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C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

發(fā)布時(shí)間:2022-05-13 09:12:29 來(lái)源:億速云 閱讀:181 作者:iii 欄目:開(kāi)發(fā)技術(shù)

這篇文章主要講解了“C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲”,文中的講解內(nèi)容簡(jiǎn)單清晰,易于學(xué)習(xí)與理解,下面請(qǐng)大家跟著小編的思路慢慢深入,一起來(lái)研究和學(xué)習(xí)“C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲”吧!

一、最終效果展示

效果圖如下:

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

二、繪制靜態(tài)的擋板

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

代碼如下:

#include<conio.h>
#include<graphics.h>

#define High 480 //游戲畫(huà)面尺寸
#define Width 640

//全局變量
int ball_x,ball_y;//小球的坐標(biāo)
int ball_vx,ball_vy;//小球的速度
int radius;//小球的半徑
int bar_x,bar_y;//擋板的中心坐標(biāo)
int bar_high,bar_width;//擋板的高度和寬度
int bar_left,bar_right,bar_top,bar_bottom;//擋板的左右上下位置坐標(biāo)


void startup()//數(shù)據(jù)的初始化
{
    ball_x=Width/2;
    ball_y=High/2;
    ball_vx=1;
    ball_vy=1;
    radius=20;

    bar_high=High/20;
    bar_width=Width/5;
    bar_x=Width/2;
    bar_y=High-bar_high/2;
    bar_left=bar_x-bar_width/2;
    bar_right=bar_x+bar_width/2;
    bar_top=bar_y-bar_high/2;
    bar_bottom=bar_y+bar_high/2;

    initgraph(Width,High);
    BeginBatchDraw();
}

void clean()//顯示畫(huà)面
{
    setcolor(BLACK);//繪制黑線,黑色填充的圓
    setfillcolor(BLACK);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黑色,黑色填充的擋板
}

void show()//顯示畫(huà)面
{
    setcolor(YELLOW);//繪制黃線,綠色填充的圓
    setfillcolor(GREEN);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黃色,綠色填充的擋板

    FlushBatchDraw();
    Sleep(3);
}

void updateWithoutInput()//與用戶(hù)輸入無(wú)關(guān)的更新
{
        ball_x=ball_x+ball_vx;
        ball_y=ball_y,ball_vy;//更新小球的坐標(biāo)

        if( (ball_x<=radius)||(ball_x>=Width-radius))
            ball_vx=-ball_vx;
        if( (ball_y<=radius)||(ball_y>=High-radius))
            ball_vy=-ball_vy;
}

void updateWithInput()//與用戶(hù)輸入有關(guān)的更新
{

}

void gameover()
{
    EndBatchDraw();
    closegraph();
}

int main()
{
    startup();//數(shù)據(jù)的初始化
    while(1)
    {
        clean();//把之前繪制的內(nèi)容清除
        updateWithoutInput();//與用戶(hù)輸入無(wú)關(guān)的更新
        updateWithInput();//與用戶(hù)輸入有關(guān)的更新
        show();//顯示新畫(huà)面
    }
}

效果圖如下:

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

三、控制擋板

代碼如下:

#include<conio.h>
#include<graphics.h>

#define High 480 //游戲畫(huà)面尺寸
#define Width 640

//全局變量
int ball_x,ball_y;//小球的坐標(biāo)
int ball_vx,ball_vy;//小球的速度
int radius;//小球的半徑
int bar_x,bar_y;//擋板的中心坐標(biāo)
int bar_high,bar_width;//擋板的高度和寬度
int bar_left,bar_right,bar_top,bar_bottom;//擋板的左右上下位置坐標(biāo)


void startup()//數(shù)據(jù)的初始化
{
    ball_x=Width/2;
    ball_y=High/2;
    ball_vx=1;
    ball_vy=1;
    radius=20;

    bar_high=High/20;
    bar_width=Width/5;
    bar_x=Width/2;
    bar_y=High-bar_high/2;
    bar_left=bar_x-bar_width/2;
    bar_right=bar_x+bar_width/2;
    bar_top=bar_y-bar_high/2;
    bar_bottom=bar_y+bar_high/2;

    initgraph(Width,High);
    BeginBatchDraw();
}

void clean()//顯示畫(huà)面
{
    setcolor(BLACK);//繪制黑線,黑色填充的圓
    setfillcolor(BLACK);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黑色,黑色填充的擋板
}

void show()//顯示畫(huà)面
{
    setcolor(YELLOW);//繪制黃線,綠色填充的圓
    setfillcolor(GREEN);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黃色,綠色填充的擋板

