一、前言
前面我们学习了SimpleCG的游戏开发框架,从本篇开始,我们用一系列小游戏的开发来加深对框架的了解.我们先以windows的经典游戏--扫雷,作为首个例子。游戏预览如下
二、框架搭建
因为游戏程序的大体框架差不多,所以我们可以搭建一个通用的主程序。如下所示:
// GameMine.cpp : 定义控制台应用程序的入口点。
//#include "../import/include/SimpleCG.h"#define C_IMAGE_WIDTH 640
#define C_IMAGE_HEIGHT 480#ifdef _DEBUG
#pragma comment(lib,"../import/lib/SimpleCG_MDd.lib")
#else
#ifdef _WIN64
#pragma comment(lib,"../import/lib/x64/MTRelease/SimpleCG_MT64.lib")
#else
#pragma comment(lib,"../import/lib/SimpleCG_MT.lib")
#endif
#endifLRESULT OnKeyDown(HWND hWnd, WPARAM wParam, LPARAM lParam);//绘制游戏
void RenderGame()
{}
//更新游戏状态
void UpdateGame( UINT nElapse )
{static int s_nLastTick = 0;if( ( nElapse - s_nLastTick )<120 )return;s_nLastTick = nElapse;}
//按键消息响应函数
LRESULT OnKeyDown(HWND hWnd, WPARAM wParam, LPARAM lParam)
{switch( wParam ){case VK_SPACE:break;case VK_UP:break;case VK_DOWN:break;case VK_LEFT:break;case VK_RIGHT:break;}return 0;
}
LRESULT OnLButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY )
{return false;
}
LRESULT OnLButtonUp( HWND hWnd, WPARAM wParam, int nX, int nY )
{return false;
}
LRESULT OnRButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY )
{return false;
}
LRESULT OnRButtonUp( HWND hWnd, WPARAM wParam, int nX, int nY )
{return false;
}
LRESULT OnMouseMove( HWND hWnd, WPARAM wParam, int nX, int nY )
{return false;
}
//初始化游戏
void InitGame(HWND hWnd)
{int i=0;int j=0;srand(GetTickCount());GetKeyboardInput()->onKeyDown = OnKeyDown;GetMouseInput()->onMouseDownLeft = OnLButtonDown;GetMouseInput()->onMouseDownRight = OnRButtonDown;GetMouseInput()->onMouseUpLeft = OnLButtonUp;GetMouseInput()->onMouseUpRight = OnRButtonUp;GetMouseInput()->onMouseMove = OnMouseMove;
}int _tmain(int argc, _TCHAR* argv[])
{SCG_GameLoopInfo info;info.nFPS = 60;info.nHeight = C_IMAGE_BLOCK*g_nMapHeight+C_IMAGE_BLOCK;//C_IMAGE_HEIGHT;info.nWidth = C_IMAGE_BLOCK*g_nMapWidth;//C_IMAGE_WIDTH;info.pFunDrawProcess = RenderGame;info.pFunFrameUpdate = UpdateGame;info.pFunInitGame = InitGame;info.pFunInput = NULL;if( !StartGameLoopEx( &info ))return 1;return 0;
}
这个框架基本上就是前面文章所介绍的游戏开发框架。然后有了这个主框架,我们根据我们要开发的扫雷游戏,我们分别建立游戏逻辑的实现文件mine.cpp,以及头文件mine.h文件。在这两个文件中我们实现扫雷的相关逻辑,然后再把相关代码接入主程序即可。
三、游戏逻辑实现mine.cpp及mine.h文件
mine.h头文件
#ifndef _MINE_H
#define _MINE_H#include "../import/include/SimpleCG.h"
#define C_IMAGE_BLOCK 20
enum ENUM_MAPTYPE
{enumMAPTYPE_BACK, enumMAPTYPE_OPEN, enumMAPTYPE_BACKLIGHT, enumMAPTYPE_BACKDOWN
};
enum ENUM_MAPFLAG
{enumMAPFLAG_NULL, enumMAPFLAG_FLAG, enumMAPFLAG_QUESTION
};
enum ENUM_MAPTEXT
{enumMAPTEXT_NULL, enumMAPTEXT_NUMBER1, enumMAPTEXT_NUMBER2, enumMAPTEXT_NUMBER3, enumMAPTEXT_NUMBER4, enumMAPTEXT_NUMBER5, enumMAPTEXT_NUMBER6, enumMAPTEXT_NUMBER7, enumMAPTEXT_NUMBER8, enumMAPTEXT_NUMBER9, enumMAPTEXT_BOMB
