之前用ahk写过一个贪吃蛇小游戏,最近摸鱼,又整了个俄罗斯方块,欢迎试玩,但是我不会改。
AHK版本:V2 beta3 U64
; AHKVERSION: V2.0 beat3 U64
t := Tetris()
t.Startup()
Hotkey("UP", (*) => t.transform_current_block())
Hotkey("Down", (*) => t.move_down())
Hotkey("Left", (*) => t.move_left())
Hotkey("Right", (*) => t.move_right())
OnExit((*) => t.Close())
Class Tetris
{
current_block := [] ; 当前形状
next_block := 0 ; 下一个形状
stop_blocks := [] ; 停止运动的砖块
width := 10 ; 游戏界面宽度(格子数)
height := 20 ; 游戏界面高度(格子数)
linewidth := 1 ; 网格线宽度
blockwidth := 30 ; 方框大小
width_px := this.width * this.blockwidth + (1 + this.width) * this.linewidth ; 游戏区域宽度
height_px := this.height * this.blockwidth + (1 + this.height) * this.linewidth ; 游戏区域高度
blocks := [[[[0,1,1],[1,1,0],[0,0,0]],[[1,0,0],[1,1,0],[0,1,0]]],[[[1,1,0],[0,1,1],[0,0,0]],[[0,1,0],[1,1,0],[1,0,0]]],[[[1,0,0],[1,0,0],[1,0,0],[1,0,0]],[[0,0,0,0],[0,0,0,0],[1,1,1,1],[0,0,0,0]]],[[[0,1,1],[0,1,1]]],[[[1,0,0],[1,1,1],[0,0,0]],[[0,1,1],[0,1,0],[0,1,0]],[[0,0,0],[1,1,1],[0,0,1]],[[0,1,0],[0,1,0],[1,1,0]]],[[[0,0,1],[1,1,1],[0,0,0]],[[0,1,0],[0,1,0],[0,1,1]],[[0,0,0],[1,1,1],[1,0,0]],[[1,1,0],[0,1,0],[0,1,0]]],[[[0,1,0],[1,1,1],[0,0,0]],[[0,1,0],[0,1,1],[0,1,0]],[[0,0,0],[1,1,1],[0,1,0]],[[0,1,0],[1,1,0],[0,1,0]]]]
; 启动入口
Startup() {
; 装载gdiplus.ll提高性能
this.hGdipModule := DllCall("LoadLibrary", "Str", "gdiplus")
; 启动gdip
si := Buffer(A_PtrSize = 8 ? 24 : 16, 0), NumPut("UInt", 1, si, 0)
DllCall("gdiplus\GdiplusStartup", "Ptr*", &pToken := 0, "Ptr", si, "Ptr", 0), this.pGdipToken := pToken
; 创建需要用到的画布和笔刷
bi := Buffer(40, 0)
NumPut("Uint", 40, "Uint", Integer(this.width_px), "Uint", Integer(this.height_px), "ushort", 1, "ushort", 32, "uInt", 0, bi, 0)
this.hbm := DllCall("CreateDIBSection", "Ptr", 0, "Ptr", bi, "Uint", 0, "Ptr*", 0, "Ptr", 0, "Uint", 0, "Ptr")
this.sdc := DllCall("CreateCompatibleDC", "Ptr", 0, "ptr")
DllCall("SelectObject", "Ptr", this.sdc, "Ptr", this.hbm, "ptr")
DllCall("gdiplus\GdipCreateFromHDC", "Ptr", this.sdc, "Ptr*", &G := 0), this.Graphics := G
NumPut("Uint", 40, "Uint", Integer(this.blockwidth * 4), "Uint", Integer(this.blockwidth * 4), "ushort", 1, "ushort", 32, "uInt", 0, bi, 0)
this.hbm2 := DllCall("CreateDIBSection", "Ptr", 0, "Ptr", bi, "Uint", 0, "Ptr*", 0, "Ptr", 0, "Uint", 0, "Ptr")
this.sdc2 := DllCall("CreateCompatibleDC", "Ptr", 0, "ptr")
DllCall("SelectObject", "Ptr", this.sdc2, "Ptr", this.hbm2, "ptr")
DllCall("gdiplus\GdipCreateFromHDC", "Ptr", this.sdc2, "Ptr*", &G2 := 0), this.Graphics2 := G2
DllCall("gdiplus\GdipCreateSolidFill", "UInt", 0xFFDDEDFF, "Ptr*", &pBrush1 := 0), this.pBrush1 := pBrush1
DllCall("gdiplus\GdipCreateSolidFill", "UInt", 0xFFFFAAAA, "Ptr*", &pBrush2 := 0), this.pBrush2 := pBrush2
DllCall("gdiplus\GdipCreateSolidFill", "UInt", 0xFFFF5555, "Ptr*", &pBrush3 := 0), this.pBrush3 := pBrush3
DllCall("gdiplus\GdipCreateSolidFill", "UInt", 0xFFF0F0F0, "Ptr*", &pBrush4 := 0), this.pBrush4 := pBrush4
DllCall("gdiplus\GdipCreatePen1", "UInt", 0xFFCCCCCC, "float", this.linewidth, "int", 2, "Ptr*", &pPen := 0), this.pPen := pPen
; 获取第一个砖块
this.get_current_block()
; 创建GUi
this.CreateMainWindow()
; 绘制游戏界面
this.Draw()
; 将网格保存到数组,便于游戏中各种判断
this.blank_line := []
loop(this.width)
this.blank_line.push(0)
this.Reset()
; 开始游戏
this.timer := ObjBindMethod(this, "move_down")
SetTimer(this.timer, 500)
}
Reset(){
this.stop_blocks := []
