该版本实现的功能有
- 所有基本块
- 消行
- U形块和十字块(十字块不可被满行消除)
- 十秒自动加一行不满的随机行
- 随机出现一个保持五秒的子弹方块,会在屏幕上方左右移动,按上键发射一个方块落地,按下键打碎一个方块
- 所有俄罗斯方块支持旋转(除了子弹方块)
该代码的基线来自于https://blog.csdn.net/qq_40212930/article/details/82659821
鉴于原版本水平略显青涩,对于面向对象的编程认知不清晰。作为我们一个两天完成的小作业,我只是简单修改了一些BUG和增加了大量功能,并没有重构这一团乱码的代码。
#include<iostream>
#include<string>
#include<cstdlib>
#include<windows.h>
#include<ctime>
#include<conio.h>
#include<cstdio>
#include<chrono>
using namespace std;
class Tetris
{
private:
int rank; //游戏难度等级
int score; // 得分
int id; //图形ID
int point[2]; //两基点
int top; //最高点高度
public:
Tetris();
void Welocme(); //首界面
void DrawMap(); //游戏界面
void SetColor(int); //控制颜色
void Draw(int, int, int); //画图形
void Run(); //运行游戏
void ReDraw(int, int, int); //清除图形
bool Judge(int, int, int);
void Turn(int); //旋转
void Updata(); // 更新界面
void Pause(); //游戏暂停
void Input_score();
void AddLine(); //10s随机加一行不满的
};
const int sharp[25][10] = //组成图形的各个点的各个坐标,x是纵向,y是横向,左上是0,0
{
//条形
{0,0,1,0,2,0,3,0},{0,0,0,1,0,2,0,3},
//方块
{0,0,1,0,0,1,1,1},
//L形
{0,0,1,0,1,1,1,2},{0,1,1,1,2,0,2,1},{0,0,0,1,0,2,1,2},{0,0,0,1,1,0,2,0},
//J形
{1,0,1,1,1,2,0,2},{0,0,0,1,1,1,2,1},{0,0,0,1,0,2,1,0},{0,0,1,0,2,0,2,1},
//T形 尖端朝上,右,下,左
{0,1,1,0,1,1,1,2},{0,0,1,0,2,0,1,1} , {0,0,0,1,0,2,1,1},{0,1,1,0,1,1,2,1},
//S形
{0,0,1,0,1,1,2,1},{0,1,0,2,1,0,1,1},
//Z形
{0,1,1,0,1,1,2,0},{0,0,0,1,1,1,1,2},
//子弹
{0,0,0,0,0,0,0,0},
//U形方块id20-23
{0,0,0,2,1,0,1,1,1,2},{0,0,0,1,1,0,2,0,2,1},{0,0,0,1,0,2,1,0,1,2},{0,0,0,1,1,1,2,0,2,1},
//十形方块id24
{0,1,1,0,1,1,1,2,2,1}
};
//每个图形的纵深
const int high[25] = { 4,1,2,2,3,2,3,2,3,2,3,2,3,2,3,3,2,3,2,1,2,3,2,3,3};
int map[28][16];
//条形
#define a1 0
#define a2 1
// 方块
#define b 2
//L形
#define c1 3
#define c2 4
#define c3 5
#define c4 6
//J形
#define d1 7
#define d2 8
#define d3 9
#define d4 10
//T形
#define e1 11
#define e2 12
#define e3 13
#define e4 14
//S形
#define f1 15
#define f2 16
//Z形
#define g1 17
#define g2 18
//子弹
#define h 19
//U形
#define i1 20
#define i2 21
#define i3 22
#define i4 23
Tetris::Tetris() //构造函数, 初始化各个值
{
point[0] = 0;
point[1] = 5;
score = 0;
top = 25;
}
void Tetris::Turn(int num) //旋转函数
{
/*
通过条形旋转的方式完成其他形状的旋转
有兴趣的同学也可以通过其他方法完成此功能
*/
switch (num)
{
//条形旋转
case a1: id = a2; break;
case a2: id = a1; break;
//方块旋转
case b:break;//不转
//L形旋转
case c1:id = c4; break;
case c2:id = c1; break;
case c3:id = c2; break;
case c4:id = c3; break;
//J型旋转
case d1:id = d4; break;
case d2:id = d1; break;
case d3:id = d2; break;
case d4:id = d3; break;
//T形旋转
case e1:id = e4; break;
case e2:id = e1; break;
case e3:id = e2; break;
case e4:id = e3; break;
//S形旋转
case f1:id = f2; break;
case f2:id = f1; break;
//Z形旋转
case g1:id = g2; break;
