伪代码Tetris.hTetris.ctest.c引言在高级语言的糖衣之下程序的本质是对内存的精准操控。本项目基于 C 语言在控制台环境下重构了经典的俄罗斯方块。我不满足于简单的逻辑实现而是追求极致的渲染效率与标准化的数据结构。通过手动管理堆栈数据与绘制逻辑我试图在代码层面还原游戏运行的最原始脉络。1. 伪代码2. Tetris.h#pragmaonce#includestdio.h#includewindows.h#includestdlib.h#includetime.h#includeconio.h#defineWidth10#defineHeight20typedefstructGame{//活动方块所需结构intcurX;intcurY;intcurType;intcurRot;//棋盘intboard[Height][Width];//游戏相关intgame_over;intscore;intspeed;}Game;externHANDLE hOut;externconstchar*tetromino[7][4];//隐藏光标voidhideCursor();//定位光标voidgotoXY(intx,inty);//控制台初始化voidInitConsole();//初始化棋盘voidInitBoard(Game*g_game);//生成新的方块intSpawnPiece(Game*g_game);//渲染画面voiddraw(Game*g_game);//初始化俄罗斯方块结构voidInitGame(Game*g_game);//交互处理voidInput(Game*g_game);//检查碰撞intCheckCollision(intnx,intny,intcurtype,intnrot,Game*g_game);//固定方块voidMergePiece(intnx,intny,intcurtype,intcurrot,Game*g_game);//消行voidClearLines(Game*g_game);//游戏结束voidGameOver(Game*g_game);3. Tetris.c3.1 初始化控制台HANDLE hOut;/* * 隱藏控制台的輸入光標避免畫面中有一個跳動的光標影響觀感。 * 使用 Windows API: SetConsoleCursorInfo */voidhideCursor(){CONSOLE_CURSOR_INFO info;info.dwSize1;/* 光標大小1~100這裡隨意設為 1 */info.bVisibleFALSE;/* 設置為不可見 */SetConsoleCursorInfo(hOut,info);}//初始化控制台voidInitConsole(){/* 獲取標準輸出控制台句柄供 gotoXY / hideCursor 使用 */hOutGetStdHandle(STD_OUTPUT_HANDLE);hideCursor();//立即输出setvbuf(stdout,NULL,_IONBF,0);}3.2 初始化游戏结构//初始化棋盘voidInitBoard(Game*g_game){for(inti0;iHeight;i){for(intj0;jWidth;j){g_game-board[i][j]0;}}}//初始化俄罗斯方块结构voidInitGame(Game*g_game){InitBoard(g_game);g_game-game_over0;g_game-score0;g_game-speed50;}3.3 创建新的活动方块//生成新的方块intSpawnPiece(Game*g_game){g_game-curTyperand()%7;g_game-curRot0;g_game-curXWidth/2-2;g_game-curY0;if(CheckCollision(g_game-curX,g_game-curY,g_game-curType,g_game-curRot,g_game)){g_game-game_over1;return1;}return0;}3.4 渲染画面/* * 將控制台光標移動到 (x, y) 位置。 * x, y 以字符為單位左上角為 (0,0)。 * 使用的是 Windows API: SetConsoleCursorPosition */voidgotoXY(intx,inty){COORD pos;pos.X(SHORT)x;/* X 是列水平 */pos.Y(SHORT)y;/* Y 是行垂直 */SetConsoleCursorPosition(hOut,pos);}//查阅活动方块内的指定下表是否是格子intShapeHasBlock(intbx,intby,intcurType,intRot){constchar*shapetetromino[curType][Rot];returnshape[by*4bx]X;}//渲染画面voiddraw(Game*g_game){gotoXY(0,0);/* 輸出標題與提示信息 */printf( 極簡版 C 語言俄羅斯方塊 (No Flicker) \n);printf(控制: A 左, D 右, W 旋轉, S 快速下落, Q 退出\n);printf(-------------- 消行分數: %d --------------\n\n,g_game-score);//Heightfor(inti0;iHeight;i){printf(|);//Widthfor(intj0;jWidth;j){intoccupied0;//判断i,j坐标是否在活动方块的区间内if((ig_game-curYig_game-curY3)jg_game-curXjg_game-curX3){//映射成活动方块的相对坐标intbxj-g_game-curX;intbyi-g_game-curY;if(bx0bx4by0by4ShapeHasBlock(bx,by,g_game-curType,g_game-curRot)){occupied1;}}if(occupied){printf([]);}elseif(g_game-board[i][j]!0){printf(##);}else{printf( );}}printf(|\n);}//底部围墙printf();for(inti0;iWidth;i){printf(--);}printf(\n);}3.5 用户交互//碰撞检测intCheckCollision(intnx,intny,intcurtype,intnrot,Game*g_game){for(inti0;i4;i){for(intj0;j4;j){if(ShapeHasBlock(j,i,curtype,nrot)){//映射成棋盘坐标intbxnxj;intbynyi;if((bx0||bxWidth)||(by0||byHeight)){return1;}if(g_game-board[by][bx]!0){return1;}}}}return0;}//交互处理voidInput(Game*g_game){if(_kbhit()){charch_getch();intnxg_game-curX;intnyg_game-curY;intnrotg_game-curRot;switch(ch){caseW:casew:nrot(nrot1)%4;break;caseA:casea:nx--;break;caseD:cased:nx;break;caseS:cases:ny;break;}if(!CheckCollision(nx,ny,g_game-curType,nrot,g_game)){g_game-curXnx;g_game-curYny;g_game-curRotnrot;}}}3.6 固定格子//固定方块voidMergePiece(intnx,intny,intcurtype,intcurrot,Game*g_game){for(inti0;i4;i){for(intj0;j4;j){if(ShapeHasBlock(j,i,curtype,currot)){intbxnxj;intbynyi;g_game-board[by][bx]g_game-curType1;}}}}3.7 消行//消行voidClearLines(Game*g_game){//先判断哪一行是满行的从下往上进行遍历for(intiHeight-1;i0;i--){//累加器intlen0;for(intj0;jWidth;j){if(g_game-board[i][j]!0){len;}}if(lenWidth){//说明满行需要进行覆盖for(intki;k0;k--){for(intp0;pWidth;p){g_game-board[k][p]g_game-board[k-1][p];}}//清除i 0行所有本行数据为0for(intk0;kWidth;k){g_game-board[0][k]0;}g_game-score10;//加1下次循环重新判断本行i;}}}3.8 游戏结束//游戏结束voidGameOver(Game*g_game){gotoXY(0,Height5);printf(您的最终分数是%d\n,g_game-score);printf(请按下任意按键即可退出\n);system(pausenul);}4. test.c#define_CRT_SECURE_NO_WARNINGS1#includeTetris.hintmain(){//设置随机种子srand((unsignedint)time(NULL));//初始化控制台InitConsole();//创建游戏结构Game g_game;//初始化游戏结构InitGame(g_game);//创建新的活动方块SpawnPiece(g_game);//设置帧率每十帧进行一次下落intlen0;while(!g_game.game_over){//渲染画面draw(g_game);//用户交互Input(g_game);len;if(len10){len0;//预下落判断是否产生碰撞if(!CheckCollision(g_game.curX,g_game.curY1,g_game.curType,g_game.curRot,g_game)){//无则可以安心下落g_game.curY;}else{//有有固定活动方块MergePiece(g_game.curX,g_game.curY,g_game.curType,g_game.curRot,g_game);//判断是否需要消行ClearLines(g_game);//重新生成方块判断是否产生碰撞if(SpawnPiece(g_game)){break;}}}//控制一帧刷新速度Sleep(g_game.speed);}//游戏结束GameOver(g_game);return0;}本章完~