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标题:俄罗斯方块逻辑
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天使梦魔
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俄罗斯方块逻辑
博客地址http://blog.
只写了这么一个


写一个俄罗斯方块的游戏需要些什么?它简单的难以想象.我尽量不用程序语言来表达,你们只需要一个思想而已,一个逻辑思想.有些地方我会使用C/C++代码,但它非常简单只是一些声明或者条件语句.

在开始前确保你在你的程序语言上会做以下4件事:

1.定时器申请.你必须学会使用定时器,比如每3秒在屏幕上打印一句话或者弹出一个消息框,能够做到这个已经足够了.

2.键盘消息.当你按下某个键的时候打印一句话或者一个消息框,如果你不会这个怎么去控制游戏呢,除非你有其他的代替.

3.图形显示.这个就随便你了,你可以用DOS窗口,也可以用个界面然后上面画点控件之类的.后面我会讲到逻辑地图和图形界面的链接,使用的是OpenGL,不过这里只是一个方法,任何图形显示都是这个方法,非常简单.

4.你对你的设计语言非常了解,比如循环,条件,数组,随机函数.逻辑部分只要这4个.

好吧开始了,最开始我们需要一张地图,准确点说是两张.如果你对我的逻辑有些混乱,那就多添加几张,没什么大不了的.

int map[10][20]; //定义一个整形的二维数组,它的宽度是10长度是20,这就是我们的地图了.

如果你不能理解二维数组教你个简单的方法 int mapx[10],mapy[20]; 怎么样,一维数组总好理解了吧.这个地图就是玩的时候用的,在里面放零件消除填满的方块.接着我们还要定义一张小的地图,这张小的地图就是用来显示当前控制的东东,它可能是一个长条也可能是一个方块.和大地图一样我们这样定义它 int play[4][4]; 长宽都是4个,这已经足够了因为我们的零件最大就是这个程度.

好了现在我们有了2样东西,10x20的大地图和4x4的小地图.我们再要一些俄罗斯方块的那些小零件就齐全了.怎么去定义那些零件呢?用一个变量,零件存放的地方我还是用整形数组来表示,不过这次是三维的.我希望你们对数组真的没有什么问题.

首先画一个正方形吧,这里有2种状态,当值为0时表示不显示,值为1时是现实:

int tool[7][4][4];

第一个值表示我们的零件一共有7样,不要把零件的整个形态都写出来,取一种就够了,比如长条,你决定是横着的还是竖着的,因为到时候游戏开始后玩家可以控制它是横还是竖,不过它出场的时候就一个形态就够了.后面2个值和我们的小地图是对接起来的,地图多大它就多大,这样方便映射.

好开始画了,这样很直观也很方便,你肯定能理解:

tool[0]={{0,0,0,0},
                    {0,1,1,0},
                    {0,1,1,0},
                    {0,0,0,0}};

我把它画在中间了,你自己决定你要怎么做.这不难理解,tool的第1个形状是个正方形,第一个括号和最后一个括号链接,中间有4个相关联的括号,每个括号里又有4个值,这表示了前面的4x4的矩形零件.不要偷懒,把剩下的6个全部画出来.你应该知道俄罗斯方块有哪些种类,每个种类只取一个形态.拿张纸比划一下,不要设计的太离谱了,因为后面我们要考虑到旋转.

在画好所有零件后我们就可以开始工作了,现在我们有3样东西了:零件(tool),大地图(map),小地图(play).再声明2个变量 int x,y; 它表明零件在大地图上的位置

逻辑部分开始了,游戏开始前先清空我们的大地图,用一个循环语句,把他们全部设置成0.注意!底部和两边设置成1,这样有利于我们做碰撞测试.这就叫初始化

[提取零件函数]用随机数0~6提取一个零件,并用循环语句把它装到小地图里.设置x和y的值让它出现在正上方比如x=4;y=0;现在我的大地图值是向下和向右扩展的.map[0][0]表示我的左上角,map[9][19]表示我的右下角.首先做个碰撞测试,先取得x和y的值,这个值表示小地图(play)的左上角这个点实际映射地址是play[0][0];做个循环条件的比较.先测试play[0][0]和map[x][y]是否都为1,如果是那说明已经碰撞了,gameover.如果没有再测试play[0][1]和map[x][y+1],做个循环做16次比较.安全的话进行下一步.