loop(this.height)
this.stop_blocks.push(this.blank_line.clone())
}
; 绘制游戏主界面
Draw(){
; 画底色和网格
DllCall("gdiplus\GdipFillRectangle" , "Ptr", this.Graphics, "Ptr", this.pBrush1 , "float", 0, "float", 0, "float", this.width_px, "float", this.height_px)
loop(11){
x := (A_Index - 1) * (this.blockwidth + this.linewidth)
DllCall("gdiplus\GdipDrawLine" , "Ptr", this.Graphics, "Ptr", this.pPen , "float", x, "float", 0, "float", x, "float", this.height_px)
}
loop(21){
y := (A_Index - 1) * (this.blockwidth + this.linewidth)
DllCall("gdiplus\GdipDrawLine" , "Ptr", this.Graphics, "Ptr", this.pPen , "float", 0, "float", y, "float", this.width_px, "float", y)
}
; 绘制当前砖块
for(line in this.current_block){
line_num := A_Index - 1
for(c in line){
if(!c)
continue
x := (this.linewidth + this.blockwidth) * (A_Index - 1 + this.current_block_start_col) + this.linewidth
y := (this.linewidth + this.blockwidth) * (line_num + this.current_block_start_row) + this.linewidth
w := this.blockwidth
DllCall("gdiplus\GdipFillRectangle" , "Ptr", this.Graphics, "Ptr", this.pBrush2 , "float", x, "float", y, "float", w, "float", w)
}}
; 绘制已经停止的砖块
for(line in this.stop_blocks){
line_num := A_Index - 1
for(c in line){
if(!c)
continue
x := (this.linewidth + this.blockwidth) * (A_Index - 1) + this.linewidth
y := (this.linewidth + this.blockwidth) * (line_num) + this.linewidth
w := this.blockwidth
DllCall("gdiplus\GdipFillRectangle" , "Ptr", this.Graphics, "Ptr", this.pBrush3 , "float", x, "float", y, "float", w, "float", w)
}}
; 绘制下一个砖块(提示)
DllCall("gdiplus\GdipFillRectangle" , "Ptr", this.Graphics2, "Ptr", this.pBrush4 , "float", 0, "float", 0, "float", this.width_px, "float", this.height_px)
for(line in this.next_block){
line_num := A_Index
for(c in line){
if(c == 0)
continue
x := (A_Index - 1) * (this.blockwidth+1)
y := (line_num - 1) * (this.blockwidth + 1)
DllCall("gdiplus\GdipFillRectangle" , "Ptr", this.Graphics2, "Ptr", this.pBrush3 , "float", x, "float", y, "float", this.blockwidth, "float", this.blockwidth)
}
}
; 更新,上面只是在内存中绘制,现在更新到屏幕上
this.ddc := DllCall("GetDC", "Ptr", this.win.Hwnd, "ptr")
DllCall("gdi32\BitBlt", "Ptr", this.ddc, "int", 5, "int", 5, "int", this.width_px, "int", this.height_px , "Ptr", this.sdc, "int", 0, "int", 0, "Uint", 0x00CC0020)
DllCall("gdi32\BitBlt", "Ptr", this.ddc, "int", this.width_px + 10, "int", 150, "int", this.blockwidth * 4, "int", this.blockwidth * 4 , "Ptr", this.sdc2, "int", 0, "int", 0, "Uint", 0x00CC0020)
}
; 创建窗口
CreateMainWindow(){
this.win := Gui("", title := "俄罗斯方块")
this.win.Show(format("w{} h{}", this.width_px * 1.5, this.height_px + 10))
this.win.SetFont("S17")
this.score_control := this.win.Add("Text", format("x{} y60", this.width_px + 20), "0")
this.win.OnEvent("Close", ExitAPP)
}
; 从定义好的形状中随机抽取
get_block(){
x := random(1, this.blocks.length)
y := random(1, this.blocks[x].length)
return this.blocks[x][y]
}
; 获取新砖块或者下一个砖块
get_current_block(){
if(!this.next_block)
this.current_block := this.get_block()
else
this.current_block := this.next_block
this.next_block := this.get_block()
this.current_block_start_row := -2
this.current_block_start_col := 3
}
; 砖块向左移动
move_left(){
if(!this.judge_move_left())
return
this.current_block_start_col -= 1
this.Draw()
}
; 砖块向右移动
move_right(){
if(!this.judge_move_right())
return
this.current_block_start_col += 1
