c++如何实现俄罗斯方块游戏
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俄罗斯方块c++
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.
在项目的源文件夹下创建一个文件夹image
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
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, 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****************************** importantvoid 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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