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2008-04-28 20:52:36

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  没有UI部分,要修改玩家人数,方块数,颜色,键盘配置请看CGameController的Start函数,  请大家提提意见,我想做成像上海热线的俄罗斯方块,支持网络对战。 //head file Diamond.h// Diamond.h: interface for the CDiamond class.////////////////////////////////////////////////////////////////////////#if !defined(AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_)#define AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_#if _MSC_VER > 1000#pragma once#endif // _MSC_VER > 1000class IGame; //inteface of game ,one mean a playerclass IGameController; //inteface of game controller,control communication of playerstypedef CTypedPtrList<CObList,IGame*> CGames; //all player in the gameclass IGameController{//construction/destructionpublic:virtual ~IGameController(){};//public interfacepublic:virtual void OnEraseLines(IGame*,long) = 0 ; //when a player erase lines,call itvirtual void OnGameOver(IGame*) = 0 ; //when a player dies ,call it};//a block of a diamondstruct CBlock{long m_x ;long m_y ;};//class IGame:public CObject{//construction/destructionpublic:virtual ~IGame(){};//public interfacepublic:virtual void OnKey(long) = 0 ; //recieve key eventvirtual void Start() = 0 ; //recieve start eventvirtual bool IsOver()=0 ; //if the player die?virtual void OnEraseLines(IGame* fromGame,long lines)=0;/* called by the game controller when other player erase lines .*/virtual void Draw()=0; // draw self};//draw inteface class IDrawDrv{//construction/destructionpublic:virtual ~IDrawDrv(){};//public interfacepublic:virtual ShowBlocks(long x,long y,long xs,long ys)=0; //show blocksvirtual HideBlocks(long x,long y,long xs,long ys)=0; //hide blocks };//implement of IDrawDrv of Windowsclass CDrawDrvWindowsImp :public IDrawDrv{//construction/destructionpublic:CDrawDrvWindowsImp(POINT,COLORREF,COLORREF,long,CDC*);virtual ~CDrawDrvWindowsImp(){};private:CDrawDrvWindowsImp(const CDrawDrvWindowsImp&);void operator=(const CDrawDrvWindowsImp&);//public interface public:virtual ShowBlocks(long x,long y,long xs,long ys); virtual HideBlocks(long x,long y,long xs,long ys);//implementsprivate:POINT m_OrgPoint ; COLORREF m_BlockColor; //block colorCOLORREF m_BgColor; // bg colorlong m_BlockSize; // pts of a blockCDC* m_pDC; CBrush m_BlockBrush; CBrush m_BorderBrush;CBrush m_BgBrush;};//class CGameController:public IGameController{//construction/destructionpublic :CGameController();~CGameController();private:CGameController(const CGameController&);void operator=(const CGameController&);//public interfacepublic:virtual void OnEraseLines(IGame*,long) ;//called by players ,when them erase linesvirtual void OnGameOver(IGame*); //called by players,when them dievoid Start(CDC*); //start game!void Pause(); //pause game,or restart gamevoid End(); //end gamevoid OnDraw(); //paint eventvoid OnKey(long key); //key event//implements private:CGames m_Games;CDC* m_pDC;enum GamesStatus{STATUS_TO_START,STATUS_PLAYING,STATUS_PAUSE,STATUS_END};GamesStatus m_Status;void Clean();};class CKeyController //key config ,player can custome their key{//construction/destructionpublic:CKeyController(){};~CKeyController(){};private:void operator=(const CKeyController&);//public interface public:long RIGHT;long LEFT ;long DOWN;long NEXT;long DROP;long START;friend class CGame;friend class CGameController;//implements};//diamond class CDiamond{//construction/destructionpublic:static CDiamond* CreateAnInstance(long x,long y); //random create a diamondCDiamond(const CDiamond&); ~CDiamond();private :CDiamond();void operator=(const CDiamond&);//public interface public:long GetBlockCount(); //get blocks count, to support other type diamondsCBlock* GetBlock(long); // get a block ,by indexvoid Left(); // left a diamondvoid Right(); // right a diamondvoid Down(); //down a diamondvoid Next(); //retate a diamondvoid Draw(IDrawDrv*,bool); //draw a diamondlong GetStartX(){return m_x;}; //get start x positionlong GetStartY(){return