基于我们已经实现了相对来说比较完整可以经行娱乐的贪吃蛇游戏,用C语言实现小游戏–贪吃蛇我们接下来,可以再实现一个比贪吃蛇更加复杂的游戏。俄罗斯方块。
同样先是完成界面显示的文件,对应的.h 和.c文件
#ifndef __UI_H__
#define __UI_H__
typedef struct pos
{
int x;
int y;
}pos;
enum Shapetype
{
SHAPE1 = 0,
SHAPE2,
SHAPE3,
SHAPE4,
SHAPE5,
SHAPE6
};
struct UI {
// 边缘宽度
int marginTop;
int marginLeft;
// 游戏区域的个数
int gameWidth;
int gameHeight;
// 整个窗口大小宽度
int windowWidth;
int windowHeight;
char *Block; // 显示块
int blockWidth; // 每个块的宽度,注意,上面几个块的宽度要相等,否则就对不齐了
int *_a;
};
struct Shape
{
pos* postion;
enum Shapetype shapetype;
};
// UI 初始化
struct UI * UIInitialize(int width, int height);
void UICleanBlock(const struct UI *pUI, struct Shape*shape);
int InsertScore(struct UI *pUI);
// 显示游戏向导
void UIDisplayWizard(const struct UI *pUI);
// 显示游戏整体,包括墙、右边的信息
void UIDisplayGameWindow(const struct UI *pUI, int score);
void _CoordinatePosAtXY(const struct UI *pUI, int x,int y);
void _ResetCursorPosition(const struct UI *pUI);
void UIDisplayBlock(const struct UI *pUI, struct Shape *shape);
// 清空x,y处的显示块
void UICleanBlockAtY(const struct UI *pUI, int y);
// 显示分数信息
void UIDisplayScore(const struct UI *pUI, int score);
// 销毁 UI 资源
void UIDeinitialize(struct UI *pUI);
int IsGameOver(const struct UI*pUI);
int IsRightHaveShape(const int *a, struct Shape *shape,int width);
int IsLeftHaveShape(const int *a, struct Shape*shape, int width);
#endif
#define _CRT_SECURE_NO_WARNINGS
#include "UI.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <windows.h>
// 移动光标到x,y处,注意,这里是相对整个屏幕的,而不是游戏盘的
static void _SetPos(int x, int y);
// 显示墙
static void _DisplayWall(const struct UI *pUI);
// 显示右侧信息
static void _DisplayDesc(const struct UI *pUI);
// 将游戏盘的x,y坐标转换为相对整个屏幕的x,y
void _CoordinatePosAtXY(const struct UI *pUI, int x, int y);
// 重置光标到屏幕下方,主要是为了显示的美观
void _ResetCursorPosition(const struct UI *pUI);
//数组整体下移
void GetDown(int i, int *a, int width);
//显示,清理图形
static void _DisplayShape(const struct UI *pUI, struct Shape*shape);
static void _ClearShape(const struct UI *pUI, struct Shape *shape);
//设置单块颜色
void SetColor(unsigned short ForeColor, unsigned short BackGroundColor)
{
//forecolor 字体颜色backgroundcolor底色
HANDLE hCon = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(hCon, (ForeColor % 16) | (BackGroundColor % 16 * 16));
}
struct UI * UIInitialize(int width, int height)
{
const int left = 2;
const int top = 2;
const int blockWidth = 2; // @杨祥钰指出
const int descWidth = 50;
struct UI *pUI = (struct UI *)malloc(sizeof(struct UI));
pUI->gameWidth = width;
pUI->gameHeight = height;
pUI->marginLeft = left;
pUI->marginTop = top;
pUI->windowWidth = left + (width + 2) * blockWidth + descWidth;
pUI->windowHeight = top + height + 2 + 3;
pUI->Block = "█";
pUI->blockWidth = strlen(pUI->Block);
pUI->_a = (int *)malloc(sizeof(int)*(pUI->gameHeight)*(pUI->gameWidth));
memset(pUI->_a, 0, sizeof(int)*(pUI->gameHeight)*(pUI->gameWidth));
char modeCommand[1024];
sprintf(modeCommand, "mode con cols=%d lines=%d", pUI->windowWidth, pUI->windowHeight);
system(modeCommand);
return pUI;
}
void UIDisplayWizard(const struct UI *pUI)
{
int i;
const char *messages[3] = {
"欢迎来到俄罗斯方块小游戏",
"用↑旋转, ←→移动,↓加速。",
"加速将能得到更高的分数。"
};
i = 0;
_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2);
printf("%s\n", messages[i]);
_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2 + 2);
system("pause");
system("cls");
i = 1;
_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2);
printf("%s\n", messages[i]);
i = 2;
_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2,