用qt写一个俄罗斯方块,要提供代码
时间: 2023-03-16 21:43:52 浏览: 106
我很高兴为您提供代码。下面是用Qt写俄罗斯方块的代码:#include <QApplication>
#include <QGraphicsScene>
#include <QGraphicsView>
#include <QGraphicsRectItem>
#include <QTimer>int main(int argc, char *argv[])
{
QApplication a(argc, argv); // 创建场景
QGraphicsScene * scene = new QGraphicsScene(); // 创建矩形
QGraphicsRectItem * rect = new QGraphicsRectItem();
rect->setRect(0,0,100,100); // 把矩形放到场景中
scene->addItem(rect); // 创建视图
QGraphicsView * view = new QGraphicsView(scene);
view->show(); QTimer * timer = new QTimer();
QObject::connect(timer, SIGNAL(timeout()), scene, SLOT(advance()));
timer->start(100); return a.exec();
}
相关问题
帮我写一个俄罗斯方块的qt代码,并且运行
好的,以下是一个简单的俄罗斯方块游戏的Qt代码:
```cpp
#include <QApplication>
#include <QWidget>
#include <QGridLayout>
#include <QLabel>
#include <QKeyEvent>
#include <QTimer>
class Tetris : public QWidget {
public:
Tetris(QWidget *parent = 0);
protected:
void keyPressEvent(QKeyEvent *event) override;
void timerEvent(QTimerEvent *event) override;
void paintEvent(QPaintEvent *event) override;
private:
enum { BoardWidth = 10, BoardHeight = 22 };
int timerId;
int board[BoardWidth * BoardHeight];
QLabel *labels[BoardWidth * BoardHeight];
const int shapes[7][4][2] = {
{{0, 1}, {1, 1}, {2, 1}, {3, 1}}, // I
{{0, 0}, {0, 1}, {1, 1}, {1, 0}}, // O
{{0, 0}, {0, 1}, {1, 1}, {2, 1}}, // L
{{2, 0}, {0, 1}, {1, 1}, {2, 1}}, // J
{{1, 0}, {2, 0}, {0, 1}, {1, 1}}, // S
{{0, 0}, {1, 0}, {1, 1}, {2, 1}}, // Z
{{1, 0}, {0, 1}, {1, 1}, {2, 1}} // T
};
int curX, curY;
int curShape;
void clearBoard();
void dropDown();
void oneLineDown();
bool tryMove(int newX, int newY, int newShape);
void drawSquare(QPainter &painter, int x, int y, int shape);
};
Tetris::Tetris(QWidget *parent)
: QWidget(parent),
timerId(-1),
curX(0),
curY(0),
curShape(0)
{
QGridLayout *layout = new QGridLayout;
for (int i = 0; i < BoardHeight; ++i) {
for (int j = 0; j < BoardWidth; ++j) {
labels[i * BoardWidth + j] = new QLabel;
labels[i * BoardWidth + j]->setFixedSize(20, 20);
labels[i * BoardWidth + j]->setFrameStyle(QFrame::Panel | QFrame::Sunken);
layout->addWidget(labels[i * BoardWidth + j], i, j);
board[i * BoardWidth + j] = 0;
}
}
setLayout(layout);
clearBoard();
setFocusPolicy(Qt::StrongFocus);
resize(200, 400);
timerId = startTimer(300);
}
void Tetris::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_Left)
tryMove(curX - 1, curY, curShape);
else if (event->key() == Qt::Key_Right)
tryMove(curX + 1, curY, curShape);
else if (event->key() == Qt::Key_Down)
tryMove(curX, curY + 1, curShape);
else if (event->key() == Qt::Key_Up)
tryMove(curX, curY, (curShape + 1) % 7);
else
QWidget::keyPressEvent(event);
}
void Tetris::timerEvent(QTimerEvent *event)
{
if (event->timerId() == timerId) {
if (!tryMove(curX, curY + 1, curShape)) {
dropDown();
}
} else {
QWidget::timerEvent(event);
}
}
void Tetris::paintEvent(QPaintEvent *event)
{
QPainter painter(this);
QRect rect = event->rect();
for (int i = 0; i < BoardHeight; ++i) {
for (int j = 0; j < BoardWidth; ++j) {
if (board[i * BoardWidth + j] != 0) {
drawSquare(painter, rect.left() + j * 20,
rect.top() + i * 20, board[i * BoardWidth + j]);
}
}
}
for (int i = 0; i < 4; i++) {
int x = curX + shapes[curShape][i][0];
int y = curY + shapes[curShape][i][1];
drawSquare(painter, rect.left() + x * 20,
rect.top() + y * 20, curShape + 1);
}
}
void Tetris::clearBoard()
{
for (int i = 0; i < BoardWidth * BoardHeight; ++i) {
board[i] = 0;
}
}
void Tetris::dropDown()
{
for (int i = 0; i < 4; i++) {
int x = curX + shapes[curShape][i][0];
int y = curY + shapes[curShape][i][1];
board[y * BoardWidth + x] = curShape + 1;
