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c++实现俄罗斯方块游戏代码

程序员文章站 2022-06-15 13:02:40
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image4.把下面两张图片重命...

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

c++实现俄罗斯方块游戏代码

4.把下面两张图片重命名好放进刚创建的文件夹

c++实现俄罗斯方块游戏代码

elsfk.jpg

c++实现俄罗斯方块游戏代码

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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