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使用Qt制作俄罗斯方块游戏
本文将详细介绍如何使用Qt框架创建一款简单的俄罗斯方块游戏。我们将一步步实现游戏的基本功能,包括游戏界面、方块的移动、旋转和消除行等。
环境准备
在开始之前,请确保你已经安装了Qt开发环境。如果还没有安装,可以从Qt官方下载安装。
创建项目
首先,打开Qt Creator,新建一个Qt Widgets应用程序,并命名为TetrisGame
。
目录结构
TetrisGame/
├── CMakeLists.txt
├── main.cpp
├── tetrisboard.cpp
├── tetrisboard.h
└── mainwindow.ui
定义游戏界面
mainwindow.ui
使用Qt Designer添加一个QWidget
作为主窗口,并命名为TetrisBoard
。将其放置在主窗口中,并设置好布局。
main.cpp
创建一个简单的main
函数来启动应用程序。
#include <QApplication>
#include "tetrisboard.h"
int main(int argc, char *argv[]) {
QApplication app(argc, argv);
TetrisBoard window;
window.resize(500, 1000); // 调整窗口大小
window.setWindowTitle("Tetris Game");
window.show();
return app.exec();
}
定义TetrisBoard
类
tetrisboard.h
在头文件中定义TetrisBoard
类。
#ifndef TETRISBOARD_H
#define TETRISBOARD_H
#include <QWidget>
#include <QKeyEvent>
#include <QBasicTimer>
#include <QVector>
class TetrisBoard : public QWidget {
Q_OBJECT
public:
TetrisBoard(QWidget *parent = nullptr);
~TetrisBoard();
protected:
void paintEvent(QPaintEvent *event) override;
void keyPressEvent(QKeyEvent *event) override;
void timerEvent(QTimerEvent *event) override;
private:
enum { BoardWidth = 10, BoardHeight = 22 };
QBasicTimer timer;
QVector<QVector<int>> board;
int curX, curY;
int curShape[4][4];
void clearBoard();
void dropDown();
void oneLineDown();
void pieceDropped();
void removeFullLines();
void newPiece();
bool tryMove(int newX, int newY, int newRotation);
void drawSquare(QPainter &painter, int x, int y, int shape);
};
#endif // TETRISBOARD_H
tetrisboard.cpp
在源文件中实现TetrisBoard
类的功能。
#include "tetrisboard.h"
#include <QPainter>
#include <QTimerEvent>
#include <QDebug>
#include <cstring> // for memset
TetrisBoard::TetrisBoard(QWidget *parent)
: QWidget(parent)
{
setStyleSheet("background-color: black;");
setFixedSize(500, 1000); // 调整窗口大小
clearBoard();
newPiece();
timer.start(300, this);
}
TetrisBoard::~TetrisBoard()
{
}
void TetrisBoard::clearBoard() {
board.resize(BoardHeight);
for (int i = 0; i < BoardHeight; ++i) {
board[i].resize(BoardWidth);
for (int j = 0; j < BoardWidth; ++j) {
board[i][j] = 0;
}
}
}
void TetrisBoard::paintEvent(QPaintEvent *event) {
Q_UNUSED(event);
QPainter painter(this);
for (int i = 0; i < BoardHeight; ++i) {
for (int j = 0; j < BoardWidth; ++j) {
if (board[i][j] != 0) {
drawSquare(painter, j * 50, i * 50, board[i][j]); // 调整方块大小
}
}
}
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (curShape[i][j] != 0) {
drawSquare(painter, (curX + j) * 50, (curY + i) * 50, curShape[i][j]);
}
}
}
}
void TetrisBoard::keyPressEvent(QKeyEvent *event) {
switch (event->key()) {
case Qt::Key_Left:
tryMove(curX - 1, curY, 0);
break;
case Qt::Key_Right:
tryMove(curX + 1, curY, 0);
break;
case Qt::Key_Down:
dropDown();
break;
case Qt::Key_Up:
// Handle rotation
break;
default:
QWidget::keyPressEvent(event);
}
update();
}
void TetrisBoard::timerEvent(QTimerEvent *event) {
Q_UNUSED(event);
dropDown();
}
void TetrisBoard::dropDown() {
if (!tryMove(curX, curY + 1, 0)) {
pieceDropped();
}
update();
}
bool TetrisBoard::tryMove(int newX, int newY, int newRotation) {
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (curShape[i][j] != 0) {
int x = newX + j;
int y = newY + i;
if (x < 0 || x >= BoardWidth || y >= BoardHeight || board[y][x] != 0) {
return false;
}
}
}
}
