嵌入式学习第十六天

C语言小项目:

制作俄罗斯方块小游戏(1)

主函数部分(1)

#include 
#include 
#include 

extern int InitBoarder(void);
extern int SetBoarder(void);
extern int ShowMenu(void);
extern int InitBox(void);
extern int CreateBox(int BoxNo);
extern int MoveBox(int y, int x);
extern int ClearBox(int y, int x);
extern int CanMoveBox(int y, int x);

int cury = 1;
int curx = 16;

void handler(int signo)
{
	ClearBox(cury, curx);
	if (CanMoveBox(cury+1, curx))
	{
		MoveBox(cury+1, curx);
		cury = cury+1;
		ShowMenu();
	}
	else 
	{
		MoveBox(cury, curx);
		ShowMenu();
	}
	
	alarm(1);

	return;
}

int main(void)
{
	int i = 0;
	signal(SIGALRM, handler);

	InitBoarder();
	SetBoarder();
	CreateBox(13);
	MoveBox(cury, curx);
	ShowMenu();
	alarm(1);

	while (1)
	{
		
	}

	return 0;
}

游戏界面部分(1)

/***********************************************************
 * 
 * 文件名:boarder.c 
 * 功能: 游戏界面相关功能
 * 
 *
 ***********************************************************/

#include 

/* 游戏界面的宽度 */
#define BOARDER_WIDTH	60

/* 游戏界面的高度 */
#define BOARDER_HEIGHT	30

/* 游戏界面的数据内容 */
unsigned char gBoarder[BOARDER_HEIGHT][BOARDER_WIDTH];

/* 初始化游戏界面数组内容 */
int InitBoarder(void)
{
	int i = 0;
	int j = 0;
	
	//1.对所有的元素都赋值为' '
	for (j = 0; j < BOARDER_HEIGHT; j++)
	{
		for (i = 0; i < BOARDER_WIDTH; i++)
		{
			gBoarder[j][i] = ' ';
		}
	}

	return 0;
}

/* 游戏界面加入边框 */
int SetBoarder(void)
{
	int i = 0;
	int j = 0;

	//1.第一行赋值为'#'
	for (i = 0; i < BOARDER_WIDTH; i++)
	{
		gBoarder[0][i] = '#';
	}

	//2.最后一行赋值为'#'
	for (i = 0; i < BOARDER_WIDTH; i++)
	{
		gBoarder[BOARDER_HEIGHT-1][i] = '#';
	}

	//3.第一列赋值为'#'
	for (j = 0; j < BOARDER_HEIGHT; j++)
	{
		gBoarder[j][0] = '#';
		gBoarder[j][1] = '#';
	}

	//4.最后一列赋值为'#'
	for (j = 0; j < BOARDER_HEIGHT; j++)
	{
		gBoarder[j][BOARDER_WIDTH-1] = '#';
		gBoarder[j][BOARDER_WIDTH-2] = '#';
	}

	//5.界面中间选择一列赋值为'#',作为游戏区域和其他功能区域的划分
	for (j = 0; j < BOARDER_HEIGHT; j++)
	{
		gBoarder[j][BOARDER_WIDTH/3*2-1] = '#';
		gBoarder[j][BOARDER_WIDTH/3*2] = '#';
	}
	
	//6.游戏界面有方一行的一部分赋值为'#'
	for (i = BOARDER_WIDTH/3*2; i < BOARDER_WIDTH; i++)
	{
		gBoarder[BOARDER_HEIGHT/2][i] = '#';
	}

	return 0;
}

/* 游戏界面的显示 */
int ShowMenu(void)
{
	int i = 0;
	int j = 0;
	
	printf("\033[2J");
	for (j = 0; j < BOARDER_HEIGHT; j++)
	{
		for (i = 0; i < BOARDER_WIDTH; i++)
		{
			if ('#' == gBoarder[j][i])
			{
				printf("\033[41;31m%c\033[0m", gBoarder[j][i]);
			}
			else if ('[' == gBoarder[j][i] || ']' == gBoarder[j][i])
			{
				printf("\033[40;30m%c\033[0m", gBoarder[j][i]);
			}
			else
			{
				printf("%c", gBoarder[j][i]);
			}
		}
		printf("\n");
	}

	return 0;
}

功能部分(1)

