这篇文章主要为大家详细介绍了C语言实现——《打砖块项目》,文中示例代码介绍得非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下!
游戏介绍:
在游戏中,玩家通过按住并滑动挡板下的圆点控制挡板左右移动,接住击打砖块而改变飞行轨迹掉落下来的小球。在游戏界面的左侧有个速度控制器,玩家可一边接球,一边控制它。上下滑动调整小球的飞行速度。速度越快风险越大,当然奖励和风险是成正比的。越快的速度得分会越多,反之速度越慢得分会越少。(本项目并没有设计速度调整这一块,大家可以自己完善一下)
项目技术:
主要是数组、结构体、绘图技术、按键操作和定时器等,对逻辑也是有一定的要求,但是这些在我们项目源码里面都会有注释,大家到时候学习的时候千万不要忽略注释,注释可以更好地帮你理解代码,尤其是C语言初学者。
本项目编译环境:VS2019/VS2013;
插件:图形库插件easyX,涉及图片素材可以自行百度找也可以关注文末领取;
效果图展示
配套讲解教程:打砖块游戏教程——哔哩哔哩
源代码示例:
#include <graphics.h>
#include <time.h>
//画砖块
int map[5][8]; //描述整个地图
HWND hwnd = NULL;
//用1-3 给数组赋值
void initMap()
{
for (int i = 0; i < 5; i )
{
for (int j = 0; j < 8; j )
{
map[i][j] = rand() % 3 1;
}
}
}
void drawMap()
{
setlinestyle(PS_SOLID, 2);
setlinecolor(WHITE);
for (int i = 0; i < 5; i )
{
for (int j = 0; j < 8; j )
{
int x = 100*j ; //j=x/100
int y = 25*i ; //i=y/i
switch (map[i][j]) //map[i][j]!=0
{
case 0: //做消除用的
break;
case 1:
setfillcolor(YELLOW);
fillrectangle(x, y, x 100, y 25);
break;
case 2:
setfillcolor(LIGHTBLUE);
fillrectangle(x, y, x 100, y 25);
break;
case 3:
setfillcolor(LIGHTGREEN);
fillrectangle(x, y, x 100, y 25);
break;
}
}
}
}
//木板的过程
struct Board
{
int x;
int y;
int speed;
COLORREF color;
int width;
int height;
};
//struct Board board = { 300, 800 - 25,1, WHITE, 200, 25 };
struct Board* createBoard(int x, int y, int speed, COLORREF color, int width, int height)
{
struct Board* pBoard = (struct Board*)malloc(sizeof(struct Board));
//结构体指针->成员 ->指针指向运算符
//(*指针).成员;
pBoard->x = x;
pBoard->y = y;
pBoard->speed = speed;
pBoard->color = color;
//结构体变量.成员
(*pBoard).width = width;
(*pBoard).height = height;
return pBoard;
}
void drawBoard(struct Board* pBoard)
{
setfillcolor(pBoard->color);
fillrectangle(pBoard->x, pBoard->y,
pBoard->x pBoard->width, pBoard->y pBoard->height);
}
//木板的按键操作
void keyDown(struct Board* pBoard)
{
//C语言: scanf函数 getch() getchar() gets()
//异步的按键操作
if (GetAsyncKeyState('A') || GetAsyncKeyState(VK_LEFT)&&pBoard->x>=0)
{
pBoard->x -= pBoard->speed;
}
if (GetAsyncKeyState('D') || GetAsyncKeyState(VK_RIGHT)&&pBoard->x<=800-200)
{
pBoard->x = pBoard->speed;
}
}
//球:
struct Ball
{
int x;
int y;
int r; //半径
int dx;
int dy;
COLORREF color;
};
struct Ball* createBall(int x, int y, int r, int dx, int dy, COLORREF color)
{
struct Ball* pBall = (struct Ball*)malloc(sizeof(struct Ball));
pBall->x = x;
pBall->y = y;
pBall->r = r;
pBall->dx = dx;
pBall->dy = dy;
pBall->color = color;
return pBall;
}
void drawBall(struct Ball* pBall)
{
setfillcolor(pBall->color);
solidcircle(pBall->x, pBall->y, pBall->r);
}
//1.反射
//2.撞击木板
int hitBoard(struct Ball* pBall, struct Board* pBoard)
{
if (pBall->y pBall->r == pBoard->y) //y满足
{
if (pBall->x >= pBoard->x && pBall->x <= pBoard->x pBoard->width)
{
return 1;
}
}
return 0;
}
int die(struct Ball* pBall)
{
if (pBall->y > 800 - 25)
{
return 1;
}
return 0;
}
//3.撞击砖块
int hitBricks(struct Ball* pBall)
{
//1.算出球的行的列是属于地图
int ballJ = pBall->x / 100;
int ballI = (pBall->y - pBall->r) / 25;
//2.当前下标下,数组中不等于表示有砖块需要反射
if (ballJ < 8 && ballI < 5 && map[ballI][ballJ] != 0)
{
map[ballI][ballJ] = 0;
return 1;
}
return 0;
}
void moveBall(struct Ball* pBall,struct Board* pBoard)
{
if (pBall->x - pBall->r <= 0 || pBall->x pBall->r >= 800)
{
pBall->dx = -pBall->dx;
}
if (pBall->y - pBall->r <= 0 || hitBoard(pBall,pBoard)|| hitBricks(pBall))
{
pBall->dy = -pBall->dy;
}
pBall->x = pBall->dx;
pBall->y = pBall->dy;
}
//4.收尾工作 :游戏结束
//5.定时器
int Timer(time_t num, int id)
{
static time_t start[10];
time_t end = clock();
if (end - start[id]>num)
{
start[id] = end;
return 1;
}
return 0;
}
int gameOver()
{
for (int i = 0; i < 5; i )
{
for (int j = 0; j < 8; j )
{
if (map[i][j] != 0)
{
return 0;
}
}
}
return 1;
}
int main()
{
srand((unsigned int)time(0)); //设置随机数的范围跟随时间改变而改变
hwnd=initgraph(800, 800);
struct Board* pBoard = createBoard(300, 800 - 25,5, WHITE, 200, 25);
struct Ball* pBall = createBall(400, 600, 15, 5, -5, RED);
initMap();
BeginBatchDraw();
while (1)
{
cleardevice();
drawMap();
drawBoard(pBoard);
drawBall(pBall);
if(Timer(10,0))
moveBall(pBall,pBoard);
keyDown(pBoard);
if (die(pBall))
{
MessageBox(hwnd, "you die", "gameOver", MB_OK);
exit(0);
}
if (gameOver())
{
MessageBox(hwnd, "win game", "gameOver", MB_OK);
exit(0);
}
FlushBatchDraw();
}
EndBatchDraw();
closegraph();
return 0;
}
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