feat(MCU课设): 增加方块旋转逻辑
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7 changed files with 150 additions and 39 deletions
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MCU/MCU_REAL_FINAL/IMG/箭头.bmp
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MCU/MCU_REAL_FINAL/IMG/箭头.bmp
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@ -7,7 +7,8 @@
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#include <stdlib.h>
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extern unsigned int bestScore[];
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char base[MAX_X][MAX_Y] = {0}; //x*y //0为空 1为下落完成 2为正在下落
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char base[MAX_X][MAX_Y] = {0}; //x*y //0为空 1为下落完成 2为正在下落 3为旋转中心点
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char mask[MAX_X][MAX_Y] = {0}; //旋转缓存层
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extern unsigned int score;
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extern enum OPR opr;
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enum GS blockGameStatus = __idle;
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@ -65,7 +66,7 @@ void genPiece()
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//若存在尚未下落完成的方块则打断
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] == 2)
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if(base[i][j] >= 2)
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return;
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//当两个方块的情况
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@ -77,12 +78,12 @@ void genPiece()
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//当两个方块的情况
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if(random >= 7 && random <= 15)
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{
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base[4][9] = 2; //
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base[4][9] = 3; //
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base[4][10] = 2; //
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}
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else if(random >= 16 && random <= 22)
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{
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base[3][9] = 2; ////
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base[3][9] = 3; ////
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base[4][9] = 2;
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}
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@ -91,37 +92,37 @@ void genPiece()
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{
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base[4][11] = 2;
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base[4][10] = 2;
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base[4][10] = 3;
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base[4][9] = 2;
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}
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else if(random >= 32 && random <= 38)
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{
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base[3][9] = 2;
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base[4][9] = 2;
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base[4][9] = 3;
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base[5][9] = 2;
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}
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else if(random >= 39 && random <= 47)
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{
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base[3][10] = 2;
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base[3][9] = 2;
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base[3][9] = 3;
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base[4][9] = 2;
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}
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else if (random >= 48 && random <= 55)
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{
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base[4][10] = 2;
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base[3][9] = 2;
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base[4][9] = 2;
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base[4][9] = 3;
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}
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else if (random >= 56 && random <= 63)
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{
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base[4][9] = 2;
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base[3][10] = 2;
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base[4][10] = 2;
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base[4][10] = 3;
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}
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else if (random >= 64 && random <= 69)
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{
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base[3][9] = 2;
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base[3][10] = 2;
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base[3][10] = 3;
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base[4][10] = 2;
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}
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@ -136,28 +137,28 @@ void genPiece()
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else if(random >= 80 && random <= 84)
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{
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base[3][10] = 2;
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base[4][10] = 2;
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base[4][10] = 3;
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base[3][9] = 2;
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base[4][11] = 2;
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}
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else if(random >= 85 && random <= 89)
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{
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base[3][10] = 2;
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base[4][10] = 2;
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base[4][10] = 3;
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base[3][11] = 2;
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base[4][9] = 2;
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}
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else if(random >= 90 && random <= 94)
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{
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base[3][10] = 2;
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base[4][10] = 2;
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base[4][10] = 3;
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base[4][9] = 2;
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base[5][9] = 2;
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}
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else if(random >= 95 && random <= 99)
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{
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base[3][10] = 2;
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base[4][10] = 2;
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base[4][10] = 3;
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base[3][9] = 2;
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base[4][9] = 2;
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}
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@ -196,7 +197,7 @@ void dropPiece()
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{
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if(flag == 1)
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break;
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if(base[i][j] == 2)
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if(base[i][j] >= 2)
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{
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//若触底,做标记
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if(flag == 0 && (base[i][j - 1] == 1 || j == 0))
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@ -215,12 +216,12 @@ void dropPiece()
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{
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for(j = 0; j < MAX_Y; j++)
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{
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if(base[i][j] == 2)
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if(base[i][j] >= 2)
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{
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//无标记则下落
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if(flag == 0 && isIegal(i, j - 1))
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{
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base[i][j - 1] = 2;
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base[i][j - 1] = base[i][j];
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base[i][j] = 0;
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}
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//有标记则转换
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@ -250,14 +251,13 @@ void moveLeftPiece()
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}
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] == 2)
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if(base[i][j] >= 2)
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{
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base[i - 1][j] = 2;
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base[i - 1][j] = base[i][j];
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base[i][j] = 0;
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}
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}
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void moveRightPiece()
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{
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char i, j;
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if(blockGameStatus == over)
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@ -270,9 +270,9 @@ void moveRightPiece()
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}
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for(i = MAX_X - 1; i >= 0; i--)
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for(j = MAX_Y - 1; j >= 0; j--)
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if(base[i][j] == 2 )
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if(base[i][j] >= 2 )
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{
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base[i + 1][j] = 2;
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base[i + 1][j] = base[i][j];
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base[i][j] = 0;
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}
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}
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@ -337,6 +337,7 @@ void blockGameOver()
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}
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}
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//判定最高分
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unsigned int addBest(unsigned int s)
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{
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int i, j;
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@ -351,3 +352,83 @@ unsigned int addBest(unsigned int s)
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}
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return 0;
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}
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unsigned int rotateBlock(enum OPR opr)
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{
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char i, j, cy, cx, flag = 0;
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//寻找旋转中心点
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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{
