[玩耍]俄罗斯方块

it2022-07-05  166

和贪吃蛇在同一时期写的,私以为比我在网上找到的那些其他的控制台版的俄罗斯方块更精致

成品地址:链接: http://pan.baidu.com/s/1jIo9Ovs 密码: 7k8j

当时初学编程,废寝忘食地写着玩的,现在看看优化余地很大。

与之前的贪吃蛇一样R键刷新界面显示,空格暂停,“暂停”两字写在游戏右侧。这次没做花哨的开始界面,也是Visual studio2015写的,一样会生成一个保存分数的文件

上:翻转;下:瞬间下落;左右:就是左右  ESC:退出游戏(退出游戏时做了一个略花哨的动画)

//俄罗斯方块 #include<Windows.h> #include<iostream> #include<fstream> #include<ctime> using namespace std; /**********************************/ //根据小键盘,将8、2、4、6定义为上下左右,5为默认,0为退出游戏 #define Sb 16//Screen的宽度 #define Sh 21//Screen的高度 bool Screen[Sh + 3][Sb + 2] = { 0 }; unsigned Speed_mulriple_limit = 2; unsigned Speed_mulriple = 8; unsigned SleepTime = 100; unsigned Score = 0; unsigned Max=0; struct Tetris { bool shape[4][4]; unsigned type; unsigned x, y; }Tnow; /**********************************/ void Start(); void Game(); void End(); void Interface(); void ScreenPrint(); void ScreenClear(); void NextShow(unsigned); void Pause(); void TBuild(Tetris&, unsigned); void TRotate(Tetris&); void TMove(Tetris&, int); void TDown(Tetris&); void TCopy(Tetris&, const Tetris&); void TShow(const Tetris&); void TClear(const Tetris&); int Judge_down(const Tetris&); int Judge_key(); int Judge_eliminate(const Tetris&); int Judge_gameover(const Tetris&); void Pos(unsigned, unsigned); void PosScreen(unsigned, unsigned); void Swap(bool&, bool&); /**********************************/ void Start() { system("mode con cols=80 lines=25"); const CONSOLE_CURSOR_INFO cursor{ (DWORD)100,FALSE }; SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor); srand((unsigned)time(0)); ifstream i("tetris_data.dat", ios_base::binary); if (!i) i.close(); else { unsigned s; i >> s; Max = s; i.close(); } for (int i = 0;i < Sb + 2;++i)Screen[Sh + 2][i] = Screen[Sh + 1][i] = 1; for (int i = 0;i < Sh + 2;++i)Screen[i][0] = Screen[i][Sb + 1] = 1; Pos(12, 16);cout << "要开始游戏,请先关闭输入法,再";system("pause");system("cls"); Interface(); } void Game() { unsigned type_now = rand() % 7; unsigned type_next = rand() % 7; TBuild(Tnow, type_now); NextShow(type_next); Tetris Tp;//记录前面一步以方便删除轨迹 TCopy(Tp, Tnow); int count = 1; int speed_count = 1; while (++count) { if (Judge_down(Tnow)) { Tp.type = 233; ScreenPrint(); if (int lines=Judge_eliminate(Tnow)) { Score += 15*lines-5; if (Score > Max)Max = Score; ++speed_count; speed_count %= 6; if (!speed_count&&Speed_mulriple>Speed_mulriple_limit)Speed_mulriple -= 1; Pos(14, 56);cout << Score; Pos(15, 56);cout << SleepTime*Speed_mulriple << 's'; Pos(16, 58);cout << Max; ScreenClear(); ScreenPrint(); Sleep(10); } type_now = type_next; type_next = rand() % 7; TBuild(Tnow, type_now); Judge_gameover(Tnow); NextShow(type_next); } switch (Judge_key()) { case 8:TRotate(Tnow);break; case 4:TMove(Tnow, 4);break; case 6:TMove(Tnow, 6);break; case 2:TDown(Tnow);break; case 0:PosScreen(10, 4);cout << "Escape from Tetris!";End(); } TClear(Tp); TShow(Tnow); TCopy(Tp, Tnow); if (!