C++课程设计 之 俄罗斯方块


http://blog.csdn.net/dgq8211/article/details/8458784#comments

花4天时间写好的,耗费巨大心血。。。

变量名大家应该都看的懂吧。。 =.=


/*
    Title : Tetris
    Author: nyist_xiaod
    Date  : 2013.1.3
*/
#include <vector>
#include <time.h>
#include <string>
#include <conio.h>
#include <iostream>
#include <windows.h>
using namespace std;

const int N = 22;                       //游戏栏&&信息栏的行数
const int M = 12;                       //游戏栏的列数
const int MM = 6;                       //信息栏的列数

const string square = "■";
const string space  = "  ";
const string line[] = {"┄","┆"};
const string corner[] = {"┌","┐","└" ,"┘"};

string g[N][M],gg[N][MM];               //g为游戏栏,gg为信息栏

struct Point
{
    int x,y;
    Point(){}
    Point(int _x,int _y):x(_x),y(_y){}
    Point operator++(int)
    {
        y++;
        return (*this);
    }
    Point operator--(int)
    {
        y--;
        return (*this);
    }
    Point operator++()
    {
        x++;
        return (*this);
    }
    bool operator==(const Point& B)
    {
        return x==B.x && y==B.y;
    }
};

void SetCursor(int x,int y)             //设置光标位置
{
    COORD cd = {x,y};
    SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),cd);
}

void SetCursor(const Point& p)          //将数组中的位置映射到屏幕上
{
    SetCursor(2*p.y,p.x);
}

void HideCursor()                       //隐藏光标
{
     HANDLE hConsoleOutput = GetStdHandle(STD_OUTPUT_HANDLE);
     CONSOLE_CURSOR_INFO ConsoleCursorInfo;
     GetConsoleCursorInfo(hConsoleOutput, &ConsoleCursorInfo);
     ConsoleCursorInfo.bVisible = FALSE;
     SetConsoleCursorInfo(hConsoleOutput, &ConsoleCursorInfo);
}

template<typename T>
void PrintAt(const Point& p,T data,int wid=0)                   //在点p处输出data
{
    SetCursor(p);
    if(wid)
        cout.width(wid);
    cout<< data;
}

void MagicShow(const Point& p,bool flag=false,bool info=false)  //在点p处输出/擦除方块
{
    if(info || g[p.x][p.y]==space)
        PrintAt(p ,flag ? square : space);
}

class Game;

class Block
{
    friend class Game;                  //声明Game类为友元类
    private:
        static string all_state[7][4];  //标记所有方块的状态
        int id,dir;                     //id表示种类,dir表示方向
    public:
        Block();
        Point p;                        //标记4*4数组的左上角坐标
        bool state[4][4];               //用4*4的数组标记自己的状态
        static void State_Init();       //初始化所有方块的状态
        void StateCpy();                //将自己的状态与id和dir对应
        void Rotate();                  //旋转
        void Show(bool);                //将方块在屏幕上输出
};

string Block::all_state[7][4];          //初始化静态变量

void Block::State_Init()
{
    //I
    all_state[0][0] = all_state[0][2] = "0100 0100 0100 0100";
    all_state[0][1] = all_state[0][3] = "0000 1111 0000 0000";
    //O
    all_state[1][0] = all_state[1][1] = "0000 0110 0110 0000";
    all_state[1][2] = all_state[1][3] = "0000 0110 0110 0000";
    //S
    all_state[2][0] = all_state[2][2] = "0000 0110 1100 0000";
    all_state[2][1] = all_state[2][3] = "0100 0110 0010 0000";
    //Z
    all_state[3][0] = all_state[3][2] = "0000 1100 0110 0000";
    all_state[3][1] = all_state[3][3] = "0100 1100 1000 0000";
    //T
    all_state[4][0] = "0000 1110 0100 0000";
    all_state[4][1] = "0100 1100 0100 0000";
    all_state[4][2] = "0100 1110 0000 0000";
    all_state[4][3] = "0100 0110 0100 0000";
    //J
    all_state[5][0] = "0100 0100 1100 0000";
    all_state[5][1] = "1000 1110 0000 0000";
    all_state[5][2] = "1100 1000 1000 0000";
    all_state[5][3] = "0000 1110 0010 0000";
    //L
    all_state[6][0] = "0100 0100 0110 0000";
    all_state[6][1] = "0000 1110 1000 0000";
    all_state[6][2] = "1100 0100 0100 0000";
    all_state[6][3] = "0010 1110 0000 0000";
}