case g2:id = g1; break;
//U形旋转
case i1:id = i2; break;
case i2:id = i3; break;
case i3:id = i4; break;
case i4:id = i1; break;
}
}
void SetPos(int i, int j) //控制光标位置, 列, 行
{
COORD pos = { i,j };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
void Tetris::Pause() // 暂停函数
{
SetPos(32, 10);
cout << "游戏暂停!" << endl;
SetPos(30, 11);
cout << "你的分数为 " << score;
char temp;
while (1)
{
while (1)
{
if (_kbhit())
{
temp = _getch();
break;
}
}
if (temp == 32)
break;
}
SetPos(32, 10); // 清除暂停时显示的信息
cout << " ";
SetPos(30, 11);
cout << " ";
}
void Tetris::Updata() //更新函数
{
int i, flag;
int nx, ny;
//最后一次的绘图
if(id<20)
{
for (i = 0; i < 4; i++)
{
nx = point[0] + sharp[id][i * 2];
ny = point[1] + sharp[id][i * 2 + 1];
SetPos((ny + 1) * 2, nx + 1);
SetColor(0);
cout << "■";
map[nx][ny] = 1; //界面各个点是否为空的更新
}
}
else if(id<24)
{
for (i = 0; i < 5; i++)
{
nx = point[0] + sharp[id][i * 2];
ny = point[1] + sharp[id][i * 2 + 1];
SetPos((ny + 1) * 2, nx + 1);
SetColor(0);
cout << "■";
map[nx][ny] = 1; //界面各个点是否为空的更新
}
}
else
{
for (i = 0; i < 5; i++)
{
nx = point[0] + sharp[id][i * 2];
ny = point[1] + sharp[id][i * 2 + 1];
map[nx][ny] = 2; //界面各个点是否为空的更新
}
}
//这里更新top的意义未知,很好,根本没做过右值,没有意义。
if (point[0] < top)
top = point[0]; //最高点的更新
for (i = point[0]; i < point[0] + high[id]; i++) //消除行
{
//将flag赋值为1,flag为1表示某一行满,0表示未满。
flag = 1;
// map[i][j] == 0表示在地图的第i行,第j列的地方没有方块,输出的形式为" "
// map[i][j] == 1表示在地图的第i行,第j列的地方有方块,输出的形式为"■"
//注:游戏区的列数为13列
//判断某一行是否为满
/*
请在下方补全判断是否为满功能代码
*/
for(int j=0;j<13;++j)
{
if (map[i][j] != 1)//说明是0(空)或是2(不可消除方块)
{
flag = 0;
break;
}
}
//当flag为1时,消行
if (flag == 1)
{
/*
请在下方补全消行功能代码
*/
for(int j=0;j<13;++j)
{
nx = i;
ny = j;
SetPos((ny + 1) * 2, nx + 1);
SetColor(0);
cout << " ";
map[nx][ny] = 0; //界面各个点为空的更新
}
for(int k=i-1;k>0;--k)//第i行往上开始往下掉
{
for(int l=0;l<13;++l)
{
if(map[k][l]==1)
{
//撤销该位置
SetPos((l+1)* 2, k + 1);
cout << " ";
map[k][l] = 0;
//往下掉一格重绘
SetPos((l + 1) * 2, k+2);
cout << "■";
map[k + 1][l] = 1;
}
}
}
//计算得分
score += 10;
Input_score();
}
}
}
/// <summary>
/// 设置颜色,设置坐标,输出属性score
/// </summary>
void Tetris::Input_score()
{
SetColor(3);
SetPos(30, 19);
cout << "得分: " << score;
}
void Tetris::AddLine()
{
for(int i=0;i<2;++i)//先扫一遍第一行和第二行,如果有格子,就直接结束,因为要加一行
{
for(int j=0;j<13;++j)
{
if(map[i][j]==1||map[i][j]==2)
{
system("cls");
SetPos(20, 10);
cout << "游戏结束,因为到了加行时间,顶到屏幕边缘了!" << endl;
SetPos(20, 11);
cout << "你的分数为 " << score << endl;
system("pause");
exit(1);
}
}
}
for(int i=2;i<25;++i)
{
for(int j=0;j<13;++j)
{
if(map[i][j]==1)
{
//擦除原来的方块
SetPos((j + 1) * 2, i + 1);
SetColor(0);
cout << " ";
map[i][j] = 0; //界面各个点为空的更新
//在上一行画上新的方块
SetPos((j + 1) * 2, i);
