使用C++开发俄罗斯方块游戏的详细实现方案,涵盖核心逻辑、界面设计和键盘控制功能:
1. 项目结构
Tetris/
├── include/
│ ├── Game.h // 游戏主逻辑
│ ├── Tetromino.h // 方块类
│ └── Board.h // 游戏面板类
├── src/
│ ├── Game.cpp // 游戏主逻辑实现
│ ├── Tetromino.cpp // 方块实现
│ ├── Board.cpp // 游戏面板实现
│ └── main.cpp // 程序入口
├── CMakeLists.txt // CMake构建文件
└── README.md // 项目说明
2. 核心类设计
2.1 方块类(Tetromino.h)
#ifndef TETROMINO_H
#define TETROMINO_H
#include <vector>
class Tetromino {
public:
enum Shape { I, O, T, S, Z, J, L };
Tetromino(Shape shape);
void rotate(); // 旋转方块
const std::vector<std::vector<int>>& getShape() const; // 获取方块形状
int getSize() const; // 获取方块大小
private:
std::vector<std::vector<int>> shape; // 方块形状
int size; // 方块大小
void initializeShape(Shape shape); // 初始化方块形状
};
#endif
2.2 游戏面板类(Board.h)
#ifndef BOARD_H
#define BOARD_H
#include "Tetromino.h"
#include <vector>
class Board {
public:
static const int WIDTH = 10; // 面板宽度
static const int HEIGHT = 20; // 面板高度
Board();
bool isCollision(const Tetromino& tetromino, int x, int y) const; // 检测碰撞
void merge(const Tetromino& tetromino, int x, int y); // 合并方块
int clearLines(); // 清除满行
const std::vector<std::vector<int>>& getGrid() const; // 获取面板网格
private:
std::vector<std::vector<int>> grid; // 面板网格
};
#endif
2.3 游戏类(Game.h)
#ifndef GAME_H
#define GAME_H
#include "Board.h"
#include "Tetromino.h"
class Game {
public:
Game();
void run(); // 运行游戏
private:
Board board;
Tetromino currentTetromino;
int currentX, currentY; // 当前方块位置
bool isRunning;
void handleInput(); // 处理输入
void update(); // 更新游戏状态
void render(); // 渲染游戏
void spawnTetromino(); // 生成新方块
};
#endif
3. 核心逻辑实现
3.1 方块类实现(Tetromino.cpp)
#include "Tetromino.h"
Tetromino::Tetromino(Shape shape) {
initializeShape(shape);
}
void Tetromino::initializeShape(Shape shape) {
switch (shape) {
case I:
this->shape = {{1, 1, 1, 1}};
size = 4;
break;
case O:
this->shape = {{1, 1}, {1, 1}};
size = 2;
break;
case T:
this->shape = {{0, 1, 0}, {1, 1, 1}};
size = 3;
break;
case S:
this->shape = {{0, 1, 1}, {1, 1, 0}};
size = 3;
break;
case Z:
this->shape = {{1, 1, 0}, {0, 1, 1}};
size = 3;
break;
case J:
this->shape = {{1, 0, 0}, {1, 1, 1}};
size = 3;
break;
case L:
this->shape = {{0, 0, 1}, {1, 1, 1}};
size = 3;
break;
}
}
void Tetromino::rotate() {
std::vector<std::vector<int>> rotated(size, std::vector<int>(size));
for (int i = 0; i < size; ++i)
for (int j = 0; j < size; ++j)
rotated[j][size - 1 - i] = shape[i][j];
shape = rotated;
}
const std::vector<std::vector<int>>& Tetromino::getShape() const {
return shape;
}
int Tetromino::getSize() const {
return size;
}
3.2 游戏面板类实现(Board.cpp)
#include "Board.h"
Board::Board() : grid(HEIGHT, std::vector<int>(WIDTH, 0)) {}
bool Board::isCollision(const Tetromino& tetromino, int x, int y) const {
const auto& shape = tetromino.getShape();
int size = tetromino.getSize();
for (int i = 0; i < size; ++i) {
for (int j = 0; j < size; ++j) {
if (shape[i][j] && (x + j < 0 || x + j >= WIDTH || y + i >= HEIGHT || grid[y + i][x + j]))
return true;
}
}
return false;
}
void Board::merge(const Tetromino& tetromino, int x, int y) {
const auto& shape = tetromino.getShape();
int size = tetromino.getSize();
for (int i = 0; i < size; ++i) {
for (int j = 0; j < size; ++j) {
if (shape[i][j]) grid[y + i][x + j] = 1;
}
}
}
int Board::clearLines() {
int linesCleared = 0;
for (int i = HEIGHT - 1; i >= 0; --i) {
bool isFull = true;
for (int j = 0; j < WIDTH; ++j) {
if (!grid[i][j]) {
isFull = false;
break;
}
}
if (isFull) {
grid.erase(grid.begin() + i);
grid.insert(grid.begin(), std::vector<int>(WIDTH, 0));
linesCleared++;
i++; // 重新检查当前行
}
}
return linesCleared;
}
const std::vector<std::vector<int>>& Board::getGrid() const {
return grid;
}
4. 主程序(main.cpp)
#include "Game.h"
int main() {
Game game;
game.run();
return 0;
}
5. 编译与运行
CMake配置(CMakeLists.txt)
cmake_minimum_required(VERSION 3.10)
project(Tetris)
set(CMAKE_CXX_STANDARD 17)
include_directories(include)
file(GLOB SOURCES "src/*.cpp")
add_executable(Tetris ${SOURCES})
编译与运行
mkdir build
cd build
cmake ..
make
./Tetris
6. 扩展功能
图形界面:使用SFML或SDL2替换控制台界面。
得分系统:根据清除的行数计算得分。
难度递增:随着得分增加,方块下落速度加快。
通过以上实现,您可以快速开发一个功能完整的俄罗斯方块游戏!