如何编程游戏

如何编程游戏,第1张

首先学会一门语言,你可以从初级的C跳到C++,有些人喜欢MFC,用它也可以编游戏,但最好还是抛掉部分MFC的东西,使用DirectX吧。因为我主要学的C++,我就只谈C++了。其实还有相当好的语言如:DELPHI、JAVA等,有精力还是去学学吧!其实语言并不是最重要,关键是面向该语言的开发工具、引擎、源码的数量会对将来的开发进程大有帮助。对于已经会MFC的人,“传奇的故事学VC编游戏”似乎是福音,因为它最后还是过渡到DirectX。 其次掌握一种工具,比如引擎、脚本等。引擎就是发动机的内核啦,你有什么好想法,就靠它来驱动实现。“工欲善其事,必先利其器”,与其在一个引擎上投入过多精力,不如比较选优,多搜索新的引擎,比如开发中的Novashell就不错,一旦公布源码,还是比较有力的。作者就是开源即时RPG游戏“DINK SMALLWOOD”的作者Seth A. Robinson等。 引擎有的是面向游戏框架的,如POPCAP FRAMEWORK搭好了框架,剩下的由你来填充。有的是面向底层DirectX的封装,比如HGE、SDL、Allego、Y2GE等。有的本身就已经是个完整的游戏了,比如金点的圣II源代码游戏引擎,会对你很有帮助,实际上,你完全可以先抛掉其它的,从圣剑英雄传2开始,体会其开发思路,然后再利用一些引擎改善它。如果是想编即时战略游戏,可以看看Pptactical、stratagus等。 人工智能是你不得不掌握的一门技术,会使你的游戏倍放光彩,比如A*寻竖碰戚路、攻击目标的选择、经济学、有限状态机、骨骼动画等,工具有OpenSteer、pathlib、micropather等。物理引吵塌擎也是,一旦拥有物理引擎你就不愿意丢掉它,比如Physics2D、Polycolly、flatland等。 如果学脚本,建议用LUA吧,WOW就是用它。同时提一下luabind工具。当然你也可以使用自己规定的脚本引擎余陵。 XML技术不错,现在很流行,WOW、Novashell、POPCAP FRAMEWORK等都使用了。用它来管理游戏资源及资源调度很方便。 先在已有的简单代码上修改出自己的一个简单成形游戏是比较好的开端,至少可以鼓舞你,不要好高骛远,想一上来就怎么怎么的。借鉴现有的开源

用c++实现的"贪吃蛇"游戏吵凳源码

// greedsnake.cpp

#include <bios.h>

#include <conio.h>型碰纯

 卜咐 #include <dos.h>

#include <graphics.h>

#include <stdlib.h>

#include <time.h>

#include "conf.h"

typedef struct node

{

int x,y

struct node *next

}Node

typedef struct

{

Node *head,*tail

int length

}Snake

typedef struct

{

int left,top,right,bottom

}Frame

typedef enum //四个方向

{

up,down,left,right

}Direction

typedef enum

{

false,true

}bool//*/

void InitGraphMode()//初始化图形驱动

void CloseGraphMode()

void Foot(int,int)

void Head(int,int)

void CreateFrame()//完成整个游戏框架的绘制

void CreateSnake()//创建一条两个节点的蛇,蛇的每一节是队列中的一个节点

bool PlayGame()//游戏的主体函数,

int Hit(int,int) //判断是否越界,或者撞到自身,两个参数分别是新的头接点的x,y坐标

bool GameOver()//绘制游戏结束时d出的对话框

void Enqueue(Node)//入队函数

Node Dequeue()//出队函数

void ClearKeyBuf()//清除键盘缓冲,此函数可以消除不停的按无效键的影响

Snake snake

Frame frame

void main()

{

InitGraphMode()

do

{

CreateFrame()

}while(PlayGame())

CloseGraphMode()

}

void InitGraphMode()

