C/C++项目实战:《是男人就下一百层》,530 行源码分享
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每天一个C语言小项目,提升你的编程能力!
这是经典的下 100 层游戏。>_<
通过鼠标左右键或者键盘 A、D 按键及左右方向键控制小球左右移动,木板会不断上升,小球到底认定游戏结束,按下键盘后小球会加速到一个最大速度,小球在木板上则会跟着木板上移,达到一定分数启动反向操作。
本程序采用单例设计模式,RollingBall 公有继承 BallAndPlank,protected 便于派生类访问基类数据成员。
木板的颜色随机,位置随机。
界面由初始化界面大小控制,可自行更改。
游戏运行截图如下:
简单了解游戏后我们就来试试吧!(直接上源码,大家可以看注释)
代码展示:
/*
项目名称:
RollingBall
作者:
tzdhu.z@qq.com
项目介绍:
本程序由单例设计模式 RollingBall 公有继承 BallAndPlank
protected 便于派生类访问基类数据成员
模板颜色随机,位置随机
界面由初始化界面大小控制,初学者可自行更改
版权声明:
本程序完全由作者所创,不涉及任何侵权行为,仅用于学习
*/
// 头文件
#include <graphics.h>
#include <conio.h>
#include <ctime>
// 全局变量
const COLORREF BKCOLOR = BLACK; // 绘图窗口背景颜色
const int max_x = 640; // 绘图窗口像素宽度
const int max_y = 480; // 绘图窗口像素高度
const int max_smx = GetSystemMetrics(SM_CXSCREEN); // 电脑屏幕像素宽度
const int max_smy = GetSystemMetrics(SM_CYSCREEN); // 电脑屏幕像素高度
const int inverse_operate_score = 600; // 反向操作启动分数
static IMAGE img_start(80, 40), id_start(80, 40), img_exit(80, 40), id_exit(80, 40); // 用于按钮效果的 IMAGE
// 小球和木板类
class BallAndPlank
//小球结构体
typedef struct BALL
int ball_x; // 小球球心位置 x
int ball_y; // 小球球心位置 y
Ball;
//木板结构体
typedef struct PLANK
int plank_x; // 木板左端位置 x
int plank_y; // 木板位置 y
int plank_len; // 木板长度
COLORREF plank_color; // 木板颜色
int thorn_x; // 尖刺左端位置 x
bool is_thorn; // 木板是否有尖刺
Plank;
public:
// 构造函数初始化参数
BallAndPlank()
// 小球
ball_r = 4;
ball_ddx = 1;
ball_dx_min = 0;
ball_dx_max = 8;
left_right = STOP;
ball_dx = ball_dx_min;
ball_dy = ball_dx_min;
ball_color = RGB(255, 0, 0);
// 木板
plank_dy = 1;
plank_len_min = 50;
plank_len_max = 150;
thorn_len = 32;
thorn_h = 4;
plank_gap = (max_y - 1) / plank_num;
~BallAndPlank()
// 未定义
// 小球颜色绘制小球
void DrawBall(int x, int y)
setfillcolor(ball_color);
solidcircle(x, y, ball_r);
// 背景颜色清除小球
void CleanBall(int x, int y)
setfillcolor(BKCOLOR);
solidcircle(x, y, ball_r);
bool IsThorn()
return (rand() % 1000 > 600) ? true : false;
// 木板颜色绘制木板
void DrawPlank()
for (int i = 0; i < plank_num; i++)
setlinecolor(plank[i].plank_color);
line(plank[i].plank_x, plank[i].plank_y, plank[i].plank_x + plank[i].plank_len, plank[i].plank_y);
if (plank[i].is_thorn == true)
for (int j = plank[i].thorn_x; j < plank[i].thorn_x + thorn_len; j += 2 * thorn_h)
line(j, plank[i].plank_y, j + thorn_h, plank[i].plank_y - thorn_h - 1);
line(j + thorn_h, plank[i].plank_y - thorn_h - 1, j + 2 * thorn_h, plank[i].plank_y);
// 背景颜色清除木板
void CleanPlank()
setlinecolor(BKCOLOR);
for (int i = 0; i < plank_num; i++)
line(plank[i].plank_x, plank[i].plank_y, plank[i].plank_x + plank[i].plank_len, plank[i].plank_y);
if (plank[i].is_thorn == true)
for (int j = plank[i].thorn_x; j < plank[i].thorn_x + thorn_len; j += 2 * thorn_h)
line(j, plank[i].plank_y, j + thorn_h, plank[i].plank_y - thorn_h - 1);
line(j + thorn_h, plank[i].plank_y - thorn_h - 1, j + 2 * thorn_h, plank[i].plank_y);
protected: // 保护用于派生类访问数据成员
// 小球属性
enum Left_Right STOP, LEFT, RIGHT ; // 枚举小球左右方向
int ball_r; // 小球半径
int ball_ddx; // 可视为小球加速度
int ball_dx_min; // 小球 x 方向最小步长