cout << "■";
map[i-1][j] = 1;
}
else if(map[i][j]==2)
{
SetPos((j + 1) * 2, i + 1);
SetColor(6);
cout << " ";
map[i][j] = 0; //界面各个点为空的更新
//在上一行画上新的方块
SetPos((j + 1) * 2, i);
cout << "■";
map[i - 1][j] = 2;
}
}
}
SetColor(0);
for(int i=0;i<13;++i)//在最后一行生成随机序列
{
if(rand()%2==0)//是偶数就生成
{
SetPos((i + 1) * 2, 25);
cout << "■";
map[24][i] = 1;
}
}
Sleep(1);
}
/// <summary>
/// 初始化一个控制难度的属性rank,提示用户怎么操作
/// </summary>
void Tetris::Welocme() //欢迎界面
{
SetColor(1); //欢迎菜单的颜色
char x;
while (1)
{
system("cls"); //清屏
cout << "■■■■■■■■■■■■■■■■■■■■■" << endl;
cout << " 俄罗斯方块 " << endl;
cout << "■■■■■■■■■■■■■■■■■■■■■" << endl;
cout << " 操作方式:" << endl;
cout << " ↑ - 旋转" << endl;
cout << " ↓ - 加速下移" << endl;
cout << " ← - 左移" << endl;
cout << " → - 右移" << endl;
cout << " 空格 - 暂停" << endl;
cout << "■■■■■■■■■■■■■■■■■■■■■" << endl;
cout << "■ 按1—3选择难度■" << endl;
SetPos(20, 10);//把光标位置从上一句话的行尾放到“度”字后面
x = getchar();
if (x <= '9' && x >= '0')//选择难度,0-9,和上面提示不符合
{
rank = x - '0';
break;
}
}
}
/// <summary>
/// 6是白色
/// </summary>
/// <param name="color_num"></param>
void Tetris::SetColor(int color_num) //设置颜色
{
int n;
switch (color_num)
{
case 0: n = 0x08; break;
case 1: n = 0x0C; break;
case 2: n = 0x0D; break;
case 3: n = 0x0E; break;
case 4: n = 0x0A; break;
case 5:n = 0x01; break;
case 6:n = 0x07; break;
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), n);
}
void Tetris::DrawMap() //画游戏时界面
{
int i;
SetColor(0);
for (i = 0; i < 24; i++) //宽24格
{
SetPos(i * 2, 0);//游戏界面顶上的方格
cout << "■";
SetPos(i * 2, 26);//游戏界面底下的方格
cout << "■";
}
for (i = 0; i < 26; i++) //高26格
{
SetPos(0, i);
cout << "■";
SetPos(28, i);
cout << "■";
SetPos(46, i);
cout << "■";
}
for (i = 14; i < 24; i++)//分开“下一个图形”和“得分”的区域
{
SetPos(i*2 , 16);
cout << "■";
}
SetColor(3);
Input_score();
SetPos(30, 21);
cout << "难度等级: " << rank;
SetPos(32, 2);
cout << "下一图形";
}
/// <summary>
/// 设置坐标为基准X+特定图形点的X坐标和基准Y+特定图形点的Y坐标 输出方块
/// 颜色是循环的
/// </summary>
/// <param name="x">基准点的X坐标</param>
/// <param name="y">基准点的Y坐标</param>
/// <param name="num">图形ID</param>
void Tetris::Draw(int x, int y, int num) //画图形
{
int nx, ny;
if(num<20)
{
for (int i = 0; i < 4; i++)
{
nx = x + sharp[num][2 * i];
ny = y + sharp[num][2 * i + 1];
SetPos((ny + 1) * 2, nx + 1);
SetColor(i + 1);
cout << "■";
}
}
else if(num<24)
{
for (int i = 0; i < 5; i++)
{
nx = x + sharp[num][2 * i];
ny = y + sharp[num][2 * i + 1];
SetPos((ny + 1) * 2, nx + 1);
SetColor(i + 1);
cout << "■";
}
}
else
{
for (int i = 0; i < 5; i++)
{
nx = x + sharp[num][2 * i];
ny = y + sharp[num][2 * i + 1];
SetPos((ny + 1) * 2, nx + 1);
SetColor(6);
cout << "■";
}
}
}