{

int gdriver=DETECT,gmode

initgraph(&gdriver,&gmode,"../bgi/")

cleardevice()

}

void CloseGraphMode()

{

cleardevice()

closegraph()

}

void CreateFrame()

{

setbkcolor(CYAN)

//下面的四行代码用于计算主框架的左上角和右下角的坐标

frame.left=(getmaxx()+1-BlockWidth*RowOfFrame)/2

frame.top=(getmaxy()+1-BlockHeight*ColumnOfFrame)/2

frame.right=frame.left+BlockWidth*RowOfFrame

frame.bottom=frame.top+BlockHeight*ColumnOfFrame

Head(frame.left+100,frame.top-20)

setfillstyle(SOLID_FILL,LIGHTGRAY)

bar(frame.left,frame.top,frame.right,frame.bottom)

setlinestyle(SOLID_LINE,1,1)

setcolor(DARKGRAY)

line(frame.left,frame.top,frame.right,frame.top)

line(frame.left,frame.top,frame.left,frame.bottom)

setlinestyle(SOLID_LINE,1,1)

setcolor(WHITE)

line(frame.left,frame.bottom,frame.right,frame.bottom)

line(frame.right,frame.top,frame.right,frame.bottom)

setlinestyle(DOTTED_LINE,1,1)

setcolor(BLUE)

for(int row=1row<RowOfFramerow++)

line(frame.left+row*BlockWidth,frame.top,frame.left+row*BlockWidth,frame.bottom)

for(int column=1column<ColumnOfFramecolumn++)

line(frame.left,frame.top+column*BlockHeight,frame.right,frame.top+column*BlockHeight)

Foot(frame.left,frame.bottom+20)

}

void CreateSnake()

{

Node *node1=new Node

Node *node2=new Node

node1->x=frame.left+BlockWidth

node1->y=frame.top

node1->next=NULL

snake.tail=node1

node2->x=frame.left

node2->y=frame.top

node2->next=snake.tail

snake.head=node2

snake.length=2

setfillstyle(SOLID_FILL,BLUE)

bar(snake.head->x+1,snake.head->y+1,snake.head->x+BlockWidth-1,snake.head->y+BlockHeight-1)

bar(snake.tail->x+1,snake.tail->y+1,snake.tail->x+BlockWidth-1,snake.tail->y+BlockHeight-1)

}

bool PlayGame()

{

int speed=300,key

Direction CurrentDirection=right

Node randomNode

Node newNode,outNode

bool neednode=true

bool overlap=false

int randx,randy

CreateSnake()

while(true)

{

if(neednode==true)

{

randomize()

do

{

randx=frame.left+rand()%RowOfFrame*BlockWidth

randy=frame.top+rand()%ColumnOfFrame*BlockHeight

for(Node *p=snake.headp!=NULLp=p->next)//hit itself

if(randx==p->x&&randy==p->y)

{overlap=truebreak}

}

while(overlap==true)

randomNode.x=randx

randomNode.y=randy

randomNode.next=NULL

setfillstyle(SOLID_FILL,RED)

bar(randomNode.x+1,randomNode.y+1,randomNode.x+BlockWidth-1,randomNode.y+BlockHeight-1)

neednode=false

}

if((key=bioskey(1))!=0)

{

switch(key)

{

case ESC: return false

case UP:

if(CurrentDirection!=down)

CurrentDirection=up

ClearKeyBuf()

break

case DOWN:

if(CurrentDirection!=up)

CurrentDirection=down

ClearKeyBuf()

break

case LEFT:

if(CurrentDirection!=right)

CurrentDirection=left

ClearKeyBuf()

break

case RIGHT:

if(CurrentDirection!=left)

CurrentDirection=right

ClearKeyBuf()

break

case PAGEUP:speed=speed-100

if(speed<100)

speed=100

ClearKeyBuf()

break

case PAGEDOWN:speed=speed+100

if(speed>500)

speed=500

ClearKeyBuf()

break

default :break

}

}

int headx=snake.tail->x

int heady=snake.tail->y

switch(CurrentDirection)

