俄罗斯方块 C++控制台版

简介: 俄罗斯方块 C++控制台版

一、创建方块

    wstring tetromino[7];
 
 
    tetromino[0].append(L"..X...X...X...X."); // Tetronimos 4x4
 
    tetromino[1].append(L"..X..XX...X.....");
 
    tetromino[2].append(L".....XX..XX.....");
 
    tetromino[3].append(L"..X..XX..X......");
 
    tetromino[4].append(L".X...XX...X.....");
 
    tetromino[5].append(L".X...X...XX.....");
 
    tetromino[6].append(L"..X...X..XX.....");.

二、方块旋转

这里坐标的变换,90度的推导过程如下,剩下两种同理。

如下图,顺时针旋转90度,旋转后的坐标计算I = 12+y-(x*4).

例如(0,0)对应的数字I 为12,

//方块顺时针旋转90度r次,参数px,py为当前xoy坐标,返回参数pi为旋转后对应的一维坐标。
 
int Rotate(int px, int py, int r) {
    int pi = 0;
    switch (r % 4) {
    case 0: // 0 degrees          
         pi = py * 4 + px;
         break;
    case 1: // 90 degrees         
         pi = 12 + py - (px * 4);
         break;
    case 2: // 180 degrees        
         pi = 15 - (py * 4) - px;
         break;
    case 3: // 270 degrees        
         pi = 3 - py + (px * 4);
         break;
    }
    return pi;
 
}
 

三、设置画布

int nFieldWidth = 12;//画布宽
int nFieldHeight = 18;//画布高
unsigned char* pField = nullptr; //地图信息
pField = new unsigned char[nFieldWidth * nFieldHeight];
    for (int x = 0; x < nFieldWidth; x++)
         for (int y = 0; y < nFieldHeight; y++)
             pField[y * nFieldWidth + x] = (x == 0 || x == nFieldWidth - 1 || y == nFieldHeight - 1) ? 9 : 0; //9表示边框,0是空白
 
 
//设置屏幕!与命令行宽高一致。
int nScreenWidth = 90; //屏幕宽
int nScreenHeight = 30; //屏幕高
 
wchar_t* screen = new wchar_t[nScreenWidth * nScreenHeight];
    for (int i = 0; i < nScreenWidth * nScreenHeight; i++) screen[i] = L' ';
    HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
    SetConsoleActiveScreenBuffer(hConsole);
    DWORD dwBytesWritten = 0;
//输出字符
WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
 

四、更新画面 (将输出图像放在while循环绘制)

bool bGameOver = false;
    while (!bGameOver)
    {
//输出字符
         for (int x = 0; x < nFieldWidth; x++)
             for (int y = 0; y < nFieldHeight; y++)
                 screen[(y+2 ) * nScreenWidth + (x+2 )] = L" ABCDEFG=#"[pField[y * nFieldWidth + x]];
         //向屏幕输出
         WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
    }

五、游戏逻辑

5.1碰撞检测

 

如果旋转后的位置不是0,(我们之前用0表示空),则发生碰撞,无法旋转。

 

//碰撞检测函数
bool DoesPieceFit(int nTetromino, int nRotation, int nPosX, int nPosY) {
  // The field is full so zero spaces
  for (int px = 0; px < 4; px++)
    for (int py = 0; py < 4; py++) {
      int pi = Rotate(px, py, nRotation);
 
      int fi = (nPosY + py) * nFieldWidth + (nPosX + px);
 
      // Check that test is in bounds. Note out of bounds does
      // not necessarily mean a fail, as the long vertical piece
      // can have cells that lie outside the boundary, so we'll
      // just ignore them
      if (nPosX + px >= 0 && nPosX + px < nFieldWidth) {
        if (nPosY + py >= 0 && nPosY + py < nFieldHeight) {
          if (tetromino[nTetromino][pi] != L'.' && pField[fi] != 0)
            return false; // fail on first hit
        }
      }
    }
 
  return true;
}

5.2 定时器 定时更新画面,这里是强制方块下移  

  //定时器===========
 
         this_thread::sleep_for(50ms);
 
         nSpeedCount++;
 
         bForceDown = (nSpeedCount == nSpeed);