(count %= Speed_mulriple)) { count = 1;++Tnow.x; } Sleep(SleepTime); } } void End() { ofstream o("tetris_data.dat", ios_base::binary); if (!o) o.close(); else { o << Max; o.close(); } PosScreen(1, 1); int num = 0; int times = 0; int sl = 3; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 119); while (num < 336) { int i, j; PosScreen(times + 1, times + 1); for (i = times + 1;i < Sb - times;++i) { cout << "■"; ++num; Sleep(sl); } for (j = times + 1;j < Sh - times;++j) { PosScreen(j, i); cout << "■"; ++num; Sleep(sl); } for (;i > times + 1;--i) { PosScreen(j, i); cout << "■"; ++num; Sleep(sl); } for (;j > times + 1;--j) { PosScreen(j, i); cout << "■"; ++num; Sleep(sl); } ++times; } exit(0); } void Interface() { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 8); Pos(2, 3);cout << "■■■■■■■■■■■■■■■■■■\n";//18x for (int i = 3;i < 24;++i)cout << " ■\n"; cout << " ■■■■■■■■■■■■■■■■■■\n"; for (int i = 3;i < 24;++i) { Pos(i, 37); cout << "■"; if (i <= 8 || i >= 12) { Pos(i, 47); cout << "■"; Pos(i, 69); cout << "■"; } } Pos(2, 47); cout << "■■■■■■■■■■■■";//12x Pos(8, 47); cout << "■■■■■■■■■■■■"; Pos(12, 47); cout << "■■■■■■■■■■■■"; Pos(24, 47); cout << "■■■■■■■■■■■■"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 15); Pos(9, 53);cout << "下一个 方块"; Pos(14, 51);cout << "得分:" << Score; Pos(15, 51);cout << "速度:" << SleepTime*Speed_mulriple << 's'; Pos(16, 51);cout << "最高分:" << Max; Pos(17, 51);cout << "按R键图像复位"; Pos(18, 54);cout << "用于输入法导"; Pos(19, 54);cout << "致的显示错误"; Pos(20, 51);cout << "上下左右操控"; Pos(21, 51);cout << "按空格键暂停"; Pos(22, 51);cout << "按ESC结束游戏"; } void ScreenPrint() { for (int i = 1;i <= Sh;++i) { for (int j = 1;j <= Sb;++j) { if (Screen[i][j]) { PosScreen(i, j); cout << "■"; } } } } void ScreenClear() { for (int i = 1;i <= Sh;++i) for (int j = 1;j <= Sb;++j) { PosScreen(i, j);cout << " "; } } void NextShow(unsigned t) { Pos(3, 49);cout << " "; Pos(4, 49);cout << " "; Pos(5, 49);cout << " "; Pos(6, 49);cout << " "; Pos(7, 49);cout << " "; if (t == 0) { Pos(5, 55);cout << "■■■■"; } else if (t == 1) { Pos(4, 57);cout << "■■";Pos(5, 57);cout << "■■"; } else if (t == 2) { Pos(4, 59);cout << "■";Pos(5, 55);cout << "■■■"; } else if (t == 3) { Pos(4, 57);cout << "■";Pos(5, 55);cout << "■■■"; } else if (t == 4) { Pos(4, 55);cout << "■";Pos(5, 55);cout << "■■■"; } else if (t == 5) { Pos(4, 57);cout << "■■";Pos(5, 55);cout << "■■"; } else { Pos(4, 55);cout << "■■";Pos(5, 57);cout << "■■"; } } void Pause() { Pos(11, 55);cout << "暂 停"; do { Sleep(200); } while (!GetAsyncKeyState(VK_SPACE)); Pos(11, 55);cout << " "; } void TBuild(Tetris& t, unsigned sh) { t.x = 0; t.type = sh; switch (sh) { case 0: { t.shape[0][0] = 0;t.shape[0][1] = 0;t.shape[0][2] = 0;t.shape[0][3] = 0;// t.shape[1][0] = 1;t.shape[1][1] = 1;t.shape[1][2] = 1;t.shape[1][3] = 1;//■■■■ t.shape[2][0] = 0;t.shape[2][1] = 0;t.shape[2][2] = 0;t.shape[2][3] = 0;// t.shape[3][0] = 0;t.shape[3][1] = 0;t.shape[3][2] = 0;t.shape[3][3] = 0;//青色 t.y = 7; break; } case 1: { t.shape[0][0] = 1;t.shape[0][1] = 