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敲代码都两年半了,还不会用SDL、C语言rap一个推箱子?

热爱编程的小K 2024-06-26 14:23:52
简介敲代码都两年半了,还不会用SDL、C语言rap一个推箱子?

前言

欢迎来到小KSDL专栏第三小节,本节将为大家带来小项目~C语言SDL版坤坤推箱子详细讲解,这里也为大家上传了源码和图片资源,需要的自取看完以后,希望对你有所帮助

✨效果如下



一、推箱子思路讲解

第一步,我们先用枚举把下图中的元素表示出来,分别为空地、墙、目的地、箱子、玩家

enum MyEnum { SPACE, WALL, DEST, BOX, PLAYER };

在这里插入图片描述


第二步我们就需要自己定义一个地图来使用,我这里写的推箱子就三关,所以定义了一个三页的二维数组

//定义一个地图
	int map[3][ROW][COL] =
	{
		{
			{0,0,0,0,0,0,0,0,0,0},
			{0,0,0,1,1,1,0,0,0,0},
			{0,0,0,1,2,1,0,0,0,0},
			{0,0,0,1,3,1,1,1,1,0},
			{0,1,1,1,0,3,0,2,1,0},
			{0,1,2,3,4,0,1,1,1,0},
			{0,1,1,1,1,3,1,0,0,0},
			{0,0,0,0,1,2,1,0,0,0},
			{0,0,0,0,1,1,1,0,0,0},
			{0,0,0,0,0,0,0,0,0,0}
		},
		{
			{0,0,0,0,0,0,0,0,0,0},
			{0,0,1,1,0,0,1,1,0,0},
			{0,1,2,0,1,1,0,2,1,0},
			{1,0,0,0,0,0,0,0,0,1},
			{1,0,0,3,4,0,3,0,0,1},
			{0,1,0,0,0,3,0,0,1,0},
			{0,0,1,0,3,0,0,1,0,0},
			{0,0,0,1,2,2,1,0,0,0},
			{0,0,0,0,1,1,0,0,0,0},
			{0,0,0,0,0,0,0,0,0,0}
		},
		{
			{1,1,1,1,0,0,1,1,1,1},
			{1,2,0,1,0,0,1,0,2,1},
			{1,0,0,1,0,0,1,0,0,1},
			{1,0,0,1,0,0,1,0,0,1},
			{1,0,0,1,0,0,1,0,0,1},
			{1,0,3,1,1,1,1,3,0,1},
			{1,0,0,3,4,0,3,0,0,1},
			{1,0,0,0,0,0,0,0,0,1},
			{1,2,0,0,0,0,0,0,2,1},
			{1,1,1,1,1,1,1,1,1,1}
		}
	};

第三步我们就需要一个推箱子的逻辑思维,比方说,前面是空地要怎么操作,前面是箱子又要怎么办?不要着急,和我先打两个半球~

⭐既然是推箱子,那我们肯定要知道谁推箱子,所以第一小步就是找人,这就好办了,我们直接遍历地图,无非只有两种情况,要么是人站在空地上,由于空地为0,所以只需要判断人,要么是人站在目的地上

//玩家的当前的下标
	int r = -1;
	int c = -1;
	//找到玩家的下标
	for (int i = 0; i < ROW; i++)
	{
		for (int k = 0; k < COL; k++)
		{
			if (map[i][k] == PLAYER || map[i][k] == DEST + PLAYER)
			{
				r = i;
				c = k;
				goto endLoop;
			}
		}
	}
endLoop:;

