# 步骤

1 新建工程

const int BLOCK_SIZE=25; //单个方块单元的边长
const int MARGIN=5; //场景边距
const int AREA_ROW=20; //场景行数
const int AREA_COL=12; //场景列数

//定义图案代码和边界
//田字
int item1[4][4]=
{
{0,0,0,0},
{0,1,1,0},
{0,1,1,0},
{0,0,0,0}
};
//右L
int item2[4][4]=
{
{0,1,0,0},
{0,1,0,0},
{0,1,1,0},
{0,0,0,0}
};
//左L
int item3[4][4]=
{
{0,0,1,0},
{0,0,1,0},
{0,1,1,0},
{0,0,0,0}
};
//右S
int item4[4][4]=
{
{0,1,0,0},
{0,1,1,0},
{0,0,1,0},
{0,0,0,0}
};
//左S
int item5[4][4]=
{
{0,0,1,0},
{0,1,1,0},
{0,1,0,0},
{0,0,0,0}
};
//山形
int item6[4][4]=
{
{0,0,0,0},
{0,0,1,0},
{0,1,1,1},
{0,0,0,0}
};
//长条
int item7[4][4]=
{
{0,0,1,0},
{0,0,1,0},
{0,0,1,0},
{0,0,1,0}
};

void Widget::GetBorder(int block[4][4],Border &border)
{
//计算上下左右边界
for(int i=0;i<4;i++)
for(int j=0;j<4;j++)
if(block[i][j]==1)
{
border.dbound=i;
break; //直到计算到最后一行有1
}
for(int i=3;i>=0;i--)
for(int j=0;j<4;j++)
if(block[i][j]==1)
{
border.ubound=i;
break;
}
for(int j=0;j<4;j++)
for(int i=0;i<4;i++)
if(block[i][j]==1)
{
border.rbound=j;
break;
}
for(int j=3;j>=0;j--)
for(int i=0;i<4;i++)
if(block[i][j]==1)
{
border.lbound=j;
break;
}
//    qDebug()<<cur_border.ubound<<cur_border.dbound<<cur_border.lbound<<cur_border.rbound;
}

int game_area[AREA_ROW][AREA_COL]; //场景区域，1表示活动的方块，2表示稳定的方块，0表示空
block_point block_pos; //当前方块坐标
int cur_block[4][4]; //当前方块形状
Border cur_border; //当前方块边界

void Widget::paintEvent(QPaintEvent *event)
{
QPainter painter(this);
//画游戏场景边框
painter.setBrush(QBrush(Qt::white,Qt::SolidPattern));
painter.drawRect(MARGIN,MARGIN,AREA_COL*BLOCK_SIZE,AREA_ROW*BLOCK_SIZE);
//画方块预告
painter.setBrush(QBrush(Qt::blue,Qt::SolidPattern));
for(int i=0;i<4;i++)
for(int j=0;j<4;j++)
if(next_block[i][j]==1)
painter.drawRect(MARGIN*3+AREA_COL*BLOCK_SIZE+j*BLOCK_SIZE,MARGIN+i*BLOCK_SIZE,BLOCK_SIZE,BLOCK_SIZE);
//绘制得分
painter.setPen(Qt::black);
painter.setFont(QFont("Arial",14));
painter.drawText(QRect(MARGIN*3+AREA_COL*BLOCK_SIZE,MARGIN*2+4*BLOCK_SIZE,BLOCK_SIZE*4,BLOCK_SIZE*4),Qt::AlignCenter,"score: "+QString::number(score));

