基于vs2022,使用easyX库制作俄罗斯方块

//三个文件,这个是main.cpp
#include"game.h"


int main() {
    srand(time(NULL));
		clock_t starttime, endtime = 0;

		initgraph(600, 540, 1);
		while (1) {
			Game tmp;
			tmp.Paint_BackGround_Window();
			tmp.Request_Window();
			tmp.Paint_Pre_Game_Area();
			starttime = clock();
			while (1) {
				BeginBatchDraw();
				/* 绘制函数*/
				tmp.Paint();
				endtime = clock();
				if (endtime - starttime > 1000) {
					starttime = clock();
					BeginBatchDraw();
					/* 绘制函数*/
					tmp.Block_Move_DOWN();
					//绘制的内容:物块每秒钟下降一次
					FlushBatchDraw();
				}
				FlushBatchDraw();
				tmp.Key_Press();
				tmp.Check_game_area_And_Clear_All_Line_And_Change_Score();
				if (tmp.IsOver()) {
					if (!tmp.Over_Service()) {
						closegraph();
						return 0;
					}
					break;
				}
				cleardevice();
			}
			cleardevice();
		}
		
}

//这个是game.h
#pragma once

#define _CRT_SECURE_NO_WARNINGS

#include<graphics.h>//图形库头文件
#include<iostream>
#include<easyx.h>//鼠标
#include<conio.h>//使用getch()
#include<stdio.h>
#include<time.h> 
#include <stdlib.h>  
const int game_area_x = 10;//横着能放的方块数
const int game_area_y = 15;//竖着能放的方块数
const int Block_Area_x = 4;//方块组对象横着能放的方块个数
const int Block_Area_y = 4;//方块组对象竖着着能放的方块个数
//方块的定义
const int Occupied_Part_Length = 36;//占据部分
const int Inner_Margin = 2;//内边距
const int Border_Fillet = 6;//边框圆角
const int Really_length = 32;//实体边长
using namespace std;
static int tmp1[4][4] = { 
	{0,0,0,0}, 
	{0,1,1,0} ,
	{0,1,1,0} ,
	{0,0,0,0} };
static int tmp2[4][4] = {
	{0,1,0,0},
	{0,1,0,0} ,
	{0,1,0,0} ,
	{0,1,0,0} };
static int tmp3[4][4] = {
	{0,0,1,0},
	{0,0,1,0} ,
	{0,1,1,0} ,
	{0,0,0,0} };
static int tmp4[4][4] = {
	{0,1,0,0},
	{0,1,0,0} ,
	{0,1,1,0} ,
	{0,0,0,0} };
static int tmp5[4][4] = {
	{0,1,0,0},
	{0,1,1,0} ,
	{0,0,1,0} ,
	{0,0,0,0} };
static int tmp6[4][4] = {
	{0,0,1,0},
	{0,1,1,0} ,
	{0,1,0,0} ,
	{0,0,0,0} };
static int tmp7[4][4] = {
	{0,1,0,0},
	{1,1,1,0} ,
	{0,0,0,0} ,
	{0,0,0,0} };

int Get_Random_Number();


