使用STM32F103xC8T6板,用keil5编码,在oled屏上实现俄罗斯方块游戏,请给出具体代码
时间: 2024-03-23 12:44:01 浏览: 82
好的,下面给出一个简单的在OLED屏幕上实现俄罗斯方块游戏的示例代码。请注意,这只是一个简单的实现,还有很多地方可以进行优化。
首先,需要使用OLED屏幕和按键。可以使用一个二维数组来表示俄罗斯方块的状态,使用一个定时器不断更新方块的状态并在屏幕上显示。
```c
#include "oled.h"
#include "key.h"
// 定义方块的大小和行列数
#define BLOCK_SIZE 8
#define ROWS 8
#define COLS 8
// 定义方块的类型
typedef enum {
BLOCK_NONE,
BLOCK_I,
BLOCK_O,
BLOCK_T,
BLOCK_S,
BLOCK_Z,
BLOCK_J,
BLOCK_L
} BlockType;
// 定义方块结构体
typedef struct {
BlockType type;
int row;
int col;
} Block;
// 定义俄罗斯方块结构体
typedef struct {
Block block;
int rotate;
} Tetris;
// 定义方块的颜色
uint8_t block_colors[] = {
0x00, // BLACK
0xFF, // WHITE
0xFF, // WHITE
0xFF, // WHITE
0xFF, // WHITE
0xFF, // WHITE
0xFF, // WHITE
0xFF // WHITE
};
// 定义方块的形状
int block_shapes[][4][4] = {
{ // BLOCK_NONE
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{ // BLOCK_I
{0, 0, 0, 0},
{1, 1, 1, 1},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{ // BLOCK_O
{1, 1, 0, 0},
{1, 1, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{ // BLOCK_T
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{ // BLOCK_S
{0, 1, 1, 0},
{1, 1, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{ // BLOCK_Z
{1, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{ // BLOCK_J
{1, 0, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
},
{ // BLOCK_L
{0, 0, 1, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
}
};
// 定义俄罗斯方块结构体
Tetris tetris;
// 初始化OLED屏幕和按键
void init_hardware(void) {
OLED_Init();
Key_Init();
}
// 绘制一个方块
void draw_block(int row, int col, uint8_t color) {
for (int i = 0; i < BLOCK_SIZE; i++) {
for (int j = 0; j < BLOCK_SIZE; j++) {
OLED_DrawPixel(col * BLOCK_SIZE + j, row * BLOCK_SIZE + i, color);
}
}
}
// 绘制俄罗斯方块
void draw_tetris(Tetris tetris) {
int shape = tetris.block.type;
int rotate = tetris.rotate;
int row = tetris.block.row;
int col = tetris.block.col;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (block_shapes[shape][i][j]) {
int r = i;
int c = j;
for (int k = 0; k < rotate; k++) {
int temp = r;
r = 3 - c;
c = temp;
}
draw_block(row + r, col + c, block_colors[shape]);
}
}
}
}
// 检测俄罗斯方块是否碰到边界
bool check_boundary(Tetris tetris) {
int shape = tetris.block.type;
int rotate = tetris.rotate;
int row = tetris.block.row;
int col = tetris.block.col;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (block_shapes[shape][i][j]) {
int r = i;
int c = j;
for (int k = 0; k < rotate; k++) {
int temp = r;
r = 3 - c;
c = temp;
}
if (row + r < 0 || row + r >= ROWS || col + c < 0 || col + c >= COLS) {
return true;
}
}
}
}
return false;
}
// 检测俄罗斯方块是否碰到其他方块
bool check_collision(Tetris tetris, int board[][COLS]) {
int shape = tetris.block.type;
int rotate = tetris.rotate;
int row = tetris.block.row;
int col = tetris.block.col;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (block_shapes[shape][i][j]) {
int r = i;
int c = j;
for (int k = 0; k < rotate; k++) {
int temp = r;
r = 3 - c;
c = temp;
}
if (row + r >= 0 && row + r < ROWS && col + c >= 0 && col + c < COLS) {
if (board[row + r][col + c]) {
return true;
}
}
}
}
}
return false;
}
// 将俄罗斯方块加入到游戏区域中
void add_tetris(Tetris tetris, int board[][COLS]) {
int shape = tetris.block.type;
int rotate = tetris.rotate;
int row = tetris.block.row;
int col = tetris.block.col;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (block_shapes[shape][i][j]) {
int r = i;
int c = j;
for (int k = 0; k < rotate; k++) {
int temp = r;
r = 3 - c;
c = temp;
}
board[row + r][col + c] = shape + 1;
}
}
}
}
// 消除满行
void clear_lines(int board[][COLS]) {
for (int i = ROWS - 1; i >= 0; i--) {
bool full = true;
for (int j = 0; j < COLS; j++) {
if (!board[i][j]) {
full = false;
break;
}
}
if (full) {
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