用C语言完美实现2048数字方块游戏

描述

 

每天一个C语言小项目,提升你的编程能力! 

这是个益智游戏,规则很简单,按上、下、左、右键,使游戏区域的所有方块向该方向滑动,每次滑动时,相碰的两个相同数字会合并。同时,空白的地方也会在随机出现一个数字方块(2 或者 4)。游戏目标,是想办法合成 2048 这个数字方块。

 

简单了解游戏后我们就来试试吧!(直接上源码,大家可以看注释)

代码展示:

/*
项目名称:2048
开发工具:Visual Studio 2019,EasyX 20190415(beta)
作者:洛枫
*/


#include 
#include 
#include 
#include 
#include 
#include 


#pragma comment( lib, "MSIMG32.LIB")




// 方块的状态
enum State
{
  EXIST,    // 存在
  DESTORY    // 销毁
};




// 二维向量,用于表示位置或者大小
struct Vector2
{
  float x;
  float y;
};




// 符号函数
int sgn(float d)
{
  if (d < 0)  return -1;
  if (d > 0)  return  1;
  return 0;
}




class Block
{
private:
  State  currentState;    // 当前的状态
  State  targetState;    // 移动后的状态
  Vector2  size;
  Vector2  currentPos;      // 当前位置
  Vector2  targetPos;      // 目标位置
  IMAGE  *img;
  IMAGE  *newImg;
  float  deltaPos;      // 每秒移动多少位置
  float  deltaSize;      // 每秒变大多少
  float  animationSpeed;    // 动画速度




public:
  Block(const Vector2 &pos, IMAGE *img)
  {
    currentPos = targetPos = pos;
    currentState = targetState = EXIST;
    size = { 50,50 };
    this->img = this->newImg = img;


    deltaPos = 100;
    deltaSize = 40;
    animationSpeed = 20.0f;
  }




  void update(float deltaTime)
{
    // 改变方块大小(图片刚生成时的由小到大的动画)
    if (size.x < img->getwidth())
    {
      size.x = size.y = size.x + deltaSize * deltaTime * animationSpeed / 2;
      if (size.x > img->getwidth())
      {
        size.x = size.y = (float)img->getwidth();
      }
    }


    // 更新方块位置
    if (currentPos.x != targetPos.x || currentPos.y != targetPos.y)
    {
      int directionX = sgn(targetPos.x - currentPos.x);
      int directionY = sgn(targetPos.y - currentPos.y);


      currentPos.x += deltaPos * directionX * deltaTime * animationSpeed;
      // 相距小于 5 视为在同一位置
      if (fabs(currentPos.x - targetPos.x) < 5)
      {
        currentPos.x = targetPos.x;
      }


      currentPos.y += deltaPos * directionY * deltaTime * animationSpeed;
      if (fabs(currentPos.y - targetPos.y) < 5)
      {
        currentPos.y = targetPos.y;
      }
    }
    if (currentPos.x == targetPos.x &¤tPos.y == targetPos.y)
    {
      currentState = targetState;
      img = newImg;
    }
  }




  void draw()
{
    TransparentBlt(GetImageHDC(NULL), int(currentPos.x + (90 - size.x) / 2), int(currentPos.y + (90 - size.y) / 2),
      (int)size.x, (int)size.y, GetImageHDC(img), 0, 0, img->getwidth(), img->getheight(), BLACK);
  }




  // 把方块从当前位置移动到目标位置,移动后改变状态
  void MoveTo(const Vector2 &pos, IMAGE *newImg, State state = EXIST)
{
    targetPos = pos;
    targetState = state;
    this->newImg = newImg;
  }




  State getState()
{
    return currentState;
  }
};






int    map[4][4];        // 4 * 4 地图
Block  *blockMap[4][4];    // 方块索引
int    score;          // 得分
int    maxScore;        // 最高得分
int    currentMaxBlock;    // 当前最大方块
int    maxBlock;        // 历史最大方块
int    gameLoop;        // 游戏循环
float  keyTime = 0;      // 按键间隔
std::map<int, IMAGE> image;    // 存储所有数字图像
bool  gameOver = false;    // 游戏是否结束
float  overTime;        // 游戏结束后不会立刻退出循环,而是等待 0.5s 更新动画




// 判断是否有可移动的方式,有返回 1 ,没有返回 0
// 检测思路:如果碰到为 0 的格子,或者两个相邻的格子数字相等,则返回 1
int Judge()
{
  // 横向检测
  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 3; j++)
    {
      if (map[i][j] == 0 || map[i][j] == map[i][j + 1] || map[i][j + 1] == 0)
        return 1;
    }
  }


