VisualStdio-2019&&easyx—>实现2048小游戏制作

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/*
开发:VS2019+easyx;
项目:2048;
参数:4*4网格、宽度100、间隔15、
background:RGB(187, 173, 160)
*/
#undef UNICODE
#undef _UNICODE
#include<stdio.h>
#include<conio.h>
#include<graphics.h>  //图形库头文件
#define max_grid 4  //行格子数
#define grid_width 100  //格子宽度
#define interval 15  //间隔
enum Color  //格子颜色RGB
{
	zero = RGB(205,193,180),  //0
	twoto1 = RGB(238,228,218),  //2
	twoto2 = RGB(237,224,200),  //4
	twoto3 = RGB(242, 177, 121),  //8
	twoto4 = RGB(245, 149, 99),  //16
	twoto5 = RGB(246, 124, 95),  //32
	twoto6 = RGB(246, 94, 59),  //64
	twoto7 = RGB(242, 177, 121),  //128
	twoto8 = RGB(237, 204, 97),  //256
	twoto9 = RGB(255, 0, 128),  //512
	twoto10 = RGB(145, 0, 72),  //1024
	twoto11 = RGB(242, 17, 158),  //2048
	back = RGB(187,173,160),  //background
};
Color arr[13] = { zero,twoto1,twoto2,twoto3,twoto4,twoto5,twoto6,twoto7,twoto8,twoto9,twoto10,twoto11,back };  //枚举数组绘图
int num[12] = { 0,2,4,8,16,32,64,128,256,512,1024,2048 };

int map[max_grid][max_grid];    //变量初始化为0;
POINT pos[max_grid][max_grid];  //各个格子左上角坐标;
bool flag = false;

//定义函数:随机返回2或4;
int twoORfour()
{
	if (rand() % 10 == 1)   //0.1概率产生4   //0.9概率产生2;
	{
		return 4;
	}
	else
	{
		return 2;
	}
}
//将产生的数放置在数组随机位置上;
void Creatnumber()
{
	while (1)
	{
		int x = rand() % max_grid;
		int y = rand() % max_grid;
		if (map[x][y] == 0)
		{
			map[x][y] = twoORfour();
			break;
		}
	}
}

void gameInit()   //计算格子坐标;
{
	//设置随机数种子
	srand(GetTickCount());  //取开机至今所经过的毫秒数作为随机数种子;
	for (int i = 0; i < max_grid; i++)
	{
		for (int k = 0; k < max_grid; k++)
		{
			pos[i][k].x = k * grid_width + (k + 1)*interval;
			pos[i][k].y = i * grid_width + (i + 1)*interval;
		}
	}
	//初始化随机产生2个数值
	Creatnumber();
	Creatnumber();

}

void gamedraw()
{
	setbkcolor(back);
	cleardevice();