};extern int g_nMapWidth;
extern int g_nMapHeight;
//绘制内容
void Init( int nBomb, int nX, int nY );
//计算炸弹数量
int CalBoombCount( int nX, int nY );
//绘制内容
void DrawMap( );
//绘制界面
void DrawUI( );
//绘制单个方块,绝对坐标
void DrawBlockPos( int nX, int nY, int nType );
//绘制单个方块
void DrawBlock( int nX, int nY, int nType );
//是否在地图上
bool IsOnMap( int nX, int nY );
//坐标转化
int ScreenToMapX( int nX );
int ScreenToMapY( int nY );
//鼠标消息
LRESULT MapOnLButtonDown( WPARAM wParam, int nX, int nY );
LRESULT MapOnLButtonUp( WPARAM wParam, int nX, int nY );
LRESULT MapOnRButtonDown( WPARAM wParam, int nX, int nY );
LRESULT MapOnRButtonUp( WPARAM wParam, int nX, int nY );
LRESULT MapOnMouseMove( WPARAM wParam, int nX, int nY );
//打开操作
void DoOpen( int nX, int nY );
//设置标记
void SetFlag( int nX, int nY, int nFlag );
//设置标记
void AddFlag( int nX, int nY );
#endif
mine.cpp实现文件
/*===========================================================*\
|简介: 扫雷
|功能: 扫雷
|作者: Bill
|主页: http://simplecg.qqpet.com
|博客: https://blog.csdn.net/b2b160
|贴吧: https://tieba.baidu.com/f?kw=simplecg
|日期: 2023-09-15
\*===========================================================*/
#include "Mine.h"int g_nMapWidth = 9;
int g_nMapHeight = 9;
int g_nMap[ 10 * 10] = {0};
int g_nMapText[ 10 * 10] = {0};
int g_nXMapPos = 0;
int g_nYMapPos = C_IMAGE_BLOCK;
int g_nBomb = 10;
int g_nLeftBomb = g_nBomb;int g_nCurX = -1;
int g_nCurY = -1;int g_nCurDownX = -1;
int g_nCurDownY = -1;
int g_nOpended = 0;
UINT g_nStartTime = 0;
UINT g_nGameRunning = 0;
//绘制内容
void Init( int nBomb, int nX, int nY )
{int i=0;int j=0;memset(g_nMap,0, sizeof(g_nMapText));memset(g_nMapText,0, sizeof(g_nMapText));int nTotal = nX*nY;if( nBomb>nTotal )nBomb = nTotal;g_nBomb = nBomb;g_nLeftBomb = g_nBomb;g_nMapWidth = nX;g_nMapHeight = nY;g_nOpended = 0;for(i=0;i<nBomb;++i){int nBombIndex = rand() % (nX*nY);if( g_nMapText[nBombIndex]!=enumMAPTEXT_BOMB){g_nMapText[nBombIndex]=enumMAPTEXT_BOMB;}else{int nStop = nBombIndex++;while( nBombIndex != nStop ){if( g_nMapText[nBombIndex]!=enumMAPTEXT_BOMB ){g_nMapText[nBombIndex]=enumMAPTEXT_BOMB;break;}++nBombIndex;if(nBombIndex>=nTotal )nBombIndex = 0;}}}for(j=0;j<g_nMapHeight;++j){for(i=0;i<g_nMapWidth;++i){g_nMap[j*g_nMapWidth+i]=enumMAPTYPE_BACK;if(g_nMapText[j*g_nMapWidth+i] != enumMAPTEXT_BOMB )g_nMapText[j*g_nMapWidth+i]=CalBoombCount(i,j);}}g_nStartTime = GetTickCount();g_nGameRunning = TRUE;
}
//计算炸弹数量
int IsBoomb( int nX, int nY )
{if( nX<0 || nX>=g_nMapWidth )return 0;if( nY<0 || nY>=g_nMapHeight )return 0;if( g_nMapText[nY*g_nMapWidth+nX]==enumMAPTEXT_BOMB )return 1;return 0;
}
//计算炸弹数量
int CalBoombCount( int nX, int nY )