5.3 输入处理  这里的Z(旋转键)做了一个处理,防止鬼畜旋转

//输入===================
 
         for (int k = 0; k < 4; k++)                               //R L D Z  按下返回true
 
             bKey[k] = (0x8000 & GetAsyncKeyState((unsigned char)("\x27\x25\x28Z"[k]))) != 0;
 
         // 游戏 逻辑     =================
 
 
 
         //按键←→↓
 
         nCurrentX += (bKey[0] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX + 1, nCurrentY)) ? 1 : 0;
 
         nCurrentX -= (bKey[1] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX - 1, nCurrentY)) ? 1 : 0;
 
         nCurrentY += (bKey[2] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1)) ? 1 : 0;
 
   
 
         //Z
 
         if (bKey[3]) {
 
             nCurrentRotation += (bRotateHold && DoesPieceFit(nCurrentPiece, nCurrentRotation + 1, nCurrentX, nCurrentY)) ? 1 : 0;
 
             bRotateHold = false;
 
         }
 
         else
 
             bRotateHold = true;


5.4 下沉检测

    //下沉检测
    if (bForceDown) {
      // Update difficulty every 10 pieces 每10块就加快速度(更新难度)
      nSpeedCount = 0;
      nPieceCount++;
      if (nPieceCount % 10 == 0) //每累积10块,就加快速度(这里的nSpeed是间隔,间隔减小,下落加快)
        if (nSpeed >= 10) nSpeed--;
 
      if (DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1))
        nCurrentY++; // It can, so do it!
      else {
        for (int px = 0; px < 4; px++)
          for (int py = 0; py < 4; py++)
            if (tetromino[nCurrentPiece][Rotate(px, py, nCurrentRotation)] != L'.')
              pField[(nCurrentY + py) * nFieldWidth + (nCurrentX + px)] = nCurrentPiece + 1;
 
        // Check for lines 检查整行
        for (int py = 0; py < 4; py++)
          if (nCurrentY + py < nFieldHeight - 1) {
            bool bLine = true;
            for (int px = 1; px < nFieldWidth - 1; px++)
              bLine &= (pField[(nCurrentY + py) * nFieldWidth + px]) != 0;
 
            if (bLine) {
              // Remove Line if it's complete  整行时消除该行
              for (int px = 1; px < nFieldWidth - 1; px++)
                pField[(nCurrentY + py) * nFieldWidth + px] = 8;
              vLines.push_back(nCurrentY + py);
            }
          }
 
        nScore += 25;
        if (!vLines.empty())  nScore += (1 << vLines.size()) * 100;
 
        nCurrentX = nFieldWidth / 2;
        nCurrentY = 0;
        nCurrentRotation = 0;
        nCurrentPiece = rand() % 7;
 
        // If the player reachs the field limits, game over!
        bGameOver = !DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY);
      }
    }

六、出现的问题

问题一、C++ "wchar_t *" 类型的实参与 "LPCSTR" 类型的形参不兼容

解决方法:项目—>属性—>字符集 修改为UNICODE字符集

问题二、因为控制台设置产生的问题。


如果你的控制台长度、宽度不匹配,输出的画面就会很奇怪,边界不对齐。

可以通过右击控制台--》属性--》布局 来修改。

此外,如果控制台显示为空,可以右击控制台--》属性--》选项  中启用旧版控制台

====

完整代码:

#include <iostream>
#include <thread>
#include <vector>
 
#include <stdio.h>
#include <Windows.h>
using namespace std;
 
// 定义屏幕
int nScreenWidth = 90; //屏幕宽
int nScreenHeight = 30; //屏幕高
//画布
int nFieldWidth = 12;//画布宽
int nFieldHeight = 18;//画布高
//方块
wstring tetromino[7];
//画面填充字符
unsigned char* pField = nullptr;
 