  // 纵向检测
  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 3; j++)
    {
      if (map[j][i] == 0 || map[j][i] == map[j + 1][i] || map[j + 1][i] == 0)
        return 1;
    }
  }


  return 0;
}




// 上移
void Up()
{
  int moveFlag = 0;  // 记录是否进行过移动
  int mergeFlag = 0;  // 记录是否合并过


  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 3; j++)
    {
      int k, z;


      // 找到一个不为 0 的方块向上移动,并判断是否可以和下边的方块合并
      for (k = j; k < 4; k++)
        if (map[k][i] != 0)
          break;


      // 寻找右边不为 0 的方块
      for (z = k + 1; z < 4; z++)
        if (map[z][i] != 0)
          break;


      // 当前行有非 0 方块
      if (k < 4)
      {
        if (z < 4 && map[k][i] == map[z][i])
        {
          // 可以合并
          int value = map[k][i] + map[z][i];
          map[k][i] = map[z][i] = 0;
          map[j][i] = value;


          // 开启动画
          Block *temp = blockMap[k][i];
          blockMap[k][i] = NULL;
          blockMap[j][i] = temp;
          blockMap[j][i]->MoveTo({ 25.0f + 100 * i,225.0f + 100 * j }, &image[map[j][i]]);
          blockMap[z][i]->MoveTo({ 25.0f + 100 * i,225.0f + 100 * (j + 1) }, &image[map[z][i]], DESTORY);


          // 更新分数
          score += map[j][i];
          if (score > maxScore) maxScore = score;


          // 更新方块
          if (value > currentMaxBlock) currentMaxBlock = value;
          if (currentMaxBlock > maxBlock) maxBlock = currentMaxBlock;


          mergeFlag = 1;
        }
        else
        {
          // 不可以合并
          int value = map[k][i];
          map[k][i] = 0;
          map[j][i] = value;


          // 判断是否可以移动
          if (k != j)
          {
            moveFlag = 1;


            // 开启动画
            Block *temp = blockMap[k][i];
            blockMap[k][i] = NULL;
            blockMap[j][i] = temp;
            blockMap[j][i]->MoveTo({ 25.0f + 100 * i,225.0f + 100 * j }, &image[map[j][i]]);
          }
        }
      }
      else    // 判断下一行
      {
        break;
      }
    }
  }


  // 如果发生了移动或合并,随机生成一个 2 或 4
  if (moveFlag || mergeFlag)
  {
    int index;  // 随机位置的索引


    // 直到随机到一个空位置退出循环
    do
    {
      index = rand() % 4;
    } while (map[3][index] != 0);


    // 80% 生成 2 , 20% 生成 4
    int num = rand() % 10;
    if (num < 8)
    {
      map[3][index] = 2;
      blockMap[3][index] = new Block({ 25.0f + 100 * index, 225.0f + 100 * 3 }, &image[2]);
    }
    else
    {
      map[3][index] = 4;
      blockMap[3][index] = new Block({ 25.0f + 100 * index, 225.0f + 100 * 3 }, &image[4]);
    }
  }
}




// 下移
void Down()
{
  int moveFlag = 0;  // 记录是否进行过移动
  int mergeFlag = 0;  // 记录是否合并过


  for (int i = 0; i < 4; i++)
  {
    for (int j = 3; j > 0; j--)
    {
      int k, z;


      // 找到一个不为 0 的方块向下移动,并判断是否可以和上边的方块合并
      for (k = j; k >= 0; k--)
        if (map[k][i] != 0)
          break;


      // 寻找右边不为 0 的方块
      for (z = k - 1; z >= 0; z--)
        if (map[z][i] != 0)
          break;


      // 当前行有非 0 方块
      if (k >= 0)
      {
        if (z >= 0 && map[k][i] == map[z][i])
        {
          // 可以合并
          int value = map[k][i] + map[z][i];
          map[k][i] = map[z][i] = 0;
          map[j][i] = value;


          // 开启动画
          Block *temp = blockMap[k][i];
          blockMap[k][i] = NULL;
          blockMap[j][i] = temp;
          blockMap[j][i]->MoveTo({ 25.0f + 100 * i,225.0f + 100 * j }, &image[map[j][i]]);
          blockMap[z][i]->MoveTo({ 25.0f + 100 * i,225.0f + 100 * (j - 1) }, &image[map[z][i]], DESTORY);