/***********************************************************
 * 
 * 文件名:block.c 
 * 功能: 俄罗斯方块功能
 * 
 *
 ***********************************************************/

#include 

#define BOARDER_WIDTH	60

#define BOARDER_HEIGHT	30

extern unsigned char gBoarder[BOARDER_HEIGHT][BOARDER_WIDTH];

/* 俄罗斯方块数据 */
unsigned char gBox[4][8];

/* 初始化俄罗斯方块内容 */
int InitBox(void)
{
	int i = 0;
	int j = 0;

	for (j = 0; j < 4; j++)
	{
		for (i = 0; i < 8; i++)
		{
			gBox[j][i] = ' ';
		}
	}

	return 0;
}

/* 创建俄罗斯方块图形 */
int CreateBox(int BoxNo)
{
	int i = 0;
	int j = 0;

	InitBox();

	if (0 == BoxNo)
	{
		//[][][][]
		//
		//
		//

		for (i = 0; i < 8; i++)
		{
			gBox[0][i] = (0 == i % 2 ? '[' : ']');
		}
	}
	else if (1 == BoxNo)
	{
		//[]
		//[]
		//[]
		//[]
		
		for (j = 0; j < 4; j++)
		{
			gBox[j][0] = '[';
			gBox[j][1] = ']';
		}
	}
	else if (2 == BoxNo)
	{
		//[][]
		//[][]
		//
		//

		for (j = 0; j < 2; j++)
		{
			for (i = 0; i < 4; i++)
			{
				gBox[j][i] = (i % 2 == 0 ? '[' : ']');
			}
		}
	}
	else if (3 == BoxNo)
	{
		//[][]
		//[]
		//[]
		//

		for (j = 0; j < 3; j++)
		{
			gBox[j][0] = '[';
			gBox[j][1] = ']';
		}
		gBox[0][2] = '[';
		gBox[0][3] = ']';
	}
	else if (4 == BoxNo)
	{
		//[][][]  
		//    []
		//
		//

		for (i = 0; i < 6; i++)
		{
			gBox[0][i] = (0 == i % 2 ? '[' : ']');
		}
		gBox[1][4] = '[';
		gBox[1][5] = ']';
	}
	else if (5 == BoxNo)
	{
		//  []
		//  []
		//[][]
		//

		for (j = 0; j < 3; j++)
		{
			gBox[j][2] = '[';
			gBox[j][3] = ']';
		}
		gBox[2][0] = '[';
		gBox[2][1] = ']';
	}
	else if (6 == BoxNo)
	{
		//[]
		//[][][]
		//
		//

		for (i = 0; i < 6; i++)
		{
			gBox[1][i] = (0 == i % 2 ? '[' : ']');
		}
		gBox[0][0] = '[';
		gBox[0][1] = ']';
	}
	else if (7 == BoxNo)
	{
		//[][]
		//  []
		//  []
		//

		for (j = 0; j < 3; j++)
		{
			gBox[j][2] = '[';
			gBox[j][3] = ']';
		}
		gBox[0][0] = '[';
		gBox[0][1] = ']';
	}
	else if (8 == BoxNo)
	{
		//    []
		//[][][] 
		//
		//

		for (i = 0; i < 6; i++)
		{
			gBox[1][i] = (0 == i % 2 ? '[' : ']');
		}
		gBox[0][4] = '[';
		gBox[0][5] = ']';
	}
	else if (9 == BoxNo)
	{
		//[]
		//[]
		//[][]
		//

		for (j = 0; j < 3; j++)
		{
			gBox[j][0] = '[';
			gBox[j][1] = ']';
		}
		gBox[2][2] = '[';
		gBox[2][3] = ']';
	}
	else if (10 == BoxNo)
	{
		//[][][]
		//[]
		//
		//