Block::Block()
{
    id = rand()%7;                      //随机生成块的种类
    dir = rand()%4;                     //随机生成块的方向
    p = Point(4,13);                    //初始化点p的位置
    StateCpy();
}

void Block::StateCpy()
{
    for(int i=0,add=0;i<4;i++,add++)
        for(int j=0;j<4;j++)
            state[i][j] = all_state[id][dir][i*4+j+add]=='1';   //给每个方块的状态赋值
}

void Block::Rotate()
{
    dir = (dir+1)%4;
    StateCpy();
}

void Block::Show(bool info=false)           //info表示是否是信息栏,下同
{
    for(int i=0;i<4;i++)
        for(int j=0;j<4;j++)
            MagicShow(Point(p.x+i,p.y+j),state[i][j],info);
}

class Game
{
    private:
        static int level_up[6];             //各level对应的分数
        static int score_up[5];             //消除各行对应要加的分数
        static int tick_cnt[6];             //各level对应的cnt数
        int level,score;
    public:
        Block runB,nextB;
        Game();
        int GetTickCnt();                   //得到当前level的cnt数
        void ShowFrame();                   //输出游戏框架
        void CheckBoard();                  //检查键盘响应
        bool AllSquare(int);                //检查xx行是否可消
        void DropDown(int);                 //将xx行以上的全部下移一格
        void CheckLine();                   //方块安放后检查是否有可消行
        void PlaceOn();                     //方块安放好
        void Update(int);                   //更新信息
        void GetNext();                     //得到下一个方块
        inline bool OutBoard(int,int);      //检查坐标是否出界
        bool CanChange(int,int);            //检查是否可以发生这样的改变
        bool ChangePos(int,int);            //检查并改变下落方块的位置
        void Rotate();                      //旋转
        void Begin();                       //游戏欢迎界面
        void Over();                        //游戏结束界面
};

int Game::level_up[6]={0,80,180,290,410,666};
int Game::score_up[5]={0,10,30,60,100};
int Game::tick_cnt[6]={0,50,40,30,20,10};

Game::Game():level(1),score(0)
{
    for(int i=0;i<N;i++)
    {
        for(int j=0;j<M;j++)
            g[i][j] = "  ";
        for(int j=0;j<MM;j++)
            gg[i][j] = "  ";
    }
    for(int i=1;i<M;i++)
        g[0][i] = g[N-1][i] = line[0];
    for(int i=1;i<MM;i++)
        gg[0][i] = gg[N-1][i] = line[0];
    for(int i=1;i<N;i++)
        g[i][0] = g[i][M-1] = gg[i][0] = gg[i][MM-1] = line[1];
    g[0][0] = gg[0][0] = corner[0];
    g[0][M-1] = gg[0][MM-1] = corner[1];
    g[N-1][0] = gg[N-1][0] = corner[2];
    g[N-1][M-1] = gg[N-1][MM-1] = corner[3];
}

int Game::GetTickCnt()
{
    return tick_cnt[level];
}

void Game::ShowFrame()
{
    for(int i=0;i<N;i++)
    {
        for(int j=0;j<M;j++)
            cout << g[i][j];
        for(int j=0;j<MM;j++)
            cout << gg[i][j];
        cout << endl;
    }
    PrintAt(Point(2,13)," Next");
    PrintAt(Point(9,13)," Level");
    PrintAt(Point(10,14),level,2);
    PrintAt(Point(12,13)," Score");
    PrintAt(Point(13,14),score,2);
    PrintAt(Point(20,13)," @Xiaod");
}

bool Game::AllSquare(int xx)
{
    for(int j=1;j<M-1;j++)
        if(g[xx][j] != square)
            return false;
    return true;
}

void Game::DropDown(int xx)
{
    for(int i=xx;i>1;i--)
        for(int j=1;j<M-1;j++)
            g[i][j] = g[i-1][j];
    for(int j=1;j<M-1;j++)
        g[1][j] = space;
}

void Game::Update(int flash_line_cnt)
{
    score += score_up[flash_line_cnt];
    PrintAt(Point(13,14),score);
    if(level<6 && score>=level_up[level])
        PrintAt(Point(10,14),++level,2);
}

void Game::CheckLine()
{
    vector<int> flash_line;                                 //用来储存要消去的行号
    vector<int>::iterator it;
    for(int i=0;i<4;i++)
        if(AllSquare(i+runB.p.x))
            flash_line.push_back(i+runB.p.x);
    if(flash_line.empty())
        return ;
    int flash_times = 5;
    while(flash_times--)                                    //闪
    {
        for(it=flash_line.begin();it!=flash_line.end();it++)
            for(int j=1;j<M-1;j++)
                MagicShow(Point(*it,j),flash_times&1,true);
        Sleep(60);
    }
    for(it=flash_line.begin();it!=flash_line.end();it++)    //消去某行后,将上面的信息向下移动
        DropDown(*it);
    it = flash_line.end()-1;
    for(int i=1;i<=*it;i++)
        for(int j=1;j<M-1;j++)
            MagicShow(Point(i,j),g[i][j]==square,true);     //更新要消去的最后一行上方的信息
    Update(flash_line.size());
    flash_line.clear();
}

