时间:2021-04-17 09:52:58 | 栏目:C代码 | 点击:次
C语言小游戏――反弹球(简单的图形化界面),供大家参考,具体内容如下
1.环境准备和安装
2.Eaxy X功能的简单介绍
3.反弹球游戏主函数框架
int main (void) { starup();//数据初始化 while(1) { show();//画面初始化 updateWithoutInput();//与用户输入无关的更新 updateWithInput();//与用户输入有关的更新 } }
4.头文件的加载和全局变量的设定
#include <graphics.h> #include <conio.h> #include <stdlib.h> #include <time.h> //全局变量 int high,width;//游戏尺寸 int ball_x,ball_y,ball_r;//球 int board_x,board_y,board_long,board_bottom;//木板 int gaol_x,gaol_y,gaol_long;//目标 int velocity_x,velocity_y;//速度
5.第一个函数starup() 全局变量的初始化
void startup() { high=540;width=480;//游戏尺寸 ball_y=30;ball_x=width/3;ball_r=15;//球的坐标 board_y=high/2;board_x=width/2;//木板 board_long=150;board_bottom=10; gaol_y=2; gaol_x=width/2; gaol_long=20; //目标第一个点的坐标 velocity_x=1,velocity_y=1;//速度 initgraph(width,high); }
6.第二个函数show() 打印画面
void show() { setbkcolor(RGB(255,255,255)); cleardevice();//清屏 setfillcolor(RGB(0,0,255)); fillcircle(ball_x,ball_y,ball_r); setfillcolor(RGB(0,0,0)); fillrectangle(board_x,board_y,board_x+board_long,board_y+board_bottom); setfillcolor(RGB(255,0,0)); fillrectangle(gaol_x,gaol_y,gaol_x+gaol_long,gaol_y+gaol_long); }
7.第三个函数updateWithoutInput();与输入无关的更新
void updateWithoutInpurt() { ball_x+=velocity_x; ball_y+=velocity_y; if(ball_x==1||ball_x==width-2)//碰壁反弹 velocity_x=-velocity_x; if(ball_y==1||ball_y==high-2) velocity_y=-velocity_y; if(ball_y==board_y&&(ball_x>=board_x&&ball_x<board_x+board_long))//碰木板反弹 velocity_y=-velocity_y; if(ball_y==board_y+board_bottom&&(ball_x>=board_x&&ball_x<board_x+board_long))//碰木板反弹 velocity_y=-velocity_y; if((ball_x>gaol_x&&ball_x<gaol_x+gaol_long)&&(ball_y>gaol_y&&ball_y<gaol_y+gaol_long))//如果球击中目标 { srand((unsigned)time(NULL));/*做随机数产生种子*/ gaol_y=rand()%(high/2-gaol_long)+1; gaol_x=rand()%(width/2-gaol_long)+1; } }
功能:
* 碰壁反弹
* 碰木板反弹
* 如果球碰到目标,目标重新刷新
8.第四个函数 updateWithInput();与用户输入有关的更新
void updateWithInpurt() { char input; if(kbhit()) { input=getch(); if(input=='w'&&board_y>1) board_y-=10; if(input=='s'&&board_y+board_bottom<high-2) board_y+=10; if(input=='a'&&board_x>1) board_x-=10; if(input=='d'&&board_x+board_long<width-2) board_x+=10; } }
因为是以像素为单位绘画,所以每次移动10个单位
完整代码
#include <graphics.h> #include <conio.h> #include <stdlib.h> #include <time.h> //全局变量 int high,width;//游戏尺寸 int ball_x,ball_y,ball_r;//球 int board_x,board_y,board_long,board_bottom;//木板 int gaol_x,gaol_y,gaol_long;//目标 int velocity_x,velocity_y;//速度 void startup() { high=540;width=480;//游戏尺寸 ball_y=30;ball_x=width/3;ball_r=15;//球的坐标 board_y=high/2;board_x=width/2;//木板 board_long=150;board_bottom=10; gaol_y=2; gaol_x=width/2; gaol_long=20; //目标第一个点的坐标 velocity_x=1,velocity_y=1;//速度 initgraph(width,high); } void show() { setbkcolor(RGB(255,255,255)); cleardevice();//清屏 setfillcolor(RGB(0,0,255)); fillcircle(ball_x,ball_y,ball_r); setfillcolor(RGB(0,0,0)); fillrectangle(board_x,board_y,board_x+board_long,board_y+board_bottom); setfillcolor(RGB(255,0,0)); fillrectangle(gaol_x,gaol_y,gaol_x+gaol_long,gaol_y+gaol_long); } void updateWithoutInpurt() { ball_x+=velocity_x; ball_y+=velocity_y; if(ball_x==1||ball_x==width-2)//碰壁反弹 velocity_x=-velocity_x; if(ball_y==1||ball_y==high-2) velocity_y=-velocity_y; if(ball_y>board_y&&(ball_x>=board_x&&ball_x<board_x+board_long))//碰木板反弹 velocity_y=-velocity_y; if(ball_y==board_y+board_bottom&&(ball_x>=board_x&&ball_x<board_x+board_long))//碰木板反弹 velocity_y=-velocity_y; if((ball_x>gaol_x&&ball_x<gaol_x+gaol_long)&&(ball_y>gaol_y&&ball_y<gaol_y+gaol_long))//如果球击中目标 { srand((unsigned)time(NULL));/*做随机数产生种子*/ gaol_y=rand()%(high/2-gaol_long)+1; gaol_x=rand()%(width/2-gaol_long)+1; } } void updateWithInpurt() { char input; if(kbhit()) { input=getch(); if(input=='w'&&board_y>1) board_y-=10; if(input=='s'&&board_y+board_bottom<high-2) board_y+=10; if(input=='a'&&board_x>1) board_x-=10; if(input=='d'&&board_x+board_long<width-2) board_x+=10; } } int main(void) { startup(); while(1) { show(); updateWithoutInpurt(); updateWithInpurt(); } }