int ball_dx_max; // 小球 x 方向最大步长
int left_right; // 小球左右方向
int ball_dx; // 可视为小球 x 方向速度
int ball_dy; // 可视为小球 y 方向速度
COLORREF ball_color; // 小球颜色
Ball ball; // 小球结构对象
// 木板属性
enum Plank_Num plank_num = 7 ; // 枚举初始化木板数量
int plank_dy; // 可视为木板速度
int plank_len_min; // 木板最小长度
int plank_len_max; // 木板最大长度
int plank_gap; // 木板间隔
int thorn_len; // 尖刺长度
int thorn_h; // 尖刺高度
Plank plank[plank_num]; // 木板结构对象数组
;
// 单例设计模式 RollingBall派生类
class RollingBall : public BallAndPlank
public:
~RollingBall()
// 未定义
// 获取单例指针
static RollingBall *GetInstance()
static RollingBall RB;
return &RB;
// 开始前介绍界面
void Introduce()
setbkcolor(BKCOLOR);
cleardevice();
settextcolor(LIGHTMAGENTA);
settextstyle(50, 0, _T("黑体"));
outtextxy((max_x - textwidth(_T("RollingBall"))) / 2, max_y / 5, _T("RollingBall"));
settextcolor(GREEN);
settextstyle(25, 0, _T("黑体"));
outtextxy((max_x - textwidth(_T("ESC退出,空格暂停"))) / 2, max_y / 5 * 2 + 20, _T("ESC退出,空格暂停"));
outtextxy((max_x - textwidth(_T("控制方向:左右方向键,AD,鼠标左右键"))) / 2, max_y / 5 * 2 + 60, _T("控制方向:左右方向键,AD,鼠标左右键"));
SetWorkingImage(&img_start);
setbkcolor(LIGHTGRAY);
cleardevice();
settextcolor(BROWN);
settextstyle(25, 0, _T("黑体"));
outtextxy((80 - textwidth(_T("开始"))) / 2, (40 - textheight(_T("开始"))) / 2, _T("开始"));
SetWorkingImage(&id_start);
setbkcolor(DARKGRAY);
cleardevice();
settextcolor(BROWN);
settextstyle(25, 0, _T("黑体"));
outtextxy((80 - textwidth(_T("开始"))) / 2, (40 - textheight(_T("开始"))) / 2, _T("开始"));
SetWorkingImage(&img_exit);
setbkcolor(LIGHTGRAY);
cleardevice();
settextcolor(BROWN);
settextstyle(25, 0, _T("黑体"));
outtextxy((80 - textwidth(_T("退出"))) / 2, (40 - textheight(_T("退出"))) / 2, _T("退出"));
SetWorkingImage(&id_exit);
setbkcolor(DARKGRAY);
cleardevice();
settextcolor(BROWN);
settextstyle(25, 0, _T("黑体"));
outtextxy((80 - textwidth(_T("退出"))) / 2, (40 - textheight(_T("退出"))) / 2, _T("退出"));
SetWorkingImage();
int yy = max_y / 4 * 3;
int exit_x = max_x / 2 - 200;
int start_x = max_x / 2 + 120;
putimage(start_x, yy, &img_start);
putimage(exit_x, yy, &img_exit);
// 检测是否点击相关按钮及按键
MOUSEMSG msg;
bool selected = false;
while (!selected)
while (MouseHit())
msg = GetMouseMsg();
if ((msg.x >= start_x && msg.x <= start_x + 80 && msg.y >= yy && msg.y <= yy + 40 && msg.uMsg == WM_LBUTTONDOWN) || GetAsyncKeyState(VK_RETURN) & 0x8000)
putimage(start_x, yy, &id_start);
Sleep(200);
putimage(start_x, yy, &img_start);
Sleep(100);
selected = true;
break;
else if ((msg.x >= exit_x && msg.x <= exit_x + 80 && msg.y >= yy && msg.y <= yy + 40 && msg.uMsg == WM_LBUTTONDOWN) || GetAsyncKeyState(VK_ESCAPE) & 0x8000)
putimage(exit_x, yy, &id_exit);
Sleep(200);
putimage(exit_x, yy, &img_exit);
Sleep(100);
exit(0);
Sleep(16);
// 初始化游戏界面
void Initialize()
setbkcolor(BKCOLOR);
cleardevice();
setlinecolor(DARKGRAY);
line(0, 0, 0, max_y - 1);
line(max_y, 0, max_y, max_y - 1);
line(0, 0, max_y - 1, 0);
line(0, max_y - 1, max_y - 1, max_y - 1);
for (int i = 0; i < max_y; i += 2 * die_top)
line(i, 0, i + die_top, die_top);
