C/C++小游戏制作--打砖块

#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
	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;
			}
		}
	}
}

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Origin blog.csdn.net/Obito_TXP/article/details/120405782