Let's make 16 games in C++(十):Xonix

2024-01-03 10:50
文章标签 c++ 16 make games let xonix

本文主要是介绍Let's make 16 games in C++(十):Xonix,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

1、准备游戏需要的背景

2、先渲染一个25x40乘比例(18)的屏幕

#include<SFML/Graphics.hpp>
#include<time.h>using namespace sf;const int M = 25;
const int N = 40;int grid[M][N] = { 0 };
int ts = 18;int main()
{srand(time(0));RenderWindow window(VideoMode(N*ts, M*ts), "Xonix!");window.setFramerateLimit(60);Texture t1;t1.loadFromFile("./Resources/images/tiles.png");Sprite sTile(t1);int x = 0;int y = 0;int dx = 0;int dy = 0;float timer = 0;float delay = 0.07;Clock clock;while (window.isOpen()){float time = clock.getElapsedTime().asSeconds();clock.restart();timer += time;Event e;while (window.pollEvent(e)){if (e.type == Event::Closed){window.close();}}if (Keyboard::isKeyPressed(Keyboard::Left)){dx = -1;dy = 0;}if (Keyboard::isKeyPressed(Keyboard::Right)){dx = 1;dy = 0;}if (Keyboard::isKeyPressed(Keyboard::Up)){dx = 0;dy = -1;}if (Keyboard::isKeyPressed(Keyboard::Down)){dx = 0;dy = 1;}if (timer > delay){x += dx;y += dy;timer = 0;}window.clear();sTile.setTextureRect(IntRect(36, 0, ts, ts));sTile.setPosition(x*ts, y*ts);window.draw(sTile);window.display();}return 0;
}

3、实现游戏基本逻辑

#include<SFML/Graphics.hpp>
#include<time.h>using namespace sf;const int M = 25;
const int N = 40;int grid[M][N] = { 0 };
int ts = 18;int main()
{srand(time(0));RenderWindow window(VideoMode(N*ts, M*ts), "Xonix!");window.setFramerateLimit(60);Texture t1;Texture t2;t1.loadFromFile("./Resources/images/tiles.png");t2.loadFromFile("./Resources/images/gameover.png");Sprite sTile(t1);Sprite sGameover(t2);sGameover.setPosition(100, 100);bool Game = true;int x = 0;int y = 0;int dx = 0;int dy = 0;float timer = 0;float delay = 0.07;Clock clock;for (int i = 0; i < M; i++){for (int j = 0; j < N; j++){if (i == 0 || j == 0 || i == M-1 || j == N-1){grid[i][j] = 1;}}}while (window.isOpen()){float time = clock.getElapsedTime().asSeconds();clock.restart();timer += time;Event e;while (window.pollEvent(e)){if (e.type == Event::Closed){window.close();}}if (Keyboard::isKeyPressed(Keyboard::Left)){dx = -1;dy = 0;}if (Keyboard::isKeyPressed(Keyboard::Right)){dx = 1;dy = 0;}if (Keyboard::isKeyPressed(Keyboard::Up)){dx = 0;dy = -1;}if (Keyboard::isKeyPressed(Keyboard::Down)){dx = 0;dy = 1;}if (!Game){continue;}if (timer > delay){x += dx;y += dy;if (x<0){x = 0;}if (x>N-1){x = N - 1;}if (y<0){y = 0;}if (y>M-1){y = M - 1;}if (grid[y][x] == 2){Game = false;}if (grid[y][x] == 0){grid[y][x] = 2;}timer = 0;}window.clear();for (int i = 0; i < M; i++){for (int j = 0; j < N; j++){if (grid[i][j] == 0){continue;}if (grid[i][j] ==	 1){sTile.setTextureRect(IntRect(0, 0, ts, ts));}if (grid[i][j] == 2){sTile.setTextureRect(IntRect(54, 0, ts, ts));}sTile.setPosition(j*ts,i*ts);window.draw(sTile);}}sTile.setTextureRect(IntRect(36, 0, ts, ts));sTile.setPosition(x*ts, y*ts);window.draw(sTile);if (!Game){window.draw(sGameover);}window.display();}return 0;
}

效果图:

4、添加敌人缩小游戏区域完善游戏逻辑(在敌人撞击之前变成蓝色)

 

