用C++编写俄罗斯方块游戏
时间: 2024-01-18 07:03:56 浏览: 30
好的,下面是用C++编写俄罗斯方块游戏的基本步骤:
1. 定义方块的形状和颜色;
2. 定义游戏区域的大小和行列数;
3. 定义方块的移动和旋转函数;
4. 定义游戏的初始化函数,包括生成初始方块、分数清零等;
5. 定义游戏的主循环函数,不断接收玩家的输入并更新游戏状态;
6. 定义游戏结束的判断函数,当方块无法再下落时游戏结束;
7. 最后,将游戏界面绘制出来并运行游戏。
以上是俄罗斯方块游戏的基本步骤,具体实现可以根据个人需求和技术水平进行调整和优化。
相关问题
用c++编写俄罗斯方块游戏
好的,下面是一个简单的俄罗斯方块游戏的 C++ 代码,你可以参考一下:
```c++
#include <iostream>
#include <cstdlib>
#include <ctime>
#include <conio.h>
#include <windows.h>
using namespace std;
const int width = 12; // 游戏区宽度
const int height = 20; // 游戏区高度
const int blockWidth = 4; // 方块宽度
const int blockHeight = 4; // 方块高度
const int startX = width / 2 - blockWidth / 2; // 方块初始位置
const int startY = 0;
char blockShapes[7][4][4] = { // 七种方块的形状
{ "....", "....", ".00.", ".00." },
{ "....", "..0.", ".00.", ".0.." },
{ "....", ".0..", ".00.", "..0." },
{ "....", "..0.", "..0.", ".00." },
{ "....", "..0.", ".00.", ".0.." },
{ "....", ".0..", ".00.", ".0.." },
{ "....", ".00.", ".00.", "...." }
};
int gameArea[height][width] = {}; // 游戏区
void drawGameArea() { // 绘制游戏区
system("cls"); // 清屏
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
if (gameArea[i][j] == 0) {
cout << ".";
} else {
cout << "0";
}
}
cout << endl;
}
}
bool checkCollision(int blockX, int blockY, int blockType) { // 检查方块是否与已有方块冲突
for (int i = 0; i < blockHeight; i++) {
for (int j = 0; j < blockWidth; j++) {
if (blockShapes[blockType][i][j] == '0') {
int x = blockX + j;
int y = blockY + i;
if (x < 0 || x >= width || y >= height) {
return true;
}
if (y >= 0 && gameArea[y][x] != 0) {
return true;
}
}
}
}
return false;
}
void placeBlock(int blockX, int blockY, int blockType) { // 放置方块
for (int i = 0; i < blockHeight; i++) {
for (int j = 0; j < blockWidth; j++) {
if (blockShapes[blockType][i][j] == '0') {
int x = blockX + j;
int y = blockY + i;
gameArea[y][x] = blockType + 1;
}
}
}
}
void removeFullLines() { // 移除已满行
int fullLineCount = 0;
for (int i = height - 1; i >= 0; i--) {
bool fullLine = true;
for (int j = 0; j < width; j++) {
if (gameArea[i][j] == 0) {
fullLine = false;
break;
}
}
if (fullLine) {
fullLineCount++;
for (int j = i - 1; j >= 0; j--) {
for (int k = 0; k < width; k++) {
gameArea[j + 1][k] = gameArea[j][k];
}
}
for (int j = 0; j < width; j++) {
gameArea[0][j] = 0;
}
i++;
}
}
if (fullLineCount > 0) {
Sleep(100); // 等待一段时间,让玩家看清楚哪些行被移除了
}
}
int main() {
srand(time(NULL)); // 初始化随机数生成器
int currentBlockX = startX;
int currentBlockY = startY;
int currentBlockType = rand() % 7;
int nextBlockType = rand() % 7;
int score = 0;
while (true) {
drawGameArea();
// 绘制下一个方块
cout << "Next block:" << endl;
for (int i = 0; i < blockHeight; i++) {
for (int j = 0; j < blockWidth; j++) {
if (blockShapes[nextBlockType][i][j] == '0') {
cout << "0";
} else {
cout << ".";
}
}
cout << endl;
}
// 移动方块
if (_kbhit()) { // 如果有按键输入
char ch = _getch();
if (ch == 'a' && !checkCollision(currentBlockX - 1, currentBlockY, currentBlockType)) {
currentBlockX--;
}
if (ch == 'd' && !checkCollision(currentBlockX + 1, currentBlockY, currentBlockType)) {
currentBlockX++;
}
if (ch == 's' && !checkCollision(currentBlockX, currentBlockY + 1, currentBlockType)) {
currentBlockY++;
}
if (ch == 'w') { // 旋转方块
int newBlockType = (currentBlockType + 1) % 4;
if (!checkCollision(currentBlockX, currentBlockY, newBlockType)) {
currentBlockType = newBlockType;
}
}
