c++游戏入门
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1、windows.h
1.1、SetConsoleTextAttribute//设置控制台文本颜色
1 void color(int a)//颜色函数 2 { 3 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a); //设置控制台颜色 4 }
附上各种颜色代码对应的数字:
1 #include<iostream> 2 #include<windows.h> 3 4 using namespace std; 5 void color(int a) 6 { 7 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a); 8 } 9 10 int main() 11 { 12 for(int i=0;i<=16;i++) 13 { 14 cout<<"数字 :"<<i<<" 的颜色是"<<std::endl; 15 color(i); 16 //cout<<"颜色"<<std::endl; 17 } 18 system("pause"); 19 }
运行截图:
1.2、SetConsoleCursorPosition //设置光标位置
1 void Pos(int x,int y)//位置函数 2 { 3 COORD pos; 4 pos.X=2*x; 5 pos.Y=y; 6 SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos); //设置光标位置 7 }
1.3、俄罗斯方块
#include <windows.h> #include <stdio.h> #include <time.h> #define CELL 20 #define ROWS 30 #define COLS 25 //升级所需分数值 #define SCORE_LEVEL_INC 80 #define ID_TIMER 1 /////////////////全局变量///////////////////////////// HWND hwnd; //保存窗口句柄 int score=0; //分数 int level=0; //级数 int interval_unit=25; //随级数递增的时间间隔增量 int interval_base=300; //时间间隔基量 int old_interval; //保存当前的时间间隔,用于加速操作 int cur_left,cur_top; //记录方块当前的位置 int width_block,height_block; //方块的宽带和高度 bool isPause=false; //暂停标识 UINT timer_id=0; //保存计时器ID static byte *block=NULL; //方块,方块为随机大小,采用动态分配内存方式,所以这里是指针变量 byte g_panel[ROWS][COLS]={0}; //////////////////////////////////////////////////// LRESULT CALLBACK WndProc ( HWND,UINT,WPARAM,LPARAM ); void DrawPanel ( HDC hdc ); //绘制表格 void RefreshPanel ( HDC hdc ); //刷新面板 void DoDownShift ( HDC hdc ); //下移 void DoLeftShift ( HDC hdc ); //左移 void DoRightShift ( HDC hdc ); //右移 void DoAccelerate ( HDC hdc ); //加速 void DoRedirection ( HDC hdc ); //改变方向 void ClearRow ( HDC hdc ); //消行 bool ExportBlock(); //输出方块, //该函数会直接修改全局变量block,width_block,height_block, //cur_left和cur_top bool IsTouchBottom ( HDC hdc ); //判断是否到达底部 void color(int a) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a); } int main() { HINSTANCE hInstance=GetModuleHandle ( NULL ); TCHAR szAppName[]=TEXT ( "teris" ); MSG msg; WNDCLASS wc; wc.style=CS_HREDRAW|CS_VREDRAW; wc.lpfnWndProc=WndProc; wc.cbClsExtra=0; wc.cbWndExtra=0; wc.hInstance=hInstance; wc.hIcon=LoadIcon ( NULL,IDI_APPLICATION ); wc.hCursor=LoadCursor ( NULL,IDC_ARROW ); wc.hbrBackground= ( HBRUSH ) GetStockObject ( WHITE_BRUSH ); wc.lpszMenuName=NULL; wc.lpszClassName=szAppName; if ( !RegisterClass ( &wc ) ) { printf ( "RegisterClass occur errors!" ); return 0; } hwnd=CreateWindow ( szAppName,TEXT ( "-------- 俄罗斯方块 --------" ), WS_OVERLAPPEDWINDOW, 0,0,0,0, NULL, NULL, hInstance, NULL ); ShowWindow ( hwnd,SW_SHOW ); UpdateWindow ( hwnd ); while ( GetMessage ( &msg,NULL,0,0 ) ) { TranslateMessage ( &msg ); DispatchMessage ( &msg ); } return msg.wParam; } void DrawPanel ( HDC hdc ) //绘制游戏面板 { color(13); int x,y; RECT rect; for ( y=0; y<ROWS; y++ ) { for ( x=0; x<COLS; x++ ) { //计算方块的边框范围 rect.top=y*CELL+1; rect.bottom= ( y+1 ) *CELL-1; rect.left=x*CELL+1; rect.right= ( x+1 ) *CELL-1; FrameRect ( hdc,&rect, ( HBRUSH ) GetStockObject ( BLACK_BRUSH ) ); } } } void