#include<SFML/Graphics.hpp>
#include<time.h>using namespace sf;const int M = 25;
const int N = 40;int grid[M][N] = { 0 };
int ts = 18;struct Enemy
{int x;int y;int dx;int dy;Enemy(){x = y = 300;dx = 4 - rand() % 8;dy = 4 - rand() % 8;}void move(){x += dx;if (grid[y/ts][x/ts] == 1){dx = -dx;x += dx;}y += dy;if (grid[y/ts][x/ts] == 1){dy = -dy;y += dy;}}};void drop(int y, int x)
{if (grid[y][x] == 0){grid[y][x] = -1;}if (grid[y-1][x] == 0){drop(y - 1, x);}if (grid[y+1][x] == 0){drop(y + 1, x);}if (grid[y][x-1] == 0){drop(y, x - 1);}if (grid[y][x+1] == 0){drop(y, x + 1);}
}int main()
{srand(time(0));RenderWindow window(VideoMode(N*ts, M*ts), "Xonix!");window.setFramerateLimit(60);Texture t1;Texture t2;Texture t3;t1.loadFromFile("./Resources/images/tiles.png");t2.loadFromFile("./Resources/images/gameover.png");t3.loadFromFile("./Resources/images/enemy.png");Sprite sTile(t1);Sprite sGameover(t2);Sprite sEnemy(t3);sGameover.setPosition(100, 100);sEnemy.setOrigin(20, 20);int enemyCount = 4;Enemy a[10];bool Game = true;int x = 0;int y = 0;int dx = 0;int dy = 0;float timer = 0;float delay = 0.07;Clock clock;for (int i = 0; i < M; i++){for (int j = 0; j < N; j++){if (i == 0 || j == 0 || i == M-1 || j == N-1){grid[i][j] = 1;}}}while (window.isOpen()){float time = clock.getElapsedTime().asSeconds();clock.restart();timer += time;Event e;while (window.pollEvent(e)){if (e.type == Event::Closed){window.close();}if (e.key.code == Keyboard::Escape){for (int i = 0; i < M-1; i++){for (int j = 0; j < N-1; j++){grid[i][j] = 0;}}x = 10;y = 0;Game = true;}}if (Keyboard::isKeyPressed(Keyboard::Left)){dx = -1;dy = 0;}if (Keyboard::isKeyPressed(Keyboard::Right)){dx = 1;dy = 0;}if (Keyboard::isKeyPressed(Keyboard::Up)){dx = 0;dy = -1;}if (Keyboard::isKeyPressed(Keyboard::Down)){dx = 0;dy = 1;}if (!Game){continue;}if (timer > delay){x += dx;y += dy;if (x<0){x = 0;}if (x>N-1){x = N - 1;}if (y<0){y = 0;}if (y>M-1){y = M - 1;}if (grid[y][x] == 2){Game = false;}if (grid[y][x] == 0){grid[y][x] = 2;}timer = 0;}for (int i = 0; i < enemyCount; i++){a[i].move();}if (grid[y][x] == 1){dx = dy = 0;for (int i = 0; i < enemyCount; i++){drop(a[i].y / ts, a[i].x / ts);}for (int i = 0; i < M; i++){for (int j = 0; j < N; j++){if (grid[i][j] == -1){grid[i][j] = 0;}else{grid[i][j] = 1;}}}}for (int i = 0; i < enemyCount; i++){if (grid[a[i].y/ts][a[i].x/ts] == 2){Game = false;}}window.clear();for (int i = 0; i < M; i++){for (int j = 0; j < N; j++){if (grid[i][j] == 0){continue;}if (grid[i][j] ==	 1){sTile.setTextureRect(IntRect(0, 0, ts, ts));}if (grid[i][j] == 2){sTile.setTextureRect(IntRect(54, 0, ts, ts));}sTile.setPosition(j*ts,i*ts);window.draw(sTile);}}sTile.setTextureRect(IntRect(36, 0, ts, ts));sTile.setPosition(x*ts, y*ts);window.draw(sTile);sEnemy.rotate(10);for (int i = 0; i < enemyCount; i++){sEnemy.setPosition(a[i].x, a[i].y);window.draw(sEnemy);}if (!Game){window.draw(sGameover);}window.display();}return 0;
}

结果图:

 

这篇关于Let's make 16 games in C++(十):Xonix的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/565453

相关文章

【C++ Primer Plus习题】13.4

大家好,这里是国中之林! ❥前些天发现了一个巨牛的人工智能学习网站,通俗易懂,风趣幽默,忍不住分享一下给大家。点击跳转到网站。有兴趣的可以点点进去看看← 问题: 解答: main.cpp #include <iostream>#include "port.h"int main() {Port p1;Port p2("Abc", "Bcc", 30);std::cout <<