	for (int i = 0; i < max_grid; i++)
	{
		for (int k = 0; k < max_grid; k++)  //遍历二维数组;
		{
			for (int q = 0; q < 12; q++)
			{
				if (map[i][k] == num[q])
				{
					setfillcolor(arr[q]);
					solidrectangle(pos[i][k].x, pos[i][k].y, pos[i][k].x + grid_width, pos[i][k].y + grid_width);  //fillrectangle->solidrectangle实现网格去白边;
					if (map[i][k] != 0)
					{
						char number[5] = " ";
						settextcolor(RGB(119, 110, 101));
						settextstyle(50, 0, "宋体");  //#undef UNICODE #undef _UNICODE  置于顶部解决字符串编码自适应性
						setbkmode(TRANSPARENT);  //背景透明
						sprintf_s(number, "%d", map[i][k]);    //sprintf_s?
						int tempx = grid_width / 2 - textwidth(number) / 2;
						int tempy = grid_width / 2 - textheight(number) / 2;
						//tips:格子一半-字符串一半;
						outtextxy(pos[i][k].x+tempx, pos[i][k].y+tempy,number);   //尾部输出为字符串“数字转字符串”  //或字符前加L 解决无参数列表匹配问题!//
					}
				}
			}
			//判断map值见上;
		}
	}
}
// 上移
void moveup()
{
	for (int i = 0; i < max_grid; i++)
	{
		int temp = 0;
		for (int begin = 1; begin < max_grid; begin++)
		{
			if (map[begin][i] != 0)    //判断目标方格是否为0;
			{
				if (map[temp][i] == 0)
				{
					map[temp][i] == map[begin][i];
					map[begin][i] = 0;
				}
				else if (map[temp][i] == map[begin][i])
				{
					map[temp][i] += map[begin][i];
					map[begin][i] = 0;
				}
				else
				{
					map[temp+1][i] = map[begin][i];
					if (temp + 1 != begin)
					{
						map[begin][i] = 0;
					}
				}
				temp++;
				flag = true;
			}
		}
	}
	printf("up\n");
}
// 下移
void movedown()
{
	for (int i = 0; i < max_grid; i++)
	{
		int temp = max_grid-1;
		for (int begin = max_grid-2; begin >=0; begin--)
		{
			if (map[begin][i] != 0)    //判断目标方格是否为0;
			{
				if (map[temp][i] == 0)
				{
					map[temp][i] == map[begin][i];
					map[begin][i] = 0;
				}
				else if (map[temp][i] == map[begin][i])
				{
					map[temp][i] += map[begin][i];
					map[begin][i] = 0;
				}
				else
				{
					map[temp - 1][i] = map[begin][i];
					if (temp - 1 != begin)
					{
						map[begin][i] = 0;
					}
				}
				temp--;
				flag = true;
			}
		}
	}
	printf("down\n");
}
// 左移
void moveleft()
{
	for (int i = 0; i < max_grid; i++)
	{
		int temp = 0;
		for (int begin = 1; begin < max_grid; begin++)
		{
			if (map[i][begin] != 0)    //判断目标方格是否为0;
			{
				if (map[i][temp] == 0)
				{
					map[i][temp] == map[i][begin];
					map[i][begin] = 0;
				}
				else if (map[i][temp] == map[i][begin])
				{
					map[i][temp] += map[i][begin];
					map[i][begin] = 0;
				}
				else
				{
					map[i][temp+1] = map[i][begin];
					if (temp + 1 != begin)
					{
						map[i][begin] = 0;
					}
				}
				temp++;
				flag = true;
			}
		}
	}
	printf("left\n");
}
// 右移
void moveright()
{
	for (int i = 0; i < max_grid; i++)
	{
		int temp = max_grid - 1;
		for (int begin = max_grid - 2; begin >=0; begin--)
		{
			if (map[i][begin] != 0)    //判断目标方格是否为0;
			{
				if (map[i][temp] == 0)
				{
					map[i][temp] == map[i][begin];
					map[i][begin] = 0;
				}
				else if (map[i][temp] == map[i][begin])
				{
					map[i][temp] += map[i][begin];
					map[i][begin] = 0;
				}
				else
				{
					map[i][temp - 1] = map[i][begin];
					if (temp - 1 != begin)
					{
						map[i][begin] = 0;
					}
				}
				temp--;
				flag = true;
			}
		}
	}
	printf("right\n");
}
void gamejudge()
{
	if (flag)
	{
		Creatnumber();
		flag = false;
	}
}
//键盘控制方格数字移动;
void GameControl()
{
	//getchar:获取键盘输入
	char key = _getch();
	switch (key)   //挑选输入变量
	{
	case 'w':
	case'W':
	case 72:
		moveup(); 
		break;
	case's':
	case'S':
	case 80:
		movedown();
		break;
	case'a':
	case'A':
	case 75:
		moveleft();
		break;
	case'd':
	case'D':
	case 77:
		moveright();
		break;
	}
}
int main()
{
	initgraph(max_grid * grid_width + 5 * interval, max_grid * grid_width + 5 * interval,1);
	while (1)
	{
		gameInit();
		gamedraw();
		GameControl();
		gamejudge();
	}
	getchar();
	return 0;
}