1;t.shape[0][2] = 0;t.shape[0][3] = 0;//■■ t.shape[1][0] = 1;t.shape[1][1] = 1;t.shape[1][2] = 0;t.shape[1][3] = 0;//■■ t.shape[2][0] = 0;t.shape[2][1] = 0;t.shape[2][2] = 0;t.shape[2][3] = 0;// t.shape[3][0] = 0;t.shape[3][1] = 0;t.shape[3][2] = 0;t.shape[3][3] = 0;//蓝 t.y = 8; break; } case 2: { t.shape[0][0] = 0;t.shape[0][1] = 0;t.shape[0][2] = 1;t.shape[0][3] = 0;// ■ t.shape[1][0] = 1;t.shape[1][1] = 1;t.shape[1][2] = 1;t.shape[1][3] = 0;//■■■ t.shape[2][0] = 0;t.shape[2][1] = 0;t.shape[2][2] = 0;t.shape[2][3] = 0;// t.shape[3][0] = 0;t.shape[3][1] = 0;t.shape[3][2] = 0;t.shape[3][3] = 0;//紫 t.y = 7; break; } case 3: { t.shape[0][0] = 0;t.shape[0][1] = 1;t.shape[0][2] = 0;t.shape[0][3] = 0;// ■ t.shape[1][0] = 1;t.shape[1][1] = 1;t.shape[1][2] = 1;t.shape[1][3] = 0;//■■■ t.shape[2][0] = 0;t.shape[2][1] = 0;t.shape[2][2] = 0;t.shape[2][3] = 0;// t.shape[3][0] = 0;t.shape[3][1] = 0;t.shape[3][2] = 0;t.shape[3][3] = 0;//绿 t.y = 7; break; } case 4: { t.shape[0][0] = 1;t.shape[0][1] = 0;t.shape[0][2] = 0;t.shape[0][3] = 0;//■ t.shape[1][0] = 1;t.shape[1][1] = 1;t.shape[1][2] = 1;t.shape[1][3] = 0;//■■■ t.shape[2][0] = 0;t.shape[2][1] = 0;t.shape[2][2] = 0;t.shape[2][3] = 0;// t.shape[3][0] = 0;t.shape[3][1] = 0;t.shape[3][2] = 0;t.shape[3][3] = 0;//红 t.y = 7; break; } case 5: { t.shape[0][0] = 0;t.shape[0][1] = 1;t.shape[0][2] = 1;t.shape[0][3] = 0;// ■■ t.shape[1][0] = 1;t.shape[1][1] = 1;t.shape[1][2] = 0;t.shape[1][3] = 0;//■■ t.shape[2][0] = 0;t.shape[2][1] = 0;t.shape[2][2] = 0;t.shape[2][3] = 0;// t.shape[3][0] = 0;t.shape[3][1] = 0;t.shape[3][2] = 0;t.shape[3][3] = 0;//橙色 t.y = 7; break; } case 6: { t.shape[0][0] = 1;t.shape[0][1] = 1;t.shape[0][2] = 0;t.shape[0][3] = 0;//■■ t.shape[1][0] = 0;t.shape[1][1] = 1;t.shape[1][2] = 1;t.shape[1][3] = 0;// ■■ t.shape[2][0] = 0;t.shape[2][1] = 0;t.shape[2][2] = 0;t.shape[2][3] = 0;// t.shape[3][0] = 0;t.shape[3][1] = 0;t.shape[3][2] = 0;t.shape[3][3] = 0;//黄色 t.y = 7; break; } default: {Pos(1, 1);cerr << "Error 2:方块种类出错!";exit(1);} } } void TRotate(Tetris& t) { if (t.type == 0) { Swap(t.shape[0][1], t.shape[1][0]); Swap(t.shape[2][1], t.shape[1][2]); Swap(t.shape[3][1], t.shape[1][3]); for (int i = 0;i < 4;++i) for (int j = 0;j < 4;++j) if (t.shape[i][j]) if (i + t.x > Sh || j + t.y>Sb || Screen[t.x + i][t.y + j]) { Swap(t.shape[0][1], t.shape[1][0]); Swap(t.shape[2][1], t.shape[1][2]); Swap(t.shape[3][1], t.shape[1][3]); } } else if (t.type == 1); else { bool tmp[3][3]; for (int i = 0;i < 3;++i) for (int j = 0;j < 3;++j) tmp[i][j] = t.shape[i][j]; t.shape[0][0] = tmp[2][0]; t.shape[0][1] = tmp[1][0]; t.shape[0][2] = tmp[0][0]; t.shape[1][0] = tmp[2][1]; t.shape[1][2] = tmp[0][1]; t.shape[2][0] = tmp[2][2]; t.shape[2][1] = tmp[1][2]; t.shape[2][2] = tmp[0][2]; for (int i = 0;i < 3;++i) for (int j = 0;j < 3;++j) if (t.shape[i][j]) if (i + t.x > Sh || j + t.y>Sb || Screen[t.x + i][t.y + j]) { for (int i = 0;i < 3;++i) for (int j = 0;j < 