俄罗斯方块c++

1.创建项目
2.总共需要创建两个文件,一个main.cpp,一个是elsfk2.h。本人使用的编译器是vs2019.

3.在项目的源文件夹下创建一个文件夹image

4.把下面两张图片重命名好放进刚创建的文件夹

elsfk.jpg

elsfk_block.jpg

5.把下列代码分别复制到对应文件中

-----------------------------------------------------------------------------------
以下是main.cpp 文件的内容


#include"elsfk2.h"

int main() {


	srand((int)time(0));
	//创建游戏窗口
	RenderWindow window(VideoMode(COL*18/*+100*/, ROW*18-36),"ELSFK");

	//添加游戏背景
	Texture t1,t2;
	t1.loadFromFile("image/elsfk.jpg");
	t2.loadFromFile("image/elsfk_block.jpg");
	Sprite sprite_Bg(t1);
	Sprite sprite_block(t2);

	NewBlock();

	Clock begin;
	float time1 = 0, time2 = 0;

	while (window.isOpen()) {

		time2 = begin.getElapsedTime().asSeconds();
		begin.restart();
		time1 += time2;
		//等待用户按下按键
		keyEvent(&window);

		if (time1 > delay) {

			time1 = 0;
			blockDrop();
			

		}

		delay = SPEED_NOM;

		window.draw(sprite_Bg);

		drawBlock(&sprite_block, &window);

		window.display();
	

	}


}



--------------------------------------------------------------------------------
以下为elsfk2.cpp


#pragma once
#include<SFML/Graphics.hpp>				//图像处理头文件
//#include<SFML/Audio.hpp>			
#include<time.h>
using namespace sf;
#define ROW 22							//行
#define COL 10							//列
#define SPEED_NOM 0.5					//不加速运动的时间间隔
#define SPEED_QIK 0.05					//加速运动的时间间隔


int map[ROW][COL] = { 0 };				//游戏区域大小
int blocktype;							//方块类型
int Delete=0;							//删除的行数
float delay = SPEED_NOM;				//时间间隔


void Move_x(int);
void Rotate();
void ClearBlock();
void NewBlock();
void blockDrop();
void keyEvent(RenderWindow*);
void drawBlock(Sprite*, RenderWindow*);
bool check();

//存放7种方块的二维数组
int a[7][4] = {
	1,3,5,7,
	2,4,5,7,
	3,5,4,6,
	3,5,4,7,
	2,3,5,7,
	3,5,7,6,
	2,3,4,5,
};

//点的结构体
struct point {

	int x, y;

};

//当前方块
point block[4];
//方块的备份
point bakblock[4];


//处理按键
void keyEvent(RenderWindow *w) {
	Event e;
	bool rotate = 0;
	int x = 0;
	while (w->pollEvent(e)) {

		if (e.type == Event::Closed) {
			w->close();
		}

		if (e.type == Event::KeyPressed) {
			switch (e.key.code) {
			case Keyboard::Up:
				rotate = 1;
				break;
			case Keyboard::Left:
				x = -1;
				break;
			case Keyboard::Right:
				x = 1;
				break;
			default:
				break;
			}
		}
		if (Keyboard::isKeyPressed(Keyboard::Down)) {
			delay = SPEED_QIK;

		}

		if (x) {
			Move_x(x);
		}

		if (rotate) {
			Rotate();
		}

	}

}



//消除完成的行
void ClearBlock() {
	int k = ROW - 1;
	for (int i = ROW - 1; i > 0; i--) {
		int count = 0;
		for (int j = 0; j < COL; j++) {
			if (map[i][j]) {
				count++;
			}
			map[k][j] = map[i][j];

		}
		if (count < COL) {
			k--;
		}
		
	}

}


//检查移动合理性
bool check() {

	for (int i = 0; i < 4; i++){
		if(	  block[i].x<0||block[i].x>=COL||block[i].y>=ROW||
		map[block[i].y][block[i].x]){
			return 0;
		}
	}
	return 1;

}


//方块降落
void blockDrop() {
	
	for (int i = 0; i < 4; i++) {
		bakblock[i] = block[i];
		block[i].y++;

	}

	if (!check()) {
		for (int j = 0; j < 4; j++){
			map[bakblock[j].y][bakblock[j].x] = blocktype;
		}

		NewBlock();
		ClearBlock();
	}

}


//左右移动
void Move_x(int x) {

	for (int  i = 0; i < 4; i++){
		bakblock[i] = block[i];
		block[i].x += x;

	}
	if (!check()) {
		for (int i = 0; i < 4; i++) {
			block[i] = bakblock[i];

		}
	}

}


//旋转******************************    important
void Rotate() {
	if (blocktype == 7) {
		return;
	}
	point p = block[1];
	for (int i = 0; i < 4; i++) {
		bakblock[i] = block[i];
		block[i].x = p.x - bakblock[i].y + p.y;
		block[i].y = bakblock[i].x - p.x + p.y;
	}
	if (!check()) {
		for (int i = 0; i < 4; i++) {
			block[i] = bakblock[i];
		}
	}

}


//生成方块
void NewBlock() {

	blocktype = 1 + rand() % 7;

	for (int i = 0; i < 4; i++) {
		block[i].x = a[blocktype-1][i] % 2+4;
		block[i].y = a[blocktype-1][i] / 2;
	}


}


//绘制方块
void drawBlock(Sprite *b, RenderWindow *w) {

	//完成的方块
	for (int i = 0; i < ROW; i++) {
		for (int j = 0; j < COL; j++) {
			if (map[i][j] != 0) {
				b->setTextureRect(IntRect(map[i][j]*18,0,18,18));
				b->setPosition(j * 18, i * 18);
				b->move(0, -36);
				w->draw(*b);
			}

		}

	}

	for (int j = 0; j < 4; j++)
	{
		b->setTextureRect(IntRect(blocktype * 18, 0, 18, 18));
		b->setPosition(block[j].x * 18, block[j].y * 18);
		b->move(0, -36);
		w->draw(*b);
	}

}


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