总览:
实现内部功能:
apple.h:
#pragma once
//生成新苹果
void createNewApple();
globalvar.h:
#pragma once
//所有全局变量的声明
extern int appleHang;
extern int appleLie;
extern int fangXiang;
extern int snakeHang[100];
extern int snakeLie[100];
extern int snakeLength;//蛇当前长度
extern int stop;
snake.h:
#pragma once
#include"globalvar.h"
void snakeMove();//蛇的移动
int enabledEatApple();//能吃苹果
void grow();//蛇的生长
int enabledEatSelf();//吃自己
int enabledOut();//蛇出界
void gameover();//是否结束游戏
1.生成新苹果
void createNewApple()
{
appleHang = rand() % 14 + 3;//3-16
appleLie = rand() % 14 + 3;
}
2.蛇的移动
void snakeMove()
{
for (int j = snakeLength - 1; j >= 1; j--)
{
snakeHang[j] = snakeHang[j - 1];
snakeLie[j] = snakeLie[j - 1];
}
switch (fangXiang)
{
case 0://右
snakeLie[0]++;
break;
case 1://上
snakeHang[0]--;
break;
case 2://左
snakeLie[0]--;
break;
case 3://下
snakeHang[0]++;
break;
}
}
3.能吃苹果
int enabledEatApple()
{
return appleHang == snakeHang[0]
&& appleLie == snakeLie[0];
}
4.蛇的生长
void grow()
{
snakeLength++;
}
5.吃自己
int enabledEatSelf()
{
int enabled = 0;
for (int i = 1; i < snakeLength; i++)
{
if (snakeHang[0] == snakeHang[i]
&& snakeLie[0] == snakeLie[i])
{
//enabled = 1;
//break;
return 1;
}
}
/*return enabled;*/
return 0;
}
6. 是否出界
int enabledOut()
{
return snakeHang[0] == 0
|| snakeHang[0] == 19
|| snakeLie[0] == 0
|| snakeLie[0] == 19;
}
7.游戏结束
void gameover()
{
stop = 1;
}
apple.cpp:
#include "apple.h"
#include<stdlib.h>
int appleHang;
int appleLie;
void createNewApple()
{
appleHang = rand() % 14 + 3;//3-16
appleLie = rand() % 14 + 3;
}
snake.cpp:
#include "snake.h"
int fangXiang = 1;
int snakeHang[100] = { 10,11,12,13,14 };
int snakeLie[100] = { 10,10,10,10,10 };
int snakeLength = 5;//蛇当前长度。
void snakeMove()
{
for (int j = snakeLength - 1; j >= 1; j--)
{
snakeHang[j] = snakeHang[j - 1];
snakeLie[j] = snakeLie[j - 1];
}
switch (fangXiang)
{
case 0://右
snakeLie[0]++;
break;
case 1://上
snakeHang[0]--;
break;
case 2://左
snakeLie[0]--;
break;
case 3://下
snakeHang[0]++;
break;
}
}
int enabledEatApple()
{
return appleHang == snakeHang[0]
&& appleLie == snakeLie[0];
}
void grow()
{
snakeLength++;
}
int enabledEatSelf()
{
int enabled = 0;
for (int i = 1; i < snakeLength; i++)
{
if (snakeHang[0] == snakeHang[i]
&& snakeLie[0] == snakeLie[i])
{
//enabled = 1;
//break;
return 1;
}
}
/*return enabled;*/
return 0;
}
int enabledOut()
{
return snakeHang[0] == 0
|| snakeHang[0] == 19
|| snakeLie[0] == 0
|| snakeLie[0] == 19;
}
void createNewLuoKuai()
{
}
void gameover()
{
stop = 1;
}
完整代码:
#define _CRT_SECURE_NO_WARNINGS 1
#include <easyx.h>
#include <time.h>
#include <conio.h>
#include<stdio.h>
#include<stdlib.h>
#include<iostream>
#include<string>
#include<graphics.h>
#include "apple.h"
#include"snake.h"
#include"globalvar.h"
/*游戏界面绘制*/
void gamePaint();
/*游戏初始化绘制*/
void gameInit();
/*游戏定时处理*/
void gameInterval();
/*游戏键盘按下*/
void gameKeypress(int key);
/*游戏鼠标按下*/
void gameMouseDown(int mouseX, int mouseY);
/*游戏鼠标右键按下*/
void gameMouseRightDown(int mouseX, int mouseY);
/*游戏鼠标抬起*/
void gameMouseUp(int mouseX, int mouseY);
/*游戏鼠标移动*/
void gameMousemove(int mouseX, int mouseY);
/*
含透明的图的绘制
