游戏发布站源码-够了游戏WEB版-PHP后台实现源码

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游戏发布站源码-够了游戏WEB版-PHP后台实现源码

1、通过相关内部圈子了解具体信息。 虽然手机游戏开发公司良莠不齐,各个层次的游戏公司都有涉及游戏发布站源码,那么如果我们想要找到更好的手机棋牌游戏开发公司,就必须对好的手机游戏有一个清醒的认识。 开发公司具备什么样的条件。 业内一些相关通讯群可以准确定位到这家手机游戏开发公司的具体信息。 2、我们可以先了解一下互联网上手机游戏开发公司的分布情况。 在相对陌生的领域,我们可以先在网上搜索相关行业信息,了解目前手机游戏开发行业的一些现状,以及手机棋牌游戏开发公司。 有什么? 此类手游开发公司分布如何? 96.

游戏发布站源码-够了游戏WEB版-PHP后台实现源码

1、通过相关内部圈子了解具体信息。 虽然手机游戏开发公司良莠不齐,各个层次的游戏公司都有涉及,那么如果我们想要找到更好的手机棋牌游戏开发公司,就必须对好的手机游戏有一个清醒的认识。 开发公司具备什么样的条件。

业内一些相关通讯群可以准确定位到这家手机游戏开发公司的具体信息。 2、我们可以先了解一下互联网上手机游戏开发公司的分布情况。 在相对陌生的领域,我们可以先在网上搜索相关行业信息,了解目前手机游戏开发行业的一些现状,以及手机棋牌游戏开发公司。 有什么? 此类手游开发公司分布如何?

游戏发布站源码-够了游戏WEB版-PHP后台实现源码

C++实现推包游戏源码

更新时间:2020年3月23日 14:43:40 作者:小弓手和大弓手

本文主要为您详细介绍C++推包小游戏的源码。 文章中的示例代码非常详细,具有一定的参考价值。 有兴趣的男士可以参考一下

本文实例分享了用C++实现推小包游戏的具体代码,供大家参考。 具体内容如下

功能仍在建设中。

// ConsoleApplication2.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include
#include
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
void Map();
void PlayerMove();
void Menu();
void BoxMove();
//extern int Array[15][20];
//定义菜单状况
int nMenuState = 1; 
//定义选关设置
int nSetState = 1;
//定义关卡状态
int PassState = 1;
//定义选关情况
bool bslect = false;
int Array1[15][20] = {
 { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
};
int Array2[15][20] = {
 { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
};
int Array3[15][20] = {
 { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
 { 1,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1 },
 { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
};
int Array[15][20] = {};
struct Player {
 int P_row;
 int P_col;
 int P_rowBk;
 int P_colBk;
 Player() {
 P_row = 0;
 P_col = 0;
 P_rowBk = 0;
 P_colBk = 0;
 }
 Player(int x = 10, int y = 10) {
 P_row = x;
 P_col = y;
 P_rowBk = x;
 P_colBk = y;
 }
 void BackUp() {
 P_rowBk = P_row;
 P_colBk = P_col;
 }
 void restore() {
 P_row = P_rowBk;
 P_col = P_colBk;
 }
};
//Player splayer(1, 1); //初始化玩家坐标
Player splayer = {1,1};
struct Box {
 int box_x;
 int box_y;
 int box_xx;//用来备份坐标
 int box_yy;
 Box() {
 box_x = 0;
 box_y = 0;
 box_xx = 0;
 box_yy = 0;
 }
 Box(int x = 10, int y = 10) {
 box_x = x;
 box_y = y;
 box_xx = box_x;
 box_yy = box_y;
 }
 void BackUp() {
 box_xx = box_x;
 box_yy = box_y;
 }
 void restore() {
 box_x = box_xx;
 box_y = box_yy;
 }
};
//第一关箱子坐标初始化
Box sbox[3] = {
 { 5,5 },
 { 6,6 },
 { 7,7 }
};
//坑结构体
struct Destinate {
 int Des_x;
 int Des_y;
 Destinate(int a, int b) {
 Des_x = a;
 Des_y = b;
 }
};
Destinate sdestinate[3] = {
 { 8,8 },
 { 9,9 },
 { 10,10 }
};
//选关设置
void SetChoise() {
 while (1) {
 system("cls");
 if (KEY_DOWN(VK_UP)) {
 //cout << "向上被按下" << endl;
 --nSetState;
 if (nSetState < 1) { nSetState = 3; }
 }
 if (KEY_DOWN(VK_DOWN)) {
 //cout << "向下被按下" < 3) { nSetState = 1; }
 }
 
