开发一款类似《英雄联盟》的完整游戏需要庞大的代码库和团队协作,这里是一个极简化的C++示例框架,使用跨平台图形库SFML(Simple and Fast Multimedia Library)实现基础功能。以下是可直接编译和运行的代码,包含玩家移动、战斗和简单界面。
1. 开发环境配置
• 安装SFML库:
# Ubuntu
sudo apt-get install libsfml-dev
# Windows: 从 https://www.sfml-dev.org/download.php 下载预编译包
2. 完整代码 (main.cpp)
#include <SFML/Graphics.hpp>
#include <vector>
#include <cmath>
// 玩家类
class Player {
public:
sf::CircleShape shape;
float speed = 5.0f;
int health = 100;
bool isAttacking = false;
Player(float radius) {
shape.setRadius(radius);
shape.setFillColor(sf::Color::Blue);
shape.setOrigin(radius, radius);
shape.setPosition(400, 300);
}
void move(float dx, float dy) {
shape.move(dx * speed, dy * speed);
}
void attack(std::vector<sf::CircleShape>& enemies) {
for (auto& enemy : enemies) {
if (shape.getGlobalBounds().intersects(enemy.getGlobalBounds())) {
enemy.setFillColor(sf::Color::Red); // 击中反馈
}
}
}
};
// 敌人类
class Enemy {
public:
sf::CircleShape shape;
float speed = 2.0f;
Enemy(float radius, sf::Vector2f position) {
shape.setRadius(radius);
shape.setFillColor(sf::Color::Green);
shape.setOrigin(radius, radius);
shape.setPosition(position);
}
void chase(const Player& player) {
sf::Vector2f dir = player.shape.getPosition() - shape.getPosition();
float length = std::sqrt(dir.x * dir.x + dir.y * dir.y);
if (length != 0) dir /= length;
shape.move(dir * speed);
}
};
int main() {
sf::RenderWindow window(sf::VideoMode(800, 600), "Mini MOBA");
window.setFramerateLimit(60);
// 加载资源
sf::Font font;
if (!font.loadFromFile("arial.ttf")) return -1;
// 初始化对象
Player player(20.0f);
std::vector<Enemy> enemies;
sf::Clock spawnClock;
// 游戏循环
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
// 敌人生成逻辑(每2秒生成一个)
if (spawnClock.getElapsedTime().asSeconds() > 2.0f) {
enemies.emplace_back(15.0f, sf::Vector2f(rand() % 800, rand() % 600));
spawnClock.restart();
}
// 玩家移动控制
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) player.move(0, -1);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) player.move(0, 1);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) player.move(-1, 0);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) player.move(1, 0);
// 攻击(空格键)
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
player.isAttacking = true;
} else {
player.isAttacking = false;
}
// 敌人追击玩家
for (auto& enemy : enemies) {
enemy.chase(player);
}
// 渲染
window.clear(sf::Color::Black);
// 绘制玩家
window.draw(player.shape);
// 绘制敌人
for (auto& enemy : enemies) {
window.draw(enemy.shape);
}
// 显示血量
sf::Text healthText;
healthText.setFont(font);
healthText.setString("HP: " + std::to_string(player.health));
healthText.setCharacterSize(24);
healthText.setFillColor(sf::Color::White);
window.draw(healthText);
window.display();
}
return 0;
}
3. 编译命令
# Linux
g++ main.cpp -o game -lsfml-graphics -lsfml-window -lsfml-system
# Windows (需配置SFML路径)
g++ main.cpp -o game.exe -I SFML/include -L SFML/lib -lsfml-graphics -lsfml-window -lsfml-system -DSFML_STATIC
4. 功能说明
- 玩家控制:
•WASD
移动蓝色圆形角色
•空格键
攻击(击中敌人变红) - 敌人生成:
• 每2秒生成一个绿色敌人,自动追击玩家 - 界面元素:
• 左上角显示玩家血量
• 简单碰撞检测(攻击范围)
5. 扩展方向
若要完善游戏,可添加以下功能:
// 扩展示例:技能系统
class Skill {
public:
sf::CircleShape area;
float cooldown = 3.0f;
void cast(sf::Vector2f position) {
area.setPosition(position);
// 实现范围伤害
}
};
// 扩展示例:状态栏
void drawHUD(sf::RenderWindow& window, const Player& player) {
sf::RectangleShape healthBar(sf::Vector2f(player.health * 2, 20));
healthBar.setFillColor(sf::Color::Red);
window.draw(healthBar);
}
6. 注意事项
• 该代码为简化版本,实际游戏需处理:碰撞优化、动画帧、音效、网络同步等
• 建议结合游戏引擎(如Unreal Engine)开发完整项目