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C++游戏编程代码大全
2023-06-24 01:03:27 深夜i     --     --
C++编程 游戏开发 代码 游戏设计 编程技巧

C++游戏编程一直以来都是程序员们追求的技能之一,而一个好的游戏需要一个稳定、高效的代码作为支撑。在这里,我们介绍一些C++游戏编程代码大全,希望对初学者能够有所帮助。

大多数游戏都包含了三个基本元素:图形、声音和输入。下面是一些经典的C++游戏编程代码范例。

1. 图形

图形是游戏中最令人印象深刻的部分之一,因此,涉及图形编程的代码可以帮助程序员创造出令人惊叹的游戏画面。

在C++游戏编程中,使用OpenGL和DirectX游戏库可以创建出惊人的3D游戏图形。以下代码可以用OpenGL库创建一个三角形:

#include int main(int argc, char** argv) { glutInit(&argc, argv); glutCreateWindow("OpenGL Triangles"); glutDisplayFunc(display); glutMainLoop(); return 0; } void display() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(-0.6f, -0.75f, 0.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(0.6f, -0.75f, 0.0f); glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(0.0f, 0.75f, 0.0f); glEnd(); glFlush(); }

2. 声音

声音是游戏中重要的元素之一,可以让玩家更加沉浸在游戏中。在C++游戏编程中使用OpenAL库可以帮助我们更好地处理音频。以下是一段使用OpenAL库播放音效的C++代码:

#include #include #include #include #define NUM_BUFFERS 2 #define NUM_SOURCES 2 #define NUM_ENVIRONMENTS 1 ALuint buffers[NUM_BUFFERS]; ALuint sources[NUM_SOURCES]; ALuint environment[NUM_ENVIRONMENTS]; char *bufferData[NUM_BUFFERS] = "audio2.wav" ; void initOpenAL(); void cleanUp(); ALuint loadSound(char *wavFile); void playSound(ALuint sound); void stopSound(ALuint sound); void setListener(); int main(int argc, char *argv[]) { ALCdevice *device; ALCcontext *context; alutInit(&argc, argv); device = alcOpenDevice(NULL); context = alcCreateContext(device, NULL); alcMakeContextCurrent(context); initOpenAL(); ALuint sound1 = loadSound(bufferData[0]); ALuint sound2 = loadSound(bufferData[1]); playSound(sound1); playSound(sound2); sleep(10); stopSound(sound1); stopSound(sound2); cleanUp(); return 0; } void initOpenAL() { // 设置环境 properties of the environment are: AL_REVERB_DENSITY, AL_REVERB_DIFFUSION, AL_REVERB_GAIN, AL_REVERB_GAINHF, AL_REVERB_DECAY_TIME, AL_REVERB_DECAY_HFRATIO, AL_REVERB_REFLECTIONS_GAIN, AL_REVERB_REFLECTIONS_DELAY, AL_REVERB_LATE_REVERB_GAIN, AL_REVERB_LATE_REVERB_DELAY, AL_REVERB_AIR_ABSORPTION_GAINHF, AL_REVERB_ROOM_ROLLOFF_FACTOR, AL_REVERB_DECAY_HFLIMIT alGetError(); alGenAudioTracks(1, &environment[0]); alTrackDataf(environment[0], AL_TRACK_TYPE_REVERB_WET_MIX, 1.0f); ALint errorCode = alGetError(); if (errorCode != AL_NO_ERROR) { printf("Error initializing the environment %d", errorCode); } const ALCchar *filterString = "environment=19"; alcGetString(NULL, ALC_ALL_DEVICES_SPECIFIER); alcGetIntegerv(NULL, ALC_MAX_AUXILIARY_SENDS, 1, &errorCode); if (errorCode < 1) { printf("Error getting maximum number of auxiliary sends available %d", errorCode); } // 创建缓存数据 errorCode = alGetError(); alGenBuffers(NUM_BUFFERS, buffers); for (int i = 0; i < NUM_BUFFERS; i++) { char *buf = NULL; FILE *fp; fp = fopen(bufferData[i], "rb"); fseek(fp, 0, SEEK_END); int size = ftell(fp); buf = (char *)malloc(size); fseek(fp, 0, SEEK_SET); fread(buf, size, 1, fp); fclose(fp); alBufferData(buffers[i], AL_FORMAT_STEREO16, buf, size, 44100); free(buf); } // 创建声源 for (int i = 0; i < NUM_SOURCES; i++) { alGenSources(1, &sources[i]); alSourcei(sources[i], AL_BUFFER, buffers[i]); } errorCode = alGetError(); if (errorCode != AL_NO_ERROR) { printf("Error initializing sounds %d", errorCode); } // 设置监听器的位置 setListener(); } void setListener() { ALfloat listenerPos[] = 0.0; ALfloat listenerVel[] = 0.0; ALfloat listenerOri[] = 1.0; alListenerfv(AL_POSITION, listenerPos); alListenerfv(AL_VELOCITY, listenerVel); alListenerfv(AL_ORIENTATION, listenerOri); } ALuint loadSound(char *wavFile) { FILE *fp; char *buf; int size; ALenum format; ALsizei freq; ALuint buffer; fp = fopen(wavFile, "rb"); fseek(fp, 0, SEEK_END); size = ftell(fp); buf = (char *)malloc(size); fseek(fp, 0, SEEK_SET); fread(buf, size, 1, fp); fclose(fp); // 获取音频格式 ALsizei sizeAL = size; alGenBuffers(1, &buffer); alBufferData(buffer, AL_FORMAT_STEREO16, buf, sizeAL, 44100); free(buf); ALint errorCode = alGetError(); if (errorCode != AL_NO_ERROR) { printf("Error initializing buffer %d", errorCode); } return buffer; } void playSound(ALuint sound) { ALint sourceState; bool playing = false; for (int i = 0; i < NUM_SOURCES; i++) { alGetSourcei(sources[i], AL_SOURCE_STATE, &sourceState); if (sourceState == AL_PLAYING) playing = true; } if (!playing) { alSourcePlay(sound); } } void stopSound(ALuint sound) { alSourceStop(sound); } void cleanUp() { for (int i = 0; i < NUM_SOURCES; i++) { alDeleteSources(1, &sources[i]); } for (int i = 0; i < NUM_BUFFERS; i++) { alDeleteBuffers(1, &buffers[i]); } alutExit(); }

3. 输入

在C++游戏编程中,使用输入设备来获取玩家的输入非常重要。以下代码可以演示如何使用键盘输入获得玩家输入的C++代码:

#include #include using namespace std; int main() { while (1) { if (kbhit()) { char ch = getch(); cout << "Key Pressed: " << ch << endl; } } }

以上是几个C++游戏编程的例子,它们可以帮助初学者理解C++游戏编程的基本概念,并提供了实现游戏图形、音频和输入方面的代码范例。

  
  

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