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
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
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----------------------------------------------------------------------------------- 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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原文链接:https://blog.csdn.net/m0_51592169/article/details/122302785