俄罗斯方块游戏

简易的俄罗斯方块,希望大家满意。

#include <iostream>
#include <string>
#include <ctime>
#include <cstdlib>
#include <windows.h>
#include <conio.h>

using namespace std;

int block00[4][4] = { { 10, 0, 0, 0 }, { 1, 1, 1, 1 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };
int block01[4][4] = { { 11, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 } };
int block02[4][4] = { { 12, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 1, 0, 0 } };
int block03[4][4] = { { 13, 0, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block04[4][4] = { { 14, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 1, 0 } };
int block05[4][4] = { { 15, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } };
int block06[4][4] = { { 16, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 1, 0, 0, 0 } };
int block07[4][4] = { { 17, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block08[4][4] = { { 18, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 1, 1, 1, 0 } };
int block09[4][4] = { { 19, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 } };
int block10[4][4] = { { 20, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 0, 1, 0 } };
int block11[4][4] = { { 21, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 0, 0 } };
int block12[4][4] = { { 22, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 1, 0 } };
int block13[4][4] = { { 23, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block14[4][4] = { { 24, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 1, 1, 0, 0 } };
int block15[4][4] = { { 25, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block16[4][4] = { { 26, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 1, 0 } };
int block17[4][4] = { { 27, 0, 0, 0 }, { 0, 0, 1, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } };
int block18[4][4] = { { 28, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 1, 1, 0, 0 } };
void initialWindow (HANDLE hOut);//初始化窗口
void initialPrint (HANDLE hOut);//初始化界面
void gotoXY (HANDLE hOut, int x, int y);//移动光标
void roundBlock (HANDLE hOut, int block[4][4]);//随机生成方块并打印到下一个方块位置
bool collisionDetection (int block[4][4], int map[21][12], int x, int y);//检测碰撞
void printBlock (HANDLE hOut, int block[4][4], int x, int y);//打印方块
void clearBlock (HANDLE hOut, int block[4][4], int x, int y);//消除方块
void myLeft (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//左移
void myRight (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//右移
void myUp (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//顺时针旋转90度
int myDown (HANDLE hOut, int block[4][4], int map[21][12], int &x, int y);//加速下落
void myStop (HANDLE hOut, int block[4][4]);//游戏暂停
void gameOver (HANDLE hOut, int block[4][4], int map[21][12]);//游戏结束
//判断是否能消行并更新分值
void eliminateRow (HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint);
int main () {
	MessageBox (NULL, "欢迎来到俄罗斯方块游戏!", "温馨提示", MB_OK);
	system ("mode coon cols=200 lines=100"); 
	system ("mode con cols=70 lines=35");
	int map[21][12];
	int blockA[4][4];//候选区的方块
	int blockB[4][4];//下落中的方块
	int positionX, positionY;//方块左上角的坐标
	bool check;//检查方块还能不能下落
	char key;//用来存储按键
	int val;//用来控制下落速度
	int fraction;//用来存储得分
	int checkpoint;//用来存储关卡
	int times;
	HANDLE hOut = GetStdHandle (STD_OUTPUT_HANDLE);//获取标准输出设备句柄
	initialWindow (hOut);
initial:
	gotoXY (hOut, 0, 0);
	initialPrint (hOut);
	check = true;
	val = 50;
	fraction = 0;
	checkpoint = 1;
	times = val;
	for (int i = 0; i < 20; i++) {
		for (int j = 1; j < 11; j++) {
			map[i][j] = 0;
		}
	}
	for (int i = 0; i < 20; i++) {
		map[i][0] = map[i][11] = 1;
	}
	for (int i = 0; i < 12; i++) {
		map[20][i] = 1;
	}
	srand ((unsigned) time (NULL));
	roundBlock (hOut, blockA);
	while (true) {
		if (check) {
			eliminateRow (hOut, map, val, fraction, checkpoint);
			check = false;
			positionX = -3;
			positionY = 4;
			if (collisionDetection (blockA, map, positionX, positionY)) {
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						blockB[i][j] = blockA[i][j];
					}
				}
				roundBlock (hOut, blockA);
			} else {
				gameOver (hOut, blockA, map);
				goto initial;
			}
		}
		printBlock (hOut, blockB, positionX, positionY);
		if (_kbhit ()) {
			key = _getch ();
			switch (key) {
				case 72:
					myUp (hOut, blockB, map, positionX, positionY);
					break;
				case 75:
					myLeft (hOut, blockB, map, positionX, positionY);
					break;
				case 77:
					myRight (hOut, blockB, map, positionX, positionY);
					break;
				case 80:
					switch (myDown (hOut, blockB, map, positionX, positionY)) {
						case 0:
							check = false;
							break;
						case 1:
							check = true;
							break;
						case 2:
							gameOver (hOut, blockB, map);
							goto initial;
						default:
							break;
					}
					break;
				case 32:
					myStop (hOut, blockA);
					break;
				case 27:
					exit (0);
				default:
					break;
			}
		}
		Sleep (20);
		if (--times == 0) {
			switch (myDown (hOut, blockB, map, positionX, positionY)) {
				case 0:
					check = false;
					break;
				case 1:
					check = true;
					break;
				case 2:
					gameOver (hOut, blockB, map);
					goto initial;
				default:
					break;
			}
			times = val;
		}
	}
	cin.get ();
	return 0;
}

