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#include <iostream>
#include <ctime>
#include <conio.h>
using namespace std;
const int BOARD_WIDTH = 10;
const int BOARD_HEIGHT = 20;
class TetrisGame {
private:
char board[BOARD_HEIGHT][BOARD_WIDTH];
int currentPieceX, currentPieceY;
int score;
public:
TetrisGame() {
for (int i = 0; i < BOARD_HEIGHT; i++) {
for (int j = 0; j < BOARD_WIDTH; j++) {
board[i][j] = ' ';
}
}
currentPieceX = BOARD_WIDTH / 2;
currentPieceY = 0;
score = 0;
}
void drawBoard() {
system("cls");
for (int i = 0; i < BOARD_HEIGHT; i++) {
for (int j = 0; j < BOARD_WIDTH; j++) {
cout << board[i][j];
}
cout << endl;
}
cout << "Score: " << score << endl;
}
void generateNewPiece() {
// Generate a new tetromino piece
// Update currentPieceX and currentPieceY accordingly
}
bool isCollision() {
// Check if the current piece collides with the board or other pieces
// Return true if there is a collision, false otherwise
}
void updateBoard() {
// Update the board with the current piece's position
}
void clearFullRows() {
// Check if any rows are full and clear them
// Increase the score accordingly
}
void movePieceLeft() {
// Move the current piece to the left
}
void movePieceRight() {
// Move the current piece to the right
}
void rotatePiece() {
// Rotate the current piece clockwise
}
void dropPiece() {
// Drop the current piece to the bottom of the board
}
void playGame() {
while (true) {
drawBoard();
if (_kbhit()) {
char key = _getch();
switch (key) {
case 'a':
movePieceLeft();
break;
case 'd':
movePieceRight();
break;
case 'w':
rotatePiece();
break;
case 's':
dropPiece();
break;
default:
break;
}
}
// Update the game state
if (!isCollision()) {
updateBoard();
}
else {
generateNewPiece();
clearFullRows();
}
}
}
};
int main() {
srand(static_cast<unsigned>(time(nullptr)));
TetrisGame game;
game.playGame();
return 0;
}
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