这是我的第n个鸡肋小游戏
#include#include const int WINDOW_HEIGHT = 600; //定义窗口的高 const int WINDOW_WIDE = 400; //定义窗口的宽 class Bricks { public: int bricks[12][12]; //用二维数组保存所有砖块 int count; //记录砖块总数 const int x = 10, y = 5; //确定砖块有几排(y)几列(x) const int length = WINDOW_WIDE / x; //计算每个砖块的长和宽 const int wide = 20; //构造函数 Bricks() { memset(bricks, 0, sizeof(bricks)); //初始化 0表示有砖块 count = x * y; //计算砖块总数 } //画出所有的砖块 void drawallbricks() { setfillcolor(YELLOW); //设置砖块颜色 setlinecolor(BLACK); //设置边框颜色 for (int i = 0; i < y; i++) for (int j = 0; j < x; j++) fillrectangle(j * length, i * wide, (j + 1) * length, (i + 1) * wide); } }; class Board //定义木板类 { public: int x, y; //定义板的坐标 const int length = 120; //定义板的长度 const int wide = 15; //定义板的宽度 //构造函数 将木板的坐标初始化在中心位置 Board() { x = WINDOW_WIDE / 2 - length / 2; y = WINDOW_HEIGHT - wide; } //木板移动函数 void Move() { int ch; //接受一个键值 ch = _getch(); setfillcolor(BLACK); //将木板当前位置用背景色黑色覆盖 solidrectangle(x, y, x + length, y + wide); switch (ch) { case 75: //每次左移木板长度的1/3 case 'A': case 'a': x -= length / 3; break; case 77: //每次右移木板长度的1/3 case 'D': case 'd': x += length / 3; break; } //木板左右移动的边界限制 if (x <= 0) x = 0; if (x >= WINDOW_WIDE - length) x = WINDOW_WIDE - length; setfillcolor(BLUE); //更新坐标后画新木板 solidrectangle(x, y, x + length, y + wide); } }; class Ball { public: const int r = 20;//定义球的半径 const int speed = 3; //定义球的飞行速度 int ballx, bally; //定义球的坐标 int addx, addy; //表示球的飞行方向 //设置两个个标志量 bool go; //小球是否发射 bool iscatch; //木板是否捕捉到了小球 //构造函数 使小球初始化时位于木板中心上 Ball(int board_wide) { ballx = WINDOW_WIDE / 2; bally = WINDOW_HEIGHT - board_wide - r - 1; //初始时小球向右上发射 addx = 1; addy = -1; go = 0; //初始化状态 小球未发射出去 iscatch = 1; //初始化状态 球被木板接住 }; //小球移动函数 void Move(Bricks& brick, Board& board) { BeginBatchDraw(); //开启批量画图模式 //处理边界:左,右,上边界要反弹 if (ballx >= WINDOW_WIDE - r || ballx <= r) { addx *= -1; } if (bally <= r) { addy *= -1; } //若小球触及下边界 说明木板板没有接住小球 if (bally >= WINDOW_HEIGHT - r) { iscatch = 0; return; } //判断小球和木板的碰撞(小球发射出去后才能判断 即go = 1) if (go && ballx + 1 >= board.x - r && ballx - 1 <= board.x + board.length + r && bally + 1 >= board.y - r) { go = 0; //小球未发射 if (bally + 1 <= board.y) //接住了 小球反向 addy *= -1; else if (bally < WINDOW_HEIGHT - r) //这里是对小球碰撞到木板左右侧面的情况进行处理 { addx *= -1; addy *= -1; } } int flag = 0; //表示未小球击中任一砖块 for (int i = 0; i < brick.y && !flag; i++) { for (int j = 0; j < brick.x && !flag; j++) { //此处有砖块 且小球在该砖块的碰撞范围内 if (brick.bricks[i][j] == 0 && ballx + 1 >= j * brick.length - r && ballx - 1 <= (j + 1) * brick.length + r && bally + 1 >= i * brick.wide - r && bally - 1 <= (i + 1) * brick.wide + r) { //左右两边 if (bally + 1 > i * brick.wide - r && bally - 1 < (i + 1) * brick.wide) addx *= -1; //上下两边 else if (ballx + 1 >= j * brick.length && ballx - 1 <= (j + 1) * brick.length) addy *= -1; //四个顶角处 else continue; brick.bricks[i][j] = 1; //此处砖块被打掉了 brick.count--; //砖块数减一 flag = 1; //击中了 不用继续遍历 setfillcolor(BLACK); //将击中的砖块用黑色覆盖掉 fillrectangle(j * brick.length, i * brick.wide, (j + 1) * brick.length, (i + 1) * brick.wide); } }// }//for setfillcolor(BLACK); //擦除小球当前位置 solidcircle(ballx, bally, r); ballx += addx * speed; //更新位置 bally += addy * speed; if (bally + 1 < board.y - r) go = 1; //小球成功发射 setfillcolor(RED); //在新位置画小球 solidcircle(ballx, bally, r); FlushBatchDraw(); //把之前所有的绘图内容显示出来 Sleep(3); //休眠,就是暂停,使小球慢慢地运动 } }; int Gaming() { Bricks brick; brick.drawallbricks(); Board board; setfillcolor(BLUE); solidrectangle(board.x, board.y, board.x + board.length, board.y + board.wide); Ball ball(board.wide); setfillcolor(RED); solidcircle(ball.ballx, ball.bally, ball.r); while (1) { //游戏结束条件 if (!ball.iscatch || brick.count == 0) { //本局结束后把当前小球和木板清除掉 setfillcolor(BLACK); solidcircle(ball.ballx, ball.bally, ball.r); solidrectangle(board.x, board.y, board.x + board.length, board.y + board.wide); if (brick.count > 0) return MessageBox(NULL, L"You Lose!", L"打砖块", MB_RETRYCANCEL); else if (brick.count == 0) return MessageBox(NULL, L"You Win!", L"打砖块", MB_RETRYCANCEL); } if (_kbhit()) //判断你是否按下键 按下返回1 没有返回0 { board.Move(); } ball.Move(brick, board); } } int main() { initgraph(WINDOW_WIDE, WINDOW_HEIGHT); //初始化窗口 while (1) { if (Gaming() == IDCANCEL) //点击 取消 return 0; } }
本代码借鉴了一个忘了叫啥名的博主
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