⭐第二小步就是推箱子的具体逻辑了,这里我们以上为例

玩家前面是箱子玩家前面是空地
箱子的前面是空地或者目的地前面空地+PLAYER,本来人站的地方减去PLAYER
⭐1,把箱子移动到前面 ⭐2,把箱子从原来的位置删掉 ⭐3.把玩家移动到箱子原来的位置⭐4,把玩家从原来的位置删掉
case SDLK_w:
			//如果玩家的前面是空地
			if (map[r - 1][c] == SPACE || map[r - 1][c] == DEST)
			{
				map[r - 1][c] += PLAYER;
				map[r][c] -= PLAYER;
			}
			//如果玩家的前面是箱子
			else if (map[r - 1][c] == BOX || map[r - 1][c] == BOX + DEST)
			{
				//如果箱子的前面是空地或者目的地
				if (map[r - 2][c] == SPACE || map[r - 2][c] == DEST)
				{
					//1,把箱子移动到前面
					map[r - 2][c] += BOX;
					//2,把箱子从原来的位置删掉
					map[r - 1][c] -= BOX;
					//3,把玩家移动到箱子原来的位置
					map[r - 1][c] += PLAYER;
					//4,把玩家从原来的位置删掉
					map[r][c] -= PLAYER;
				}
			}
			break;

完整的推箱子逻辑代码

//推箱子
void pushBox(int map[][COL], int key)
{
	//玩家的当前的下标
	int r = -1;
	int c = -1;
	//找到玩家的下标
	for (int i = 0; i < ROW; i++)
	{
		for (int k = 0; k < COL; k++)
		{
			if (map[i][k] == PLAYER || map[i][k] == DEST + PLAYER)
			{
				r = i;
				c = k;
				goto endLoop;
			}
		}
	}
endLoop:;

	switch (key)
	{
		case SDLK_w:
			//如果玩家的前面是空地
			if (map[r - 1][c] == SPACE || map[r - 1][c] == DEST)
			{
				map[r - 1][c] += PLAYER;
				map[r][c] -= PLAYER;
			}
			//如果玩家的前面是箱子
			else if (map[r - 1][c] == BOX || map[r - 1][c] == BOX + DEST)
			{
				//如果箱子的前面是空地或者目的地
				if (map[r - 2][c] == SPACE || map[r - 2][c] == DEST)
				{
					//1,把箱子移动到前面
					map[r - 2][c] += BOX;
					//2,把箱子从原来的位置删掉
					map[r - 1][c] -= BOX;
					//3,把玩家移动到箱子原来的位置
					map[r - 1][c] += PLAYER;
					//4,把玩家从原来的位置删掉
					map[r][c] -= PLAYER;
				}
			}
			break;
		case SDLK_s:
			if (map[r + 1][c] == SPACE || map[r + 1][c] == DEST)
			{
				map[r + 1][c] += PLAYER;
				map[r][c] -= PLAYER;
			}
			else if (map[r + 1][c] == BOX || map[r + 1][c] == BOX + DEST)
			{
				if (map[r + 2][c] == SPACE || map[r + 2][c] == DEST)
				{
					map[r + 2][c] += BOX;
					map[r + 1][c] -= BOX;
					map[r + 1][c] += PLAYER;
					map[r][c] -= PLAYER;
				}
			}
			break;
		case SDLK_a:
			if (map[r][c - 1] == SPACE || map[r][c - 1] == DEST)
			{
				map[r][c - 1] += PLAYER;
				map[r][c] -= PLAYER;
			}
			else if (map[r][c - 1] == BOX || map[r][c - 1] == BOX + DEST)
			{
				if (map[r][c - 2] == SPACE || map[r][c - 2] == DEST)
				{
					map[r][c - 2] += BOX;
					map[r][c - 1] -= BOX;
					map[r][c - 1] += PLAYER;
					map[r][c] -= PLAYER;
				}
			}
			break;
		case SDLK_d:
			if (map[r][c + 1] == SPACE || map[r][c + 1] == DEST)
			{
				map[r][c + 1] += PLAYER;
				map[r][c] -= PLAYER;
			}
			else if (map[r][c + 1] == BOX || map[r][c + 1] == BOX + DEST)
			{
				if (map[r][c + 2] == SPACE || map[r][c + 2] == DEST)
				{
					map[r][c + 2] += BOX;
					map[r][c + 1] -= BOX;
					map[r][c + 1] += PLAYER;
					map[r][c] -= PLAYER;
				}
			}
			break;
	}

