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]);
else
putimage(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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