Let's make 16 games in C++(四):Arkanoid

1、准备游戏需要的背景图

①方块图

②挡板图

③球图

④背景图

 

2、首先渲染一个520x450的窗口,将方块和背景都渲染出来

#include<SFML/Graphics.hpp>
#include<time.h>

using namespace sf;


int main()
{
	srand(time(0));

	RenderWindow app(VideoMode(520, 450), "Arkanoid Game!");
	app.setFramerateLimit(60);

	Texture t1, t2, t3, t4;
	t1.loadFromFile("./Resources/images/block01.png");
	t2.loadFromFile("./Resources/images/background.jpg");
	t3.loadFromFile("./Resources/images/ball.png");
	t4.loadFromFile("./Resources/images/paddle.png");


	Sprite sBackground(t2), sBall(t3), sPaddle(t4);
	sPaddle.setPosition(300, 440);
	sBall.setPosition(300, 300);

	Sprite block[1000];

	int n = 0;
	for (int i = 1; i < 10; i++)
	{
		for (int j = 1; j <= 10; j++)
		{
			block[n].setTexture(t1);
			block[n].setPosition(i * 43, j * 20);
			n++;
		}
	}



	while (app.isOpen())
	{
		Event e;
		while (app.pollEvent(e))
		{
			if (e.type == Event::Closed)
			{
				app.close();
			}
		}



		app.clear();
		app.draw(sBackground);
		app.draw(sBall);
		app.draw(sPaddle);

		for (int i = 0; i < n; i++)
		{
			app.draw(block[i]);
		}
		app.display();

	}

	return 0;
}

3、实现小球移动和撞击

bool isCollide(Sprite s1, Sprite s2)
{
	return s1.getGlobalBounds().intersects(s2.getGlobalBounds());
}


...
...


sBall.move(dx, 0);
for (int i = 0; i < n; i++)
{
	if (isCollide(sBall, block[i]))
	{
		block[i].setPosition(-100, 0);
		dx = -dx;
	}
}
sBall.move(0, dy);
for (int i = 0; i < n; i++)
{
	if (isCollide(sBall, block[i]))
	{
		block[i].setPosition(-100, 0);
		dy = -dy;
	}
}

3、实现按键移动挡板以及挡板接住小球

#include<SFML/Graphics.hpp>
#include<time.h>

using namespace sf;

bool isCollide(Sprite s1, Sprite s2)
{
	return s1.getGlobalBounds().intersects(s2.getGlobalBounds());
}


int main()
{
	srand(time(0));

	RenderWindow app(VideoMode(520, 450), "Arkanoid Game!");
	app.setFramerateLimit(60);

	Texture t1, t2, t3, t4;
	t1.loadFromFile("./Resources/images/block01.png");
	t2.loadFromFile("./Resources/images/background.jpg");
	t3.loadFromFile("./Resources/images/ball.png");
	t4.loadFromFile("./Resources/images/paddle.png");


	Sprite sBackground(t2), sBall(t3), sPaddle(t4);
	sPaddle.setPosition(300, 440);
	sBall.setPosition(300, 300);

	Sprite block[1000];

	int n = 0;
	for (int i = 1; i < 10; i++)
	{
		for (int j = 1; j <= 10; j++)
		{
			block[n].setTexture(t1);
			block[n].setPosition(i * 43, j * 20);
			n++;
		}
	}

	float dx = 6;
	float dy = 5;

	while (app.isOpen())
	{
		Event e;
		while (app.pollEvent(e))
		{
			if (e.type == Event::Closed)
			{
				app.close();
			}
		}

		sBall.move(dx, 0);
		for (int i = 0; i < n; i++)
		{
			if (isCollide(sBall, block[i]))
			{
				block[i].setPosition(-100, 0);
				dx = -dx;
			}
		}
		sBall.move(0, dy);
		for (int i = 0; i < n; i++)
		{
			if (isCollide(sBall, block[i]))
			{
				block[i].setPosition(-100, 0);
				dy = -dy;
			}
		}


		Vector2f b = sBall.getPosition();
		if (b.x < 0 || b.x > 520)
		{
			dx = -dx;
		}
		if (b.y < 0 || b.y > 450)
		{
			dy = -dy;
		}

		if (Keyboard::isKeyPressed(Keyboard::Right))
		{
			sPaddle.move(6, 0);
		}
		if (Keyboard::isKeyPressed(Keyboard::Left))
		{
			sPaddle.move(-6, 0);
		}
		if (isCollide(sPaddle, sBall))
		{
			dy = -(rand() % 5 + 2);
		}


		app.clear();
		app.draw(sBackground);
		app.draw(sBall);
		app.draw(sPaddle);

		for (int i = 0; i < n; i++)
		{
			app.draw(block[i]);
		}
		app.display();

	}

	return 0;
}

结果图

==============================================

没有实现游戏计分和死亡功能。

 

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