C语言怎么实现打砖块游戏

发布时间:2022-05-11 15:29:14 作者:iii
来源:亿速云 阅读:165

C语言怎么实现打砖块游戏

打砖块游戏是一种经典的街机游戏,玩家通过控制一个挡板反弹小球,击碎屏幕上的砖块。本文将介绍如何使用C语言实现一个简单的打砖块游戏。

1. 游戏的基本结构

打砖块游戏的基本结构包括以下几个部分:

2. 游戏初始化

在C语言中,我们可以使用graphics.h库来绘制游戏画面。首先,我们需要初始化游戏窗口,并设置挡板、小球和砖块的初始位置。

#include <graphics.h>
#include <conio.h>

#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define PADDLE_WIDTH 100
#define PADDLE_HEIGHT 20
#define BALL_RADIUS 10
#define BRICK_WIDTH 60
#define BRICK_HEIGHT 20
#define BRICK_ROWS 5
#define BRICK_COLS 10

int paddleX, paddleY;
int ballX, ballY;
int ballSpeedX, ballSpeedY;
int bricks[BRICK_ROWS][BRICK_COLS];

void initializeGame() {
    int gd = DETECT, gm;
    initgraph(&gd, &gm, "C:\\Turboc3\\BGI");

    paddleX = (SCREEN_WIDTH - PADDLE_WIDTH) / 2;
    paddleY = SCREEN_HEIGHT - PADDLE_HEIGHT - 10;

    ballX = SCREEN_WIDTH / 2;
    ballY = SCREEN_HEIGHT / 2;
    ballSpeedX = 3;
    ballSpeedY = -3;

    for (int i = 0; i < BRICK_ROWS; i++) {
        for (int j = 0; j < BRICK_COLS; j++) {
            bricks[i][j] = 1;
        }
    }
}

3. 游戏循环

游戏循环是游戏的核心部分,它负责处理用户输入、更新游戏状态和渲染游戏画面。

void gameLoop() {
    while (1) {
        cleardevice();

        // 处理用户输入
        if (kbhit()) {
            char key = getch();
            if (key == 'a' && paddleX > 0) {
                paddleX -= 10;
            }
            if (key == 'd' && paddleX < SCREEN_WIDTH - PADDLE_WIDTH) {
                paddleX += 10;
            }
        }

        // 更新小球位置
        ballX += ballSpeedX;
        ballY += ballSpeedY;

        // 碰撞检测
        if (ballX <= 0 || ballX >= SCREEN_WIDTH - BALL_RADIUS) {
            ballSpeedX = -ballSpeedX;
        }
        if (ballY <= 0) {
            ballSpeedY = -ballSpeedY;
        }
        if (ballY >= SCREEN_HEIGHT - BALL_RADIUS) {
            // 游戏结束
            break;
        }

        // 检测小球与挡板的碰撞
        if (ballY + BALL_RADIUS >= paddleY && ballX >= paddleX && ballX <= paddleX + PADDLE_WIDTH) {
            ballSpeedY = -ballSpeedY;
        }

        // 检测小球与砖块的碰撞
        for (int i = 0; i < BRICK_ROWS; i++) {
            for (int j = 0; j < BRICK_COLS; j++) {
                if (bricks[i][j] == 1) {
                    int brickX = j * BRICK_WIDTH;
                    int brickY = i * BRICK_HEIGHT + 50;

                    if (ballX >= brickX && ballX <= brickX + BRICK_WIDTH &&
                        ballY >= brickY && ballY <= brickY + BRICK_HEIGHT) {
                        bricks[i][j] = 0;
                        ballSpeedY = -ballSpeedY;
                    }
                }
            }
        }

        // 渲染游戏画面
        drawPaddle();
        drawBall();
        drawBricks();

        delay(10);
    }
}

4. 渲染游戏画面

在游戏循环中,我们需要绘制挡板、小球和砖块。

void drawPaddle() {
    rectangle(paddleX, paddleY, paddleX + PADDLE_WIDTH, paddleY + PADDLE_HEIGHT);
    floodfill(paddleX + 1, paddleY + 1, WHITE);
}

void drawBall() {
    circle(ballX, ballY, BALL_RADIUS);
    floodfill(ballX, ballY, WHITE);
}

void drawBricks() {
    for (int i = 0; i < BRICK_ROWS; i++) {
        for (int j = 0; j < BRICK_COLS; j++) {
            if (bricks[i][j] == 1) {
                int brickX = j * BRICK_WIDTH;
                int brickY = i * BRICK_HEIGHT + 50;
                rectangle(brickX, brickY, brickX + BRICK_WIDTH, brickY + BRICK_HEIGHT);
                floodfill(brickX + 1, brickY + 1, WHITE);
            }
        }
    }
}