}


第四步也是最后一步,我们还需要判断一下过关没有,这个好判断,我们直接遍历整个地图,看看还有没有箱子

//判断是否过关
bool passLevel(int map[][COL])
{
	for (int i = 0; i < ROW; i++)
	{
		for (int k = 0; k < COL; k++)
		{
			if (map[i][k] == BOX)
			{
				return false;
			}
		}
	}
	return true;
}

二、加SDL绘图代码

第一步我们先搭建一下我们的绘图框架,具体的可以看我的SDL专栏第二小节

int main(int argc,char* argv[])
{
	//初始化
	if (SDL_Init(SDL_INIT_VIDEO) != 0)
	{
		SDL_Log("Init failed%s
", SDL_GetError());
		return -1;
	}
	//创建窗口
	SDL_Window* window = SDL_CreateWindow("pushBox", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 640, SDL_WINDOW_SHOWN);
	if (!window)
	{
		SDL_Log("create window failed!%s
", SDL_GetError());
		return -1;
	}
	//创建渲染器
	SDL_Renderer* render = SDL_CreateRenderer(window, -1, 0);
	if (!render)
	{
		SDL_Log("create Renderer failed!%s
", SDL_GetError());
		return -1;
	}
	/*****************************/
	//接下来的操作//
	/*****************************/
	//销毁窗口
	SDL_DestroyWindow(window);
	//销毁渲染器
	SDL_DestroyRenderer(render);
	//清理并退出SDL库
	SDL_Quit();
	return 0;
}

第二步加载图片,可以看到这里准备的图片编号刚刚好就是0~6,一会在绘图上有大用,这里也有大用,这里我们直接创建一个数组,然后用SDL_snprintf在一个for循环中直接把七张图片显示加载出来
在这里插入图片描述

//加载图片
	SDL_Texture* tex[7];
	char fillname[50] = { 0 };
	for (int i = 0; i < 7; i++)
	{
		SDL_snprintf(fillname, 50, "./assets/images/%d.bmp", i);
		tex[i] = loadTexture(render, fillname);
	}
	
SDL_Texture* loadTexture(SDL_Renderer* ren, const char* fillname)
{
	SDL_Surface* sfc = SDL_LoadBMP(fillname);
	if (!sfc)
	{
		SDL_Log("loadBMP failed!%s
", SDL_GetError());
		return NULL;
	}
	SDL_Texture* tex = SDL_CreateTextureFromSurface(ren, sfc);
	if (!tex)
	{
		SDL_Log("Texture failed!%s
", SDL_GetError());
		SDL_FreeSurface(sfc);
		return NULL;
	}
	SDL_FreeSurface(sfc);
	return tex;
}

最后一步绘制图案,注意这里有一个小坑,二维数组横向是Y,纵向是X,而绘图窗口横向是X,纵向是Y,所以绘图的时候要刚好反一下,如下图
在这里插入图片描述

//绘制界面
void drawMap(SDL_Renderer* render, int map[][COL], SDL_Texture** texs)
{
	for (int r = 0; r < ROW; r++)
	{
		for (int c = 0; c < COL; c++)
		{
			SDL_Rect dstRect = { c * 64 ,r * 64,64,64 };
			SDL_RenderCopy(render, texs[map[r][c]], NULL, &dstRect);
		}
	}
}

三、完整代码

#include<conio.h>
#include<SDL.h>
#include<iostream>
#include<cstdio>
using namespace std;

#define ROW 10
#define COL 10

enum MyEnum { SPACE, WALL, DEST, BOX, PLAYER };

//提前声明
void pushBox(int map[][COL], int key);
bool passLevel(int map[][COL]);
SDL_Texture* loadTexture(SDL_Renderer* ren, const char* fillname);
void drawMap(SDL_Renderer* render, int map[][COL], SDL_Texture** texs);

int main(int argc,char* argv[])
{
	//初始化
	if (SDL_Init(SDL_INIT_VIDEO) != 0)
	{
		SDL_Log("Init failed%s
", SDL_GetError());
		return -1;
	}
	//创建窗口
	SDL_Window* window = SDL_CreateWindow("pushBox", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 640, SDL_WINDOW_SHOWN);
	if (!window)
	{
		SDL_Log("create window failed!%s
", SDL_GetError());
		return -1;
	}
	//创建渲染器
	SDL_Renderer* render = SDL_CreateRenderer(window, -1, 0);
	if (!render)
	{
		SDL_Log("create Renderer failed!%s
", SDL_GetError());
		return -1;
	}
	//加载图片
	SDL_Texture* tex[7];
	char fillname[50] = { 0 };
	for (int i = 0; i < 7; i++)
	{
		SDL_snprintf(fillname, 50, "./assets/images/%d.bmp", i);
		tex[i] = loadTexture(render, fillname);
	}

