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C++编程教程:实现俄罗斯方块游戏代码
2023-07-12 14:19:10 深夜i     16     0
C++编程教程 俄罗斯方块 游戏代码 实现

俄罗斯方块游戏是一款非常经典的游戏,可以锻炼我们的反应力和思维能力。那么,如何使用C++语言来实现这款游戏的代码呢?下面,我们就来一起看看。

首先,我们需要定义一些基本的变量,如棋盘大小、方块大小等。一般而言,棋盘大小为10x20,方块大小为20x20。定义变量的代码如下:

const int BOARD_WIDTH = 10;
const int BOARD_HEIGHT = 20;
const int BLOCK_SIZE = 20;

接着,我们需要定义方块的形状和颜色。假设这里有七种方块,可以用数字0-6来表示。定义方块的代码如下:

const int BLOCK_TYPES = 7;
const int BLOCK_WIDTH = 4;
const int BLOCK_HEIGHT = 4;
const bool BLOCK_DATA[BLOCK_TYPES][BLOCK_HEIGHT][BLOCK_WIDTH] = {
  {
    0,
     1,
     0,
     0
  },
  {
    0,
     1,
     0,
     0
  },
  // ...
};
const int BLOCK_COLORS[BLOCK_TYPES] =
  0xff0000;

接着,我们需要定义一个函数来生成随机方块。实现代码如下:

int random(int max) {
  return rand() % max;
}
void generateBlock(int& type, int& rotation) {
  type = random(BLOCK_TYPES);
  rotation = random(4);
}

接着,我们就可以开始实现主函数了。首先,我们需要初始化SDL2库。然后,创建一个窗口和一个渲染器。初始化代码如下:

if (SDL_Init(SDL_INIT_VIDEO) != 0) {
  std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
  return 1;
}
SDL_Window* window = SDL_CreateWindow("Tetris", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, BOARD_WIDTH * BLOCK_SIZE, BOARD_HEIGHT * BLOCK_SIZE, SDL_WINDOW_SHOWN);
if (window == nullptr) {
  std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
  SDL_Quit();
  return 1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr) {
  std::cerr << "SDL_CreateRenderer failed: " << SDL_GetError() << std::endl;
  SDL_DestroyWindow(window);
  SDL_Quit();
  return 1;
}

接着,我们要定义一个函数来绘制棋盘和方块。主要的实现代码如下:

void drawBlock(int x, int y, int type, int rotation, SDL_Renderer* renderer) {
  SDL_Rect rect = { x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE };
  SDL_SetRenderDrawColor(renderer, (BLOCK_COLORS[type] >> 16) & 0xff, (BLOCK_COLORS[type] >> 8) & 0xff, BLOCK_COLORS[type] & 0xff, 255);
  SDL_RenderFillRect(renderer, &rect);
}
void drawBoard(int board[BOARD_HEIGHT][BOARD_WIDTH], SDL_Renderer* renderer) {
  for (int i = 0; i < BOARD_HEIGHT; i++) {
    for (int j = 0; j < BOARD_WIDTH; j++) {
      if (board[i][j] != -1) {
        drawBlock(j, i, board[i][j], 0, renderer);
      }
    }
  }
}

在主函数中,我们要不断循环,来控制方块下落、旋转和消除等操作。主要的实现代码如下:

int board[BOARD_HEIGHT][BOARD_WIDTH];
memset(board, -1, sizeof(board));
int blockX = BOARD_WIDTH / 2 - BLOCK_WIDTH / 2;
int blockY = 0;
int blockType, blockRotation;
generateBlock(blockType, blockRotation);
bool quit = false;
while (!quit) {
  SDL_Event event;
  while (SDL_PollEvent(&event) != 0) {
    if (event.type == SDL_QUIT)
      quit = true;
     else if (event.type == SDL_KEYDOWN) {
      switch (event.key.keysym.sym) {
        case SDLK_LEFT:
          if (isBlockValid(board, blockX - 1, blockY, blockType, blockRotation))
            blockX--;
          
          break;
        case SDLK_RIGHT:
          if (isBlockValid(board, blockX + 1, blockY, blockType, blockRotation)) {
            blockX++;
          }
          break;
        case SDLK_DOWN:
          if (isBlockValid(board, blockX, blockY + 1, blockType, blockRotation)) {
            blockY++;
          } else {
            placeBlock(board, blockX, blockY, blockType, blockRotation);
            int lines = checkLines(board);
            if (lines > 0) {
              score += lines;
            }
            generateBlock(blockType, blockRotation);
            blockX = BOARD_WIDTH / 2 - BLOCK_WIDTH / 2;
            blockY = 0;
          }
          break;
        case SDLK_UP:
          if (isBlockValid(board, blockX, blockY, blockType, (blockRotation + 1) % 4)) {
            blockRotation = (blockRotation + 1) % 4;
          }
          break;
      }
    }
  }
  // 清空屏幕
  SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
  SDL_RenderClear(renderer);
  // 绘制棋盘和方块
  drawBoard(board, renderer);
  drawBlock(blockX, blockY, blockType, blockRotation, renderer);
  // 显示得分或游戏结束
  if (isGameOver(board))
    std::cout << "Game over!" << std::endl;
    quit = true;
   else
    std::cout << "Score: " << score << std::endl;
  
  // 刷新屏幕
  SDL_RenderPresent(renderer);
  // 等待一段时间
  SDL_Delay(1000 / 60);
}

最后,我们需要实现一些辅助函数,如判断方块是否合法、消除行、判断游戏是否结束等。这些函数的实现比较细节,可以参考完整的代码。

综上所述,我们就完成了C++实现俄罗斯方块游戏的代码。该实现主要依赖于SDL2库,在实现过程中需要注意输入输出、图形渲染和游戏逻辑的细节。希望大家能够通过实践掌握C++编程的技能。

  
  
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