//坐标旋转函数
int Rotate(int px, int py, int r) {
 
  int pi = 0;
 
  switch (r % 4) {
  case 0: // 0 degrees      
    pi = py * 4 + px;
    break;
  case 1: // 90 degrees     
    pi = 12 + py - (px * 4);
    break;
  case 2: // 180 degrees      
    pi = 15 - (py * 4) - px;
    break;
  case 3: // 270 degrees      
    pi = 3 - py + (px * 4);
    break;
  }
 
  return pi;
}
 
//碰撞检测函数
bool DoesPieceFit(int nTetromino, int nRotation, int nPosX, int nPosY) {
  // The field is full so zero spaces
  for (int px = 0; px < 4; px++)
    for (int py = 0; py < 4; py++) {
      int pi = Rotate(px, py, nRotation);
 
      int fi = (nPosY + py) * nFieldWidth + (nPosX + px);
 
      // Check that test is in bounds. Note out of bounds does
      // not necessarily mean a fail, as the long vertical piece
      // can have cells that lie outside the boundary, so we'll
      // just ignore them
      if (nPosX + px >= 0 && nPosX + px < nFieldWidth) {
        if (nPosY + py >= 0 && nPosY + py < nFieldHeight) {
          if (tetromino[nTetromino][pi] != L'.' && pField[fi] != 0)
            return false; // fail on first hit
        }
      }
    }
 
  return true;
}
 
 
int main()
{ //  方块4x4,一共7种形状
  tetromino[0].append(L"..X...X...X...X.");  
  tetromino[1].append(L"..X..XX...X.....");
  tetromino[2].append(L".....XX..XX.....");
  tetromino[3].append(L"..X..XX..X......");
  tetromino[4].append(L".X...XX...X.....");
  tetromino[5].append(L".X...X...XX.....");
  tetromino[6].append(L"..X...X..XX.....");
 
  //画布字符初始化
  //9表示边框,0是空白
  pField = new unsigned char[nFieldWidth * nFieldHeight];
  for (int x = 0; x < nFieldWidth; x++)
    for (int y = 0; y < nFieldHeight; y++)
      pField[y * nFieldWidth + x] = (x == 0 || x == nFieldWidth - 1 || y == nFieldHeight - 1) ? 9 : 0; 
 
  //屏幕初始化
  wchar_t* screen = new wchar_t[nScreenWidth * nScreenHeight];
  for (int i = 0; i < nScreenWidth * nScreenHeight; i++) screen[i] = L' ';
  HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
  SetConsoleActiveScreenBuffer(hConsole);
  DWORD dwBytesWritten = 0;
 
 
 
 
 
  bool bKey[4];  //存储按键 ←→↓Z
  bool bGameOver = false; //为true时游戏结束
  int nCurrentPiece = 1;  //当前方块类型(有7种)
  int nCurrentRotation = 0;//当前旋转角度
  int nCurrentX = nFieldWidth / 2;//当前方块的X坐标
  int nCurrentY = 0;      //当前方块的Y坐标
 
  int nSpeed = 20;    //速度,时间是更新间隔数,nSpeed越小,方块下沉速度越快。
  int nSpeedCount = 0;//配合nSpeed来控制定时器
  int nPieceCount = 0;//方块计数
  bool bForceDown = false;//强制方块下降
 
  bool bRotateHold = false;//旋转键锁定,防止鬼畜旋转
  int nScore = 0;       //游戏得分
  vector<int> vLines;     //记录整行
 
  //主循环:
  //1.定时器
  //2.接收输入
  //3.游戏逻辑处理
  //4.画面输出
  while (!bGameOver)
  {
 
    //定时器===========
    this_thread::sleep_for(50ms);
    nSpeedCount++;
    bForceDown = (nSpeedCount == nSpeed);
 
    //输入===================
    for (int k = 0; k < 4; k++)                               //R L D Z  按下返回true
      bKey[k] = (0x8000 & GetAsyncKeyState((unsigned char)("\x27\x25\x28Z"[k]))) != 0;
    // 游戏 逻辑     =================
 