line(i + die_top, die_top, i + 2 * die_top, 0);
for (int i = 0; i < plank_num; i++)
plank[i].plank_y = (i + 1) * plank_gap;
plank[i].plank_len = rand() % (plank_len_max - plank_len_min) + plank_len_min + 1;
plank[i].plank_x = rand() % (max_y - plank[i].plank_len);
plank[i].plank_color = HSVtoRGB(float(rand() % 360), float(1.0), float(1.0));
plank[i].is_thorn = IsThorn();
if (plank[i].is_thorn == true)
plank[i].thorn_x = plank[i].plank_x + rand() % (plank[i].plank_len - thorn_len);
plank[3].is_thorn = false;
ball.ball_x = plank[3].plank_x + plank[3].plank_len / 2;
ball.ball_y = plank[3].plank_y - 1 - ball_r;
DrawBall(ball.ball_x, ball.ball_y);
DrawPlank();
Sleep(sleep_time);
// 检测是否死亡
bool IsDead()
if (ball.ball_y <= die_top + ball_r || ball.ball_y >= max_y - 1 - ball_r || is_dead)
is_dead = true;
return true;
else
return false;
// 打印分数,速度及是否开启反向操作
void PrintScore()
settextcolor(RED);
settextstyle(16, 0, _T("黑体"));
score = time_num / 5;
TCHAR str[20];
_stprintf_s(str, _T("当前得分: %d"), score);
outtextxy(max_y + 5, max_y / 6 * 5 + 10, str);
if (score < 50) plank_dy = 1;
else if (score < 200) plank_dy = 2;
else if (score < 500) plank_dy = 3;
else if (score < 1000) plank_dy = 4;
else if (score < 1500) plank_dy = 5;
else plank_dy = 6;
_stprintf_s(str, _T("当前速度: %d/6"), plank_dy);
outtextxy(max_y + 5, max_y / 2 - 10, str);
if (score > inverse_operate_score)
outtextxy(max_y + 5, max_y / 11, _T("反向操作 已开启"));
else
outtextxy(max_y + 5, max_y / 11, _T("反向操作 未开启"));
// 非ESC结束时显示最终分数
void Finish()
if (is_dead)
TCHAR str[50];
_stprintf_s(str, _T("\\t 您的最终得分为: %d\\t\\t"), score);
MessageBox(GetHWnd(), str, _T("游戏结束"), MB_OK);
// 游戏运行处理
void GameRunning()
// 清除小球和木板
CleanBall(ball.ball_x, ball.ball_y);
CleanPlank();
// 计算木板位置
for (int i = 0; i < plank_num; i++)
plank[i].plank_y -= plank_dy;
// 顶木板是否消失,是 则生成尾木板
if (plank[0].plank_y < die_top + ball_r + 1)
for (int i = 0; i < plank_num - 1; i++)
plank[i] = plank[i + 1];
plank[plank_num - 1].plank_y = (plank_num)* plank_gap;
plank[plank_num - 1].plank_len = rand() % (plank_len_max - plank_len_min) + plank_len_min + 1;
plank[plank_num - 1].plank_x = rand() % (max_y - plank[plank_num - 1].plank_len);
plank[plank_num - 1].plank_color = HSVtoRGB(float(rand() % 360), float(1.0), float(1.0));
plank[plank_num - 1].is_thorn = IsThorn();
if (plank[plank_num - 1].is_thorn == true)
plank[plank_num - 1].thorn_x = plank[plank_num - 1].plank_x + rand() % (plank[plank_num - 1].plank_len - thorn_len);
// 计算小球球心 x 位置(加减速效果)
if ((GetAsyncKeyState(VK_LEFT) & 0x8000) || (GetAsyncKeyState('A') & 0x8000) || (GetAsyncKeyState(VK_LBUTTON) & 0x8000))
if (score < inverse_operate_score)
if (left_right == LEFT)
ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx;
else
ball_dx = ball_dx_min;
left_right = LEFT;
ball.ball_x = (ball.ball_x -= ball_dx) < ball_r ? ball_r : ball.ball_x;
else
if (left_right == RIGHT)
ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx;
else
ball_dx = ball_dx_min;
left_right = RIGHT;
