增加难度上升机制

This commit is contained in:
2026-04-26 09:55:21 +08:00
parent 72df9d474a
commit 30ccac8cbd
5 changed files with 198 additions and 35 deletions
+6
View File
@@ -97,6 +97,9 @@ struct PlayerStats
int stableStructureLevel; int stableStructureLevel;
int doubleGrowthLevel; int doubleGrowthLevel;
int gamblerLevel; int gamblerLevel;
int difficultyElapsedMs;
int difficultyLevel;
int lockedRows;
int pieceTuningLevels[7]; int pieceTuningLevels[7];
}; };
@@ -204,5 +207,8 @@ void UseScreenBomb();
void UseBlackHole(); void UseBlackHole();
void UseAirReshape(); void UseAirReshape();
int GetRogueFallInterval(); int GetRogueFallInterval();
int GetRoguePlayableHeight();
int GetRogueLockedRows();
void AdvanceRogueDifficulty(int elapsedMs);
void TDrawScreen(HDC hdc, HWND hWnd); void TDrawScreen(HDC hdc, HWND hWnd);
+13 -2
View File
@@ -221,10 +221,21 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
!suspendFlag && !suspendFlag &&
!gameOverFlag) !gameOverFlag)
{ {
if (currentMode == MODE_ROGUE)
{
int previousFallInterval = currentFallInterval;
AdvanceRogueDifficulty(currentFallInterval > 0 ? currentFallInterval : GAME_TIMER_INTERVAL);
if (currentFallInterval != previousFallInterval)
{
ResetGameTimer(hWnd);
}
}
if (currentMode == MODE_ROGUE && rogueStats.timeDilationLevel > 0 && rogueStats.timeDilationTicks <= 0) if (currentMode == MODE_ROGUE && rogueStats.timeDilationLevel > 0 && rogueStats.timeDilationTicks <= 0)
{ {
int occupiedHeight = 0; int occupiedHeight = 0;
for (int y = 0; y < nGameHeight; y++) int playableHeight = GetRoguePlayableHeight();
for (int y = 0; y < playableHeight; y++)
{ {
bool hasCell = false; bool hasCell = false;
for (int x = 0; x < nGameWidth; x++) for (int x = 0; x < nGameWidth; x++)
@@ -237,7 +248,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
} }
if (hasCell) if (hasCell)
{ {
occupiedHeight = nGameHeight - y; occupiedHeight = playableHeight - y;
break; break;
} }
} }
+12 -8
View File
@@ -223,6 +223,9 @@ void ResetPlayerStats(PlayerStats& stats, bool useRogueRules)
stats.stableStructureLevel = 0; stats.stableStructureLevel = 0;
stats.doubleGrowthLevel = 0; stats.doubleGrowthLevel = 0;
stats.gamblerLevel = 0; stats.gamblerLevel = 0;
stats.difficultyElapsedMs = 0;
stats.difficultyLevel = 0;
stats.lockedRows = 0;
for (int i = 0; i < 7; i++) for (int i = 0; i < 7; i++)
{ {
stats.pieceTuningLevels[i] = 0; stats.pieceTuningLevels[i] = 0;
@@ -250,7 +253,7 @@ bool IsPiecePlacementValid(int pieceType, int pieceState, Point position)
int checkY = position.y + i; int checkY = position.y + i;
int checkX = position.x + j; int checkX = position.x + j;
if (checkX < 0 || checkX >= nGameWidth || checkY >= nGameHeight) if (checkX < 0 || checkX >= nGameWidth || checkY >= GetRoguePlayableHeight())
{ {
return false; return false;
} }
@@ -288,7 +291,7 @@ bool CanMoveDown()
int nextX = point.x + j; int nextX = point.x + j;
// 检查是否到达底部边界 // 检查是否到达底部边界
if (nextY >= nGameHeight) if (nextY >= GetRoguePlayableHeight())
{ {
return false; return false;
} }
@@ -511,7 +514,7 @@ void Fixing()
} }
// 将当前方块在可视区域内的部分写入工作区 // 将当前方块在可视区域内的部分写入工作区
if (fixY >= 0 && fixY < nGameHeight && fixX >= 0 && fixX < nGameWidth) if (fixY >= 0 && fixY < GetRoguePlayableHeight() && fixX >= 0 && fixX < nGameWidth)
{ {
