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这是经典的下 100 层游戏。>_<
通过鼠标左右键或者键盘 A、D 按键及左右方向键控制小球左右移动,木板会不断上升,小球到底认定游戏结束,按下键盘后小球会加速到一个最大速度,小球在木板上则会跟着木板上移,达到一定分数启动反向操作。
本程序采用单例设计模式,RollingBall 公有继承 BallAndPlank,protected 便于派生类访问基类数据成员。
木板的颜色随机,位置随机。
界面由初始化界面大小控制,可自行更改。
游戏运行截图如下:
简单了解游戏后我们就来试试吧!(直接上源码,大家可以看注释)
代码展示:
/* 项目名称: RollingBall 作者: tzdhu.z@qq.com 项目介绍: 本程序由单例设计模式 RollingBall 公有继承 BallAndPlank protected 便于派生类访问基类数据成员 模板颜色随机,位置随机 界面由初始化界面大小控制,初学者可自行更改 版权声明: 本程序完全由作者所创,不涉及任何侵权行为,仅用于学习*/// 头文件#include <graphics.h>#include <conio.h>#include <ctime>// 全局变量const COLORREF BKCOLOR = BLACK; // 绘图窗口背景颜色const int max_x = 640; // 绘图窗口像素宽度const int max_y = 480; // 绘图窗口像素高度const int max_smx = GetSystemMetrics(SM_CXSCREEN); // 电脑屏幕像素宽度const int max_smy = GetSystemMetrics(SM_CYSCREEN); // 电脑屏幕像素高度const int inverse_operate_score = 600; // 反向操作启动分数static IMAGE img_start(80, 40), id_start(80, 40), img_exit(80, 40), id_exit(80, 40); // 用于按钮效果的 IMAGE////////////////////////////////////////////////////// 小球和木板类class BallAndPlank{ //小球结构体 typedef struct BALL { int ball_x; // 小球球心位置 x int ball_y; // 小球球心位置 y }Ball; //木板结构体 typedef struct PLANK { int plank_x; // 木板左端位置 x int plank_y; // 木板位置 y int plank_len; // 木板长度 COLORREF plank_color; // 木板颜色 int thorn_x; // 尖刺左端位置 x bool is_thorn; // 木板是否有尖刺 }Plank;public: // 构造函数初始化参数 BallAndPlank() { // 小球 ball_r = 4; ball_ddx = 1; ball_dx_min = 0; ball_dx_max = 8; left_right = STOP; ball_dx = ball_dx_min; ball_dy = ball_dx_min; ball_color = RGB(255, 0, 0); // 木板 plank_dy = 1; plank_len_min = 50; plank_len_max = 150; thorn_len = 32; thorn_h = 4; plank_gap = (max_y - 1) / plank_num; } ~BallAndPlank() { // 未定义 } // 小球颜色绘制小球 void DrawBall(int x, int y) { setfillcolor(ball_color); solidcircle(x, y, ball_r); } // 背景颜色清除小球 void CleanBall(int x, int y) { setfillcolor(BKCOLOR); solidcircle(x, y, ball_r); } bool IsThorn() { return (rand() % 1000 > 600) ? true : false; } // 木板颜色绘制木板 void DrawPlank() { for (int i = 0; i < plank_num; i++) { setlinecolor(plank[i].plank_color); line(plank[i].plank_x, plank[i].plank_y, plank[i].plank_x + plank[i].plank_len, plank[i].plank_y); if (plank[i].is_thorn == true) { for (int j = plank[i].thorn_x; j < plank[i].thorn_x + thorn_len; j += 2 * thorn_h) { line(j, plank[i].plank_y, j + thorn_h, plank[i].plank_y - thorn_h - 1); line(j + thorn_h, plank[i].plank_y - thorn_h - 1, j + 2 * thorn_h, plank[i].plank_y); } } } } // 背景颜色清除木板 void CleanPlank() { setlinecolor(BKCOLOR); for (int i = 0; i < plank_num; i++) { line(plank[i].plank_x, plank[i].plank_y, plank[i].plank_x + plank[i].plank_len, plank[i].plank_y); if (plank[i].is_thorn == true) { for (int j = plank[i].thorn_x; j < plank[i].thorn_x + thorn_len; j += 2 * thorn_h) { line(j, plank[i].plank_y, j + thorn_h, plank[i].plank_y - thorn_h - 1); line(j + thorn_h, plank[i].plank_y - thorn_h - 1, j + 2 * thorn_h, plank[i].plank_y); } } } }protected: // 保护用于派生类访问数据成员 // 小球属性 enum Left_Right { STOP, LEFT, RIGHT }; // 枚举小球左右方向 int ball_r; // 小球半径 int ball_ddx; // 可视为小球加速度 int ball_dx_min; // 小球 x 方向最小步长 int