	//定义一个地图
	int map[3][ROW][COL] =
	{
		{
			{0,0,0,0,0,0,0,0,0,0},
			{0,0,0,1,1,1,0,0,0,0},
			{0,0,0,1,2,1,0,0,0,0},
			{0,0,0,1,3,1,1,1,1,0},
			{0,1,1,1,0,3,0,2,1,0},
			{0,1,2,3,4,0,1,1,1,0},
			{0,1,1,1,1,3,1,0,0,0},
			{0,0,0,0,1,2,1,0,0,0},
			{0,0,0,0,1,1,1,0,0,0},
			{0,0,0,0,0,0,0,0,0,0}
		},
		{
			{0,0,0,0,0,0,0,0,0,0},
			{0,0,1,1,0,0,1,1,0,0},
			{0,1,2,0,1,1,0,2,1,0},
			{1,0,0,0,0,0,0,0,0,1},
			{1,0,0,3,4,0,3,0,0,1},
			{0,1,0,0,0,3,0,0,1,0},
			{0,0,1,0,3,0,0,1,0,0},
			{0,0,0,1,2,2,1,0,0,0},
			{0,0,0,0,1,1,0,0,0,0},
			{0,0,0,0,0,0,0,0,0,0}
		},
		{
			{1,1,1,1,0,0,1,1,1,1},
			{1,2,0,1,0,0,1,0,2,1},
			{1,0,0,1,0,0,1,0,0,1},
			{1,0,0,1,0,0,1,0,0,1},
			{1,0,0,1,0,0,1,0,0,1},
			{1,0,3,1,1,1,1,3,0,1},
			{1,0,0,3,4,0,3,0,0,1},
			{1,0,0,0,0,0,0,0,0,1},
			{1,2,0,0,0,0,0,0,2,1},
			{1,1,1,1,1,1,1,1,1,1}
		}
	};
	//当前所在关卡
	int level = 0;
	SDL_bool isDown = SDL_FALSE;
	while (!isDown)
	{
		drawMap(render, map[level], tex);
		SDL_RenderPresent(render);
		if (passLevel(map[level]))
		{
			level++;
			if (level >= 3)
			{
				std::cout << "game over,你通过了所有关卡~" << endl;
				level = 0;
				break;
			}
			std::cout << "恭喜你,通过了第" << level - 1 << "关!" << endl;
		}
		SDL_Event ev = { 0 };
		if (SDL_PollEvent(&ev))
		{
			if (SDL_QUIT == ev.type)
			{
				isDown = SDL_TRUE;
			}
			else if (ev.type == SDL_KEYDOWN)
			{
				pushBox(map[level], ev.key.keysym.sym);
			}
		}
	}

	//销毁窗口
	SDL_DestroyWindow(window);
	//销毁渲染器
	SDL_DestroyRenderer(render);
	//清理并退出SDL库
	SDL_Quit();
	return 0;
}


//绘制界面
void drawMap(SDL_Renderer* render, int map[][COL], SDL_Texture** texs)
{
	for (int r = 0; r < ROW; r++)
	{
		for (int c = 0; c < COL; c++)
		{
			SDL_Rect dstRect = { c * 64 ,r * 64,64,64 };
			SDL_RenderCopy(render, texs[map[r][c]], NULL, &dstRect);
		}
	}
}

