表格中代方块,c语言

c 复制代码
// 模板 显示Hello World 支持c和c++ 也可以改成main.cpp
#include <stdio.h>
#include <stdlib.h>
#include "raylib.h"

#define ROWS 20
#define COLS 10
int grid[ROWS][COLS] = {0};

#define CELL_SIZE 30
#define BLOCK_TYPE_COUNT 7
const Color colors_block[BLOCK_TYPE_COUNT + 1] = {
{26,31,40,255},
{47,230,23,255},
{232,18,18,255},
{226,116,17,255},
{237,234,4,255},
{166,0,247,255},
{21,204,209,255},
{13,64,216,255},
};

typedef struct Block {
    int idx;
    int sz;
    int shape[4][4];
    int row,col;
    } Block;

// 当前方块
Block curBlock;

// 所有方块
Block allBlocks[BLOCK_TYPE_COUNT] = {
    {1,2,{
            {1,1,0,0},
            {1,1,0,0},        
    }},
    {2,3,{
            {0,0,0},
            {1,1,0},
            {0,1,1},

    }},
    {3,3,{
            {0,0,0},
            {0,1,1},
            {1,1,0},        
    }},
    {4,3,{
            {0,1,0},
            {0,1,0},
            {0,1,1},        
    }},
    {5,3,{
            {0,0,0},
            {1,1,1},
            {0,1,0},        
    }},
    {6,3,{
            {0,1,0},
            {0,1,0},
            {1,1,0},        
    }},
    {7,4,{
            {0,0,1,0},
            {0,0,1,0},
            {0,0,1,0},
            {0,0,1,0}
    }}
};

// 方块下落速度
float downInterval =0.32f;

// 方块下落间隔
float curInterval = 0;

// 初始化
void init();
// 加载纹理
void loadTextures();
// 初始化游戏
void initGame();
// 处理操作
void checkOperation(float dt);
Vector2 getPosOfRowCol(int row, int col);
// 绘制网格
void drawGrid();

// 绘制方块
void drawCurBlock();

// 绘制方块下降
void driveCurBlock(float dt);








// 主函数
int main() {
    init();
    // 游戏循环
    while (!WindowShouldClose()) {
        float dt = GetFrameTime();        
        checkOperation(dt);
        BeginDrawing();
            ClearBackground((Color){44,44,127,255});               
            drawGrid();
            drawCurBlock();
            driveCurBlock(dt);                     
        EndDrawing();
    }

    CloseWindow();
    return 0;
}

void init() {
    SetConfigFlags(FLAG_WINDOW_HIGHDPI);
    InitWindow(500, 620, "Tetris");
    SetTargetFPS(60);
    loadTextures();
    initGame();
}

void initGame() {
    for(int i = 0; i < ROWS; i++) {
        for(int j = 0; j < COLS; j++) {
            grid[i][j] = 0;
        }
    }

    curBlock = allBlocks[GetRandomValue(0, BLOCK_TYPE_COUNT - 1)];
    curBlock.row = 0;
    curBlock.col = COLS/2 - curBlock.sz/2;

}

void loadTextures() {

}

void checkOperation(float dt) {

}

Vector2 getPosOfRowCol(int row, int col) {
    int x = col * CELL_SIZE + 11 + CELL_SIZE/2;
    int y = row * CELL_SIZE + 11 + CELL_SIZE/2;
    return (Vector2){x, y};
}


void drawGrid() {

    // 先绘制所有单元格
    for (int i = 0; i < ROWS; i++) {
        for (int j = 0; j < COLS; j++) {
            Vector2 pos = getPosOfRowCol(i, j);
            DrawRectangle(pos.x - CELL_SIZE/2, pos.y - CELL_SIZE/2, 
                        CELL_SIZE - 1, CELL_SIZE - 1, 
                        (Color){0,0,0,255});
        }
    }


    // 然后绘制网格线
    for (int i = 0; i <= ROWS; i++) {
        DrawLine(11, 11 + i * CELL_SIZE, 
                11 + COLS * CELL_SIZE, 11 + i * CELL_SIZE, 
                LIGHTGRAY);
    }
    for (int j = 0; j <= COLS; j++) {
        DrawLine(11 + j * CELL_SIZE, 11, 
                11 + j * CELL_SIZE, 11 + ROWS * CELL_SIZE, 
                LIGHTGRAY);
    }
}

void drawCurBlock(){
    for (int i = 0; i < curBlock.sz; i++) {
        for (int j = 0; j < curBlock.sz; j++) {
            if (curBlock.shape[i][j] == 1) {
                int row = curBlock.row + i;
                int col = curBlock.col + j;
                if (row >= 0 && row < ROWS && col >= 0 && col < COLS) {
                    Vector2 pos = getPosOfRowCol(row, col);
                    // 使用标准 Raylib 函数绘制矩形
                    DrawRectangle(
                        (int)(pos.x - CELL_SIZE/2),  // 左上角x
                        (int)(pos.y - CELL_SIZE/2),  // 左上角y
                        CELL_SIZE - 1,               // 宽度
                        CELL_SIZE - 1,               // 高度
                        colors_block[curBlock.idx]   // 颜色
                    );
                }
            }
        }
    }
}

void driveCurBlock(float dt) {
    curInterval += dt;
    if (curInterval >= downInterval) {
        curBlock.row++;
        curInterval = 0.0f;
    }
}