打砖块c/c++小游戏开发基础入门小白也能学会(贼详细)

开心打砖块(附上游戏全部源码)

游戏运行截图:(按下空格键,下面炮台发射子弹打掉上面下压砖块,计分器记录分数,打掉一个加一分,倒计时设置,时间结束,游戏显示失败)(全部源码附上)
在这里插入图片描述
游戏逻辑:(用c++做游戏最重要的就是游戏逻辑。逻辑清楚了代码就好写很多)

(1)全局:利用代码渲染出大致的框架,框架包括墙体,下压砖块,炮台
(2)炮台设置:定义一个数组,和炮台一样,4个箱子堆在一起就形成了这个炮台,要求4个箱子移动的时候一起移动
(3)子弹设置:这里我一开始是定义了一个大小为1w的数组,类型为SDate,但是后期发现有一个问题,如果这一万个子弹都打完了就会报错,后面改进为用容器vector来替换数组解决了这个问题
(4)按键操作设置:按下空格键发射子弹,炮台移动操作(4个箱子组成炮台,循环遍历,动的时候一起动就可以了)
空格键按下发射子弹:arrBullet[nfireidex].nRow=arr炮台[0].nRow定位到炮台最上面的那个箱子,然后发射子弹(nfireindex++)就可以了
(5)子弹打到砖块:砖块消失,思路就是当子弹行列坐标和砖块行列一样时,检测到碰撞,然后让砖块变空就可以了
(6)砖块下压:把上面一行砖块给下一行砖块,然后上面一行砖块重新生成就可以了,这里还有一个砖块下压速度的控制,可以设置一个控制变量,让砖块10次循环一次,控制下压速度(下面代码标注了)
(7)炮台撞墙:定义一个备份变量,把之前的坐标先备份起来,然后检测到炮台碰撞以后,还原原来的坐标
(8)游戏渲染:利用循环遍历,数组,画出图形

游戏全部源码(注释全在里面)

#include<iostream>
#include<windows.h>
#include<string>
#include<vector>//容器头文件
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code)&0x8000?1:0//按键响应
using namespace std;
enum
{
	e_Map_Floor,
	e_Map_wall,
	e_Map_Block,
};
struct SData
{
	int nRow;
	int nCol;
	int nColBK;
	int nRowBK;
};
SData g_arrPlayer[4];
vector<SData> g_vecBullet;
int g_nBlockRowCout = 3;
int g_nTime = 0;
int n_time = 100; //定义一个时间变量
int g_nscore = 0;
int g_arrMap[25][20]
{
	1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
	1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,
	1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,
	1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,
	1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
	1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
};
int main()
{
	g_arrPlayer[0].nRow = 22;
	g_arrPlayer[0].nCol = 7;
	for (int i = 1; i < 4; i++)
	{
		g_arrPlayer[i].nRow = 23;
		g_arrPlayer[i].nCol = 5 + i;
	}
	while (true)
	{
		n_time--;
		system("cls");
		for (int i = 0; i < 4; i++)
		{

			g_arrPlayer[i].nRowBK = g_arrPlayer[i].nRow;
			g_arrPlayer[i].nColBK = g_arrPlayer[i].nCol;
		}
		//数据更新
		if (KEY_DOWN(VK_UP))
		{
			for (int i = 0; i < 4; i++)
			{
				g_arrPlayer[i].nRow--;
			}
		}
		else if (KEY_DOWN(VK_DOWN))
		{
			for (int i = 0; i < 4; i++)
			{
				g_arrPlayer[i].nRow++;
			}
		}
		else if (KEY_DOWN(VK_RIGHT))
		{
			for (int i = 0; i < 4; i++)
			{
				g_arrPlayer[i].nCol++;

			}
		}
		else if (KEY_DOWN(VK_LEFT))
		{
			for (int i = 0; i < 4; i++)
			{
				g_arrPlayer[i].nCol--;
			}
		}

