欧克家人们,首先感谢b站大佬rock提供的源码素材和视频讲解,本人也是跟着写完了,下面我们来写这个消消乐。
我们计划做这样一个界面:
类似于小时候玩的消消乐,那我们大概也知道是怎么做了,首先就是在界面中间偏下设置一块区域用来放置小方块,小方块3个以上成行或成列就自动消除,然后自动下落填充新的方块,玩家点击第一个和第二个方块就会交换位置,如果满足消除条件就会消除,不满足就不消除。
那么我们首先初始化界面,那我们先把界面搞好:
initgraph(WIN_WIDTH,WIN_HEIGHT);
loadimage(&imgBg, "res/bg2.png");//背景图片
欧克呗,这俩函数都是easyx图形库自带的,一个是初始化界面,一个是加载图片,WIN_WIDTH还有另外一个是我们自动定义的背景图片的长宽,具体是多少根据大家的素材来,也就是我上面图片的长宽。
下面我们还有初始化小方块,这里呢我们有七个元素,也就是七种不同的小方块:
for (int i = 1; i <= ROW; i++)//初始化小方块
{
for(int j = 1;j <= COL;j++)
{
map[i][j].type = 1 + rand() % 7;
map[i][j].row = i;
map[i][j].col = j;
map[i][j].x = off_x + (j - 1) * (block_size + 5);
map[i][j].y = off_y + (i - 1) * (block_size + 5);
map[i][j].match = 0;
map[i][j].tmd = 256;
}
}
在这里呢 我们要注意小方块是放在中间偏下的位置区域,所以他们的x,y坐标还要加上一个偏移量,也就是中间区域距离边界的距离,另外小方块之间还有间距,所以间距也要加上。
然后我们来想一下实现游戏里单击的动作:
ExMessage msg;
if(peekmessage(&msg) && msg.message==WM_LBUTTONDOWN)
{
int col = (msg.x - off_x) / (block_size + 5) + 1;
int row = (msg.y - off_y) / (block_size + 5) + 1;
if (col<1 || col>COL || row<1 || row>ROW)
{
return;
}//边界检查
click++;
if (click==1)
{
posX1 = col;
posY1 = row;
}
else if (click == 2)
{
posX2 = col;
posY2 = row;
//交换
if(abs(posX2-posX1)+abs(posY2-posY1)==1)//取绝对值
{
exchange(posY1, posX1, posY2, posX2);
click = 0;
isSwap = true;
PlaySound("res/pao.wav", 0, SND_FILENAME | SND_ASYNC);
}
else
{
click = 0;
}
}
}
click代表点击次数,然后这个逻辑应该很好理解,我们先点击第一个记录下来,之后点击第二个记录下来,判断俩次点击的方块是否在同行同列,如果不是就不变化。然后不论点完怎么样,都将点击次数重新归0。然后我们定义一个交换函数。
交换函数实现也很简单,就是先将俩个方块的所有信息全部置换,之后呢,我们为了实现俩个方块相互交换那种缓慢的过程,而不是瞬间,我们把交换后的方块的行列信息再设置为原来的:
struct block tmp = map[row1][col1];
map[row1][col1] = map[row2][col2];
map[row2][col2] = tmp;//整体交换
map[row1][col1].row = row1;//把交换后的行列坐标设为原来的
map[row1][col1].col = col1;
map[row2][col2].row = row2;
map[row2][col2].col = col2;
之后因为交换后的方块的行列和其xy坐标不符合,我们每次修改一点xy坐标,然后直到坐标符合 这样我们就实现的交换效果。
for (int i = ROW; i >=1; i--)
{
for(int j=1;j<=COL;j++)
{
struct block *p = &map[i][j];
int dx, dy;
for (int k = 0; k < 4; k++)
{
int x = off_x + (p->col - 1) * (block_size + 5);
int y = off_y + (p->row - 1) * (block_size + 5);
dx = p->x - x;
dy = p->y - y;
if (dx != 0)p->x -= dx / abs(dx);
if (dy != 0)p->y -= dy / abs(dy);
}
if (dx || dy)isMoving = true;
}
}
下面的还原函数就很好写了,我们只需要判断他们是否有能消除的就行,
for (int i = 1; i <= ROW; i++)
{
for(int j=1;j <= COL;j++)
{
if(map[i][j].type== map[i-1][j].type &&
map[i][j].type== map[i+1][j].type)
{
for (int k = -1; k <=1; k++) map[i+k][j].match++;
}
if(map[i][j].type == map[i][j-1].type &&
map[i][j].type == map[i][j+1].type)
{
for (int k = -1; k <= 1; k++) map[i][j+k].match++;
}
}
}
上述判断完之后我们用刚开始的exchange函数就可以还原了,然后呢我们再想一下 因为判断完之后就应该之间消除,那这里我们怎么消除呢,我们设置一个透明度,只要符合消除条件的我们就将其透明度减为10以下,然后记录下来,后面我们直接用新方块填充。
下面我们展示完整代码
tools.h
#pragma once
#include <graphics.h>
