c++ - 如何使用 C++ SFML 中的数据/文本文件为 Breakout 游戏创建砖块布局?
问题描述
我正在使用 SFML 库在 C++ 中创建一个经典的突破游戏。到目前为止,我已经实现了一个可移动的桨和球。
目前,我的目标是创建砖的布局。到目前为止,我拥有它以便显示单个砖块。但是,我想这样做,以便我可以使用字母(例如使用字母“B”)在文本文件中绘制砖块布局,读取该文本文件的砖块布局并在游戏中绘制该布局。
我不知道该怎么做,所以任何帮助都会很棒!
到目前为止,这是我的代码(请注意,我没有包括 Paddle 和 Ball,因为我认为这个问题不需要它):
游戏对象.h
#pragma once
#include <SFML/Graphics.hpp>
class GameObject
{
protected:
sf::Vector2f position;
float speed;
sf::RenderWindow& m_window;
public:
GameObject(float startX, float startY, sf::RenderWindow& window);
virtual ~GameObject() {};
virtual void Draw() = 0;
virtual void Update() = 0;
};
游戏对象.cpp
#include "GameObject.h"
GameObject::GameObject(float startX, float startY, sf::RenderWindow& window)
: position{ startX, startY }
, speed{ 0.5f }
, m_window{ window }
{
}
砖.h
#pragma once
#include "GameObject.h"
class Brick : public GameObject
{
private:
sf::RectangleShape brickShape;
static constexpr int shapeWidth = 50;
static constexpr int shapeHeight = 20;
int color;
int strength;
public:
Brick(float startX, float startY, sf::RenderWindow& window);
sf::FloatRect getPosition();
sf::RectangleShape getShape();
int getStrength();
void setStrength(int strengthValue);
void Draw() override;
void Update() override;
};
砖块.cpp
#include "Brick.h"
Brick::Brick(float startX, float startY, sf::RenderWindow& window)
: GameObject{ startX, startY, window }
{
brickShape.setSize(sf::Vector2f(shapeWidth, shapeHeight));
brickShape.setPosition(position);
color = (rand() % 2) + 1;
if (color == 1)
{
brickShape.setFillColor(sf::Color::Yellow);
strength = 1;
}
else
{
brickShape.setFillColor(sf::Color(255, 165, 0));
strength = 2;
}
}
sf::FloatRect Brick::getPosition()
{
return brickShape.getGlobalBounds();
}
sf::RectangleShape Brick::getShape()
{
return brickShape;
}
int Brick::getStrength()
{
return strength;
}
void Brick::setStrength(int strengthValue)
{
strength = strengthValue;
}
void Brick::Draw()
{
m_window.draw(brickShape);
}
void Brick::Update()
{
}
游戏.h
#pragma once
#include <SFML/Graphics.hpp>
#include "Paddle.h"
#include "Ball.h"
#include "Brick.h"
#include <algorithm>
#include <fstream>
#include <iostream>
class Game
{
private:
sf::RenderWindow& m_window;
std::unique_ptr<Paddle> player;
std::unique_ptr<Ball> ball;
std::unique_ptr<Brick> brick;
std::vector<std::unique_ptr<Brick>>bricks;
int bricksCountX;
int bricksCountY;
public:
const unsigned int m_windowWidth;
const unsigned int m_windowHeight;
public:
Game(sf::RenderWindow& window, const unsigned int& windowWidth, const unsigned int& windowHeight);
float RandomFloat(float a, float b);
void ReadFile();
void HandleCollision();
void HandleInput();
void Draw();
void Update();
void Run();
};
游戏.cpp
#include "Game.h"
Game::Game(sf::RenderWindow& window, const unsigned int& windowWidth, const unsigned int& windowHeight)
: m_window{ window }
, m_windowWidth{ windowWidth }
, m_windowHeight{ windowHeight }
{
player = std::make_unique<Paddle>(m_windowWidth/2, m_windowHeight - 70, m_window);
ball = std::make_unique<Ball>(m_windowWidth / 2, m_windowHeight / 2, m_window);
ReadFile();
for (int i = 0; i < bricksCountX; i++)
for (int j = 0; j < bricksCountY; j++)
bricks.emplace_back(std::make_unique<Brick>((i + 1.5) * ((long long)brick->getShape().getSize().x + 3) + 22,
(j + 5) * (brick->getShape().getSize().y + 3), m_window));
}
float Game::RandomFloat(float a, float b)
{
return ((b - a) * ((float)rand() / RAND_MAX)) + a;
}
void Game::ReadFile()
{
// Create a text string, which is used to output the text file
std::string bricksText;
int numOfLines = 0;
// Read from the text file
std::ifstream MyReadFile("Bricks Layout.txt");
// Use a while loop together with the getline() function to read the file line by line
while (std::getline(MyReadFile, bricksText))
{
++numOfLines;
// Output the text from the file
bricksCountX = bricksText.length();
std::cout << bricksCountX;
}
bricksCountY = numOfLines;
// Close the file
MyReadFile.close();
}
void Game::HandleCollision()
{
if (ball->getShape().getPosition().x - ball->getRadius() < 0.0f)
{
ball->reboundLeft();
}
else if (ball->getShape().getPosition().x + ball->getRadius() > m_windowWidth)
{
ball->reboundRight();
}
else if (ball->getShape().getPosition().y - ball->getRadius() < 0.0f)
{
ball->reboundTop();
}
else if (ball->getShape().getPosition().y + ball->getRadius() > m_windowHeight)
{
ball->ballAngle = ball->ballAngle * -1;
}
else if (ball->getPosition().intersects(player->getPosition()))
{
ball->reboundPaddle(*player);
}
for (unsigned int i = 0; i < bricks.size(); i++)
{
if (ball->getPosition().intersects(bricks[i]->getPosition()))
{
if (bricks[i]->getStrength() == 1)
{
ball->reboundBrick(*bricks[i]);
bricks.erase(std::remove(bricks.begin(), bricks.end(), bricks[i]), bricks.end());
}
else
{
ball->reboundBrick(*bricks[i]);
bricks[i]->setStrength(1);
}
}
}
}
void Game::HandleInput()
{
player->HandleInput();
}
void Game::Draw()
{
player->Draw();
ball->Draw();
for (unsigned int i = 0; i < bricks.size(); i++)
{
bricks[i]->Draw();
}
}
void Game::Update()
{
player->Update();
ball->Update();
brick->Update();
}
void Game::Run()
{
//Game Loop
while (m_window.isOpen())
{
sf::Event event;
while (m_window.pollEvent(event))
{
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
m_window.close();
}
m_window.clear();
Draw();
HandleInput();
HandleCollision();
Update();
m_window.display();
}
}
解决方案
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