          // 更新分数
          score += map[j][i];
          if (score > maxScore) maxScore = score;


          // 更新方块
          if (value > currentMaxBlock) currentMaxBlock = value;
          if (currentMaxBlock > maxBlock) maxBlock = currentMaxBlock;


          mergeFlag = 1;
        }
        else
        {
          // 不可以合并
          int value = map[k][i];
          map[k][i] = 0;
          map[j][i] = value;


          // 判断是否可以移动
          if (k != j)
          {
            moveFlag = 1;
            // 开启动画
            Block *temp = blockMap[k][i];
            blockMap[k][i] = NULL;
            blockMap[j][i] = temp;
            blockMap[j][i]->MoveTo({ 25.0f + 100 * i,225.0f + 100 * j }, &image[map[j][i]]);
          }
        }
      }
      else    // 判断下一行
      {
        break;
      }
    }
  }


  // 如果发生了移动或合并,随机生成一个 2 或 4
  if (moveFlag || mergeFlag)
  {
    int index;  // 随机位置的索引


    // 直到随机到一个为 0 的位置退出循环
    do
    {
      index = rand() % 4;
    } while (map[0][index] != 0);


    // 80% 生成 2 , 20% 生成 4
    int num = rand() % 10;
    if (num < 8)
    {
      map[0][index] = 2;
      blockMap[0][index] = new Block({ 25.0f + 100 * index,225.0f + 100 * 0 }, &image[2]);
    }
    else
    {
      map[0][index] = 4;
      blockMap[0][index] = new Block({ 25.0f + 100 * index,225.0f + 100 * 0 }, &image[4]);
    }
  }
}




// 左移
void Left()
{
  int moveFlag = 0;  // 记录是否进行过移动
  int mergeFlag = 0;  // 记录是否合并过


  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 3; j++)
    {
      int k, z;


      // 找到一个不为 0 的方块向左移动,并判断是否可以和右边的方块合并
      for (k = j; k < 4; k++)
        if (map[i][k] != 0)
          break;


      // 寻找右边不为 0 的方块
      for (z = k + 1; z < 4; z++)
        if (map[i][z] != 0)
          break;


      // 当前行有非 0 方块
      if (k < 4)
      {
        if (z < 4 && map[i][k] == map[i][z])
        {
          // 可以合并
          int value = map[i][k] + map[i][z];
          map[i][k] = map[i][z] = 0;
          map[i][j] = value;


          // 开启动画
          Block *temp = blockMap[i][k];
          blockMap[i][k] = NULL;
          blockMap[i][j] = temp;
          blockMap[i][j]->MoveTo({ 25.0f + 100 * j,225.0f + 100 * i }, &image[value]);
          blockMap[i][z]->MoveTo({ 25.0f + 100 * (j + 1),225.0f + 100 * i }, &image[map[z][i]], DESTORY);


          // 更新分数
          score += map[i][j];
          if (score > maxScore) maxScore = score;


          // 更新方块
          if (value > currentMaxBlock) currentMaxBlock = value;
          if (currentMaxBlock > maxBlock) maxBlock = currentMaxBlock;


          mergeFlag = 1;
        }
        else
        {
          // 不可以合并
          int value = map[i][k];
          map[i][k] = 0;
          map[i][j] = value;


          // 判断是否可以移动
          if (k != j)
          {
            moveFlag = 1;
            // 开启动画
            Block *temp = blockMap[i][k];
            blockMap[i][k] = NULL;
            blockMap[i][j] = temp;
            blockMap[i][j]->MoveTo({ 25.0f + 100 * j,225.0f + 100 * i }, &image[value]);
          }
        }
      }
      else    // 判断下一行
      {
        break;
      }
    }
  }


  // 如果发生了移动或合并,随机生成一个 2 或 4
  if (moveFlag || mergeFlag)
  {


    int index;  // 随机位置的索引


    // 直到随机到一个为 0 的位置退出循环
    do
    {
      index = rand() % 4;
    } while (map[index][3] != 0);


    // 80% 生成 2 , 20% 生成 4
    int num = rand() % 10;
    if (num < 8)
    {
      map[index][3] = 2;
      blockMap[index][3] = new Block({ 25.0f + 100 * 3,225.0f + 100 * index }, &image[2]);
    }
    else
    {
      map[index][3] = 4;
      blockMap[index][3] = new Block({ 25.0f + 100 * 3,225.0f + 100 * index }, &image[4]);
    }
  }
}




