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俄罗斯方块.cpp(基于bits/stdc++.h)

C/C++游戏开发

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  • 开发语言:C/C++
  • 实例大小:0.03M
  • 下载次数:9
  • 浏览次数:79
  • 发布时间:2021-06-20
  • 实例类别:C/C++游戏开发
  • 发 布 人:KOQ
  • 文件格式:.cpp
  • 所需积分:2
 相关标签: 俄罗斯方块 俄罗斯

实例介绍

【实例简介】利用自身所学做出俄罗斯方块 【实例截图】 【核心代码】#include #include#include#include#include #include using namespace std; int block00[4][4] = { { 10,0,0,0 },{ 1,1,1,1 },{ 0,0,0,0 },{ 0,0,0,0 } }; int block01[4][4] = { { 11,0,1,0 },{ 0,0,1,0 },{ 0,0,1,0 },{ 0,0,1,0 } }; int block02[4][4] = { { 12,0,0,0 },{ 0,0,0,0 },{ 1,1,1,0 },{ 0,1,0,0 } }; int block03[4][4] = { { 13,0,0,0 },{ 0,1,0,0 },{ 1,1,0,0 },{ 0,1,0,0 } }; int block04[4][4] = { { 14,0,0,0 },{ 0,0,0,0 },{ 0,1,0,0 },{ 1,1,1,0 } }; int block05[4][4] = { { 15,0,0,0 },{ 0,1,0,0 },{ 0,1,1,0 },{ 0,1,0,0 } }; int block06[4][4] = { { 16,0,0,0 },{ 0,0,0,0 },{ 1,1,1,0 },{ 1,0,0,0 } }; int block07[4][4] = { { 17,0,0,0 },{ 1,1,0,0 },{ 0,1,0,0 },{ 0,1,0,0 } }; int block08[4][4] = { { 18,0,0,0 },{ 0,0,0,0 },{ 0,0,1,0 },{ 1,1,1,0 } }; int block09[4][4] = { { 19,0,0,0 },{ 0,1,0,0 },{ 0,1,0,0 },{ 0,1,1,0 } }; int block10[4][4] = { { 20,0,0,0 },{ 0,0,0,0 },{ 1,1,1,0 },{ 0,0,1,0 } }; int block11[4][4] = { { 21,0,0,0 },{ 0,1,0,0 },{ 0,1,0,0 },{ 1,1,0,0 } }; int block12[4][4] = { { 22,0,0,0 },{ 0,0,0,0 },{ 1,0,0,0 },{ 1,1,1,0 } }; int block13[4][4] = { { 23,0,0,0 },{ 0,1,1,0 },{ 0,1,0,0 },{ 0,1,0,0 } }; int block14[4][4] = { { 24,0,0,0 },{ 0,0,0,0 },{ 0,1,1,0 },{ 1,1,0,0 } }; int block15[4][4] = { { 25,0,0,0 },{ 1,0,0,0 },{ 1,1,0,0 },{ 0,1,0,0 } }; int block16[4][4] = { { 26,0,0,0 },{ 0,0,0,0 },{ 1,1,0,0 },{ 0,1,1,0 } }; int block17[4][4] = { { 27,0,0,0 },{ 0,0,1,0 },{ 0,1,1,0 },{ 0,1,0,0 } }; int block18[4][4] = { { 28,0,0,0 },{ 0,0,0,0 },{ 1,1,0,0 },{ 1,1,0,0 } }; void initialWindow(HANDLE hOut);//初始化窗口 void initialPrint(HANDLE hOut);//初始化界面 void gotoXY(HANDLE hOut, int x, int y);//移动光标 void roundBlock(HANDLE hOut, int block[4][4]);//随机生成方块并打印到下一个方块位置 bool collisionDetection(int block[4][4], int map[21][12], int x, int y);//检测碰撞 void printBlock(HANDLE hOut, int block[4][4], int x, int y);//打印方块 void clearBlock(HANDLE hOut, int block[4][4], int x, int y);//消除方块 void myLeft(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//左移 void myRight(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//右移 void myUp(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//顺时针旋转90度 int myDown(HANDLE hOut, int block[4][4], int map[21][12], int &x, int y);//加速下落 void myStop(HANDLE hOut, int block[4][4]);//游戏暂停 void gameOver(HANDLE hOut, int block[4][4], int map[21][12]);//游戏结束 void eliminateRow(HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint);//判断是否能消行并更新分值 int main() { int map[21][12]; int blockA[4][4];//候选区的方块 int blockB[4][4];//下落中的方块 int positionX, positionY;//方块左上角的坐标 bool check;//检查方块还能不能下落 char key;//用来存储按键 int val;//用来控制下落速度 int fraction;//用来存储得分 int checkpoint;//用来存储关卡 int times; HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);//获取标准输出设备句柄 initialWindow(hOut); initial: gotoXY(hOut, 0, 0); initialPrint(hOut); check = true; val = 50; fraction = 0; checkpoint = 1; times = val; for (int i = 0; i < 20; i) { for (int j = 1; j < 11; j) { map[i][j] = 0; } } for (int i = 0; i < 20; i) { map[i][0] = map[i][11] = 1; } for (int i = 0; i < 12; i) { map[20][i] = 1; } srand((unsigned)time(NULL)); roundBlock(hOut, blockA); while (true) { if (check) { eliminateRow(hOut, map, val, fraction, checkpoint); check = false; positionX = -3; positionY = 4; if (collisionDetection(blockA, map, positionX, positionY)) { for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { blockB[i][j] = blockA[i][j]; } } roundBlock(hOut, blockA); } else { gameOver(hOut, blockA, map); goto initial; } } printBlock(hOut, blockB, positionX, positionY); if (_kbhit()) { key = _getch(); switch (key) { case 72: myUp(hOut, blockB, map, positionX, positionY); break; case 75: myLeft(hOut, blockB, map, positionX, positionY); break; case 77: myRight(hOut, blockB, map, positionX, positionY); break; case 80: switch (myDown(hOut, blockB, map, positionX, positionY)) { case 0: check = false; break; case 1: check = true; break; case 2: gameOver(hOut, blockB, map); goto initial; default: break; } break; case 32: myStop(hOut, blockA); break; case 27: exit(0); default: break; } } Sleep(20); if (0 == --times) { switch (myDown(hOut, blockB, map, positionX, positionY)) { case 0: check = false; break; case 1: check = true; break; case 2: gameOver(hOut, blockB, map); goto initial; default: break; } times = val; } } cin.get(); return 0; } void initialWindow(HANDLE hOut) { SetConsoleTitle("俄罗斯方块"); COORD size = { 80, 25 }; SetConsoleScreenBufferSize(hOut, size); SMALL_RECT rc = { 0, 0, 79, 24 }; SetConsoleWindowInfo(hOut, true, &rc); CONSOLE_CURSOR_INFO cursor_info = { 1, 0 }; SetConsoleCursorInfo(hOut, &cursor_info); } void initialPrint(HANDLE hOut) { SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); for (int i = 0; i < 20; i) { cout << "■ ■☆ ☆" << endl; } gotoXY(hOut, 26, 0); cout << "☆☆☆☆☆☆☆☆☆☆☆"; gotoXY(hOut, 0, 20); cout << "■■■■■■■■■■■■☆☆☆☆☆☆☆☆☆☆☆☆☆"; gotoXY(hOut, 26, 1); cout << "分 数: "; gotoXY(hOut, 26, 2); cout << "关 卡: "; gotoXY(hOut, 26, 4); cout << "下一方块:"; gotoXY(hOut, 26, 9); cout << "操作方法:"; gotoXY(hOut, 30, 11); cout << "↑:旋转 ↓:速降"; gotoXY(hOut, 30, 12); cout << "→:右移 ←:左移"; gotoXY(hOut, 30, 13); cout << "空格键:开始/暂停"; gotoXY(hOut, 30, 14); cout << "Esc 键:退出"; gotoXY(hOut, 26, 16); cout << "关 于:"; gotoXY(hOut, 30, 18); cout << "俄罗斯方块"; gotoXY(hOut, 35, 19); cout << "作者:KOQ"; } void gotoXY(HANDLE hOut, int x, int y) { COORD pos; pos.X = x; pos.Y = y; SetConsoleCursorPosition(hOut, pos); } void roundBlock(HANDLE hOut, int block[4][4]) { clearBlock(hOut, block, 5, 15); switch (rand() % 19) { case 0: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block00[i][j]; } } break; case 1: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block01[i][j]; } } break; case 2: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block02[i][j]; } } break; case 3: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block03[i][j]; } } break; case 4: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block04[i][j]; } } break; case 5: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block05[i][j]; } } break; case 6: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block06[i][j]; } } break; case 7: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block07[i][j]; } } break; case 8: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block08[i][j]; } } break; case 9: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block09[i][j]; } } break; case 10: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block10[i][j]; } } break; case 11: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block11[i][j]; } } break; case 12: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block12[i][j]; } } break; case 13: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block13[i][j]; } } break; case 14: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block14[i][j]; } } break; case 15: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block15[i][j]; } } break; case 16: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block16[i][j]; } } break; case 17: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block17[i][j]; } } break; case 18: for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block18[i][j]; } } break; default: break; } printBlock(hOut, block, 5, 15); } bool collisionDetection(int block[4][4], int map[21][12], int x, int y) { for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { if (x i >= 0 && y j >= 0 && map[x i][y j] == 1 && block[i][j] == 1) { return false; } } } return true; } void printBlock(HANDLE hOut, int block[4][4], int x, int y) { switch (block[0][0]) { case 10: case 11: SetConsoleTextAttribute(hOut, FOREGROUND_GREEN); break; case 12: case 13: case 14: case 15: SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_INTENSITY); break; case 16: case 17: case 18: case 19: SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY); break; case 20: case 21: case 22: case 23: SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_INTENSITY); break; case 24: case 25: SetConsoleTextAttribute(hOut, FOREGROUND_GREEN | FOREGROUND_INTENSITY); break; case 26: case 27: SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_INTENSITY); break; case 28: SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY); break; default: break; } for (int i = 0; i < 4; i) { if (i x >= 0) { for (int j = 0; j < 4; j) { if (block[i][j] == 1) { gotoXY(hOut, 2 * (y j), x i); cout << "■"; } } } } } void clearBlock(HANDLE hOut, int block[4][4], int x, int y) { for (int i = 0; i < 4; i) { if (i x >= 