    FlushBatchDraw();
    Sleep(3);
}

void updateWithoutInput()//與用戶(hù)輸入無(wú)關(guān)的更新
{
    //擋板和小球碰撞,小球反彈
    if(((ball_y+radius>=bar_top)&&(ball_y+radius<bar_bottom-bar_high/3))
        ||((ball_y-radius<=bar_bottom)&&(ball_y-radius>bar_top-bar_high/3)))
        if((ball_x>=bar_left)&&(ball_x<=bar_right))
            ball_vy=-ball_vy;

    ball_x=ball_x+ball_vx;
    ball_y=ball_y,ball_vy;//更新小球的坐標(biāo)

    if( (ball_x<=radius)||(ball_x>=Width-radius))
        ball_vx=-ball_vx;
    if( (ball_y<=radius)||(ball_y>=High-radius))
        ball_vy=-ball_vy;
}

void updateWithInput()//與用戶(hù)輸入有關(guān)的更新
{
    char input;
    if(kbhit())
    {
        input=getch();
        if(input=='a'&&bar_left>0)
        {
            bar_x=bar_x-15;//位置左移
            bar_left=bar_x-bar_width/2;
            bar_right=bar_x+bar_width/2;
        }
        if(input=='d'&&bar_right<Width)
        {
            bar_x=bar_x+15;//位置左移
            bar_left=bar_x-bar_width/2;
            bar_right=bar_x+bar_width/2;
        }
        if(input=='w'&&bar_top>0)
        {
            bar_y=bar_y-15;//位置左移
            bar_top=bar_y-bar_high/2;
            bar_bottom=bar_y+bar_high/2;
        }
        if(input=='s'&&bar_bottom<High)
        {
            bar_y=bar_y+15;//位置右移
            bar_top=bar_y-bar_high/2;
            bar_bottom=bar_y+bar_high/2;
        }
    }
}

void gameover()
{
    EndBatchDraw();
    closegraph();
}

int main()
{
    startup();//數(shù)據(jù)的初始化
    while(1)
    {
        clean();//把之前繪制的內(nèi)容清除
        updateWithoutInput();//與用戶(hù)輸入無(wú)關(guān)的更新
        updateWithInput();//與用戶(hù)輸入有關(guān)的更新
        show();//顯示新畫(huà)面
    }
}

效果圖如下:

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

四、消磚塊

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

代碼如下:

#include<conio.h>
#include<graphics.h>

#define High 480 //游戲畫(huà)面尺寸
#define Width 640
#define Brick_num 10

//全局變量
int ball_x,ball_y;//小球的坐標(biāo)
int ball_vx,ball_vy;//小球的速度
int radius;//小球的半徑
int bar_x,bar_y;//擋板的中心坐標(biāo)
int bar_high,bar_width;//擋板的高度和寬度
int bar_left,bar_right,bar_top,bar_bottom;//擋板的左右上下位置坐標(biāo)

int isBrickExisted[Brick_num];//每個(gè)磚塊是否存在,1為存在,0為沒(méi)有了
int brick_high,brick_width;//每個(gè)磚塊的高度和寬度

void startup()//數(shù)據(jù)的初始化
{
    ball_x=Width/2;
    ball_y=High/2;
    ball_vx=1;
    ball_vy=1;
    radius=20;

    bar_high=High/20;
    bar_width=Width/5;
    bar_x=Width/2;
    bar_y=High-bar_high/2;
    bar_left=bar_x-bar_width/2;
    bar_right=bar_x+bar_width/2;
    bar_top=bar_y-bar_high/2;
    bar_bottom=bar_y+bar_high/2;

