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;
}
- 由于上一篇扫雷和消消乐中有过多的相似之处所以这里就详细一 一介绍了,具体详细过程在我的主页参考扫雷(下)
--------来自奇牛学院–#残芯
欢迎大家来我们学院交流
来源:oschina
链接:https://my.oschina.net/u/4400630/blog/4331456