// 右移
void Right()
{
  int moveFlag = 0;  // 记录是否进行过移动
  int mergeFlag = 0;  // 记录是否合并过


  for (int i = 0; i < 4; i++)
  {
    for (int j = 3; j > 0; j--)
    {
      int k, z;


      // 找到一个不为 0 的方块向右移动,并判断是否可以和左边的方块合并
      for (k = j; k >= 0; k--)
        if (map[i][k] != 0)
          break;


      // 寻找右边不为 0 的方块
      for (z = k - 1; z >= 0; z--)
        if (map[i][z] != 0)
          break;


      // 当前行有非 0 方块
      if (k >= 0)
      {
        if (z >= 0 && map[i][k] == map[i][z])
        {
          // 可以合并
          int value = map[i][k] + map[i][z];
          map[i][k] = map[i][z] = 0;
          map[i][j] = value;


          // 开启动画
          Block *temp = blockMap[i][k];
          blockMap[i][k] = NULL;
          blockMap[i][j] = temp;
          blockMap[i][j]->MoveTo({ 25.0f + 100 * j,225.0f + 100 * i }, &image[value]);
          blockMap[i][z]->MoveTo({ 25.0f + 100 * (j - 1),225.0f + 100 * i }, &image[map[z][i]], DESTORY);


          // 更新分数
          score += map[i][j];
          if (score > maxScore) maxScore = score;


          // 更新方块
          if (value > currentMaxBlock) currentMaxBlock = value;
          if (currentMaxBlock > maxBlock) maxBlock = currentMaxBlock;


          mergeFlag = 1;
        }
        else
        {
          // 不可以合并
          int value = map[i][k];
          map[i][k] = 0;
          map[i][j] = value;


          // 判断是否可以移动
          if (k != j)
          {
            moveFlag = 1;
            // 开启动画
            Block *temp = blockMap[i][k];
            blockMap[i][k] = NULL;
            blockMap[i][j] = temp;
            blockMap[i][j]->MoveTo({ 25.0f + 100 * j,225.0f + 100 * i }, &image[value]);
          }
        }
      }
      else    // 判断下一行
      {
        break;
      }
    }
  }


  // 如果发生了移动或合并,随机生成一个 2 或 4
  if (moveFlag || mergeFlag)
  {
    int index;  // 随机位置的索引
    do
    {
      index = rand() % 4;
    } while (map[index][0] != 0);


    // 80% 生成 2 , 20% 生成 4
    int num = rand() % 10;
    if (num < 8)
    {
      map[index][0] = 2;
      blockMap[index][0] = new Block({ 25.0f + 100 * 0,225.0f + 100 * index }, &image[2]);
    }
    else
    {
      map[index][0] = 4;
      blockMap[index][0] = new Block({ 25.0f + 100 * 0,225.0f + 100 * index }, &image[4]);
    }
  }
}




void Update(float deltaTime)
{
  // 更新方块
  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 4; j++)
    {
      if (blockMap[i][j] != NULL)
      {
        blockMap[i][j]->update(deltaTime);
        if (blockMap[i][j]->getState() == DESTORY)
        {
          delete blockMap[i][j];
          blockMap[i][j] = NULL;
        }
      }
    }
  }


  if (gameOver)
  {
    overTime -= deltaTime;
    if (overTime <= 0)
      gameLoop = 0;
  }


  keyTime += deltaTime;
  // 0.2s 可以按键一次
  if (keyTime < 0.2f || gameOver)
    return;


  if ((GetAsyncKeyState(VK_UP) & 0x8000) || (GetAsyncKeyState('W') & 0x8000))      // 上
  {
    Up();
    if (!Judge())
    {
      gameOver = true;
    }
    keyTime = 0;
  }
  else if ((GetAsyncKeyState(VK_DOWN) & 0x8000) || (GetAsyncKeyState('S') & 0x8000))  // 下
  {
    Down();
    if (!Judge())
    {
      gameOver = true;
    }
    keyTime = 0;
  }
  else if ((GetAsyncKeyState(VK_LEFT) & 0x8000) || (GetAsyncKeyState('A') & 0x8000))  // 左
  {
    Left();
    if (!Judge())
    {
      gameOver = true;
    }
    keyTime = 0;
  }
  else if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) || (GetAsyncKeyState('D') & 0x8000))  // 右
  {
    Right();
    if (!Judge())
    {
      gameOver = true;
    }
    keyTime = 0;
  }
}