void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
void putimageTMD(int picture_x, int picture_y, IMAGE* picture, int tmd);
int getDelay();
void setFont(const char* fontName, int fontWidth, int fontHeight);
void preLoadSound(const char* name);
void playSound(const char* name);
tools.cpp
#include "tools.h"
#include <stdio.h>
#include <string.h>
#include <mmsystem.h>
#pragma comment(lib, "winmm.lib")
// 载入PNG图并去透明部分
void _putimagePNG(int picture_x, int picture_y, IMAGE* picture) //x为载入图片的X坐标,y为Y坐标
{
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
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)
| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8)
| (sb * sa / 255 + db * (255 - sa) / 255);
}
}
}
}
void putimageTMD(int picture_x, int picture_y, IMAGE* picture, int tmd) //x为载入图片的X坐标,y为Y坐标
{
if (picture_y < 0)return;
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
if (tmd < 255) {
if (sa > 200) sa = tmd;
else continue;
}
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
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)
| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8)
| (sb * sa / 255 + db * (255 - sa) / 255);
}
}
}
}
// 适用于 y <0 以及x<0的任何情况
void putimagePNG(int x, int y, IMAGE* picture) {
IMAGE imgTmp, imgTmp2, imgTmp3;
int winWidth = getwidth();
int winHeight = getheight();
if (y < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, 0, -y,
picture->getwidth(), picture->getheight() + y);
SetWorkingImage();
y = 0;
picture = &imgTmp;
}
else if (y >= getheight() || x >= getwidth()) {
return;
}
else if (y + picture->getheight() > winHeight) {
SetWorkingImage(picture);
getimage(&imgTmp, x, y, picture->getwidth(), winHeight - y);
SetWorkingImage();
picture = &imgTmp;
}
if (x < 0) {
SetWorkingImage(picture);
getimage(&imgTmp2, -x, 0, picture->getwidth() + x, picture->getheight());
SetWorkingImage();
x = 0;
picture = &imgTmp2;
}
if (x > winWidth - picture->getwidth()) {
SetWorkingImage(picture);
getimage(&imgTmp3, 0, 0, winWidth - x, picture->getheight());
SetWorkingImage();
picture = &imgTmp3;
}
_putimagePNG(x, y, picture);
}
int getDelay() {
static unsigned long long lastTime = 0;
unsigned long long currentTime = GetTickCount();
if (lastTime == 0) {
lastTime = currentTime;
return 0;
}
else {
int ret = currentTime - lastTime;
lastTime = currentTime;
return ret;
}
}
void setFont(const char* fontName, int fontWidth, int fontHeight) {
LOGFONT f;
gettextstyle(&f);
f.lfHeight = fontHeight; // 设置字体高度为 48
f.lfWidth = fontWidth;
strcpy(f.lfFaceName, fontName); // 设置字体为“黑体”(高版本 VC 推荐使用 _tcscpy_s 函数)
f.lfQuality = ANTIALIASED_QUALITY; // 设置输出效果为抗锯齿
setbkmode(TRANSPARENT);
settextstyle(&f);
}
void preLoadSound(const char* name) {
char cmd[512];
