C++小游戏BrickHit实例代码
打砖块小游戏。材料:EasyX图形库。
碰撞的处理,木板移动方法还需要优化。
//定义 Circle,Brick,Broad
#include<cmath>
#include<graphics.h>
#ifndef _PROPERTY_H_
#define _PROPERTY_H_
struct Circle {
int x0, y0, r;
int mvX, mvY;
COLORREF color;
virtual ~Circle() {}
Circle(int x0_, int y0_, int r_, int mvX_, int mvY_, COLORREF color_)
:x0(x0_), y0(y0_), r(r_), mvX(mvX_), mvY(mvY_), color(color_) {}
//小球起始位置
void prtCirl() {
setfillcolor(color);
solidcircle(x0, y0, r);
}
//小球的移动
void CirlMove() {
setfillcolor(BLACK);
solidcircle(x0, y0, r);
x0 += mvX;
y0 += mvY;
setfillcolor(color);
solidcircle(x0, y0, r);
}
//判断小球是否离开宽口内。
//参数:窗口左上坐标、宽、高。
//离开返回真。
bool IsCirlQuit(int x, int y, int width, int height) {
if (x0 - x <= r && mvX < 0) {
mvX = -mvX;
return false;
}
else if (x + width - x0 <= r && mvX > 0) {
mvX = -mvX;
return false;
}
else if (y0 - y <= r && mvY < 0) {
mvY = -mvY;
return false;
}
else if (y + height - y0 <= r)
return true;
return false;
}
};
struct Brick {
int x0, y0;
COLORREF color;
int height, width;
virtual ~Brick() {}
Brick(int x0_, int y0_, int width_, int height_, COLORREF color_)
:x0(x0_), y0(y0_), width(width_), height(height_), color(color_) {}
//砖块的绘制
void prtBrick() {
setfillcolor(color);
solidrectangle(x0, y0, x0 + width, y0 + height);
}
//判断砖块是否与小球发生碰撞
//参数:小球
//发生碰撞返回真
bool IsCrashCirl(Circle &arg) {
if (arg.x0 + arg.r < x0 || x0 + width < arg.x0 - arg.r)
return false;
int disY = min(abs(y0 - arg.y0), abs(y0 + height - arg.y0));
if (disY <= arg.r) {
arg.mvY = -arg.mvY;
return true;
}
return false;
}
//砖块的清除
void BrickClr() {
setfillcolor(BLACK);
solidrectangle(x0, y0, x0 + width, y0 + height);
}
};
struct Broad :public Brick{
int mvX;
int floor, ceiling;
virtual ~Broad() {}
Broad(int x0_, int y0_, int width_, int height_, int mvX_,
int floor_, int ceiling_, COLORREF color_)
:Brick(x0_, y0_, width_, height_, color_), mvX(mvX_), floor(floor_), ceiling(ceiling_) {}
//重载,判断木板是否与小球发生碰撞
//参数:小球
//发生碰撞返回真
bool IsCrashCirl(Circle &arg) {
if (arg.x0 + arg.r < x0 || x0 + width < arg.x0 - arg.r)
return false;
if (y0 - arg.y0 <= arg.r&&arg.mvY > 0) {
arg.mvY = -arg.mvY;
return true;
}
return false;
}
//木板移动
void BroadMove() {
POINT point;
GetCursorPos(&point);
if (x0 <= point.x&&point.x <= x0)
return;
BrickClr();
if (point.x < x0)
x0 = max(x0 - mvX, floor);
else
x0 = min(x0 + mvX, ceiling - width);
setfillcolor(color);
solidrectangle(x0, y0, x0 + width, y0 + height);
}
};
#endif // _PROPERTY_H_
//Main.cpp
#include<list>
#include<algorithm>
#include"property.cpp"
using namespace std;
const int WndW = 400, WndH = 400; //窗口大小
list<Brick> CreatBricks();
bool theGame(list<Brick> &MyBrks, Broad &MyBrd, Circle&MyCirl);
int main() {
//brick布局
list<Brick> MyBrks = move(CreatBricks());
//broad:60*20,移速5,WHITE
Broad MyBrd(WndW/2 - 30, WndH - 20, 60, 20, 5, 0, WndW, WHITE);
//circle:半径5,移速5,DARKGRAY
Circle MyCirl(WndW/2 - 10, WndH - 20 - 10, 10, 5, 5, DARKGRAY);
HWND Hwnd = initgraph(WndW, WndH);
bool GameOver = theGame(MyBrks, MyBrd, MyCirl);
if (GameOver)
MessageBox(Hwnd, L"u Win!", L"BrickHit",MB_OK);
else
MessageBox(Hwnd, L"default!", L"BrickHit", MB_OK);
closegraph();
return 0;
}
//bricks的实现
list<Brick> CreatBricks() {
//brick信息:5行10列,40*10
int Row = 5, Col = 10;
int BrickW = WndW / Col;
int BrickH = 10;
list<Brick> MyBrks;
bool ColChoice = true;
for (int i = Row - 1; i >= 0; i--) {
ColChoice = !ColChoice;
for (int j = 0; j < Col; j++)
switch (ColChoice) {
case true:
MyBrks.push_back({ BrickW*j,BrickH*i,BrickW,BrickH,LIGHTGREEN });
ColChoice = !ColChoice;
break;
case false:
MyBrks.push_back({ BrickW*j,BrickH*i,BrickW,BrickH,LIGHTCYAN });
ColChoice = !ColChoice;
break;
}
}
return MyBrks;
}
//游戏的实现
bool theGame(list<Brick> &MyBrks, Broad &MyBrd, Circle&MyCirl) {
//游戏起始界面
for_each(MyBrks.begin(), MyBrks.end(), [](Brick it) { it.prtBrick(); });
MyBrd.prtBrick();
MyCirl.prtCirl();
//游戏循环
while (!MyBrks.empty()) {
MyCirl.CirlMove();
MyBrd.BroadMove();
if (MyCirl.IsCirlQuit(0, 0, WndW, WndH))
return false;
MyBrd.IsCrashCirl(MyCirl);
auto theBrick = find_if(MyBrks.begin(), MyBrks.end(),
[&MyCirl](Brick it) { return it.IsCrashCirl(MyCirl); });
if (theBrick != MyBrks.end()) {
theBrick->BrickClr();
MyBrks.erase(theBrick);
}
Sleep(30);
}
return true;
}
总结
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