void Tetris::ReDraw(int x, int y, int num) //为更新图形的位置清除图形
{
int nx, ny;
if(num<20)
{
for (int i = 0; i < 4; i++)
{
nx = x + sharp[num][2 * i];
ny = y + sharp[num][2 * i + 1];
if (map[nx][ny] == 0)//如果这里没有东西,重绘空格,不然不动
{
SetPos((ny + 1) * 2, nx + 1);
cout << " ";
}
else
{
SetColor(0);
cout << "■";
}
}
}
else
{
for (int i = 0; i < 5; i++)
{
nx = x + sharp[num][2 * i];
ny = y + sharp[num][2 * i + 1];
if (map[nx][ny] == 0)//如果这里没有东西,重绘空格,不然不动
{
SetPos((ny + 1) * 2, nx + 1);
cout << " ";
}
else
{
SetColor(0);
cout << "■";
}
}
}
}
/// <summary>
/// 判定在x, y 所指位置是否可画编号为num 的图形, 若不可画则反回true
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="num"></param>
/// <returns>如果不能画true,能画false</returns>
bool Tetris::Judge(int x, int y, int num)
{
int nx, ny;
if(num<20)
{
for (int i = 0; i < 4; i++)
{
nx = x + sharp[num][2 * i];
ny = y + sharp[num][2 * i + 1];
if (!(nx < 25 && nx >= 0 && ny < 13 && ny >= 0 && !map[nx][ny]))
return true;
}
}
else
{
for (int i = 0; i < 5; i++)
{
nx = x + sharp[num][2 * i];
ny = y + sharp[num][2 * i + 1];
if (!(nx < 25 && nx >= 0 && ny < 13 && ny >= 0 && !map[nx][ny]))
return true;
}
}
return false;
}
void Tetris::Run() //运行游戏
{
int next_id;
srand((int)time(0)); //以时间设置随机种子
id = 17;
next_id = 18;
Draw(point[0], point[1], id);
Draw(5, 16, next_id);
int count;
if (rank == 1)
count = 150;
else if (rank == 2)
count = 100;
else if (rank == 3)
count = 50;
else
count = 5;
int i = 0; //不同等级对应不同count
int speed=1;//子弹移动速度
time_t start, finish;
time_t bullStart, bullEnd;//子弹time
finish=start = time(nullptr);
bullStart = bullEnd = time(nullptr);
bool reset = true;
while (1)
{
if (!(i < count)) //i 与 count 用于控制时间
{
if(id==19)//因为子弹是左右动的,要额外处理一下
{
if(reset)//重新计时
{
bullStart = bullEnd = time(nullptr);
reset = false;
}
bullEnd = time(nullptr);
if(difftime(bullEnd, bullStart) >= 5)
{
ReDraw(point[0], point[1], id);
id = next_id;
ReDraw(5, 16, next_id);
next_id = rand() % 25;
point[0] = 0; point[1] = 5;
Draw(point[0], point[1], id);
Draw(5, 16, next_id);
bullStart = bullEnd;
reset = true;
}
else
{
if (!Judge(point[0], point[1], id))
{
ReDraw(point[0], point[1], id);
if (point[1] >= 12||point[1]<=0)
speed = -speed;
point[1] += speed;
Draw(point[0], point[1], id);
Sleep(100);
}
}
}
if (id != 19)
{
i = 0;
if (Judge(point[0] + 1, point[1], id)) //在某一位置不能下落的话
{
Updata();
id = next_id;
ReDraw(5, 16, next_id);
next_id = rand() % 25;
point[0] = 0; point[1] = 5;
Draw(point[0], point[1], id);
Draw(5, 16, next_id);
if (Judge(point[0], point[1], id))
{
system("cls");
SetPos(20, 10);
cout << "游戏结束!" << endl;
SetPos(20, 11);
cout << "你的分数为 " << score << endl;
system("pause");
exit(1);
}
}
else //继续下落
{
