这篇文章将为大家详细讲解有关C/C++百行代码实现消消乐游戏的方法,小编觉得挺实用的,因此分享给大家做个参考,希望大家阅读完这篇文章后可以有所收获。

游戏设计

首先我们需要使用第三方框架,这里我使用的是sfml,不会使用sfml在我的上几篇文章当中-扫雷(上)有详细的开发环境搭建介绍

首先准备图片资源

一张背景图片,一张宝石图片

窗口初始化加载图片

Texture t1;
t1.loadFromFile(“images/bg2.png”);

当鼠标第一次单击时,记录下位置,第二次单击又记录一下位置,如果两个小方块相邻就交换位置,如果不相邻如图c的位置则,不发生变化

判断行或列如果三张一样的图片相邻,清除一下图片,进行刷新

实列

#include <SFML/Graphics.hpp>#include <SFML/Audio.hpp>#include <time.h>using namespace sf;#define GAME_ROWS_COUNT 8#define GAME_COLS_COUNT 8int ts = 57; // 每一个游戏小方块区域的大小bool isMoving = false;bool isSwap = false;// 相邻位置的第几次单击,第2次单击才交换方块int click = 0;Vector2i pos; //鼠标单击时的位置Vector2i offset(15, 273);int posX1, posY1; //第一次单击的位置(记录行和列的序号)int posX2, posY2; //第二次单击的位置(记录行和列的序号)struct Block {int x, y; //坐标值 x == col * ts y == row * ts;int row, col; //第几行,第几列int kind; //表示第几种小方块bool match; //表示是否成三int alpha; //透明度Block() {match = false;alpha = 255;kind = -1;}} grid[GAME_ROWS_COUNT + 2][GAME_ROWS_COUNT + 2];void swap(Block p1, Block p2) {std::swap(p1.col, p2.col);std::swap(p1.row, p2.row);grid[p1.row][p1.col] = p1;grid[p2.row][p2.col] = p2;}void doEvent(RenderWindow* window) {Event e;while (window->pollEvent(e)) {if (e.type == Event::Closed) {window->close();}if (e.type == Event::MouseButtonPressed) {if (e.key.code == Mouse::Left) {if (!isSwap && !isMoving) click++;pos = Mouse::getPosition(*window) - offset;}}}if (click == 1) {posX1 = pos.x / ts + 1;posY1 = pos.y / ts + 1;}else if (click == 2) {posX2 = pos.x / ts + 1;posY2 = pos.y / ts + 1;// 是相邻方块就交换位置if (abs(posX2 - posX1) + abs(posY2 - posY1) == 1) {// 交换相邻的两个小方块// 消消乐的方块,怎么表示?swap(grid[posY1][posX1], grid[posY2][posX2]);isSwap = 1;click = 0;}else {click = 1;}}}void check() {for (int i = 1; i <= GAME_ROWS_COUNT; i++) {for (int j = 1; j <= GAME_COLS_COUNT; j++) {if (grid[i][j].kind == grid[i + 1][j].kind &&grid[i][j].kind == grid[i - 1][j].kind) {//grid[i - 1][j].match++;//grid[i][j].match++;//grid[i + 1][j].match++;for (int k = -1; k <= 1; k++) grid[i + k][j].match++;}if (grid[i][j].kind == grid[i][j - 1].kind &&grid[i][j].kind == grid[i][j + 1].kind) {//grid[i][j - 1].match++;//grid[i][j + 1].match++;//grid[i][j].match++;for (int k = -1; k <= 1; k++) grid[i][j + k].match++;}}}}void doMoving() {isMoving = false;for (int i = 1; i <= GAME_ROWS_COUNT; i++) {for (int j = 1; j <= GAME_COLS_COUNT; j++) {Block& p = grid[i][j]; // 引用p, 就是grid[i][j]的别名int dx, dy;for (int k = 0; k < 4; k++) {dx = p.x - p.col * ts;dy = p.y - p.row * ts;if (dx) p.x -= dx / abs(dx);if (dy) p.y -= dy / abs(dy);}if (dx || dy) isMoving = true;}}}void xiaochu() {for (int i = 1; i <= GAME_ROWS_COUNT; i++) {for (int j = 1; j <= GAME_COLS_COUNT; j++) {if (grid[i][j].match && grid[i][j].alpha > 10) {grid[i][j].alpha -= 10;isMoving = true;}}}}void huanYuan() {if (isSwap && !isMoving) {// 如果此时没有产生匹配效果,就要还原int score = 0;for (int i = 1; i <= GAME_ROWS_COUNT; i++) {for (int j = 1; j <= GAME_COLS_COUNT; j++) {score += grid[i][j].match;}}if (score == 0) {swap(grid[posY1][posX1], grid[posY2][posX2]);}isSwap = false;}}void updateGrid() {for (int i = GAME_ROWS_COUNT; i > 0; i--) {for (int j = 1; j <= GAME_COLS_COUNT; j++) {if (grid[i][j].match) {for (int k = i - 1; k > 0; k--) {if (grid[k][j].match == 0) {swap(grid[k][j], grid[i][j]);break;}}}}}for (int j = 1; j <= GAME_COLS_COUNT; j++) {int n = 0;for (int i = GAME_ROWS_COUNT; i > 0; i--) {if (grid[i][j].match) {grid[i][j].kind = rand() % 7;grid[i][j].y = -ts * n;n++;grid[i][j].match = false;grid[i][j].alpha = 255;}}}}void drawBlocks(Sprite* sprite, RenderWindow* window) {for (int i = 1; i <= GAME_ROWS_COUNT; i++) {for (int j = 1; j <= GAME_COLS_COUNT; j++) {Block p = grid[i][j];sprite->setTextureRect(IntRect(p.kind * 52, 0, 52, 52));// 设置透明度sprite->setColor(Color(255, 255, 255, p.alpha));sprite->setPosition(p.x, p.y);// 因为数组gird中的Block, 每个Block的行标,列标是从1计算的,// 并根据行标和列表来计算的x,y坐标// 所以坐标的偏移,需要少便宜一些,也就是相当于在正方形区域的左上角的左上角方向偏移一个单位// 在这个位置开发存放第0行第0列(实际不绘制第0行第0列)sprite->move(offset.x - ts, offset.y - ts); // to dowindow->draw(*sprite);}}}void initGrid() {for (int i = 1; i <= GAME_ROWS_COUNT; i++) {for (int j = 1; j <= GAME_COLS_COUNT; j++) {grid[i][j].kind = rand() % 3;grid[i][j].col = j;grid[i][j].row = i;grid[i][j].x = j * ts;grid[i][j].y = i * ts;}}}int main(void) {srand(time(0));RenderWindow window(VideoMode(485, 917), "canxin-xiaoxiaole");// 设置刷新的最大帧率window.setFramerateLimit(60);Texture t1, t2;t1.loadFromFile("images/bg2.png");if (!t2.loadFromFile("images/1.png")) {return -1;}Sprite spriteBg(t1);Sprite spriteBlock(t2);initGrid();while (window.isOpen()) {// 处理用户的点击事件doEvent(&window);// 检查匹配情况check();// 移动处理doMoving();// 消除if (!isMoving) {xiaochu();}// 还原处理huanYuan();if (!isMoving) {updateGrid();}// 渲染游戏画面window.draw(spriteBg);// 渲染所有的小方块 drawBlocks(&spriteBlock, &window);// 显示window.display();}return 0;}

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