运用c++面向对象实现俄罗斯方块
时间: 2024-01-08 10:03:36 浏览: 195
趣味俄罗斯方块(C++ 控制台API+获得键盘按键实现)(源码+完整设计报告(65张)运行视频+代码完全注释+可大课设)具有价值
以下是使用C++面向对象实现俄罗斯方块的基本步骤:
1.定义方块类:定义一个方块类,包含方块的形状、颜色、位置等属性,以及方块的移动、旋转等方法。
2.定义游戏区域类:定义一个游戏区域类,包含游戏区域的大小、当前方块、下一个方块等属性,以及游戏区域的初始化、更新等方法。
3.定义游戏控制类:定义一个游戏控制类,包含游戏的开始、暂停、结束等方法,以及游戏得分、等级等属性。
4.实现方块类:实现方块类中的方法,包括方块的移动、旋转等操作。
5.实现游戏区域类:实现游戏区域类中的方法,包括游戏区域的初始化、更新等操作。
6.实现游戏控制类:实现游戏控制类中的方法,包括游戏的开始、暂停、结束等操作。
7.编写主函数:在主函数中创建游戏控制类的对象,调用游戏控制类中的方法,开始游戏。
以下是一个简单的C++面向对象实现俄罗斯方块的代码示例:
```cpp
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
using namespace std;
const int ROWS = 20;
const int COLS = 10;
class Block {
public:
Block(int type, int color, int x, int y);
void move(int dx, int dy);
void rotate();
void draw();
bool isOverlap(const Block& other) const;
bool isOutOfBound() const;
private:
int type_;
int color_;
int x_;
int y_;
vector<vector<int>> shape_;
};
class GameArea {
public:
GameArea();
void init();
void update();
void draw();
bool isGameOver() const;
bool isLineFull(int row) const;
void removeLine(int row);
void addBlock(const Block& block);
bool isOverlap(const Block& block) const;
private:
int area_[ROWS][COLS];
Block currentBlock_;
Block nextBlock_;
};
class GameController {
public:
GameController();
void start();
void pause();
void resume();
void end();
void update();
void draw();
private:
GameArea gameArea_;
int score_;
int level_;
bool isPaused_;
bool isOver_;
};
Block::Block(int type, int color, int x, int y) : type_(type), color_(color), x_(x), y_(y) {
switch (type_) {
case 0:
shape_ = {{1, 1}, {1, 1}};
break;
case 1:
shape_ = {{0, 1, 0}, {1, 1, 1}};
break;
case 2:
shape_ = {{0, 1, 1}, {1, 1, 0}};
break;
case 3:
shape_ = {{1, 1, 0}, {0, 1, 1}};
break;
case 4:
shape_ = {{1, 0, 0}, {1, 1, 1}};
break;
case 5:
shape_ = {{0, 0, 1}, {1, 1, 1}};
break;
case 6:
shape_ = {{1, 1, 1, 1}};
break; }
}
void Block::move(int dx, int dy) {
x_ += dx;
y_ += dy;
}
void Block::rotate() {
vector<vector<int>> newShape(shape_[0].size(), vector<int>(shape_.size()));
for (int i = 0; i < shape_.size(); i++) {
for (int j = 0; j < shape_[0].size(); j++) {
newShape[j][shape_.size() - 1 - i] = shape_[i][j];
}
}
shape_ = newShape;
}
void Block::draw() {
for (int i = 0; i < shape_.size(); i++) {
for (int j = 0; j < shape_[0].size(); j++) {
if (shape_[i][j] == 1) {
cout << color_ << " ";
} else {
cout << 0 << " ";
}
}
cout << endl;
}
}
bool Block::isOverlap(const Block& other) const {
int x1 = x_;
int y1 = y_;
int x2 = other.x_;
int y2 = other.y_;
for (int i = 0; i < shape_.size(); i++) {
for (int j = 0; j < shape_[0].size(); j++) {
if (shape_[i][j] == 1 && other.shape_[i - y1 + y2][j - x1 + x2] == 1) {
return true;
}
}
}
return false;
}
bool Block::isOutOfBound() const {
return x_ < 0 || x_ + shape_[0].size() > COLS || y_ + shape_.size() > ROWS;
}
GameArea::GameArea() {
srand(time(NULL));
}
void GameArea::init() {
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
area_[i][j] = 0;
}
}
currentBlock_ = Block(rand() % 7, rand() % 7 + 1, 3, 0);
nextBlock_ = Block(rand() % 7, rand() % 7 + 1, 3, 0);
}
void GameArea::update() {
currentBlock_.move(0, 1);
if (currentBlock_.isOverlap(nextBlock_) || currentBlock_.isOutOfBound()) {
addBlock(currentBlock_);
currentBlock_ = nextBlock_;
nextBlock_ = Block(rand() % 7, rand() % 7 + 1, 3, 0);
}
for (int i = ROWS - 1; i >= 0; i--) {
if (isLineFull(i)) {
removeLine(i);
score_ += 100;
level_ = score_ / 1000 + 1;
}
}
}
void GameArea::draw() {
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (area_[i][j] == 0) {
cout << 0 << " ";
} else {
cout << area_[i][j] << " ";
}
}
cout << endl;
}
cout << "Current block:" << endl;
currentBlock_.draw();
cout << "Next block:" << endl;
nextBlock_.draw();
}
bool GameArea::isGameOver() const {
return currentBlock_.isOverlap(Block(0, 0, 0, 0));
}
bool GameArea::isLineFull(int row) const {
for (int j = 0; j < COLS; j++) {
if (area_[row][j] == 0) {
return false;
}
}
return true;
}
void GameArea::removeLine(int row) {
for (int i = row; i > 0; i--) {
for (int j = 0; j < COLS; j++) {
area_[i][j] = area_[i - 1][j];
}
}
for (int j = 0; j < COLS; j++) {
area_[0][j] = 0;
}
}
void GameArea::addBlock(const Block& block) {
for (int i = 0; i < block.shape_.size(); i++) {
for (int j = 0; j < block.shape_[0].size(); j++) {
if (block.shape_[i][j] == 1) {
area_[block.y_ + i][block.x_ + j] = block.color_;
}
}
}
}
bool GameArea::isOverlap(const Block& block) const {
if (block.isOutOfBound()) {
return true;
}
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (area_[i][j] != 0 && block.isOverlap(Block(0, 0, j, i))) {
return true;
}
}
}
return false;
}
GameController::GameController() : score_(0), level_(1), isPaused_(false), isOver_(false) {}
void GameController::start() {
gameArea_.init();
}
void GameController::pause() {
isPaused_ = true;
}
void GameController::resume() {
isPaused_ = false;
}
void GameController::end() {
isOver_ = true;
}
void GameController::update() {
if (!isPaused_ && !isOver_) {
gameArea_.update();
if (gameArea_.isGameOver()) {
end();
}
}
}
void GameController::draw() {
gameArea_.draw();
cout << "Score: " << score_ << endl;
cout << "Level: " << level_ << endl;
if (isPaused_) {
cout << "Paused" << endl;
}
if (isOver_) {
cout << "Game over" << endl;
}
}
int main() {
GameController gameController;
gameController.start();
while (!gameController.isOver_) {
gameController.update();
gameController.draw();
}
return 0;
}
```
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