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。(应该不改动程序的整体结构),
//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 > 1000
class IGame; //inteface of game ,one mean a player
class IGameController; //inteface of game controller,control communication of players
typedef CTypedPtrList<CObList,IGame*> CGames; //all player in the game
class IGameController
{
//construction/destruction
public:
virtual ~IGameController(){};
//public interface
public:
virtual void OnEraseLines(IGame*,long) = 0 ; //when a player erase lines,call it
virtual void OnGameOver(IGame*) = 0 ; //when a player dies ,call it
};
//a block of a diamond
struct CBlock
{
long m_x ;
long m_y ;
};
//
class IGame:public CObject
{
//construction/destruction
public:
virtual ~IGame(){};
//public interface
public:
virtual void OnKey(long) = 0 ; //recieve key event
virtual void Start() = 0 ; //recieve start event
virtual 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/destruction
public:
virtual ~IDrawDrv(){};
//public interface
public:
virtual ShowBlocks(long x,long y,long xs,long ys)=0; //show blocks
virtual HideBlocks(long x,long y,long xs,long ys)=0; //hide blocks
};
//implement of IDrawDrv of Windows
class CDrawDrvWindowsImp :public IDrawDrv
{
//construction/destruction
public:
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);
//implements
private:
POINT m_OrgPoint ;
COLORREF m_BlockColor; //block color
COLORREF m_BgColor; // bg color
long m_BlockSize; // pts of a block
CDC* m_pDC;
CBrush m_BlockBrush;
CBrush m_BorderBrush;
CBrush m_BgBrush;
};
//
class CGameController:public IGameController
{
//construction/destruction
public :
CGameController();
~CGameController();
private:
CGameController(const CGameController&);
void operator=(const CGameController&);
//public interface
public:
virtual void OnEraseLines(IGame*,long) ;//called by players ,when them erase lines
virtual void OnGameOver(IGame*); //called by players,when them die
void Start(CDC*); //start game!
void Pause(); //pause game,or restart game
void End(); //end game
void OnDraw(); //paint event
void 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/destruction
public:
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/destruction
public:
static CDiamond* CreateAnInstance(long x,long y); //random create a diamond
CDiamond(const CDiamond&);
~CDiamond();
private :
CDiamond();
void operator=(const CDiamond&);
//public interface
public:
long GetBlockCount(); //get blocks count, to support other type diamonds
CBlock* GetBlock(long); // get a block ,by index
void Left(); // left a diamond
void Right(); // right a diamond
void Down(); //down a diamond
void Next(); //retate a diamond
void Draw(IDrawDrv*,bool); //draw a diamond
long GetStartX(){return m_x;}; //get start x position
long GetStartY(){return m_y;}; // get start y position
//implements
private:
long m_x ;
long m_y ;
long m_index;
long m_Blocks;
CBlock* m_pBlocks;
};
//player of game
class CGame:public IGame
{
//construction/destruction
public:
CGame(IGameController*,IDrawDrv*,CKeyController,long wBlocks,long hBlocks);
virtual ~CGame();
private:
CGame(const CGame&);
void operator=(const CGame&);
//public interface
public:
virtual void OnKey(long); //recieve key event
virtual void Start(); //recieve start event
virtual bool IsOver(); //if is die?
virtual void OnEraseLines(IGame* fromGame,long lines);
void Draw();
//implements
private:
void Init(); //init
void 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 more
bool IsValidDiamond(CDiamond*); //if the diamond is valid ?
void Clean(); //resource clean
void Show();//debug //debug use,to print data struct of the player
void 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_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//block data
CBlock 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};
//CDiamond
CDiamond::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);
}
}
}
//CGame
CGame::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 clean
m_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 lines
for(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 panel
long 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 panel
long 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 check
if((x+b->m_x)>=m_WidthBlocks) return false; //right check
if((y+b->m_y)>=m_HeightBlocks) return false; //top check
if((y+b->m_y)<0) return false; //bottom check
if(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); //hide
m_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);
}
//CGameController
CGameController::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 ;
//game0
BlockSize = 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);
//game1
BlockSize = 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);
}
}
}