ball_dx_max; // 小球 x 方向最大步长 int left_right; // 小球左右方向 int ball_dx; // 可视为小球 x 方向速度 int ball_dy; // 可视为小球 y 方向速度 COLORREF ball_color; // 小球颜色 Ball ball; // 小球结构对象 // 木板属性 enum Plank_Num { plank_num = 7 }; // 枚举初始化木板数量 int plank_dy; // 可视为木板速度 int plank_len_min; // 木板最小长度 int plank_len_max; // 木板最大长度 int plank_gap; // 木板间隔 int thorn_len; // 尖刺长度 int thorn_h; // 尖刺高度 Plank plank[plank_num]; // 木板结构对象数组};////////////////////////////////////////////////////// 单例设计模式 RollingBall派生类class RollingBall : public BallAndPlank{public: ~RollingBall() { // 未定义 } // 获取单例指针 static RollingBall *GetInstance() { static RollingBall RB; return &RB; } // 开始前介绍界面 void Introduce() { setbkcolor(BKCOLOR); cleardevice(); settextcolor(LIGHTMAGENTA); settextstyle(50, 0, _T("黑体")); outtextxy((max_x - textwidth(_T("RollingBall"))) / 2, max_y / 5, _T("RollingBall")); settextcolor(GREEN); settextstyle(25, 0, _T("黑体")); outtextxy((max_x - textwidth(_T("ESC退出,空格暂停"))) / 2, max_y / 5 * 2 + 20, _T("ESC退出,空格暂停")); outtextxy((max_x - textwidth(_T("控制方向:左右方向键,AD,鼠标左右键"))) / 2, max_y / 5 * 2 + 60, _T("控制方向:左右方向键,AD,鼠标左右键")); SetWorkingImage(&img_start); setbkcolor(LIGHTGRAY); cleardevice(); settextcolor(BROWN); settextstyle(25, 0, _T("黑体")); outtextxy((80 - textwidth(_T("开始"))) / 2, (40 - textheight(_T("开始"))) / 2, _T("开始")); SetWorkingImage(&id_start); setbkcolor(DARKGRAY); cleardevice(); settextcolor(BROWN); settextstyle(25, 0, _T("黑体")); outtextxy((80 - textwidth(_T("开始"))) / 2, (40 - textheight(_T("开始"))) / 2, _T("开始")); SetWorkingImage(&img_exit); setbkcolor(LIGHTGRAY); cleardevice(); settextcolor(BROWN); settextstyle(25, 0, _T("黑体")); outtextxy((80 - textwidth(_T("退出"))) / 2, (40 - textheight(_T("退出"))) / 2, _T("退出")); SetWorkingImage(&id_exit); setbkcolor(DARKGRAY); cleardevice(); settextcolor(BROWN); settextstyle(25, 0, _T("黑体")); outtextxy((80 - textwidth(_T("退出"))) / 2, (40 - textheight(_T("退出"))) / 2, _T("退出")); SetWorkingImage(); int yy = max_y / 4 * 3; int exit_x = max_x / 2 - 200; int start_x = max_x / 2 + 120; putimage(start_x, yy, &img_start); putimage(exit_x, yy, &img_exit); // 检测是否点击相关按钮及按键 MOUSEMSG msg; bool selected = false; while (!selected) { while (MouseHit()) { msg = GetMouseMsg(); if ((msg.x >= start_x && msg.x <= start_x + 80 && msg.y >= yy && msg.y <= yy + 40 && msg.uMsg == WM_LBUTTONDOWN) || GetAsyncKeyState(VK_RETURN) & 0x8000) { putimage(start_x, yy, &id_start); Sleep(200); putimage(start_x, yy, &img_start); Sleep(100); selected = true; break; } else if ((msg.x >= exit_x && msg.x <= exit_x + 80 && msg.y >= yy && msg.y <= yy + 40 && msg.uMsg == WM_LBUTTONDOWN) || GetAsyncKeyState(VK_ESCAPE) & 0x8000) { putimage(exit_x, yy, &id_exit); Sleep(200); putimage(exit_x, yy, &img_exit); Sleep(100); exit(0); } } Sleep(16); } } // 初始化游戏界面 void Initialize() { setbkcolor(BKCOLOR); cleardevice(); setlinecolor(DARKGRAY); line(0, 0, 0, max_y - 1); line(max_y, 0, max_y, max_y - 1); line(0, 0, max_y - 1, 0); line(0, max_y - 1, max_y - 1, max_y - 1); for (int i = 0; i < max_y; i += 2 * die_top) { line(i, 0, i + die_top, die_top); line(i + die_top, die_top, i + 2 * die_top, 0); } for (int i = 0; i < plank_num; i++) { plank[i].plank_y = (i + 1) * plank_gap; plank[i].plank_len = rand() % (plank_len_max - plank_len_min) + plank_len_min + 1; plank[i].plank_x = rand() % (max_y - plank[i].plank_len); plank[i].plank_color = HSVtoRGB(float(rand() % 360), float(1.0), float(1.0)); plank[i].is_thorn = IsThorn(); if (plank[i].is_thorn == true) plank[i].thorn_x = plank[i].plank_x + rand() % (plank[i].plank_len - thorn_len); } plank[3].is_thorn = false; ball.ball_x = plank[3].plank_x + plank[3].plank_len / 2; ball.ball_y = plank[3].plank_y - 1 - ball_r; DrawBall(ball.ball_x, ball.ball_y); DrawPlank(); Sleep(sleep_time); } // 检测是否死亡 bool IsDead() { if (ball.ball_y <= die_top + ball_r || ball.ball_y >= max_y - 1 - ball_r || is_dead) { is_dead = true; return true; } else return false; } // 打印分数,速度及是否开启反向操作 void PrintScore() { settextcolor(RED); settextstyle(16, 0, _T("黑体")); score = time_num / 5; TCHAR str[20]; _stprintf_s(str, _T("当前得分: %d"), score); outtextxy(max_y + 5, max_y / 6 * 5 + 10, str); if (score < 50) plank_dy = 1; else if (score < 200) plank_dy = 2; else if (score < 500) plank_dy = 3; else if (score < 1000) plank_dy = 4; else if (score < 1500) plank_dy = 5; else plank_dy = 6; _stprintf_s(str, _T("当前速度: %d/6"), plank_dy); outtextxy(max_y + 5, max_y / 2 - 10, str); if (score > inverse_operate_score) outtextxy(max_y + 5, max_y / 11, _T("反向操作 已开启")); else outtextxy(max_y + 5, max_y / 11, _T("反向操作 未开启")); } // 非ESC结束时显示最终分数 void Finish() { if (is_dead) { TCHAR str[50]; _stprintf_s(str, _T("\t 您的最终得分为: %d\t\t"), score); MessageBox(GetHWnd(), str, _T("游戏结束"), MB_OK); } } // 游戏运行处理 void GameRunning() { // 清除小球和木板 CleanBall(ball.ball_x, ball.ball_y); CleanPlank(); // 计算木板位置 for (int i = 0; i < plank_num; i++) plank[i].plank_y -= plank_dy; // 顶木板是否消失,是 则生成尾木板 if (plank[0].plank_y < die_top + ball_r + 1) { for (int i = 0; i < plank_num - 1; i++) plank[i] = plank[i + 1]; plank[plank_num - 1].plank_y = (plank_num)* plank_gap; plank[plank_num - 1].plank_len = rand() % (plank_len_max - plank_len_min) + plank_len_min + 1; plank[plank_num - 1].plank_x = rand() % (max_y - plank[plank_num - 1].plank_len); plank[plank_num - 1].plank_color = HSVtoRGB(float(rand() % 360), float(1.0), float(1.0)); plank[plank_num - 1].is_thorn = IsThorn(); if (plank[plank_num - 1].is_thorn == true) plank[plank_num - 1].thorn_x = plank[plank_num - 1].plank_x + rand() % (plank[plank_num - 1].plank_len - thorn_len); } // 计算小球球心 x 位置(加减速效果) if ((GetAsyncKeyState(VK_LEFT) & 0x8000) || (GetAsyncKeyState('A') & 0x8000) || (GetAsyncKeyState(VK_LBUTTON) & 0x8000)) { if (score < inverse_operate_score) { if (left_right == LEFT) ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx; else { ball_dx = ball_dx_min; left_right = LEFT; } ball.ball_x = (ball.ball_x -= ball_dx) < ball_r ? ball_r : ball.ball_x; } else { if (left_right == RIGHT) ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx; else { ball_dx = ball_dx_min; left_right = RIGHT; } ball.ball_x = (ball.ball_x += ball_dx) > (max_y - 1 - ball_r) ? max_y - 1 - ball_r : ball.ball_x; } } else if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) || (GetAsyncKeyState('D') & 0x8000) || (GetAsyncKeyState(VK_RBUTTON) & 0x8000)) { if (score > inverse_operate_score) { if (left_right == LEFT) ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx; else { ball_dx = ball_dx_min; left_right = LEFT; } ball.ball_x = (ball.ball_x -= ball_dx) < ball_r ? ball_r : ball.ball_x; } else { if (left_right == RIGHT) ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx; else { ball_dx = ball_dx_min; left_right = RIGHT; } ball.ball_x = (ball.ball_x += ball_dx) > (max_y - 1 - ball_r) ? max_y - 1 - ball_r : ball.ball_x; } } else { ball_dx -= ball_ddx; if (ball_dx > ball_dx_min) { if (left_right == LEFT) ball.ball_x = (ball.ball_x -= ball_dx) < ball_r ? ball_r : ball.ball_x; else if (left_right == RIGHT) ball.ball_x = (ball.ball_x += ball_dx) > (max_y - 1 - ball_r) ? max_y - 1 - ball_r : ball.ball_x; } else { ball_dx = ball_dx_min; left_right = STOP; } } // 计算小球球心 y 位置(加速效果) int ii = 0; // 用于确定小球位于哪块木板上方 while (ball.ball_y - plank_dy > plank[ii].plank_y - 1 - ball_r) ii++; if (ii < plank_num && ball.ball_x >= plank[ii].plank_x && ball.ball_x <= plank[ii].plank_x + plank[ii].plank_len && (ball.ball_y - plank_dy == plank[ii].plank_y - 1 - ball_r || ball.ball_y >= plank[ii].plank_y - 1 - ball_r)) { ball.ball_y = plank[ii].plank_y - 1 - ball_r; ball_dy = ball_dx_min; } else { ball_dy = (ball_dy += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dy; ball.ball_y += ball_dy; if (ii < plank_num && ball.ball_x >= plank[ii].plank_x && ball.ball_x <= plank[ii].plank_x + plank[ii].plank_len && ball.ball_y >= plank[ii].plank_y - 1 - ball_r) { ball.ball_y = plank[ii].plank_y - 1 - ball_r; ball_dy = ball_dx_min; } else if (ball.ball_y > max_y - 1 - ball_r) ball.ball_y = max_y - 1 - ball_r; } // 判断小球是否触碰尖刺 if (ball.ball_x >= plank[ii].thorn_x - ball_r / 2 && ball.ball_x <= plank[ii].thorn_x + thorn_len + ball_r / 2 && ball.ball_y == plank[ii].plank_y - 1 - ball_r && plank[ii].is_thorn) is_dead = true; // 绘制木板和小球 DrawPlank(); DrawBall(ball.ball_x, ball.ball_y); FlushBatchDraw(); time_num++; // 打印分数,速度及是否开启反向操作 PrintScore(); Sleep(sleep_time); }private: // 构造函数初始化参数 RollingBall() { score = 0; die_top = 5; time_num = 0; sleep_time = 20; is_dead = false; } RollingBall(const RollingBall &rb) {} // 禁止拷贝构造 RollingBall &operator = (const RollingBall &rb) {} // 禁止赋值重载 int sleep_time; // 游戏刷新时间间隔 int time_num; // 记录游戏刷新次数 int die_top; // 顶部尖刺位置 int score; // 记录分数 bool is_dead; // 是否死亡};////////////////////////////////////////////////////// main 主函数int main(){ initgraph(max_x, max_y, NOMINIMIZE); srand((unsigned)time(NULL)); // 获取单例指针 RollingBall *rb = RollingBall::GetInstance(); rb->Introduce(); rb->Initialize(); BeginBatchDraw(); while (!(GetAsyncKeyState(VK_ESCAPE) & 0x8000)) { rb->GameRunning(); if (rb->IsDead()) break; if (_kbhit() && _getwch() == ' ') _getwch(); } EndBatchDraw(); rb->Finish(); closegraph(); return 0;}
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