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好的,实现五子棋小游戏需要以下几个步骤: 1. 引入 EasyX 头文件和命名空间 ```c++ #include <graphics.h> // 引入 EasyX 头文件 using namespace std; // 使用 std 命名空间 ``` 2. 定义游戏面板和棋子 ```c++ const int BOARD_SIZE = 15; // 游戏面板大小 const int BOARD_LEFT = 50; // 游戏面板左边距 const int BOARD_TOP = 50; // 游戏面板上边距 const int BOARD_BLOCK_SIZE = 40; // 每个格子大小 const int EMPTY = 0; // 空位 const int BLACK = 1; // 黑棋 const int WHITE = 2; // 白棋 int board[BOARD_SIZE][BOARD_SIZE] = {0}; // 游戏面板 ``` 3. 绘制游戏面板和棋子 ```c++ void draw_board() { for (int i = 0; i < BOARD_SIZE; i++) { line(BOARD_LEFT, BOARD_TOP + i * BOARD_BLOCK_SIZE, BOARD_LEFT + (BOARD_SIZE - 1) * BOARD_BLOCK_SIZE, BOARD_TOP + i * BOARD_BLOCK_SIZE); // 绘制横线 line(BOARD_LEFT + i * BOARD_BLOCK_SIZE, BOARD_TOP, BOARD_LEFT + i * BOARD_BLOCK_SIZE, BOARD_TOP + (BOARD_SIZE - 1) * BOARD_BLOCK_SIZE); // 绘制竖线 } for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { if (board[i][j] == BLACK) { setfillcolor(BLACK); solidcircle(BOARD_LEFT + i * BOARD_BLOCK_SIZE, BOARD_TOP + j * BOARD_BLOCK_SIZE, BOARD_BLOCK_SIZE / 2 - 2); // 绘制黑子 } else if (board[i][j] == WHITE) { setfillcolor(WHITE); solidcircle(BOARD_LEFT + i * BOARD_BLOCK_SIZE, BOARD_TOP + j * BOARD_BLOCK_SIZE, BOARD_BLOCK_SIZE / 2 - 2); // 绘制白子 } } } } ``` 4. 判断输赢 ```c++ bool check_win(int x, int y, int color) { int count = 1; // 连子数 int i, j; // 横向 for (i = x - 1; i >= 0 && board[i][y] == color; i--, count++); for (i = x + 1; i < BOARD_SIZE && board[i][y] == color; i++, count++); if (count >= 5) return true; // 纵向 count = 1; for (j = y - 1; j >= 0 && board[x][j] == color; j--, count++); for (j = y + 1; j < BOARD_SIZE && board[x][j] == color; j++, count++); if (count >= 5) return true; // 左斜线 count = 1; for (i = x - 1, j = y - 1; i >= 0 && j >= 0 && board[i][j] == color; i--, j--, count++); for (i = x + 1, j = y + 1; i < BOARD_SIZE && j < BOARD_SIZE && board[i][j] == color; i++, j++, count++); if (count >= 5) return true; // 右斜线 count = 1; for (i = x - 1, j = y + 1; i >= 0 && j < BOARD_SIZE && board[i][j] == color; i--, j++, count++); for (i = x + 1, j = y - 1; i < BOARD_SIZE && j >= 0 && board[i][j] == color; i++, j--, count++); if (count >= 5) return true; return false; } ``` 5. 主函数 ```c++ int main() { initgraph(BOARD_LEFT * 2 + BOARD_SIZE * BOARD_BLOCK_SIZE, BOARD_TOP * 2 + BOARD_SIZE * BOARD_BLOCK_SIZE); // 初始化窗口 draw_board(); // 绘制游戏面板 int x, y; // 当前下棋的坐标 int color = BLACK; // 当前下棋的颜色 bool gameover = false; // 游戏是否结束 while (!gameover) { if (ismouseclick(WM_LBUTTONDOWN)) { // 鼠标左键按下 x = (getmousex() - BOARD_LEFT + BOARD_BLOCK_SIZE / 2) / BOARD_BLOCK_SIZE; y = (getmousey() - BOARD_TOP + BOARD_BLOCK_SIZE / 2) / BOARD_BLOCK_SIZE; if (board[x][y] == EMPTY) { // 检查当前位置是否为空 board[x][y] = color; // 下棋 draw_board(); // 重新绘制游戏面板 if (check_win(x, y, color)) { // 判断是否获胜 gameover = true; settextcolor(color == BLACK ? BLACK : WHITE); outtextxy(BOARD_LEFT, BOARD_TOP + BOARD_SIZE * BOARD_BLOCK_SIZE + 10, color == BLACK ? "黑方胜利!" : "白方胜利!"); // 显示胜利者 } color = color == BLACK ? WHITE : BLACK; // 切换下棋颜色 } clearmouseclick(WM_LBUTTONDOWN); // 清除鼠标左键按下消息 } } getch(); // 等待按键 closegraph(); // 关闭窗口 return 0; } ``` 以上就是使用 EasyX 实现五子棋小游戏的全部内容,你可以将上面的代码复制到 Dev-C++Visual Studio 等 IDE 中进行编译运行,如果需要修改代码,可以根据注释进行修改。
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