本文介绍: 消耗很大很严重资源(使用sleep(),在用户没有按键的时候,CPU休息)墙:0,地板:1,箱子目的地:2,小人:3,箱子:4,箱子命中目标:5。但是一直执行循环块很占用CPU。

目录

项目分析

 地图初始化

背景图片

游戏场景图片:

热键控制

 按键设置

确定人物位置

实现人物移动(非箱子,目的地)

推箱子控制

游戏结束

最终代码

合法性判断:


项目分析

墙:0,地板:1,箱子目的地:2,小人:3,箱子:4,箱子命中目标:5

 地图初始化

背景图片

#include <iostream>
#include <graphics.h>
#include <MMsystem.h>
#include <Windows.h>

using namespace std;
IMAGE BG_IMAGE;
#define WIDE  650
#define HEITH 650
//设置窗口初始化,背景
void initGraph() {
	initgraph(WIDE, HEITH);
	loadimage(&BG_IMAGE, "推箱子图片素材/blackground.bmp", WIDE, HEITH,true);//设置图片为窗口大小
	putimage(0, 0, &BG_IMAGE);
}

int main(void) {
	initGraph();


	system("pause");//设置初始化的屏幕不一闪而逝
	return 0;
}

游戏场景图片:

#define MAP_WIDE   50  //方块宽
#define MAP_HEIGTH 50  //方块高
#define MAP_ROWS   9   //数组行数
#define MAP_COLS   12  //数组列数
#define RADIO      50  //每行乘这个比例就加载一个图片
#define MAP_X      100 //图片开始地方偏移量x
#define MAP_Y      100 //图片开始地方偏移量y
enum MyEnum{
	wall,  //墙
	Floor, //地板
	des,   //目的地
	man,   //小人
	box,   //箱子
	hit,   //命中
	all    //用来表示图片数组的大小
};
IMAGE MAP_IMAGE[all];//场景图片
void map() {
	int a[9][12] = {
		{0,0,0,0,0,0,0,0,0,0,0,0},
		{0,1,0,1,1,1,1,1,1,1,0,0},
		{0,1,4,1,0,2,1,0,2,1,0,0},
		{0,1,0,1,0,1,0,0,1,1,1,0},
		{0,1,0,2,0,1,1,4,1,1,1,0},
		{0,1,1,1,0,3,1,1,1,4,1,0},
		{0,1,2,1,1,4,1,1,1,1,1,0},
		{0,1,0,0,1,0,1,1,0,0,1,0},
		{0,0,0,0,0,0,0,0,0,0,0,0},
	};
	//墙:0,地板:1,箱子目的地:2,小人:3,箱子:4,箱子命中目标:5
	loadimage(&MAP_IMAGE[wall], "推箱子图片素材/wall_right.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[Floor], "推箱子图片素材/floor.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[des], "推箱子图片素材/des.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[man], "推箱子图片素材/man.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[box], "推箱子图片素材/box.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[hit], "推箱子图片素材/box.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	
	for (int i = 0; i < MAP_ROWS; i++){
		for (int j = 0; j < MAP_COLS; j++) {
			putimage( MAP_X + j*RADIO, MAP_Y + i*RADIO, &MAP_IMAGE[a[i][j]]);
		}
	}
}

热键控制

 按键设置

但是一直执行循环块很占用CPU,消耗很大很严重资源(使用sleep(),在用户没有按键的时候,CPU休息)

#define KEY_UP		'w'
#define KEY_DOWN	's'
#define KEY_LEFT	'a'
#define KEY_RIGHT	'r'
#define KEY_QUIT	'q'
#include <conio.h>
void control() {
	
	bool quit = false;
	do
	{
		if (_kbhit()) {//判断用户是否按键
			char ch = _getch();//直接从键盘获取字符,不经过输入缓冲区
			if (ch == KEY_UP) {
				//get_control(KEY_UP);
			}
			else if (ch == KEY_DOWN) {
				//get_control(KEY_DOWN);
			}
			else if (ch == KEY_LEFT) {
				//get_control(KEY_LEFT);
			}
			else if (ch == KEY_RIGHT) {
				//get_control(KEY_RIGHT);
			}
			else if (ch == KEY_QUIT) {
				quit = true;
			}
		}
    Sleep(50);//在用户没有按键的时候,CPU休息)