{int nCount = 0;if( IsBoomb(nX-1,nY-1 ) )++nCount;if( IsBoomb(nX,nY-1 ) )++nCount;if( IsBoomb(nX+1,nY-1 ) )++nCount;if( IsBoomb(nX-1,nY ) )++nCount;if( IsBoomb(nX+1,nY ) )++nCount;if( IsBoomb(nX-1,nY+1 ) )++nCount;if( IsBoomb(nX,nY+1 ) )++nCount;if( IsBoomb(nX+1,nY+1 ) )++nCount;return nCount;
}
//绘制内容
void DrawOpen( int nX, int nY )
{static COLORREF s_nColor[3]={RGB(200,0x0,0x0),RGB(0x0,0x0,200),RGB(22,122,11)};int nXPos = g_nXMapPos + nX*C_IMAGE_BLOCK;int nYPos = g_nYMapPos + nY*C_IMAGE_BLOCK;settextcolor(s_nColor[g_nMapText[nY*g_nMapWidth+nX]%3]);if( g_nMapText[nY*g_nMapWidth+nX]==enumMAPTEXT_BOMB)printfRectEx( nXPos, nYPos, C_IMAGE_BLOCK, C_IMAGE_BLOCK, DT_CENTER, _T("X"));else if(g_nMapText[nY*g_nMapWidth+nX]>0)printfRectEx( nXPos, nYPos, C_IMAGE_BLOCK, C_IMAGE_BLOCK, DT_CENTER, _T("%d"), g_nMapText[nY*g_nMapWidth+nX]);
}
//绘制内容
void DrawMap( )
{int i=0;int j=0;for(j=0;j<g_nMapHeight;++j){for(i=0;i<g_nMapWidth;++i){switch( g_nMap[j*g_nMapWidth+i] & 0xFFFF ){case enumMAPTYPE_OPEN:DrawBlock( i, j, g_nMap[j*g_nMapWidth+i] );DrawOpen( i, j );break;case enumMAPTYPE_BACK:if( g_nCurDownX==i && g_nCurDownY==j )DrawBlock( i, j, enumMAPTYPE_BACKDOWN);else if( g_nCurX==i && g_nCurY==j )DrawBlock( i, j, enumMAPTYPE_BACKLIGHT | (g_nMap[j*g_nMapWidth+i]&0xFFFF0000) );elseDrawBlock( i, j, g_nMap[j*g_nMapWidth+i] );break;}}}
}
//绘制界面
void DrawUI( )
{int nOld;if( FALSE == g_nGameRunning )return;UINT nTime = GetTickCount()-g_nStartTime;clearrectangle(g_nXMapPos, g_nYMapPos-C_IMAGE_BLOCK, g_nXMapPos + C_IMAGE_BLOCK*g_nMapWidth, g_nYMapPos);nOld = settextcolor(SCG_RGB(0,0,0xFF));printfRectEx( g_nXMapPos, g_nYMapPos-C_IMAGE_BLOCK, C_IMAGE_BLOCK*g_nMapWidth, C_IMAGE_BLOCK, DT_VCENTER, _T("时间:%d.%d"), nTime/1000,nTime%1000);printfRectEx( g_nXMapPos, g_nYMapPos-C_IMAGE_BLOCK, C_IMAGE_BLOCK*g_nMapWidth, C_IMAGE_BLOCK, DT_RIGHT|DT_VCENTER, _T("炸:%d"), g_nLeftBomb);settextcolor(nOld);
}
//绘制单个方块,绝对坐标
void DrawBlockPos( int nX, int nY, int nType )
{int nFlag = (nType>>16) & 0xFFFF;switch( nType & 0xFFFF ){case enumMAPTYPE_OPEN:setlinewidth(1);setfillcolor(RGB(194,194,194));setlinecolor(RGB(125,125,125));fillrectangle( nX, nY, nX + C_IMAGE_BLOCK, nY + C_IMAGE_BLOCK);break;case enumMAPTYPE_BACK:setlinewidth(3);setfillcolor(RGB(194,194,194));setlinecolor(RGB(125,125,125));fillrectangle( nX+1, nY+1, nX + C_IMAGE_BLOCK-1, nY + C_IMAGE_BLOCK-1);setlinecolor(RGB(231,231,231));line(nX+2, nY+1, nX-3 + C_IMAGE_BLOCK,nY+1);line(nX+1, nY+2, nX+1,nY-3 + C_IMAGE_BLOCK);break;case enumMAPTYPE_BACKDOWN:setlinewidth(1);setfillcolor(RGB(194,194,194));setlinecolor(RGB(125,125,125));fillrectangle( nX, nY, nX + C_IMAGE_BLOCK, nY + C_IMAGE_BLOCK);break;case