{

case up: heady-=BlockHeightbreak

case down: heady+=BlockHeightbreak

case left: headx-=BlockWidthbreak

case right: headx+=BlockWidthbreak

}

if(Hit(headx,heady)) //whether the snake hit the wall or itself

return GameOver()

else

{ //eat

if(headx==randomNode.x&&heady==randomNode.y)

{

Enqueue(randomNode)

setfillstyle(SOLID_FILL,BLUE)

bar(randomNode.x+1,randomNode.y+1,randomNode.x-1+BlockWidth,randomNode.y-1+BlockHeight)

neednode=true

}

else //no eat

{

newNode.x=headx

newNode.y=heady

newNode.next=NULL

Enqueue(newNode)

outNode=Dequeue()

setfillstyle(SOLID_FILL,LIGHTGRAY)

bar(outNode.x+1,outNode.y+1,outNode.x+BlockWidth-1,outNode.y+BlockHeight-1)

setfillstyle(SOLID_FILL,BLUE)

bar(newNode.x+1,newNode.y+1,newNode.x-1+BlockWidth,newNode.y-1+BlockHeight)

}

}

delay(speed)

}

}

void ClearKeyBuf()

{

do

bioskey(0)

while(bioskey(1))

}

void Foot(int x,int y)

{

setcolor(BLUE)

outtextxy(x,y,"writer:[T]RealXL E-MAIL:realgeneral@hotmail.com")

}

void Head(int x,int y)

{

setcolor(RED)

outtextxy(x,y,"GREEDY SNAKE")

}

void Enqueue(Node inNode)

{

Node *p=new Node

p->x=inNode.x

p->y=inNode.y

p->next=inNode.next

snake.tail->next=p

snake.tail=p

snake.length++

}

Node Dequeue()

{

Node *p=snake.head

Node outNode=*p

snake.head=p->next

snake.length--

delete p

return outNode

}

int Hit(int x,int y)

{

if(x<frame.left||x>=frame.right||y<frame.top||y>=frame.bottom)//hit the wall

return 1

Node *p=snake.head->next

for(int i=snake.length-1i>3i--,p=p->next)//hit itself

if(x==p->x&&y==p->y)

return 1

return 0

}

bool GameOver()

{

int x=getmaxx()/2-50

int y=getmaxy()/2-20

setfillstyle(SOLID_FILL,DARKGRAY)

bar(x+3,y+3,x+103,y+43)

setfillstyle(SOLID_FILL,MAGENTA)

bar(x,y,x+100,y+40)

setlinestyle(0,3,1)

setcolor(RED)

rectangle(x,y,x+100,y+40)

outtextxy(x+20,y+10,"GAGE OVER!")

char c

while(true) //按q或Q表示退出程序,按r或R表示重新开始游戏

{

c=getch()

if(c=='q'||c=='Q')

return false

else if(c=='r'||c=='R')

return true

}

}

C++五子棋源程序:

#include

#include

#include

#define backcolor CYAN

#define defaultcolor BLACK

#define linecolor MAGENTA

#define player1_color RED

#define player2_color WHITE

#define error_color RED

#define winner_color RED

const int left=40

const int top=390

const int d=30

const int line_num=9

const int turn=0

const int r=d/3

const int j=10

int x,y,k=1,step=(line_num+1)*(line_num+1)

union REGS regs1,regs2

class player1

class player2

class qipan{

public:

qipan()

~qipan(){}

void init_qipan()

friend void fall(player1 &num1,player2 &num2,qipan &num)

friend void input(player1 &num1,player2 &num2,qipan &num)

private:

int point[line_num+1][line_num+1]

}

class player1{

public:

player1()

