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

在这里插入图片描述

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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