if (difftime(finish, start) < 10)
{
ReDraw(point[0], point[1], id);
point[0]++;
Draw(point[0], point[1], id);
}
}
}
if (difftime(finish, start) >= 10)
{
start = finish;
AddLine();
}
}
if (_kbhit()) //键盘输入值时
{
int key, key2;
key = _getch(); //方向键会返回两个值,第一个是公共的224,第二个是分开的,所以要getch两次
if (key == 224)
{
key2 = _getch();
if (key2 == 72&& id != 19) //按向上方向键时
{
int temp = id;
Turn(id);
if (Judge(point[0], point[1], id))
id = temp;
ReDraw(point[0], point[1], temp);
Draw(point[0], point[1], id);
}
if (key2 == 72 && id == 19) //子弹,按向上方向键
{
for (int i=point[0];i<26;++i)
{
if(map[i][point[1]]!=0||i==25)//这一列的第一个碰撞点是(i,point[1]),没有碰撞点落地
{
SetPos((point[1] + sharp[id][1] + 1) * 2, i + sharp[id][0] );
SetColor(0);
cout << "■";
map[i-1][point[1]] = 1;
//检测消除行
//将flag赋值为1,flag为1表示某一行满,0表示未满。
bool flag = 1;
for (int j = 0; j < 13; ++j)
{
if (map[i-1][j] == 0)//有空的地方说明没有满
{
flag = 0;
break;
}
}
//当flag为1时,消行
if (flag == 1)
{
/*
请在下方补全消行功能代码
*/
for (int j = 0; j < 13; ++j)
{
int nx = i;
int ny = j;
SetPos((ny + 1) * 2, nx + 1);
SetColor(0);
cout << " ";
map[nx][ny] = 0; //界面各个点为空的更新
}
for (int k = i - 1; k > 0; --k)//第i行往上开始往下掉
{
for (int l = 0; l < 13; ++l)
{
if (map[k][l] == 1)
{
//撤销该位置
SetPos((l + 1) * 2, k + 1);
cout << " ";
map[k][l] = 0;
//往下掉一格重绘
SetPos((l + 1) * 2, k + 2);
cout << "■";
map[k + 1][l] = 1;
}
}
}
//计算得分
score += 10;
Input_score();
}
break;
}
}
if (Judge(point[0], point[1], id))//有可能会over,检测一下
{
system("cls");
SetPos(20, 10);
cout << "游戏结束!" << endl;
SetPos(20, 11);
cout << "你的分数为 " << score << endl;
system("pause");
exit(1);
}
}
if (key2 == 80&&id!=19) //按向下方向键时
{
if (!Judge(point[0] + 2, point[1], id))
{
ReDraw(point[0], point[1], id);
point[0] += 2;
Draw(point[0], point[1], id);
}
}
else if(key2 == 80 && id == 19)//向下的子弹
{
for (int i = point[0]; i < 25; ++i)
{
if (map[i][point[1]] != 0 || i == 24)//这一列的第一个碰撞点是(i,point[1]),没有碰撞点落地
{
SetPos((point[1] + sharp[id][1] + 1) * 2, i + sharp[id][0]+1);
SetColor(0);
cout << " ";
map[i][point[1]] = 0;
break;
}
}
}
else if (key2 == 75&&id!=19) //按向左方向键时
{
if (!Judge(point[0], point[1] - 1, id))
{
ReDraw(point[0], point[1], id);
point[1]--;
Draw(point[0], point[1], id);
}
}
else if (key2 == 77&&id!=19) //按向右方向键时
{
if (!Judge(point[0], point[1] + 1, id))
{
ReDraw(point[0], point[1], id);
point[1]++;
Draw(point[0], point[1], id);
}
}
}
else if (key == 32) // 按下空格暂停,把计时器存一下
{
time_t tempTime = finish;
time_t tempBulltime = bullEnd;
Pause();
finish = tempTime;
bullEnd = tempBulltime;
}
}
Sleep(1); //等待1毫秒
i++; //控制下落间隔
finish = time(nullptr);
}
}
int main()
{
Tetris game;
game.Welocme();
system("cls"); //清除欢迎界面
game.DrawMap();
game.Run();
}