0) { for (int j = 0; j < 4; j) { if (block[i][j] == 1) { gotoXY(hOut, 2 * (y j), x i); cout << " "; } } } } } void gameOver(HANDLE hOut, int block[4][4], int map[21][12]) { SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY); gotoXY(hOut, 9, 8); cout << "GAME OVER"; gotoXY(hOut, 8, 9); cout << "空格键:重来"; gotoXY(hOut, 8, 10); cout << "ESC键:退出"; char key; while (true) { key = _getch(); if (key == 32) { return; } if (key == 27) { exit(0); } } } int myDown(HANDLE hOut, int block[4][4], int map[21][12], int &x, int y) { if (collisionDetection(block, map, x 1, y)) { clearBlock(hOut, block, x, y); x; return 0; } if (x < 0) { return 2; } for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { if (block[i][j] == 1) { map[x i][y j] = 1; SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY); gotoXY(hOut, 2 * (y j), x i); cout << "■"; } } } return 1; } void myLeft(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) { if (collisionDetection(block, map, x, y - 1)) { clearBlock(hOut, block, x, y); --y; } } void myRight(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) { if (collisionDetection(block, map, x, y 1)) { clearBlock(hOut, block, x, y); y; } } void myUp(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) { switch (block[0][0]) { case 10: if (collisionDetection(block01, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block01[i][j]; } } } break; case 11: if (collisionDetection(block00, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block00[i][j]; } } } else if (collisionDetection(block00, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block00[i][j]; } } --y; } else if (collisionDetection(block00, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block00[i][j]; } } y; } else if (collisionDetection(block00, map, x, y - 2)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block00[i][j]; } } y = y - 2; } else if (collisionDetection(block00, map, x, y 2)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block00[i][j]; } } y = y 2; } break; case 12: if (collisionDetection(block03, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block03[i][j]; } } } else if (collisionDetection(block03, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block03[i][j]; } } --y; } else if (collisionDetection(block03, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block03[i][j]; } } y; } break; case 13: if (collisionDetection(block04, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block04[i][j]; } } } else if (collisionDetection(block04, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block04[i][j]; } } --y; } else if (collisionDetection(block04, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block04[i][j]; } } y; } break; case 14: if (collisionDetection(block05, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block05[i][j]; } } } else if (collisionDetection(block05, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block05[i][j]; } } --y; } else if (collisionDetection(block05, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block05[i][j]; } } y; } break; case 15: if (collisionDetection(block02, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block02[i][j]; } } } else if (collisionDetection(block02, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block02[i][j]; } } --y; } else if (collisionDetection(block02, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block02[i][j]; } } y; } break; case 16: if (collisionDetection(block07, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block07[i][j]; } } } else if (collisionDetection(block07, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block07[i][j]; } } --y; } else if (collisionDetection(block07, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block07[i][j]; } } y; } break; case 17: if (collisionDetection(block08, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block08[i][j]; } } } else if (collisionDetection(block08, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block08[i][j]; } } --y; } else if (collisionDetection(block08, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block08[i][j]; } } y; } break; case 18: if (collisionDetection(block09, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block09[i][j]; } } } else if (collisionDetection(block09, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block09[i][j]; } } --y; } else if (collisionDetection(block09, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block09[i][j]; } } y; } break; case 19: if (collisionDetection(block06, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block06[i][j]; } } } else if (collisionDetection(block06, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block06[i][j]; } } --y; } else if (collisionDetection(block06, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block06[i][j]; } } y; } break; case 20: if (collisionDetection(block11, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block11[i][j]; } } } else if (collisionDetection(block11, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block11[i][j]; } } --y; } else if (collisionDetection(block11, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block11[i][j]; } } y; } break; case 21: if (collisionDetection(block12, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block12[i][j]; } } } else if (collisionDetection(block12, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block12[i][j]; } } --y; } else if (collisionDetection(block12, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block12[i][j]; } } y; } break; case 22: if (collisionDetection(block13, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block13[i][j]; } } } else if (collisionDetection(block13, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block13[i][j]; } } --y; } else if (collisionDetection(block13, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block13[i][j]; } } y; } break; case 23: if (collisionDetection(block10, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block10[i][j]; } } } else if (collisionDetection(block10, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block10[i][j]; } } --y; } else if (collisionDetection(block10, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block10[i][j]; } } y; } break; case 24: if (collisionDetection(block15, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block15[i][j]; } } } else if (collisionDetection(block15, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block15[i][j]; } } --y; } else if (collisionDetection(block15, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block15[i][j]; } } y; } break; case 25: if (collisionDetection(block14, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block14[i][j]; } } } else if (collisionDetection(block14, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block14[i][j]; } } --y; } else if (collisionDetection(block14, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block14[i][j]; } } y; } break; case 26: if (collisionDetection(block17, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block17[i][j]; } } } else if (collisionDetection(block17, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block17[i][j]; } } --y; } else if (collisionDetection(block17, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block17[i][j]; } } y; } break; case 27: if (collisionDetection(block16, map, x, y)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block16[i][j]; } } } else if (collisionDetection(block16, map, x, y - 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block16[i][j]; } } --y; } else if (collisionDetection(block16, map, x, y 1)) { clearBlock(hOut, block, x, y); for (int i = 0; i < 4; i) { for (int j = 0; j < 4; j) { block[i][j] = block16[i][j]; } } y; } break; default: break; } } void myStop(HANDLE hOut, int block[4][4]) { clearBlock(hOut, block, 5, 15); SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY); gotoXY(hOut, 30, 7); cout << "游戏暂停"; char key; while (true) { key = _getch(); if (key == 32) { gotoXY(hOut, 30, 7); cout << " "; printBlock(hOut, block, 5, 15); return; } if (key == 27) { exit(0); } } } void eliminateRow(HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint) { SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY); for (int i = 19; i >= 0; --i) { int x = 0; for (int j = 1; j < 11; j) { x = map[i][j]; } if (x == 10) { fraction = 100; if (val > 1 && fraction / 1000 1 != checkpoint) { checkpoint = fraction / 1000 1; val -= 5; } for (int m = i; m > 0; --m) { for (int n = 1; n < 11; n) { map[m][n] = map[m - 1][n]; gotoXY(hOut, 2 * n, m); if (map[m][n] == 1) { cout << "■"; } else { cout << " "; } } } i; } } gotoXY(hOut, 36, 1); cout << fraction; gotoXY(hOut, 36, 2); cout << checkpoint; }

实例下载地址

俄罗斯方块.cpp(基于bits/stdc++.h)

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