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#include <stdio.h> #include <stdlib.h> #include <conio.h> #include <time.h> #define BLOCK_HEIGHT 4 #define BLOCK_WIDTH 4 #define FIELD_HEIGHT 23 #define FIELD_WIDTH 18 void my_init_var(void); void my_init_var2(void); void my_make_block(void); void my_gameover(void); void my_get_key(void); void my_collision_left(void); void my_collision_right(void); void my_collision_bottom(void); void my_collision_center(void); void my_fix_block(void); void my_search_line(void); void my_clear_line(void); void my_make_field(void); void my_make_field2(void); void my_save_block(void); void my_draw_field(void); void my_clear_field(void); void my_fall_block(void); void my_timer(void); int block[BLOCK_HEIGHT][BLOCK_WIDTH]; int stage[FIELD_HEIGHT][FIELD_WIDTH]; int field[FIELD_HEIGHT][FIELD_WIDTH]; int blocks[BLOCK_HEIGHT * 6][BLOCK_WIDTH * 4] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0}, {0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,1,0,0,0,1,0,0,1,0,0,0,1,1,0}, {0,0,1,0,0,1,1,0,0,1,1,0,0,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,1,0,0,1,1,0,0,0,1,0,0,1,0,0}, {0,1,0,0,0,0,1,0,0,1,1,0,0,1,1,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,0,1,0,0,1,1,0,0,0,0,0,1,1,0}, {0,1,1,1,0,0,1,0,0,1,1,1,0,0,1,0}, {0,0,0,0,0,0,1,1,0,1,0,1,0,1,1,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0}, {0,1,1,0,1,1,1,0,1,1,0,0,1,1,1,0}, {0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0}, {0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0}, {0,1,0,0,1,1,1,1,0,1,0,0,1,1,1,1}, {0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0}, {0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0} }; int clear_line_point[FIELD_HEIGHT - 3]; int block_x; int block_y; int collision_flag; int gameover_flag; int make_block_flag; int clear_flag; int block_id; int clear_count; int main(){ my_init_var(); while(gameover_flag == 0){ my_clear_field(); if(clear_flag == 0){ my_make_block(); my_gameover(); my_get_key(); my_make_field(); my_fix_block(); my_fall_block(); } else{ my_clear_line(); my_make_field2(); } my_draw_field(); my_timer(); } printf("gameover\n"); return 0; } void my_init_var(){ int i,j; for(i=0;i<FIELD_HEIGHT;i++){ for(j=0;j<FIELD_WIDTH;j++){ stage[i][0] = 9; stage[i][1] = 9; stage[i][2] = 9; stage[20][j] = 9; stage[21][j] = 9; stage[22][j] = 9; stage[i][15] = 9; stage[i][16] = 9; stage[i][17] = 9; } } block_x = 7; block_y = 0; collision_flag = 0; gameover_flag = 0; make_block_flag = 1; clear_flag = 0; block_id = 0; clear_count = 0; srand((unsigned)time(NULL)); } void my_init_var2(){ block_x = 7; block_y = 0; make_block_flag = 1; } void my_make_block(){ int x,y; if(make_block_flag == 1){ block_id = (rand() % 6); for(y=0;y<BLOCK_HEIGHT;y++){ for(x=0;x<BLOCK_WIDTH;x++){ block[y][x] = blocks[(block_id * BLOCK_HEIGHT) + y][x]; } } make_block_flag = 0; } } void my_gameover(){ my_collision_center(); if(collision_flag != 0){ gameover_flag = 1; } } void my_get_key(){ int key = 0; if(_kbhit()){ key = _getch(); if(key == 0 || key == 224)key = _getch(); switch(key){ case 0x4b: my_collision_left(); if(collision_flag == 0){ block_x--; } break; case 0x4d: