本文实例为大家分享了C++基于easyx实现打砖块的具体代码,供大家参考,具体内容如下
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#include <graphics.h> #include <ctime> #include <iostream> #include <cassert> using namespace std; class Board { public : int x; int y; int w; int h; COLORREF color; }; class Board* createBoard( int x, int y, int w, int h, COLORREF color) { Board* board = new Board; assert (board); board->x = x; board->y = y; board->w = w; board->h = h; board->color = color; return board; } class Ball { public : int x; int y; int r; int dx; int dy; unsigned long color; }; class Ball* createBall( int x, int y, int r, int dx, int dy, unsigned long color) { Ball* pBall = new Ball; assert (pBall); pBall->x = x; pBall->y = y; pBall->r = r; pBall->dx = dx; pBall->dy = dy; pBall->color = color; return pBall; } class Map { public : Map() {} //初始化地图 void initMap( int map[][8], int row, int cols); //绘制地图 void drawMap( int map[][8], int row, int cols); //绘制木板 void drawBoard(Board* pBoard); //绘制球 void drawBall(Ball* pBall); }; class Move { public : //移动球 void moveBall(Ball* pBall, Board* pBaord, int map[][8], int row, int cols); //球击中木板后 int hitBoard(Ball* pBall, Board* pBoard); //球击中墙后 int hitBricks(Ball* pBall, int map[][8], int row, int cols); }; class System { public : //按键操作,控制木板左右移 void keyDown(Board* pBoard); //计时器 int Timer( int duration, int id); //游戏结束 int gameOver(Ball* pBall, Board* pBoard); //游戏结束的文字显示 void outtextxyInfo( int x, int y, const char * info); //游戏胜利 int windGame( int map[][8], int row, int cols); }; void Map::drawBoard(Board* pBoard) { setfillcolor(pBoard->color); //木板的x , y 坐标 , 木板的坐标加上 宽度 和高度 solidrectangle(pBoard->x, pBoard->y, pBoard->x + pBoard->w, pBoard->y + pBoard->h); } void Map::initMap( int map[][8], int row, int cols) { for ( int i = 0; i < row; i++) { for ( int j = 0; j < cols; j++) { map[i][j] = rand () % 3 + 1; //[1,3] } } } void Map::drawMap( int map[][8], int row, int cols) { setlinecolor(BLACK); for ( int i = 0; i < row; i++) { for ( int j = 0; j < cols; j++) { int x = 100 * j; int y = 25 * i; switch (map[i][j]) { case 0: break ; case 1: setfillcolor(RGB(255, 255, 85)); fillrectangle(x, y, x + 100, y + 25); break ; case 2: setfillcolor(RGB(85, 255, 85)); fillrectangle(x, y, x + 100, y + 25); break ; case 3: setfillcolor(RGB(85, 85, 255)); fillrectangle(x, y, x + 100, y + 25); break ; } } } } void System::keyDown(Board* pBoard) { //修改木板的坐标 //_getch() //使用异步处理函数 , 按键控制 if ((GetAsyncKeyState( 'A' ) || GetAsyncKeyState(VK_LEFT)) && pBoard->x > 0) { pBoard->x -= 1; } if ((GetAsyncKeyState( 'D' ) || GetAsyncKeyState(VK_RIGHT))&& pBoard->x + pBoard->w < 800) { pBoard->x += 1; } } void Map::drawBall(Ball* pBall) { //setfillcolor(pBall->color); setfillcolor(RGB( rand () % 255, rand () % 255 , rand () % 255)); //随机颜色 solidcircle(pBall->x, pBall->y, pBall->r); } void Move::moveBall(Ball* pBall, Board* pBoard, int map[][8], int row, int cols) { //碰撞反弹, /*if(pBall->x - pBall->r <= 0 || pBall->x + pBall->r >= 800) { pBall->dx = -pBall->dx; } if(pBall->y - pBall->r <= 0 || pBall->y + pBall->r >=600 ) { pBall->dy = -pBall->dy; }*/ if (pBall->x - pBall->r <= 0 || pBall->x + pBall->r >= 800) { pBall->dx = -pBall->dx; } #if 0 if (pBall->y - pBall->r <= 0 || hitBoard(pBall, pBoard)) { cout << "发生碰撞" << endl; cout << "没有发生反射" << endl; pBall->dy = -pBall->dy; } #else if (pBall->y - pBall->r <= 0 || pBall->y + pBall->r >= 600 || hitBoard(pBall,pBoard) || hitBricks(pBall,map,row,cols)) { cout << "发生碰撞" << endl; pBall->dy = -pBall->dy; } #endif pBall->x += pBall->dx; pBall->y += pBall->dy; } int System::Timer ( int duration, int id) { static int startTime[10]; //静态变量自动初始化为零 //用静态变量是因为要记录上一次的运行结果 int endTime = clock (); if (endTime - startTime[id] >= duration) { //下一次开始的时间编程变成一次结束的时间 startTime[id] = endTime; return 1; } return 0; } int Move::hitBoard(Ball* pBall, Board* pBoard) { #if 0 if (pBall->y + pBall->r == pBoard->y) { if (pBall->x > pBoard->x && pBall->x < pBoard->x + pBoard->w) { cout << "发生碰撞" << endl; return 1; } else { cout << "碰撞出错" << endl; } } #else if (pBall->y + pBall->r == pBoard->y) { if (pBall->x > pBoard->x && pBall->x <= pBoard->x + pBoard->w) { cout << "发生碰撞" << endl; return 1; } else { cout << "碰撞出错" << endl; } } #endif return 0; } int Move::hitBricks(Ball* pBall, int map[][8], int row, int cols) { int j = pBall->x / 100; int i = (pBall->y - pBall->r) / 25; if (i < row && j < cols && map[i][j] != 0) { map[i][j] = 0; return 1; } return 0; } int System::gameOver(Ball* pBall,Board* pBoard) { if (pBall->y + pBall->r > pBoard->y) { return 1; } return 0; } int System::windGame( int map[][8], int row, int cols) { for ( int i = 0; i < row; ++i) { for ( int j = 0; j < cols; ++j) { if (map[i][j] !=0) { return 0; } } } return 1; } void System::outtextxyInfo( int x, int y, const char * info) { settextstyle(45, 0, "楷体" ); settextcolor(RED); outtextxy(x, y, info); } int main() { Map init; Move move; System psystem; System judge; srand ((unsigned int ) time (NULL)); initgraph(800, 600); int map[5][8]; Board* pBoard = createBoard(300, 600 - 25, 200, 25, BLUE); Ball* pBall = createBall(400, 300, 10, 15, -5, RED); init.initMap(map, 5, 8); BeginBatchDraw(); while ( true ) { cleardevice(); init.drawMap(map, 5, 8); init.drawBoard(pBoard); init.drawBall(pBall); if (judge.Timer(20, 0)) move.moveBall(pBall, pBoard, map, 5, 8); judge.keyDown(pBoard); //Sleep(10); if (judge.gameOver(pBall, pBoard)) { psystem.outtextxyInfo(300, 350, "游戏失败" ); FlushBatchDraw(); break ; } if (judge.windGame(map, 5, 8)) { psystem.outtextxyInfo(300, 350, "游戏胜利" ); FlushBatchDraw(); break ; } FlushBatchDraw(); } Sleep(5000); EndBatchDraw(); closegraph(); return 0; } |
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原文链接:https://blog.csdn.net/weixin_66885166/article/details/123942097