workRegion[fixY][fixX] = currentPieceIsRainbow ? 8 : bricks[type][state][i][j]; workRegion[fixY][fixX] = currentPieceIsRainbow ? 8 : bricks[type][state][i][j];
if (currentPieceIsExplosive && explosiveCellCount < 4) if (currentPieceIsExplosive && explosiveCellCount < 4)
@@ -560,7 +563,7 @@ void Fixing()
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
DeleteOneLine(nGameHeight - 1); DeleteOneLine(GetRoguePlayableHeight() - 1);
} }
SetFeedbackMessage( SetFeedbackMessage(
@@ -643,9 +646,9 @@ void Fixing()
{ {
crossRow = 0; crossRow = 0;
} }
if (crossRow >= nGameHeight) if (crossRow >= GetRoguePlayableHeight())
{ {
crossRow = nGameHeight - 1; crossRow = GetRoguePlayableHeight() - 1;
} }
if (crossColumn < 0) if (crossColumn < 0)
{ {
@@ -739,7 +742,8 @@ int DeleteLines()
int clearedLines = 0; int clearedLines = 0;
bool clearedWithRainbow = false; bool clearedWithRainbow = false;
for (int i = nGameHeight - 1; i >= 0; i--) int playableHeight = GetRoguePlayableHeight();
for (int i = playableHeight - 1; i >= 0; i--)
{ {
bool fullLine = true; bool fullLine = true;
@@ -782,7 +786,7 @@ int DeleteLines()
{ {
for (int x = centerX - 1; x <= centerX + 1; x++) for (int x = centerX - 1; x <= centerX + 1; x++)
{ {
if (y >= 0 && y < nGameHeight && x >= 0 && x < nGameWidth && workRegion[y][x] != 0) if (y >= 0 && y < GetRoguePlayableHeight() && x >= 0 && x < nGameWidth && workRegion[y][x] != 0)
{ {
workRegion[y][x] = 0; workRegion[y][x] = 0;
followupCleared++; followupCleared++;
+53 -2
View File
@@ -629,6 +629,45 @@ void TDrawScreen(HDC hdc, HWND hWnd)
SelectObject(hdc, oldPen); SelectObject(hdc, oldPen);
DeleteObject(gridPen); DeleteObject(gridPen);
int lockedRows = GetRogueLockedRows();
if (lockedRows > 0)
{
RECT lockedRect =
{
gameRect.left,
gameRect.top + (nGameHeight - lockedRows) * grid,
gameRect.right,
gameRect.bottom
};
Graphics lockedGraphics(hdc);
SolidBrush lockedBrush(Color(150, 58, 48, 68));
Pen lockedPen(Color(210, 232, 170, 194), 1.0f);
lockedGraphics.FillRectangle(
&lockedBrush,
static_cast<INT>(lockedRect.left),
static_cast<INT>(lockedRect.top),
static_cast<INT>(lockedRect.right - lockedRect.left),
static_cast<INT>(lockedRect.bottom - lockedRect.top));
lockedGraphics.DrawRectangle(
&lockedPen,
static_cast<INT>(lockedRect.left),
static_cast<INT>(lockedRect.top),
static_cast<INT>(lockedRect.right - lockedRect.left),
static_cast<INT>(lockedRect.bottom - lockedRect.top));
SelectObject(hdc, smallFont);
SetTextColor(hdc, RGB(238, 204, 216));
RECT lockedTextRect =
{
lockedRect.left + SS(12),
lockedRect.top + SS(8),
lockedRect.right - SS(12),
lockedRect.bottom - SS(8)
};
DrawText(hdc, _T("\u96be\u5ea6\u538b\u7f29\u533a"), -1, &lockedTextRect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}
for (int i = 0; i < nGameHeight; i++) for (int i = 0; i < nGameHeight; i++)
{ {
for (int j = 0; j < nGameWidth; j++) for (int j = 0; j < nGameWidth; j++)
@@ -783,12 +822,24 @@ void TDrawScreen(HDC hdc, HWND hWnd)
SelectObject(hdc, bodyFont); SelectObject(hdc, bodyFont);
TCHAR overviewText[160]; TCHAR overviewText[160];
int totalLines = (currentMode == MODE_CLASSIC) ? classicStats.totalLinesCleared : rogueStats.totalLinesCleared; int totalLines = (currentMode == MODE_CLASSIC) ? classicStats.totalLinesCleared : rogueStats.totalLinesCleared;