//绘制下落方块和稳定方块,注意方块边线的颜色是根据setPen来的，默认黑色
for(int i=0;i<AREA_ROW;i++)
for(int j=0;j<AREA_COL;j++)
{
//绘制活动方块
if(game_area[i][j]==1)
{
painter.setBrush(QBrush(Qt::red,Qt::SolidPattern));
painter.drawRect(j*BLOCK_SIZE+MARGIN,i*BLOCK_SIZE+MARGIN,BLOCK_SIZE,BLOCK_SIZE);
}
//绘制稳定方块
else if(game_area[i][j]==2)
{
painter.setBrush(QBrush(Qt::green,Qt::SolidPattern));
painter.drawRect(j*BLOCK_SIZE+MARGIN,i*BLOCK_SIZE+MARGIN,BLOCK_SIZE,BLOCK_SIZE);
}
}
}

void Widget::timerEvent(QTimerEvent *event)
{
//方块下落
if(event->timerId()==game_timer)
BlockMove(DOWN);
//刷新画面
if(event->timerId()==paint_timer)
update();
}

void Widget::keyPressEvent(QKeyEvent *event)
{
switch(event->key())
{
case Qt::Key_Up:
BlockMove(UP);
break;
case Qt::Key_Down:
BlockMove(DOWN);
break;
case Qt::Key_Left:
BlockMove(LEFT);
break;
case Qt::Key_Right:
BlockMove(RIGHT);
break;
case Qt::Key_Space:
BlockMove(SPACE);
break;
default:
break;
}
}

• 整个场景以左上角为坐标原点，方块图案以其左上角为局部坐标原点，所以可以用全局坐标x，y加上局部坐标j，i来进行定位
• 每次移动或者旋转都要先假想着旋转或者移动一步之后与原有场景有没有碰撞或者越界，如果没有则动作，如果有则不再变化，活动方块（红色）转化成稳定方块（绿色）
• 碰撞检测原理是判断原有场景和活动方块是否在某个点都不为0

