c++实现俄罗斯方块游戏代码
俄罗斯方块c++
1.创建项目2.总共需要创建两个文件,一个main.cpp,一个是elsfk2.h。本人使用的编译器是vs2019.
3.在项目的源文件夹下创建一个文件夹image
4.把下面两张图片重命名好放进刚创建的文件夹
elsfk.jpg
elsfk_block.jpg
5.把下列代码分别复制到对应文件中
-----------------------------------------------------------------------------------以下是main.cpp 文件的内容
#include"elsfk2.h"
int main() {
srand((int)time(0));
//创建游戏窗口
RenderWindow window(VideoMode(COL*18/*+100*/, ROW*18-36),"ELSFK");
//添加游戏背景
Texture t1,t2;
t1.loadFromFile("image/elsfk.jpg");
t2.loadFromFile("image/elsfk_block.jpg");
Sprite sprite_Bg(t1);
Sprite sprite_block(t2);
NewBlock();
Clock begin;
float time1 = 0, time2 = 0;
while (window.isOpen()) {
time2 = begin.getElapsedTime().asSeconds();
begin.restart();
time1 += time2;
//等待用户按下按键
keyEvent(&window);
if (time1 > delay) {
time1 = 0;
blockDrop();
}
delay = SPEED_NOM;
window.draw(sprite_Bg);
drawBlock(&sprite_block, &window);
window.display();
}
}
--------------------------------------------------------------------------------
以下为elsfk2.cpp
#pragma once
#include<SFML/Graphics.hpp> //图像处理头文件
//#include<SFML/Audio.hpp>
#include<time.h>
using namespace sf;
#define ROW 22 //行
#define COL 10 //列
#define SPEED_NOM 0.5 //不加速运动的时间间隔
#define SPEED_QIK 0.05 //加速运动的时间间隔
int map[ROW][COL] = { 0 }; //游戏区域大小
int blocktype; //方块类型
int Delete=0; //删除的行数
float delay = SPEED_NOM; //时间间隔
void Move_x(int);
void Rotate();
void ClearBlock();
void NewBlock();
void blockDrop();
void keyEvent(RenderWindow*);
void drawBlock(Sprite*, RenderWindow*);
bool check();
//存放7种方块的二维数组
int a[7][4] = {
1,3,5,7,
2,4,5,7,
3,5,4,6,
3,5,4,7,
2,3,5,7,
3,5,7,6,
2,3,4,5,
};
//点的结构体
struct point {
int x, y;
};
//当前方块
point block[4];
//方块的备份
point bakblock[4];
//处理按键
void keyEvent(RenderWindow *w) {
Event e;
bool rotate = 0;
int x = 0;
while (w->pollEvent(e)) {
if (e.type == Event::Closed) {
w->close();
}
if (e.type == Event::KeyPressed) {
switch (e.key.code) {
case Keyboard::Up:
rotate = 1;
break;
case Keyboard::Left:
x = -1;
break;
case Keyboard::Right:
x = 1;
break;
default:
break;
}
}
if (Keyboard::isKeyPressed(Keyboard::Down)) {
delay = SPEED_QIK;
}
if (x) {
Move_x(x);
}
if (rotate) {
Rotate();
}
}
}
//消除完成的行
void ClearBlock() {
int k = ROW - 1;
for (int i = ROW - 1; i > 0; i--) {
int count = 0;
for (int j = 0; j < COL; j++) {
if (map[i][j]) {
count++;
}
map[k][j] = map[i][j];
}
if (count < COL) {
k--;
}
}
}
//检查移动合理性
bool check() {
for (int i = 0; i < 4; i++){
if( block[i].x<0||block[i].x>=COL||block[i].y>=ROW||
map[block[i].y][block[i].x]){
return 0;
}
}
return 1;
}
//方块降落
void blockDrop() {
for (int i = 0; i < 4; i++) {
bakblock[i] = block[i];
block[i].y++;
}
if (!check()) {
for (int j = 0; j < 4; j++){
map[bakblock[j].y][bakblock[j].x] = blocktype;
}
NewBlock();
ClearBlock();
}
}
//左右移动
void Move_x(int x) {
for (int i = 0; i < 4; i++){
bakblock[i] = block[i];
block[i].x += x;
}
if (!check()) {
for (int i = 0; i < 4; i++) {
block[i] = bakblock[i];
}
}
}
//旋转****************************** important
void Rotate() {
if (blocktype == 7) {
return;
}
point p = block[1];
for (int i = 0; i < 4; i++) {
bakblock[i] = block[i];
block[i].x = p.x - bakblock[i].y + p.y;
block[i].y = bakblock[i].x - p.x + p.y;
}
if (!check()) {
for (int i = 0; i < 4; i++) {
block[i] = bakblock[i];
}
}
}
//生成方块
void NewBlock() {
blocktype = 1 + rand() % 7;
for (int i = 0; i < 4; i++) {
block[i].x = a[blocktype-1][i] % 2+4;
block[i].y = a[blocktype-1][i] / 2;
}
}
//绘制方块
void drawBlock(Sprite *b, RenderWindow *w) {
//完成的方块
for (int i = 0; i < ROW; i++) {
for (int j = 0; j < COL; j++) {
if (map[i][j] != 0) {
b->setTextureRect(IntRect(map[i][j]*18,0,18,18));
b->setPosition(j * 18, i * 18);
b->move(0, -36);
w->draw(*b);
}
}
}
for (int j = 0; j < 4; j++)
{
b->setTextureRect(IntRect(blocktype * 18, 0, 18, 18));
b->setPosition(block[j].x * 18, block[j].y * 18);
b->move(0, -36);
w->draw(*b);
}
}
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