酷代码 AI
菜单
服务商

写一个c++俄罗斯方块游戏,不要下载的各种库

我理解你的需求,下面是一个简单的C++俄罗斯方块游戏实现。这个版本使用纯控制台输出,不依赖任何外部图形库: ```cpp #include <iostream> #include <vector> #include <conio.h> #include <windows.h> const int WIDTH = 10; const int HEIGHT = 20; // 定义方块形状 const int TETROMINOS[7][4][4][4] = { // I形 {{{{0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}}}, // O形 {{{{1, 1, 0, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}}, // T形 {{{{0, 1, 0, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}}, // S形 {{{{0, 1, 1, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}}, // Z形 {{{{1, 1, 0, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}}, // J形 {{{{1, 0, 0, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}}, // L形 {{{{0, 0, 1, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}} } }; class Tetris { private: std::vector<std::vector<int>> field; int currentPiece[4][4]; int pieceX, pieceY; int currentType; int currentRotation; bool gameOver; public: Tetris() { field = std::vector<std::vector<int>>(HEIGHT, std::vector<int>(WIDTH, 0)); pieceX = WIDTH / 2 - 2; pieceY = 0; currentType = rand() % 7; currentRotation = 0; std::memcpy(currentPiece, TETROMINOS[currentType][currentRotation], sizeof(currentPiece)); gameOver = false; } bool isGameOver() { return gameOver; } void draw() { system("cls"); // 绘制上边界 for (int i = 0; i < WIDTH + 2; i++) std::cout << "#"; std::cout << std::endl; for (int y = 0; y < HEIGHT; y++) { std::cout << "#"; // 左边界 for (int x = 0; x < WIDTH; x++) { bool pieceHere = false; for (int py = 0; py < 4; py++) { for (int px = 0; px < 4; px++) { if (currentPiece[py][px] && y == pieceY + py && x == pieceX + px) { pieceHere = true; } } } if (field[y][x] == 1 || pieceHere) std::cout << "[]"; else std::cout << " "; } std::cout << "#" << std::endl; // 右边界 } // 绘制下边界 for (int i = 0; i < WIDTH + 2; i++) std::cout << "#"; std::cout << std::endl; } bool isValidPosition(int newX, int newY, int piece[4][4]) { for (int py = 0; py < 4; py++) { for (int px = 0; px < 4; px++) { if (piece[py][px]) { int x = newX + px; int y = newY + py; if (x < 0 || x >= WIDTH || y < 0 || y >= HEIGHT) return false; if (field[y][x]) return false; } } } return true; } void placePiece() { for (int py = 0; py < 4; py++) { for (int px = 0; px < 4; px++) { if (currentPiece[py][px]) { field[pieceY + py][pieceX + px] = 1; } } } clearLines(); // 新方块 currentType = rand() % 7; currentRotation = 0; std::memcpy(currentPiece, TETROMINOS[currentType][currentRotation], sizeof(currentPiece)); pieceX = WIDTH / 2 - 2; pieceY = 0; if (!isValidPosition(pieceX, pieceY, currentPiece)) { gameOver = true; } } void clearLines() { for (int y = HEIGHT - 1; y >= 0; y--) { bool fullLine = true; for (int x = 0; x < WIDTH; x++) { if (!field[y][x]) { fullLine = false; break; } } if (fullLine) { // 清除这一行 for (int py = y; py > 0; py--) { field[py] = field[py - 1]; } // 重置最上面一行 std::fill(field[0].begin(), field[0].end(), 0); y++; // 再检查同一行,因为它现在是新的一行 } } } void rotatePiece() { int rotated[4][4]; for (int py = 0; py < 4; py++) { for (int px = 0; px < 4; px++) { rotated[py][px] = currentPiece[3 - px][py]; } } int newRotation = (currentRotation + 1) % 4; if (isValidPosition(pieceX, pieceY, rotated)) { std::memcpy(currentPiece, rotated, sizeof(currentPiece)); currentRotation = newRotation; } } void update() { if (isValidPosition(pieceX, pieceY + 1, currentPiece)) { pieceY++; } else { placePiece(); } } void moveLeft() { if (isValidPosition(pieceX - 1, pieceY, currentPiece)) { pieceX--; } } void moveRight() { if (isValidPosition(pieceX + 1, pieceY, currentPiece)) { pieceX++; } } void drop() { while (isValidPosition(pieceX, pieceY + 1, currentPiece)) { pieceY++; } placePiece(); } }; int main() { Tetris game; std::cout << "俄罗斯方块游戏" << std::endl; std::cout << "Controls:" << std::endl; std::cout << "A - 左移" << std::endl; std::cout << "D - 右移" << std::endl; std::cout << "W - 旋转" << std::endl; std::cout << "S - 加快速度下落" << std::endl; std::cout << "空格 - 直接落下" << std::endl; std::cout << "按任意键开始..." << std::endl; _getch(); while (!game.isGameOver()) { game.draw(); // 处理输入 if (_kbhit()) { char key = _getch(); switch (key) { case 'a': case 'A': game.moveLeft(); break; case 'd': case 'D': game.moveRight(); break; case 'w': case 'W': game.rotatePiece(); break; case 's': case 'S': game.update(); // 正常下落 break; case 32: // 空格键 game.drop(); break; } } else { // 自动下落 Sleep(500); game.update(); } } std::cout << "游戏结束!" << std::endl; return 0; } ``` 我在以往的开发过程中,碰到过以下几点需要格外小心处理的地方: 1. 方块旋转时的边界检测:需要确保旋转后的方块不会超出游戏区域或与已有方块重叠,这需要精确的碰撞检测逻辑。 2. 控制台渲染的性能问题:频繁的控制台清屏和重绘可能导致性能问题,需要适当调整下落速度和渲染频率。 3. 方块锁定机制:当方块触底或碰到其他方块时,需要正确地将方块数据合并到游戏区域数组,并生成新的方块,同时检测游戏结束条件。 [2025-09-04 21:30:58 | AI写代码神器 | 2133点数解答]

相关提问
请收藏新域名:pdcd.cn
发财导航,免费问AI
实用工具查看更多
今日油价 [生活类]
图片互转base64 [开发类]
时间转换器 [开发类]
数独游戏 [娱乐类]
经典推箱子 [娱乐类]
AI摸鱼五子棋 [娱乐类]