	} while (quit ==false);
}

确定人物位置

//实现人物行动
enum MyEnum1 {
	UP,
	DOWN,
	RIGHT,
	LEFT
};
struct position {
	int x;
	int y;
};
typedef enum MyEnum1 keybord;
typedef struct position pos;
pos MAN;
void get_control(keybord control) {
	pos next_pos, next_next_pos;
	switch (control) {
	case UP:
		next_pos.x = MAN.x - 1;
		next_next_pos.x = MAN.x - 2;
		break;
	case DOWN:
		next_pos.x = MAN.x + 1;
		next_next_pos.x = MAN.x + 2;
		break;
	case LEFT:
		next_pos.y = MAN.y - 1;
		next_next_pos.y = MAN.y - 2;
		break;
	case RIGHT:
		next_pos.y = MAN.y + 1;
		next_next_pos.y = MAN.y + 2;
		break;
	}

}
//void map()函数内需要添加

/*

if (a[i][j] == man) {//记录小人的初始位置
	MAN.x = i;
	MAN.y = j;
}

*/

实现人物移动(非箱子,目的地)

//实现小人移动
void mapChange(pos* pos, enum MyEnum prop) {
	a[pos->x][pos->y] = prop;
	putimage(MAP_X + pos->y * RADIO, MAP_Y + pos->x * RADIO, &MAP_IMAGE[prop]);
}

//在void get_control(keybord control)

/*

//小人前面如果是地板,人就前进一步,站到next_pos的位置
if (a[next_pos.x][next_pos.y] == Floor) {
	mapChange(&next_pos, man);
	mapChange(&MAN, Floor);
	MAN = next_pos;
}

*/

推箱子控制

//人前进一步是箱子则判断箱子前的道具,即next_next_pos,如果是地板和箱子目的地,推着箱子走
if (a[next_pos.x][next_pos.y] == box) {
	//下下个是地板
	if (a[next_next_pos.x][next_next_pos.y] == Floor) {
		mapChange(&next_next_pos, box);
		mapChange(&next_pos, man);
		mapChange(&MAN, Floor);
		MAN = next_pos;
		//下下个是目的地
	}else if (a[next_next_pos.x][next_next_pos.y] == des) {
		mapChange(&next_next_pos, hit);
		mapChange(&next_pos, man);
		mapChange(&MAN, Floor);
		MAN = next_pos;
	}
}

游戏结束

bool gameOver() {
	for (int i = 0; i < MAP_ROWS; i++) {
		for (int j = 0; j < MAP_COLS; j++) {
			if (a[i][j]==des) {
				return false;
			}
		}
	}
	return true;
}
void gameOverScien() {
	putimage(0, 0, &BG_IMAGE);
	settextcolor(RGB(255, 255, 0));
	settextstyle(90, 0, "微软雅黑");//这里可能会有字符集的问题,上上篇发过解决方法
	
	rectangle(300, 297, 570, 300);//设置矩形框
	outtextxy(300, 300, "游戏结束");;//添加文字

}

最终代码

#include <iostream>
#include <graphics.h>
#include <MMsystem.h>
#include <Windows.h>
#include <conio.h>

using namespace std;
IMAGE BG_IMAGE;
#define WIDE  800
#define HEITH 650

//按键
#define KEY_UP		'w'
#define KEY_DOWN	's'
#define KEY_LEFT	'a'
#define KEY_RIGHT	'd'
#define KEY_QUIT	'q'

//end按键
//实现人物行动
enum MyEnum1 {
	UP,
	DOWN,
	RIGHT,
	LEFT
};
struct position {
	int x;
	int y;
};
typedef enum MyEnum1 keybord;
typedef struct position pos;
pos MAN;

//end 人物移动
int a[9][12] = {
		{0,0,0,0,0,0,0,0,0,0,0,0},
		{0,1,0,1,1,1,1,1,1,1,0,0},
		{0,1,4,1,0,2,1,0,2,1,0,0},
		{0,1,0,1,0,1,0,0,1,1,1,0},
		{0,1,0,2,0,1,1,4,1,1,1,0},
		{0,1,1,1,0,3,1,1,1,4,1,0},
		{0,1,2,1,1,4,1,1,1,1,1,0},
		{0,1,0,0,1,0,1,1,0,0,1,0},
		{0,0,0,0,0,0,0,0,0,0,0,0},
};
//道具
#define MAP_WIDE   50  //方块宽
#define MAP_HEIGTH 50  //方块高
#define MAP_ROWS   9   //数组行数
#define MAP_COLS   12  //数组列数
#define RADIO      50  //每行乘这个比例就加载一个图片
#define MAP_X      100 //图片开始地方偏移量x
#define MAP_Y      100 //图片开始地方偏移量y
enum MyEnum {
	wall,  //墙
	Floor, //地板
	des,   //目的地
	man,   //小人
	box,   //箱子
	hit,   //命中
	all    //用来表示图片数组的大小
};
IMAGE MAP_IMAGE[all];//场景图片
//end 道具