m_y;}; // get start y position//implementsprivate:long m_x ;long m_y ;long m_index;long m_Blocks;CBlock* m_pBlocks;};//player of gameclass CGame:public IGame{//construction/destructionpublic:CGame(IGameController*,IDrawDrv*,CKeyController,long wBlocks,long hBlocks);virtual ~CGame();private:CGame(const CGame&);void operator=(const CGame&);//public interfacepublic:virtual void OnKey(long); //recieve key event virtual void Start(); //recieve start eventvirtual bool IsOver(); //if is die?virtual void OnEraseLines(IGame* fromGame,long lines);void Draw();//implements private: void Init(); //initvoid LeftDiamond(); void RightDiamond();bool CanDown();void DownDiamond();void NextDiamond();void DropDiamond();long EraseLines();long GetBlockInfo(long,long); //get block info of game ,1 mean is have block,0 mean no block,void SetBlockInfo(long x,long y,long v);void OnDownADiamond(); //called when a diamond can not down morebool IsValidDiamond(CDiamond*); //if the diamond is valid ?void Clean(); //resource cleanvoid Show();//debug //debug use,to print data struct of the playervoid OnGameOver(); private:long m_WidthBlocks ;long m_HeightBlocks ;long* m_pBlocks;CDiamond* m_pCurrDiamond; IGameController* m_pController;IDrawDrv* m_pDraw;CKeyController m_KeyCtl;enum GameStatus{STATUS_PLAYING,STATUS_GAMEOVER};GameStatus m_Status ;};#endif // !defined(AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_)//implement Diamond.cpp// Diamond.cpp: implementation of the CDiamond class.////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "MDiamond.h"#include "Diamond.h"#ifdef _DEBUG#undef THIS_FILEstatic char THIS_FILE[]=__FILE__;#define new DEBUG_NEW#endif//block dataCBlock g_Blocks0[] = {{0,-1},{0,-2},{1,-1},{1,-2}};CBlock g_Blocks1[] = {{0,-1},{1,-1},{1,-2},{1,-3}};CBlock g_Blocks2[] = {{0,-2},{1,-2},{2,-2},{2,-1}};CBlock g_Blocks3[] = {{1,-1},{1,-2},{1,-3},{2,-3}};CBlock g_Blocks4[] = {{0,-1},{1,-1},{2,-1},{0,-2}};CBlock g_Blocks5[] = {{1,-1},{1,-2},{1,-3},{2,-1}};CBlock g_Blocks6[] = {{0,-1},{1,-1},{2,-1},{2,-2}};CBlock g_Blocks7[] = {{1,-1},{1,-2},{1,-3},{0,-3}};CBlock g_Blocks8[] = {{0,-1},{0,-2},{1,-2},{2,-2}};CBlock g_Blocks9[] = {{0,-1},{1,-1},{2,-1},{1,-2}};CBlock g_Blocks10[] = {{0,-2},{1,-1},{1,-2},{1,-3}};CBlock g_Blocks11[] = {{1,-1},{0,-2},{1,-2},{2,-2}};CBlock g_Blocks12[] = {{1,-1},{1,-2},{1,-3},{2,-2}};CBlock g_Blocks13[] = {{0,-1},{0,-2},{1,-2},{1,-3}};CBlock g_Blocks14[] = {{0,-2},{1,-2},{1,-1},{2,-1}};CBlock g_Blocks15[] = {{1,-1},{1,-2},{0,-2},{0,-3}};CBlock g_Blocks16[] = {{0,-1},{1,-1},{1,-2},{2,-2}};CBlock g_Blocks17[] = {{0,-1},{1,-1},{2,-1},{3,-1}};CBlock g_Blocks18[] = {{2,-1},{2,-2},{2,-3},{2,-4}};CBlock* g_Blocks[] = {g_Blocks0,g_Blocks1,g_Blocks2,g_Blocks3,g_Blocks4,g_Blocks5,g_Blocks6,g_Blocks7,g_Blocks8,g_Blocks9,g_Blocks10,g_Blocks11,g_Blocks12,g_Blocks13,g_Blocks14,g_Blocks15,g_Blocks16,g_Blocks17,g_Blocks18}; long g_BlockNexts[] = {0,2,3,4,1,6,7,8,5,10,11,12,9,14,13,16,15,18,17};//CDiamondCDiamond::CDiamond(){}CDiamond* CDiamond::CreateAnInstance(long x,long y){static int LastIndex = 0 ;CDiamond* d = new CDiamond();srand((unsigned)time(NULL) LastIndex);long index = rand() % 19 ;//long index = 17;d->m_Blocks = 4 ;d->m_index = index ;d->m_x = x;d->m_y = y;d->m_pBlocks = g_Blocks[index] ;LastIndex = index ;return d; }CDiamond::CDiamond(const CDiamond& d){m_x = d.m_x ;m_y = d.m_y ;m_index = d.m_index;m_Blocks = d.m_Blocks ;m_pBlocks = d.m_pBlocks ;}CDiamond::~CDiamond(){}long CDiamond::GetBlockCount(){return m_Blocks ;}CBlock* CDiamond::GetBlock(long i){return &m_pBlocks[i];}void CDiamond::Left(){m_x -- ;}void CDiamond::Right(){m_x ; }void CDiamond::Next(){m_index = g_BlockNexts[m_index];m_pBlocks = g_Blocks[m_index];}void CDiamond::Down(){m_y -- ;}void CDiamond::Draw(IDrawDrv* d,bool bShow=true){long count = GetBlockCount();for(int i=0;i<count;i ){CBlock* b = GetBlock(i);if(bShow){d->ShowBlocks(m_x b->m_x,m_y b->m_y,1,1);}else{d->HideBlocks(m_x b->m_x,m_y b->m_y,1,1); }}}//CGameCGame::CGame(IGameController* p,IDrawDrv* d,CKeyController