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中學生能編程嗎?

建議妳先修完初中再說,壹些簡單的單詞那是絕對要背熟的,這對妳今後的編程相當重要。因為代碼裏面很少涉及漢字的。

另外,多學下數學,這對妳今後編復雜的程序是有用的,還有,妳要陪養妳的邏輯推理能力,編程是件費腦力的事,其邏輯性很強,所以初中還是要好好學的,畢業後可以讀中專。

下面是別人用C語言寫的壹個俄羅斯方塊的程序(書中也找地到),妳去研究下運行下:

#include <stdio.h>

#include <bios.h>

#include <dos.h>

#include <graphics.h>

#include <string.h>

#include <stdlib.h>

#define true 1

#define false 0

#define BoardWidth 12

#define BoardHeight 23

#define _INNER_HELPER /*inner helper method */

/*Scan Codes Define*/

enum KEYCODES

{

K_ESC =0x011b,

K_UP =0x4800, /* upward arrow */

K_LEFT =0x4b00,

K_DOWN =0x5000,

K_RIGHT =0x4d00,

K_SPACE =0x3920,

K_P =0x1970

};

/* the data structure of the block */

typedef struct tagBlock

{

char c[4][4]; /* cell fill info array, 0-empty, 1-filled */

int x; /* block position cx [ 0,BoardWidht -1] */

int y; /* block position cy [-4,BoardHeight-1] */

char color; /* block color */

char size; /* block max size in width or height */

char name; /* block name (the block's shape) */

} Block;

/* game's global info */

int FrameTime= 1300;

int CellSize= 18;

int BoardLeft= 30;

int BoardTop= 30;

/* next block grid */

int NBBoardLeft= 300;

int NBBoardTop= 30;

int NBCellSize= 10;

/* score board position */

int ScoreBoardLeft= 300;

int ScoreBoardTop=100;

int ScoreBoardWidth=200;

int ScoreBoardHeight=35;

int ScoreColor=LIGHTCYAN;

/* infor text postion */

int InfoLeft=300;

int InfoTop=200;

int InfoColor=YELLOW;

int BorderColor=DARKGRAY;

int BkGndColor=BLACK;

int GameRunning=true;

int TopLine=BoardHeight-1; /* top empty line */

int TotalScore=100;

char info_score[20];

char info_help[255];

char info_common[255];

/* our board, Board[x][y][0]-isFilled, Board[x][y][1]-fillColor */

unsigned char Board[BoardWidth][BoardHeight][2];

char BufferCells[4][4]; /* used to judge if can rotate block */

Block curBlock; /* current moving block */

Block nextBlock; /* next Block to appear */

/* function list */

int GetKeyCode();

int CanMove(int dx,int dy);

int CanRotate();

int RotateBlock(Block *block);

int MoveBlock(Block *block,int dx,int dy);

void DrawBlock(Block *block,int,int,int);

void EraseBlock(Block *block,int,int,int);

void DisplayScore();

void DisplayInfo(char* text);

void GenerateBlock(Block *block);

void NextBlock();

void InitGame();

int PauseGame();

void QuitGame();

/*Get Key Code */

int GetKeyCode()

{

int key=0;

if(bioskey(1))

{

key=bioskey(0);

}

return key;

}

/* display text! */

void DisplayInfo(char *text)

{

setcolor(BkGndColor);

outtextxy(InfoLeft,InfoTop,info_common);

strcpy(info_common,text);

setcolor(InfoColor);

outtextxy(InfoLeft,InfoTop,info_common);

}

/* create a new block by key number,

* the block anchor to the top-left corner of 4*4 cells

*/

void _INNER_HELPER GenerateBlock(Block *block)

{

int key=(random(13)*random(17)+random(1000)+random(3000))%7;

block->size=3;/* because most blocks' size=3 */

memset(block->c,0,16);

switch(key)