x为要载入图片的X坐标,y为Y坐标
*/
void drawImage(int picture_x, int picture_y, IMAGE* picture);
/*调整图片透明度
角度转弧度:PI/180*角度
弧度转角度:180/PI*弧度
*/
void drawImageAlpha(int x0, int y0, IMAGE* img, double f);
/*两个矩形碰撞检测
即两个矩形是否相交。
x1, y1, w1, h1是第一个矩形的xy宽高的四个参数
x2, y2, w2, h2是第二个矩形的xy宽高的四个参数
返回0代表不相交 返回1代表相交
*/
int testHit(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2);
/*设置100即每隔100毫秒刷新以下界面绘图。*/
int interval = 150;//TODO: 1 设置定时器时间间隔(单位毫秒)
// TODO: 1 设置窗口: 宽度 高度
int screenWidth = 600;
int screenHeight = 600;
int stop = 0;//是否停止游戏
//-----------------------------------//
int times = 0;
/*初始化游戏 */
void initgame()
{
srand((unsigned)time(NULL));//随机数初始化
setbkcolor(NULL);//背景色
setbkmode(TRANSPARENT);// 设置背景混合模式: TRANSPARENT为透明
gameInit();
}
/*
界面绘图演示案例
*/
/*绘制显示游戏界面*/
void paint()
{
BeginBatchDraw();//打开双缓冲
cleardevice();// 清屏
gamePaint();
//-----------------------------//
EndBatchDraw();//关闭双缓冲
}
/*游戏运行*/
void run()
{
ExMessage msg;
//ExMessage key;
while (1) // 游戏主循环 可借助break 结束循环
{
if (peekmessage(&msg, -1, true))
{
switch (msg.message)
{
case WM_MOUSEMOVE://鼠标移动
gameMousemove(msg.x, msg.y);
break;
case WM_LBUTTONDOWN://左键按下
gameMouseDown(msg.x, msg.y);
break;
case WM_LBUTTONUP://左键抬起
gameMouseUp(msg.x, msg.y);
break;
case WM_LBUTTONDBLCLK://左键双击
break;
case WM_RBUTTONDOWN://右键按下
break;
case WM_RBUTTONUP://右键抬起
gameMouseRightDown(msg.x, msg.y);
break;
case WM_RBUTTONDBLCLK://右键双击
break;
case WM_KEYDOWN:
gameKeypress(msg.vkcode);
break;
}
paint();
continue;
}
//------时间处理 勿动-----------//
Sleep(1);
times++;
if (times % (interval / 10) != 0) {
continue;
}
times = 0;
if (stop)
{
break;
}
gameInterval();
//-------------------------------//
paint();// 刷新显示游戏界面
}
}
/*绘制透明背景图*/
void drawImage(int picture_x, int picture_y, IMAGE* picture) //x为载入图片的X坐标,y为Y坐标
{
// 变量初始化
DWORD* dst = GetImageBuffer(); // GetImageBuffer()函数,用于获取绘图设备的显存指针,EASYX自带
DWORD* draw = GetImageBuffer();
DWORD* src = GetImageBuffer(picture); //获取picture的显存指针
int picture_width = picture->getwidth(); //获取picture的宽度,EASYX自带
int picture_height = picture->getheight(); //获取picture的高度,EASYX自带
int graphWidth = getwidth(); //获取绘图区的宽度,EASYX自带
int graphHeight = getheight(); //获取绘图区的高度,EASYX自带
int dstX = 0; //在显存里像素的角标
// 实现透明贴图 公式: Cp=αp*FP+(1-αp)*BP , 贝叶斯定理来进行点颜色的概率计算
for (int iy = 0; iy < picture_height; iy++)
{
for (int ix = 0; ix < picture_width; ix++)
{
int srcX = ix + iy * picture_width; //在显存里像素的角标
int sa = ((src[srcX] & 0xff000000) >> 24); //0xAArrggbb;AA是透明度
int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的R
int sg = ((src[srcX] & 0xff00) >> 8); //G
int sb = src[srcX] & 0xff; //B
if (ix >= 0 && ix <= graphWidth && iy >= 0 && iy <= graphHeight && dstX <= graphWidth * graphHeight)
{
dstX = (ix + picture_x) + (iy + picture_y) * graphWidth; //在显存里像素的角标
if (dstX < 0) continue;
int dr = ((dst[dstX] & 0xff0000) >> 16);
int dg = ((dst[dstX] & 0xff00) >> 8);
int db = dst[dstX] & 0xff;
draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) << 16) //公式: Cp=αp*FP+(1-αp)*BP ; αp=sa/255 , FP=sr , BP=dr
| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) //αp=sa/255 , FP=sg , BP=dg