key,long wBlocks,long hBlocks): m_WidthBlocks(wBlocks),m_HeightBlocks(hBlocks),m_KeyCtl(key){m_pController = p ;//pointers,need to be cleanm_pBlocks = NULL;m_pCurrDiamond = NULL;m_pDraw = d ;Init();}void CGame::OnKey(long keycode){if(keycode==-1) //-1 mean down {DownDiamond();}if(keycode==m_KeyCtl.LEFT){LeftDiamond();}if(keycode==m_KeyCtl.RIGHT){RightDiamond();}if(keycode==m_KeyCtl.DOWN){DownDiamond();}if(keycode==m_KeyCtl.NEXT){NextDiamond(); }if(keycode==m_KeyCtl.DROP){DropDiamond();}}CGame::~CGame(){Clean();}void CGame::Init(){if(NULL==m_pBlocks){long count = m_WidthBlocks * m_HeightBlocks ;m_pBlocks = new long[count];for(int i=0 ;i<count;i ){m_pBlocks[i] = 0;}}if(NULL==m_pCurrDiamond){m_pCurrDiamond = CDiamond::CreateAnInstance(m_WidthBlocks/2,m_HeightBlocks);}}void CGame::Clean(){if(m_pCurrDiamond!=NULL) delete m_pCurrDiamond;if(m_pBlocks!=NULL) delete [] m_pBlocks;if(m_pDraw!=NULL) delete m_pDraw ;}void CGame::Start(){Init();m_Status = STATUS_PLAYING; }bool CGame::IsOver(){return (STATUS_GAMEOVER==m_Status) ;}void CGame::OnGameOver(){m_Status = STATUS_GAMEOVER;}void CGame::OnEraseLines(IGame* fromGame,long lines){static int seed = 0 ;int i ;int j ;int AddLines = lines - 1;//random add lines to self//check if die for(i=0;i<m_WidthBlocks;i ){for(j=(m_HeightBlocks-AddLines);j<m_HeightBlocks;j ){if(1==GetBlockInfo(i,j)) {OnGameOver();return ;}}}//add linesfor(i=0;i<m_WidthBlocks;i ){for(j=m_HeightBlocks-1;j>=AddLines;j--){SetBlockInfo(i,j,GetBlockInfo(i,j-AddLines));}}for(i=0;i<m_WidthBlocks;i ){srand((unsigned)time(NULL) seed);long v = rand() % 2 ;for(j=0;j<AddLines;j ){SetBlockInfo(i,j,v);}seed ;}//fixed for(i=0;i<AddLines;i ){srand((unsigned)time(NULL) seed);int x = rand() % m_WidthBlocks ;SetBlockInfo(x,i,1);seed ;x = m_WidthBlocks - 1 - x ;SetBlockInfo(x,i,0);}Draw();}long CGame::GetBlockInfo(long x,long y){if(y>=m_HeightBlocks) return -1 ; //out of game panellong pos = y * m_WidthBlocks x ;return m_pBlocks[pos] ;}void CGame::SetBlockInfo(long x,long y,long v){if(x>=m_WidthBlocks || y>=m_HeightBlocks) return ; //out of game panellong pos = y * m_WidthBlocks x ;m_pBlocks[pos] = v ;}bool CGame::IsValidDiamond(CDiamond* d){long x = d->GetStartX();long y = d->GetStartY();CBlock* b;for(int i=0;i<d->GetBlockCount();i ){b = d->GetBlock(i);if((x b->m_x)<0) return false; //left checkif((x b->m_x)>=m_WidthBlocks) return false; //right checkif((y b->m_y)>=m_HeightBlocks) return false; //top checkif((y b->m_y)<0) return false; //bottom checkif(1==GetBlockInfo(x b->m_x,y b->m_y)) return false; //block check }return true;}void CGame::LeftDiamond(){CDiamond t(*m_pCurrDiamond);t.Left();if(IsValidDiamond(&t)){m_pCurrDiamond->Draw(m_pDraw,false); m_pCurrDiamond->Left();m_pCurrDiamond->Draw(m_pDraw); }}void CGame::RightDiamond(){CDiamond t(*m_pCurrDiamond);t.Right();if(IsValidDiamond(&t)){m_pCurrDiamond->Draw(m_pDraw,false); //hidem_pCurrDiamond->Right();m_pCurrDiamond->Draw(m_pDraw);}}void CGame::NextDiamond(){CDiamond t(*m_pCurrDiamond);t.Next();if(IsValidDiamond(&t)){m_pCurrDiamond->Draw(m_pDraw,false); //m_pCurrDiamond->Next(); m_pCurrDiamond->Draw(m_pDraw); }}bool CGame::CanDown(){CDiamond t(*m_pCurrDiamond);t.Down();return IsValidDiamond(&t);}void CGame::DropDiamond(){m_pCurrDiamond->Draw(m_pDraw,false);while(CanDown()){m_pCurrDiamond->Down();}OnDownADiamond();}void CGame::DownDiamond(){if(!CanDown()){OnDownADiamond();}else{m_pCurrDiamond->Draw(m_pDraw,false);m_pCurrDiamond->Down(); m_pCurrDiamond->Draw(m_pDraw); } }void CGame::OnDownADiamond(){CBlock* b ;for(int i=0;i<m_pCurrDiamond->GetBlockCount();i ){b = m_pCurrDiamond->GetBlock(i);SetBlockInfo(m_pCurrDiamond->GetStartX() b->m_x,m_pCurrDiamond->GetStartY() b->m_y,1);}long lines = EraseLines();if(lines>0) {m_pController->OnEraseLines(this,lines); }delete m_pCurrDiamond;m_pCurrDiamond = CDiamond::CreateAnInstance(m_WidthBlocks/2,m_HeightBlocks);if(!IsValidDiamond(m_pCurrDiamond)){OnGameOver(); return ;}Draw();}long