enumMAPTYPE_BACKLIGHT:setlinewidth(3);setfillcolor(RGB(221,221,221));setlinecolor(RGB(125,125,125));fillrectangle( nX+1, nY+1, nX + C_IMAGE_BLOCK-1, nY + C_IMAGE_BLOCK-1);setlinecolor(RGB(231,231,231));line(nX+2, nY+1, nX-3 + C_IMAGE_BLOCK,nY+1);line(nX+1, nY+2, nX+1,nY-3 + C_IMAGE_BLOCK);break;}if( nFlag ){switch( nFlag ){case enumMAPFLAG_FLAG:{POINT pt[]={{nX+14,nY+2},{nX+6,nY+12},{nX+14,nY+12}};setlinewidth(1);setfillcolor(RGB(255,0,0));solidpolygon( pt, sizeof(pt)/sizeof(pt[0]) );setfillcolor(0);solidrectangle( nX+13, nY+4, nX + 16, nY + C_IMAGE_BLOCK-1);}break;case enumMAPFLAG_QUESTION:settextcolor(0);printfRectEx( nX, nY, C_IMAGE_BLOCK, C_IMAGE_BLOCK, DT_CENTER, _T("?"));break;}}
}
//绘制单个方块,地图坐标
void DrawBlock( int nX, int nY, int nType )
{int nXPos = g_nXMapPos + nX*C_IMAGE_BLOCK;int nYPos = g_nYMapPos + nY*C_IMAGE_BLOCK;DrawBlockPos(nXPos, nYPos, nType);
}
//是否在地图上
bool IsOnMap( int nX, int nY )
{if(nX>=g_nXMapPos && nX<g_nXMapPos + g_nMapWidth*C_IMAGE_BLOCK && nY>=g_nYMapPos && nY<g_nYMapPos + g_nMapHeight*C_IMAGE_BLOCK )return true;return false;
}
//坐标转化
int ScreenToMapX( int nX )
{int nRet = -1;if(nX>=g_nXMapPos && nX<g_nXMapPos + g_nMapWidth*C_IMAGE_BLOCK ){nRet =( nX-g_nXMapPos)/C_IMAGE_BLOCK;}return nRet;
}
int ScreenToMapY( int nY )
{int nRet = -1;if(nY>=g_nYMapPos && nY<g_nYMapPos + g_nMapHeight*C_IMAGE_BLOCK ){nRet =( nY-g_nYMapPos)/C_IMAGE_BLOCK;}return nRet;
}
//鼠标消息
LRESULT MapOnLButtonDown( WPARAM wParam, int nX, int nY )
{int nMapX = ScreenToMapX(nX);int nMapY = ScreenToMapY(nY);if( g_nCurDownX != nMapX || g_nCurDownY != nMapY ){ g_nCurDownX = nMapX;g_nCurDownY = nMapY;return true;}return false;
}
LRESULT MapOnLButtonUp( WPARAM wParam, int nX, int nY )
{if( g_nCurDownX >=0 && g_nCurDownX<g_nMapWidth && g_nCurDownY >=0 && g_nCurDownY<g_nMapHeight){DoOpen( g_nCurDownX, g_nCurDownY );g_nCurDownX = -1;g_nCurDownY = -1;return true;}return false;
}
LRESULT MapOnRButtonDown( WPARAM wParam, int nX, int nY )
{return false;
}
LRESULT MapOnRButtonUp( WPARAM wParam, int nX, int nY )
{int nMapX = ScreenToMapX(nX);int nMapY = ScreenToMapY(nY);AddFlag( nMapX, nMapY );return false;
}
LRESULT MapOnMouseMove( WPARAM wParam, int nX, int nY )
{int nMapX = ScreenToMapX(nX);int nMapY = ScreenToMapY(nY);if( g_nCurX != nMapX || g_nCurY != nMapY ){g_nCurX = nMapX;g_nCurY = nMapY;return true;}return false;
}
void MarkOpen(int nX, int nY)
{g_nMap[nY*g_nMapWidth+nX] = enumMAPTYPE_OPEN;++g_nOpended;if(g_nOpended>=g_nMapWidth*g_nMapHeight-g_nBomb){TCHAR pText[256];UINT nTime = GetTickCount()-g_nStartTime;wsprintf(pText, _T("You Win!用时%d.%d秒!是否重新开始?"), nTime/1000,nTime%1000);if( MessageBox(NULL,pText,_T(""),MB_YESNO) == IDYES )Init(g_nBomb, g_nMapWidth, g_nMapHeight);elseg_nGameRunning = FALSE;}
