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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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