C++基于EasyX图形库实现2048小游戏

C++ 和 EasyX 图形库,实现2048小游戏,供大家参考,具体内容如下

C++基于EasyX图形库实现2048小游戏_第1张图片

MainGame2048.cpp

/** Name: Game2048CoreClass*/
#include
#include
#include
#include
#include
#include
#include"Game2048.h"
#define BLOCK_SIZE 60
#define SIZE_COL 10
#define SIZE_ROW 10
using namespace std;
void DisplayMap(Game2048& mygame);
int GetMove();
int main(int argc, char * argv[])
{
 HWND hwnd=initgraph(SIZE_COL*BLOCK_SIZE, SIZE_ROW*BLOCK_SIZE);
 setbkmode(TRANSPARENT);
 setbkcolor(RGB(180,180,180));
 settextcolor(RGB(0,180,80));
 cleardevice();
 while (1)
 {
 Game2048 mygame(SIZE_ROW, SIZE_COL);
 while (1)
 {
 DisplayMap(mygame);
 int mov = GetMove();
 cout << mov << endl;
 if (!mygame.Run(mov))
 break;
 }
 if (MessageBox(hwnd, "游戏结束,是否重玩?", "Tips", MB_YESNO) == IDNO)
 break;
 }
 
 return 0;
}
int GetMove()
{
 char move = '\0';
 move = getch();
 if (move == 'w' || move == '8' || move == 'W')
 return MOV_UP;
 if (move == 's' || move == '5' || move == 'S')
 return MOV_DOWN;
 if (move == 'a' || move == '4' || move == 'A')
 return MOV_LEFT;
 if (move == 'd' || move == '6' || move == 'D')
 return MOV_RIGHT;
 if (move == '*')
 return MOV_NULL;
 return 0;
}
void DisplayMap(Game2048& mygame)
{
 BeginBatchDraw();
 cleardevice();
 char temp[20] = { 0 };
 system("cls");
 cout << mygame.GetScore() << " " << mygame.GetStep() << " " << mygame.GetUsedTime()<<" " << mygame.GetMaxNum() << endl;
 for (int i = 0; i 
 

Game2048.h

#ifndef _GAME2048_H_
#define _GAME2048_H_
/*For example:
Game2048 mygame(10,10);
int main(int argc, char * argv[])
{
 while (1)
 {
 DisplayMap();
 int mov = GetMove();
 cout << mov << endl;
 if (!mygame.Run(mov))
 break;
}
system("pause");
return 0;
}
*/
#include
#include
typedef int MoveDirect;
#define MOV_NULL 0
#define MOV_UP 8
#define MOV_DOWN 5
#define MOV_LEFT 4
#define MOV_RIGHT 6
class Game2048
{
public:
 Game2048(int line=5,int col=5);
 ~Game2048();
 bool Run(MoveDirect mov);
 int GetCols();
 int GetLines();
 int MapAt(int rindex, int cindex);//return >=0 is true,-1 is bad index,0 mean space,other mean number.
 int GetStep();
 int GetScore();
 int GetUsedTime();
 int GetMaxNum();
 void clear();
private:
 void CreateNew();
 void MoveAndResult(MoveDirect mov);
 bool IsDead();
 //运行图和运行时环境
 int * Map;
 int lines;
 int cols;
 int step;
 int core;
 long runtime;
 int usetime;
 int maxnum;

};

#endif // _GAME2048_H_

Game2048.cpp

#include"Game2048.h"
Game2048::Game2048(int line,int col)
{
 this->lines = line;
 this->cols = col;
 this->step=0;
 this->core=0;
 this->runtime=0;
 this->usetime=0;
 this->maxnum=2;
 this->Map=(int *)malloc(sizeof(int)*(this->lines)*(this->cols));
 runtime = time(NULL); //记录开始时间,用于算总时长
 srand((unsigned)time(NULL));
 for (int i = 0; ilines; i++)
 {
 for (int j = 0; jcols; j++)
 {
 Map[i*this->cols+j] = 0;
 }
 }
 CreateNew();
}
Game2048::~Game2048()
{
 free(this->Map);
}
void Game2048::clear()
{
 this->step = 0;
 this->core = 0;
 this->runtime = 0;
 this->usetime = 0;
 this->maxnum = 2;
 runtime = time(NULL); //记录开始时间,用于算总时长
 srand((unsigned)time(NULL));
 for (int i = 0; ilines; i++)
 {
 for (int j = 0; jcols; j++)
 {
 Map[i*this->cols + j] = 0;
 }
 }
 CreateNew();
}
bool Game2048::Run(MoveDirect mov)
{
 CreateNew();
 MoveAndResult(mov);
 if (step > (lines*cols * 2))
 if (IsDead() == 1)
 return false;
 usetime = time(NULL) - runtime;
 return true;
}
int Game2048::GetCols()
{
 return this->cols;
}
int Game2048::GetLines()
{
 return this->lines;
}
int Game2048::MapAt(int rindex, int cindex)
{
 if (rindex<0||cindex<0||rindex >= this->lines || cindex >= this->cols)
 return -1;
 return Map[rindex*this->cols+cindex];
}
int Game2048::GetStep()
{
 return this->step;
}
int Game2048::GetScore()
{
 return this->core;
}
int Game2048::GetUsedTime()
{
 return this->usetime;
}
int Game2048::GetMaxNum()
{
 return this->maxnum;
}
void Game2048::CreateNew()
{
 int hasfull = 1;
 for (int i = 0; icols+j] == 0)
 hasfull = 0; //判断是否满了,不满才创建
 }
 }
 if (hasfull == 1)
 return;
 int si, sj;
 si = rand() % lines;
 sj = rand() % cols;
 while (Map[si*this->cols+sj] != 0)
 {
 si = rand() % lines;
 sj = rand() % cols;
 }
 Map[si*this->cols+sj] = 2;
}
bool Game2048::IsDead()
{
 for (int i = 0; ilines + j] == 0)
 return false; //如果存在空的格则肯定不结束
 int up, down, right, left;
 up = i - 1;
 down = i + 1;
 right = j + 1;
 left = j - 1; //四个方向进行判定
 while (up >= 0 && Map[up*this->lines + j] == 0)
 up--;
 if (Map[up*this->lines + j] == Map[i*this->lines + j] && up != -1) //只要一个方向可以合并则不结束
 return false;
 while (downlines + j] == 0)
 down--;
 if (Map[down*this->lines + j] == Map[i*this->lines + j] && down != lines)
 return false;
 while (rightlines + right] == 0)
 right++;
 if (Map[i*this->lines + right] == Map[i*this->lines + j] && right != cols)
 return false;
 while (left >= 0 && Map[i*this->lines + left] == 0)
 left--;
 if (Map[i*this->lines + left] == Map[i*this->lines + j] && left != -1)
 return false;
 }
 }
 return true; //排除所有情况不结束,肯定结束了
}
void Game2048::MoveAndResult(MoveDirect mov)
{
 if (mov == MOV_NULL)
 return;
 step++; //步数增加
 int ffind, nfind;
 if (mov == MOV_UP)
 {
 for (int i = 0; icols+i] == 0)
 k++;
 if (k != lines)
 ffind = k;
 k++;
 while (klines + i] == 0)
 k++;
 if (k != lines)
 nfind = k; //获取第一个不为零和下一个不为零
 if (ffind != -1 && nfind != -1)
 {
 if (ffind != nfind)
 {
 if (Map[ffind*this->lines + i] == Map[nfind*this->lines + i]) //两个获取相等则叠加
 {
 Map[ffind*this->lines + i] *= 2;
 if (Map[ffind*this->lines + i]>maxnum)
 maxnum = Map[ffind*this->lines + i];
 Map[nfind*this->lines + i] = 0;
 core++;  //分数增加
 }
 }
 }

