先更正一下墙体:
这边else和if的语句是没错的。
于是添加bool变量`
else
{
bool FlagPrint = false;
for (int k = 1; k < nTail; k++)
{
//todo:画尾巴
if (tailX[k] == i && tailY[k] == j)
{
cout << "o";
FlagPrint = true;
}
}
textColor = 0x06;
SetConsoleTextAttribute(h, textColor);
if (!FlagPrint)
cout << " ";
}
bool变量,打印o,bool返回值为true(1),打印空格时,返回为false(0)
画面基本正常
现在解决卡顿的问题。
双缓冲的原理可以这样形象的理解:把电脑屏幕看作一块黑板。首先我们在内存环境中建立一个“虚拟“的黑板,然后在这块黑板上绘制复杂的图形,等图形全部绘制完毕的时候,再一次性的把内存中绘制好的图形“拷贝”到另一块黑板(屏幕)上。采取这种方法可以提高绘图速度,极大的改善绘图效果。
#include<iostream>;
#include<windows.h>;
#include<conio.h>;
using namespace std;
HANDLE hOutput, hOutBuf;
COORD coord = { 0,0 };
DWORD bytes = 0;
bool BufferSwapFlag = false;
bool gameOver;
const int width = 20;
const int height = 20;
char ScreenData[width + 5][height + 5];
int x, y, fruitX, fruitY, score;
int tailX[100], tailY[100];
int nTail=1;
int i, j;
enum eDirection { STOP = 0,LEFT,RIGHT,UP,DOWN };
eDirection dir;
void Initial()
{//创建控制台屏幕缓冲区。
hOutBuf = CreateConsoleScreenBuffer(
GENERIC_WRITE,//定义进程可以在缓冲区写数据
FILE_SHARE_WRITE,//缓冲区可以共享写权限
NULL,
CONSOLE_TEXTMODE_BUFFER,
NULL
);
hOutput = CreateConsoleScreenBuffer(
GENERIC_WRITE,
FILE_SHARE_WRITE,
NULL,
CONSOLE_TEXTMODE_BUFFER,
NULL
);
//隐藏缓冲区光标
CONSOLE_CURSOR_INFO cci;
//结构体变量叫cci。控制台鼠标的信息的变量为cci
cci.bVisible = 0;//光标不可见
cci.dwSize = 1;//光标尺寸为1
SetConsoleCursorInfo(hOutput, &cci);
SetConsoleCursorInfo(hOutput, &cci);
gameOver = false;
dir = STOP;
x = width / 2;
y = height / 2;
fruitX = rand() % width;
fruitY = rand() % height;
}
void Draw()
{
system("cls");
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
int textColor = 0x06;
SetConsoleTextAttribute(h, textColor);
for (int i = 0; i < width+2; i++)
cout << "1";
cout << endl;
for (int j = 0; j < height; j++)
{
for (int i = 0; i < width; i++)
{
if (i == 0)
cout << "2";
if (i == x && j == y) {
textColor = 0X0a;
SetConsoleTextAttribute(h, textColor);
cout << "O";
}
else if (i == fruitX && j == fruitY)
{
textColor = 0x084;
SetConsoleTextAttribute(h, textColor);
cout << "F";
}
else
{
bool FlagPrint = false;
for (int k = 1; k < nTail; k++)
{
//todo:画尾巴
if (tailX[k] == i && tailY[k] == j)
{
cout << "o";
FlagPrint = true;
}
}
textColor = 0x06;
SetConsoleTextAttribute(h, textColor);
if (!FlagPrint)
cout << " ";
}
if (i == width - 1)
cout << "3";
}
cout << endl;
}
for (i = 0; i < width+2; i++)
cout << "4";
cout << endl;
}
void Draw2()
{
int i, j;
int currentLine = 0;
for (int i = 0; i < width + 2; i++)
ScreenData[currentLine][j]= '1';
//先把内容存在screendata数组,在通过双缓冲显示
currentLine++;
for (int j = 0; j < height; j++)
{
for (int i = 0; i < width; i++)
{
if (i == 0)
ScreenData[currentLine+i][j]='2';
if (i == x && j == y)
{
ScreenData[currentLine + i][j] = '0';
}
else if (i == fruitX && j == fruitY)
{
ScreenData[currentLine + i][j] = 'F';
}
else
{
bool FlagPrint = false;
for (int k = 1; k < nTail; k++)
{
//todo:画尾巴
if (tailX[k] == i && tailY[k] == j)
{
ScreenData[currentLine + i][j] = 'o';
FlagPrint = true;
}
}
if (!FlagPrint)
ScreenData[currentLine + i][j] = ' ';
}
if (i == width - 1)
ScreenData[currentLine + i][j] = '3';
}
}
for (i = 0; i < width + 2; i++)
ScreenData[currentLine + i][j] = '4';
currentLine++;
sprintf_s(ScreenData[currentLine + i], "游戏得分:%d", score);
}
void Show_doubleBuffer()
{
int i;
Draw2();
if (BufferSwapFlag == false)
{
BufferSwapFlag = true;
for (i = 0; i < height + 5; i++)
{
coord.Y = i;
WriteConsoleOutputCharacterA(hOutBuf, ScreenData[i], width, coord, &bytes);
}
SetConsoleActiveScreenBuffer(hOutBuf);
}
else
{
BufferSwapFlag = false;
for (i = 0; i < height + 5; i++)
{
coord.Y = i;
WriteConsoleOutputCharacterA(hOutput, ScreenData[i], width, coord, &bytes);
}
SetConsoleActiveScreenBuffer(hOutput);
}
}
void Input()
{
if (_kbhit())
{
switch (_getch())
{
case'a':
dir = LEFT;
x--;
break;
case'd':
dir = RIGHT;
x++;
break;
case'w':
dir = UP;
y--;
break;
case's':
dir = DOWN;
y++;
break;
case'x':
gameOver = true;
break;
default:
break;
}
}
}
void Logic()
{
for (i = nTail; i >= 1; i--)
{
tailX[i] = tailX[i - 1];
tailY[i] = tailY[i - 1];
}
tailX[0] = x;
tailY[0] = y;
cout << tailY[1];
cout << tailX[1];
for (int i = 0; i < nTail; i++)
if (tailX[i] == x && tailY[i] == y)
gameOver == true;
if (x >= width) x = 0;
else if (x < 0)
x = width - 1;
if (y >= height)y = 0;
else if (y < 0)
y = height - 1;
if (x == fruitX && y == fruitY)
{
score += 10;
fruitX = rand() % width;
fruitY = rand() % height;
nTail++;
}
}
int main()
{
Initial();
while (!gameOver)
{
// Draw();
// Input();
Show_doubleBuffer();
/* if (fruitX > x)
x++;
else if(fruitX<x)
x--;
if(x==fruitX)
if (fruitY >= y)
y++;
else
y--;
*/
Input();
Logic();
}
system("pause");
return 0;
}
按理说没啥问题,但是报错了
键盘的wasd方向控制完全相反,并且系统提示无法打开
在写DRAW()中,其实遇到过这样的问题。所以应该是DRAW2()中出现了什么问题。不过屏幕确实不再闪烁,说明双缓冲设置成功。