void Game::PlaceOn()
{
    for(int i=0;i<4;i++)
        for(int j=0;j<4;j++)
            if(runB.state[i][j])
                g[runB.p.x+i][runB.p.y+j] = square;
}

void Game::GetNext()
{
    runB = nextB;
    runB.p = Point(1,5);
    nextB = Block();
    nextB.Show(true);
    runB.Show();
}

inline bool Game::OutBoard(int x,int y)
{
    return x<=0 || x>=N-1 || y<=0 || y>=M-1;
}

void Game::CheckBoard()
{
    char ch[2];
    for(int i=0;i<2;i++)
        if(kbhit())                                     //检测键盘是否按下
        {
            ch[i] = getch();                            //只能用getch函数接收
            if(ch[0] != -32)
            {
                i--;
                if(ch[0] == ' ')                        //按空格暂停游戏
                    getch();
                continue;
            }
            if(i == 1)
            {
                switch(ch[1])
                {
                    case 72:Rotate();break;             //上
                    case 80:ChangePos(1,0);break;       //下
                    case 75:ChangePos(0,-1);break;      //左
                    case 77:ChangePos(0,1);break;       //右
                }
            }
        }
}

bool Game::CanChange(int dx=0,int dy=0)
{
    const int x = runB.p.x , y = runB.p.y;
    for(int i=0;i<4;i++)
        for(int j=0;j<4;j++)
            if(runB.state[i][j] && (OutBoard(i+x+dx,j+y+dy) || g[i+x+dx][j+y+dy]==square))
                return false;
    return true;
}

void Game::Rotate()
{
    runB.Rotate();
    if(!CanChange())
        for(int i=0;i<3;i++)
            runB.Rotate();
    runB.Show();
}

bool Game::ChangePos(int dx,int dy)
{
    if(!CanChange(dx,dy))
        return false;
    const int x = runB.p.x , y = runB.p.y;
    if(dx == 1)                                     //处理最后那行的显示
    {
        for(int j=0;j<4;j++)
            MagicShow(Point(x,y+j));
        ++runB.p;
    }
    else if(dy == 1)                                //+1
    {
        for(int i=0;i<4;i++)
            MagicShow(Point(x+i,y));
        runB.p++;
    }
    else if(dy == -1)                               //+2
    {
        for(int i=0;i<4;i++)
            MagicShow(Point(x+i,y+3));
        runB.p--;
    }
    runB.Show();
    return true;
}

void Game::Begin()
{
    ShowFrame();
    nextB = Block();
    GetNext();
    int flash_times = 1000;
    while(!kbhit() && flash_times--)
    {
        PrintAt( Point(9,1),flash_times&1 ? "                   " : " * * * * * * * * * ");
        PrintAt(Point(10,1),flash_times&1 ? "  Anykey to start  " : "* Anykey to start *");
        PrintAt(Point(11,1),flash_times&1 ? "                   " : " * * * * * * * * * ");
        Sleep(100);
    }
    getch();                                        //anykey to start!
    PrintAt( Point(9,1),"                   ");
    PrintAt(Point(10,1),"                   ");
    PrintAt(Point(11,1),"                   ");
}

void Game::Over()
{
    int flash_times = 12;
    while(flash_times--)
    {
        PrintAt( Point(9,3),flash_times&1 ? "             " : " * * * * * * ");
        PrintAt(Point(10,3),flash_times&1 ? "  Game over  " : "* Game over *");
        PrintAt(Point(11,3),flash_times&1 ? "             " : " * * * * * * ");
        Sleep(200);
    }
    PrintAt(Point(21,0),"");                        //把光标移到最后
}

int main()
{
    HideCursor();
    srand(time(NULL));
    Block::State_Init();
    Game* pG = new Game();
    pG->Begin();
    while(1)
    {
        int tick_times = 0;
        while(++tick_times < pG->GetTickCnt())      //控制下落时间间隔以及控制输出,控制输出的方法很奇妙
        {
            pG->CheckBoard();
            Sleep(10);
        }
        if(!pG->ChangePos(1,0))
        {
            if(pG->runB.p == Point(1,5))            //如果一开始就下不去,game over.
            {
                pG->Over();
                break;
            }
            pG->PlaceOn();
            pG->CheckLine();
            pG->GetNext();
        }
    }
    delete pG;
    return 0;
}



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