 switch (nSetState) {
 case 1: cout << "********游戏选关设置********" << endl;
 cout < 1、关卡一" << endl;
 cout << " 2、关卡二" << endl;
 cout << " 3、关卡三" << endl;
 system("pause");
 break;
 case 2: cout << "********游戏选关设置********" << endl;
 cout << " 1、关卡一" << endl;
 cout < 2、关卡二" << endl;
 cout << " 3、关卡三" << endl;
 system("pause");
 break;
 case 3: cout << "********游戏选关设置********" << endl;
 cout << " 1、关卡一" << endl;
 cout << " 2、关卡二" << endl;
 cout < 3、关卡三" << endl;
 system("pause");
 break;
 }
 if (KEY_DOWN(VK_RETURN)) {
 if (1 == nSetState) {
 memcpy(Array, Array1, sizeof(Array));
 splayer.P_row = 1;
 splayer.P_col = 1;
 PassState = 1;
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 5 + i;
 sbox[i].box_y = 5 + i;
 sdestinate[i].Des_x = 8 + i;
 sdestinate[i].Des_y = 8 + i;
 }
 }
 else if (2 == nSetState) {
 memcpy(Array, Array2, sizeof(Array));
 splayer.P_row = 1;
 splayer.P_col = 1;
 PassState = 2;
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 5 + i;
 sbox[i].box_y = 5 + i;
 sdestinate[i].Des_x = 3 + i;
 sdestinate[i].Des_y = 3;
 }
 }
 else if (3 == nSetState) {
 memcpy(Array, Array3, sizeof(Array));
 splayer.P_row = 1;
 splayer.P_col = 1;
 PassState = 3;
 memcpy(Array, Array3, sizeof(Array));
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 10;
 sbox[i].box_y = 7 + i;
 sdestinate[i].Des_x = 2 + i;
 sdestinate[i].Des_y = 2;
 }
 }
 bslect = true;
 break;
 }
 }
}
//判断玩家移动
void PlayerMove() {
 splayer.BackUp();
 if (KEY_DOWN(VK_UP)) {
 --splayer.P_row;
 }
 if (KEY_DOWN(VK_DOWN)) {
 ++splayer.P_row;
 }
 if (KEY_DOWN(VK_LEFT)) {
 --splayer.P_col;
 }
 if (KEY_DOWN(VK_RIGHT)) {
 ++splayer.P_col;
 }
 if (1 == Array[splayer.P_row][splayer.P_col]) {//判断玩家是否越墙
 splayer.restore();
 }
}
//判断箱子移动
void BoxMove() {
 for (int i = 0; i < 3; i++) {
 sbox[i].BackUp();
 }
 int skew_x = 0; //临时偏移量
 int skew_y = 0;
 for (int s = 0; s < 3; s++) { //利用坐标偏移量求箱子新位置
 if (splayer.P_row == sbox[s].box_x && splayer.P_col == sbox[s].box_y) {
 skew_x = sbox[s].box_x - splayer.P_rowBk;
 skew_y = sbox[s].box_y - splayer.P_colBk;
 sbox[s].box_x = sbox[s].box_x + skew_x;
 sbox[s].box_y = sbox[s].box_y + skew_y;
 /*sbox[s].restore();*/
 }
 }
 for (int a = 0; a < 3; a++) {
 for (int b = 0; b < 3; b++) {
 if (a != b && (sbox[a].box_x == sbox[b].box_x && sbox[a].box_y == sbox[b].box_y)) {
 splayer.restore();
 sbox[a].restore();
 }
 }
 }
 for (int s = 0; s < 3; s++) { //判断箱子是否越界
 if (1 == Array[sbox[s].box_x][sbox[s].box_y]) {
 splayer.restore();
 sbox[s].restore();
 }
 }
}
//判断胜利
void JudgeWin() {
 int nCorrectNum = 0; //判断箱子推到正确位置的数量
 for (int i = 0; i < 3; i++) {
 for (int j = 0; j < 3; j++) {
 if (sdestinate[i].Des_x == sbox[j].box_x && sdestinate[i].Des_y == sbox[j].box_y) {
 ++nCorrectNum;
 break;
 }
 }
 if (3 <= nCorrectNum) {
 //system("cls");
 cout << "You Win!" << endl;
 ++PassState;
 if (2 == PassState) {
 memcpy(Array, Array2, sizeof(Array));
 //更新玩家位置
 splayer.P_row = 1;
 splayer.P_col = 1;
 //更新箱子和坑状态
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 5 + i;
 sbox[i].box_y = 5 + i;
 sdestinate[i].Des_x = 3 + i;
 sdestinate[i].Des_y = 3;
 }
 }
 if (3 == PassState) {
 splayer.P_row = 1;
 splayer.P_col = 1;
 memcpy(Array, Array3, sizeof(Array));
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 10;
 sbox[i].box_y = 7 + i;
 sdestinate[i].Des_x = 2 + i;
 sdestinate[i].Des_y = 2;
 }
 }
 //system("pause");
 break;
 }
 /*system("pause");*/
 }
 
