简易的俄罗斯方块,希望大家满意。
#include
#include
#include
#include
#include
#include
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;
}