class Block_Group {
	friend class Game;
private:
	int Block_Position_x = 0;
	int Block_Position_y = 0;
	int Block_Area[Block_Area_y][Block_Area_x] = { 0 };
public:
	void Block_Copy(int x[4][4]);//复制数组
	void Block_Array_Refresh(int x);//只刷新数组,传入id
	void Block_Group_Refresh(int x);//刷新x,y,二维数组
};
class Game  {
	private:
	Block_Group C_Board_Group;//当前
	Block_Group N_Board_Group;//下一个
	int score = 0;
	int game_area[game_area_y][game_area_x] = { 0 };//0,1(不稳定,红色),2(稳定,绿色)
public:
	Game() {
		C_Board_Group.Block_Group_Refresh(Get_Random_Number());
		N_Board_Group.Block_Group_Refresh(Get_Random_Number());
	}
	void Paint_Warn_Line();
	void Paint();//全部绘制
	void Paint_BackGround_Window();//背景绘制
	void Request_Window();//询问是否要玩游戏
	void Paint_Game_Area();//绘制游戏区域上个各种状态的方块
	void Paint_Pre_Game_Area();//根据id画出下一个预告方块组
	void Next_Trans_Current_And_Next_Refresh();//N-》C
	void Key_Press();//检测键盘信息
	bool IsCollide_Up();
	bool IsCollide_Down();//能够下降吗
	int IsCollide_Left();//能够左移吗
	int IsCollide_Right();//能够右移吗
	void To_Stable();//直接让C_Board_Group中的1按照位置以2的内容传给game_area
	bool Block_Move_DOWN();//接受了下降指令后,C_Board_Group要进行下降,Block_Position_y会发生改变,并且直接绘制
	void Block_Move_LEFT();//接受了左移指令后,C_Board_Group要进行左移,Block_Position_x会发生改变,并且直接绘制
	void Block_Move_RIGHT();//接受了右移指令后,C_Board_Group要进行右移,Block_Position_x会发生改变,并且直接绘制
	void Block_Move_UP();
	void Block_Move_SPACE();
	void Check_game_area_And_Clear_All_Line_And_Change_Score();//遍历棋盘,所有整行2删除,并且记录删除次数,进行分数计算
	bool IsOver();//游戏结束了吗:结束了返回true
	bool Over_Service();//不想重玩,返回false
};
int Get_N_ID();












//这个是game.cpp
#include"game.h"
int N_ID;
int Get_Random_Number()
{
	return rand() % 7 + 1;
}//返回1~7的随机数
void Game::Paint_BackGround_Window() {

	//色彩
	for (int i = 0; i < 541; ++i)
	{
		setlinecolor(RGB(135, 206, 250 - i / 5));
		line(0, 540 - i, 360, 540 - i);
	}
	for (int i = 0; i < 541; ++i)
	{
		setlinecolor(RGB(224, 178, 220 - i / 15));
		line(361, i, 600, i);
	}
	//文字
	//得分
	char str[50];
	settextstyle(30, 0, "楷体");//字体大小
	settextcolor(BLUE);//字体颜色
	setbkmode(TRANSPARENT);//不叠加,透过
	sprintf(str, "score:%d", score);
	outtextxy(360 + 48, 200, str);
	//按键提示
	outtextxy(360 + 48, 300 + 30 * 0, "左移 ←");
	outtextxy(360 + 48, 300 + 30 * 1, "右移 →");
	outtextxy(360 + 48, 300 + 30 * 2, "旋转 ↑");
	outtextxy(360 + 48, 300 + 30 * 3, "下落 ↓");
	//侧边预览框
	setlinecolor(RED);//边线颜色
	setlinestyle(0, 5);
	rectangle(360 + 36, 36, 600 - 48 - 12, 36 + 144);
}
bool Game::Over_Service() {
	//设置窗口标题
	HWND hnd = GetHWnd();
	SetWindowText(hnd, "俄罗斯方块");
	//弹出窗口
	int isok = MessageBox(NULL,
		"\t  LOSE!\n       DO YOU WANGT TO PALY AGAIN?",
		"俄罗斯方块",
		MB_OKCANCEL);
	if (isok != IDOK) {
		return false;
	}
}
void Game::Request_Window() {
	//设置窗口标题
	HWND hnd = GetHWnd();
	SetWindowText(hnd, "俄罗斯方块");
	//弹出窗口
	int isok = MessageBox(NULL,
		"\t  WELCOME!\n        DO YOU WANT TO PLAY?",
		"俄罗斯方块",
		MB_OKCANCEL);
	if (isok != IDOK) {
		exit(0);
	}
}
//方块x为36,y为36
void  Draw_Block_RED(int x, int y) {
	setlinecolor(BLACK);
	setfillcolor(RED);
	fillroundrect(x * Occupied_Part_Length, y * Occupied_Part_Length,
		x * Occupied_Part_Length + Occupied_Part_Length,
		y * Occupied_Part_Length + Occupied_Part_Length, Border_Fillet, Border_Fillet);
}
void  Draw_Block_GREEN(int x, int y) {
	setlinecolor(BLACK);
	setfillcolor(GREEN);
	fillroundrect(x * Occupied_Part_Length, y * Occupied_Part_Length,
		x * Occupied_Part_Length + Occupied_Part_Length,
		y * Occupied_Part_Length + Occupied_Part_Length, Border_Fillet, Border_Fillet);
}
void Game::Paint_Game_Area() {

