https://www.myziyuan.com/
- 你大爷
- 手机游戏---俄罗斯方块http://www.onlinedown.net/soft/40673.htmhttp://games.sina.com.cn/m/c/2004-10-21/1069.shtmlhttp://www.gamezero.cn/game8878.html俄罗斯方块——java源代码提供 import java.awt.*; import java.awt.event.*; //俄罗斯方块类 public class ERS_Block extends Frame{ public static boolean isPlay=false; public static int level=1,score=0; public static TextField scoreField,levelField; public static MyTimer timer; GameCanvas gameScr; public static void main(String[] argus){ ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent"); WindowListener win_listener = new WinListener(); ers.addWindowListener(win_listener); } //俄罗斯方块类的构造方法 ERS_Block(String title){ super(title); setSize(600,480); setLayout(new GridLayout(1,2)); gameScr = new GameCanvas(); gameScr.addKeyListener(gameScr); timer = new MyTimer(gameScr); timer.setDaemon(true); timer.start(); timer.suspend(); add(gameScr); Panel rightScr = new Panel(); rightScr.setLayout(new GridLayout(2,1,0,30)); rightScr.setSize(120,500); add(rightScr); //右边信息窗体的布局 MyPanel infoScr = new MyPanel(); infoScr.setLayout(new GridLayout(4,1,0,5)); infoScr.setSize(120,300); rightScr.add(infoScr); //定义标签和初始值 Label scorep = new Label("分数:",Label.LEFT); Label levelp = new Label("级数:",Label.LEFT); scoreField = new TextField(8); levelField = new TextField(8); scoreField.setEditable(false); levelField.setEditable(false); infoScr.add(scorep); infoScr.add(scoreField); infoScr.add(levelp); infoScr.add(levelField); scorep.setSize(new Dimension(20,60)); scoreField.setSize(new Dimension(20,60)); levelp.setSize(new Dimension(20,60)); levelField.setSize(new Dimension(20,60)); scoreField.setText("0"); levelField.setText("1"); //右边控制按钮窗体的布局 MyPanel controlScr = new MyPanel(); controlScr.setLayout(new GridLayout(5,1,0,5)); rightScr.add(controlScr); //定义按钮play Button play_b = new Button("开始游戏"); play_b.setSize(new Dimension(50,200)); play_b.addActionListener(new Command(Command.button_play,gameScr)); //定义按钮Level UP Button level_up_b = new Button("提高级数"); level_up_b.setSize(new Dimension(50,200)); level_up_b.addActionListener(new Command(Command.button_levelup,gameScr)); //定义按钮Level Down Button level_down_b =new Button("降低级数"); level_down_b.setSize(new Dimension(50,200)); level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr)); //定义按钮Level Pause Button pause_b =new Button("游戏暂停"); pause_b.setSize(new Dimension(50,200)); pause_b.addActionListener(new Command(Command.button_pause,gameScr)); //定义按钮Quit Button quit_b = new Button("退出游戏"); quit_b.setSize(new Dimension(50,200)); quit_b.addActionListener(new Command(Command.button_quit,gameScr)); controlScr.add(play_b); controlScr.add(level_up_b); controlScr.add(level_down_b); controlScr.add(pause_b); controlScr.add(quit_b); setVisible(true); gameScr.requestFocus(); } } //重写MyPanel类,使Panel的四周留空间 class MyPanel extends Panel{ public Insets getInsets(){ return new Insets(30,50,30,50); } } //游戏画布类 class GameCanvas extends Canvas implements KeyListener{ final int unitSize = 30; //小方块边长 int rowNum; //正方格的行数 int columnNum; //正方格的列数 int maxAllowRowNum; //允许有多少行未削 int blockInitRow; //新出现块的起始行坐标 int blockInitCol; //新出现块的起始列坐标 int [][] scrArr; //屏幕数组 Block b; //对方快的引用 //画布类的构造方法 GameCanvas(){ rowNum = 15; columnNum = 10; maxAllowRowNum = rowNum - 2; b = new Block(this); blockInitRow = rowNum - 1; blockInitCol = columnNum/2 - 2; scrArr = new int [32][32]; } //初始化屏幕,并将屏幕数组清零的方法 void initScr(){ for(int i=0;i<rowNum;i++) for (int j=0; j<columnNum;j++) scrArr[j]=0; b.reset(); repaint(); } //重新刷新画布方法 public void paint(Graphics g){ for(int i = 0; i < rowNum; i++) for(int j = 0; j < columnNum; j++) drawUnit(i,j,scrArr[j]); } //画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col] = type; Graphics g = getGraphics(); tch(type){ //表示画方快的方法 case 0: g.setColor(Color.black);break; //以背景为颜色画 case 1: g.setColor(Color.blue);break; //画正在下落的方块 case 2: g.setColor(Color.magenta);break; //画已经落下的方法 } g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true); g.dispose(); } public Block getBlock(){ return b; //返回block实例的引用 } //返回屏幕数组中(row,col)位置的属性值 public int getScrArrXY(int row,int col){ if (row < 0 || row >= rowNum || col < 0 || col >= columnNum) return(-1); else return(scrArr[row][col]); } //返回新块的初始行坐标方法 public int getInitRow(){ return(blockInitRow); //返回新块的初始行坐标 } //返回新块的初始列坐标方法 public int getInitCol(){ return(blockInitCol); //返回新块的初始列坐标 } //满行删除方法 void deleteFullLine(){ int full_line_num = 0; int k = 0; for (int i=0;i<rowNum;i++){ boolean isfull = true; L1:for(int j=0;j<columnNum;j++) if(scrArr[j] == 0){ k++; isfull = false; break L1; } if(isfull) full_line_num++; if(k!=0 && k-1!=i && !isfull) for(int j = 0; j < columnNum; j++){ if (scrArr[j] == 0) drawUnit(k-1,j,0); else drawUnit(k-1,j,2); scrArr[k-1][j] = scrArr[j]; } } for(int i = k-1 ;i < rowNum; i++){ for(int j = 0; j < columnNum; j++){ drawUnit(i,j,0); scrArr[j]=0; } } ERS_Block.score += full_line_num; ERS_Block.scoreField.setText(""+ERS_Block.score); } //判断游戏是否结束方法 boolean isGameEnd(){ for (int col = 0 ; col <columnNum; col ++){ if(scrArr[maxAllowRowNum][col] !=0) return true; } return false; } public void keyTyped(KeyEvent e){ } public void keyReleased(KeyEvent e){ } //处理键盘输入的方法 public void keyPressed(KeyEvent e){ if(!ERS_Block.isPlay) return; tch(e.getKeyCode()){ case KeyEvent.VK_DOWN:b.fallDown();break; case KeyEvent.VK_LEFT:b.leftMove();break; case KeyEvent.VK_RIGHT:b.rightMove();break; case KeyEvent.VK_SPACE:b.leftTurn();break; } } } //处理控制类 class Command implements ActionListener{ static final int button_play = 1; //给按钮分配编号 static final int button_levelup = 2; static final int button_leveldown = 3; static final int button_quit = 4; static final int button_pause = 5; static boolean pause_resume = true; int curButton; //当前按钮 GameCanvas scr; //控制按钮类的构造方法 Command(int button,GameCanvas scr){ curButton = button; this.scr=scr; } //按钮执行方法 public void actionPerformed (ActionEvent e){ tch(curButton){ case button_play:if(!ERS_Block.isPlay){ scr.initScr(); ERS_Block.isPlay = true; ERS_Block.score = 0; ERS_Block.scoreField.setText("0"); ERS_Block.timer.resume(); } scr.requestFocus(); break; case button_levelup:if(ERS_Block.level < 10){ ERS_Block.level++; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score = 0; ERS_Block.scoreField.setText(""+ERS_Block.score); } scr.requestFocus(); break; case button_leveldown:if(ERS_Block.level > 1){ ERS_Block.level--; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score = 0; ERS_Block.scoreField.setText(""+ERS_Block.score); } scr.requestFocus(); break; case button_pause:if(pause_resume){ ERS_Block.timer.suspend(); pause_resume = false; }else{ ERS_Block.timer.resume(); pause_resume = true; } scr.requestFocus(); break; case button_quit:System.exit(0); } } } //方块类 class Block { static int[][] pattern = { {0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态 {0x04e0,0x0464,0x00e4,0x04c4}, {0x4620,0x6c00,0x4620,0x6c00}, {0x2640,0xc600,0x2640,0xc600}, {0x6220,0x1700,0x2230,0x0740}, {0x6440,0x0e20,0x44c0,0x8e00}, {0x0660,0x0660,0x0660,0x0660} }; int blockType; //块的模式号(0-6) int turnState; //块的翻转状态(0-3) int blockState; //快的下落状态 int row,col; //块在画布上的坐标 GameCanvas scr; //块类的构造方法 Block(GameCanvas scr){ this.scr = scr; blockType = (int)(Math.random() * 1000)%7; turnState = (int)(Math.random() * 1000)%4; blockState = 1; row = scr.getInitRow(); col = scr.getInitCol(); } //重新初始化块,并显示新块 public void reset(){ blockType = (int)(Math.random() * 1000)%7; turnState = (int)(Math.random() * 1000)%4; blockState = 1; row = scr.getInitRow(); col = scr.getInitCol(); dispBlock(1); } //实现“块”翻转的方法 public void leftTurn(){ if(assertValid(blockType,(turnState + 1)%4,row,col)){ dispBlock(0); turnState = (turnState + 1)%4; dispBlock(1); } } //实现“块”的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1); } } //实现块的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1); } } //实现块落下的操作的方法 public boolean fallDown(){ if(blockState == 2) return(false); if(assertValid(blockType,turnState,row-1,col)){ dispBlock(0); row--; dispBlock(1); return(true); }else{ blockState = 2; dispBlock(2); return(false); } } //判断是否正确的方法 boolean assertValid(int t,int s,int row,int col){ int k = 0x8000; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ if((int)(pattern[t][s]&k) != 0){ int temp = scr.getScrArrXY(row-i,col+j); if (temp<0||temp==2) return false; } k = k >> 1; } } return true; } //同步显示的方法 public synchronized void dispBlock(int s){ int k = 0x8000; for (int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ if(((int)pattern[blockType][turnState]&k) != 0){ scr.drawUnit(row-i,col+j,s); } k=k>>1; } } } } //定时线程 class MyTimer extends Thread{ GameCanvas scr; public MyTimer(GameCanvas scr){ this.scr = scr; } public void run(){ while(true){ try{ sleep((10-ERS_Block.level + 1)*100); } catch(InterruptedException e){} if(!scr.getBlock().fallDown()){ scr.deleteFullLine(); if(scr.isGameEnd()){ ERS_Block.isPlay = false; suspend(); }else scr.getBlock().reset(); } } } class WinListener extends WindowAdapter{ public void windowClosing (WindowEvent l){ System.exit(0); } }
- 2021-03-06 01:50:06
- hwlsz
- #include <stdio.h>#include <dos.h>#include <conio.h>#include <graphics.h>#include <stdlib.h>#ifdef __cplusplus #define __CPPARGS ...#else#define __CPPARGS#endif#define MINBOXSIZE 15 /* 最小方块的尺寸 */#define BGCOLOR 7 /* 背景着色 */#define GX 200#define GY 10#define SJNUM 10000 /* 每当玩家打到一万分等级加一级*//* 按键码*/#define VK_LEFT 0x4b00#define VK_RIGHT 0x4d00#define VK_DOWN 0x5000#define VK_UP 0x4800#define VK_HOME 0x4700#define VK_END 0x4f00#define VK_SPACE 0x3920#define VK_ESC 0x011b#define VK_ENTER 0x1c0d/* 定义俄罗斯方块的方向(我定义他为4种)*/#define F_DONG 0#define F_NAN 1#define F_XI 2#define F_BEI 3#define NEXTCOL 20 /* 要出的下一个方块的纵坐标*/#define NEXTROW 12 /* 要出的下一个方块的横从标*/#define MAXROW 14 /* 游戏屏幕大小*/#define MAXCOL 20#define SCCOL 100 /*游戏屏幕大显示器上的相对位置*/#define SCROW 60int gril[22][16]; /* 游戏屏幕坐标*/int col=1,row=7; /* 当前方块的横纵坐标*/int boxfx=0,boxgs=0; /* 当前寺块的形壮和方向*/int nextboxfx=0,nextboxgs=0,maxcol=22;/*下一个方块的形壮和方向*/int minboxcolor=6,nextminboxcolor=6;int num=0; /*游戏分*/int dj=0,gamedj[10]={18,16,14,12,10,8,6,4,2,1};/* 游戏等级*//* 以下我用了一个3维数组来纪录方块的最初形状和方向*/int