3;++j) t.shape[i][j] = tmp[i][j]; } TShow(t); } } void TMove(Tetris& t, int d) { d -= 5; for (int i = 0;i < 4;++i) for (int j = 0;j < 4;++j) if (t.shape[i][j] && Screen[t.x + i][t.y + j + d]) return; t.y += d; } void TDown(Tetris& t) { TClear(t); int l = 0, i = 0, j = 0; while (1) { for (i = 0;i < 4;++i) for (j = 0;j < 4;++j) if (t.shape[i][j] && Screen[t.x + i + 1][t.y + j]) { TShow(t); return; } ++t.x; } Sleep(20); } void TCopy(Tetris& tt, const Tetris& t) { tt.type = t.type; tt.x = t.x, tt.y = t.y; for (int i = 0;i < 4;++i) for (int j = 0;j < 4;++j) tt.shape[i][j] = t.shape[i][j]; } void TShow(const Tetris& t) { for (int i = 0;i < 4;++i) for (int j = 0;j < 4;++j) if (t.shape[i][j] && (t.x + i != 0)) { PosScreen(t.x + i, t.y + j); cout << "■"; } } void TClear(const Tetris& t) { if (t.type == 233)return; for (int i = 0;i < 4;++i) for (int j = 0;j < 4;++j) if (t.shape[i][j] && (t.x + i != 0)) { PosScreen(t.x + i, t.y + j); cout << " "; } } int Judge_down(const Tetris& t) { for (int i = 0;i < 4;++i) for (int j = 0;j < 4;++j) if (t.shape[i][j] && Screen[t.x + i][t.y + j]) { for (int i = 0;i < 4;++i) for (int j = 0;j < 4;++j) if (t.shape[i][j]) Screen[t.x + i - 1][t.y + j] = 1; return 1; } return 0; } int Judge_key() { unsigned d = 5; if (GetAsyncKeyState(VK_UP)) d = 8; else if (GetAsyncKeyState(VK_DOWN)) d = 2; else if (GetAsyncKeyState(VK_LEFT)) d = 4; else if (GetAsyncKeyState(VK_RIGHT)) d = 6; else if (GetAsyncKeyState(VK_SPACE)) Pause(); else if (GetAsyncKeyState(VK_ESCAPE)) d = 0; else if (GetAsyncKeyState(0x52)) { system("cls"); Interface(); ScreenPrint(); Pos(4, 49);cout << "R键图像复位导致下一"; Pos(5, 49);cout << "个方块的显示失效BUG"; Pos(6, 49);cout << "不高兴修复了"; } return d; } int Judge_eliminate(const Tetris& t) { int judge = 0; for (int i = 0;i < 4;++i) { for (int j = 0;j < 4;++j) if (t.shape[i][j]) { int k; unsigned xx = t.x - 1; for (k = 1;k <= Sb&&Screen[xx + i][k];++k); if (k > Sb) { ++judge; int blank = 0; if (xx == 1) { for (int l = 1;l <= Sb;++l) Screen[1][l] = 0; break; } while (blank != Sb) { blank = 0; for (int l = 1;l <= Sb;++l) { Screen[xx + i][l] = Screen[xx + i - 1][l]; if (!Screen[xx + i - 1][l])++blank; } --xx; } } break; } } return judge; } int Judge_gameover(const Tetris& t) { for (int i = 0;i < 4;++i) if (t.shape[1][i] && Screen[1][t.y + i]) { PosScreen(10, 6);cout << "Game Over!"; End(); } return 0; } void Pos(unsigned x, unsigned y) { COORD p; try { if (x < 1 || y < 1) throw 1; }//测试代码,记得删除 catch (int) { Pos(1, 1);cerr << "Error 1:坐标出错!";exit(1); }//测试代码,记得删除 p.X = y - 1;p.Y = x - 1; SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), p); } void PosScreen(unsigned x, unsigned y) { Pos(x + 2, 2 * y + 3); } void Swap(bool& a, bool& b) { bool t = a; a = b;b = t; } int main() { Start(); Game(); Pos(11, 50); return 0; }

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转载于:https://www.cnblogs.com/xienaoban/p/6798112.html

相关资源:数据结构—成绩单生成器

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