	for (int i = 0; i < game_area_x; i++) {
		for (int j = 0; j < game_area_y; j++) {
			if (game_area[j][i] == 1) {
				Draw_Block_RED(i, j);
			}
			else if (game_area[j][i] == 2) {
				Draw_Block_GREEN(i, j);
			}

		}
	}
}
void Block_Group::Block_Copy(int tmp[4][4]) {
	for (int i = 0;i < 4;i++) {
		for (int j = 0;j < 4;j++) {
			Block_Area[i][j] = tmp[i][j];
		}
	}
}


void Block_Group::Block_Array_Refresh(int x) {
	switch (x) {
	case 1: {
		Block_Copy(tmp1);
		break;
	}
	case 2: {
		Block_Copy(tmp2);
		break;
	}
	case 3: {
		Block_Copy(tmp3);
		break;
	}
	case 4: {
		Block_Copy(tmp4);
		break;
	}
	case 5: {
		Block_Copy(tmp5);
		break;
	}
	case 6: {
		Block_Copy(tmp6);
		break;
	}
	case 7: {
		Block_Copy(tmp7);
		break;
	}
	default:
		break;
	}
}
void Block_Group::Block_Group_Refresh(int x)//刷新
{
	N_ID = x;
	Block_Array_Refresh(x);
	Block_Position_x = 3;
	Block_Position_y = 0;

}



void block_copy_Two(int Ablock[4][4], int Bblock[4][4]) {
	for (int i = 0;i < 4;i++) {
		for (int j = 0;j < 4;j++) {
			Ablock[i][j] = Bblock[i][j];
		}
	}

}
void Game::Paint_Pre_Game_Area()//已经获取了id
{
	int t[4][4];
	switch (N_ID) {
	case 1: {
		block_copy_Two(t, tmp1);
		break;
	}
	case 2: {
		block_copy_Two(t, tmp2);
		break;
	}
	case 3: {
		block_copy_Two(t, tmp3);
		break;
	}
	case 4: {
		block_copy_Two(t, tmp4);
		break;
	}
	case 5: {
		block_copy_Two(t, tmp5);
		break;
	}
	case 6: {
		block_copy_Two(t, tmp6);
		break;
	}
	case 7: {
		block_copy_Two(t, tmp7);
		break;
	}
	default:
		break;
	}

	for (int i = 0;i < 4;i++) {
		for (int j = 0;j < 4;j++) {
			if (t[j][i] == 1) {
				Draw_Block_RED(i + 11, j + 1);
			}
		}
	}
}

int Get_N_ID() {
	return N_ID;
}
void Game::Paint_Warn_Line() {
	setlinecolor(BROWN);
	setlinestyle(PS_SOLID,2);
	line(0,36*4,360,36*4);
}

void Game::Next_Trans_Current_And_Next_Refresh()
{
	block_copy_Two(C_Board_Group.Block_Area, N_Board_Group.Block_Area);
	N_Board_Group.Block_Group_Refresh(Get_Random_Number());
}


void Game::To_Stable() {
	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			if (C_Board_Group.Block_Area[j][i] == 1) {
				game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = 2;
			}
		}
	}
}

bool Game::IsCollide_Down() {
	int dbound;
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				dbound = i;
				break;
			}
	int y = C_Board_Group.Block_Position_y;
	y++;