my_collision_right(); if(collision_flag == 0){ block_x++; } break; case 0x50: my_collision_bottom(); while(collision_flag == 0){ block_y++; my_collision_bottom(); } break; default: break; } } } void my_collision_left(){ int x,y; collision_flag = 0; for(y=0;y<BLOCK_HEIGHT;y++){ for(x=0;x<BLOCK_WIDTH;x++){ if(block[y][x] != 0){ if(stage[block_y + y][block_x + (x - 1)] != 0){ collision_flag = 1; } } } } } void my_collision_right(){ int x,y; collision_flag = 0; for(y=0;y<BLOCK_HEIGHT;y++){ for(x=0;x<BLOCK_WIDTH;x++){ if(block[y][x] != 0){ if(stage[block_y + y][block_x + (x + 1)] != 0){ collision_flag = 1; } } } } } void my_collision_bottom(){ int x,y; collision_flag = 0; for(y=0;y<BLOCK_HEIGHT;y++){ for(x=0;x<BLOCK_WIDTH;x++){ if(block[y][x] != 0){ if(stage[block_y + (y + 1)][block_x + x] != 0){ collision_flag = 1; } } } } } void my_collision_center(){ int x,y; collision_flag = 0; for(y=0;y<BLOCK_HEIGHT;y++){ for(x=0;x<BLOCK_WIDTH;x++){ if(block[y][x] != 0){ if(stage[block_y + y][block_x + x] != 0){ collision_flag = 1; } } } } } void my_fix_block(){ int x,y; my_collision_bottom(); if(collision_flag != 0){ my_save_block(); my_search_line(); if(clear_flag == 0){ my_init_var2(); } } } void my_search_line(){ int i,j; for(i=0;i<FIELD_HEIGHT - 3;i++){ clear_line_point[i] = 0; } for(i=0;i<FIELD_HEIGHT - 3;i++){ for(j=3;j<FIELD_WIDTH - 3;j++){ if(stage[i][j] == 0){ clear_line_point[i] = 1; break; } } } for(i=0;i<FIELD_HEIGHT - 3;i++){ if(clear_line_point[i] == 0){ clear_flag = 1; break; } } } void my_clear_line(){ int i,j; int remain_line_point[20] = {0}; int remain_line_index = 0; if(clear_count < 2){ for(i=0;i<FIELD_HEIGHT - 3;i++){ if(clear_line_point[i] == 0){ for(j=3;j<FIELD_WIDTH - 3;j++){ stage[i][j] = 0; } } } clear_count++; } else{ for(i=FIELD_HEIGHT - 4;i >= 0;i--){ if(clear_line_point[i] != 0){ remain_line_point[remain_line_index] = i; remain_line_index++; } } remain_line_index = 0; for(i=FIELD_HEIGHT - 4;i >= 0;i--){ for(j=3;j<FIELD_WIDTH - 3;j++){ stage[i][j] = stage[remain_line_point[remain_line_index]][j]; } remain_line_index++; } clear_flag = 0; clear_count = 0; my_init_var2(); } } void my_make_field(){ int i,j,x,y; for(i=0;i<FIELD_HEIGHT;i++){ for(j=0;j<FIELD_WIDTH;j++){ field[i][j] = stage[i][j]; } } for(y=0;y<BLOCK_HEIGHT;y++){ for(x=0;x<BLOCK_WIDTH;x++){ field[block_y + y][block_x + x] += block[y][x]; } } } void my_make_field2(){ int i,j; for(i=0;i<FIELD_HEIGHT;i++){ for(j=0;j<FIELD_WIDTH;j++){ field[i][j] = stage[i][j]; } } } void my_save_block(){ int x,y; for(y=0;y<BLOCK_HEIGHT;y++){ for(x=0;x<BLOCK_WIDTH;x++){ stage[block_y + y][block_x + x] += block[y][x]; } } } void my_draw_field(){ int i,j; system("cls"); for(i=0;i<FIELD_HEIGHT - 2;i++){ for(j=2;j<FIELD_WIDTH - 2;j++){ if(field[i][j] == 9)printf("¡"); else if(field[i][j] == 1)printf(" "); else if(field[i][j] == 2)printf("¡"); else printf("@"); } printf("\n"); } } void my_clear_field(){ int i,j; for(i=0;i<FIELD_HEIGHT;i++){ for(j=0;j<FIELD_WIDTH;j++){ field[i][j] = 0; } } } void my_fall_block(){ if(make_block_flag == 0){ block_y++; } } void my_timer(){ int x,y; for(y=0;y<10000;y++){ for(x=0;x<10000;x++){ } } }

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