5. 游戏结束

当所有砖块被击碎或小球掉出屏幕时,游戏结束。我们可以显示一个简单的游戏结束画面。

void gameOver() {
    cleardevice();
    outtextxy(SCREEN_WIDTH / 2 - 50, SCREEN_HEIGHT / 2, "Game Over");
    getch();
    closegraph();
}

6. 完整代码

将上述代码整合在一起,我们可以得到一个简单的打砖块游戏。

#include <graphics.h>
#include <conio.h>

#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define PADDLE_WIDTH 100
#define PADDLE_HEIGHT 20
#define BALL_RADIUS 10
#define BRICK_WIDTH 60
#define BRICK_HEIGHT 20
#define BRICK_ROWS 5
#define BRICK_COLS 10

int paddleX, paddleY;
int ballX, ballY;
int ballSpeedX, ballSpeedY;
int bricks[BRICK_ROWS][BRICK_COLS];

void initializeGame() {
    int gd = DETECT, gm;
    initgraph(&gd, &gm, "C:\\Turboc3\\BGI");

    paddleX = (SCREEN_WIDTH - PADDLE_WIDTH) / 2;
    paddleY = SCREEN_HEIGHT - PADDLE_HEIGHT - 10;

    ballX = SCREEN_WIDTH / 2;
    ballY = SCREEN_HEIGHT / 2;
    ballSpeedX = 3;
    ballSpeedY = -3;

    for (int i = 0; i < BRICK_ROWS; i++) {
        for (int j = 0; j < BRICK_COLS; j++) {
            bricks[i][j] = 1;
        }
    }
}

void drawPaddle() {
    rectangle(paddleX, paddleY, paddleX + PADDLE_WIDTH, paddleY + PADDLE_HEIGHT);
    floodfill(paddleX + 1, paddleY + 1, WHITE);
}

void drawBall() {
    circle(ballX, ballY, BALL_RADIUS);
    floodfill(ballX, ballY, WHITE);
}

void drawBricks() {
    for (int i = 0; i < BRICK_ROWS; i++) {
        for (int j = 0; j < BRICK_COLS; j++) {
            if (bricks[i][j] == 1) {
                int brickX = j * BRICK_WIDTH;
                int brickY = i * BRICK_HEIGHT + 50;
                rectangle(brickX, brickY, brickX + BRICK_WIDTH, brickY + BRICK_HEIGHT);
                floodfill(brickX + 1, brickY + 1, WHITE);
            }
        }
    }
}

void gameLoop() {
    while (1) {
        cleardevice();

        if (kbhit()) {
            char key = getch();
            if (key == 'a' && paddleX > 0) {
                paddleX -= 10;
            }
            if (key == 'd' && paddleX < SCREEN_WIDTH - PADDLE_WIDTH) {
                paddleX += 10;
            }
        }

        ballX += ballSpeedX;
        ballY += ballSpeedY;

        if (ballX <= 0 || ballX >= SCREEN_WIDTH - BALL_RADIUS) {
            ballSpeedX = -ballSpeedX;
        }
        if (ballY <= 0) {
            ballSpeedY = -ballSpeedY;
        }
        if (ballY >= SCREEN_HEIGHT - BALL_RADIUS) {
            break;
        }

        if (ballY + BALL_RADIUS >= paddleY && ballX >= paddleX && ballX <= paddleX + PADDLE_WIDTH) {
            ballSpeedY = -ballSpeedY;
        }

        for (int i = 0; i < BRICK_ROWS; i++) {
            for (int j = 0; j < BRICK_COLS; j++) {
                if (bricks[i][j] == 1) {
                    int brickX = j * BRICK_WIDTH;
                    int brickY = i * BRICK_HEIGHT + 50;

                    if (ballX >= brickX && ballX <= brickX + BRICK_WIDTH &&
                        ballY >= brickY && ballY <= brickY + BRICK_HEIGHT) {
                        bricks[i][j] = 0;
                        ballSpeedY = -ballSpeedY;
                    }
                }
            }
        }

        drawPaddle();
        drawBall();
        drawBricks();

        delay(10);
    }
}

void gameOver() {
    cleardevice();
    outtextxy(SCREEN_WIDTH / 2 - 50, SCREEN_HEIGHT / 2, "Game Over");
    getch();
    closegraph();
}

int main() {
    initializeGame();
    gameLoop();
    gameOver();
    return 0;
}

7. 总结

通过上述步骤,我们使用C语言实现了一个简单的打砖块游戏。虽然这个游戏的功能相对简单,但它涵盖了游戏开发的基本要素,包括游戏初始化、游戏循环、碰撞检测和渲染。你可以在此基础上进一步扩展游戏功能,例如增加关卡、计分系统、音效等。

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