#include"Head.h"
#define _CRT_SECURE_NO_WARNINGS 1
bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction);
void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation);
void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation);
void FullLine();
void UpdateSocres(int scores);
void DelCurLine(int rowIdx);
bool IsGameOver();
void PlayGame()
{
char userHit = 0;//用户敲击键盘
int curRockIndex = 0;//当前方块的rockArray下标
int nextRockIndex = 0;//下次
RockLocation_t curRockLocation;
curRockLocation.left = initRockLocation.left;
curRockLocation.top = initRockLocation.top;
DWORD oldtime = 0;
srand((unsigned int)time(NULL));
curRockIndex = rand() % rockTypeNum;
nextRockIndex = rand() % rockTypeNum;
//画出预览区初始化方块
//在初始位置和预览区显示方块形状
DisplayRock(curRockIndex, &initRockLocation, 1);
DisplayRock(nextRockIndex, &preRockLocation, 1);
bool moveAbled = false;
while (true)
{
//判断当前方块是否落地(判断能否再下移):如果落地,判断是否满行,再判断是否结束游戏, 改变game_board ,画出下次初始化的方块,以及生成新的预览方块
//
moveAbled = MoveAble(curRockIndex, &curRockLocation, DIRECT_DOWN);
if (!moveAbled) //判断是否落地,不能下移表示落地
{
//修改game_board的值
SetGameBoardFlag(curRockIndex, &curRockLocation);
FullLine();
if (IsGameOver())
{
MessageBox(NULL, _T("游戏结束"), _T("GAME OVER"), MB_OK);
exit(0);
}
//为下次生成模块开始准备
DisplayRock(nextRockIndex, &preRockLocation, false);//擦除旧的方块
curRockIndex = nextRockIndex;
nextRockIndex = rand() % rockTypeNum; //生成新的预览方块
DisplayRock(curRockIndex, &initRockLocation, 1);
DisplayRock(nextRockIndex, &preRockLocation, 1);
FlushBatchDraw();
//修改curRockLocation的值
curRockLocation.left = initRockLocation.left;
curRockLocation.top = initRockLocation.top;
}
if (kbhit()) //如果敲击键盘了 就处理按键
{
userHit = getch();
UserHitKeyBoard(userHit, &curRockIndex, &curRockLocation);
}
//没有 就自动下移一个单位 :不能用else,因为可能按键不是上下左右
DWORD newtime = GetTickCount();
if (newtime - oldtime >= (unsigned int)(300) && moveAbled == TRUE)
{
oldtime = newtime;
DisplayRock(curRockIndex, &curRockLocation, false);
curRockLocation.top += ROCK_SQUARE_WIDTH; //下落一格
}
//AutomaticDownMove(curRockIndex, &curRockLocation);
//画出新方块
DisplayRock(curRockIndex, &curRockLocation, 1);
FlushBatchDraw();
Sleep(20);
}
}
//响应键盘命令时间
void UserHitKeyBoard(char userHit, int* RockIndex, RockLocation_t* curRockLocation)
{
switch (userHit)
{
case 'W':
case 'w'://↑
if (MoveAble(RockArray[*RockIndex].nextRockIndex, curRockLocation, DIRECT_UP))
{
DisplayRock(*RockIndex, curRockLocation, false);
*RockIndex = RockArray[*RockIndex].nextRockIndex;
}
break;
case 'S':
case 's'://↓
if (MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))
{
DisplayRock(*RockIndex, curRockLocation, false);
curRockLocation->top += 2 * (ROCK_SQUARE_WIDTH);
if (!MoveAble(*RockIndex, curRockLocation, DIRECT_DOWN))
{
curRockLocation->top -= ROCK_SQUARE_WIDTH;
}
}
break;
case 'A':
case 'a': //←
if (MoveAble(*RockIndex, curRockLocation, DIRECT_LEFT))
{
DisplayRock(*RockIndex, curRockLocation, false);
curRockLocation->left -= ROCK_SQUARE_WIDTH;
}
break;
case 'D':
case 'd': //→
if (MoveAble(*RockIndex, curRockLocation, DIRECT_RIGHT))
{
DisplayRock(*RockIndex, curRockLocation, FALSE);
curRockLocation->left += ROCK_SQUARE_WIDTH;
}
break;
case ' ': //暂停
while (1)
{
userHit = getch();
if (userHit == ' ')
break;
}
break;
default:
break;
}
}
//判断是否满行,满行消除,然后计算得分
void FullLine()
{
bool linefull = true;
int idx = yROCK_SQUARE_NUM;//从最后一行往上查找 22
int count = 0;
while (count != xROCK_SQUARE_NUM ) //遇到空行 14
{
linefull = true;
count = 0;
for (int i = 1; i <= xROCK_SQUARE_NUM; ++i)
{
if (game_board[idx][i] == 0)
{
linefull = false;
count++;
}
}