CGame::EraseLines(){long count = m_WidthBlocks * m_HeightBlocks ;long* pNewBlocks = new long[count];for(int ii=0 ;ii<count;ii ){pNewBlocks[ii] = 0;}bool bErase ;int lines = 0 ;int fillLines = 0 ; for(int i=0 ;i<m_HeightBlocks;i ){bErase = true ;for(int j=0;j<m_WidthBlocks;j ){if(0==GetBlockInfo(j,i)) {bErase = false;break;}}if(bErase){lines ;}else{memcpy(&pNewBlocks[m_WidthBlocks*fillLines],&m_pBlocks[m_WidthBlocks*i],sizeof(long)*m_WidthBlocks);fillLines ;}}delete []m_pBlocks ;m_pBlocks = pNewBlocks ;return lines ;}void CGame::Show(){CString s = "" ;CString a ;for(int i=0;i<m_HeightBlocks;i ){for(int j=0;j<m_WidthBlocks;j ){if(1==GetBlockInfo(j,i)){s = "1," ;}else{s = "0," ;}}s = "\n" ;}AfxMessageBox(s);}void CGame::Draw(){for(int i=0;i<m_HeightBlocks;i ){for(int j=0;j<m_WidthBlocks;j ){if(GetBlockInfo(j,i)==1){m_pDraw->ShowBlocks(j,i,1,1);}else{m_pDraw->HideBlocks(j,i,1,1);}}}m_pCurrDiamond->Draw(m_pDraw); }//=class:CDrawDrvWindowsImp=//CDrawDrvWindowsImp::CDrawDrvWindowsImp(POINT p,COLORREF block_color,COLORREF bg_color,long block_size,CDC* pDC):m_OrgPoint(p),m_BlockColor(block_color),m_BgColor(bg_color),m_BlockSize(block_size),m_BlockBrush(block_color),m_BgBrush(bg_color),m_BorderBrush(RGB(255,255,255)) {m_pDC = pDC;}CDrawDrvWindowsImp::ShowBlocks(long x,long y,long xs,long ys){RECT rect;rect.left = m_OrgPoint.x x * m_BlockSize; rect.top = m_OrgPoint.y - ( y 1) * m_BlockSize ; rect.right = rect.left xs * m_BlockSize ;rect.bottom = rect.top ys * m_BlockSize ;m_pDC->FillRect(&rect,&m_BorderBrush);rect.left ;rect.top ;m_pDC->FillRect(&rect,&m_BlockBrush);}CDrawDrvWindowsImp::HideBlocks(long x,long y,long xs,long ys){RECT rect;rect.left = m_OrgPoint.x x * m_BlockSize; rect.top = m_OrgPoint.y - ( y 1) * m_BlockSize ; rect.right = rect.left xs * m_BlockSize ;rect.bottom = rect.top ys * m_BlockSize ;m_pDC->FillRect(&rect,&m_BgBrush);}//CGameControllerCGameController::CGameController(){m_Status = STATUS_TO_START;}CGameController::~CGameController(){Clean();}void CGameController::Clean(){POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);delete p ;}}void CGameController::OnEraseLines(IGame* pFromGame,long lines) {if(lines<2){return ;}POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);if(p!=pFromGame){if(!p->IsOver()) {p->OnEraseLines(pFromGame,lines); }}}}void CGameController::OnGameOver(IGame* pGame) {POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;bool bEnd = true;while(pos){p = m_Games.GetNext(pos);if(p->IsOver()) {bEnd = false; }}if(bEnd){End();}}void CGameController::Start(CDC* pDC){IGame* pGame;IDrawDrv* pDraw;long BlockSize;long WidthBlocks;long HeightBlocks;COLORREF BlockColor;COLORREF BgColor;POINT StartPos ;CKeyController key ;//game0BlockSize = 18 ;WidthBlocks = 14;HeightBlocks = 20 ;BlockColor = RGB(255,0,0);BgColor = RGB(160,0,0);StartPos.x = 10 ;StartPos.y = 60 BlockSize * HeightBlocks ; key.DOWN = 'S' ; key.LEFT = 'A' ;key.RIGHT ='D';key.NEXT = 'W';key.DROP = 'G' ;pDraw = new CDrawDrvWindowsImp(StartPos,BlockColor,BgColor,BlockSize,pDC); pGame = new CGame(this,pDraw,key,WidthBlocks,HeightBlocks);m_Games.AddTail(pGame);//game1BlockSize = 18 ;WidthBlocks = 14;HeightBlocks = 20 ;BlockColor = RGB(255,0,0);BgColor = RGB(160,0,0);StartPos.x = 350 ;StartPos.y = 60 BlockSize * HeightBlocks ; key.DOWN = 40 ; key.LEFT = 37 ;key.RIGHT = 39;key.NEXT = 38;key.DROP = 'L' ;pDraw = new CDrawDrvWindowsImp(StartPos,BlockColor,BgColor,BlockSize,pDC); pGame = new CGame(this,pDraw,key,WidthBlocks,HeightBlocks);m_Games.AddTail(pGame);m_Status = STATUS_PLAYING;}void CGameController::Pause(){if(m_Status == STATUS_PAUSE){m_Status = STATUS_PLAYING;}else{m_Status = STATUS_PAUSE;}} void CGameController::End(){m_Status = STATUS_END;Clean();}void CGameController::OnDraw(){POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);if(!p->IsOver()) {p->Draw(); }}}void CGameController::OnKey(long keycode){if(m_Status!=STATUS_PLAYING) return ;POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);if(!p->IsOver()) {p->OnKey(keycode); }}}   没有UI部分,要修改玩家人数,方块数,颜色,键盘配置请看CGameController的Start函数,  请大家提提意见,我想做成像上海热线的俄罗斯方块,支持网络对战。 //head file Diamond.h// Diamond.h: interface for the CDiamond class.////////////////////////////////////////////////////////////////////////#if !defined(AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_)#define AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_#if _MSC_VER > 1000#pragma once#endif // _MSC_VER > 1000class IGame; //inteface of game ,one mean a playerclass IGameController; //inteface of game controller,control communication of playerstypedef CTypedPtrList<CObList,IGame*> CGames; //all player in the gameclass IGameController{//construction/destructionpublic:virtual ~IGameController(){};//public interfacepublic:virtual void OnEraseLines(IGame*,long) = 0 ; //when a player erase lines,call itvirtual void OnGameOver(IGame*) = 0 ; //when a player dies ,call it};//a block of a diamondstruct CBlock{long m_x ;long m_y ;};//class IGame:public CObject{//construction/destructionpublic:virtual ~IGame(){};//public interfacepublic:virtual void OnKey(long) = 0 ; //recieve key eventvirtual void Start() = 0 ; //recieve start eventvirtual bool IsOver()=0 ; //if the player die?virtual void OnEraseLines(IGame* fromGame,long lines)=0;/* called by the game controller when other player erase lines .*/virtual void Draw()=0; // draw self};//draw inteface class IDrawDrv{//construction/destructionpublic:virtual ~IDrawDrv(){};//public interfacepublic:virtual ShowBlocks(long x,long y,long xs,long ys)=0; //show blocksvirtual HideBlocks(long x,long y,long xs,long ys)=0; //hide blocks };//implement of IDrawDrv of Windowsclass CDrawDrvWindowsImp :public IDrawDrv{//construction/destructionpublic:CDrawDrvWindowsImp(POINT,COLORREF,COLORREF,long,CDC*);virtual ~CDrawDrvWindowsImp(){};private:CDrawDrvWindowsImp(const CDrawDrvWindowsImp&);void operator=(const CDrawDrvWindowsImp&);//public interface public:virtual ShowBlocks(long x,long y,long xs,long ys); virtual HideBlocks(long x,long y,long xs,long ys);//implementsprivate:POINT m_OrgPoint ; COLORREF m_BlockColor; //block colorCOLORREF m_BgColor; // bg colorlong m_BlockSize; // pts of a blockCDC* m_pDC; CBrush m_BlockBrush; CBrush m_BorderBrush;CBrush m_BgBrush;};//class CGameController:public IGameController{//construction/destructionpublic :CGameController();~CGameController();private:CGameController(const CGameController&);void operator=(const CGameController&);//public interfacepublic:virtual void OnEraseLines(IGame*,long) ;//called by players ,when them erase linesvirtual void OnGameOver(IGame*); //called by players,when them dievoid Start(CDC*); //start game!void Pause(); //pause game,or restart gamevoid End(); //end gamevoid OnDraw(); //paint eventvoid OnKey(long key); //key event//implements private:CGames m_Games;CDC* m_pDC;enum GamesStatus{STATUS_TO_START,STATUS_PLAYING,STATUS_PAUSE,STATUS_END};GamesStatus m_Status;void Clean();};class CKeyController //key config ,player can custome their key{//construction/destructionpublic:CKeyController(){};~CKeyController(){};private:void operator=(const CKeyController&);//public interface public:long RIGHT;long LEFT ;long DOWN;long NEXT;long DROP;long START;friend class CGame;friend class CGameController;//implements};//diamond class CDiamond{//construction/destructionpublic:static CDiamond* CreateAnInstance(long x,long y); //random create a diamondCDiamond(const CDiamond&); ~CDiamond();private :CDiamond();void operator=(const CDiamond&);//public interface public:long GetBlockCount(); //get blocks count, to support other type diamondsCBlock* GetBlock(long); // get a block ,by indexvoid Left(); // left a diamondvoid Right(); // right a diamondvoid Down(); //down a diamondvoid Next(); //retate a diamondvoid Draw(IDrawDrv*,bool); //draw a diamondlong GetStartX(){return m_x;}; //get start x positionlong GetStartY(){return m_y;}; // get start y position//implementsprivate:long m_x ;long m_y ;long m_index;long m_Blocks;CBlock* m_pBlocks;};//player