		for (i = 0; i < 6; i++)
		{
			gBox[0][i] = (0 == i % 2 ? '[' : ']');
		}
		gBox[1][0] = '[';
		gBox[1][1] = ']';
	}
	else if (11 == BoxNo)
	{
		//  []
		//[][][]
		//
		//

		for (i = 0; i < 6; i++)
		{
			gBox[1][i] = (0 == i % 2 ? '[' : ']');
		}
		gBox[0][2] = '[';
		gBox[0][3] = ']';
	}
	else if (12 == BoxNo)
	{
		//[]
		//[][]
		//[]
		//

		for (j = 0; j < 3; j++)
		{
			gBox[j][0] = '[';
			gBox[j][1] = ']';
		}
		gBox[1][2] = '[';
		gBox[1][3] = ']';
	}
	else if (13 == BoxNo)
	{
		//[][][]
		//  []
		//
		//

		for (i = 0; i < 6; i++)
		{
			gBox[0][i] = (0 == i % 2 ? '[' : ']');
		}
		gBox[1][2] = '[';
		gBox[1][3] = ']';
	}
	else if (14 == BoxNo)
	{
		//  []
		//[][]
		//  []
		//

		for (j = 0; j < 3; j++)
		{
			gBox[j][2] = '[';
			gBox[j][3] = ']';
		}
		gBox[1][0] = '[';
		gBox[1][1] = ']';
	}
	else if (15 == BoxNo)
	{
		//[]
		//[][]
		//  []
		//

		for (j = 0; j < 2; j++)
		{
			gBox[j][0] = '[';
			gBox[j][1] = ']';
		}
		for (j = 1; j < 3; j++)
		{
			gBox[j][2] = '[';
			gBox[j][3] = ']';
		}
	}
	else if (16 == BoxNo)
	{
		//  [][]
		//[][]
		//
		//

		for (i = 2; i < 6; i++)
		{
			gBox[0][i] = (0 == i % 2 ? '[' : ']');
		}
		for (i = 0; i < 4; i++)
		{
			gBox[1][i] = (0 == i % 2 ? '[' : ']');
		}
	}
	else if (17 == BoxNo)
	{
		//  []
		//[][]
		//[]
		//

		for (j = 1; j < 3; j++)
		{
			gBox[j][0] = '[';
			gBox[j][1] = ']';
		}
		for (j = 0; j < 2; j++)
		{
			gBox[j][2] = '[';
			gBox[j][3] = ']';
		}
	}
	else if (18 == BoxNo)
	{
		//[][]
		//  [][]
		//
		//

		for (i = 0; i < 4; i++)
		{
			gBox[0][i] = (0 == i % 2 ? '[' : ']');
		}
		for (i = 2; i < 6; i++)
		{
			gBox[1][i] = (0 == i % 2 ? '[' : ']');
		}
	}

	return 0;
}

/* 判断俄罗斯方块是否能够移动到指定游戏界面位置 */
int CanMoveBox(int y, int x)
{
	int i = 0;
	int j = 0;

	for (j = 0; j < 4; j++)
	{
		for (i = 0; i < 8; i++)
		{
			if ((gBox[j][i] == '[' || gBox[j][i] == ']') && (gBoarder[j+y][i+x] != ' '))
			{
				return 0;
			}
		}
	}

	return 1;
}

/* 将俄罗斯方块移动到游戏界面中 */
int MoveBox(int y, int x)
{
	int i = 0;
	int j = 0;

	for (j = 0; j < 4; j++)
	{
		for (i = 0; i < 8; i++)
		{
			if (gBox[j][i] == '[' || gBox[j][i] == ']')
			{
				gBoarder[j+y][i+x] = gBox[j][i];
			}
		}
	}

	return 0;
}

/* 将俄罗斯方块从游戏界面中清除 */
int ClearBox(int y, int x)
{
	int i = 0;
	int j = 0;

	for (j = 0; j < 4; j++)
	{
		for (i = 0; i < 8; i++)
		{
			if (gBox[j][i] == '[' || gBox[j][i] == ']')
			{
				gBoarder[j+y][i+x] = ' ';
			}
		}
	}

	return 0;
}

第一天制作目前成果

嵌入式学习第十六天_第1张图片

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