	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			if (dbound + y > game_area_y - 1 || (C_Board_Group.Block_Area[i][j] == 1 && game_area[i + y][j + C_Board_Group.Block_Position_x] == 2)) {
				return true;
			}
		}
	}
	return false;
}
bool Game::Block_Move_DOWN() {

	if (IsCollide_Down()) {
		To_Stable();
		Next_Trans_Current_And_Next_Refresh();
		C_Board_Group.Block_Position_x = 3;
		C_Board_Group.Block_Position_y = 0;
		return false;
	}
	else {
		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (C_Board_Group.Block_Area[j][i] == 1)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = 0;
			}
		}
		C_Board_Group.Block_Position_y++;

		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] != 2 && (j + C_Board_Group.Block_Position_y) <= game_area_y - 1)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = C_Board_Group.Block_Area[j][i];
			}
		}
	}
	return true;
}

void Game::Paint() {
	Paint_BackGround_Window();
	Paint_Game_Area();
	Paint_Pre_Game_Area();
	Paint_Warn_Line();
}
bool Game::IsCollide_Up() {
	int temp_block[4][4];int nums = 0;
	for (int i = 0;i < 4;i++)
		for (int j = 0;j < 4;j++)
		{
			temp_block[3 - j][i] = C_Board_Group.Block_Area[i][j];
			if (temp_block[3 - j][i] == 1) {
				nums++;
			}
		}
	int lbound = 10, rbound=-1;
	int ubound = 10, dbound = -1;
	for (int j = 0;j < 4;j++) {
		for (int i = 0;i < 4;i++) {
			if(temp_block[i][j] == 1)
			lbound = min(lbound, j);
			rbound = max(rbound, j);
			ubound = min(ubound, i);
			dbound = max(dbound, i);
		}
	}
	if (C_Board_Group.Block_Position_x + lbound >= 0&&
		C_Board_Group.Block_Position_x + rbound < 10&&
		C_Board_Group.Block_Position_y+dbound<=14)
	{
		for (int i = C_Board_Group.Block_Position_y + ubound;i <= C_Board_Group.Block_Position_y + dbound;i++) {
			for (int j = C_Board_Group.Block_Position_x + lbound;j <= C_Board_Group.Block_Position_x + rbound;j++) {
				if (temp_block[i- C_Board_Group.Block_Position_y][j- C_Board_Group.Block_Position_x] == 1) {
					if (game_area[i ][j] == 2) {
						return true;
					}
				}
			}
		}
		return false;
	}
	return true;
}

void Game::Block_Move_UP() {
	if (IsCollide_Up()) {
	}
	else {
		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (C_Board_Group.Block_Area[j][i] == 1)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = 0;
			}
		}//擦除
		int temp_block[4][4];
		for (int i = 0;i < 4;i++)
			for (int j = 0;j < 4;j++)
					temp_block[3 - j][i] = C_Board_Group.Block_Area[i][j];
		for (int i = 0;i < 4;i++)
			for (int j = 0;j < 4;j++)
				C_Board_Group.Block_Area[i][j] = temp_block[i][j];
		//方块组变形
		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] != 2 && (j + C_Board_Group.Block_Position_y) <= game_area_y - 1)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = C_Board_Group.Block_Area[j][i];
			}
		}
		//游戏区域数组更新
	}
}


void Game::Key_Press() {
	if (GetAsyncKeyState(VK_UP)) {
		Sleep(100);
		Block_Move_UP();
	}
	else if (GetAsyncKeyState(VK_RIGHT)) {
		Sleep(100);
		Block_Move_RIGHT();
	}
	else if (GetAsyncKeyState(VK_LEFT)) {
		Sleep(100);
		Block_Move_LEFT();
	}
	else if (GetAsyncKeyState(VK_DOWN)) {
		Sleep(100);
		Block_Move_DOWN();
	}
	else if (GetAsyncKeyState(VK_SPACE)) {
		Sleep(100);
		Block_Move_SPACE();
	}
}