if (currentMode == MODE_ROGUE)
{
_stprintf_s( _stprintf_s(
overviewText, overviewText,
_T("\u5f53\u524d\u5f97\u5206 %d\r\n\u5f53\u524d\u6a21\u5f0f %s\r\n\u7d2f\u8ba1\u6d88\u884c %d"), _T("\u5f53\u524d\u5f97\u5206 %d\r\n\u5f53\u524d\u6a21\u5f0f Rogue\r\n\u7d2f\u8ba1\u6d88\u884c %d\r\n\u96be\u5ea6 Lv.%d \u9501\u884c %d"),
tScore,
totalLines,
rogueStats.difficultyLevel,
GetRogueLockedRows());
}
else
{
_stprintf_s(
overviewText,
_T("\u5f53\u524d\u5f97\u5206 %d\r\n\u5f53\u524d\u6a21\u5f0f \u7ecf\u5178\r\n\u7d2f\u8ba1\u6d88\u884c %d"),
tScore, tScore,
currentMode == MODE_CLASSIC ? _T("\u7ecf\u5178") : _T("Rogue"),
totalLines); totalLines);
}
RECT overviewBodyRect = RECT overviewBodyRect =
{ {
overviewRect.left + SS(22), overviewRect.left + SS(22),
+110 -19
View File
@@ -90,6 +90,10 @@ static const UpgradeEntry kUpgradePool[] =
}; };
static constexpr int kUpgradePoolSize = sizeof(kUpgradePool) / sizeof(kUpgradePool[0]); static constexpr int kUpgradePoolSize = sizeof(kUpgradePool) / sizeof(kUpgradePool[0]);
static constexpr int kDifficultyStepMs = 30000;
static constexpr int kDifficultySpeedStepMs = 18;
static constexpr int kMaxRogueLockedRows = 4;
static constexpr int kDifficultyLevelsPerLockedRow = 3;
static int GetUpgradeCurrentLevel(int upgradeId); static int GetUpgradeCurrentLevel(int upgradeId);
static int GetUpgradeDynamicWeight(const UpgradeEntry& entry); static int GetUpgradeDynamicWeight(const UpgradeEntry& entry);
@@ -111,6 +115,7 @@ static int TriggerUpgradeShockwave(int rowsToClear);
static void FillUpgradeOptions(); static void FillUpgradeOptions();
static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount); static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount);
static void ApplyDestinyCurse(); static void ApplyDestinyCurse();
static void ClearLockedRows();
static int GetNextPreviewLimit() static int GetNextPreviewLimit()
{ {
@@ -132,6 +137,91 @@ static int GetNextPreviewLimit()
return rogueStats.previewCount; return rogueStats.previewCount;
} }
int GetRogueLockedRows()
{
if (currentMode != MODE_ROGUE)
{
return 0;
}
if (rogueStats.lockedRows < 0)
{
return 0;
}
return rogueStats.lockedRows > kMaxRogueLockedRows ? kMaxRogueLockedRows : rogueStats.lockedRows;
}
int GetRoguePlayableHeight()
{
return nGameHeight - GetRogueLockedRows();
}
static void ClearLockedRows()
{
int lockedRows = GetRogueLockedRows();
for (int y = nGameHeight - lockedRows; y < nGameHeight; y++)
{
if (y < 0 || y >= nGameHeight)
{
continue;
}
for (int x = 0; x < nGameWidth; x++)
{
workRegion[y][x] = 0;
}
}
}
void AdvanceRogueDifficulty(int elapsedMs)
{
if (currentMode != MODE_ROGUE || currentScreen != SCREEN_PLAYING || suspendFlag || gameOverFlag || elapsedMs <= 0)
{
return;
}
rogueStats.difficultyElapsedMs += elapsedMs;
bool difficultyChanged = false;
while (rogueStats.difficultyElapsedMs >= kDifficultyStepMs)
{
rogueStats.difficultyElapsedMs -= kDifficultyStepMs;
rogueStats.difficultyLevel++;
difficultyChanged = true;
}
if (!difficultyChanged)
{
return;
}
int nextLockedRows = rogueStats.difficultyLevel / kDifficultyLevelsPerLockedRow;
if (nextLockedRows > kMaxRogueLockedRows)
{
nextLockedRows = kMaxRogueLockedRows;
}
bool lockedRowsChanged = nextLockedRows > rogueStats.lockedRows;
if (lockedRowsChanged)