} else { // 如果没有按键输入,则让方块自动下落
if (!checkCollision(currentBlockX, currentBlockY + 1, currentBlockType)) {
currentBlockY++;
} else {
placeBlock(currentBlockX, currentBlockY, currentBlockType);
removeFullLines();
score += 10;
currentBlockX = startX;
currentBlockY = startY;
currentBlockType = nextBlockType;
nextBlockType = rand() % 7;
if (checkCollision(currentBlockX, currentBlockY, currentBlockType)) { // 如果新方块无法放置,则游戏结束
cout << "Game over!" << endl;
cout << "Your score: " << score << endl;
system("pause");
return 0;
}
}
}
}
return 0;
}
```
这个代码使用了 Windows API 中的 `Sleep()` 函数来控制游戏速度,如果你在 Linux 或 macOS 上编译运行这个代码,可能需要使用其他方式来控制游戏速度。
用c++编写俄罗斯方块代码
好的,我可以回答这个问题。以下是一个简单的俄罗斯方块代码示例:
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <conio.h>
#include <windows.h>
#define WIDTH 10
#define HEIGHT 20
int board[HEIGHT][WIDTH] = {};
int shapes[7][4][2] = {
{{, }, {, 1}, {1, }, {1, 1}}, // O
{{, }, {, 1}, {, 2}, {, 3}}, // I
{{, }, {, 1}, {, 2}, {1, 2}}, // L
{{, }, {, 1}, {, 2}, {-1, 2}}, // J
{{, }, {, 1}, {1, 1}, {1, 2}}, // Z
{{, }, {, 1}, {-1, 1}, {-1, 2}}, // S
{{, }, {, 1}, {, 2}, {1, 1}} // T
};
int cur_shape[4][2];
int cur_x, cur_y, cur_type;
int score = ;
void init_game()
{
srand(time(NULL));
cur_type = rand() % 7;
for (int i = ; i < 4; i++) {
cur_shape[i][] = shapes[cur_type][i][];
cur_shape[i][1] = shapes[cur_type][i][1];
}
cur_x = WIDTH / 2 - 1;
cur_y = ;
}
void draw_board()
{
system("cls");
for (int i = ; i < HEIGHT; i++) {
for (int j = ; j < WIDTH; j++) {
if (board[i][j] == ) {
printf(".");
} else {
printf("*");
}
}
printf("\n");
}
printf("Score: %d\n", score);
}
int check_collision(int x, int y, int type)
{
for (int i = ; i < 4; i++) {
int nx = x + cur_shape[i][];
int ny = y + cur_shape[i][1];
if (nx < || nx >= WIDTH || ny < || ny >= HEIGHT) {
return 1;
}
if (board[ny][nx] != ) {
return 1;
}
}
return ;
}
void place_shape()
{
for (int i = ; i < 4; i++) {
int nx = cur_x + cur_shape[i][];
int ny = cur_y + cur_shape[i][1];
board[ny][nx] = cur_type + 1;
}
}
void remove_lines()
{
int lines = ;
for (int i = HEIGHT - 1; i >= ; i--) {
int full = 1;
for (int j = ; j < WIDTH; j++) {
if (board[i][j] == ) {
full = ;
break;
}
}
if (full) {
lines++;
for (int k = i; k > ; k--) {
for (int j = ; j < WIDTH; j++) {
board[k][j] = board[k - 1][j];
}
}
for (int j = ; j < WIDTH; j++) {
board[][j] = ;
}
i++;
}
}
score += lines * lines * 100;
}
void game_loop()
{
while (1) {
draw_board();
if (check_collision(cur_x, cur_y + 1, cur_type)) {
place_shape();
remove_lines();
init_game();
if (check_collision(cur_x, cur_y, cur_type)) {
break;
}
} else {
cur_y++;
}
if (_kbhit()) {
int c = _getch();
if (c == 'a' && !check_collision(cur_x - 1, cur_y, cur_type)) {
cur_x--;
} else if (c == 'd' && !check_collision(cur_x + 1, cur_y, cur_type)) {
cur_x++;
} else if (c == 's' && !check_collision(cur_x, cur_y + 1, cur_type)) {
cur_y++;
} else if (c == 'w') {
int new_type = (cur_type + 1) % 7;
int new_shape[4][2];
for (int i = ; i < 4; i++) {
new_shape[i][] = shapes[new_type][i][];
new_shape[i][1] = shapes[new_type][i][1];
}
if (!check_collision(cur_x, cur_y, new_type)) {
cur_type = new_type;
for (int i = ; i < 4; i++) {
cur_shape[i][] = new_shape[i][];
cur_shape[i][1] = new_shape[i][1];
}
}
} else if (c == 'q') {
break;
}
}
Sleep(100);
}
}
int main()
{
init_game();
game_loop();
printf("Game over!\n");
return ;
}