DoDownShift ( HDC hdc ) //下移 { if ( NULL==block ) return; //判断是否到达底部 if ( IsTouchBottom ( hdc ) ) //到底部 { //消行处理 ClearRow ( hdc ); ExportBlock(); //输出下一个方块 } cur_top++; RefreshPanel ( hdc ); } void DoLeftShift ( HDC hdc ) //左移 { int x,y; if ( NULL==block ) return; if ( 0==cur_left ) return; if ( cur_top<0 ) return; //方块没有完整显示前,不能左移 for ( y=0; y<height_block; y++ ) { for ( x=0; x<width_block; x++ ) //从左边开始扫描,获取该行最左边的实心方格块 { if ( * ( block+y*width_block+x ) ) { //判断当前方格在面板上面左边一个方格是否为实心,是就代表不能再左移 if ( g_panel[cur_top+y][cur_left+x-1] ) return; break; //只判断最左边的一个实心方格,之后直接扫描下一行 } } } cur_left--; RefreshPanel ( hdc ); } void DoRightShift ( HDC hdc ) //右移 { int x,y; if ( NULL==block ) return; if ( COLS-width_block==cur_left ) return; if ( cur_top<0 ) return; //方块完整显示前不能右移 for ( y=0; y<height_block; y++ ) { for ( x=width_block-1; x>=0; x-- ) //从右边开始扫描,获取该行最右边的实心方格块 { if ( * ( block+y*width_block+x ) ) { //判断当前方格在面板上右边一个方格是否为实心,是就代表不能再右移 if ( g_panel[cur_top+y][cur_left+x+1] ) return; break; //只判断最右边的一个实心方格 } } } cur_left++; RefreshPanel ( hdc ); } void DoRedirection ( HDC hdc ) //改变方向 { int i,j; byte * temp=NULL; if ( NULL==block ) return; if ( cur_top<0 ) return; //方块完整显示前不能转向 temp= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); for ( i=0; i<width_block; i++ ) { for ( j=0; j<height_block; j++ ) { //temp[i][j]=block[height_block-j-1][i]; * ( temp+i*height_block+j ) =* ( block+ ( height_block-j-1 ) *width_block+i ); } } //给方块重新定位 int incHeight=width_block-height_block; int incWidth=height_block-width_block; int temp_cur_top=cur_top-incHeight/2; int temp_cur_left=cur_left-incWidth/2; //system("cls"); //printf("temp_top=%d, temp_left=%d",temp_cur_top,temp_cur_left); //判断当前空间是否足够让方块改变方向 int max_len=max ( width_block,height_block ); //防止下标访问越界 if ( temp_cur_top+max_len-1>=ROWS||temp_cur_left<0||temp_cur_left+max_len-1>=COLS ) { free ( temp ); //退出前必须先释放内存 return; } for ( i=0; i<max_len; i++ ) { for ( j=0; j<max_len; j++ ) { //转向所需的空间内有已被占用的实心方格存在,即转向失败 if ( g_panel[temp_cur_top+i][temp_cur_left+j] ) { free ( temp ); //退出前必须先释放内存 return; } } } //把临时变量的值赋给block,只能赋值,而不能赋指针值 for ( i=0; i<height_block; i++ ) { for ( j=0; j<width_block; j++ ) { //block[i][j]=temp[i][j]; * ( block+i*width_block+j ) =* ( temp+i*width_block+j ); } } //全局变量重新被赋值 cur_top=temp_cur_top; cur_left=temp_cur_left; //交换 i=width_block; width_block=height_block; height_block=i; free ( temp ); //释放为临时变量分配的内存 RefreshPanel ( hdc ); } void DoAccelerate ( HDC hdc ) //加速 { if ( NULL==block ) return; if ( IsTouchBottom ( hdc ) ) { //消行处理 ClearRow ( hdc ); ExportBlock(); } cur_top++; RefreshPanel ( hdc ); } bool IsTouchBottom ( HDC hdc ) { int x,y; int i,j; if ( NULL==block ) return false; if ( ROWS==cur_top+height_block ) { //固定方块 for ( i=0; i<height_block; i++ ) { for ( j=0; j<width_block; j++ ) { if ( * ( block+i*width_block+j ) ) g_panel[cur_top+i][cur_left+j]=1; } } return true; } for ( y=height_block-1; y>=0; y-- ) //从底行开始扫描 { //判断第一个实心方块在面板上邻接的下方方格是否为实心,是就代表已经到达底部 for ( x=0; x<width_block; x++ ) { if ( * ( block+y*width_block+x ) ) { if ( cur_top+y+1<0 ) return false; if ( g_panel[cur_top+y+1][cur_left+x] ) { //判断是否gameover if ( cur_top<=0 ) { if ( timer_id ) { KillTimer ( hwnd,ID_TIMER ); timer_id=0; } MessageBox ( hwnd,TEXT ( "游戏结束" ),TEXT ( "游戏到此结束!" ),MB_OK|MB_ICONEXCLAMATION ); SendMessage ( hwnd,WM_CLOSE,0,0 ); } // //固定方块 for ( i=0; i<height_block; i++ ) { for ( j=0; j<width_block; j++ ) { if ( * ( block+i*width_block+j ) ) g_panel[cur_top+i][cur_left+j]=1; } } return true; } } } } return false; } void ClearRow ( HDC hdc ) //消行 { int i,j,k; int count=0; //消行次数 bool isFilled; //消行处理 for ( i=ROWS-1; i>=0; i-- ) { isFilled=true; for ( j=0; j<COLS; j++ ) { if ( !g_panel[i][j] ) { isFilled=false; break; } } if ( isFilled ) { for ( j=0; j<COLS; j++ ) { g_panel[i][j]=0; } //所有方块往下移 for ( k=i-1; k>=0; k-- ) { for ( j=0; j<COLS; j++ ) { g_panel[k+1][j]=g_panel[k][j]; } } i=i+1; count++; } } //最高级别为9级,所以分数极限为(9+1)*SCORE_LEVEL_INC-1 if ( score>=10*SCORE_LEVEL_INC-1 ) return; //加分规则:消除行数,1行加10分,2行加15分,3行加20分,4行加30分 switch ( count ) { case 1: score+=10; break; case 2: score+=15; break; case 3: score+=20; break; case 4: score+=30; break; } int temp_level=score/SCORE_LEVEL_INC; if ( temp_level>level ) { level=temp_level; //撤销当前计时器,然后重设 if ( timer_id ) KillTimer ( hwnd,ID_TIMER ); timer_id=SetTimer ( hwnd,ID_TIMER,interval_base-level*interval_unit,NULL ); } system ( "cls" ); printf ( "score: %d, level: %d ",score,level ); } void RefreshPanel ( HDC hdc ) //刷新面板 { int x,y; RECT rect; HBRUSH h_bSolid= ( HBRUSH ) GetStockObject ( GRAY_BRUSH ), h_bEmpty= ( HBRUSH ) GetStockObject ( WHITE_BRUSH ); if ( NULL==block ) return; //先刷屏 for ( y=0; y<ROWS; y++ ) { for ( x=0; x<COLS; x++ ) { //为避免刷掉方块的边框,rect范围必须比边框范围小1 rect.top=y*CELL+2; rect.bottom= ( y+1 ) *CELL-2; rect.left=x*CELL+2; rect.right= ( x+1 ) *CELL-2; if ( g_panel[y][x] ) FillRect ( hdc,&rect,h_bSolid ); else FillRect ( hdc,&rect,h_bEmpty ); } } //再定位方块 for ( y=0; y<height_block; y++ ) { for ( x=0; x<width_block; x++ ) { if ( * ( block+y*width_block+x ) ) //实心 { rect.top= ( y+cur_top ) *CELL+2; rect.bottom= ( y+cur_top+1 ) *CELL-2; rect.left= ( x+cur_left ) *CELL+2; rect.right= ( x+cur_left+1 ) *CELL-2; FillRect ( hdc,&rect,h_bSolid ); } } } } bool ExportBlock() //输出方块 { int sel; color(12); if ( block ) { free ( block ); //释放之前分配的内存 block=NULL; } sel=rand() %7; switch ( sel ) { case 0: //水平条 width_block=4; height_block=1; block= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); * ( block+0 ) =1; //可以理解为*(block+0*width_block+0)=1,即第一行的第一个方格,下面同理 * ( block+1 ) =1; //*(block+0*width_block+1)=1 * ( block+2 ) =1; //*(block+0*width_block+2)=1 * ( block+3 ) =1; //*(block+0*width_block+3)=1 cur_top=0-height_block; cur_left= ( COLS-width_block ) /2; break; case 1: //三角 color(13); width_block=3; height_block=2; block= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); * ( block+0 ) =0; //可以理解为*(block+0*width_block+0)=0,即第一行的第一个方格,下面同理 * ( block+1 ) =1; //*(block+0*width_block+1)=1 * ( block+2 ) =0; //*(block+0*width_block+2)=0 * ( block+3 ) =1; //*(block+1*width_block+0)=1,第二行开始 * ( block+4 ) =1; //*(block+1*width_block+1)=1 * ( block+5 ) =1; //*(block+1*width_block+2)=1 cur_top=0-height_block; cur_left= ( COLS-width_block ) /2; break; case 2: //左横折 color(10); width_block=3; height_block=2; block= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); * ( block+0 ) =1; //可以理解为*(block+0*width_block+0)=1,下面同理 * ( block+1 ) =0; //*(block+0*width_block+1)=0 * ( block+2 ) =0; //*(block+0*width_block+2)=0 * ( block+3 ) =1; //*(block+1*width_block+0)=1 * ( block+4 ) =1; //*(block+1*width_block+1)=1 * ( block+5 ) =1; //*(block+1*width_block+2)=1 cur_top=0-height_block; cur_left= ( COLS-width_block ) /2; break; case 3: //右横折 color(9); width_block=3; height_block=2; block= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); * ( block+0 ) =0; //可以理解为*(block+0*width_block+0)=0,下面同理 * ( block+1 ) =0; //*(block+0*width_block+1)=0 * ( block+2 ) =1; //*(block+0*width_block+2)=1 * ( block+3 ) =1; //*(block+1*width_block+0)=1 * ( block+4 ) =1; //*(block+1*width_block+1)=1 * ( block+5 ) =1; //*(block+1*width_block+2)=1 cur_top=0-height_block; cur_left= ( COLS-width_block ) /2; break; case 4: //左闪电 color(9); width_block=3; height_block=2; block= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); * ( block+0 ) =1; //可以理解为*(block+0*width_block+0)=1,下面同理 * ( block+1 ) =1; //*(block+0*width_block+1)=1 * ( block+2 ) =0; //*(block+0*width_block+2)=0 * ( block+3 ) =0; //*(block+1*width_block+0)=0 * ( block+4 ) =1; //*(block+1*width_block+1)=1 * ( block+5 ) =1; //*(block+1*width_block+2)=1 cur_top=0-height_block; cur_left= ( COLS-width_block ) /2; break; case 5: //右闪电 color(8); width_block=3; height_block=2; block= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); * ( block+0 ) =0; //可以理解为*(block+0*width_block+0)=0,下面同理 * ( block+1 ) =1; //*(block+0*width_block+1)=1 * ( block+2 ) =1; //*(block+0*width_block+2)=1 * ( block+3 ) =1; //*(block+1*width_block+0)=1 * ( block+4 ) =1; //*(block+1*width_block+1)=1 * ( block+5 ) =0; //*(block+1*width_block+2)=0 cur_top=0-height_block; cur_left= ( COLS-width_block ) /2; break; case 6: //石头 color(13); width_block=2; height_block=2; block= ( byte * ) malloc ( sizeof ( byte ) *width_block*height_block ); * ( block+0 ) =1; //可以理解为*(block+0*width_block+0)=1,下面同理 * ( block+1 ) =1; //*(block+0*width_block+1)=1 * ( block+2 ) =1; //*(block+1*width_block+0)=1 * ( block+3 ) =1; //*(block+1*width_block+1)=1 cur_top=0-height_block; cur_left= ( COLS-width_block ) /2; break; } return block!=NULL; } LRESULT CALLBACK WndProc ( HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam ) { HDC hdc; PAINTSTRUCT ps; //TCHAR szBuffer[1024]; switch ( message ) { case WM_CREATE: MoveWindow ( hwnd,400,10,CELL*COLS+8,CELL*ROWS+32,FALSE ); //补齐宽度和高度 srand ( time ( NULL ) ); ExportBlock(); timer_id=SetTimer ( hwnd,ID_TIMER,interval_base-level*interval_unit,NULL ); return 0; case WM_TIMER: hdc=GetDC ( hwnd ); DoDownShift ( hdc ); ReleaseDC ( hwnd,hdc ); return 0; case WM_KEYDOWN: hdc=GetDC ( hwnd ); switch ( wParam ) { case VK_LEFT: //左移 以下代码片段 C++ 的说明此 Canon SDK C++ 代码片段的等效 C# 代码是啥?
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