{
rogueStats.lockedRows = nextLockedRows;
ClearLockedRows();
ComputeTarget();
}
currentFallInterval = GetRogueFallInterval();
TCHAR difficultyDetail[128];
_stprintf_s(
difficultyDetail,
_T("\u96be\u5ea6 Lv.%d\uff0c\u4e0b\u843d\u52a0\u5feb\uff0c\u5df2\u9501\u5b9a\u5e95\u90e8 %d/%d \u884c\u3002"),
rogueStats.difficultyLevel,
GetRogueLockedRows(),
kMaxRogueLockedRows);
SetFeedbackMessage(lockedRowsChanged ? _T("\u68cb\u76d8\u538b\u7f29") : _T("\u96be\u5ea6\u4e0a\u5347"), difficultyDetail, 12);
}
static int GetUpgradeCurrentLevel(int upgradeId) static int GetUpgradeCurrentLevel(int upgradeId)
{ {
switch (upgradeId) switch (upgradeId)
@@ -228,7 +318,7 @@ static int GetUpgradeDynamicWeight(const UpgradeEntry& entry)
int topRow = GetTopOccupiedRow(); int topRow = GetTopOccupiedRow();
if (topRow >= 0) if (topRow >= 0)
{ {
int occupiedHeight = nGameHeight - topRow; int occupiedHeight = GetRoguePlayableHeight() - topRow;
if (occupiedHeight >= 14) if (occupiedHeight >= 14)
{ {
weight += 50; weight += 50;
@@ -362,7 +452,7 @@ static bool IsUpgradeSelectable(const UpgradeEntry& entry)
static int GetTopOccupiedRow() static int GetTopOccupiedRow()
{ {
for (int i = 0; i < nGameHeight; i++) for (int i = 0; i < GetRoguePlayableHeight(); i++)
{ {
for (int j = 0; j < nGameWidth; j++) for (int j = 0; j < nGameWidth; j++)
{ {
@@ -478,7 +568,7 @@ int TriggerMiniBlackHole(int maxCellsToClear)
{ {
int blockCounts[8] = { 0 }; int blockCounts[8] = { 0 };
for (int y = 0; y < nGameHeight; y++) for (int y = 0; y < GetRoguePlayableHeight(); y++)
{ {
for (int x = 0; x < nGameWidth; x++) for (int x = 0; x < nGameWidth; x++)
{ {
@@ -507,7 +597,7 @@ int TriggerMiniBlackHole(int maxCellsToClear)
} }
int clearedCellCount = 0; int clearedCellCount = 0;
for (int y = nGameHeight - 1; y >= 0 && clearedCellCount < maxCellsToClear; y--) for (int y = GetRoguePlayableHeight() - 1; y >= 0 && clearedCellCount < maxCellsToClear; y--)
{ {
for (int x = 0; x < nGameWidth && clearedCellCount < maxCellsToClear; x++) for (int x = 0; x < nGameWidth && clearedCellCount < maxCellsToClear; x++)
{ {
@@ -558,7 +648,7 @@ int ClearExplosiveAreaAt(int centerY, int centerX)
{ {
for (int x = centerX - radius; x <= centerX + radius; x++) for (int x = centerX - radius; x <= centerX + radius; x++)
{ {
if (y >= 0 && y < nGameHeight && x >= 0 && x < nGameWidth) if (y >= 0 && y < GetRoguePlayableHeight() && x >= 0 && x < nGameWidth)
{ {
if (workRegion[y][x] != 0) if (workRegion[y][x] != 0)
{ {
@@ -581,7 +671,7 @@ int ClearColumnAt(int column)
return 0; return 0;
} }
for (int y = 0; y < nGameHeight; y++) for (int y = 0; y < GetRoguePlayableHeight(); y++)
{ {
if (workRegion[y][column] != 0) if (workRegion[y][column] != 0)
{ {
@@ -597,7 +687,7 @@ int ClearRowAt(int row)
{ {
int clearedCellCount = 0; int clearedCellCount = 0;
if (row < 0 || row >= nGameHeight) if (row < 0 || row >= GetRoguePlayableHeight())
{ {
return 0; return 0;
} }
@@ -622,9 +712,9 @@ int TriggerRainbowRowCompletion(int minRow, int maxRow)
{ {
minRow = 0; minRow = 0;
} }
if (maxRow >= nGameHeight) if (maxRow >= GetRoguePlayableHeight())
{ {
maxRow = nGameHeight - 1; maxRow = GetRoguePlayableHeight() - 1;
} }
for (int row = minRow; row <= maxRow; row++) for (int row = minRow; row <= maxRow; row++)