    brick_width=Width/Brick_num;
    brick_high=High/Brick_num;

    int i;
    for(i=0;i<Brick_num;i++)
        isBrickExisted[i]=1;
    initgraph(Width,High);
    BeginBatchDraw();
}

void clean()//顯示畫(huà)面
{
    setcolor(BLACK);//繪制黑線,黑色填充的圓
    setfillcolor(BLACK);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黑色,黑色填充的擋板

    int i,brick_left,brick_right,brick_top,brick_bottom;
    for(i=0;i<Brick_num;i++)
    {
        brick_left=i*brick_width;
        brick_right=brick_left+brick_width;
        brick_top=0;
        brick_bottom=brick_high;
        if(!isBrickExisted[i])//磚塊沒(méi)有了,繪制黑色
            fillrectangle(brick_left,brick_top,brick_right,brick_bottom);
    }
}

void show()//顯示畫(huà)面
{
    setcolor(YELLOW);//繪制黃線,綠色填充的圓
    setfillcolor(GREEN);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黃色,綠色填充的擋板

    int i,brick_left,brick_right,brick_top,brick_bottom;
    for(i=0;i<Brick_num;i++)
    {
        brick_left=i*brick_width;
        brick_right=brick_left+brick_width;
        brick_top=0;
        brick_bottom=brick_high;

        if(isBrickExisted[i])//磚塊存在,繪制磚塊
        {
            setcolor(WHITE);
            setfillcolor(RED);
            fillrectangle(brick_left,brick_top,brick_right,brick_bottom);//繪制磚塊
        }
    }
    FlushBatchDraw();
    Sleep(3);
}

void updateWithoutInput()//與用戶(hù)輸入無(wú)關(guān)的更新
{
    //擋板和小球碰撞,小球反彈
    if(((ball_y+radius>=bar_top)&&(ball_y+radius<bar_bottom-bar_high/3))
        ||((ball_y-radius<=bar_bottom)&&(ball_y-radius>bar_top-bar_high/3)))
        if((ball_x>=bar_left)&&(ball_x<=bar_right))
            ball_vy=-ball_vy;

    ball_x=ball_x+ball_vx;
    ball_y=ball_y+ball_vy;//更新小球的坐標(biāo)

    //小球和邊界碰撞
    if( (ball_x<=radius)||(ball_x>=Width-radius))
        ball_vx=-ball_vx;
    if( (ball_y<=radius)||(ball_y>=High-radius))
        ball_vy=-ball_vy;

    //判斷小球是否和某個(gè)磚塊碰撞
    int i,brick_left,brick_right,brick_top,brick_bottom;
    for(i=0;i<Brick_num;i++)
    {
        if(isBrickExisted[i])//磚塊存在才判斷
        {
            brick_left=i*brick_width;
            brick_right=brick_left+brick_width;
            brick_bottom=brick_high;
            if((ball_y==brick_bottom+radius)&&(ball_x>=brick_left)&&(ball_x<=
                brick_right))
            {
                isBrickExisted[i]=0;
                ball_vy=-ball_vy;
            }
        }
    }
}

void updateWithInput()//與用戶(hù)輸入有關(guān)的更新
{
    char input;
    if(kbhit())
    {
        input=getch();
        if(input=='a'&&bar_left>0)
        {
            bar_x=bar_x-15;//位置左移
            bar_left=bar_x-bar_width/2;
            bar_right=bar_x+bar_width/2;
        }
        if(input=='d'&&bar_right<Width)
        {
            bar_x=bar_x+15;//位置左移
            bar_left=bar_x-bar_width/2;
            bar_right=bar_x+bar_width/2;
        }
    }
}

void gameover()
{
    EndBatchDraw();
    closegraph();
}

int main()
{
    startup();//數(shù)據(jù)的初始化
    while(1)
    {
        clean();//把之前繪制的內(nèi)容清除
        updateWithoutInput();//與用戶(hù)輸入無(wú)關(guān)的更新
        updateWithInput();//與用戶(hù)輸入有關(guān)的更新
        show();//顯示新畫(huà)面
    }
}

效果圖如下:

