始列坐标方法

public int getInitCol(){

return(blockInitCol); //返回新块的初始列坐标

//满行删除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[j] == 0){

k++;

isfull = false;

break L1;

if(isfull) full_line_num++;

if(k!=0 k-1!=i !isfull)

for(int j = 0; j columnNum; j++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[j];

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[j]=0;

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

//判断游戏是否结束方法

boolean isGameEnd(){

for (int col = 0 ; col columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

return false;

public void keyTyped(KeyEvent e){

public void keyReleased(KeyEvent e){

//处理键盘输入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

tch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

//处理控制类

class Command implements ActionListener{

static final int button_play = 1; //给按钮分配编号

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //当前按钮

GameCanvas scr;

//控制按钮类的构造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

//按钮执行方法

public void actionPerformed (ActionEvent e){

tch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

scr.requestFocus();

break;

case button_quit:System.exit(0);

//方块类

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

int blockType; //块的模式号(0-6)

int turnState; //块的翻转状态(0-3)

int blockState; //快的下落状态

int row,col; //块在画布上的坐标

GameCanvas scr;

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

//重新初始化块,并显示新块

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

//实现“块”翻转的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

//实现“块”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

//实现块落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp0||temp==2)

return false;

k = k 1;

return true;

//同步显示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

k=k1;

//定时线程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

  js俄罗斯方块源码 


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