c++俄罗斯方块代码
以下是一个简单的C++俄罗斯方块游戏的示例代码。
cpp#include <iostream>
#include <cstdlib>
#include <ctime>
#include <conio.h>
using namespace std;
const int BOARD_WIDTH = 10;
const int BOARD_HEIGHT = 20;
class Tetris {
public:
Tetris();
void run();
void drawBoard();
void drawPiece();
void clearPiece();
bool isCollision();
void rotatePiece();
void moveLeft();
void moveRight();
void moveDown();
void placePiece();
bool isGameOver();
private:
int board[BOARD_HEIGHT][BOARD_WIDTH];
int currentPiece[4][4];
int currentPieceX, currentPieceY;
};
Tetris::Tetris() {
// 初始化游戏板
for (int i = 0; i < BOARD_HEIGHT; i++) {
for (int j = 0; j < BOARD_WIDTH; j++) {
board[i][j] = 0;
}
}
// 随机生成初始方块
srand(time(0));
int randomPiece = rand() % 7;
switch (randomPiece) {
// 这里省略了每种方块的初始状态,可以根据需要添加
// 每个方块由4x4的矩阵表示,1表示方块的一部分,0表示空白
}
currentPieceX = BOARD_WIDTH / 2 - 2;
currentPieceY = 0;
}
void Tetris::run() {
char key;
while (!isGameOver()) {
drawBoard();
drawPiece();
key = _getch(); // 获取用户按键
switch (key) {
case 'a':
moveLeft();
break;
case 'd':
moveRight();
break;
case 's':
moveDown();
break;
case 'w':
rotatePiece();
break;
case 'q':
exit(0);
break;
}
if (isCollision()) {
placePiece();
clearPiece();
}
}
cout << "Game Over!" << endl;
}
void Tetris::drawBoard() {
system("cls");
for (int i = 0; i < BOARD_HEIGHT; i++) {
for (int j = 0; j < BOARD_WIDTH; j++) {
if (board[i][j] == 0) {
cout << ".";
} else {
cout << "#";
}
}
cout << endl;
}
}
void Tetris::drawPiece() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
cout << "#";
}
}
cout << endl;
}
}
void Tetris::clearPiece() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
board[currentPieceY + i][currentPieceX + j] = 0;
}
}
}
}
bool Tetris::isCollision() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
if (currentPieceY + i >= BOARD_HEIGHT || currentPieceX + j < 0 || currentPieceX + j >= BOARD_WIDTH || board[currentPieceY + i][currentPieceX + j] == 1) {
return true;
}
}
}
}
return false;
}
void Tetris::rotatePiece() {
// 实现方块的旋转逻辑
}
void Tetris::moveLeft() {
// 实现向左移动逻辑
}
void Tetris::moveRight() {
// 实现向右移动逻辑
}
void Tetris::moveDown() {
// 实现向下移动逻辑
}
void Tetris::placePiece() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
board[currentPieceY + i][currentPieceX + j] = 1;
}
}
}
// 生成新的方块
int randomPiece = rand() % 7;
switch (randomPiece) {
// 这里省略了每种方块的初始状态,可以根据需要添加
// 每个方块由4x4的矩阵表示,1表示方块的一部分,0表示空白
}
currentPieceX = BOARD_WIDTH / 2 - 2;
currentPieceY = 0;
}
bool Tetris::isGameOver() {
// 判断游戏是否结束的逻辑
return false;
}
int main() {
Tetris tetris;
tetris.run();
return 0;
}
cpp#include <iostream>
#include <cstdlib>
#include <ctime>
#include <conio.h>
using namespace std;
const int BOARD_WIDTH = 10;
const int BOARD_HEIGHT = 20;
class Tetris {
public:
Tetris();
void run();
void drawBoard();
void drawPiece();
void clearPiece();
bool isCollision();
void rotatePiece();
void moveLeft();
void moveRight();
void moveDown();
void placePiece();
bool isGameOver();
private:
int board[BOARD_HEIGHT][BOARD_WIDTH];
int currentPiece[4][4];
int currentPieceX, currentPieceY;
};
Tetris::Tetris() {
// 初始化游戏板
for (int i = 0; i < BOARD_HEIGHT; i++) {
for (int j = 0; j < BOARD_WIDTH; j++) {
board[i][j] = 0;
}
}
// 随机生成初始方块
srand(time(0));
int randomPiece = rand() % 7;
switch (randomPiece) {
case 0: // I型方块
currentPiece[0][1] = 1;
currentPiece[1][1] = 1;
currentPiece[2][1] = 1;
currentPiece[3][1] = 1;
break;
case 1: // J型方块
currentPiece[0][0] = 1;
currentPiece[1][0] = 1;
currentPiece[1][1] = 1;
currentPiece[1][2] = 1;
break;
case 2: // L型方块
currentPiece[0][2] = 1;
currentPiece[1][0] = 1;
currentPiece[1][1] = 1;
currentPiece[1][2] = 1;
break;
case 3: // O型方块
currentPiece[0][0] = 1;
currentPiece[0][1] = 1;
currentPiece[1][0] = 1;
currentPiece[1][1] = 1;
break;
case 4: // S型方块
currentPiece[0][1] = 1;
currentPiece[0][2] = 1;
currentPiece[1][0] = 1;
currentPiece[1][1] = 1;
break;
case 5: // T型方块
currentPiece[0][1] = 1;
currentPiece[1][0] = 1;
currentPiece[1][1] = 1;
currentPiece[1][2] = 1;
break;
case 6: // Z型方块
currentPiece[0][0] = 1;
currentPiece[0][1] = 1;
currentPiece[1][1] = 1;
currentPiece[1][2] = 1;
break;
}
currentPieceX = BOARD_WIDTH / 2 - 2;
currentPieceY = 0;
}
void Tetris::run() {
char key;
while (!isGameOver()) {
drawBoard();
drawPiece();
key = _getch(); // 获取用户按键
switch (key) {
case 'a':
moveLeft();
break;
case 'd':
moveRight();
break;
case 's':
moveDown();
break;
case 'w':
rotatePiece();
break;
case 'q':
exit(0);
break;
}
if (isCollision()) {
placePiece();
clearPiece();
}
}
cout << "Game Over!" << endl;
}
void Tetris::drawBoard() {
system("cls");
for (int i = 0; i < BOARD_HEIGHT; i++) {
for (int j = 0; j < BOARD_WIDTH; j++) {
if (board[i][j] == 0) {
cout << ".";
} else {
cout << "#";
}
}
cout << endl;
}
}
void Tetris::drawPiece() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
cout << "#";
} else {
cout << " ";
}
}
cout << endl;
}
}
void Tetris::clearPiece() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
board[currentPieceY + i][currentPieceX + j] = 0;
}
}
}
}
bool Tetris::isCollision() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
if (currentPieceY + i >= BOARD_HEIGHT || currentPieceX + j < 0 || currentPieceX + j >= BOARD_WIDTH || board[currentPieceY + i][currentPieceX + j] == 1) {
return true;
}
}
}
}
return false;
}
void Tetris::rotatePiece() {
int tempPiece[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
tempPiece[i][j] = currentPiece[i][j];
}
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
currentPiece[i][j] = tempPiece[3 - j][i];
}
}
}
void Tetris::moveLeft() {
currentPieceX--;
}
void Tetris::moveRight() {
currentPieceX++;
}
void Tetris::moveDown() {
currentPieceY++;
}
void Tetris::placePiece() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (currentPiece[i][j] == 1) {
board[currentPieceY + i][currentPieceX + j]