int Game::IsCollide_Left() {
	int lbound, rbound, ubound, dbound;
	for (int i = 3; i >= 0; i--)
		for (int j = 0; j < 4; j++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				ubound = i;
				break;
			}
	for (int j = 3; j >= 0; j--)
		for (int i = 0; i < 4; i++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				lbound = j;
				break;
			}
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				dbound = i;
				break;
			}
	for (int j = 0; j < 4; j++)
		for (int i = 0; i < 4; i++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				rbound = j;
				break;
			}
	int x = C_Board_Group.Block_Position_x;
	x--;
	if (lbound + x < 0) {
		return 1;
	}
	for (int i = lbound; i <= rbound; i++) {
		for (int j = ubound; j <= dbound; j++) {
			if (x + lbound == i + x && game_area[j + C_Board_Group.Block_Position_y][i + x] == 2) {
				return 1;
			}
		}
	}
	for (int i = lbound; i <= rbound; i++) {
		for (int j = ubound; j <= dbound; j++) {
			if (x + lbound<0 || x + rbound>game_area_x - 1 || (C_Board_Group.Block_Area[j][i] == 1 && game_area[j + C_Board_Group.Block_Position_y][i + x] == 2)) {
				return 2;
			}
		}
	}
	return 3;

}//能够左移吗
int Game::IsCollide_Right() {
	int lbound, rbound, ubound, dbound;
	for (int i = 3; i >= 0; i--)
		for (int j = 0; j < 4; j++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				ubound = i;
				break;
			}
	for (int j = 3; j >= 0; j--)
		for (int i = 0; i < 4; i++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				lbound = j;
				break;
			}
	for (int i = 0; i < 4; i++)
		for (int j = 0; j < 4; j++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				dbound = i;
				break;
			}
	for (int j = 0; j < 4; j++)
		for (int i = 0; i < 4; i++)
			if (C_Board_Group.Block_Area[i][j] == 1)
			{
				rbound = j;
				break;
			}
	int x = C_Board_Group.Block_Position_x;
	x++;
	if (rbound + x > game_area_x - 1) {
		return 1;
	}
	for (int i = lbound; i <= rbound; i++) {
		for (int j = ubound; j <= dbound; j++) {
			if (x + rbound == x + i && game_area[j + C_Board_Group.Block_Position_y][i + x] == 2) {
				return 1;
			}
		}
	}
	for (int i = lbound; i <= rbound; i++) {
		for (int j = ubound; j <= dbound; j++) {
			if (x + lbound<0 || x + rbound>game_area_x - 1 || (C_Board_Group.Block_Area[j][i] == 1 && game_area[j + C_Board_Group.Block_Position_y][i + x] == 2)) {
				return 2;
			}
		}
	}
	return 3;


}//能够右移吗

void Game::Block_Move_LEFT() {


	if (IsCollide_Left() == 2) {
		To_Stable();
		Next_Trans_Current_And_Next_Refresh();
		C_Board_Group.Block_Position_x = 3;
		C_Board_Group.Block_Position_y = 0;
	}
	else if (IsCollide_Left() == 1) {
	}
	else {
		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (C_Board_Group.Block_Area[j][i] == 1)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = 0;
			}
		}
		C_Board_Group.Block_Position_x--;

		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] != 2 && (j + C_Board_Group.Block_Position_y) <= game_area_y - 1
					&& (i + C_Board_Group.Block_Position_x) >= 0)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = C_Board_Group.Block_Area[j][i];
			}
		}
	}