{

case 0:

block->name='T';

block->color=RED;

block->c[1][0]=1;

block->c[1][1]=1, block->c[2][1]=1;

block->c[1][2]=1;

break;

case 1:

block->name='L';

block->color=YELLOW;

block->c[1][0]=1;

block->c[1][1]=1;

block->c[1][2]=1, block->c[2][2]=1;

break;

case 2:

block->name='J';

block->color=LIGHTGRAY;

block->c[1][0]=1;

block->c[1][1]=1;

block->c[1][2]=1, block->c[0][2]=1;

break;

case 3:

block->name='z';

block->color=CYAN;

block->c[0][0]=1, block->c[1][0]=1;

block->c[1][1]=1, block->c[2][1]=1;

break;

case 4:

block->name='5';

block->color=LIGHTBLUE;

block->c[1][0]=1, block->c[2][0]=1;

block->c[0][1]=1, block->c[1][1]=1;

break;

case 5:

block->name='o';

block->color=BLUE;

block->size=2;

block->c[0][0]=1, block->c[1][0]=1;

block->c[0][1]=1, block->c[1][1]=1;

break;

case 6:

block->name='I';

block->color=GREEN;

block->size=4;

block->c[1][0]=1;

block->c[1][1]=1;

block->c[1][2]=1;

block->c[1][3]=1;

break;

}

}

/* get next block! */

void NextBlock()

{

/* copy the nextBlock to curBlock */

curBlock.size=nextBlock.size;

curBlock.color=nextBlock.color;

curBlock.x=(BoardWidth-4)/2;

curBlock.y=-curBlock.size;

memcpy(curBlock.c,nextBlock.c,16);

/* generate nextBlock and show it */

EraseBlock(&nextBlock,NBBoardLeft,NBBoardTop,NBCellSize);

GenerateBlock(&nextBlock);

nextBlock.x=1,nextBlock.y=0;

DrawBlock(&nextBlock,NBBoardLeft,NBBoardTop,NBCellSize);

}

/* rotate the block, update the block struct data */

int _INNER_HELPER RotateCells(char c[4][4],char blockSize)

{

char temp,i,j;

switch(blockSize)

{

case 3:

temp=c[0][0];

c[0][0]=c[2][0], c[2][0]=c[2][2], c[2][2]=c[0][2], c[0][2]=temp;

temp=c[0][1];

c[0][1]=c[1][0], c[1][0]=c[2][1], c[2][1]=c[1][2], c[1][2]=temp;

break;

case 4: /* only 'I' block arived here! */

c[1][0]=1-c[1][0], c[1][2]=1-c[1][2], c[1][3]=1-c[1][3];

c[0][1]=1-c[0][1], c[2][1]=1-c[2][1], c[3][1]=1-c[3][1];

break;

}

}

/* judge if the block can move toward the direction */

int CanMove(int dx,int dy)

{

int i,j,tempX,tempY;

for(i=0;i<curBlock.size;i++)

{

for(j=0;j<curBlock.size;j++)

{

if(curBlock.c[i][j])

{

/* cannot move leftward or rightward */

tempX = curBlock.x + i + dx;

if(tempX<0 || tempX>(BoardWidth-1)) return false; /* make sure x is valid! */

/* cannot move downward */

tempY = curBlock.y + j + dy;

if(tempY>(BoardHeight-1)) return false; /* y is only checked lower bound, maybe negative!!!! */

/* the cell already filled, we must check Y's upper bound before check cell ! */

if(tempY>=0 && Board[tempX][tempY][0]) return false;

}

}

}

return true;

}

/* judge if the block can rotate */

int CanRotate()

{

int i,j,tempX,tempY;

/* update buffer */

memcpy(BufferCells, curBlock.c, 16);

RotateCells(BufferCells,curBlock.size);

for(i=0;i<curBlock.size;i++)

{

for(j=0;j<curBlock.size;j++)

{

if(BufferCells[i][j])

{

tempX=curBlock.x+i;

tempY=curBlock.y+j;

if(tempX<0 || tempX>(BoardWidth-1))

return false;

if(tempY>(BoardHeight-1))

return false;

if(tempY>=0 && Board[tempX][tempY][0])

return false;

}

}

}

return true;

}

/* draw the block */

void _INNER_HELPER DrawBlock(Block *block,int bdLeft,int bdTop,int cellSize)

{

int i,j;

setfillstyle(SOLID_FILL,block->color);

for(i=0;i<block->size;i++)

{

for(j=0;j<block->size;j++)

{

if(block->c[i][j] && (block->y+j)>=0)

{

floodfill(

bdLeft+cellSize*(i+block->x)+cellSize/2,

bdTop+cellSize*(j+block->y)+cellSize/2,

BorderColor);

}

}

}

}

/* Rotate the block, if success, return true */

int RotateBlock(Block *block)

