游戏目标:消除所有的方块即可过关。操作指南:游戏中使用键盘方向键←→控制移动
hwnd = initgraph(800, 800);
//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;
}
//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 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;
}
}
}
}
void drawBoard(struct Board* pBoard)
{
setfillcolor(pBoard->color);
fillrectangle(pBoard->x, pBoard->y,
pBoard->x + pBoard->width, pBoard->y + pBoard->height);
}
void drawBall(struct Ball* pBall)
{
setfillcolor(pBall->color);
solidcircle(pBall->x, pBall->y, pBall->r);
}
//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;
}
}
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;
//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;
}
//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;
}
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, L"you die", L"gameOver", MB_OK);
exit(0);
}
if (gameOver())
{
MessageBox(hwnd, L"win game", L"gameOver", MB_OK);
exit(0);
}
FlushBatchDraw();
}
EndBatchDraw();
closegraph();
return 0;
}
C/C++游戏《打砖块》视频详细教程https://www.bilibili.com/video/BV1ur4y1C727/https://www.bilibili.com/video/BV1ur4y1C727/