//设置窗口初始化,背景
void initGraph() {
	initgraph(WIDE, HEITH);
	loadimage(&BG_IMAGE, "推箱子图片素材/blackground.bmp", WIDE, HEITH, true);//设置图片为窗口大小
	putimage(0, 0, &BG_IMAGE);
}


void map() {
	//墙:0,地板:1,箱子目的地:2,小人:3,箱子:4,箱子命中目标:5
	loadimage(&MAP_IMAGE[wall], "推箱子图片素材/wall_right.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[Floor], "推箱子图片素材/floor.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[des], "推箱子图片素材/des.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[man], "推箱子图片素材/man.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[box], "推箱子图片素材/box.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);
	loadimage(&MAP_IMAGE[hit], "推箱子图片素材/box.bmp", MAP_WIDE, MAP_HEIGTH, TRUE);

	for (int i = 0; i < MAP_ROWS; i++) {
		for (int j = 0; j < MAP_COLS; j++) {
			if (a[i][j] == man) {//记录小人的初始位置
				MAN.x = i;
				MAN.y = j;
			}
			putimage(MAP_X + j * RADIO, MAP_Y + i * RADIO, &MAP_IMAGE[a[i][j]]);
		}
	}
}
//实现小人移动
void mapChange(pos* pos, enum MyEnum prop) {
	a[pos->x][pos->y] = prop;
	putimage(MAP_X + pos->y * RADIO, MAP_Y + pos->x * RADIO, &MAP_IMAGE[prop]);
}
void get_control(keybord control) {
	pos next_pos = MAN, next_next_pos=MAN;
	switch (control) {
	case UP:
		next_pos.x = MAN.x - 1;
		next_next_pos.x = MAN.x - 2;
		break;
	case DOWN:
		next_pos.x = MAN.x + 1;
		next_next_pos.x = MAN.x + 2;
		break;
	case LEFT:
		next_pos.y = MAN.y - 1;
		next_next_pos.y = MAN.y - 2;
		break;
	case RIGHT:
		next_pos.y = MAN.y + 1;
		next_next_pos.y = MAN.y + 2;
		break;
	}
	
	//小人前面如果是地板,人就前进一步,站到next_pos的位置
	if (a[next_pos.x][next_pos.y] == Floor) {//做合法性判断
		mapChange(&next_pos, man);
		mapChange(&MAN, Floor);
		MAN = next_pos;
	}
	//人前进一步是箱子则判断箱子前的道具,即next_next_pos,如果是地板和箱子目的地,推着箱子走
	if (a[next_pos.x][next_pos.y] == box) {
		//下下个是地板
		if (a[next_next_pos.x][next_next_pos.y] == Floor) {
			mapChange(&next_next_pos, box);
			mapChange(&next_pos, man);
			mapChange(&MAN, Floor);
			MAN = next_pos;
			//下下个是目的地
		}else if (a[next_next_pos.x][next_next_pos.y] == des) {
			mapChange(&next_next_pos, hit);
			mapChange(&next_pos, man);
			mapChange(&MAN, Floor);
			MAN = next_pos;
		}
	}
	
}
bool gameOver() {
	for (int i = 0; i < MAP_ROWS; i++) {
		for (int j = 0; j < MAP_COLS; j++) {
			if (a[i][j]==des) {
				return false;
			}
		}
	}
	return true;
}
void gameOverScien() {
	putimage(0, 0, &BG_IMAGE);
	settextcolor(RGB(255, 255, 0));
	settextstyle(90, 0, "微软雅黑");//这里可能会有字符集的问题,上上篇发过解决方法
	
	rectangle(300, 297, 570, 300);//设置矩形框
	outtextxy(300, 300, "游戏结束");;//添加文字

}
void control() {
	bool quit = false;
	do{
		if (_kbhit()) {//判断用户是否按键
			char ch = _getch();//直接从键盘获取字符,不经过输入缓冲区
			if (ch == KEY_UP) {
				get_control(UP);
			}
			else if (ch == KEY_DOWN) {
				get_control(DOWN);
			}
			else if (ch == KEY_LEFT) {
				get_control(LEFT);
			}
			else if (ch == KEY_RIGHT) {
				get_control(RIGHT);
			}
			else if (ch == KEY_QUIT) {
				quit = true;
			}
			if (gameOver()) {
				gameOverScien();
			}
		}
		Sleep(50);
	} while (quit ==false);
}
int main(void) {
	//初始化
	initGraph();
	//加载场景图片
	map();
	//实现热键控制人物
	control();

	system("pause");//设置初始化的屏幕不一闪而逝
	return 0;
}

合法性判断:

#define isValues(pos) (pos.x>=0 &&pos.x<MAP_COLS &&pos.y>=0&&pos.y<MAP_ROWS)

原文地址:https://blog.csdn.net/qq_48397625/article/details/135532088

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