// 设置文字样式和颜色
void settext(int height, int weight, UINT color)
{
  settextstyle(height, 0, _T("Arial"), 0, 0, weight, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
    CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH);
  settextcolor(color);
}




// 在指定矩形区域内居中输出字符串
void printtext(LPCTSTR s, int left, int top, int right, int width)
{
  RECT r = { left, top, right, width };
  drawtext(s, &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}




// 绘制界面
void Draw()
{
  // 历史最大方块
  TransparentBlt(GetImageHDC(NULL), 12, 30, 90, 90, GetImageHDC(&image[maxBlock]), 0, 0, 90, 90, 0x9eaebb);


  setfillcolor(0x9eaebb);
  // 绘制当前分数
  solidroundrect(112, 30, 264, 119, 10, 10);
  settext(28, 800, 0xdbe6ee);
  printtext(_T("SCORE"), 112, 40, 264, 69);
  std::wstringstream ss;
  ss << score;
  settext(44, 800, WHITE);
  printtext(ss.str().c_str(), 112, 70, 264, 114);
  ss.str(_T(""));


  // 绘制最高分数
  solidroundrect(275, 30, 427, 119, 10, 10);
  settext(28, 800, 0xdbe6ee);
  printtext(_T("BEST"), 275, 40, 427, 69);
  ss << maxScore;
  settext(44, 800, WHITE);
  printtext(ss.str().c_str(), 275, 70, 427, 114);
  ss.str(_T(""));


  // 绘制提示信息
  settextcolor(BLACK);
  ss << "Join the numbers and get to the " << currentMaxBlock * 2 << " tile!";
  settext(24, 800, 0x707b83);
  printtext(ss.str().c_str(), 0, 120, 439, 211);


  // 绘制方块底板
  solidroundrect(12, 212, 427, 627, 10, 10);


  // 绘制方块
  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 4; j++)
    {
      putimage(25 + 100 * j, 225 + 100 * i, &image[0]);
    }
  }
  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 4; j++)
    {
      if (blockMap[i][j] != NULL)
        blockMap[i][j]->draw();
    }
  }
}




// 初始化游戏
void Init()
{
  srand((unsigned int)time(NULL));    // 初始化随机数种子


  memset(map, 0, 4 * 4 * sizeof(int));  // 把地图初始化为 0
  memset(blockMap, 0, 4 * 4 * sizeof(Block*));


  score = 0;
  gameLoop = 1;
  gameOver = false;
  overTime = 0.5f;
  currentMaxBlock = 2;
  map[0][0] = 2;
  map[0][1] = 2;
  blockMap[0][0] = new Block({ 25,225 }, &image[2]);
  blockMap[0][1] = new Block({ 125,225 }, &image[2]);


  setbkcolor(WHITE);
  setbkmode(TRANSPARENT);
}




// 游戏结束界面 返回 1 表示继续游戏 返回 0 表示结束游戏
int OverInterface()
{
  // 保存最高纪录
  std::wstringstream ss;
  ss << maxScore;
  WritePrivateProfileString(_T("2048"), _T("MaxScore"), ss.str().c_str(), _T(".\data.ini"));
  ss.str(_T(""));
  ss << maxBlock;
  WritePrivateProfileString(_T("2048"), _T("MaxBlock"), ss.str().c_str(), _T(".\data.ini"));


  setbkmode(TRANSPARENT);
  setbkcolor(0x8eecff);
  cleardevice();


  // Game Over
  settext(60, 1000, 0x696f78);
  printtext(_T("Game Over!"), 0, 0, 439, 199);


  // 绘制最大方块
  TransparentBlt(GetImageHDC(NULL), 175, 150, 90, 90, GetImageHDC(&image[currentMaxBlock]), 0, 0, 90, 90, 0x9eaebb);


  // ReStart
  setfillcolor(0x9dadba);
  solidroundrect(120, 310, 319, 389, 10, 10);
  settext(36, 1000, WHITE);
  printtext(_T("ReStart"), 120, 310, 319, 389);
  // Exit
  solidroundrect(120, 460, 319, 539, 10, 10);
  printtext(_T("Exit"), 120, 460, 319, 539);


  FlushBatchDraw();