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

五、鼠標(biāo)交互

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

先看一個(gè)關(guān)于鼠標(biāo)交互的實(shí)例

#include<graphics.h>
#include<conio.h>
int main(void)
{
    initgraph(640,480);//初始化圖形窗口
    MOUSEMSG m;//定義鼠標(biāo)消息
    while(1)
    {
        m=GetMouseMsg();//獲取一條鼠標(biāo)消息
        if(m.uMsg==WM_MOUSEMOVE)
        {
            putpixel(m.x,m.y,WHITE);//鼠標(biāo)移動(dòng)的時(shí)候畫(huà)小白點(diǎn)
        }
        else if(m.uMsg==WM_LBUTTONDOWN)
        {
            rectangle(m.x-5,m.y-5,m.x+5,m.y+5);
            //鼠標(biāo)左鍵按下時(shí)在鼠標(biāo)位置畫(huà)一個(gè)方塊
        }
        else if(m.uMsg==WM_RBUTTONUP)
        {
            circle(m.x,m.y,10);
            //鼠標(biāo)右鍵按下時(shí)在鼠標(biāo)位置畫(huà)一個(gè)圓
        }
    }
    return 0;
}

用鼠標(biāo)控制擋板移動(dòng),按鼠標(biāo)左鍵初始化小球位置

代碼如下:

#include<conio.h>
#include<graphics.h>

#define High 480 //游戲畫(huà)面尺寸
#define Width 640
#define Brick_num 10

//全局變量
int ball_x,ball_y;//小球的坐標(biāo)
int ball_vx,ball_vy;//小球的速度
int radius;//小球的半徑
int bar_x,bar_y;//擋板的中心坐標(biāo)
int bar_high,bar_width;//擋板的高度和寬度
int bar_left,bar_right,bar_top,bar_bottom;//擋板的左右上下位置坐標(biāo)

int isBrickExisted[Brick_num];//每個(gè)磚塊是否存在,1為存在,0為沒(méi)有了
int brick_high,brick_width;//每個(gè)磚塊的高度和寬度

void startup()//數(shù)據(jù)的初始化
{
    ball_x=Width/2;
    ball_y=High/2;
    ball_vx=1;
    ball_vy=1;
    radius=20;

    bar_high=High/20;
    bar_width=Width/5;
    bar_x=Width/2;
    bar_y=High-bar_high/2;
    bar_left=bar_x-bar_width/2;
    bar_right=bar_x+bar_width/2;
    bar_top=bar_y-bar_high/2;
    bar_bottom=bar_y+bar_high/2;

    brick_width=Width/Brick_num;
    brick_high=High/Brick_num;

    int i;
    for(i=0;i<Brick_num;i++)
        isBrickExisted[i]=1;
    initgraph(Width,High);
    BeginBatchDraw();
}

void clean()//顯示畫(huà)面
{
    setcolor(BLACK);//繪制黑線,黑色填充的圓
    setfillcolor(BLACK);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黑色,黑色填充的擋板

    int i,brick_left,brick_right,brick_top,brick_bottom;
    for(i=0;i<Brick_num;i++)
    {
        brick_left=i*brick_width;
        brick_right=brick_left+brick_width;
        brick_top=0;
        brick_bottom=brick_high;
        if(!isBrickExisted[i])//磚塊沒(méi)有了,繪制黑色
            fillrectangle(brick_left,brick_top,brick_right,brick_bottom);
    }
}

void show()//顯示畫(huà)面
{
    setcolor(YELLOW);//繪制黃線,綠色填充的圓
    setfillcolor(GREEN);
    fillcircle(ball_x,ball_y,radius);
    bar(bar_left,bar_top,bar_right,bar_bottom);//繪制黃色,綠色填充的擋板

    int i,brick_left,brick_right,brick_top,brick_bottom;
    for(i=0;i<Brick_num;i++)
    {
        brick_left=i*brick_width;
        brick_right=brick_left+brick_width;
        brick_top=0;
        brick_bottom=brick_high;

