标签:continue lock 游戏 object cas for 组复制 种类 --
int color;//颜色色号
int hposition;//存入地图在窗口上的横坐标
int zposition;//存入地图在窗口上的纵坐标
char g_bg[ROWS][COLS];//背景数组
Render(int h, int z, int C = -1) { hposition = h, zposition = z, color = C; }
void paintsquare_1(HDC hdc);
void paintsquare_2(HDC hdc);
void paintsquare_3(HDC hdc);
void copyblock(Block& b);
void copybg(Block& b);
bool judgeGameover();
Render(int h, int z, int C = -1)
{ hposition = h, zposition = z, color = C; }
对于储存的画图横纵坐标进行初始化,以进行不同位置的画图进程
void Render::paintsquare_1(HDC hdc)
{
Rectangle(hdc, hposition, zposition, hposition + 300, zposition + +600);
int R = 0, G = 0, B = 0;
switch (color)
{
case 0: R = 238, G = 248, B = 173; break;//淡黄
case 1: R = 149; G = 240; B = 172; break;//青
case 2: R = 245; G = 171; B = 158; break;//浅红
case 3: R = 125; G = 190; B = 255; break;//淡蓝
case 4: R = 250; G = 224; B = 165; break;//淡橘
case 5: R = 255; G = 159; B = 207; break;//淡粉
case 6: R = 208; G = 162; B = 255; break;//淡紫
}
HBRUSH hNewBrush = CreateSolidBrush(RGB(R, G, B));
HBRUSH hOldBrush = (HBRUSH)SelectObject(hdc, hNewBrush);
for (int i = 0; i < ROWS; i++)
{
for (int j = 0; j < COLS; j++)
{
if (g_bg[i][j] == 1)
{
Rectangle(hdc, hposition + j * 30 + 1, i * 30 + 1, hposition + j * 30 + 30 - 1, i * 30 + 30 - 1);
}
}
}
hNewBrush = (HBRUSH)SelectObject(hdc, hOldBrush);
DeleteObject(hNewBrush);
}
对于正在下落的方块进行绘画,根据之前储存颜色型号对不同种类的方块绘不同的颜色
void Render::paintsquare_2(HDC hdc)
{
HBRUSH hOldBrush;
HBRUSH hNewBrush = CreateSolidBrush(RGB(99, 80, 205));
hOldBrush = (HBRUSH)SelectObject(hdc, hNewBrush);
for (int i = 0; i < ROWS; i++)
{
for (int j = 0; j < COLS; j++)
{
if (g_bg[i][j] == 2)
{
Rectangle(hdc, hposition + j * 30 + 1, i * 30 + 1, hposition + j * 30 + 30 - 1, i * 30 + 30 - 1);
}
}
}
hNewBrush = (HBRUSH)SelectObject(hdc, hOldBrush);
DeleteObject(hNewBrush);
}
对于已经下落固定的方块进行绘画,绘以固定颜色
void Render::paintsquare_3(HDC hdc)
{
Rectangle(hdc, hposition + 340, zposition + 250, hposition + 450, zposition + 350);
}
对于窗口上显示出来的文本画出一个框用来框上
void Render::copyblock(Block& b)
{
for (int i = 0; i < HEIGH; i++)
{
if (b.shape == 6) {
if (i == 1) continue;
else
for (int i = 0; i < WIDTH; i++)
{
b.faker_bg[0][i + 3] = b.g_square[0][i];
g_bg[0][i + 3] = b.g_square[0][i];
}
}
else
{
if ((g_bg[1][3] == 2 && b.g_square[1][0] == 1) || (g_bg[1][4] == 2 && b.g_square[1][1] == 1) || (g_bg[1][5] == 2 && b.g_square[1][2] == 1) || (g_bg[1][6] == 2 && b.g_square[1][3] == 1))
{
for (int i = 0; i < WIDTH; i++)
{
b.faker_bg[0][i + 3] = b.g_square[1][i];
g_bg[0][i + 3] = b.g_square[1][i];
}
break;
}
else
{
for (int j = 0; j < WIDTH; j++)
{//把初始方块同时贴在真假背景上
b.faker_bg[i][j + 3] = b.g_square[i][j];
g_bg[i][j + 3] = b.g_square[i][j];
}
}
}
}
color = b.shape;//在这里进行赋值,这样方块颜色变化才比较正常
}
根据不同的形状,将方块数组中储存的数据转入block类中的假背景数组(faker_bg)中
void Render::copybg(Block& b) //把假背景复制到真背景上
{
for (int i = ROWS - 1; i >= 0; i--)//遍历真背景数组
{
for (int j = 0; j < COLS; j++)
{
g_bg[i][j] = b.faker_bg[i][j];//把假背景数组faker_bg的值赋给真背景数组g_bg
}
}
}
将Block类中的假背景数组复制到Render类中的真背景数组
bool Render::judgeGameover()
{
for (int i = 0; i < COLS; i++)
{
if (g_bg[0][i] == 2) {
return true;
}
}
return false;
}
根据渲染类中的背景数组进行判断游戏是否结束,以最顶层即背景数组的第一行进行遍历,一旦数组中有为2的数据则判断游戏结束
标签:continue lock 游戏 object cas for 组复制 种类 --
原文地址:https://www.cnblogs.com/xiaoshengyaodiao/p/13111292.html