C++怎么实现连连看游戏
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本篇内容主要讲解“C++怎么实现连连看游戏”,感兴趣的朋友不妨来看看。本文介绍的方法操作简单快捷,实用性强。下面就让小编来带大家学习“C++怎么实现连连看游戏”吧!
struct GridInfor //记入击中图片信息{int idx,idy; //图纸坐标int leftx,lefty;//屏幕坐标int GridID; //图片类型}pre,cur,dur; struct //记录连线点{int x;int y;}point[4]; static int pn; //记录连线点个数 void InitFace ();//初始化界面void Shuffle ();//随即打乱图片void ShowGrid ();//显示图片void RandGrid ();//绘制地图void Link (); //连接两图void Des_direct (); //直接相消void Des_one_corner(); //一折相消void Des_two_corner(); //两折相消void Load_picture ();//加载图片void Init_Grid (GridInfor& pre);//初始化格子信息void Leftbottondown (MOUSEMSG mouse);//实现鼠标左击效果void Draw_frame (int leftx,int lefty);//绘制边框void Mousemove (int leftx,int lefty);//实现鼠标移动效果bool Judg_val (int leftx,int lefty);//判断鼠标是否在游戏区void SeleReact (int leftx,int lefty);//显示选中效果void TranstoPhycoor (int* idx,int* idy);//图纸坐标转变为屏幕坐标void GridPhy_coor (int& leftx,int& lefty);//规范物理坐标void iPaint (long x1,long y1,long x2,long y2); //将直线销毁void DrawLine (int x1,int y1,int x2,int y2) ; //用直线连接两图bool DesGrid (GridInfor pre,GridInfor cur);//判断两者是否能相消bool Match_direct (POINT ppre,POINT pcur);//判断两者是否能够直接相消bool Match_one_corner (POINT ppre,POINT pcur);//判断两者是否能一折相消bool Match_two_corner (POINT ppre,POINT pcur);//判断两者是否能两折相消void ExchaVal (GridInfor& pre,GridInfor& cur);//交换图片信息bool Single_click_judge (int mousex,int mousey); //判断单击是否有效void RecordInfor (int leftx,int lefty,GridInfor &grid);//记录选中的信息void TranstoDracoor (int mousex,int mousey,int *idx,int *idy);//鼠标坐标转化为图纸坐标void Explot (POINT point,int *left,int *right,int *top,int *bottel);//探索point点附近的空位置
接下来是我们随机产生图片的逻辑函数,这个要好好理解
void RandGrid()//产生图片的标记{for(int iCount = 0, x = 1; x <= ROW; ++x ){for( int y = 1; y <= COL; ++y ){GridID[x][y] = iCount++ % GridNum + 1;}} } void Shuffle( )//打乱棋盘{int ix, iy, jx, jy, grid;for( int k = 0; k < 84; ++k ){ix = rand() % ROW + 1;// 产生 1 - COL 的随机数iy = rand() % COL + 1;// 产生 1 - ROW 的随机数jx = rand() % ROW + 1; // 产生 1 - COL 的随机数jy = rand() % COL + 1;// 产生 1 - ROW 的随机数if( GridID[ix][iy] != GridID[jx][jy] ) //如果不相等就交换数据{grid = GridID[ix][iy];GridID[ix][iy] = GridID[jx][jy];GridID[jx][jy] = grid;}}}
下面是我们的重点操作,鼠标控制函数,好好看好好学,写的时候一定要有耐心,别被bug击破了内心
void Mousemove (int leftx,int lefty)//鼠标移动时的变化{ static int prex,prey,preidx,preidy, curidx,curidy;if(Judg_val(leftx,lefty)){TranstoDracoor(leftx,lefty,&curidx,&curidy); //转化为图纸坐标if(GridID[curidy][curidx] != 0){GridPhy_coor(leftx,lefty);if(pre.idx == preidx && pre.idy == preidy)putimage(prex,prey,&image[GridID[preidy][preidx]][1]);elseputimage(prex,prey,&image[GridID[preidy][preidx]][0]);prex = leftx, prey = lefty;preidx = curidx, preidy = curidy; Draw_frame(leftx,lefty);//绘制边框}} } void Leftbottondown (MOUSEMSG mouse)//左击时的变化{static int click = 0, idx,idy;click++;SeleReact (mouse.x,mouse.y);//显示选中效果 if(click == 1)RecordInfor(mouse.x,mouse.y,pre);if(click == 2) {TranstoDracoor (mouse.x,mouse.y,&idx,&idy);if(idx != pre.idx || idy != pre.idy){RecordInfor (mouse.x,mouse.y,cur);if(pre.GridID == cur.GridID && DesGrid(pre,cur)){GridID[pre.idy][pre.idx] = GridID[cur.idy][cur.idx] =0;Link (); pn = 0;putimage(pre.leftx,pre.lefty,&image2);putimage(cur.leftx,cur.lefty,&image2);Init_Grid(pre); Init_Grid(cur); click = 0;}else{ExchaVal(dur,pre); ExchaVal(pre,cur); Init_Grid(cur);click = 1;putimage(dur.leftx,dur.lefty,&image[GridID[dur.idy][dur.idx]][0]);}}else click = 1;}} void SeleReact (int leftx,int lefty)//选中时效果{if(Judg_val(leftx,lefty)){int idx,idy;TranstoDracoor (leftx,lefty,&idx,&idy);GridPhy_coor (leftx,lefty);putimage(leftx,lefty,&image[GridID[idy][idx]][1]);}} bool Judg_val(int leftx,int lefty) //判断鼠标是否在游戏区{return leftx > leftedge && leftx < leftedge + GridW * COL && lefty > topedge && lefty < topedge + GridH * ROW;} void TranstoDracoor (int mousex,int mousey ,int *idx,int *idy) //鼠标坐标转化为图纸坐标{if(Judg_val(mousex,mousey)){*idx = (mousex - leftedge) / 42 + 1;*idy = (mousey - topedge) / 48 + 1 ;}} void RecordInfor(int leftx,int lefty,GridInfor &grid)//记录选中的信息{TranstoDracoor(leftx,lefty,&grid.idx,&grid.idy);grid.leftx = (grid.idx - 1) * 42 + leftedge;grid.lefty = (grid.idy - 1) * 48 + topedge;grid.GridID = GridID[grid.idy][grid.idx];} bool Single_click_judge (int mousex,int mousey)//判断单击是否有效{int idx,idy;TranstoDracoor (mousex,mousey,&idx,&idy);//转化为图纸坐标if(Judg_val(mouse.x,mouse.y) && GridID[idy][idx] != 0)return true;return false;} void Draw_frame(int leftx,int lefty)//绘制方框{setcolor(RGB(126,91,68));setlinestyle(PS_SOLID,NULL,1);rectangle(leftx,lefty,leftx+41,lefty+47);rectangle(leftx + 2,lefty + 2,leftx+39,lefty+45);setcolor(RGB(250,230,169));rectangle(leftx + 1,lefty + 1,leftx+40,lefty+46);}
另外一个重点就是我们判断函数了,第一次使用鼠标点击棋盘中的棋子,该棋子此时为“被选中”,以特殊方式显示;再次以鼠标点击其他棋子,若该棋子与被选中的棋子图案相同,且把第一个棋子到第二个棋子连起来,中间的直线不超过3根,则消掉这一对棋子,否则第一颗棋子恢复成未被选中状态,而第二颗棋子变成被选中状态。这个是重中之重,一定好好学,把其中的逻辑理解清楚,别只会Ctrl+c和Ctrl+v
bool DesGrid (GridInfor pre,GridInfor cur)//判断两者是否能相消{bool match = false; POINT ppre,pcur; ppre.x = pre.idx; ppre.y = pre.idy; pcur.x = cur.idx; pcur.y = cur.idy;if(Match_direct(ppre,pcur)) match = true; else if(Match_one_corner(ppre,pcur)) match = true;else if(Match_two_corner(ppre,pcur)) match =true;return match;} bool Match_direct(POINT ppre,POINT pcur)//判断两者是否能够直接相消{int k,t;if(ppre.x == pcur.x){k = ppre.y > pcur.y ? ppre.y : pcur.y;t = ppre.y < pcur.y ? ppre.y : pcur.y;if(t + 1 == k) goto FIND;for(int i = t + 1;i < k ;i++)if(GridID[i][ppre.x] != 0) return false;if(i == k) goto FIND;}else if(ppre.y == pcur.y){k = ppre.x > pcur.x ? ppre.x : pcur.x;t = ppre.x < pcur.x ? ppre.x : pcur.x;if(t + 1 == k) goto FIND;for(int i = t + 1;i < k ;i++)if(GridID[ppre.y][i] != 0) return false;if(i == k) goto FIND;}return false;FIND:point[pn].x = pcur.x, point[pn].y = pcur.y; pn++;point[pn].x = ppre.x, point[pn].y = ppre.y;pn++; return true;} bool Match_one_corner(POINT ppre,POINT pcur)//判断两者是否能一折相消{int left,right,top,bottel,x = ppre.x,y = ppre.y;Explot(ppre,&left,&right,&top,&bottel);ppre.y = top - 1;RESEARCHX:if(ppre.y < bottel)ppre.y++;else goto BACK;if(Match_direct(ppre,pcur)) goto FIND;else goto RESEARCHX;BACK:ppre.y = y; ppre.x = left - 1;RESEARCHY: if(ppre.x < right) ppre.x++;else goto REBACK;if(Match_direct(ppre,pcur)) goto FIND;else goto RESEARCHY;REBACK: pn = 0; return false;FIND: point[pn].x = x,point[pn].y = y,pn++;return true;} bool Match_two_corner(POINT ppre,POINT pcur)//判断两者是否能两折相消{int left,right,top,bottel,x = ppre.x,y = ppre.y;Explot(ppre,&left,&right,&top,&bottel);ppre.y = top - 1;RESEARCHX:if(ppre.y < bottel)ppre.y++;else goto BACK;if(Match_one_corner(ppre,pcur)) goto FIND;else goto RESEARCHX;BACK:ppre.y = y; ppre.x = left - 1;RESEARCHY: if(ppre.x < right) ppre.x++;else goto REBACK;if(Match_one_corner(ppre,pcur)) goto FIND;else goto RESEARCHY;REBACK: pn = 0;return false;FIND:point[pn].x = x,point[pn].y = y,pn++;return true;} void Explot(POINT point,int *left,int *right,int *top,int *bottel){int x = point.x,y = point.y;x++;while(x <= COL + 1 && GridID[y][x] == 0) x++; *right = x - 1; x = point.x; x--;while(x >= 0 && GridID[y][x] == 0) x--; *left = x + 1; x = point.x; y++;while(y <= ROW + 1 && GridID[y][x] == 0) y++; *bottel= y - 1; y = point.y; y--;while(y >= 0 && GridID[y][x] == 0) y--; *top = y + 1; }
最后用主函数调用,这样就可以啦
void main(){initgraph(M,N);mciSendString("play game_begin.mp3 repeat", NULL, 0, NULL); InitFace();while(1){mouse = GetMouseMsg();switch(mouse.uMsg){case WM_MOUSEMOVE:Mousemove(mouse.x,mouse.y); break;case WM_LBUTTONDOWN:if(Single_click_judge(mouse.x,mouse.y)){Leftbottondown(mouse);} break;default: break;}}closegraph();}
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