of gameclass CGame:public IGame{//construction/destructionpublic:CGame(IGameController*,IDrawDrv*,CKeyController,long wBlocks,long hBlocks);virtual ~CGame();private:CGame(const CGame&);void operator=(const CGame&);//public interfacepublic:virtual void OnKey(long); //recieve key event virtual void Start(); //recieve start eventvirtual bool IsOver(); //if is die?virtual void OnEraseLines(IGame* fromGame,long lines);void Draw();//implements private: void Init(); //initvoid LeftDiamond(); void RightDiamond();bool CanDown();void DownDiamond();void NextDiamond();void DropDiamond();long EraseLines();long GetBlockInfo(long,long); //get block info of game ,1 mean is have block,0 mean no block,void SetBlockInfo(long x,long y,long v);void OnDownADiamond(); //called when a diamond can not down morebool IsValidDiamond(CDiamond*); //if the diamond is valid ?void Clean(); //resource cleanvoid Show();//debug //debug use,to print data struct of the playervoid OnGameOver(); private:long m_WidthBlocks ;long m_HeightBlocks ;long* m_pBlocks;CDiamond* m_pCurrDiamond; IGameController* m_pController;IDrawDrv* m_pDraw;CKeyController m_KeyCtl;enum GameStatus{STATUS_PLAYING,STATUS_GAMEOVER};GameStatus m_Status ;};#endif // !defined(AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_)//implement Diamond.cpp// Diamond.cpp: implementation of the CDiamond class.////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "MDiamond.h"#include "Diamond.h"#ifdef _DEBUG#undef THIS_FILEstatic char THIS_FILE[]=__FILE__;#define new DEBUG_NEW#endif//block dataCBlock g_Blocks0[] = {{0,-1},{0,-2},{1,-1},{1,-2}};CBlock g_Blocks1[] = {{0,-1},{1,-1},{1,-2},{1,-3}};CBlock g_Blocks2[] = {{0,-2},{1,-2},{2,-2},{2,-1}};CBlock g_Blocks3[] = {{1,-1},{1,-2},{1,-3},{2,-3}};CBlock g_Blocks4[] = {{0,-1},{1,-1},{2,-1},{0,-2}};CBlock g_Blocks5[] = {{1,-1},{1,-2},{1,-3},{2,-1}};CBlock g_Blocks6[] = {{0,-1},{1,-1},{2,-1},{2,-2}};CBlock g_Blocks7[] = {{1,-1},{1,-2},{1,-3},{0,-3}};CBlock g_Blocks8[] = {{0,-1},{0,-2},{1,-2},{2,-2}};CBlock g_Blocks9[] = {{0,-1},{1,-1},{2,-1},{1,-2}};CBlock g_Blocks10[] = {{0,-2},{1,-1},{1,-2},{1,-3}};CBlock g_Blocks11[] = {{1,-1},{0,-2},{1,-2},{2,-2}};CBlock g_Blocks12[] = {{1,-1},{1,-2},{1,-3},{2,-2}};CBlock g_Blocks13[] = {{0,-1},{0,-2},{1,-2},{1,-3}};CBlock g_Blocks14[] = {{0,-2},{1,-2},{1,-1},{2,-1}};CBlock g_Blocks15[] = {{1,-1},{1,-2},{0,-2},{0,-3}};CBlock g_Blocks16[] = {{0,-1},{1,-1},{1,-2},{2,-2}};CBlock g_Blocks17[] = {{0,-1},{1,-1},{2,-1},{3,-1}};CBlock g_Blocks18[] = {{2,-1},{2,-2},{2,-3},{2,-4}};CBlock* g_Blocks[] = {g_Blocks0,g_Blocks1,g_Blocks2,g_Blocks3,g_Blocks4,g_Blocks5,g_Blocks6,g_Blocks7,g_Blocks8,g_Blocks9,g_Blocks10,g_Blocks11,g_Blocks12,g_Blocks13,g_Blocks14,g_Blocks15,g_Blocks16,g_Blocks17,g_Blocks18}; long g_BlockNexts[] = {0,2,3,4,1,6,7,8,5,10,11,12,9,14,13,16,15,18,17};//CDiamondCDiamond::CDiamond(){}CDiamond* CDiamond::CreateAnInstance(long x,long y){static int LastIndex = 0 ;CDiamond* d = new CDiamond();srand((unsigned)time(NULL) LastIndex);long index = rand() % 19 ;//long index = 17;d->m_Blocks = 4 ;d->m_index = index ;d->m_x = x;d->m_y = y;d->m_pBlocks = g_Blocks[index] ;LastIndex = index ;return d; }CDiamond::CDiamond(const CDiamond& d){m_x = d.m_x ;m_y = d.m_y ;m_index = d.m_index;m_Blocks = d.m_Blocks ;m_pBlocks = d.m_pBlocks ;}CDiamond::~CDiamond(){}long CDiamond::GetBlockCount(){return m_Blocks ;}CBlock* CDiamond::GetBlock(long i){return &m_pBlocks[i];}void CDiamond::Left(){m_x -- ;}void CDiamond::Right(){m_x ; }void CDiamond::Next(){m_index = g_BlockNexts[m_index];m_pBlocks = g_Blocks[m_index];}void CDiamond::Down(){m_y -- ;}void CDiamond::Draw(IDrawDrv* d,bool bShow=true){long count = GetBlockCount();for(int i=0;i<count;i ){CBlock* b = GetBlock(i);if(bShow){d->ShowBlocks(m_x b->m_x,m_y b->m_y,1,1);}else{d->HideBlocks(m_x b->m_x,m_y b->m_y,1,1); }}}//CGameCGame::CGame(IGameController* p,IDrawDrv* d,CKeyController key,long wBlocks,long hBlocks): m_WidthBlocks(wBlocks),m_HeightBlocks(hBlocks),m_KeyCtl(key){m_pController = p ;//pointers,need to be cleanm_pBlocks = NULL;m_pCurrDiamond = NULL;m_pDraw = d ;Init();}void CGame::OnKey(long keycode){if(keycode==-1) //-1 mean down {DownDiamond();}if(keycode==m_KeyCtl.LEFT){LeftDiamond();}if(keycode==m_KeyCtl.RIGHT){RightDiamond();}if(keycode==m_KeyCtl.DOWN){DownDiamond();}if(keycode==m_KeyCtl.NEXT){NextDiamond(); }if(keycode==m_KeyCtl.DROP){DropDiamond();}}CGame::~CGame(){Clean();}void CGame::Init(){if(NULL==m_pBlocks){long count = m_WidthBlocks * m_HeightBlocks ;m_pBlocks = new long[count];for(int i=0 ;i<count;i ){m_pBlocks[i] = 0;}}if(NULL==m_pCurrDiamond){m_pCurrDiamond = CDiamond::CreateAnInstance(m_WidthBlocks/2,m_HeightBlocks);}}void CGame::Clean(){if(m_pCurrDiamond!=NULL) delete m_pCurrDiamond;if(m_pBlocks!=NULL) delete [] m_pBlocks;if(m_pDraw!=NULL) delete m_pDraw ;}void CGame::Start(){Init();m_Status = STATUS_PLAYING; }bool CGame::IsOver(){return (STATUS_GAMEOVER==m_Status) ;}void CGame::OnGameOver(){m_Status = STATUS_GAMEOVER;}void CGame::OnEraseLines(IGame* fromGame,long lines){static int seed = 0 ;int i ;int j ;int AddLines = lines - 1;//random add lines to self//check if die for(i=0;i<m_WidthBlocks;i ){for(j=(m_HeightBlocks-AddLines);j<m_HeightBlocks;j ){if(1==GetBlockInfo(i,j)) {OnGameOver();return ;}}}//add linesfor(i=0;i<m_WidthBlocks;i ){for(j=m_HeightBlocks-1;j>=AddLines;j--){SetBlockInfo(i,j,GetBlockInfo(i,j-AddLines));}}for(i=0;i<m_WidthBlocks;i ){srand((unsigned)time(NULL) seed);long v = rand() % 2 ;for(j=0;j<AddLines;j ){SetBlockInfo(i,j,v);}seed ;}//fixed for(i=0;i<AddLines;i ){srand((unsigned)time(NULL) seed);int x = rand() % m_WidthBlocks ;SetBlockInfo(x,i,1);seed ;x = m_WidthBlocks - 1 - x ;SetBlockInfo(x,i,0);}Draw();}long CGame::GetBlockInfo(long x,long y){if(y>=m_HeightBlocks) return -1 ; //out of game panellong pos = y * m_WidthBlocks x ;return m_pBlocks[pos] ;}void CGame::SetBlockInfo(long x,long y,long v){if(x>=m_WidthBlocks || y>=m_HeightBlocks) return ; //out of game panellong pos = y * m_WidthBlocks x ;m_pBlocks[pos] = v ;}bool CGame::IsValidDiamond(CDiamond* d){long x = d->GetStartX();long y = d->GetStartY();CBlock* b;for(int i=0;i<d->GetBlockCount();i ){b = d->GetBlock(i);if((x b->m_x)<0) return false; //left checkif((x b->m_x)>=m_WidthBlocks) return false; //right checkif((y b->m_y)>=m_HeightBlocks) return false; //top checkif((y b->m_y)<0) return false; //bottom checkif(1==GetBlockInfo(x b->m_x,y b->m_y)) return false; //block check }return true;}void CGame::LeftDiamond(){CDiamond t(*m_pCurrDiamond);t.Left();if(IsValidDiamond(&t)){m_pCurrDiamond->Draw(m_pDraw,false); m_pCurrDiamond->Left();m_pCurrDiamond->Draw(m_pDraw); }}void CGame::RightDiamond(){CDiamond t(*m_pCurrDiamond);t.Right();if(IsValidDiamond(&t)){m_pCurrDiamond->Draw(m_pDraw,false); //hidem_pCurrDiamond->Right();m_pCurrDiamond->Draw(m_pDraw);}}void CGame::NextDiamond(){CDiamond t(*m_pCurrDiamond);t.Next();if(IsValidDiamond(&t)){m_pCurrDiamond->Draw(m_pDraw,false); //m_pCurrDiamond->Next(); m_pCurrDiamond->Draw(m_pDraw); }}bool CGame::CanDown(){CDiamond t(*m_pCurrDiamond);t.Down();return IsValidDiamond(&t);}void CGame::DropDiamond(){m_pCurrDiamond->Draw(m_pDraw,false);while(CanDown()){m_pCurrDiamond->Down();}OnDownADiamond();}void CGame::DownDiamond(){if(!CanDown()){OnDownADiamond();}else{m_pCurrDiamond->Draw(m_pDraw,false);m_pCurrDiamond->Down(); m_pCurrDiamond->Draw(m_pDraw); } }void CGame::OnDownADiamond(){CBlock* b ;for(int i=0;i<m_pCurrDiamond->GetBlockCount();i ){b = m_pCurrDiamond->GetBlock(i);SetBlockInfo(m_pCurrDiamond->GetStartX() b->m_x,m_pCurrDiamond->GetStartY() b->m_y,1);}long lines = EraseLines();if(lines>0) {m_pController->OnEraseLines(this,lines); }delete m_pCurrDiamond;m_pCurrDiamond = CDiamond::CreateAnInstance(m_WidthBlocks/2,m_HeightBlocks);if(!IsValidDiamond(m_pCurrDiamond)){OnGameOver(); return ;}Draw();}long CGame::EraseLines(){long count = m_WidthBlocks * m_HeightBlocks ;long* pNewBlocks = new long[count];for(int ii=0 ;ii<count;ii ){pNewBlocks[ii] = 0;}bool bErase ;int lines = 0 ;int fillLines = 0 ; for(int i=0 ;i<m_HeightBlocks;i ){bErase = true ;for(int j=0;j<m_WidthBlocks;j ){if(0==GetBlockInfo(j,i)) {bErase = false;break;}}if(bErase){lines ;}else{memcpy(&pNewBlocks[m_WidthBlocks*fillLines],&m_pBlocks[m_WidthBlocks*i],sizeof(long)*m_WidthBlocks);fillLines ;}}delete []m_pBlocks ;m_pBlocks = pNewBlocks ;return lines ;}void CGame::Show(){CString s = "" ;CString a ;for(int i=0;i<m_HeightBlocks;i ){for(int j=0;j<m_WidthBlocks;j ){if(1==GetBlockInfo(j,i)){s = "1," ;}else{s = "0," ;}}s = "\n" ;}AfxMessageBox(s);}void CGame::Draw(){for(int i=0;i<m_HeightBlocks;i ){for(int j=0;j<m_WidthBlocks;j ){if(GetBlockInfo(j,i)==1){m_pDraw->ShowBlocks(j,i,1,1);}else{m_pDraw->HideBlocks(j,i,1,1);}}}m_pCurrDiamond->Draw(m_pDraw); }//=class:CDrawDrvWindowsImp=//CDrawDrvWindowsImp::CDrawDrvWindowsImp(POINT p,COLORREF block_color,COLORREF bg_color,long block_size,CDC* pDC):m_OrgPoint(p),m_BlockColor(block_color),m_BgColor(bg_color),m_BlockSize(block_size),m_BlockBrush(block_color),m_BgBrush(bg_color),m_BorderBrush(RGB(255,255,255)) {m_pDC = pDC;}CDrawDrvWindowsImp::ShowBlocks(long x,long y,long xs,long ys){RECT rect;rect.left = m_OrgPoint.x x * m_BlockSize; rect.top = m_OrgPoint.y - ( y 1) * m_BlockSize ; rect.right = rect.left xs * m_BlockSize ;rect.bottom = rect.top ys * m_BlockSize ;m_pDC->FillRect(&rect,&m_BorderBrush);rect.left ;rect.top ;m_pDC->FillRect(&rect,&m_BlockBrush);}CDrawDrvWindowsImp::HideBlocks(long x,long y,long xs,long ys){RECT rect;rect.left = m_OrgPoint.x x * m_BlockSize; rect.top = m_OrgPoint.y - ( y 1) * m_BlockSize ; rect.right = rect.left xs * m_BlockSize ;rect.bottom = rect.top ys * m_BlockSize ;m_pDC->FillRect(&rect,&m_BgBrush);}//CGameControllerCGameController::CGameController(){m_Status = STATUS_TO_START;}CGameController::~CGameController(){Clean();}void CGameController::Clean(){POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);delete p ;}}void CGameController::OnEraseLines(IGame* pFromGame,long lines) {if(lines<2){return ;}POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);if(p!=pFromGame){if(!p->IsOver()) {p->OnEraseLines(pFromGame,lines); }}}}void CGameController::OnGameOver(IGame* pGame) {POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;bool bEnd = true;while(pos){p = m_Games.GetNext(pos);if(p->IsOver()) {bEnd = false; }}if(bEnd){End();}}void CGameController::Start(CDC* pDC){IGame* pGame;IDrawDrv* pDraw;long BlockSize;long WidthBlocks;long HeightBlocks;COLORREF BlockColor;COLORREF BgColor;POINT StartPos ;CKeyController key ;//game0BlockSize = 18 ;WidthBlocks = 14;HeightBlocks = 20 ;BlockColor = RGB(255,0,0);BgColor = RGB(160,0,0);StartPos.x = 10 ;StartPos.y = 60 BlockSize * HeightBlocks ; key.DOWN = 'S' ; key.LEFT = 'A' ;key.RIGHT ='D';key.NEXT = 'W';key.DROP = 'G' ;pDraw = new CDrawDrvWindowsImp(StartPos,BlockColor,BgColor,BlockSize,pDC); pGame = new CGame(this,pDraw,key,WidthBlocks,HeightBlocks);m_Games.AddTail(pGame);//game1BlockSize = 18 ;WidthBlocks = 14;HeightBlocks = 20 ;BlockColor = RGB(255,0,0);BgColor = RGB(160,0,0);StartPos.x = 350 ;StartPos.y = 60 BlockSize * HeightBlocks ; key.DOWN = 40 ; key.LEFT = 37 ;key.RIGHT = 39;key.NEXT = 38;key.DROP = 'L' ;pDraw = new CDrawDrvWindowsImp(StartPos,BlockColor,BgColor,BlockSize,pDC); pGame = new CGame(this,pDraw,key,WidthBlocks,HeightBlocks);m_Games.AddTail(pGame);m_Status = STATUS_PLAYING;}void CGameController::Pause(){if(m_Status == STATUS_PAUSE){m_Status = STATUS_PLAYING;}else{m_Status = STATUS_PAUSE;}} void CGameController::End(){m_Status = STATUS_END;Clean();}void CGameController::OnDraw(){POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);if(!p->IsOver()) {p->Draw(); }}}void CGameController::OnKey(long keycode){if(m_Status!=STATUS_PLAYING) return ;POSITION pos ;pos = m_Games.GetHeadPosition();IGame* p;while(pos){p = m_Games.GetNext(pos);if(!p->IsOver()) {p->OnKey(keycode); }}} 下载本文示例代码


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