{

char temp,i,j;

int b_success;

if(curBlock.size==2)

return;

if(( b_success=CanRotate()))

{

EraseBlock(block,BoardLeft,BoardTop,CellSize);

memcpy(curBlock.c,BufferCells,16);

DrawBlock(block,BoardLeft,BoardTop,CellSize);

}

return b_success;

}

/* erase a block, only fill the filled cell with background color */

void _INNER_HELPER EraseBlock(Block *block,int bdLeft,int bdTop,int cellSize)

{

int i,j;

setfillstyle(SOLID_FILL,BkGndColor);

for(i=0;i<block->size;i++)

{

for(j=0;j<block->size;j++)

{

if(block->c[i][j] && (block->y+j>=0))

{

floodfill(

bdLeft+cellSize*(i+block->x)+cellSize/2,

bdTop+cellSize*(j+block->y)+cellSize/2,

BorderColor);

}

}

}

}

/* move by the direction if can, donothing if cannot

* return value: true - success, false - cannot move toward this direction

*/

int MoveBlock(Block *block,int dx,int dy)

{

int b_canmove=CanMove(dx,dy);

if(b_canmove)

{

EraseBlock(block,BoardLeft,BoardTop,CellSize);

curBlock.x+=dx;

curBlock.y+=dy;

DrawBlock(block,BoardLeft,BoardTop,CellSize);

}

return b_canmove;

}

/* drop the block to the bottom! */

int DropBlock(Block *block)

{

EraseBlock(block,BoardLeft,BoardTop,CellSize);

while(CanMove(0,1))

{

curBlock.y++;

}

DrawBlock(block,BoardLeft,BoardTop,CellSize);

return 0;/* return value is assign to the block's alive */

}

/* init the graphics mode, draw the board grid */

void InitGame()

{

int i,j,gdriver=DETECT,gmode;

struct time sysTime;

/* draw board cells */

memset(Board,0,BoardWidth*BoardHeight*2);

memset(nextBlock.c,0,16);

strcpy(info_help,"P: Pause Game. --by hoodlum1980");

initgraph(&gdriver,&gmode,"c:\\tc\\");

setcolor(BorderColor);

for(i=0;i<=BoardWidth;i++)

{

line(BoardLeft+i*CellSize, BoardTop, BoardLeft+i*CellSize, BoardTop+ BoardHeight*CellSize);

}

for(i=0;i<=BoardHeight;i++)

{

line(BoardLeft, BoardTop+i*CellSize, BoardLeft+BoardWidth*CellSize, BoardTop+ i*CellSize);

}

/* draw board outer border rect */

rectangle(BoardLeft-CellSize/4, BoardTop-CellSize/4,

BoardLeft+BoardWidth*CellSize+CellSize/4,

BoardTop+BoardHeight*CellSize+CellSize/4);

/* draw next block grids */

for(i=0;i<=4;i++)

{

line(NBBoardLeft+i*NBCellSize, NBBoardTop, NBBoardLeft+i*NBCellSize, NBBoardTop+4*NBCellSize);

line(NBBoardLeft, NBBoardTop+i*NBCellSize, NBBoardLeft+4*NBCellSize, NBBoardTop+ i*NBCellSize);

}

/* draw score rect */

rectangle(ScoreBoardLeft,ScoreBoardTop,ScoreBoardLeft+ScoreBoardWidth,ScoreBoardTop+ScoreBoardHeight);

DisplayScore();

/* set new seed! */

gettime(&sysTime);

srand(sysTime.ti_hour*3600+sysTime.ti_min*60+sysTime.ti_sec);

GenerateBlock(&nextBlock);

NextBlock(); /* create first block */

setcolor(DARKGRAY);

outtextxy(InfoLeft,InfoTop+20,"Up -rotate Space-drop");

outtextxy(InfoLeft,InfoTop+35,"Left-left Right-right");

outtextxy(InfoLeft,InfoTop+50,"Esc -exit");

DisplayInfo(info_help);

}

/* set the isFilled and fillcolor data to the board */

void _INNER_HELPER FillBoardData()

{

int i,j;

for(i=0;i<curBlock.size;i++)

{

for(j=0;j<curBlock.size;j++)

{

if(curBlock.c[i][j] && (curBlock.y+j)>=0)