curX = newX;
curY = newY;
return true;
}
void TetrisBoard::pieceDropped() {
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (curShape[i][j] != 0) {
board[curY + i][curX + j] = curShape[i][j];
}
}
}
removeFullLines();
newPiece();
if (!tryMove(curX, curY, 0)) {
timer.stop();
qDebug() << "Game Over";
}
}
void TetrisBoard::removeFullLines() {
for (int row = 0; row < BoardHeight; ++row) {
bool fullLine = true;
for (int col = 0; col < BoardWidth; ++col) {
if (board[row][col] == 0) {
fullLine = false;
break;
}
}
if (fullLine) {
for (int r = row; r > 0; --r) {
for (int c = 0; c < BoardWidth; ++c) {
board[r][c] = board[r - 1][c];
}
}
for (int c = 0; c < BoardWidth; ++c) {
board[0][c] = 0;
}
}
}
}
void TetrisBoard::newPiece() {
curX = BoardWidth / 2 - 2;
curY = 0;
int tShape[4][4] = {
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
std::memcpy(curShape, tShape, 4 * 4 * sizeof(int));
}
void TetrisBoard::drawSquare(QPainter &painter, int x, int y, int shape) {
QColor color;
switch(shape) {
case 1:
color = QColor(255, 0, 0);
break;
// Define colors for other shapes
default:
color = QColor(255, 255, 255);
}
painter.fillRect(x, y, 50, 50, color); // 调整方块大小
painter.setPen(QColor(0, 0, 0));
painter.drawRect(x, y, 50, 50); // 调整方块大小
}
补充对旋转、下坠键的处理
- 添加基本的形状旋转逻辑。我们可以通过改变方块的矩阵来旋转它。
- 支持快速下坠功能,让方块可以快速下落到最下面一行。
bool TetrisBoard::tryMove(int newX, int newY, int newRotation) {
int rotatedShape[4][4];
// Rotate the shape
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
rotatedShape[j][3 - i] = curShape[i][j];
}
}
// Check if the rotated shape can be moved to the new position
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (rotatedShape[i][j] != 0) {
int x = newX + j;
int y = newY + i;
if (x < 0 || x >= BoardWidth || y >= BoardHeight || board[y][x] != 0) {
return false;
}
}
}
}
std::memcpy(curShape, rotatedShape, 4 * 4 * sizeof(int));
curX = newX;
curY = newY;
return true;
}
void TetrisBoard::keyPressEvent(QKeyEvent *event) {
switch (event->key()) {
case Qt::Key_Left:
tryMove(curX - 1, curY, 0);
break;
case Qt::Key_Right:
tryMove(curX + 1, curY, 0);
break;
case Qt::Key_Down:
dropDown();
break;
case Qt::Key_Up:
tryMove(curX, curY, 1);
break;
case Qt::Key_Space:
while (tryMove(curX, curY + 1, 0)) {
curY++;
}
pieceDropped();
break;
default:
QWidget::keyPressEvent(event);
}
update();
}
完善游戏逻辑
在TetrisBoard
类中,我们需要实现各种游戏逻辑,包括方块的移动、旋转、消除行等。这些逻辑可以通过定义和管理方块的形状和状态来实现。
补全形状和初始化逻辑:
// 全局变量(形状定义)
static const int Shapes[7][4][4] = {
{ {1, 1, 1, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0} }, // I
{ {1, 1, 0, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0} }, // O
{ {1, 1, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0} }, // T
{ {1, 0, 0, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0} }, // L
{ {0, 0, 1, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0} }, // J
{ {1, 1, 0, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0} }, // S
{ {0, 1, 1, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0} }, // Z
};
void TetrisBoard::newPiece() {
curX = BoardWidth / 2 - 2;
curY = 0;
int shapeIndex = rand() % 7; // 随机选择形状
std::memcpy(curShape, Shapes[shapeIndex], 4 * 4 * sizeof(int));
}
运行游戏
编译并运行项目,你将看到一个简单的俄罗斯方块游戏窗口。你可以使用键盘方向键来控制方块的移动和旋转。
结语
通过本教程,我们学习了如何使用Qt框架创建一个基本的俄罗斯方块游戏。你可以在此基础上进行更多扩展和优化,使游戏更加有趣和完善。
如有任何问题或建议,欢迎留言讨论。祝你编码愉快!