| (sb * sa / 255 + db * (255 - sa) / 255); //αp=sa/255 , FP=sb , BP=db
}
}
}
}
/*调整图片透明度*/
void drawImageAlpha(int x0, int y0, IMAGE* img, double f)
{
//获得图片尺寸
int qwidth, qheight;
qwidth = img->getwidth();
qheight = img->getheight();
//P图为背景图,RS为目标图片
static IMAGE RS(qwidth, qheight);
static IMAGE P(qwidth, qheight);
//背景图的绘制
getimage(&P, x0, y0, qwidth, qheight);
//获取指针,作为透明度计算
DWORD* M = GetImageBuffer(&P);
DWORD* N = GetImageBuffer(img);
DWORD* R = GetImageBuffer(&RS);
// 开启批量绘图模式,解决闪烁问题
BeginBatchDraw();
//计算与赋值
int i, j;
for (i = 0; i < qheight; i++) {
for (j = 0; j < qwidth; j++) {
int r, g, b;
int ij;
//计算
ij = i * qwidth + j;
r = (int)((GetRValue(N[ij])) * (1 - f) + GetRValue(M[ij]) * f);
g = (int)((GetGValue(N[ij])) * (1 - f) + GetGValue(M[ij]) * f);
b = (int)((GetBValue(N[ij])) * (1 - f) + GetBValue(M[ij]) * f);
R[ij] = RGB(r, g, b);
}
}
//贴出图片并释放内存
putimage(x0, y0, &RS);
FlushBatchDraw();// 绘制
}
//检测两个矩形是否相碰撞
int testHit(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2)
{
return !(x1 + w1 < x2 ||
y1 + h1 < y2 ||
x2 + w2 < x1 ||
y2 + h2 < y1);
}
// 主函数,开启游戏
int main()
{
initgraph(screenWidth, screenHeight, SHOWCONSOLE);
initgame(); // 初始化游戏
paint();// 刷新显示游戏界面
flushmessage(); // 清空鼠标缓冲区
while (_kbhit()) _getch(); // 清空键盘缓冲区
run(); // 开始游戏
closegraph();//关闭图形环
return 0;
}
//--------------优雅的警戒线 以上为雷区 非专业 勿进------------------//
//TODO: 2 全局变量声明位置
IMAGE imgBG;
IMAGE imgApple;
IMAGE imgBody;
IMAGE imgHead [4];
//int fangXiang = 1;//蛇当前方向
//int appleHang;
//int appleLie;
//int snakeHang[100] = {10,11,12,13,14};
//int snakeLie[100] = {10,10,10,10,10};
//int snakeLength = 5;//蛇当前长度。
//TODO: 3 游戏初始化位置
void gameInit()
{
printf("初始化...\n");
//appleHang = rand() % 14 + 3;
//appleLie = rand() % 14 + 3;
createNewApple();
loadimage(&imgBG, L".\\she\\bg.bmp");
loadimage(&imgApple, L".\\she\\apple.bmp");
loadimage(&imgBody, L".\\she\\body.bmp");
TCHAR str[100];
for ( int i=0; i<4; i++)
{
_stprintf(str, L".\\she\\head%d.bmp", i);
//loadimage(&imgHead[i], str);
loadimage( imgHead+i , str);
}
}
//TODO: 4 绘图处理位置
void gamePaint()
{
putimage(0, 0, &imgBG);
//extern int appleHang;
//extern int appleLie;
putimage( appleLie* 30, appleHang* 30, &imgApple);
putimage(snakeLie[0] * 30, snakeHang[0]* 30, &imgHead[fangXiang]);
for ( int j=1;j<snakeLength ; j++)
{
putimage(snakeLie[j] * 30, snakeHang[j] * 30, &imgBody);
}
}
//TODO: 5 定时处理位置
void gameInterval()
{
//printf( "定时...");
//TODO: A 爬行
snakeMove();
if (enabledEatApple())//TODO: A 能吃苹果
{
//TODO: A 长个
grow();
//TODO: A 生成新苹果
createNewApple();
}
if (enabledOut()) //TODO: A 能出界
{
//TODO: A game over
gameover();
}
//假设 不能
if (enabledEatSelf()) //TODO: A 能咬自己
{
//TODO: A game over
gameover();
}
}
//TODO: 6 处理键盘控制位置
void gameKeypress(int key)
{
switch (key)
{
case VK_LEFT:
fangXiang = 2;
break;
case VK_RIGHT:
fangXiang = 0;
break;
case VK_UP:
fangXiang = 1;
break;
case VK_DOWN:
fangXiang = 3;
break;
}
}
//TODO: 7 处理鼠标控制位置
void gameMouseDown(int mouseX, int mouseY)
{
}
void gameMouseUp(int mouseX, int mouseY)
{
}
void gameMousemove(int mouseX, int mouseY)
{
}
void gameMouseRightDown(int mouseX, int mouseY)
{
}