~player1(){}

friend void fall(player1 &num1,player2 &num2,qipan &num)

friend void input(player1 &num1,player2 &num2)

friend int judge_winner(player1 &num1,player2 &num2)

private:

int point1[line_num+1][line_num+1]

}

class player2{

public:

player2()

~player2(){}

friend void fall(player1 &num1,player2 &num2,qipan &num)

friend void input(player1 &num1,player2 &num2,qipan &num)

friend int judge_winner(player1 &num1,player2 &num2)

private:

int point2[line_num+1][line_num+1]

}

void input(player1 &num1,player2 &num2)

void fall(player1 &num1,player2 &num2,qipan &num)

int judge_winner(qipan &num,player1 &num1,player2 &num2)

void inputerror()

void display_winner(int)

void main()

{

int driver=DETECT,mode

initgraph(&driver,&mode,"e:\tc30\bgi")

qipan num

player1 num1

player2 num2

while(step--)

{

input(num1,num2,num)

fall(num1,num2,num)

if(judge_winner(num1,num2))

{

display_winner(k)

}

}

// getchar()

}

qipan::qipan(void)

{ int j,i

char ch[2]="0"

setbkcolor(backcolor)

setcolor(linecolor)

for(i=0i<=line_numi++)

{

line(left,top-i*d,left+line_num*d,top-i*d)

}

for(i=0i<=line_numi++)

{

line(left+i*d,top,left+i*d,top-line_num*d)

}

for(i=0i<=line_numi++)

{ if(*ch=='9'+1) *ch='a'

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left+i*d-2,top+r+3,ch)

(*ch)=(*ch)+1

}

*ch='0'

for(i=0i<=line_numi++)

{if(*ch=='9'+1) *ch='a'

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left-r-10,top-d*i-3,ch)

(*ch)=(*ch)+1

}

setcolor(defaultcolor)

for(i=0i<=line_numi++)

{

for(j=0j<=line_numj++)

point[i][j]=0

}

}

void fall(player1 &num1,player2 &num2,qipan &num)

{

int flag=k%2

if(flag)

{ setcolor(player2_color)

num2.point2[x][y]=1

num.point[x][y]=2

circle(left+d*x,top-d*y,r)

setfillstyle(1,player2_color)

floodfill(left+d*x,top-d*y,player2_color)

}

else

{ num1.point1[x][y]=1

num.point[x][y]=1

setcolor(player1_color)

circle(left+d*x,top-d*y,r)

setfillstyle(1,player1_color)

floodfill(left+d*x,top-d*y,player1_color)

}

setcolor(defaultcolor)

}

void input(player1 &num1,player2 &num2,qipan &num)

{ char xx,yy

k++

while(1)

{

regs1.h.ah=0

xx=int86(22,®s1,®s1)-'0'

if(xx==('q'-'0')||xx==('Q'-'0'))

{ step=0

return

}

regs1.h.ah=0

yy=int86(22,®s1,®s1)-'0'

if(yy==('q'-'0')||yy==('Q'-'0'))

{

step=0

return

}

if(xx<0||xx>line_num)

{ inputerror()

continue

}

if(yy<0||yy>line_num)

{inputerror()

continue

}

if(num.point[xx][yy]==0)

{

break

}

else

{

inputerror()

continue

}

}

x=(int)xx

y=(int)yy

setcolor(backcolor)

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left+d*line_num/3,top+d*2,"Input error")

setcolor(defaultcolor)

}

player1::player1()

{

int i,j

for(i=0i<=line_numi++)

{

for(j=0j<=line_numj++)

point1[i][j]=0

}

}

player2::player2()

{ int i,j

for(i=0i<=line_numi++)

{

for(j=0j<=line_numj++)

point2[i][j]=0

}

}

void inputerror(void)

{ setcolor(error_color)

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left+d*line_num/3,top+d*2,"Input error")

setcolor(defaultcolor)

}

int judge_winner(player1 &num1,player2 &num2)