this.Draw()
}
; 砖块向下移动
move_down(){
if(this.judge_move_down()){
this.current_block_start_row += 1
} else {
this.update_stop_blocks()
this.get_current_block()
this.judge_lines()
}
this.Draw()
}
; 变换(旋转)砖块
transform_current_block(){
for(line in this.blocks){
for(c in line){
; 因为cur_block是blocks里面抽取的一个元素,所以可以用等号判断,如果是自己重新构造的数组,哪怕一模一样也不相等
if(c == this.current_block){
block_style_list := line
i := A_Index
break 2
}}}
i++
i := i > block_style_list.length ? 1 : i
if(!this.judge_new_block(block_style_list[i]))
return
this.current_block := block_style_list[i]
this.Draw()
}
; 更新已停止的砖块列表
update_stop_blocks(){
; 判断游戏是否失败,并重新开始
if(this.current_block_start_row < 0){
SetTimer(this.timer, 0)
MsgBox("哈哈你挂了! 分数:" . this.score_control.Text)
this.score_control.Text := 0
this.Reset()
SetTimer(this.timer, 500)
return
}
for(line in this.current_block){
line_num := A_Index
for(c in line){
if(c == 0)
continue
this.stop_blocks[this.current_block_start_row + line_num][this.current_block_start_col + A_Index] := 1
}}}
; 判断是否继续下落
judge_move_down(){
for(line in this.current_block){
line_num := A_Index
for(c in line){
if(c == 0)
continue
x := A_Index + this.current_block_start_col
y := line_num + this.current_block_start_row + 1
if(y > this.height)
return False
if( y >= 1 && this.stop_blocks[y][x] == 1)
return False
}}
return True
}
; 判断是否可以向左移动
judge_move_left(){
for(line in this.current_block){
line_num := A_Index
for(c in line){
if(c == 0)
continue
x := A_Index + this.current_block_start_col - 1
y := line_num + this.current_block_start_row
if(x < 1 || (y >= 1 && this.stop_blocks[y][x] == 1))
return False
}}
return True
}
; 判断是否可以向右移动
judge_move_right(){
for(line in this.current_block){
line_num := A_Index
for(c in line){
if(c == 0)
continue
x := A_Index + this.current_block_start_col + 1
y := line_num + this.current_block_start_row
if(x > this.width || (y >= 1 && this.stop_blocks[y][x] == 1))
return False
}}
return True
}
; 判断新砖块是否与边框或已经停止的砖块冲突
judge_new_block(block){
for(line in block){
line_num := A_Index
for(c in line){
if(c == 0)
continue
x := A_Index + this.current_block_start_col
y := line_num + this.current_block_start_row
if(x < 1 || x > this.width || y > this.height || (y >= 1 && this.stop_blocks[y][x] == 1))
return False
}}
return True
}
; 判断是否可消除
judge_lines(){
i := 1
for(line in this.stop_blocks){
line_num := A_Index
for(c in line){
if(c == 0)
continue 2
}
this.stop_blocks.RemoveAt(line_num)
this.stop_blocks.InsertAt(1, this.blank_line.Clone())
this.score_control.text += i
i++
}}
Close() {
DllCall("gdiplus\GdipDeletePen", "Ptr", this.pPen)
DllCall("gdiplus\GdipDeleteBrush", "Ptr", this.pBrush1)
DllCall("gdiplus\GdipDeleteBrush", "Ptr", this.pBrush2)
DllCall("DeleteObject", "Ptr", this.hbm)
DllCall("DeleteObject", "Ptr", this.sdc)
DllCall("DeleteObject", "Ptr", this.Graphics)
DllCall("DeleteObject", "Ptr", this.hbm2)
DllCall("DeleteObject", "Ptr", this.sdc2)
DllCall("DeleteObject", "Ptr", this.Graphics2)
DllCall("ReleaseDC", "Ptr", 0, "Ptr", this.ddc)
DllCall("FreeLibrary", "Ptr", this.hGdipModule)
DllCall("gdiplus\GdiplusShutdown", "Ptr", this.pGdipToken)
}
}
printarr(a){
s := ""
for(line in a){
for(c in line){
s .= c
}
s .= '`r'
}
msgbox s
}
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学习下
厉害,学习学习
学习一下,是通过辨识颜色吗?
不是的,用数组保存了停留的方块。然后根据数组来判断消除和碰撞之类的
看下