if (linefull) //满行,消除当前行,更新分数
{
DelCurLine(idx);
game_socres += 3;
UpdateSocres(game_socres);
idx++;//因为下面要减1
}
idx--;
}
}
void UpdateSocres(int scores)
{
setcolor(RED);
TCHAR s[10];
_stprintf(s, _T("%d"), scores);
outtextxy(GAME_WALL_WIDTH + 90, 200, s);
}
//消除当前行
void DelCurLine(int rowIdx)
{
//擦除当前行
setcolor(BLACK);
setfillcolor(BLACK);
for (int i = 1; i < xROCK_SQUARE_NUM; ++i)
{
fillrectangle(WALL_SQUARE_WIDTH + (i - 1)*ROCK_SQUARE_WIDTH, (rowIdx - 1)*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH,
WALL_SQUARE_WIDTH + i*ROCK_SQUARE_WIDTH, rowIdx*ROCK_SQUARE_WIDTH + WALL_SQUARE_WIDTH);
}
//把上面的向下移
int cnt = 0;
while (cnt != xROCK_SQUARE_NUM) //直到遇到是空行的为止
{
cnt = 0;
for (int i = 1; i <= xROCK_SQUARE_NUM; i++)
{
game_board[rowIdx][i] = game_board[rowIdx - 1][i];
//擦除上面的一行
setcolor(BLACK);
setfillcolor(BLACK);
fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,
WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1) - ROCK_SQUARE_WIDTH ,
WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,
WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*(rowIdx - 1));
//显示下面的一行
if (game_board[rowIdx][i] == 1)
{
setcolor(WHITE);
setfillcolor(RED);
fillrectangle(WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i - ROCK_SQUARE_WIDTH ,
WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx - ROCK_SQUARE_WIDTH ,
WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*i,
WALL_SQUARE_WIDTH + ROCK_SQUARE_WIDTH*rowIdx);
}
if (game_board[rowIdx][i] == 0)
cnt++; //统计一行是不是 都是空格
}//for
rowIdx--;
}
}
//是否可以移动方块
bool MoveAble(int rockIndex, RockLocation_t* currentLocatePtr, int f_direction)
{
int mask;
int rockX;
int rockY;
rockX = currentLocatePtr->left;
rockY = currentLocatePtr->top;
mask = (unsigned short)1 << 15;
for (int i = 1; i <= 16; i++)
{
//与掩码相与为1的 即为方块上的点
if ((RockArray[rockIndex].rockShapeBits & mask) != 0)
{
//判断能否移动(即扫描即将移动的位置 是否与设置的围墙有重叠)
//若是向上(即翻滚变形)
if (f_direction == DIRECT_UP)
{
//因为此情况下传入的是下一个方块的形状,故我们直接判断此方块的位置是否已经被占
//判断下一个方块
if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)
return false;
}
//如果是向下方向移动
else if (f_direction == DIRECT_DOWN)
{
if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 2]
[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] == 1)
return false;
}
else //如果是左右方向移动
{ //f_direction的DIRECT_LEFT为-1,DIRECT_RIGHT为1,故直接加f_direction即可判断。
if (game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1 + f_direction] == 1)
return false;
}
}
//每4次 换行 转到下一行继续
i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = currentLocatePtr->left)
: rockX += ROCK_SQUARE_WIDTH;
mask >>= 1;
}
return true;
}
//给游戏game_board设置标记表示已经占了
void SetGameBoardFlag(int rockIdx, RockLocation_t* curRockLocation)
{
int mask;
int rockX;
int rockY;
rockX = curRockLocation->left;
rockY = curRockLocation->top;
mask = (unsigned int)1 << 15;
for (int i = 1; i <= 16; i++)
{
//与掩码相与为1的 即为方块上的点
if ((RockArray[rockIdx].rockShapeBits & mask) != 0)
{
game_board[(rockY - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1]
[(rockX - WALL_SQUARE_WIDTH) / ROCK_SQUARE_WIDTH + 1] = 1;
}
//每4次 换行 转到下一行继续画
i % 4 == 0 ? (rockY += ROCK_SQUARE_WIDTH, rockX = curRockLocation->left)
: rockX += ROCK_SQUARE_WIDTH;
mask >>= 1;
}
}
//判断游戏是否结束
bool IsGameOver()
{
bool topLineHaveRock = false;//顶行是否有方块
bool bottomLineHaveRock = false;
for (int i = 1; i < xROCK_SQUARE_NUM; ++i)
{
if (game_board[1][i] == 1)
topLineHaveRock = true;
if (game_board[yROCK_SQUARE_NUM][i] == 1)
bottomLineHaveRock = true;
}
if (bottomLineHaveRock && topLineHaveRock)
return true;
else
return false;
}