用C++实现俄罗斯方块(Tetris)游戏

我是一个C++初学者,控制台实现了一个俄罗斯方块游戏。

代码如下:

//"俄罗斯方块"V1.0
//李国良于2017年1月20日编写完成
#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;
}
posted @ 2017-01-20 12:58  勇敢的蜂  阅读(35252)  评论(4编辑  收藏  举报