}
void Game::Block_Move_RIGHT() {

	if (IsCollide_Right() == 2) {
		To_Stable();
		Next_Trans_Current_And_Next_Refresh();
		C_Board_Group.Block_Position_x = 3;
		C_Board_Group.Block_Position_y = 0;
	}
	else if (IsCollide_Right() == 1) {
	}
	else {
		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (C_Board_Group.Block_Area[j][i] == 1)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = 0;
			}
		}
		C_Board_Group.Block_Position_x++;

		for (int i = 0; i < 4; i++) {
			for (int j = 0; j < 4; j++) {
				if (game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] != 2 && (j + C_Board_Group.Block_Position_y) <= game_area_y - 1
					&& (i + C_Board_Group.Block_Position_x) <= game_area_x - 1)
					game_area[j + C_Board_Group.Block_Position_y][i + C_Board_Group.Block_Position_x] = C_Board_Group.Block_Area[j][i];
			}
		}
	}


}

void Game::Check_game_area_And_Clear_All_Line_And_Change_Score(){
	int line = 0;
	for (int i = 14;i >= 0;i--) {
		int flag = 1;
		
		for (int j = 0;j < 10;j++) {
			if (game_area[i][j] != 2) {

				flag = 0;
				break;
			}
		}
		if (flag == 1) {
			for(int k = i;k>0;k--)
			for (int j = 0;j < 10;j++) {
				game_area[k][j] = 0;
				swap(game_area[k][j], game_area[k-1][j]);
			}
			line++;
		}

	}
	while (line--) {
		score += (10 * (line+1));
	}


}


void Game::Block_Move_SPACE() {
	for (int i = 0;i < 15;i++) {
		if (!Block_Move_DOWN()) {
			return;
		}
	}
}

bool Game::IsOver() {
	for (int i = 0;i < 10;i++) {
		if (game_area[1][i] == 2) {
			cout << 1;
			return true;
		}
	}
	return false;

