用键盘上下左右键控制小球移动撞击并消除方块
效果如下:


创建源文件选择.cpp
vs2019下载Easyx并包含头文件
#include<graphics.h>Easyx图形库下载地址 www.easyx.cn
项目->属性->高级->字符集改为多字节字符集
把图片和含有.cpp文件夹放在一起
准备就绪 上代码
#include<stdio.h>
#include<graphics.h>
#include<conio.h> //按键控制 Brick:砖块 Broad:木板 Ball_x:球的方向向量 circle_x:球心坐标
#define WINDOW_Width 700
#define WINDOW_Height 600
#define BrickWidth 50 //固定一个砖块的宽50 和高30 描述每一个砖块
#define BrickHeight 30
#define Brick_ROWS 4 //行
#define ZK_COLS 14 //列
#define Broad_Width BrickWidth * 4
#define Broad_Height BrickHeight
#define Radius 20 //球的半径
int Broad_x = (WINDOW_Width - Broad_Width) / 2; //Broad初始化
int Broad_y = WINDOW_Height - Broad_Height;
int circle_x = WINDOW_Width / 2; //circle初始化
int circle_y = WINDOW_Height - Radius - Broad_Height;
int Ball_x=6;//球x方向向量 为+右,为-左
int Ball_y=-6;//球y方向向量 为+下,为-上
//全局变量 0 false 存在 1 true 不存在
bool Brick[Brick_ROWS][ZK_COLS] = { 0 };
//画一个方块
void DrawOneBrick(int x,int y) //xy下标
{
if(0== Brick[y][x])
{
setlinecolor(BLACK);
setfillcolor(RGB(250, 84, 101));
fillrectangle(x * BrickWidth, y * BrickHeight,x *
BrickWidth + BrickWidth, y * BrickHeight + BrickHeight);//(x1,y1),(x2,y2)
}
}
//画全部方块
void DrawAllBrick()
{
for (int i = 0; i<Brick_ROWS; i++)
{
for (int j = 0; j < 14; j++)
DrawOneBrick(j, i);
}
}
//画木板块
void DrawDownBrick()
{
setlinecolor(BLACK);
setfillcolor(RGB(235, 107, 126));
fillrectangle(Broad_x, Broad_y, Broad_x+ Broad_Width, Broad_y+Broad_Height);
}
//画球
void DrawCircle()
{
setlinecolor(BLACK);
setfillcolor(RGB(252, 190, 163));
fillcircle(circle_x, circle_y,Radius);
}
//所有游戏显示
void GameDraw()
{
BeginBatchDraw();//绘图前 防闪
//清屏
cleardevice();
loadimage(0, "w.jpg");
DrawAllBrick();
DrawDownBrick();
DrawCircle();
EndBatchDraw(); //绘图后 防闪
}
//球的移动
void CircleMove()
{
circle_x += Ball_x;
circle_y += Ball_y;
}
//消除砖块
int DisappearBrick()
{
int ZK_COL= circle_x /BrickWidth;
int ZK_ROW = circle_y / BrickHeight;
if (ZK_ROW<4&&ZK_COL<14&&Brick[ZK_ROW][ZK_COL]== 0)
{
Brick[ZK_ROW][ZK_COL]=1;
return 1;
}return 0;
}
//碰撞检测int circle_x, int circle_y
void CollisionDetection()
{
//球如果往右边移动,检测球是否撞上右边沿
if (Ball_x>0&& circle_x>= WINDOW_Width- Radius)
{
Ball_x = -6;
}
//球如果往上边移动,检测球是否撞上上边沿
if (Ball_y <0 && circle_y<=Radius || DisappearBrick())
{
Ball_y=6;
}
//球如果往左边移动,检测球是否撞上左边沿
if (Ball_x<0&& circle_x <= Radius)
{
Ball_x = 6;
}
//球如果往下边移动,检测球是否撞上下边沿
if (Ball_y>0 && circle_y >= WINDOW_Height- Radius)
{
Ball_y =0;
Ball_x = 0;
}
//检测球是否撞上板子,只能从上往下撞,只有两种极限情况
if ((Ball_y> 0) &&(circle_y>= (Broad_y-Radius)) && //球y坐标
(circle_x>= Broad_x) &&(circle_x <= (Broad_x + Broad_Width)))
{
Ball_y = -6;
}
}
//键盘控制
void KeyControl()
{
CollisionDetection(); //不管有没有按键都要碰撞检测
int ch;
if (true == _kbhit())
{ //检测是否有按键
ch = _getch();//获取按键的值
switch (ch)
{
case 'a':
case 'A':
case 75:
Broad_x -=20;
break;
case 'd':
case 'D':
case 77:
Broad_x +=20;
break;
}
}
}
int main()
{
initgraph(WINDOW_Width, WINDOW_Height); //width宽 height高
loadimage(0, "w.jpg");
while (1)
{
GameDraw();
CircleMove();
KeyControl();
DisappearBrick();
Sleep(50);
/*Brick[1][1] = Brick[2][2] = 1;
DrawAllBrick();*/
}
while (1);
return 0;
}w.jpg

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