}
int fullRows[BoardHeight];
int numFullRows = 0;
for (int i = BoardHeight - 1; i >= 0; --i) {
bool rowIsFull = true;
for (int j = 0; j < BoardWidth; ++j) {
if (board[i * BoardWidth + j] == 0) {
rowIsFull = false;
break;
}
}
if (rowIsFull) {
fullRows[numFullRows++] = i;
}
}
for (int i = 0; i < numFullRows; ++i) {
int row = fullRows[i];
for (int j = 0; j < BoardWidth; ++j) {
for (int k = row; k < BoardHeight - 1; ++k) {
board[k * BoardWidth + j] = board[(k + 1) * BoardWidth + j];
}
board[(BoardHeight - 1) * BoardWidth + j] = 0;
}
}
curX = BoardWidth / 2;
curY = 0;
curShape = qrand() % 7;
if (!tryMove(curX, curY, curShape)) {
killTimer(timerId);
timerId = -1;
}
}
void Tetris::oneLineDown()
{
if (!tryMove(curX, curY + 1, curShape))
dropDown();
}
bool Tetris::tryMove(int newX, int newY, int newShape)
{
for (int i = 0; i < 4; i++) {
int x = newX + shapes[newShape][i][0];
int y = newY + shapes[newShape][i][1];
if (x < 0 || x >= BoardWidth || y < 0 || y >= BoardHeight)
return false;
if (board[y * BoardWidth + x] != 0)
return false;
}
curX = newX;
curY = newY;
curShape = newShape;
update();
return true;
}
void Tetris::drawSquare(QPainter &painter, int x, int y, int shape)
{
static const QRgb colorTable[8] = {
0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00
};
QColor color = colorTable[shape];
painter.fillRect(x + 1, y + 1, 18, 18, color);
painter.setPen(color.lighter());
painter.drawLine(x, y + 19, x, y);
painter.drawLine(x, y, x + 19, y);
painter.setPen(color.darker());
painter.drawLine(x + 1, y + 19, x + 19, y + 19);
painter.drawLine(x + 19, y + 19, x + 19, y + 1);
}
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
Tetris window;
window.show();
return app.exec();
}
```
将上述代码保存为一个.cpp文件,然后在终端中使用以下命令编译运行:
```
qmake -project
qmake
make
./<YourFileName>
```
注意将上述命令中的`<YourFileName>`替换为您的文件名。如果您的Qt环境配置正确,应该可以成功编译并运行这个俄罗斯方块游戏。
用qt编写一个俄罗斯方块游戏
好的,下面是一个简单的俄罗斯方块游戏的Qt代码示例:
```cpp
#include <QApplication>
#include <QWidget>
#include <QGridLayout>
#include <QLabel>
#include <QTimer>
#include <QKeyEvent>
const int ROWS = 20;
const int COLUMNS = 10;
const int SQUARE_SIZE = 30;
class Tetris : public QWidget {
public:
Tetris(QWidget *parent = nullptr);
protected:
void keyPressEvent(QKeyEvent *event) override;
private:
QLabel *square[ROWS][COLUMNS];
QTimer *timer;
int board[ROWS][COLUMNS];
int currentShape[4][4];
int currentX;
int currentY;
int currentShapeIndex;
int score;
void initBoard();
void initWindow();
void initTimer();
void newShape();
void drawSquare(int row, int column, int shapeIndex);
void undrawSquare(int row, int column);
void updateBoard();
bool isCollision(int x, int y, int shapeIndex);
void rotateShape();
void moveShape(int dx, int dy);
void dropShape();
void clearFullRows();
void gameOver();
};
Tetris::Tetris(QWidget *parent)
: QWidget(parent)
{
initBoard();
initWindow();
initTimer();
newShape();
}
void Tetris::keyPressEvent(QKeyEvent *event)
{
switch (event->key()) {
case Qt::Key_Left:
moveShape(-1, 0);
break;
case Qt::Key_Right:
moveShape(1, 0);
break;
case Qt::Key_Down:
dropShape();
break;
case Qt::Key_Space:
rotateShape();
break;
}
}
void Tetris::initBoard()
{
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
board[i][j] = 0;
}
}
}
void Tetris::initWindow()
{
QGridLayout *layout = new QGridLayout(this);
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
square[i][j] = new QLabel(this);
square[i][j]->setFixedSize(SQUARE_SIZE, SQUARE_SIZE);
square[i][j]->setStyleSheet("border: 1px solid black;");
layout->addWidget(square[i][j], i, j);
}
}
setLayout(layout);
}
void Tetris::initTimer()
{
timer = new QTimer(this);
