何か簡単なゲームが必要だったのでテトリスもどきを作ってみました。ncursesを使ってます。
下がプログラムです。最低限の機能しかつけていませんがちょっと楽しいです。まあ、emacsにtetrisは入っているのでそれで遊べばいいのですが。
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#include <ncurses.h>
#include <unistd.h>
#include<cstdio>
#include<cstdlib>
#include<ctime>
#include <utility>
#include <string>
using namespace std;
#define TIMEOUT 10 //キーボード入力タイムアウト
#define NEXT_BLOCK_X 13
#define NEXT_BLOCK_Y 0
#define SCORE_X 13
#define SCORE_Y 20
#define MAP_X (10+2) //文字 壁2つ
#define MAP_Y (20+1+5) //行 下ガード+未表示領域
#define MAP_NOT_SHOW_NUM 5
#define BLOCK_H_W 5
#define BLOCK_NUM 7
bool block_can_rot[BLOCK_NUM]={0,1,1,1,1,1,1};
char block_data[BLOCK_NUM][5][5]=
{
{{0,0,0,0,0},
{0,2,2,0,0},
{0,2,2,0,0},
{0,0,0,0,0},
{0,0,0,0,0}
},
{{0,0,0,0,0},
{0,0,3,0,0},
{0,3,3,3,0},
{0,0,0,0,0},
{0,0,0,0,0}
},
{{0,0,0,0,0},
{0,0,0,4,0},
{0,0,4,4,0},
{0,0,4,0,0},
{0,0,0,0,0}
},
{{0,0,5,0,0},
{0,0,5,0,0},
{0,0,5,0,0},
{0,0,5,0,0},
{0,0,0,0,0}
},
{{0,0,0,0,0},
{0,6,0,0,0},
{0,6,6,0,0},
{0,0,6,0,0},
{0,0,0,0,0}
},
{{0,0,0,0,0},
{0,0,7,7,0},
{0,0,7,0,0},
{0,0,7,0,0},
{0,0,0,0,0}
},
{{0,0,0,0,0},
{0,8,8,0,0},
{0,0,8,0,0},
{0,0,8,0,0},
{0,0,0,0,0}
},
};
enum Direction{UP,DOWN,RIGHT,LEFT};
typedef struct block
{
char data[BLOCK_H_W][BLOCK_H_W];
bool can_rot;
pair<int,int> point;
block()
{
reset(0);
}
void reset(char type)
{
char x,y;
for(y=0;y<BLOCK_H_W;y++)
for(x=0;x<BLOCK_H_W;x++)
data[y][x]=block_data[type][y][x];
can_rot=block_can_rot[type];
point.first=3;
point.second=0;
}
bool rotate(Direction dir,char map[MAP_Y][MAP_X])
{
if(can_rot){
char next_data[BLOCK_H_W][BLOCK_H_W];
//取り敢えず回転させてみる
if(dir==RIGHT)//右移転
{
char x,y;
for(y=0;y<BLOCK_H_W;y++)
for(x=0;x<BLOCK_H_W;x++)
next_data[x][(BLOCK_H_W-1)-y]=data[y][x];
}
else if(dir==LEFT)
{
char x,y;
for(y=0;y<BLOCK_H_W;y++)
for(x=0;x<BLOCK_H_W;x++)
next_data[(BLOCK_H_W-1)-x][y]=data[y][x];
}
//衝突チェック
if(can_move(point.first,point.second,next_data,map)){
char x,y;
for(y=0;y<BLOCK_H_W;y++)
for(x=0;x<BLOCK_H_W;x++)
data[y][x]=next_data[y][x];
return true;
}
}
return false;
}
//x,y 左上端座標:負になることもある
bool can_move(int x,int y,char next_data[BLOCK_H_W][BLOCK_H_W],char map[MAP_Y][MAP_X])
{
char i,j;
for(i=0;i<BLOCK_H_W;i++)
for(j=0;j<BLOCK_H_W;j++)
if(x+i>=0 && y+j>=0 && x+i<MAP_X && y+i<MAP_Y)
if(next_data[j][i]!=0 && map[y+j][x+i]!=0)
return false;
return true;
}
bool move(Direction dir,char map[MAP_Y][MAP_X])
{
switch(dir){
case RIGHT://右
if(can_move(point.first+1,point.second,data,map)){
point.first+=1;
return true;
}
break;
case LEFT://左
if(can_move(point.first-1,point.second,data,map)){
point.first-=1;
return true;
}
break;
case UP://上
if(can_move(point.first,point.second-1,data,map)){
point.second-=1;
return true;
}
break;
case DOWN://下
if(can_move(point.first,point.second+1,data,map)){
point.second+=1;
return true;
}
break;
}
return false;
}
}block;
void show_map(char map[MAP_Y][MAP_X])
{
int x,y;
for(y=0;y<MAP_Y-MAP_NOT_SHOW_NUM;y++)
for(x=0;x<MAP_X;x++){
attrset(COLOR_PAIR(map[y+MAP_NOT_SHOW_NUM][x]));
mvaddstr(y,x," ");
}
}
void show_map(block *myblock,char map[MAP_Y][MAP_X])
{
int x,y;
for(y=0;y<MAP_Y-MAP_NOT_SHOW_NUM;y++)
for(x=0;x<MAP_X;x++){
attrset(COLOR_PAIR(map[y+MAP_NOT_SHOW_NUM][x]));
mvaddstr(y,x," ");
}
for(y=0;y<BLOCK_H_W;y++)
for(x=0;x<BLOCK_H_W;x++)
if(myblock->data[y][x]!=0 && myblock->point.second-MAP_NOT_SHOW_NUM+y>=0){
attrset(COLOR_PAIR(myblock->data[y][x]));
mvaddstr(myblock->point.second-MAP_NOT_SHOW_NUM+y,myblock->point.first+x," ");
}
}
void show_nextblock(int block_num)
{
int x,y;
for(y=0;y<BLOCK_H_W;y++)
for(x=0;x<BLOCK_H_W;x++)
{
attrset(COLOR_PAIR(block_data[block_num][y][x]));
mvaddstr(y+NEXT_BLOCK_Y,x+NEXT_BLOCK_X," ");
}
}
void show_score(int score)
{
attrset(COLOR_PAIR(0));
mvprintw(SCORE_Y,SCORE_X,"SCORE:%d",score);
}
int init()
{
initscr();//window初期化
noecho();//キー入力を表示しない
cbreak();//キー入力をすぐに受け付ける
curs_set(0);//カーソル非表示
start_color();//カラーの初期化?
