easyx小游戏代码 用 EasyX 搭建的趣味小游戏 代码小游戏代码怎么写

在编程的奇妙全球里,EasyX 是一款令人瞩目的图形库,它为开发者们打开了一扇通往创意游戏开发的大门,借助 EasyX,我们能够轻松搭建出各种各样充满趣味的小游戏,让玩家沉浸其中,享受游戏带来的欢乐与挑战,就让我们一同探索几款用 EasyX 搭建的小游戏吧?。

贪吃蛇游戏

贪吃蛇游戏可谓是经典中的经典,它简单易上手却又趣味十足,使用 EasyX 来实现这个游戏,能够让我们充分感受到图形绘制和交互的魅力?。

游戏开始时,一条小蛇出现在屏幕上,玩家通过键盘的路线键来控制蛇的移动路线,蛇每吃到一个食物,身体就会变长一节,如果蛇撞到墙壁或者自己的身体,游戏就结束啦?。

实现这个游戏,开头来说需要用 EasyX 的绘图函数绘制出蛇和食物的图形,蛇可以用一系列的矩形来表示,食物则一个简单的圆形,通过不断更新蛇的位置和检查碰撞条件,我们就能实现蛇的移动和吃食物的逻辑,当蛇撞到边界或自身时,利用 EasyX 的图形处理功能,绘制出游戏结束的提示信息,给玩家一个明确的反馈?。

include <graphics.h>include <conio.h>// 蛇的结构体struct Snake int x[100]; int y[100]; int length; int dir;};// 食物的结构体struct Food int x; int y;};Snake snake;Food food;void initGame() initgraph(800, 600); snake.length = 5; snake.dir = 0; for (int i = 0; i < snake.length; i++) snake.x[i] = 400 – i 20; snake.y[i] = 300; } food.x = rand() % 780 + 10; food.y = rand() % 580 + 10;}void drawGame() cleardevice(); for (int i = 0; i < snake.length; i++) fillrectangle(snake.x[i], snake.y[i], snake.x[i] + 20, snake.y[i] + 20); } fillcircle(food.x, food.y, 10);}void controlSnake() if (_kbhit()) char key = _getch(); switch (key) case &39;w&39;: if (snake.dir!= 2) snake.dir = 0; break; case&39;s&39;: if (snake.dir!= 0) snake.dir = 2; break; case &39;a&39;: if (snake.dir!= 1) snake.dir = 3; break; case &39;d&39;: if (snake.dir!= 3) snake.dir = 1; break; } }}void moveSnake() for (int i = snake.length – 1; i > 0; i–) snake.x[i] = snake.x[i – 1]; snake.y[i] = snake.y[i – 1]; } switch (snake.dir) case 0: snake.y[0] -= 20; break; case 1: snake.x[0] += 20; break; case 2: snake.y[0] += 20; break; case 3: snake.x[0] -= 20; break; }}bool checkCollision() if (snake.x[0] < 10 || snake.x[0] > 790 || snake.y[0] < 10 || snake.y[0] > 590) return true; for (int i = 1; i < snake.length; i++) if (snake.x[0] == snake.x[i] && snake.y[0] == snake.y[i]) return true; } return false;}bool eatFood() if (snake.x[0] == food.x && snake.y[0] == food.y) snake.length++; food.x = rand() % 780 + 10; food.y = rand() % 580 + 10; return true; } return false;}int main() initGame(); while (true) drawGame(); controlSnake(); moveSnake(); if (eatFood()) continue; if (checkCollision()) break; Sleep(100); } closegraph(); return 0;}

俄罗斯方块游戏

俄罗斯方块是一款考验玩家反应速度和策略规划的游戏,利用 EasyX 来实现它,能够让玩家重温经典的方块下落体验?。

游戏界面由一个个小方格组成,各种形状的方块从上方不断下落,玩家通过键盘操作来旋转、左右移动和加速方块的下落,使其完美地拼接在一起,消除整行方块,获得分数,随着游戏的进行,方块下落速度会越来越快,增加游戏的难度和紧张感?。

在实现经过中,我们需要使用 EasyX 的绘图函数绘制出方块、棋盘以及得分显示等元素,通过不断更新方块的位置和情形,检查是否有整行方块可以消除,并及时进行处理,当方块堆积到顶部时,游戏结束?。

