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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