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);
mciSendString(cmd, 0, 0, 0);
}
void playSound(const char* name) {
static int index = 1;
char cmd[512];
if (index == 1) {
sprintf_s(cmd, sizeof(cmd), "play %s-1", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "close %s-2", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);
mciSendString(cmd, 0, 0, 0);
index++;
}
else if (index == 2) {
sprintf_s(cmd, sizeof(cmd), "play %s-2", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "close %s-1", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);
mciSendString(cmd, 0, 0, 0);
index = 1;
}
}
text.cpp
#define _CRT_SECURE_NO_WARNINGS
#include"tools.h"
#include<stdio.h>
#include<time.h>
#include<graphics.h>//easyx图形库的头文件
#include<math.h>
#include<mmsystem.h>//播放音效
#pragma comment(lib,"winmm.lib")
#define WIN_WIDTH 485
#define WIN_HEIGHT 917
#define ROW 8
#define COL 8
IMAGE imgBg;
IMAGE imgBlock[7];
int posX1, posY1;//第一次单击的位置
int posX2, posY2;//第二次单击的位置
int click = 0;//记录第一次按还是第二次
bool isMoving;//表示当前是否在移动
bool isSwap;//当单击俩个相邻的方块后
int score;
struct block//定义小图块
{
int type;//小图块的种类
int row, col;//第几行几列
int x, y;//图块的坐标
int match;
int tmd;//透明度
};
struct block map[ROW+2][COL+2];//处理边界问题
const int off_x = 17;
const int off_y = 283;//大边界
const int block_size = 52;//块块之间的边界
void init()
{
initgraph(WIN_WIDTH,WIN_HEIGHT);
loadimage(&imgBg, "res/bg2.png");//背景图片
srand(time(NULL));
setFont("Segoe UI Black", 20, 40);
mciSendString("open res/bg.mp3 alias bgm", 0, 0, 0);
mciSendString("play bgm repeat", 0, 0, 0);//更改背景音乐的名字为bgm
mciSendString("setaudio bgm volume to 30", 0, 0, 0);//调整音量大小
mciSendString("play res/start.mp3", 0, 0, 0);//开始音效
memset(map, 0, sizeof(map));//内存设置为0
for (int i = 1; i <= ROW; i++)//初始化小方块
{
for(int j = 1;j <= COL;j++)
{
map[i][j].type = 1 + rand() % 7;
map[i][j].row = i;
map[i][j].col = j;
map[i][j].x = off_x + (j - 1) * (block_size + 5);
map[i][j].y = off_y + (i - 1) * (block_size + 5);
map[i][j].match = 0;
map[i][j].tmd = 256;
}
}
isMoving = false;
isSwap = false;
score = 0;
char name[64];
for (int i = 0; i < 7; i++)
{
sprintf(name, "res/%d.png", i + 1);
loadimage(&imgBlock[i], name, block_size, block_size, true);
}
}
void updateWindow()
{
BeginBatchDraw();
putimage(0, 0, &imgBg);
for (int i = 1; i <= ROW; i++)
{
for (int j = 1; j <= COL; j++)
{
if(map[i][j].type)
{
IMAGE* img = &imgBlock[map[i][j].type - 1];
putimageTMD(map[i][j].x, map[i][j].y, img,map[i][j].tmd);
}
}
}
char scoreStr[16];
sprintf_s(scoreStr, sizeof(scoreStr), "%d", score);
int x = 394 + (75 - strlen(scoreStr) * 20) / 2;
outtextxy(x, 60, scoreStr);
EndBatchDraw();
}
void exchange(int row1,int col1,int row2,int col2)
{
struct block tmp = map[row1][col1];
map[row1][col1] = map[row2][col2];
map[row2][col2] = tmp;//整体交换