/*色ペアの設定 (番号,前景色,背景色)
0は前白,後黒になってるらしい*/
init_pair(1,COLOR_BLACK,COLOR_WHITE);
init_pair(2, COLOR_BLACK, COLOR_RED);
init_pair(3, COLOR_BLACK, COLOR_GREEN);
init_pair(4,COLOR_BLACK,COLOR_BLUE);
init_pair(5,COLOR_BLACK,COLOR_YELLOW);
init_pair(6,COLOR_BLACK,COLOR_CYAN);
init_pair(7,COLOR_BLACK,COLOR_MAGENTA);
init_pair(8,COLOR_BLACK,COLOR_BLUE);
bkgd(COLOR_PAIR(0));//ターミナルの背景黒、文字白
wtimeout(stdscr,TIMEOUT);//getchのタイムアウト設定
keypad(stdscr, TRUE); //矢印キー使用する
srand(time(NULL));//乱数列初期化
return 0;
}
/*
キー入力を反映する関数
入力がなければfalse
*/
bool key_input(block *myblock,char map[MAP_Y][MAP_X])
{
int keyinput;
keyinput=getch();
switch(keyinput){
case KEY_RIGHT:
myblock->move(RIGHT,map);break;
case KEY_LEFT:
myblock->move(LEFT,map);break;
case KEY_UP:
myblock->rotate(LEFT,map);break;
case KEY_DOWN:
myblock->move(DOWN,map);break;
case 'c':
endwin();
exit(0);
default :return false;
}
return true;
}
void lock_myblock(block *myblock,char map[MAP_Y][MAP_X])
{
int x,y;
for(y=0;y<BLOCK_H_W;y++)
for(x=0;x<BLOCK_H_W;x++)
if(myblock->data[y][x]!=0)map[myblock->point.second+y][myblock->point.first+x]=myblock->data[y][x];
}
/*
揃ったラインを消す関数
return:消したライン数
*/
int delete_lines(char map[MAP_Y][MAP_X])
{
int x,y,cnt=0;
for(y=MAP_Y-2;y>=0;y--){
bool flg=true;
for(x=1;x<MAP_X-1;x++)
if(map[y][x]==0)flg=false;
if(flg)cnt++;
else if(cnt)
for(x=1;x<MAP_X-1;x++)
map[y+cnt][x]=map[y][x];
}
return cnt;
}
void gameover(char map[MAP_Y][MAP_X])
{
int x,y;
for(y=0;y<MAP_Y;y++)
for(x=0;x<MAP_X;x++)
map[y][x]=1;
show_map(map);
}
int play(int difficulty)
{
int next_myblock_num;
char map[MAP_Y][MAP_X];
block myblock;
int score=0;
//マップリセット
int x,y;
for(y=0;y<MAP_Y;y++)
for(x=0;x<MAP_X;x++)
{
if(x==0 || x== MAP_X-1)map[y][x]=1;
else if(y==MAP_Y-1)map[y][x]=1;
else map[y][x]=0;
}
while(true)
{
for(int i=0;i<20-difficulty;i++)
{
key_input(&myblock,map);
//タイム追加
usleep(2000);
}
if(myblock.move(DOWN,map)==false){
//下に落とせなかったら固定
lock_myblock(&myblock,map);
//上端で落とせなかったら終わり
if(myblock.point.second<=MAP_NOT_SHOW_NUM){
gameover(map);
return 0;
}
myblock.reset(next_myblock_num);
next_myblock_num=rand()%BLOCK_NUM;
}
score+=delete_lines(map)*10;
show_map(&myblock,map);
show_nextblock(next_myblock_num);
show_score(score);
}
}
int main()
{
char nextblock;
init();
play(0);
endwin();
}