  FlushMouseMsgBuffer();


  while (1)
  {
    while (MouseHit())
    {
      MOUSEMSG msg = GetMouseMsg();
      if (msg.mkLButton)
      {
        int x = msg.x;
        int y = msg.y;
        if (x >= 120 && x <= 319 && y >= 310 && y <= 389)
          return 1;
        if (x >= 120 && x <= 319 && y >= 460 && y <= 539)
          return 0;
      }
    }
    Sleep(100);
  }
  return 1;
}




// 释放内存
void FreeMem()
{
  for (int i = 0; i < 4; i++)
    for (int j = 0; j < 4; j++)
      if (blockMap[i][j] != NULL)
        delete blockMap[i][j];
}




// 用于生成方块图片
//    img:    方块图片指针
//    num:    方块上的数字
//    imgColor:  方块颜色
//    fontSize:  字体大小
//    fontColor:  字体颜色  
void CreateImage(IMAGE *img, LPCTSTR num, COLORREF imgColor, int fontSize, COLORREF fontColor)
{
  SetWorkingImage(img);
  setbkmode(TRANSPARENT);
  setbkcolor(0x9eaebb);
  settext(fontSize, 1000, fontColor);
  setfillcolor(imgColor);
  settextcolor(fontColor);


  cleardevice();


  solidroundrect(0, 0, img->getwidth() - 1, img->getheight() - 1, 10, 10);


  RECT r = { 0,0,img->getwidth() - 1,img->getheight() - 1 };
  drawtext(num, &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}


// 绘制图片缓存
void Load()
{
  IMAGE temp(90, 90);


  CreateImage(&temp, _T(""),     0xb5becc, 72, WHITE);    image[0] = temp;
  CreateImage(&temp, _T("2"),    0xdbe6ee, 72, 0x707b83);    image[2] = temp;
  CreateImage(&temp, _T("4"),    0xc7e1ed, 72, 0x707b83);    image[4] = temp;
  CreateImage(&temp, _T("8"),    0x78b2f4, 72, WHITE);    image[8] = temp;
  CreateImage(&temp, _T("16"),   0x538ded, 72, WHITE);    image[16] = temp;
  CreateImage(&temp, _T("32"),   0x607df6, 72, WHITE);    image[32] = temp;
  CreateImage(&temp, _T("64"),   0x3958e9, 72, WHITE);    image[64] = temp;
  CreateImage(&temp, _T("128"),  0x6bd9f5, 56, WHITE);    image[128] = temp;
  CreateImage(&temp, _T("256"),  0x4bd0f2, 56, WHITE);    image[256] = temp;
  CreateImage(&temp, _T("512"),  0x2ac0e4, 56, WHITE);    image[512] = temp;
  CreateImage(&temp, _T("1024"), 0x13b8e3, 40, WHITE);    image[1024] = temp;
  CreateImage(&temp, _T("2048"), 0x00c5eb, 40, WHITE);    image[2048] = temp;
  CreateImage(&temp, _T("4096"), 0x3958e9, 40, WHITE);    image[4096] = temp;
  CreateImage(&temp, _T("8192"), 0x3958e9, 40, WHITE);    image[8192] = temp;


  SetWorkingImage(NULL);
}




// 主函数
int main()
{
  float deltaTime = 0;  // 每帧耗时


  initgraph(440, 650);
  Load();
  BeginBatchDraw();


  maxScore = 0;


  // 读取最高分
  maxScore = GetPrivateProfileInt(_T("2048"), _T("MaxScore"), 0, _T(".\data.ini"));
  // 读取最大方块
  maxBlock = GetPrivateProfileInt(_T("2048"), _T("MaxBlock"), 2, _T(".\data.ini"));


  while (1)
  {
    Init();


    while (gameLoop)
    {
      clock_t start = clock();


      cleardevice();
      Update(deltaTime);
      Draw();
      FlushBatchDraw();
      Sleep(1);


      clock_t end = clock();
      deltaTime = (end - start) / 1000.0f;
    }


    FreeMem();


    if (OverInterface() == 0)
      break;


    FlushMouseMsgBuffer();
  }


  closegraph();
}

 

 

编辑:何安
打开APP阅读更多精彩内容
声明:本文内容及配图由入驻作者撰写或者入驻合作网站授权转载。文章观点仅代表作者本人,不代表电子发烧友网立场。文章及其配图仅供工程师学习之用,如有内容侵权或者其他违规问题,请联系本站处理。 举报投诉

全部0条评论

快来发表一下你的评论吧 !

×
20
完善资料,
赚取积分