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if(base[i][j] == 3)
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{
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flag = 1;
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cx = i;
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cy = j;
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break;
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}
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}
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if(!flag)
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return 0; //没找到就直接返回
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if(opr == right)
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{
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//判定是否合法 不合法不旋转
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for(i = - 1; i <= 1; i++)
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for(j = - 1; j <= 1; j++)
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if(base[cx + i][cy + j] == 2)
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if(isIegal(j + cx, -i + cy))
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{
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//生成缓存层
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mask[j + cx][-i + cy] = base[cx + i][cy + j];
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}
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else
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{
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memset(mask, 0, sizeof(mask));
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return 0;
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}
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//清除现有层
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] == 2)
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base[i][j] = 0;
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//缓存层覆盖
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for(i = -1; i <= 1; i++)
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for(j = -1; j <= 1; j++)
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if(mask[cx + i][cy + j] == 2)
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base[cx + i][cy + j] = mask[cx + i][cy + j];
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}
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if(opr == left)
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{
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//判定是否合法 不合法不旋转
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for(i = - 1; i <= 1; i++)
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for(j = - 1; j <= 1; j++)
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if(base[cx + i][cy + j] == 2)
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if(isIegal(-j + cx, i + cy))
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{
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//生成缓存层
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mask[-j + cx][i + cy] = base[cx + i][cy + j];
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}
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else
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{
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memset(mask, 0, sizeof(mask));
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return 0;
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}
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//清除现有层
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] == 2)
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base[i][j] = 0;
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//缓存层覆盖
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for(i = -1; i <= 1; i++)
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for(j = -1; j <= 1; j++)
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if(mask[cx + i][cy + j] == 2)
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base[cx + i][cy + j] = mask[cx + i][cy + j];
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}
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memset(mask, 0, sizeof(mask));
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return 1;
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}
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@ -23,4 +23,5 @@ void blockGameOver();
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void saveBest();
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void readBest();
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unsigned int addBest(unsigned int s);
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unsigned int rotateBlock(enum OPR opr);
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#endif
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@ -92,6 +92,10 @@ code unsigned char SUPER_NUM1[]={
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code unsigned char IMG_BLOCK[]={
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0x81,0x7E,0x7E,0x7E,0x7A,0x72,0x7E,0x81,
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};
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//Ðýת¼ýÍ·
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code unsigned char IMG_ROTATE[]={
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0x7F,0x1F,0x07,0x0B,0x13,0x21,0x41,0x80,
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};
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//µÃ·Ö
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code unsigned char FONT_SCORE0[]={
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0x00,0x10,0x88,0xC4,0x33,0x00,0xBE,0xAA,0xAA,0xAA,0xAA,0xAA,0xBE,0x80,0x00,0x00,
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@ -40,7 +40,7 @@ void time() interrupt 1 //
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if(PIN_4 == 0)
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{
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delayms(15);
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delayms(9);
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if(PIN_4 == 0)
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{
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opr = confirm;
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@ -27,7 +27,7 @@ Menu* LAST = NULL; //
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code unsigned int ver _at_ 0x7ffe;
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enum OPR opr = idle;
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static unsigned int local[5] = {0};
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static unsigned int local[5] = {0}; //主菜单使用0,1,其余公用
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unsigned int score;
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unsigned int bestScore[10];
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unsigned int mBestScore[10];
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@ -106,30 +106,47 @@ void m_block(struct _menu* this)
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if(LAST != &M_BLOCK)
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{
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LAST = &M_BLOCK;
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drawVerticalDottedLine(64);
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drawBLOCKSCORE();
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blockInit();
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local[2] = 0; //目前状态 0平移 1旋转
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}
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//返回
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if(opr == confirm)
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{
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opr = idle;
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if(blockGameStatus == over)
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{
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clear();
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local[2] = 0;
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blockDestroy();
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NOW = &M_MAINMENU;
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return;
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}
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local[2] = ~local[2];
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return;
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}
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if(opr == left)
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{
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opr = idle;
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if(local[2])
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{
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rotateBlock(opr);
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local[2] = 0;
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}
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else
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moveLeftPiece();
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opr = idle;
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drawBlock();
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return;
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}
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if(opr == right)
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{
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opr = idle;
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if(local[2])
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{
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rotateBlock(opr);
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local[2] = 0;
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}
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else
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moveRightPiece();
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opr = idle;
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drawBlock();
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return;
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}
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@ -147,17 +164,25 @@ void m_block(struct _menu* this)
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drawVOID8(70, 4, 40);
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drawVOID8(70, 6, 32);
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}
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drawVerticalDottedLine(64);
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drawBLOCKSCORE();
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drawSUPNUM(70, 2, score / 10000); //绘制分数
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drawSUPNUM(79, 2, (score % 10000) / 1000);
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drawSUPNUM(88, 2, (score % 1000) / 100);
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drawSUPNUM(97, 2, (score % 100) / 10);
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drawSUPNUM(106, 2, score % 10);
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// if(local[2])
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// placeIMG_ROTATE(115, 6);
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// else
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// placeRIMG_BLOCK(115, 6);
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blockGameOver(); //检查是否游戏结束
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genPiece(); //若有需要,生成新块
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dropPiece(); //若有需要,块下落
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judgeBlock(); //若有需要,清除一行
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drawBlock(); //绘制界面
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delayms(400);
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delayms(1500);
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}
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