[自动下落函数]在移动前先做判断,而不管这里是否有定时器或者键盘控制的发生.定时器的作用开始了,进过了某些毫秒,先做碰撞测试,碰撞测试和上面的有些不同,在碰撞测试前,将y值向下移动一位,也就是y+1,然后进行测试play[0][0]和map[x][y+1]是否都为1(注意要循环整个play哦).如果是就发生[写入函数],那么如果下面没有问题,y的值就要真正的加1了.然后等待定时器重复上面的动作.在定时器动作开始的时候将键盘控制给禁掉,禁止任何键盘动作,比如写个keydown(true)在定时器动作结束的时候keydown(false).

[写入函数]就将小地图(play)写到大地图(map)里.0和0的继续是0,0和1的就变成1.紧接着要验证是否填满了,取得y值,依次检查map[0到9][y到y+4]如果那一行确实满了,就把上面一行复制下来,不停的复制,直到大地图(map)的最上面一行,然后把最上面一行清空.然后跳出这个函数要重新提取零件了.

[旋转函数]它定位于空格键,我们把空格键作为控制旋转.循环将play的矩阵做个旋转,自己思考一下.可以申请另一个大小的地图作为存放.旋转前做个碰撞测试,是否能够旋转.

[左右移动函数]它定位于方向键左和右,在移动前同样做碰撞测试,向左就x-1,向右就x+1,y不变.这个逻辑很好理解嘛.

 

你能理解它怎么运作的吗?我想肯定能了,如果不能,那可能是我表达的不清楚~~~ (-_-)!!

现在怎么把这个逻辑地图和图形显示对接起来呢,非常简单.如果你是使用16位程序DOS在显示那就不要看了,直接照屏幕打印地图就完了.如果是32位程序有个界面,你可以先用控件,比如说按钮.对接的原理就是循环判断逻辑地图如果是1就将控件(也许是按钮)show出来,如果是0就隐藏控件啦.注意大地图和小地图要显示在一起哦,前面我所说的x和y的值就是小地图在大地图的位置.如果要提前显示下一个零件,那就提前随机算好下一个零件,直接打印tool在左上角或者右上角不相关的地方.

对于OpenGL或者D3D,SDL之类的,图形显示为所做即所得的形式就更加方便了.

/*一堆GL初始化代码*/

/*GL的显示列表完成*/

//自己估量好x,y的间隔,用循环打印下面的box(你的方块)

x=0;y=0;
       while(x<=9){
       while(y<=19){
       glLoadIdentity();
       glTranslatef(x,y,-6.0f);
       if(map[x][y]==1)glCallList(box);
       y+=1;
       }
       x+=1;

图形显示和逻辑地图+控制+定时器完全没有任何联系,它所要做的就是以正确的方位和正确的图片来显示它的位置.
搜索更多相关主题的帖子: 俄罗斯方块 逻辑 
2010-12-17 16:59
laoyang103
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自己慢慢想把  祝你早日编出来

                                         
===========深入<----------------->浅出============
2010-12-17 17:58
BlueGuy
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以下是引用laoyang103在2010-12-17 17:58:43的发言:

自己慢慢想把  祝你早日编出来
你搞错了, 他是来教我们写的,/

我就是真命天子,顺我者生,逆我者死!
2010-12-18 12:11
BlueGuy
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楼主,能把你的 俄罗斯方块的代码发出来看看吗,
我习惯从代码里看思想 。/

我就是真命天子,顺我者生,逆我者死!
2010-12-18 12:12
yy1123830729
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俄罗斯方块
    #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)
因为输不下了,后继见下帖
2018-03-11 16:15
yy1123830729
Rank: 1
等 级:新手上路
帖 子:5
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注 册:2018-3-11
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继上贴
{
                    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;
}
作者:李国良
2018-03-11 16:16
快速回复:俄罗斯方块逻辑
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