}
//打开操作
void DoOpenLoop( int nX, int nY )
{if(g_nMap[nY*g_nMapWidth+nX] == enumMAPTYPE_OPEN)return;MarkOpen(nX, nY);int i=0;int j=0;for(j=-1;j<=1;++j){for(i=-1;i<=1;++i){if((i+nX)<0||(i+nX)>=g_nMapWidth)continue;if((j+nY)<0||(j+nY)>=g_nMapHeight)continue;if(g_nMap[(j+nY)*g_nMapWidth+(i+nX)] == enumMAPTYPE_BACK){if(g_nMapText[(j+nY)*g_nMapWidth+(i+nX)] == enumMAPTEXT_NULL){DoOpenLoop( i+nX, j+nY );}else if(g_nMapText[(j+nY)*g_nMapWidth+(i+nX)] != enumMAPTEXT_BOMB){MarkOpen(i+nX, (j+nY));}}}}
}
void DoOpen( int nX, int nY )
{if(g_nMapText[nY*g_nMapWidth+nX] == enumMAPTEXT_BOMB ){g_nMap[nY*g_nMapWidth+nX] = enumMAPTYPE_OPEN;if( MessageBox(NULL,_T("游戏结束,是否重新开始?"),_T(""),MB_YESNO) == IDYES ){Init(g_nBomb, g_nMapWidth, g_nMapHeight);return;}else{g_nGameRunning = FALSE;return;}}else if(g_nMapText[nY*g_nMapWidth+nX] == enumMAPTEXT_NULL){DoOpenLoop( nX, nY );}if(g_nMap[nY*g_nMapWidth+nX] != enumMAPTYPE_OPEN ){MarkOpen(nX, nY);}
}
//设置标记
void SetFlag( int nX, int nY, int nFlag )
{int nOld = g_nMap[nY*g_nMapWidth+nX];g_nMap[nY*g_nMapWidth+nX] = (nOld & 0xFFFF) | (nFlag<<16);
}
//设置标记
void AddFlag( int nX, int nY )
{if((g_nMap[nY*g_nMapWidth+nX] &0xFFFF)==enumMAPTYPE_OPEN)return;int nOld = g_nMap[nY*g_nMapWidth+nX];int nOldFlag = (nOld>>16)&0xFFFF;++nOldFlag;if(nOldFlag == enumMAPFLAG_FLAG )--g_nLeftBomb;else if(nOldFlag == enumMAPFLAG_QUESTION )++g_nLeftBomb;if(nOldFlag>enumMAPFLAG_QUESTION){nOldFlag = 0;}g_nMap[nY*g_nMapWidth+nX] = (nOld & 0xFFFF) | (nOldFlag<<16);
}
四、逻辑接入主程序
在主程序中做以下几个修改,就将扫雷的逻辑接入主程序并将画面展现出来,同时接收用户的输入操作并反应。首先当然是包含逻辑头文件Mine.h
#include "Mine.h"
然后绘制画面
//绘制游戏
void RenderGame()
{setbackmode(enumBKM_TRANSPARENT);DrawMap();setbackmode(enumBKM_OPAQUE);//绘制界面DrawUI( );
}
我们没有在更新函数中做任何更新,所以不需要改变UpdateGame
然后在鼠标输入操作中,我们需要判断是否在地图上并根据输入进行状态改变
LRESULT OnLButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY )
{if( IsOnMap(nX,nY))return MapOnLButtonDown( wParam, nX, nY );return false;
}
LRESULT OnLButtonUp( HWND hWnd, WPARAM wParam, int nX, int nY )
{if( IsOnMap(nX,nY))return MapOnLButtonUp( wParam, nX, nY );return false;
}
LRESULT OnRButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY )
{if( IsOnMap(nX,nY))return MapOnRButtonDown( wParam, nX, nY );return false;
}
LRESULT OnRButtonUp( HWND hWnd, WPARAM wParam, int nX, int nY )
{if( IsOnMap(nX,nY))return MapOnRButtonUp( wParam, nX, nY );return false;
}
LRESULT OnMouseMove( HWND hWnd, WPARAM wParam, int nX, int nY )
{if( IsOnMap(nX,nY))return MapOnMouseMove( wParam, nX, nY );return false;
}
最后在初始化阶段进行游戏初始化即可,此处初始化10个炸弹,9x9地图
Init( 10, 9, 9 );
四、代码下载
所有代码可在以下地址察看或下载,
gamemine · master · b2b160 / SimpleCG_Demo · GitCode
编译此程序需安装SimpleCG库,安装方法如下:
SimpleCG库安装方法
如果只想执行程序可在如下地址下载
扫雷exe压缩文件