{

int count=0,m=0,n=0,a=0,b=0,xx0,yy0

int flag=k%2

xx0=xyy0=y

if(!flag)

{ //left <------->right

while(xx0>=1&&m<4) {xx0--m++}

while(n<9&&xx0<=line_num)

{

if(num1.point1[xx0][y]==1)

{

count++

if(count==5) return 1

}

else

{

count=0

}

n++

xx0++

}

//up <------>down

count=0xx0=xm=0n=0

while(yy0>=1&&m<4){yy0--m++}

while(n<9&&yy0<=line_num)

{

if(num1.point1[x][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

n++

yy0++

}

//left up ----- right down

xx0=x

yy0=y

m=0

n=0

count=0

while(xx0>=1&&m<4){ xx0--a++m++} m=0

while(yy0<=line_num&&m<4){ yy0++b++m++}

if(a<=b)

{

xx0=x-ayy0=y+a

}

else

{

xx0=x-byy0=y+b

}

while(xx0<=line_num&&yy0>=0&&n<9)

{

if(num1.point1[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

xx0++

yy0--

n++

}

//right up <----->left down

count=0

a=0

b=0

n=0

m=0

xx0=x

yy0=y

while(xx0while(yy0if(a<=b)

{

xx0=x+a

yy0=y+a

}

else

{

xx0=x+b

yy0=y+b

}

while(xx0>=0&&yy0>=0&&n<9)

{

if(num1.point1[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

count=0

xx0--

yy0--

n++

}

//no winer

return 0

}

else

{

//left <------->right

while(xx0>=1&&m<4) {xx0--m++}

while(n<9&&xx0<=line_num)

{

if(num1.point1[xx0][y]==1)

{

count++

if(count==5) return 1

}

else

{

count=0

}

n++

xx0++

}

//up <------>down

count=0xx0=xm=0n=0

while(yy0>=1&&m<4){yy0--m++}

while(n<9&&yy0<=line_num)

{

if(num2.point2[x][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

n++

yy0++

}

//left up ----- right down

xx0=x

yy0=y

m=0

n=0

count=0

while(xx0>=1&&m<4){ xx0--a++m++} m=0

while(yy0<=line_num&&m<4){ yy0++b++m++}

if(a<=b)

{

xx0=x-ayy0=y+a

}

else

{

xx0=x-byy0=y+b

}

while(xx0<=line_num&&yy0>=0&&n<9)

{

if(num2.point2[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

xx0++

yy0--

n++

}

//right up <----->left down

count=0

a=0

b=0

n=0

m=0

xx0=x

yy0=y

while(xx0while(yy0if(a<=b)

{

xx0=x+a

yy0=y+a

}

else

{

xx0=x+b

yy0=y+b

}

while(xx0>=0&&yy0>=0&&n<9)

{

if(num2.point2[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

count=0

xx0--

yy0--

n++

}

//no winer

return 0

}

}

void display_winner(int k)

{

int flag=k%2

if(!flag)

{ setcolor(winner_color)

settextstyle(DEFAULT_FONT,HORIZ_DIR,2)

outtextxy(left+d*2,top+40,"Red is winner")

setcolor(defaultcolor)

step=0

getchar()

}

else

{ setcolor(winner_color)

settextstyle(DEFAULT_FONT,HORIZ_DIR,2)

outtextxy(left+2*d,top+40,"White is winner")

setcolor(defaultcolor)

step=0

}

}

框架结构是定义一个你想要的框架,比如一个头,左边一个标题栏,右边是显示页面,当你棚运点击左边的标题,右边的页面变动,但是链毕梁左边不变页面也不跳转,就只是在本页面做动作,最主要是你点记左边的标题你要指向右边的页面,就可以实现点击数枯左边页面右边页面变化,不懂,留我言,我给你个列子的代码


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原文地址: http://outofmemory.cn/yw/12374643.html

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