//推箱子
void pushBox(int map[][COL], int key)
{
	//玩家的当前的下标
	int r = -1;
	int c = -1;
	//找到玩家的下标
	for (int i = 0; i < ROW; i++)
	{
		for (int k = 0; k < COL; k++)
		{
			if (map[i][k] == PLAYER || map[i][k] == DEST + PLAYER)
			{
				r = i;
				c = k;
				goto endLoop;
			}
		}
	}
endLoop:;

	switch (key)
	{
		case SDLK_w:
			//如果玩家的前面是空地
			if (map[r - 1][c] == SPACE || map[r - 1][c] == DEST)
			{
				map[r - 1][c] += PLAYER;
				map[r][c] -= PLAYER;
			}
			//如果玩家的前面是箱子
			else if (map[r - 1][c] == BOX || map[r - 1][c] == BOX + DEST)
			{
				//如果箱子的前面是空地或者目的地
				if (map[r - 2][c] == SPACE || map[r - 2][c] == DEST)
				{
					//1,把箱子移动到前面
					map[r - 2][c] += BOX;
					//2,把箱子从原来的位置删掉
					map[r - 1][c] -= BOX;
					//3,把玩家移动到箱子原来的位置
					map[r - 1][c] += PLAYER;
					//4,把玩家从原来的位置删掉
					map[r][c] -= PLAYER;
				}
			}
			break;
		case SDLK_s:
			if (map[r + 1][c] == SPACE || map[r + 1][c] == DEST)
			{
				map[r + 1][c] += PLAYER;
				map[r][c] -= PLAYER;
			}
			else if (map[r + 1][c] == BOX || map[r + 1][c] == BOX + DEST)
			{
				if (map[r + 2][c] == SPACE || map[r + 2][c] == DEST)
				{
					map[r + 2][c] += BOX;
					map[r + 1][c] -= BOX;
					map[r + 1][c] += PLAYER;
					map[r][c] -= PLAYER;
				}
			}
			break;
		case SDLK_a:
			if (map[r][c - 1] == SPACE || map[r][c - 1] == DEST)
			{
				map[r][c - 1] += PLAYER;
				map[r][c] -= PLAYER;
			}
			else if (map[r][c - 1] == BOX || map[r][c - 1] == BOX + DEST)
			{
				if (map[r][c - 2] == SPACE || map[r][c - 2] == DEST)
				{
					map[r][c - 2] += BOX;
					map[r][c - 1] -= BOX;
					map[r][c - 1] += PLAYER;
					map[r][c] -= PLAYER;
				}
			}
			break;
		case SDLK_d:
			if (map[r][c + 1] == SPACE || map[r][c + 1] == DEST)
			{
				map[r][c + 1] += PLAYER;
				map[r][c] -= PLAYER;
			}
			else if (map[r][c + 1] == BOX || map[r][c + 1] == BOX + DEST)
			{
				if (map[r][c + 2] == SPACE || map[r][c + 2] == DEST)
				{
					map[r][c + 2] += BOX;
					map[r][c + 1] -= BOX;
					map[r][c + 1] += PLAYER;
					map[r][c] -= PLAYER;
				}
			}
			break;
	}

}

//判断是否过关
bool passLevel(int map[][COL])
{
	for (int i = 0; i < ROW; i++)
	{
		for (int k = 0; k < COL; k++)
		{
			if (map[i][k] == BOX)
			{
				return false;
			}
		}
	}
	return true;
}

//加载图片
SDL_Texture* loadTexture(SDL_Renderer* ren, const char* fillname)
{
	SDL_Surface* sfc = SDL_LoadBMP(fillname);
	if (!sfc)
	{
		SDL_Log("loadBMP failed!%s
", SDL_GetError());
		return NULL;
	}
	SDL_Texture* tex = SDL_CreateTextureFromSurface(ren, sfc);
	if (!tex)
	{
		SDL_Log("Texture failed!%s
", SDL_GetError());
		SDL_FreeSurface(sfc);
		return NULL;
	}
	SDL_FreeSurface(sfc);
	return tex;
}

四、总结

本节带来的推箱子小游戏不仅可以让你对数组等语法更加熟练,也会让你的图形库知识更上一层楼,本节就到这里啦~期待下一节和大家的相遇?

风语者!平时喜欢研究各种技术,目前在从事后端开发工作,热爱生活、热爱工作。