{

Board[curBlock.x+i][curBlock.y+j][0]=1;

Board[curBlock.x+i][curBlock.y+j][1]=curBlock.color;

}

}

}

}

/* draw one line of the board */

void _INNER_HELPER PaintBoard()

{

int i,j,fillcolor;

for(j=max((TopLine-4),0);j<BoardHeight;j++)

{

for(i=0;i<BoardWidth;i++)

{

fillcolor=Board[i][j][0]? Board[i][j][1]:BkGndColor;

setfillstyle(SOLID_FILL,fillcolor);

floodfill(BoardLeft+i*CellSize+CellSize/2,BoardTop+j*CellSize+CellSize/2,BorderColor);

}

}

}

/* check if one line if filled full and increase the totalScore! */

void _INNER_HELPER CheckBoard()

{

int i,j,k,score=10,sum=0,topy,lines=0;

/* we find the top empty line! */

j=topy=BoardHeight-1;

do

{

sum=0;

for(i=0;i< BoardWidth; i++)

{

sum+=Board[i][topy][0];

}

topy--;

} while(sum>0 && topy>0);

/* remove the full filled line (max remove lines count = 4) */

do

{

sum=0;

for(i=0;i< BoardWidth; i++)

sum+=Board[i][j][0];

if(sum==BoardWidth)/* we find this line is full filled, remove it! */

{

/* move the cells data down one line */

for(k=j; k > topy;k--)

{

for(i=0;i<BoardWidth;i++)

{

Board[i][k][0]=Board[i][k-1][0];

Board[i][k][1]=Board[i][k-1][1];

}

}

/*make the top line empty! */

for(i=0;i<BoardWidth;i++)

{

Board[i][topy][0]=0;

Board[i][topy][1]=0;

}

topy++; /* move the topline downward one line! */

lines++; /* lines <=4 */

TotalScore+=score;

score*=2; /* adding: 10, 30, 70, 150 */

}

else

j--;

} while(sum>0 && j>topy && lines<4);

/* speed up the game when score is high, minimum is 400 */

FrameTime=max(1200-100*(TotalScore/200), 400);

TopLine=topy;/* update the top line */

/* if no lines remove, only add 1: */

if(lines==0)

TotalScore++;

}

/* display the score */

void _INNER_HELPER DisplayScore()

{

setcolor(BkGndColor);

outtextxy(ScoreBoardLeft+5,ScoreBoardTop+5,info_score);

setcolor(ScoreColor);

sprintf(info_score,"Score: %d",TotalScore);

outtextxy(ScoreBoardLeft+5,ScoreBoardTop+5,info_score);

}

/* we call this function when a block is inactive. */

void UpdateBoard()

{

FillBoardData();

CheckBoard();

PaintBoard();

DisplayScore();

}

/* pause the game, and timer handler stop move down the block! */

int PauseGame()

{

int key=0;

DisplayInfo("Press P to Start or Resume!");

while(key!=K_P && key!=K_ESC)

{

while(!(key=GetKeyCode())){}

}

DisplayInfo(info_help);

return key;

}

/* quit the game and do cleaning work. */

void QuitGame()

{

closegraph();

}

/* the entry point function. */

void main()

{

int i,flag=1,j,key=0,tick=0;

InitGame();

if(PauseGame()==K_ESC)

goto GameOver;

/* wait until a key pressed */

while(key!=K_ESC)

{

/* wait until a key pressed */

while(!(key=GetKeyCode()))

{

tick++;

if(tick>=FrameTime)

{

/* our block has dead! (can't move down), we get next block */

if(!MoveBlock(&curBlock,0,1))

{

UpdateBoard();

NextBlock();

if(!CanMove(0,1))

goto GameOver;

}

tick=0;

}

delay(100);

}

switch(key)

{

case K_LEFT:

MoveBlock(&curBlock,-1,0);

break;

case K_RIGHT:

MoveBlock(&curBlock,1,0);

break;

case K_DOWN:

MoveBlock(&curBlock,0,1);

break;

case K_UP:

RotateBlock(&curBlock);

break;

case K_SPACE:

DropBlock(&curBlock);

break;

case K_P:

PauseGame();

break;

}

}

GameOver:

DisplayInfo("GAME OVER! Press any key to exit!");

getch(); /* wait the user Press any key. */

QuitGame();

}

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