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 8 int 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 do window->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; }
总结