}



好的,我可以为您提供一些关于基于EasyX俄罗斯方块的代码示例。 首先,您需要安装EasyX图形并配置好开发环境。然后,您可以创建一个新的EasyX项目,编写以下代码来实现俄罗斯方块的基本功能: ```C++ #include <graphics.h> #include <conio.h> #include <time.h> #include <stdlib.h> const int BLOCK_SIZE = 20; // 方块大小 const int BOARD_WIDTH = 10; // 棋盘宽度 const int BOARD_HEIGHT = 20; // 棋盘高度 const int BOARD_LEFT = 100; // 棋盘左侧位置 const int BOARD_TOP = 50; // 棋盘顶部位置 const int WINDOW_WIDTH = 500; // 窗口宽度 const int WINDOW_HEIGHT = 600; // 窗口高度 const int FPS = 60; // 帧率 int board[BOARD_HEIGHT][BOARD_WIDTH] = {0}; // 棋盘数组 int currentBlock[4][4] = {0}; // 当前方块数组 int currentBlockType = 0; // 当前方块类型 int currentBlockX = 0; // 当前方块x坐标 int currentBlockY = 0; // 当前方块y坐标 int score = 0; // 得分 bool gameOver = false; // 游戏是否结束 // 方块类型及其形状 int blockTypes[7][4][4] = { { { 0, 0, 0, 0 }, { 1, 1, 1, 1 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }, { { 0, 2, 2, 0 }, { 0, 2, 2, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }, { { 0, 3, 0, 0 }, { 3, 3, 3, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }, { { 4, 4, 0, 0 }, { 0, 4, 4, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }, { { 0, 5, 5, 0 }, { 5, 5, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }, { { 6, 6, 6, 0 }, { 0, 0, 6, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }, { { 7, 7, 7, 0 }, { 7, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } } }; // 绘制方块 void drawBlock(int x, int y, int type) { setfillcolor(type + 1); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (blockTypes[type][i][j]) { solidrectangle(BOARD_LEFT + (x + j) * BLOCK_SIZE, BOARD_TOP + (y + i) * BLOCK_SIZE, BOARD_LEFT + (x + j + 1) * BLOCK_SIZE, BOARD_TOP + (y + i + 1) * BLOCK_SIZE); } } } } // 绘制棋盘 void drawBoard() { setfillcolor(WHITE); solidrectangle(BOARD_LEFT, BOARD_TOP, BOARD_LEFT + BOARD_WIDTH * BLOCK_SIZE, BOARD_TOP + BOARD_HEIGHT * BLOCK_SIZE); for (int i = 0; i < BOARD_HEIGHT; i++) { for (int j = 0; j < BOARD_WIDTH; j++) { if (board[i][j]) { drawBlock(j, i, board[i][j] - 1); } } } } // 检查方块是否出界或与已有方块重叠 bool checkBlock(int x, int y, int type) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (blockTypes[type][i][j]) { int newX = x + j; int newY = y + i; if (newX < 0 || newX >= BOARD_WIDTH || newY < 0 || newY >= BOARD_HEIGHT || board[newY][newX]) { return false; } } } } return true; } // 将当前方块放入棋盘中 void placeBlock() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (blockTypes[currentBlockType][i][j]) { board[currentBlockY + i][currentBlockX + j] = currentBlockType + 1; } } } } // 移除已满行并计分 void removeFullRows() { for (int i = BOARD_HEIGHT - 1; i >= 0; i--) { bool rowFull = true; for (int j = 0; j < BOARD_WIDTH; j++) { if (!board[i][j]) { rowFull = false; break; } } if (rowFull) { for (int k = i; k > 0; k--) { for (int j = 0; j < BOARD_WIDTH; j++) { board[k][j] = board[k - 1][j]; } } i++; score += 100; } } } // 生成新的方块 void generateNewBlock() { currentBlockType = rand() % 7; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { currentBlock[i][j] = blockTypes[currentBlockType][i][j]; } } currentBlockX = BOARD_WIDTH / 2 - 2; currentBlockY = 0; if (!checkBlock(currentBlockX, currentBlockY, currentBlockType)) { gameOver = true; } } // 消息循环 void gameLoop() { while (!gameOver) { cleardevice(); drawBoard(); drawBlock(currentBlockX, currentBlockY, currentBlockType); char scoreStr[20]; sprintf_s(scoreStr, "Score: %d", score); outtextxy(10, 10, scoreStr); Sleep(1000 / FPS); if (kbhit()) { int key = getch(); switch (key) { case 'a': if (checkBlock(currentBlockX - 1, currentBlockY, currentBlockType)) { currentBlockX--; } break; case 'd': if (checkBlock(currentBlockX + 1, currentBlockY, currentBlockType)) { currentBlockX++; } break; case 's': if (checkBlock(currentBlockX, currentBlockY + 1, currentBlockType)) { currentBlockY++; } break; case 'w': int newType = (currentBlockType + 1) % 7; if (checkBlock(currentBlockX, currentBlockY, newType)) { currentBlockType = newType; } break; case ' ': while (checkBlock(currentBlockX, currentBlockY + 1, currentBlockType)) { currentBlockY++; } break; } } if (!checkBlock(currentBlockX, currentBlockY + 1, currentBlockType)) { placeBlock(); removeFullRows(); generateNewBlock(); } else { currentBlockY++; } } outtextxy(WINDOW_WIDTH / 2 - 50, WINDOW_HEIGHT / 2 - 10, "Game Over"); } // 主函数 int main() { initgraph(WINDOW_WIDTH, WINDOW_HEIGHT); srand((unsigned)time(NULL)); generateNewBlock(); gameLoop(); getch(); closegraph(); return 0; } ``` 以上代码实现了基本的俄罗斯方块游戏功能,包括绘制棋盘和方块、检查方块是否出界或与已有方块重叠、将当前方块放入棋盘中、移除已满行并计分、生成新的方块等。您可以根据需要进行修改和扩展。 希望这个示例对您有所帮助!
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