include <graphics.h>include <conio.h>include <time.h>define WIDTH 10define HEIGHT 20int board[HEIGHT][WIDTH];int currentPiece[4][4];int pieceType;int pieceX, pieceY;int fallTime = 0;int score = 0;void initBoard() for (int i = 0; i < HEIGHT; i++) for (int j = 0; j < WIDTH; j++) board[i][j] = 0; } }}void generatePiece() pieceType = rand() % 7; for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) currentPiece[i][j] = 0; } } switch (pieceType) case 0: currentPiece[0][1] = 1; currentPiece[1][1] = 1; currentPiece[2][1] = 1; currentPiece[3][1] = 1; break; case 1: currentPiece[1][0] = 1; currentPiece[1][1] = 1; currentPiece[1][2] = 1; currentPiece[2][1] = 1; break; case 2: currentPiece[0][0] = 1; currentPiece[0][1] = 1; currentPiece[0][2] = 1; currentPiece[1][2] = 1; break; case 3: currentPiece[1][0] = 1; currentPiece[1][1] = 1; currentPiece[2][0] = 1; currentPiece[2][1] = 1; break; case 4: currentPiece[0][0] = 1; currentPiece[0][1] = 1; currentPiece[1][0] = 1; currentPiece[1][1] = 1; break; case 5: currentPiece[0][1] = 1; currentPiece[1][0] = 1; currentPiece[1][1] = 1; currentPiece[2][0] = 1; break; case 6: currentPiece[0][0] = 1; currentPiece[0][1] = 1; currentPiece[1][1] = 1; currentPiece[2][1] = 1; break; } pieceX = WIDTH / 2 – 2; pieceY = 0;}void drawBoard() cleardevice(); for (int i = 0; i < HEIGHT; i++) for (int j = 0; j < WIDTH; j++) if (board[i][j]) fillrectangle(j 30 + 10, i 30 + 10, j 30 + 40, i 30 + 40); } } } for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) if (currentPiece[i][j]) fillrectangle((pieceX + j) 30 + 10, (pieceY + i) 30 + 10, (pieceX + j) 30 + 40, (pieceY + i) 30 + 40); } } } char scoreStr[10]; sprintf(scoreStr, "Score: %d", score); outtextxy(10, 10, scoreStr);}bool isLegalMove() for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) if (currentPiece[i][j]) int ni = pieceY + i; int nj = pieceX + j; if (ni >= HEIGHT || nj < 0 || nj >= WIDTH || board[ni][nj]) return false; } } } } return true;}void movePiece(int dx, int dy) if (isLegalMove()) pieceX += dx; pieceY += dy; }}void rotatePiece() int newPiece[4][4]; for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) newPiece[i][j] = currentPiece[3 – j][i]; } } for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) currentPiece[i][j] = newPiece[i][j]; } } if (isLegalMove()) return; for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) currentPiece[i][j] = newPiece[3 – j][i]; } }}void lockPiece() for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) if (currentPiece[i][j]) board[pieceY + i][pieceX + j] = 1; } } } int fullLines = 0; for (int i = 0; i < HEIGHT; i++) bool full = true; for (int j = 0; j < WIDTH; j++) if (!board[i][j]) full = false; break; } } if (full) fullLines++; for (int k = i; k > 0; k–) for (int j = 0; j < WIDTH; j++) board[k][j] = board[k – 1][j]; } } } } score += fullLines 100; generatePiece(); if (!isLegalMove()) closegraph(); printf("Game Over! Your score is %d\n", score); exit(0); }}int main() initgraph(310, 610); initBoard(); generatePiece(); srand(time(NULL)); while (true) drawBoard(); if (kbhit()) char key = getch(); switch (key) case &39;a&39;: movePiece(-1, 0); break; case &39;d&39;: movePiece(1, 0); break; case&39;s&39;: movePiece(0, 1); break; case &39;w&39;: rotatePiece(); break; } } fallTime++; if (fallTime % 30 == 0) movePiece(0, 1); if (!isLegalMove()) lockPiece(); fallTime = 0; } } Sleep(50); } closegraph(); return 0;}

打飞机游戏

打飞机游戏充满了++与挑战,玩家要操控飞机躲避各种敌机的攻击,并将它们击落?,使用 EasyX 搭建这个游戏,能够营造出紧张++的空战气氛。

游戏画面中,玩家的飞机位于屏幕底部,通过键盘控制其左右移动和发射子弹,敌机从屏幕上方随机出现,以不同的速度和轨迹向下飞行,玩家发射的子弹击中敌机后,敌机被摧毁,玩家获得分数,如果敌机撞到玩家的飞机或者飞到屏幕底部,游戏结束?。

实现时,我们利用 EasyX 的绘图函数绘制飞机、敌机、子弹等图形,并通过循环不断更新它们的位置,检测碰撞情况,实现游戏的核心逻辑?。

include <graphics.h>include <conio.h>include <time.h>define WIDTH 800define HEIGHT 600struct Plane int x, y; int width, height;};struct Bullet int x, y; bool active;};struct Enemy int x, y; int width, height; int speed;};Plane player;Bullet bullets[10];Enemy enemies[10];int bulletCount = 0;int enemyCount = 0;int score = 0;void initGame() initgraph(WIDTH, HEIGHT); player.x = WIDTH / 2 – 20; player.y = HEIGHT – 50; player.width = 40; player.height = 30; for (int i = 0; i < 10; i++) bullets[i].active = false; } srand(time(NULL));}void drawGame() cleardevice(); fillrectangle(player.x, player.y, player.x + player.width, player.y + player.height); for (int i = 0; i < bulletCount; i++) if (bullets[i].active) fillcircle(bullets[i].x, bullets[i].y, 5); } } for (int i = 0; i < enemyCount; i++) fillrectangle(enemies[i].x, enemies[i].y, enemies[i].x + enemies[i].width, enemies[i].y + enemies[i].height); } char scoreStr[10]; sprintf(scoreStr, "Score: %d", score); outtextxy(10, 10, scoreStr);}void controlPlayer() if (_kbhit()) char key = _getch(); switch (key) case &39;a&39;: if (player.x > 0) player.x -= 5; break; case &39;d&39;: if (player.x < WIDTH – player.width) player.x += 5; break; case&39;space&39;: for (int i = 0; i < 10; i++) if (!bullets[i].active) bullets[i].x = player.x + player.width / 2; bullets[i].y = player.y; bullets[i].active = true; break; } } break; } }}void moveBullets() for (int i = 0; i < bulletCount; i++) if (bullets[i].active) bullets[i].y -= 10; if (bullets[i].y < 0) bullets[i].active = false; } } }}void moveEnemies() for (int i = 0; i < enemyCount; i++) enemies[i].y += enemies

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