boxstr[7][4][16]={{{1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0},{1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0}},{{0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0},{0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0}},{{1,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0},{1,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0},{1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,0},{0,0,1,0,1,1,1,0,0,0,0,0,0,0,0,0}},{{1,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0},{1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,0,1,0,0,1,1,0,0,0,0,0,0},{1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0}},{{0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0},{0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0},{0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0},{0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0}},{{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0},{1,1,0,0,1,1,0,0,0,0,0,0.0,0,0,0}},{{0,0,0,0,1,1,1,0,0,1,0,0,0,0,0,0},{1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0},{0,1,0,0,1,1,1,0,0,0,0,0.0,0,0,0},{0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0}}};/* 随机得到当前方块和下一个方块的形状和方向*/void boxrad(){minboxcolor=nextminboxcolor;boxgs=nextboxgs;boxfx=nextboxfx;nextminboxcolor=random(14)+1;if(nextminboxcolor==4||nextminboxcolor==7||nextminboxcolor==8)nextminboxcolor=9;nextboxfx=F_DONG;nextboxgs=random(7);}/*初始化图形模试*/void init(int gdrive,int gmode){int errorcode;initgraph(&gdrive,&gmode,"D:\\tc\\");errorcode=graphresult();if(errorcode!=grOk){printf("error of: %s",grapherrormsg(errorcode));exit(1);}}/* 在图形模式下的清屏 */void cls(){setfillstyle(SOLID_FILL,0);setcolor(0);bar(0,0,640,480);}/*在图形模式下的高级清屏*/void clscr(int a,int b,int c,int d,int color){setfillstyle(SOLID_FILL,color);setcolor(color);bar(a,b,c,d);}/*最小方块的绘制*/void minbox(int asc,int bsc,int color,int bdcolor){int a=0,b=0;a=SCCOL+asc;b=SCROW+bsc;clscr(a+1,b+1,a-1+MINBOXSIZE,b-1+MINBOXSIZE,color);if(color!=BGCOLOR){setcolor(bdcolor);line(a+1,b+1,a-1+MINBOXSIZE,b+1);line(a+1,b+1,a+1,b-1+MINBOXSIZE);line(a-1+MINBOXSIZE,b+1,a-1+MINBOXSIZE,b-1+MINBOXSIZE);line(a+1,b-1+MINBOXSIZE,a-1+MINBOXSIZE,b-1+MINBOXSIZE);}}/*游戏中出现的文字*/void txt(int a,int b,char *txt,int font,int color){setcolor(color);settextstyle(0,0,font);outtextxy(a,b,txt);}/*windows 绘制*/void win(int a,int b,int c,int d,int bgcolor,int bordercolor){clscr(a,b,c,d,bgcolor);setcolor(bordercolor);line(a,b,c,b);line(a,b,a,d);line(a,d,c,d);line(c,b,c,d);}/* 当前方块的绘制*/void funbox(int a,int b,int color,int bdcolor){int i,j;int boxz[4][4];for(i=0;i<16;i++)boxz[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(boxz[i][j]==1)minbox((j+row+a)*MINBOXSIZE,(i+col+b)*MINBOXSIZE,color,bdcolor);}/*下一个方块的绘制*/void nextfunbox(int a,int b,int color,int bdcolor){int i,j;int boxz[4][4];for(i=0;i<16;i++)boxz[i/4][i%4]=boxstr[nextboxgs][nextboxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(boxz[i][j]==1)minbox((j+a)*MINBOXSIZE,(i+b)*MINBOXSIZE,color,bdcolor);}/*时间中断定义*/#define TIMER 0x1cint TimerCounter=0;void interrupt ( *oldhandler)(__CPPARGS);void interrupt newhandler(__CPPARGS){TimerCounter++;oldhandler();}void SetTimer(void interrupt (*IntProc)(__CPPARGS)){oldhandler=getvect(TIMER);disable();setvect(TIMER,IntProc);enable();}/*由于游戏的规则,消掉都有最小方块的一行*/void delcol(int a){int i,j;for(i=a;i>1;i--)for(j=1;j<15;j++){minbox(j*MINBOXSIZE,i*MINBOXSIZE,BGCOLOR,BGCOLOR);gril[i][j]=gril[i-1][j];if(gril[i][j]==1)minbox(j*MINBOXSIZE,i*MINBOXSIZE,minboxcolor,0);}}/*消掉所有都有最小方块的行*/void delete(){int i,j,zero,delgx=0;char *nm="00000";for(i=1;i<21;i++){zero=0;for(j=1;j<15;j++)if(gril[i][j]==0)zero=1;if(zero==0){delcol(i);delgx++;}}num=num+delgx*delgx*10;dj=num/10000;sprintf(nm,"%d",num);clscr(456,173,500,200,4);txt(456,173,"Number:",1,15);txt(456,193,nm,1,15);}/*时间中断结束*/void KillTimer(){disable();setvect(TIMER,oldhandler);enable();}/* 测试当前方块是否可以向下落*/int downok(){int i,j,k=1,a[4][4];for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[i][j] && gril[col+i+1][row+j])k=0;return(k);}/* 测试当前方块是否可以向左行*/int leftok(){int i,j,k=1,a[4][4];for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[i][j] && gril[col+i][row+j-1])k=0;return(k);}/* 测试当前方块是否可以向右行*/int rightok(){int i,j,k=1,a[4][4];for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[i][j] && gril[col+i][row+j+1])k=0;return(k);}/* 测试当前方块是否可以变形*/int upok(){int i,j,k=1,a[4][4];for(i=0;i<4;i++)for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx+1][i];for(i=3;i>=0;i--)for(j=3;j>=0;j--)if(a[i][j] && gril[col+i][row+j])k=0;return(k);}/*当前方块落下之后,给屏幕坐标作标记*/void setgril(){int i,j,a[4][4];funbox(0,0,minboxcolor,0);for(i=0;i<16;i++)a[i/4][i%4]=boxstr[boxgs][boxfx][i];for(i=0;i<4;i++)for(j=0;j<4;j++)if(a[i][j])gril[col+i][row+j]=1;col=1;row=7;}/*游戏结束*/void gameover(){int i,j;for(i=20;i>0;i--)for(j=1;j<15;j++)minbox(j*MINBOXSIZE,i*MINBOXSIZE,2,0);txt(103,203,"Game Over",3,10);}/*按键的设置*/void call_key(int keyx){switch(keyx){case VK_DOWN: { /*下方向键,横坐标加一。*/if(downok()){col++;funbox(0,0,minboxcolor,0);}else{funbox(0,0,minboxcolor,0);setgril();nextfunbox(NEXTCOL,NEXTROW,4,4);boxrad();nextfunbox(NEXTCOL,NEXTROW,nextminboxcolor,0);delete();}break;}case VK_UP: { /*上方向键,方向形状旋转90度*/if(upok())boxfx++;if(boxfx>3)boxfx=0;funbox(0,0,minboxcolor,0);break;}case VK_LEFT:{ /*左方向键,纵坐标减一*/if(leftok())row--;funbox(0,0,minboxcolor,0);break;}case VK_RIGHT:{ /*右方向键,纵坐标加一*/if(rightok())row++;funbox(0,0,minboxcolor,0);break;}case VK_SPACE: /*空格键,直接落到最后可以落到的们置*/while(downok())col++;funbox(0,0,minboxcolor,0);setgril();nextfunbox(NEXTCOL,NEXTROW,4,4);boxrad();nextfunbox(NEXTCOL,NEXTROW,nextminboxcolor,0);delete();break;default:{txt(423,53,"worng key!",1,4);txt(428,80,"Plese Enter Anly Key AG!",1,4);getch();clscr(420,50,622,97,BGCOLOR);}}}/*时间中断开始*/void timezd(void){int key;SetTimer(newhandler);boxrad();nextfunbox(NEXTCOL,NEXTROW,nextminboxcolor,0);for(;;){if(bioskey(1)){key=bioskey(0);funbox(0,0,BGCOLOR,BGCOLOR);if(key==VK_ESC)break;call_key(key);}if(TimerCounter>gamedj[dj]){TimerCounter=0;if(downok()){funbox(0,0,BGCOLOR,BGCOLOR);col++;funbox(0,0,minboxcolor,0);}else {if(col==1){gameover();getch();break;}setgril();delete();funbox(0,0,minboxcolor,0);col=1;row=7;funbox(0,0,BGCOLOR,BGCOLOR);nextfunbox(NEXTCOL,NEXTROW,4,4);boxrad();nextfunbox(NEXTCOL,NEXTROW,nextminboxcolor,0);}}}}/*主程序开始*/void main(void){int i,j;char *nm="00000";init(VGA,VGAHI);cls();/*屏幕坐标初始化*/for(i=0;i<=MAXCOL+1;i++)for(j=0;j<=MAXROW+1;j++)gril[i][j]=0;for(i=0;i<=MAXCOL+1;i++) {gril[i][0]=1;gril[i][15]=1;}for(j=1;j<=MAXROW;j++){gril[0][j]=1;gril[21][j]=1;}clscr(0,0,640,480,15);win(1,1,639,479,4,15);win(SCCOL+MINBOXSIZE-2,SCROW+MINBOXSIZE-2,SCCOL+15*MINBOXSIZE+2,SCROW+21*MINBOXSIZE+2,BGCOLOR,0);nextboxgs=random(8);nextboxfx=random(4);sprintf(nm,"%d",num);txt(456,173,"Number:",1,15);txt(456,193,nm,1,15);txt(456,243,"Next Box:",1,15);timezd();KillTimer();closegraph();}
- 2021-02-12 06:29:37
- 源码资源网
- 俄罗斯方块如何编写及代码,网上很多呀,有很多javascript写的网页俄罗斯方块游戏,可以直接查看网页源码,偷懒的话修改成c++的就成了。但也不要太懒了,如果你是学生的话。。。。。。
- 2021-02-12 06:29:37