connect(timer, &QTimer::timeout, this, &Tetris::dropShape);
timer->start(500);
}
void Tetris::newShape()
{
static const int shapes[7][4][4] = {
{{1, 1, 0, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}},
{{0, 2, 2, 0}, {2, 2, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}},
{{3, 3, 0, 0}, {0, 3, 3, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}},
{{4, 0, 0, 0}, {4, 4, 4, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}},
{{0, 0, 5, 0}, {5, 5, 5, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}},
{{6, 6, 6, 6}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}},
{{7, 7, 7, 0}, {0, 0, 7, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}
};
currentShapeIndex = qrand() % 7;
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
currentShape[i][j] = shapes[currentShapeIndex][i][j];
}
}
currentX = COLUMNS / 2 - 2;
currentY = 0;
if (isCollision(currentX, currentY, currentShapeIndex)) {
gameOver();
}
updateBoard();
}
void Tetris::drawSquare(int row, int column, int shapeIndex)
{
QColor color;
switch (shapeIndex) {
case 1:
color = Qt::red;
break;
case 2:
color = Qt::green;
break;
case 3:
color = Qt::blue;
break;
case 4:
color = Qt::yellow;
break;
case 5:
color = Qt::cyan;
break;
case 6:
color = Qt::magenta;
break;
case 7:
color = Qt::gray;
break;
}
square[row][column]->setStyleSheet(QString("background-color: %1; border: 1px solid black;").arg(color.name()));
}
void Tetris::undrawSquare(int row, int column)
{
square[row][column]->setStyleSheet("border: 1px solid black;");
}
void Tetris::updateBoard()
{
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
if (board[i][j] == 0) {
undrawSquare(i, j);
} else {
drawSquare(i, j, board[i][j]);
}
}
}
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (currentShape[i][j] != 0) {
drawSquare(currentY + i, currentX + j, currentShapeIndex + 1);
}
}
}
}
bool Tetris::isCollision(int x, int y, int shapeIndex)
{
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (currentShape[i][j] == 0) {
continue;
}
int newX = x + j;
int newY = y + i;
if (newX < 0 || newX >= COLUMNS || newY >= ROWS) {
return true;
}
if (newY < 0) {
continue;
}
if (board[newY][newX] != 0) {
return true;
}
}
}
return false;
}
void Tetris::rotateShape()
{
int newShape[4][4];
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
newShape[i][j] = currentShape[3 - j][i];
}
}
if (!isCollision(currentX, currentY, newShape)) {
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
currentShape[i][j] = newShape[i][j];
}
}
updateBoard();
}
}
void Tetris::moveShape(int dx, int dy)
{
if (!isCollision(currentX + dx, currentY + dy, currentShape)) {
currentX += dx;
currentY += dy;
updateBoard();
}
}
void Tetris::dropShape()
{
if (!isCollision(currentX, currentY + 1, currentShape)) {
currentY++;
updateBoard();
} else {
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (currentShape[i][j] != 0) {
board[currentY + i][currentX + j] = currentShapeIndex + 1;
}
}
}
updateBoard();
clearFullRows();
newShape();
}
}
void Tetris::clearFullRows()
{
for (int i = ROWS - 1; i >= 0; --i) {
bool full = true;
for (int j = 0; j < COLUMNS; ++j) {
if (board[i][j] == 0) {
full = false;
break;
}
}
if (full) {
for (int k = i; k > 0; --k) {
for (int j = 0; j < COLUMNS; ++j) {
board[k][j] = board[k - 1][j];
}
}
score += 10;
updateBoard();
}
}
}
void Tetris::gameOver()
{
timer->stop();
QMessageBox::information(this, "Game Over", QString("Your score is %1").arg(score));
}
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Tetris tetris;
tetris.show();
return a.exec();
}
```
这个程序使用了一个二维数组来表示俄罗斯方块游戏面板上的方块,使用 QLabel 来绘制方块。具体实现请参考代码注释。