map[row1][col1].row = row1;//把交换后的行列坐标设为原来的
map[row1][col1].col = col1;
map[row2][col2].row = row2;
map[row2][col2].col = col2;
}
void userClick()
{
ExMessage msg;
if(peekmessage(&msg) && msg.message==WM_LBUTTONDOWN)
{
int col = (msg.x - off_x) / (block_size + 5) + 1;
int row = (msg.y - off_y) / (block_size + 5) + 1;
if (col<1 || col>COL || row<1 || row>ROW)
{
return;
}//边界检查
click++;
if (click==1)
{
posX1 = col;
posY1 = row;
}
else if (click == 2)
{
posX2 = col;
posY2 = row;
//交换
if(abs(posX2-posX1)+abs(posY2-posY1)==1)//取绝对值
{
exchange(posY1, posX1, posY2, posX2);
click = 0;
isSwap = true;
PlaySound("res/pao.wav", 0, SND_FILENAME | SND_ASYNC);
}
else
{
click = 0;
}
}
}
}
void move()
{
isMoving = false;
for (int i = ROW; i >=1; i--)
{
for(int j=1;j<=COL;j++)
{
struct block *p = &map[i][j];
int dx, dy;
for (int k = 0; k < 4; k++)
{
int x = off_x + (p->col - 1) * (block_size + 5);
int y = off_y + (p->row - 1) * (block_size + 5);
dx = p->x - x;
dy = p->y - y;
if (dx != 0)p->x -= dx / abs(dx);
if (dy != 0)p->y -= dy / abs(dy);
}
if (dx || dy)isMoving = true;
}
}
}
void huanyuan()
{
//发生移动后,而且单向移动已经结束
if(!isMoving&&isSwap)
{
int count = 0;
for (int i = 0; i<=ROW ; i++)
{
for(int j=0;j<=COL;j++)
{
count += map[i][j].match;
}
}
//如果没有匹配到三个或三个以上的方块,就要还原
if(count==0)
{
exchange(posY1, posX1, posY2, posX2);
}
isSwap = false;
}
}
void check()
{
for (int i = 1; i <= ROW; i++)
{
for(int j=1;j <= COL;j++)
{
if(map[i][j].type== map[i-1][j].type &&
map[i][j].type== map[i+1][j].type)
{
for (int k = -1; k <=1; k++) map[i+k][j].match++;
}
if(map[i][j].type == map[i][j-1].type &&
map[i][j].type == map[i][j+1].type)
{
for (int k = -1; k <= 1; k++) map[i][j+k].match++;
}
}
}
}
void xiaochu()
{
bool flag = false;
for (int i = 0; i <=ROW; i++)
{
for(int j=0;j<=COL;j++)
{
if(map[i][j].match&&map[i][j].tmd>10)
{
if(map[i][j].tmd==255)
{
flag = true;
}
map[i][j].tmd -= 10;
isMoving = true;
}
}
}
if(flag)
{
PlaySound("res/clear.wav", 0, SND_FILENAME | SND_ASYNC);
}
}
void updategame()
{
for (int i = ROW; i >= 1; i--)
{
for (int j = 1; j <= COL; j++)
{
if(map[i][j].match)
{
for (int k = i-1; k >=1 ; k--)
{
if(map[k][j].match==0)
{
exchange(k,j,i,j);
break;
}
}
}
}
}
//生成新方块
for (int j = 0; j <=COL; j++)
{
int n = 0;
for(int i=ROW;i>=1;i--)
{
if(map[i][j].match)
{
map[i][j].type = 1 + rand() % 7;
map[i][j].y = off_y - (n + 1) * (block_size + 5);
n++;
map[i][j].match = 0;
map[i][j].tmd = 255;
}
}
score += n;
}
}
int main(void)
{
init();
while(1)
{
userClick();
check();//检查匹配次数
move();
if (!isMoving) xiaochu();
huanyuan();
updateWindow();
if(!isMoving) updategame();
if(isMoving) Sleep(5);
}
while (1);
}
在这里呢再次感谢b站大佬,其中负责透明度和去除阴影的函数都是大佬写的
也就是tools.h和tools.cpp文件
需要资源可以上b站搜,也可以直接私信我,我全天在线。
下面展示一下视频效果:
消消乐