void Widget::BlockMove(Direction dir)
{
switch (dir) {
case UP:
if(IsCollide(block_pos.pos_x,block_pos.pos_y,UP))
break;
//逆时针旋转90度
BlockRotate(cur_block);
//防止旋转后bug,i和j从0到4重新设置方块
for(int i=0;i<4;i++)
for(int j=0;j<4;j++)
game_area[block_pos.pos_y+i][block_pos.pos_x+j]=cur_block[i][j];
//重新计算边界
GetBorder(cur_block,cur_border);
break;
case DOWN:
//方块到达边界则不再移动
if(block_pos.pos_y+cur_border.dbound==AREA_ROW-1)
{
ConvertStable(block_pos.pos_x,block_pos.pos_y);
ResetBlock();
break;
}
//碰撞检测，只计算上下左右边界，先尝试走一格，如果碰撞则稳定方块后跳出
if(IsCollide(block_pos.pos_x,block_pos.pos_y,DOWN))
{
//只有最终不能下落才转成稳定方块
ConvertStable(block_pos.pos_x,block_pos.pos_y);
ResetBlock();
break;
}
//恢复方块上场景
for(int j=cur_border.lbound;j<=cur_border.rbound;j++)
game_area[block_pos.pos_y][block_pos.pos_x+j]=0;
//没有碰撞则下落一格
block_pos.pos_y+=1;
//方块下降一格，拷贝到场景,注意左右边界
for(int i=0;i<4;i++) //必须是0到4
for(int j=cur_border.lbound;j<=cur_border.rbound;j++)
if(block_pos.pos_y+i<=AREA_ROW-1&&game_area[block_pos.pos_y+i][block_pos.pos_x+j]!=2) //注意场景数组不越界,而且不会擦出稳定的方块
game_area[block_pos.pos_y+i][block_pos.pos_x+j]=cur_block[i][j];
break;
case LEFT:
//到左边界或者碰撞不再往左
if(block_pos.pos_x+cur_border.lbound==0||IsCollide(block_pos.pos_x,block_pos.pos_y,LEFT))
break;
//恢复方块右场景
for(int i=cur_border.ubound;i<=cur_border.dbound;i++)
game_area[block_pos.pos_y+i][block_pos.pos_x+3]=0;
block_pos.pos_x-=1;
//方块左移一格，拷贝到场景
for(int i=cur_border.ubound;i<=cur_border.dbound;i++)
for(int j=0;j<4;j++)
if(block_pos.pos_x+j>=0&&game_area[block_pos.pos_y+i][block_pos.pos_x+j]!=2) //注意场景数组不越界
game_area[block_pos.pos_y+i][block_pos.pos_x+j]=cur_block[i][j];
break;
case RIGHT:
if(block_pos.pos_x+cur_border.rbound==AREA_COL-1||IsCollide(block_pos.pos_x,block_pos.pos_y,RIGHT))
break;
//恢复方块左场景
for(int i=cur_border.ubound;i<=cur_border.dbound;i++)
game_area[block_pos.pos_y+i][block_pos.pos_x]=0;
block_pos.pos_x+=1;
//方块右移一格，拷贝到场景
for(int i=cur_border.ubound;i<=cur_border.dbound;i++)
for(int j=0;j<4;j++)
if(block_pos.pos_x+j<=AREA_COL-1&&game_area[block_pos.pos_y+i][block_pos.pos_x+j]!=2) //注意场景数组不越界
game_area[block_pos.pos_y+i][block_pos.pos_x+j]=cur_block[i][j];
break;
case SPACE: //一次到底
//一格一格下移，直到不能下移
while(block_pos.pos_y+cur_border.dbound<AREA_ROW-1&&!IsCollide(block_pos.pos_x,block_pos.pos_y,DOWN))
{
//恢复方块上场景
for(int j=cur_border.lbound;j<=cur_border.rbound;j++)
game_area[block_pos.pos_y][block_pos.pos_x+j]=0;
//没有碰撞则下落一格
block_pos.pos_y+=1;
//方块下降一格，拷贝到场景,注意左右边界
for(int i=0;i<4;i++) //必须是0到4
for(int j=cur_border.lbound;j<=cur_border.rbound;j++)
if(block_pos.pos_y+i<=AREA_ROW-1&&game_area[block_pos.pos_y+i][block_pos.pos_x+j]!=2) //注意场景数组不越界,而且不会擦出稳定的方块
game_area[block_pos.pos_y+i][block_pos.pos_x+j]=cur_block[i][j];
}
ConvertStable(block_pos.pos_x,block_pos.pos_y);
ResetBlock();
break;
default:
break;
}
//处理消行，整个场景上面的行依次下移
int i=AREA_ROW-1;
int line_count=0; //记消行数
while(i>=1)
{
bool is_line_full=true;
for(int j=0;j<AREA_COL;j++)
if(game_area[i][j]==0)
{
is_line_full=false;
i--;
break;
}
if(is_line_full)
{
for(int k=i;k>=1;k--)
for(int j=0;j<AREA_COL;j++)
game_area[k][j]=game_area[k-1][j];
line_count++;//每次增加消行的行数
}
}
score+=line_count*10; //得分
//判断游戏是否结束
for(int j=0;j<AREA_COL;j++)
if(game_area[0][j]==2) //最顶端也有稳定方块
GameOver();
}

void Widget::ResetBlock()
{
//产生当前方块
block_cpy(cur_block,next_block);
GetBorder(cur_block,cur_border);

//产生下一个方块
int block_id=rand()%7;
CreateBlock(next_block,block_id);

//设置初始方块坐标,以方块左上角为锚点
block_point start_point;
start_point.pos_x=AREA_COL/2-2;
start_point.pos_y=0;
block_pos=start_point;
}

void Widget::InitGame()
{
for(int i=0;i<AREA_ROW;i++)
for(int j=0;j<AREA_COL;j++)
game_area[i][j]=0;

speed_ms=800;
refresh_ms=30;

//初始化随机数种子
srand(time(0));

//分数清0
score=0;

//开始游戏

void Widget::StartGame()
{
game_timer=startTimer(speed_ms); //开启游戏timer
paint_timer=startTimer(refresh_ms); //开启界面刷新timer
//产生初始下一个方块
int block_id=rand()%7;
CreateBlock(next_block,block_id);
ResetBlock(); //产生方块
}

void Widget::GameOver()
{
//游戏结束停止计时器
killTimer(game_timer);
killTimer(paint_timer);
QMessageBox::information(this,"failed","game over");

}

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