//"俄罗斯方块"V1.0
#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
void eliminateRow(HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint);//判断是否能消行并更新分值
int main()
{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 (0 == --times){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);cout << "作者:李国良";
}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);cout << "GAME OVER";gotoXY(hOut, 8, 9);cout << "空格键:重来";gotoXY(hOut, 8, 10);cout << "ESC键:退出";char key;while (true){key = _getch();if (key == 32){return;}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 = 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 = 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;
}

用c++做俄罗斯方块相关推荐

  1. 用纯JS做俄罗斯方块 - 简要思路介绍(1)

    大家都知道俄罗斯方块是一款大众化的游戏了,我很小的时候就玩过,今年已经25岁了,可以说俄罗斯方块确实是历史悠久,做俄罗斯方块是我上个星期开始的想法.也许是由于自己从来没有写过这种东西吧,所以有生疏.代 ...

  2. unity3d做俄罗斯方块

    今天我们来聊聊俄罗斯方块,最近比较闲就简单的做了一个俄罗斯方块,其实说白了就是对一堆二维数组的处理.我们把其中方块的形状写成二维数组的形式,在这里我定义了六中形状,即: 1 public void I ...

  3. 用 React+Redux+Immutable 做俄罗斯方块

    俄罗斯方块是一直各类程序语言热衷实现的经典游戏,JavsScript的实现版本也有很多,用React 做好俄罗斯方块则成了我一个目标. 戳 https://chvin.github.io/react- ...

  4. linux下c语言俄罗斯方块,c语言做俄罗斯方块

    我来对这段程序做一下注释: #include /*标准库*/ #include /*绘图库*/ #include /*BIOS库,输入输出,BIOS时间等*/ #define mDRAW 5 /*各种 ...

  5. python做俄罗斯方块如何显示下一个随机方块_随机俄罗斯方块形状

    我正在尝试编写一个python程序,它将在一块板上绘制一个随机的俄罗斯方块形状. 我的代码是:def __init__(self, win): self.board = Board(win, self ...

  6. 如何用python做俄罗斯方块_你的童年有俄罗斯方块吗?教你用 Python 实现俄罗斯方块!...

    是为数不多的游戏类电子产品,对小孩子更是有着不可抗拒的魔力,在当时如果哪个小孩买了一个小游戏机,大伙一定迅速围上去- 俄罗斯方块作为其中一款小游戏,尽管规则简单.只有黑白双色,但其对当时游戏玩家的影响 ...

  7. python做俄罗斯方块手机版下载_Python俄罗斯方块源码

    <Python俄罗斯方块源码>由会员分享,可在线阅读,更多相关<Python俄罗斯方块源码(10页珍藏版)>请在人人文库网上搜索. 1.Python俄罗斯方块源码诺基亚S60v ...

  8. EXCEL做俄罗斯方块的详细步骤

    1 什么是俄罗斯方块 俄罗斯方块是一款小游戏 一般的俄罗斯方块是4个小方块 2 俄罗斯方块为什么只有7个基础形状 因为一般特指4个小方块的俄罗斯方块是7个基础形状 根据俄罗斯方块游戏的规则,即:只可旋 ...

  9. qt web混合编程_QT做界面真是绝美,并且还可嵌入HTML与JS做界面(许多案例)

    1. 这年头想要酷炫, 还是用web最方便, QT自带嵌入式webkit, 然后用d3.js D3.js - Data-Driven Documents什么的, 各种酷炫的互动表随手而来. 这里有各种 ...

最新文章

  1. python selenium error “Geckodriver executable needs to be in PATH”
  2. JIRA配置手册 (3):字段和界面
  3. 面向对象编程02—装饰器、类方法、静态方、访问控制
  4. C#使用BackgroundWorker实现多线程
  5. java的技术定义_java基础知识——Java的定义,特点和技术平台
  6. shutdown的几种方式,shutdown abort的一些弊端有哪些
  7. mysql var目录很快_mysql数据库实现亿级数据快速清理的方法
  8. C# Newtonsoft.Json用法
  9. java 6面骰子_Java实现的简单掷骰子游戏示例
  10. Error response from daemon: conflict: unable to delete feb5d9fea6a5 (must be forced) - image is bein
  11. Linux之网络管理
  12. word的常见问题及解决办法
  13. Python matplotlib 饼图
  14. python修改散点图中点的颜色_更改matplotlib中散点图点的颜色
  15. asu在线硕士计算机课程,亚利桑那州立大学将在中国推出在线硕士学历项目 纯中文授课...
  16. 微信公众号查看粉丝信息接口
  17. python爬虫文献综述_Python爬虫入门(1):综述
  18. 基于pytorch的softmax分类器
  19. 恋する気持ち的假名,罗马音
  20. 如何快速创建在线员工培训课程

热门文章

  1. (六十四)朴素贝叶斯算法
  2. 【吴恩达机器学习】第二周课程精简笔记——多元线性回归和计算参数分析
  3. android Studio keytool' 不是内部或外部命令,也不是可运行的程序 或批处理文件
  4. Scala从入门到入土(从入门到放弃)
  5. EVPN 路由之Type1 per ESI
  6. 重力加速度陀螺仪传感器MPU-…
  7. SocketIO介绍+SpringBoot整合SocketIO完成实时通信
  8. 字典树(Tire树)C++详解,一文让你理解字典树
  9. redist mysql_SQL Redist content: Command line option syntax error. Type C
  10. 马赛克数据增强 mosaic