C++包装器

包装器 在 C++ 中,“包装器”通常指的是一种设计模式或编程技巧,用于封装其他代码或对象,使其更易于使用、管理或扩展。包装器的概念在编程中非常普遍,可以用于函数、类、库等多个方面。下面是几个常见的 “包装器” 类型: 1. 函数包装器 函数包装器用于封装一个或多个函数,使其接口更统一或更便于调用。例如,std::function 是一个通用的函数包装器,它可以存储任意可调用对象(函数、函数

C++11第三弹:lambda表达式 | 新的类功能 | 模板的可变参数

🌈个人主页: 南桥几晴秋 🌈C++专栏: 南桥谈C++ 🌈C语言专栏: C语言学习系列 🌈Linux学习专栏: 南桥谈Linux 🌈数据结构学习专栏: 数据结构杂谈 🌈数据库学习专栏: 南桥谈MySQL 🌈Qt学习专栏: 南桥谈Qt 🌈菜鸡代码练习: 练习随想记录 🌈git学习: 南桥谈Git 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈�

【C++】_list常用方法解析及模拟实现

相信自己的力量,只要对自己始终保持信心,尽自己最大努力去完成任何事,就算事情最终结果是失败了,努力了也不留遗憾。💓💓💓 目录   ✨说在前面 🍋知识点一:什么是list? •🌰1.list的定义 •🌰2.list的基本特性 •🌰3.常用接口介绍 🍋知识点二:list常用接口 •🌰1.默认成员函数 🔥构造函数(⭐) 🔥析构函数 •🌰2.list对象

06 C++Lambda表达式

lambda表达式的定义 没有显式模版形参的lambda表达式 [捕获] 前属性 (形参列表) 说明符 异常 后属性 尾随类型 约束 {函数体} 有显式模版形参的lambda表达式 [捕获] <模版形参> 模版约束 前属性 (形参列表) 说明符 异常 后属性 尾随类型 约束 {函数体} 含义 捕获:包含零个或者多个捕获符的逗号分隔列表 模板形参:用于泛型lambda提供个模板形参的名

6.1.数据结构-c/c++堆详解下篇(堆排序,TopK问题)

上篇:6.1.数据结构-c/c++模拟实现堆上篇(向下,上调整算法,建堆,增删数据)-CSDN博客 本章重点 1.使用堆来完成堆排序 2.使用堆解决TopK问题 目录 一.堆排序 1.1 思路 1.2 代码 1.3 简单测试 二.TopK问题 2.1 思路(求最小): 2.2 C语言代码(手写堆) 2.3 C++代码(使用优先级队列 priority_queue)

【C++高阶】C++类型转换全攻略:深入理解并高效应用

📝个人主页🌹:Eternity._ ⏩收录专栏⏪:C++ “ 登神长阶 ” 🤡往期回顾🤡:C++ 智能指针 🌹🌹期待您的关注 🌹🌹 ❀C++的类型转换 📒1. C语言中的类型转换📚2. C++强制类型转换⛰️static_cast🌞reinterpret_cast⭐const_cast🍁dynamic_cast 📜3. C++强制类型转换的原因📝

C++——stack、queue的实现及deque的介绍

目录 1.stack与queue的实现 1.1stack的实现  1.2 queue的实现 2.重温vector、list、stack、queue的介绍 2.1 STL标准库中stack和queue的底层结构  3.deque的简单介绍 3.1为什么选择deque作为stack和queue的底层默认容器  3.2 STL中对stack与queue的模拟实现 ①stack模拟实现

c++的初始化列表与const成员

初始化列表与const成员 const成员 使用const修饰的类、结构、联合的成员变量,在类对象创建完成前一定要初始化。 不能在构造函数中初始化const成员,因为执行构造函数时,类对象已经创建完成,只有类对象创建完成才能调用成员函数,构造函数虽然特殊但也是成员函数。 在定义const成员时进行初始化,该语法只有在C11语法标准下才支持。 初始化列表 在构造函数小括号后面,主要用于给

2024/9/8 c++ smart

1.通过自己编写的class来实现unique_ptr指针的功能 #include <iostream> using namespace std; template<class T> class unique_ptr { public:         //无参构造函数         unique_ptr();         //有参构造函数         unique_ptr(