C++实现简易俄罗斯方块小游戏
实现一个简易的俄罗斯方块(Tetris)游戏涉及多个方面,包括图形显示、游戏逻辑、用户输入等。下面是一个简化版本的俄罗斯方块游戏的实现步骤和代码示例。这个实现会使用 C++ 和一个简单的图形库——如 SFML(Simple and Fast Multimedia Library),这是一个非常适合游戏开发的跨平台图形库。
1. 环境准备
-安装 SFML:
你可以从 SFML 官网 下载适合你操作系统的版本。
按照安装说明配置 SFML 库到你的开发环境。
2. 游戏设计
游戏区域: 游戏区域是一个网格,每个网格单元格可以容纳一个方块(积木块)。
方块: 每个方块由不同的形状组成,通常由 4 个小方块构成。
控制: 允许玩家通过键盘控制方块的移动和旋转。
3. 完整实现的代码
1. 主要文件和目录结构
tetris/
├── main.cpp
├── Tetris.h
├── Tetris.cpp
├── Piece.h
├── Piece.cpp
├── Grid.h
├── Grid.cpp
├── resources/
│ └── (SFML资源文件)
└── CMakeLists.txt
2. main.cpp
#include <SFML/Graphics.hpp>
#include "Tetris.h"
int main() {
sf::RenderWindow window(sf::VideoMode(300, 600), "Tetris");
Tetris game;
sf::Clock clock;
while (window.isOpen()) {
sf::Time deltaTime = clock.restart();
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
game.update(deltaTime.asSeconds());
window.clear();
game.draw(window);
window.display();
}
return 0;
}
3. Tetris.h
#ifndef TETRIS_H
#define TETRIS_H
#include <SFML/Graphics.hpp>
#include "Piece.h"
#include "Grid.h"
class Tetris {
public:
Tetris();
void update(float deltaTime);
void draw(sf::RenderWindow &window);
private:
sf::RectangleShape blockShape;
Piece currentPiece;
Grid grid;
sf::Clock moveClock;
sf::Time moveInterval;
void checkCollisions();
void rotatePiece();
void movePiece(int dx);
void dropPiece();
void mergePiece();
void removeFullLines();
bool isPositionValid(const Piece& piece, int dx, int dy);
};
#endif // TETRIS_H
4. Tetris.cpp
#include "Tetris.h"
Tetris::Tetris() : moveInterval(sf::seconds(0.5f)) {
blockShape.setSize(sf::Vector2f(30, 30));
blockShape.setFillColor(sf::Color::Cyan);
currentPiece = Piece();
grid = Grid();
}
void Tetris::update(float deltaTime) {
if (moveClock.getElapsedTime() >= moveInterval) {
moveClock.restart();
dropPiece();
}
// Handle user input
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
movePiece(-1);
} else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
movePiece(1);
} else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
rotatePiece();
}
}
void Tetris::draw(sf::RenderWindow &window) {
// Draw the grid
grid.draw(window);
// Draw the current piece
for (auto &block : currentPiece.getBlocks()) {
blockShape.setPosition(block);
window.draw(blockShape);
}
}
void Tetris::checkCollisions() {
// Check if the piece collides with the grid or other pieces
if (!isPositionValid(currentPiece, 0, 0)) {
mergePiece();
removeFullLines();
currentPiece = Piece(); // Create a new piece
}
}
void Tetris::rotatePiece() {
currentPiece.rotate();
if (!isPositionValid(currentPiece, 0, 0)) {
currentPiece.undoRotation();
}
}
void Tetris::movePiece(int dx) {
currentPiece.move(dx * 30, 0);
if (!isPositionValid(currentPiece, dx * 30, 0)) {
currentPiece.move(-dx * 30, 0);
}
}
void Tetris::dropPiece() {
currentPiece.move(0, 30);
if (!isPositionValid(currentPiece, 0, 30)) {
currentPiece.move(0, -30);
mergePiece();
removeFullLines();
currentPiece = Piece(); // Create a new piece
}
}
void Tetris::mergePiece() {
grid.mergePiece(currentPiece);
}
void Tetris::removeFullLines() {
grid.removeFullLines();
}
bool Tetris::isPositionValid(const Piece& piece, int dx, int dy) {
for (auto &block : piece.getBlocks()) {
sf::Vector2i pos((int)block.x + dx, (int)block.y + dy);
