EasyX绘图实现反弹球消砖块
程序员文章站
2022-04-07 19:47:55
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知识点:数组、循环、函数调用、鼠标交互
参考:《C语言课程设计与游戏开发实践教程》童晶
#include <conio.h>
#include <graphics.h>
#define High 480 // 游戏画面尺寸
#define Width 640
#define Brick_num 10 // 砖块个数
// 全局变量
int ball_x, ball_y; // 小球的坐标
int ball_vx, ball_vy; // 小球的速度
int radius; // 小球的半径
int bar_x, bar_y; // 挡板中心坐标
int bar_high, bar_width; // 挡板的高度和宽度
int bar_left, bar_right, bar_top, bar_bottom; // 挡板的上下左右位置坐标
int isBrickExisted[Brick_num]; // 每个砖块是否存在,1为存在,0为没有了
int brick_high, brick_width; // 每个砖块的高度和宽度
void startup() // 数据初始化
{
ball_x = Width / 2;
ball_y = High / 2;
ball_vx = 1;
ball_vy = 1;
radius = 20;
bar_high = High / 20;
bar_width = Width / 2;
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() // 消除画面
{
setcolor(BLACK);
setfillcolor(BLACK);
fillcircle(ball_x, ball_y, radius); // 绘制黑线、黑色填充的圆
bar(bar_left, bar_top, bar_right, bar_bottom); // 绘制黑线、黑色填充的挡板
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]) // 砖块没有了,绘制黑色
fillrectangle(brick_left, brick_top, brick_right, brick_bottom);
}
}
void show() // 显示画面
{
setcolor(YELLOW);
setfillcolor(GREEN);
fillcircle(ball_x, ball_y, radius); // 绘制黄线、绿色填充的圆
bar(bar_left, bar_top, bar_right, bar_bottom); // 绘制黄线、绿色填充的挡板
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]) // 砖块存在,绘制砖块
{
setcolor(WHITE);
setfillcolor(RED);
fillrectangle(brick_left, brick_top, brick_right, brick_bottom); // 绘制砖块
}
}
FlushBatchDraw();
// 延时
Sleep(3);
}
void updateWithoutInput() // 与用户输入无关的更新
{
// 挡板和小圆碰撞,小圆反弹;分小球在挡板上面和下面两种情况
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;
// 更新小圆坐标
ball_x = ball_x + ball_vx;
ball_y = ball_y + ball_vy;
// 小圆和边界碰撞
if ((ball_x == radius) || (ball_x == Width - radius))
ball_vx = -ball_vx;
if ((ball_y == radius) || (ball_y == High - radius))
ball_vy = -ball_vy;
// 判断小圆是否和某个砖块碰撞
int i, brick_left, brick_right, brick_bottom;
for (i = 0; i < Brick_num; i++)
{
if (isBrickExisted[i]) // 砖块存在,才判断
{
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() // 与用户输入有关的更新
{
MOUSEMSG m; // 定义鼠标消息
if (MouseHit()) //这个函数用于检测当前是否有鼠标消息
{
m = GetMouseMsg(); // 获取一条鼠标消息
if (m.uMsg == WM_MOUSEMOVE)
{
// 鼠标移动时,挡板的位置等于鼠标所在的位置
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)
{
// 按下鼠标左键,初始化小球的位置为挡板上面中心
ball_x = bar_x;
ball_y = bar_top - radius - 3;
}
}
}
void gameover()
{
EndBatchDraw();
closegraph();
}
int main()
{
startup(); // 数据初始化
while (1) // 游戏循环执行
{
clean(); // 把之前绘制的内容取消
updateWithoutInput(); // 与用户输入无关的更新
updateWithInput(); // 与用户输入有关的更新
show(); // 显示新画面
}
gameover(); // 游戏结束、后续处理
return 0;
}
运行结果:
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