 }
 int count = 0;
 for (int j = 0; jlines + i] != 0)
 {
 int temp = Map[j*this->lines + i];
 Map[j*this->lines + i] = 0;
 Map[count*this->lines + i] = temp;
 count++;
 }

 }

 }
 }
 else if (mov == MOV_DOWN)
 {
 for (int i = 0; i= 0; j--)
 {
 int k = j;
 while (k >= 0 && Map[k*this->cols+i] == 0)
 k--;
 if (k != -1)
 ffind = k;
 k--;
 while (k >= 0 && Map[k*this->cols+i] == 0)
 k--;
 if (k != -1)
 nfind = k;
 if (ffind != -1 && nfind != -1)
 {
 if (ffind != nfind)
 {
 if (Map[ffind*this->cols+i] == Map[nfind*this->cols+i])
 {
 Map[ffind*this->cols+i] *= 2;
 if (Map[ffind*this->cols+i]>maxnum)
 maxnum = Map[ffind*this->cols+i];
 Map[nfind*this->cols+i] = 0;
 core++;
 }
 }
 }

 }
 int count = lines - 1;
 for (int j = lines - 1; j >= 0; j--)
 {
 if (Map[j*this->cols+i] != 0)
 {
 int temp = Map[j*this->cols+i];
 Map[j*this->cols+i] = 0;
 Map[count*this->cols+i] = temp;
 count--;
 }

 }
 }
 }
 else if (mov == MOV_LEFT)
 {
 for (int i = 0; icols+k] == 0)
 k++;
 if (k != cols)
 ffind = k;
 k++;
 while (kcols+k] == 0)
 k++;
 if (k != cols)
 nfind = k;
 if (ffind != -1 && nfind != -1)
 {
 if (ffind != nfind)
 {
 if (Map[i*this->cols+ffind] == Map[i*this->cols+nfind])
 {
 Map[i*this->cols+ffind] *= 2;
 if (Map[i*this->cols+ffind]>maxnum)
 maxnum = Map[i*this->cols+ffind];
 Map[i*this->cols+nfind] = 0;
 core++;
 }
 }
 }

 }
 int count = 0;
 for (int j = 0; jcols+j] != 0)
 {
 int temp = Map[i*this->cols+j];
 Map[i*this->cols+j] = 0;
 Map[i*this->cols+count] = temp;
 count++;
 }

 }
 }
 }
 else if (mov == MOV_RIGHT)
 {
 for (int i = 0; i= 0; j--)
 {
 int k = j;
 while (k >= 0 && Map[i*this->cols+k] == 0)
 k--;
 if (k != -1)
 ffind = k;
 k--;
 while (k >= 0 && Map[i*this->cols+k] == 0)
 k--;
 if (k != -1)
 nfind = k;
 if (ffind != -1 && nfind != -1)
 {
 if (ffind != nfind)
 {
 if (Map[i*this->cols+ffind] == Map[i*this->cols+nfind])
 {
 Map[i*this->cols+ffind] *= 2;
 if (Map[i*this->cols+ffind]>maxnum)
 maxnum = Map[i*this->cols+ffind];
 Map[i*this->cols+nfind] = 0;
 core++;
 }
 }
 }

 }
 int count = cols - 1;
 for (int j = cols - 1; j >= 0; j--)
 {
 if (Map[i*this->cols+j] != 0)
 {
 int temp = Map[i*this->cols+j];
 Map[i*this->cols+j] = 0;
 Map[i*this->cols+count] = temp;
 count--;
 }

 }
 }
 }
}

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