void initialWindow (HANDLE hOut) {
	SetConsoleTitle ("俄罗斯方块");
	COORD size = { 80, 25 };
	SetConsoleScreenBufferSize (hOut, size);
	SMALL_RECT rc = { 0, 0, 79, 24 };
	SetConsoleWindowInfo (hOut, true, &rc);
	CONSOLE_CURSOR_INFO cursor_info = { 1, 0 };
	SetConsoleCursorInfo (hOut, &cursor_info);
}

void initialPrint(HANDLE hOut) {
	SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
	for (int i = 0; i < 20; i++) {
		cout << "■                    ■☆                      ☆" << endl;
	}
	gotoXY (hOut, 26, 0);
	cout << "☆☆☆☆☆☆☆☆☆☆☆";
	gotoXY (hOut, 0, 20);
	cout << "■■■■■■■■■■■■☆☆☆☆☆☆☆☆☆☆☆☆☆";
	gotoXY (hOut, 26, 1);
	cout << "分    数:      ";
	gotoXY (hOut, 26, 2);
	cout << "关    卡:      ";
	gotoXY (hOut, 26, 4);
	cout << "下一方块:";
	gotoXY (hOut, 26, 9);
	cout << "操作方法:";
	gotoXY (hOut, 30, 11);
	cout << "↑:旋转 ↓:速降";
	gotoXY (hOut, 30, 12);
	cout << "→:右移 ←:左移";
	gotoXY (hOut, 30, 13);
	cout << "空格键:开始/暂停";
	gotoXY (hOut, 30, 14);
	cout << "Esc 键:退出";
	gotoXY (hOut, 26, 16);
	cout << "关    于:";
	gotoXY (hOut, 30, 18);
	cout << "俄罗斯方块V1.0";
	gotoXY (hOut, 35, 19);
}
void gotoXY (HANDLE hOut, int x, int y) {
	COORD pos;
	pos.X = x;
	pos.Y = y;
	SetConsoleCursorPosition (hOut, pos);
}
void roundBlock(HANDLE hOut, int block[4][4]) {
	clearBlock (hOut, block, 5, 15);
	switch (rand() % 19) {
		case 0:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block00[i][j];
				}
			}
			break;
		case 1:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block01[i][j];
				}
			}
			break;
		case 2:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block02[i][j];
				}
			}
			break;
		case 3:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block03[i][j];
				}
			}
			break;
		case 4:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block04[i][j];
				}
			}
			break;
		case 5:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block05[i][j];
				}
			}
			break;
		case 6:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block06[i][j];
				}
			}
			break;
		case 7:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
				block[i][j] = block07[i][j];
			}
		}
		break;
		case 8:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block08[i][j];
				}
			}
			break;
		case 9:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++)
				{
					block[i][j] = block09[i][j];
				}
			}
			break;
		case 10:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block10[i][j];
				}
			}
			break;
		case 11:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block11[i][j];
				}
			}
			break;
		case 12:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block12[i][j];
				}
			}
			break;
		case 13:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block13[i][j];
				}
			}
			break;
		case 14:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block14[i][j];
				}
			}
			break;
		case 15:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block15[i][j];
				}
			}
			break;
		case 16:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block16[i][j];
				}
			}
			break;
		case 17:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block17[i][j];
				}
			}
			break;
		case 18:
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					block[i][j] = block18[i][j];
				}
			}
			break;
		default:
			break;
	}
	printBlock(hOut, block, 5, 15);
}
bool collisionDetection (int block[4][4], int map[21][12], int x, int y) {
	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			if (x + i >= 0 && y + j >= 0 && map[x + i][y + j] == 1 && block[i][j] == 1) {
				return false;
			}
		}
	}
	return true;
}
void printBlock (HANDLE hOut, int block[4][4], int x, int y) {
	switch (block[0][0]) {
		case 10:
		case 11:
			SetConsoleTextAttribute (hOut, FOREGROUND_GREEN);
			break;
		case 12:
		case 13:
		case 14:
		case 15:
			SetConsoleTextAttribute (hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
			break;
		case 16:
		case 17:
		case 18:
		case 19:
			SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
			break;
		case 20:
		case 21:
		case 22:
		case 23:
			SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_INTENSITY);
			break;
		case 24:
		case 25:
			SetConsoleTextAttribute (hOut, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
			break;
		case 26:
		case 27:
			SetConsoleTextAttribute (hOut, FOREGROUND_BLUE | FOREGROUND_INTENSITY);
			break;
		case 28:
			SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
			break;
		default:
			break;
	}
	for (int i = 0; i < 4; i++) {
		if (i + x >= 0) {
			for (int j = 0; j < 4; j++) {
				if (block[i][j] == 1) {
					gotoXY (hOut, 2 * (y + j), x + i);
					cout << "■";
				}
			}
		}
	}
}
void clearBlock (HANDLE hOut, int block[4][4], int x, int y) {
	for (int i = 0; i < 4; i++) {
		if (i + x >= 0) {
			for (int j = 0; j < 4; j++) {
				if (block[i][j] == 1) {
					gotoXY (hOut, 2 * (y + j), x + i);
					cout << "  ";
				}
			}
		}
	}
}
void gameOver (HANDLE hOut, int block[4][4], int map[21][12]) {
	SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
	gotoXY (hOut, 9, 8);
	string s = "GAME OVER";