        if(isBrickExisted[i])//磚塊存在,繪制磚塊
        {
            setcolor(WHITE);
            setfillcolor(RED);
            fillrectangle(brick_left,brick_top,brick_right,brick_bottom);//繪制磚塊
        }
    }
    FlushBatchDraw();
    Sleep(3);
}

void updateWithoutInput()//與用戶(hù)輸入無(wú)關(guān)的更新
{
    //擋板和小球碰撞,小球反彈
    if(((ball_y+radius>=bar_top)&&(ball_y+radius<bar_bottom-bar_high/3))
        ||((ball_y-radius<=bar_bottom)&&(ball_y-radius>bar_top-bar_high/3)))
        if((ball_x>=bar_left)&&(ball_x<=bar_right))
            ball_vy=-ball_vy;

    ball_x=ball_x+ball_vx;
    ball_y=ball_y+ball_vy;//更新小球的坐標(biāo)

    //小球和邊界碰撞
    if( (ball_x<=radius)||(ball_x>=Width-radius))
        ball_vx=-ball_vx;
    if( (ball_y<=radius)||(ball_y>=High-radius))
        ball_vy=-ball_vy;

    //判斷小球是否和某個(gè)磚塊碰撞
    int i,brick_left,brick_right,brick_top,brick_bottom;
    for(i=0;i<Brick_num;i++)
    {
        if(isBrickExisted[i])//磚塊存在才判斷
        {
            brick_left=i*brick_width;
            brick_right=brick_left+brick_width;
            brick_bottom=brick_high;
            if((ball_y==brick_bottom+radius)&&(ball_x>=brick_left)&&(ball_x<=
                brick_right))
            {
                isBrickExisted[i]=0;
                ball_vy=-ball_vy;
            }
        }
    }
}

void updateWithInput()//與用戶(hù)輸入有關(guān)的更新
{
    /*char input;
    if(kbhit())
    {
    input=getch();
    if(input=='a'&&bar_left>0)
    {
    bar_x=bar_x-15;//位置左移
    bar_left=bar_x-bar_width/2;
    bar_right=bar_x+bar_width/2;
    }
    if(input=='d'&&bar_right<Width)
    {
    bar_x=bar_x+15;//位置左移
    bar_left=bar_x-bar_width/2;
    bar_right=bar_x+bar_width/2;
    }
    }*/
    MOUSEMSG m;//定義鼠標(biāo)信息
    if(MouseHit())//這個(gè)函數(shù)用于檢測(cè)當(dāng)前是否有鼠標(biāo)消息
    {
        m=GetMouseMsg();//獲取一條鼠標(biāo)消息
        if(m.uMsg==WM_MOUSEMOVE)
        {
            //擋板的位置等于鼠標(biāo)所在的位置
            bar_x=m.x;
            bar_y=m.y;
            bar_left=bar_x-bar_width/2;
            bar_right=bar_x+bar_width/2;
            bar_top=bar_y-bar_high/2;
            bar_bottom=bar_y+bar_high/2;
        }
        else if(m.uMsg==WM_LBUTTONDOWN)
        {
            ball_x=bar_x;//初始化小球的位置為擋板上面中心
            ball_y=bar_top-radius-3;
        }
    }
}

void gameover()
{
    EndBatchDraw();
    closegraph();
}

int main()
{
    startup();//數(shù)據(jù)的初始化
    while(1)
    {
        clean();//把之前繪制的內(nèi)容清除
        updateWithoutInput();//與用戶(hù)輸入無(wú)關(guān)的更新
        updateWithInput();//與用戶(hù)輸入有關(guān)的更新
        show();//顯示新畫(huà)面
    }
}

效果圖如下:

C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲

感謝各位的閱讀,以上就是“C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲”的內(nèi)容了,經(jīng)過(guò)本文的學(xué)習(xí)后,相信大家對(duì)C語(yǔ)言中怎么用easyx實(shí)現(xiàn)消磚塊游戲這一問(wèn)題有了更深刻的體會(huì),具體使用情況還需要大家實(shí)踐驗(yàn)證。這里是億速云,小編將為大家推送更多相關(guān)知識(shí)點(diǎn)的文章,歡迎關(guān)注!

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