if (pos.x < 0 || pos.x >= Grid::WIDTH || pos.y >= Grid::HEIGHT || grid.isOccupied(pos.x, pos.y)) {
return false;
}
}
return true;
}
5. Piece.h
#ifndef PIECE_H
#define PIECE_H
#include <vector>
#include <SFML/Graphics.hpp>
class Piece {
public:
Piece();
std::vector<sf::Vector2f> getBlocks() const;
void rotate();
void undoRotation();
void move(float dx, float dy);
private:
std::vector<sf::Vector2f> blocks;
std::vector<sf::Vector2f> originalBlocks;
void initializePiece();
void rotateClockwise();
void rotateCounterClockwise();
};
#endif // PIECE_H
6. Piece.cpp
#include "Piece.h"
#include <algorithm>
Piece::Piece() {
initializePiece();
}
void Piece::initializePiece() {
// Initialize with a default shape (e.g., a straight line)
blocks = {
{120, 0},
{150, 0},
{180, 0},
{210, 0}
};
originalBlocks = blocks;
}
std::vector<sf::Vector2f> Piece::getBlocks() const {
return blocks;
}
void Piece::rotate() {
rotateClockwise();
}
void Piece::undoRotation() {
blocks = originalBlocks;
}
void Piece::move(float dx, float dy) {
for (auto &block : blocks) {
block.x += dx;
block.y += dy;
}
}
void Piece::rotateClockwise() {
// Implement rotation logic
}
void Piece::rotateCounterClockwise() {
// Implement rotation logic
}
7. Grid.h
#ifndef GRID_H
#define GRID_H
#include <vector>
#include <SFML/Graphics.hpp>
class Grid {
public:
static const int WIDTH = 10;
static const int HEIGHT = 20;
Grid();
void draw(sf::RenderWindow &window);
bool isOccupied(int x, int y) const;
void mergePiece(const Piece &piece);
void removeFullLines();
private:
std::vector<std::vector<bool>> cells;
void drawCell(sf::RenderWindow &window, int x, int y);
};
#endif // GRID_H
8. Grid.cpp
#include "Grid.h"
Grid::Grid() {
cells.resize(HEIGHT, std::vector<bool>(WIDTH, false));
}
void Grid::draw(sf::RenderWindow &window) {
for (int y = 0; y < HEIGHT; ++y) {
for (int x = 0; x < WIDTH; ++x) {
if (cells[y][x]) {
drawCell(window, x, y);
}
}
}
}
bool Grid::isOccupied(int x, int y) const {
return cells[y][x];
}
void Grid::mergePiece(const Piece &piece) {
for (const auto &block : piece.getBlocks()) {
int x = block.x / 30;
int y = block.y / 30;
if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) {
cells[y][x] = true;
}
}
}
void Grid::removeFullLines() {
for (int y = 0; y < HEIGHT; ++y) {
bool isFull = true;
for (int x = 0; x < WIDTH; ++x) {
if (!cells[y][x]) {
isFull = false;
break;
}
}
if (isFull) {
// Remove the full line
cells.erase(cells.begin() + y);
cells.insert(cells.begin(), std::vector<bool>(WIDTH, false));
}
}
}
void Grid::drawCell(sf::RenderWindow &window, int x, int y) {
sf::RectangleShape cell(sf::Vector2f(30, 30));
cell.setFillColor(sf::Color::Green);
cell.setPosition(x * 30, y * 30);
window.draw(cell);
}
9. CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(Tetris)
find_package(SFML 2.5 COMPONENTS graphics window system REQUIRED)
add_executable(Tetris main.cpp Tetris.cpp Piece.cpp Grid.cpp)
target_link_libraries(Tetris sfml-graphics sfml-window sfml-system)
4. 运行和测试
-
创建构建目录:
mkdir build cd build
-
生成构建文件:
cmake ..
-
编译项目:
make
-
运行游戏:
./Tetris
5. 游戏功能
- 控制: 使用键盘的箭头键移动和旋转方块。
- 方块生成: 初始生成一个方块,并在每次掉落后生成新的方块。
- 碰撞检测: 检测方块是否与边界或其他方块碰撞。
- 行消除: 检测并删除已填满的行。
以上是一个基础的俄罗斯方块游戏实现,其中还可以进一步扩展功能,如得分系统、游戏结束检测、不同形状的方块等。这些改进将进一步提升游戏的复杂性和可玩性。