ball.ball_x = (ball.ball_x += ball_dx) > (max_y - 1 - ball_r) ? max_y - 1 - ball_r : ball.ball_x;
else if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) || (GetAsyncKeyState('D') & 0x8000) || (GetAsyncKeyState(VK_RBUTTON) & 0x8000))
if (score > inverse_operate_score)
if (left_right == LEFT)
ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx;
else
ball_dx = ball_dx_min;
left_right = LEFT;
ball.ball_x = (ball.ball_x -= ball_dx) < ball_r ? ball_r : ball.ball_x;
else
if (left_right == RIGHT)
ball_dx = (ball_dx += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dx;
else
ball_dx = ball_dx_min;
left_right = RIGHT;
ball.ball_x = (ball.ball_x += ball_dx) > (max_y - 1 - ball_r) ? max_y - 1 - ball_r : ball.ball_x;
else
ball_dx -= ball_ddx;
if (ball_dx > ball_dx_min)
if (left_right == LEFT)
ball.ball_x = (ball.ball_x -= ball_dx) < ball_r ? ball_r : ball.ball_x;
else if (left_right == RIGHT)
ball.ball_x = (ball.ball_x += ball_dx) > (max_y - 1 - ball_r) ? max_y - 1 - ball_r : ball.ball_x;
else
ball_dx = ball_dx_min;
left_right = STOP;
// 计算小球球心 y 位置(加速效果)
int ii = 0; // 用于确定小球位于哪块木板上方
while (ball.ball_y - plank_dy > plank[ii].plank_y - 1 - ball_r)
ii++;
if (ii < plank_num &&
ball.ball_x >= plank[ii].plank_x && ball.ball_x <= plank[ii].plank_x + plank[ii].plank_len
&& (ball.ball_y - plank_dy == plank[ii].plank_y - 1 - ball_r || ball.ball_y >= plank[ii].plank_y - 1 - ball_r))
ball.ball_y = plank[ii].plank_y - 1 - ball_r;
ball_dy = ball_dx_min;
else
ball_dy = (ball_dy += ball_ddx) > ball_dx_max ? ball_dx_max : ball_dy;
ball.ball_y += ball_dy;
if (ii < plank_num &&
ball.ball_x >= plank[ii].plank_x && ball.ball_x <= plank[ii].plank_x + plank[ii].plank_len && ball.ball_y >= plank[ii].plank_y - 1 - ball_r)
ball.ball_y = plank[ii].plank_y - 1 - ball_r;
ball_dy = ball_dx_min;
else if (ball.ball_y > max_y - 1 - ball_r)
ball.ball_y = max_y - 1 - ball_r;
// 判断小球是否触碰尖刺
if (ball.ball_x >= plank[ii].thorn_x - ball_r / 2 && ball.ball_x <= plank[ii].thorn_x + thorn_len + ball_r / 2
&& ball.ball_y == plank[ii].plank_y - 1 - ball_r && plank[ii].is_thorn)
is_dead = true;
// 绘制木板和小球
DrawPlank();
DrawBall(ball.ball_x, ball.ball_y);
FlushBatchDraw();
time_num++;
// 打印分数,速度及是否开启反向操作
PrintScore();
Sleep(sleep_time);
private:
// 构造函数初始化参数
RollingBall()
score = 0;
die_top = 5;
time_num = 0;
sleep_time = 20;
is_dead = false;
RollingBall(const RollingBall &rb) // 禁止拷贝构造
RollingBall &operator = (const RollingBall &rb) // 禁止赋值重载
int sleep_time; // 游戏刷新时间间隔
int time_num; // 记录游戏刷新次数
int die_top; // 顶部尖刺位置
int score; // 记录分数
bool is_dead; // 是否死亡
;
// main 主函数
int main()
initgraph(max_x, max_y, NOMINIMIZE);
srand((unsigned)time(NULL));
// 获取单例指针
RollingBall *rb = RollingBall::GetInstance();
rb->Introduce();
rb->Initialize();
BeginBatchDraw();
while (!(GetAsyncKeyState(VK_ESCAPE) & 0x8000))
rb->GameRunning();
if (rb->IsDead())
break;
if (_kbhit() && _getwch() == ' ')
_getwch();
EndBatchDraw();
rb->Finish();
closegraph();
return 0;
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