		//按下空格键处理
		if (KEY_DOWN(VK_SPACE))
		{
			/*g_arrBullet[g_Index].nRow = g_arrPlayer[0].nRow;
			g_arrBullet[g_Index].nCol = g_arrPlayer[0].nCol;
			g_Index++;*/
			SData sbullet;
			sbullet.nRow = g_arrPlayer[0].nRow;
			sbullet.nCol = g_arrPlayer[0].nCol;
			g_vecBullet.push_back(sbullet);
		}
		for (int i = 0; i < g_vecBullet.size(); i++)
		{
			g_vecBullet[i].nRow--;
		}
		//子弹要是出界的话
		for (int i = 0; i < g_vecBullet.size(); i++)
		{
			if (g_vecBullet[i].nRow <= 0)
			{
				g_vecBullet[i].nRow = 0;
			}
		}
		//打砖块处理
		for (int i = 0; i < g_vecBullet.size(); i++)
		{
			if (e_Map_Block == g_arrMap[g_vecBullet[i].nRow][g_vecBullet[i].nCol])
			{
				g_arrMap[g_vecBullet[i].nRow][g_vecBullet[i].nCol] = e_Map_Floor;
				g_vecBullet[i].nRow = 0;
				g_vecBullet[i].nCol = 0;
				g_nscore += 1;
			}
		}


		//撞墙处理


		for (int i = 0; i < 4; i++)
		{
			if (e_Map_wall == g_arrMap[g_arrPlayer[0].nRow][g_arrPlayer[0].nCol] || e_Map_Block == g_arrMap[g_arrPlayer[0].nRow][g_arrPlayer[0].nCol])
			{
				for (int i = 0; i < 4; i++)
				{
					g_arrPlayer[i].nRow = g_arrPlayer[i].nRowBK;
					g_arrPlayer[i].nCol = g_arrPlayer[i].nColBK;
				}
				break;
			}

		}

		//砖块下压处理
		g_nTime++;
		if (g_nTime >= 10)
		{
			g_nTime = 0;
			for (int i = g_nBlockRowCout; i >= 1; i--)
			{
				for (int j = 1; j < 19; j++)
				{
					g_arrMap[i + 1][j] = g_arrMap[i][j];//把上面一行的值给下一行
				}
			}
			for (int j = 1; j < 19; j++)
			{
				g_arrMap[1][j] = e_Map_Block;
			}
			g_nBlockRowCout++;
			if (g_nBlockRowCout >= 21)
			{
				g_nBlockRowCout = 20;
			}
		}



		for (int i = 0; i < 25; i++)
		{
			for (int j = 0; j < 20; j++)
			{
				bool bDrawPlayer = false;
				for (int m = 0; m < 4; m++)
				{
					if (g_arrPlayer[m].nRow == i && g_arrPlayer[m].nCol == j)
					{
						bDrawPlayer = true;
						break;
					}
				}
				bool bDrawBullet = false;
				for (int m = 0; m < g_vecBullet.size(); m++)
				{
					if (i == g_vecBullet[m].nRow && g_vecBullet[m].nCol == j)
					{
						bDrawBullet = true;
						break;
					}
				}




				if (e_Map_wall == g_arrMap[i][j])
				{
					cout << "■";
				}
				else if (e_Map_Block == g_arrMap[i][j])
				{
					cout << "□";
				}

				else if (bDrawPlayer)
				{
					cout << "■";
				}
				else if (bDrawBullet)
				{
					cout << "射";
				}
				else
				{
					cout << "  ";
				}

			}
			if (1 == i)
			{
				cout << "得分情况:" << g_nscore;
			}
			if (2 == i)
			{
				cout << "倒计时:" << n_time;
			}
			if (3 == i)
			{

				for (int i = 0; i < n_time / 10; i++)
				{

					cout << "*";

				}
			}

			cout << endl;
		}
	}
	return 0;
}

总结
以上就是一个基于c++开发的打砖块小游戏,希望对看到这篇文章的人有所帮助,我本人觉得CSDN对于新手用c++做游戏开发不是特别友好,基本上好的教程都是要钱的,所以我才来把我自己写的一个程序分享出来希望对大家有帮助,另外一方面也加深了自己的理解,以后我也会在这里面发布一些用c++开发的小游戏,有兴趣的同学可以点个关注呀,一起学习

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