@@ -659,7 +749,7 @@ int TriggerRainbowRowCompletion(int minRow, int maxRow)
static int TriggerBlackHole() static int TriggerBlackHole()
{ {
int blockCounts[8] = { 0 }; int blockCounts[8] = { 0 };
for (int y = 0; y < nGameHeight; y++) for (int y = 0; y < GetRoguePlayableHeight(); y++)
{ {
for (int x = 0; x < nGameWidth; x++) for (int x = 0; x < nGameWidth; x++)
{ {
@@ -688,7 +778,7 @@ static int TriggerBlackHole()
} }
int clearedCellCount = 0; int clearedCellCount = 0;
for (int y = 0; y < nGameHeight; y++) for (int y = 0; y < GetRoguePlayableHeight(); y++)
{ {
for (int x = 0; x < nGameWidth; x++) for (int x = 0; x < nGameWidth; x++)
{ {
@@ -709,7 +799,7 @@ int TriggerScreenBomb()
for (int i = 0; i < 5; i++) for (int i = 0; i < 5; i++)
{ {
int row = nGameHeight - 1 - i; int row = GetRoguePlayableHeight() - 1 - i;
if (row < 0) if (row < 0)
{ {
break; break;
@@ -748,9 +838,9 @@ static int TriggerChainBlast(int lineAnchor)
{ {
randomY = 0; randomY = 0;
} }
if (randomY >= nGameHeight) if (randomY >= GetRoguePlayableHeight())
{ {
randomY = nGameHeight - 1; randomY = GetRoguePlayableHeight() - 1;
} }
if (workRegion[randomY][randomX] != 0) if (workRegion[randomY][randomX] != 0)
@@ -822,7 +912,7 @@ int TryStabilizeBoard()
return 0; return 0;
} }
for (int y = nGameHeight - 2; y >= 1; y--) for (int y = GetRoguePlayableHeight() - 2; y >= 1; y--)
{ {
for (int x = 1; x < nGameWidth - 1; x++) for (int x = 1; x < nGameWidth - 1; x++)
{ {
@@ -913,7 +1003,7 @@ static int TriggerUpgradeShockwave(int rowsToClear)
for (int i = 0; i < rowsToClear; i++) for (int i = 0; i < rowsToClear; i++)
{ {
DeleteOneLine(nGameHeight - 1); DeleteOneLine(GetRoguePlayableHeight() - 1);
clearedRows++; clearedRows++;
} }
@@ -1027,6 +1117,7 @@ static void FillUpgradeOptions()
int GetRogueFallInterval() int GetRogueFallInterval()
{ {
int baseInterval = 500 + rogueStats.slowFallStacks * 80; int baseInterval = 500 + rogueStats.slowFallStacks * 80;
baseInterval -= rogueStats.difficultyLevel * kDifficultySpeedStepMs;
if (rogueStats.highPressureLevel > 0) if (rogueStats.highPressureLevel > 0)
{ {
@@ -1388,7 +1479,7 @@ void ApplyLineClearResult(int linesCleared)
int chainBlastCells = 0; int chainBlastCells = 0;
for (int i = 0; i < linesCleared; i++) for (int i = 0; i < linesCleared; i++)
{ {
chainBlastCells += TriggerChainBlast(nGameHeight - 1 - i); chainBlastCells += TriggerChainBlast(GetRoguePlayableHeight() - 1 - i);
} }
if (chainBlastCells > 0) if (chainBlastCells > 0)
@@ -1416,7 +1507,7 @@ void ApplyLineClearResult(int linesCleared)
int thunderRowsCleared = 0; int thunderRowsCleared = 0;
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
int randomRow = rand() % nGameHeight; int randomRow = rand() % GetRoguePlayableHeight();
for (int x = 0; x < nGameWidth; x++) for (int x = 0; x < nGameWidth; x++)
{ {
if (workRegion[randomRow][x] != 0) if (workRegion[randomRow][x] != 0)
@@ -1485,7 +1576,7 @@ void ApplyLineClearResult(int linesCleared)
while (rogueStats.sweeperCharge >= sweeperThreshold) while (rogueStats.sweeperCharge >= sweeperThreshold)
{ {
rogueStats.sweeperCharge -= sweeperThreshold; rogueStats.sweeperCharge -= sweeperThreshold;
DeleteOneLine(nGameHeight - 1); DeleteOneLine(GetRoguePlayableHeight() - 1);
clearedBySweeper++; clearedBySweeper++;
} }