打砖块小游戏。材料:EasyX图形库。
碰撞的处理,木板移动方法还需要优化。
//定义 Circle,Brick,Broad
#include<cmath>
#include<graphics.h>
#ifndef _PROPERTY_H_
#define _PROPERTY_H_
struct Circle {
int x0, y0, r;
int mvX, mvY;
COLORREF color;
virtual ~Circle() {}
Circle(int x0_, int y0_, int r_, int mvX_, int mvY_, COLORREF color_)
:x0(x0_), y0(y0_), r(r_), mvX(mvX_), mvY(mvY_), color(color_) {}
//小球起始位置
void prtCirl() {
setfillcolor(color);
solidcircle(x0, y0, r);
}
//小球的移动
void CirlMove() {
setfillcolor(BLACK);
solidcircle(x0, y0, r);
x0 += mvX;
y0 += mvY;
setfillcolor(color);
solidcircle(x0, y0, r);
}
//判断小球是否离开宽口内。
//参数:窗口左上坐标、宽、高。
//离开返回真。
bool IsCirlQuit(int x, int y, int width, int height) {
if (x0 - x <= r && mvX < 0) {
mvX = -mvX;
return false;
}
else if (x + width - x0 <= r && mvX > 0) {
mvX = -mvX;
return false;
}
else if (y0 - y <= r && mvY < 0) {
mvY = -mvY;
return false;
}
else if (y + height - y0 <= r)
return true;
return false;
}
};
struct Brick {
int x0, y0;
COLORREF color;
int height, width;
virtual ~Brick() {}
Brick(int x0_, int y0_, int width_, int height_, COLORREF color_)
:x0(x0_), y0(y0_), width(width_), height(height_), color(color_) {}
//砖块的绘制
void prtBrick() {
setfillcolor(color);
solidrectangle(x0, y0, x0 + width, y0 + height);
}
//判断砖块是否与小球发生碰撞
//参数:小球
//发生碰撞返回真
bool IsCrashCirl(Circle &arg) {
if (arg.x0 + arg.r < x0 || x0 + width < arg.x0 - arg.r)
return false;
int disY = min(abs(y0 - arg.y0), abs(y0 + height - arg.y0));
if (disY <= arg.r) {
arg.mvY = -arg.mvY;
return true;
}
return false;
}
//砖块的清除
void BrickClr() {
setfillcolor(BLACK);
solidrectangle(x0, y0, x0 + width, y0 + height);
}
};
struct Broad :public Brick{
int mvX;
int floor, ceiling;
virtual ~Broad() {}
Broad(int x0_, int y0_, int width_, int height_, int mvX_,
int floor_, int ceiling_, COLORREF color_)
:Brick(x0_, y0_, width_, height_, color_), mvX(mvX_), floor(floor_), ceiling(ceiling_) {}
//重载,判断木板是否与小球发生碰撞
//参数:小球
//发生碰撞返回真
bool IsCrashCirl(Circle &arg) {
if (arg.x0 + arg.r < x0 || x0 + width < arg.x0 - arg.r)
return false;
if (y0 - arg.y0 <= arg.r&&arg.mvY > 0) {
arg.mvY = -arg.mvY;
return true;
}
return false;
}
//木板移动
void BroadMove() {
POINT point;
GetCursorPos(&point);
if (x0 <= point.x&&point.x <= x0)
return;
BrickClr();
if (point.x < x0)
x0 = max(x0 - mvX, floor);
else
x0 = min(x0 + mvX, ceiling - width);
setfillcolor(color);
solidrectangle(x0, y0, x0 + width, y0 + height);
}
};
#endif // _PROPERTY_H_










