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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