    //按键←→↓
    nCurrentX += (bKey[0] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX + 1, nCurrentY)) ? 1 : 0;
    nCurrentX -= (bKey[1] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX - 1, nCurrentY)) ? 1 : 0;
    nCurrentY += (bKey[2] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1)) ? 1 : 0;
  
    //Z
    if (bKey[3]) {
      nCurrentRotation += (bRotateHold && DoesPieceFit(nCurrentPiece, nCurrentRotation + 1, nCurrentX, nCurrentY)) ? 1 : 0;
      bRotateHold = false;
    }
    else
      bRotateHold = true;
    
 
    //下沉检测
    if (bForceDown) {
      // Update difficulty every 10 pieces 每10块就加快速度(更新难度)
      nSpeedCount = 0;
      nPieceCount++;
      if (nPieceCount % 10 == 0) //每累积10块,就加快速度(这里的nSpeed是间隔,间隔减小,下落加快)
        if (nSpeed >= 10) nSpeed--;
 
      if (DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1))
        nCurrentY++; // It can, so do it!
      else {
        for (int px = 0; px < 4; px++)
          for (int py = 0; py < 4; py++)
            if (tetromino[nCurrentPiece][Rotate(px, py, nCurrentRotation)] != L'.')
              pField[(nCurrentY + py) * nFieldWidth + (nCurrentX + px)] = nCurrentPiece + 1;
 
        // Check for lines 检查整行
        for (int py = 0; py < 4; py++)
          if (nCurrentY + py < nFieldHeight - 1) {
            bool bLine = true;
            for (int px = 1; px < nFieldWidth - 1; px++)
              bLine &= (pField[(nCurrentY + py) * nFieldWidth + px]) != 0;
 
            if (bLine) {
              // Remove Line if it's complete  整行时消除该行
              for (int px = 1; px < nFieldWidth - 1; px++)
                pField[(nCurrentY + py) * nFieldWidth + px] = 8;
              vLines.push_back(nCurrentY + py);
            }
          }
 
        nScore += 25;
        if (!vLines.empty())  nScore += (1 << vLines.size()) * 100;
 
        nCurrentX = nFieldWidth / 2;
        nCurrentY = 0;
        nCurrentRotation = 0;
        nCurrentPiece = rand() % 7;
 
        // If the player reachs the field limits, game over!
        bGameOver = !DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY);
      }
    }
 
  
 
    //显示输出  (渲染) ==============
 
    //输出字符
    for (int x = 0; x < nFieldWidth; x++)
      for (int y = 0; y < nFieldHeight; y++)
        screen[(y+2 ) * nScreenWidth + (x+2 )] = L" ABCDEFG=#"[pField[y * nFieldWidth + x]];
    //输出当前方块
    for (int px = 0; px < 4; px++)
      for (int py = 0; py < 4; py++)
        if (tetromino[nCurrentPiece][Rotate(px, py, nCurrentRotation)] != L'.')
          screen[(nCurrentY + py + 2) * nScreenWidth + (nCurrentX + px + 2)] = nCurrentPiece + 65;  //65=‘A’
    
    // 显示分数
    swprintf_s(&screen[2 * nScreenWidth + nFieldWidth + 6], 16, L"SCORE: %8d", nScore);
        
    //消除一行,将用迭代方式逐行下沉
    if (!vLines.empty()) {
      WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
      this_thread::sleep_for(400ms);
 
      for (auto& v : vLines)
        for (int px = 1; px < nFieldWidth - 1; px++) {
          for (int py = v; py > 0; py--)
            pField[py * nFieldWidth + px] = pField[(py - 1) * nFieldWidth + px];
          pField[px] = 0;
        }
 
      vLines.clear();
    }                                                   //向屏幕输出
    WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
  }
 
  // 游戏结束,显示得分
  CloseHandle(hConsole);
  cout << "Game Over!! Score:" << nScore << endl;
  system("pause");
  return 0;
}
 


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