	for (int i = 0; i < s.size (); i++) {
		Sleep (80);
		cout << s[i];
	}
	gotoXY (hOut, 8, 9);
	s = "空格键:重来";
	for (int i = 0; i < s.size (); i++) {
		Sleep (80);
		cout << s[i];
	}
	cout << endl;
	gotoXY (hOut, 8, 10);
	s = "ESC键:退出";
	MessageBox (NULL, "很遗憾,您输了!", "温馨提示", MB_OK);
	for (int i = 0; i < s.size (); i++) {
		Sleep (80);
		cout << s[i];
	}
	char key;
	while (true) {
		key = _getch ();
		if (key == 32) {
			return;
		} else if (key == 27) {
			exit(0);
		}
	}
}
int myDown (HANDLE hOut, int block[4][4], int map[21][12], int &x, int y) {
	if (collisionDetection(block, map, x + 1, y)) {
		clearBlock (hOut, block, x, y);
		++x;
		return 0;
	}
	if (x < 0) {
		return 2;
	}
	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			if (block[i][j] == 1) {
				map[x + i][y + j] = 1;
				SetConsoleTextAttribute (hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
				gotoXY (hOut, 2 * (y + j), x + i);
				cout << "■";
			}
		}
	}
	return 1;
}
void myLeft (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
	if (collisionDetection (block, map, x, y - 1)) {
		clearBlock (hOut, block, x, y);
		--y;
	}
}
void myRight (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
	if (collisionDetection (block, map, x, y + 1)) {
		clearBlock (hOut, block, x, y);
		++y;
	}
}
void myUp (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
	switch (block[0][0]) {
		case 10:
			if (collisionDetection (block01, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block01[i][j];
					}
				}
			}
			break;
		case 11:
			if (collisionDetection (block00, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block00[i][j];
					}
				}
			} else if (collisionDetection (block00, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block00[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block00, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block00[i][j];
					}
				}
				++y;
			} else if (collisionDetection (block00, map, x, y - 2)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block00[i][j];
					}
				}
				y -= 2;
			} else if (collisionDetection (block00, map, x, y + 2)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block00[i][j];
					}
				}
				y += 2;
			}
			break;
		case 12:
			if (collisionDetection (block03, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block03[i][j];
					}
				}
			} else if (collisionDetection (block03, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block03[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block03, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block03[i][j];
					}
				}
				++y;
			}
			break;
		case 13:
			if (collisionDetection (block04, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block04[i][j];
					}
				}
			} else if (collisionDetection (block04, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block04[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block04, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block04[i][j];
					}
				}
				++y;
			}
			break;
		case 14:
			if (collisionDetection (block05, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block05[i][j];
					}
				}
			} else if (collisionDetection (block05, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block05[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block05, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block05[i][j];
					}
				}
				++y;
			}
			break;
		case 15:
			if (collisionDetection (block02, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block02[i][j];
					}
				}
			} else if (collisionDetection (block02, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block02[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block02, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block02[i][j];
					}
				}
				++y;
			}
			break;
		case 16:
			if (collisionDetection (block07, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block07[i][j];
					}
				}
			} else if (collisionDetection (block07, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block07[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block07, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block07[i][j];
					}
				}
				++y;
			}
			break;
		case 17:
			if (collisionDetection (block08, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block08[i][j];
					}
				}
			} else if (collisionDetection (block08, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block08[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block08, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block08[i][j];
					}
				}
				++y;
			}
			break;
		case 18:
			if (collisionDetection (block09, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block09[i][j];
					}
				}
			} else if (collisionDetection (block09, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block09[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block09, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block09[i][j];
					}
				}
				++y;
			}
			break;
		case 19:
			if (collisionDetection (block06, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block06[i][j];
					}
				}
			} else if (collisionDetection (block06, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block06[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block06, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block06[i][j];
					}
				}
				++y;
			}
			break;
		case 20:
			if (collisionDetection (block11, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block11[i][j];
					}
				}
			} else if (collisionDetection (block11, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++)	{
					for (int j = 0; j < 4; j++)	{
						block[i][j] = block11[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block11, map, x, y + 1))	{
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++)	{
					for (int j = 0; j < 4; j++)	{
						block[i][j] = block11[i][j];
					}
				}
				++y;
			}
			break;
		case 21:
			if (collisionDetection (block12, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++)	{
						block[i][j] = block12[i][j];
					}
				}
			} else if (collisionDetection(block12, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block12[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block12, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block12[i][j];
					}
				}
				++y;
			}
			break;
		case 22:
			if (collisionDetection (block13, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block13[i][j];
					}
				}
			} else if (collisionDetection (block13, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block13[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block13, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block13[i][j];
					}
				}
				++y;
			}
			break;
		case 23:
			if (collisionDetection (block10, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block10[i][j];
					}
				}
			} else if (collisionDetection (block10, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block10[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block10, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block10[i][j];
					}
				}
				++y;
			}
			break;
		case 24:
			if (collisionDetection (block15, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block15[i][j];
					}
				}
			} else if (collisionDetection (block15, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block15[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block15, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block15[i][j];
					}
				}
				++y;
			}
			break;
		case 25:
			if (collisionDetection (block14, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block14[i][j];
					}
				}
			} else if (collisionDetection (block14, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block14[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block14, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block14[i][j];
					}
				}
				++y;
			}
			break;
		case 26:
			if (collisionDetection (block17, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block17[i][j];
					}
				}
			} else if (collisionDetection (block17, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block17[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block17, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block17[i][j];
					}
				}
				++y;
			}
			break;
		case 27:
			if (collisionDetection (block16, map, x, y)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block16[i][j];
					}
				}
			} else if (collisionDetection (block16, map, x, y - 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block16[i][j];
					}
				}
				--y;
			} else if (collisionDetection (block16, map, x, y + 1)) {
				clearBlock (hOut, block, x, y);
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						block[i][j] = block16[i][j];
					}
				}
				++y;
			}
			break;
		default:
			break;
	}
}
void myStop (HANDLE hOut, int block[4][4]) {
	clearBlock (hOut, block, 5, 15);
	SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
	gotoXY (hOut, 30, 7);
	cout << "游戏暂停";
	char key;
	while (true) {
		key = _getch ();
		if (key == 32) {
			gotoXY (hOut, 30, 7);
			cout << "        ";
			printBlock (hOut, block, 5, 15);
			return;
		}
		if (key == 27) {
			exit (0);
		}
	}
}
void eliminateRow (HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint) {
	SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
	for (int i = 19; i >= 0; i--) {
		int x = 0;
		for (int j = 1; j < 11; j++) {
			x += map[i][j];
		}
		if (x == 10) {
			fraction += 100;
			if (val > 1 && fraction / 1000 + 1 != checkpoint) {
				checkpoint = fraction / 1000 + 1;
				val -= 5;
			}
			for (int m = i; m > 0; m--) {
				for (int n = 1; n < 11; n++) {
					map[m][n] = map[m - 1][n];
					gotoXY (hOut, 2 * n, m);
					if (map[m][n] == 1) {
						cout << "■";
					} else {
						cout << "  ";
					}
				}
			}
			i++;
		}
	}
	gotoXY (hOut, 36, 1);
	cout << fraction;
	gotoXY (hOut, 36, 2);
	cout << checkpoint;
}
  • 3
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

蒟蒻一枚

谢谢鸭~

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值