}
//打印游戏菜单
void Menu() {
 if (KEY_DOWN(VK_UP)) {
 //cout << "向上被按下" << endl;
 --nMenuState;
 if (nMenuState < 1) { nMenuState = 3; }
 }
 if (KEY_DOWN(VK_DOWN)) {
 //cout << "向下被按下" < 3) { nMenuState = 1; }
 }
 switch (nMenuState) {
 case 1: system("cls");
 cout << "********游戏界面菜单********" << endl;
 cout < 1、游戏开始" << endl;
 cout << " 2、游戏设置" << endl;
 cout << " 3、退出游戏" << endl << endl;
 cout <按小键盘↑↓←→移动<- " << endl;
 cout <按F1 F2 F3可切换关卡<- " << endl;
 system("pause");
 break;
 case 2: system("cls");
 cout << "********游戏界面菜单********" << endl;
 cout << " 1、游戏开始" << endl;
 cout < 2、游戏设置" << endl;
 cout << " 3、退出游戏" << endl << endl;
 cout <按小键盘↑↓←→移动<- " << endl;
 cout <按F1 F2 F3可切换关卡<- " << endl;
 system("pause");
 break;
 case 3: system("cls");
 cout << "********游戏界面菜单********" << endl;
 cout << " 1、游戏开始" << endl;
 cout << " 2、游戏设置" << endl;
 cout < 3、退出游戏" << endl << endl;
 cout <按小键盘↑↓←→移动<- " << endl;
 cout <按F1 F2 F3可切换关卡<- " << endl;
 system("pause");
 break;
 }
}
void Map() {
 while (1) {
 system("cls");
 PlayerMove();
 BoxMove();
 JudgeWin();
 if (4 == PassState) {
 cout << "恭喜通关" << endl;
 PassState = 1;
 memcpy(Array, Array1, sizeof(Array));
 //更新玩家位置
 splayer.P_row = 1;
 splayer.P_col = 1;
 //更新箱子和坑状态
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 5 + i;
 sbox[i].box_y = 5 + i;
 sdestinate[i].Des_x = 8 + i;
 sdestinate[i].Des_y = 8 + i;
 }
 system("pause");
 break;
 }
 if (KEY_DOWN(VK_F1)) {
 memcpy(Array, Array1, sizeof(Array));
 PassState = 1;
 //更新玩家位置
 splayer.P_row = 1;
 splayer.P_col = 1;
 //更新箱子和坑状态
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 5 + i;
 sbox[i].box_y = 5 + i;
 }
 }
 if (KEY_DOWN(VK_F2)) {
 memcpy(Array, Array2, sizeof(Array));
 PassState = 2;
 //更新玩家位置
 splayer.P_row = 1;
 splayer.P_col = 1;
 //更新箱子和坑状态
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 3 + i;
 sbox[i].box_y = 5;
 sdestinate[i].Des_x = 3 + i;
 sdestinate[i].Des_y = 3;
 }
 }
 if (KEY_DOWN(VK_F3)) {
 memcpy(Array, Array3, sizeof(Array));
 PassState = 3;
 //更新玩家位置
 splayer.P_row = 1;
 splayer.P_col = 1;
 //更新箱子和坑状态
 for (int i = 0; i < 3; i++) {
 sbox[i].box_x = 10;
 sbox[i].box_y = 7 + i;
 sdestinate[i].Des_x = 2 + i;
 sdestinate[i].Des_y = 2;
 }
 }
 //打印地图
 for (int i = 0; i < 15; i++) {
 for (int j = 0; j < 20; j++) {
 bool bDrawBox = false; //判断箱子
 for (int m = 0; m < 3; m++) {
 if (i == sbox[m].box_x && j == sbox[m].box_y) {
 bDrawBox = true;
 break;
 }
 }
 bool bDrawDes = false; //判断坑
 for (int m = 0; m < 3; m++) {
 if (i == sdestinate[m].Des_x && j == sdestinate[m].Des_y) {
 bDrawDes = true;
 break;
 }
 }
 if (1 == Array[i][j]) {
 cout << "■";
 }
 else if (i == splayer.P_row && j == splayer.P_col) {
 cout << "♀";
 }
 else if (true == bDrawBox) { //将true放在前面,不然出现全是箱子都不知道怎么错的……
 cout << "箱";
 }
 else if (true == bDrawDes) {
 cout << "坑";
 }
 else {
 cout << " ";
 }
 }
 cout << endl;
 }
 system("pause");
 }
}
int _tmain(int argc, _TCHAR* argv[])
{
 memcpy(Array, Array1, sizeof(Array));
 while (1) {
 //if (KEY_DOWN(VK_RETURN)){ 
 // if (1 == nMenuState) {
 // Map();
 // }
 // else if (2 == nMenuState) {
 // SetChoise();
 // /* cout << "wwww";
 // system("pause");*/
 // }
 // else if (3 == nMenuState)
 // return 0;
 //}
 if (3 == nMenuState && KEY_DOWN(VK_RETURN)) { //可以
 return 0;
 }
 else if (2 == nMenuState && KEY_DOWN(VK_RETURN)) {
 SetChoise();
 if (bslect) {
 Map();
 }
 }
 else if (1 == nMenuState && KEY_DOWN(VK_RETURN)) {
 Map();
 }
 //if (KEY_DOWN(VK_RETURN) && 3 == nMenuState) { //KEY_DOWN(VK_RETURN)不能进行与或运算 ??
 // return 0;
 //}
 //else if (KEY_DOWN(VK_RETURN) && 1 == nMenuState) {
 // Map();
 //}
 else {
 Menu();
 }
 }
 //Map();
 system("pause");
 return 0;
}

代码功效:

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