写一个基于LVGL8.2的游戏
时间: 2023-12-18 18:03:32 浏览: 29
好的,我可以给你一个基于LVGL8.2的打砖块游戏的示例代码。以下是代码:
```c
#include <lvgl/lvgl.h>
#include <stdio.h>
#define BALL_RADIUS 5
#define BALL_SPEED 5
#define PADDLE_WIDTH 50
#define PADDLE_HEIGHT 10
typedef struct {
lv_obj_t *obj;
int x_speed;
int y_speed;
} ball_t;
typedef struct {
lv_obj_t *obj;
int x_speed;
} paddle_t;
static lv_style_t style_paddle;
static lv_style_t style_brick;
static lv_style_t style_ball;
static lv_obj_t *brick_objs[5][10];
static int brick_rows = 5;
static int brick_cols = 10;
static int brick_width = 40;
static int brick_height = 20;
static paddle_t paddle;
static ball_t ball;
static void create_bricks(lv_obj_t *parent);
static void create_paddle(lv_obj_t *parent);
static void create_ball(lv_obj_t *parent);
static void update_ball();
static void update_paddle();
static void check_collision();
static void update_bricks();
int main(void)
{
/* Initialize LittlevGL */
lv_init();
/* Initialize the display driver */
lv_disp_drv_t disp_drv;
lv_disp_drv_init(&disp_drv);
disp_drv.disp_flush = NULL; /* Set to NULL for now */
lv_disp_drv_register(&disp_drv);
/* Create a screen */
lv_obj_t *scr = lv_obj_create(NULL, NULL);
lv_scr_load(scr);
/* Create styles */
lv_style_init(&style_paddle);
lv_style_set_bg_color(&style_paddle, LV_STATE_DEFAULT, LV_COLOR_BLUE);
lv_style_set_border_color(&style_paddle, LV_STATE_DEFAULT, LV_COLOR_WHITE);
lv_style_set_border_width(&style_paddle, LV_STATE_DEFAULT, 2);
lv_style_init(&style_brick);
lv_style_set_bg_color(&style_brick, LV_STATE_DEFAULT, LV_COLOR_RED);
lv_style_init(&style_ball);
lv_style_set_bg_color(&style_ball, LV_STATE_DEFAULT, LV_COLOR_YELLOW);
/* Create bricks, paddle, and ball */
create_bricks(scr);
create_paddle(scr);
create_ball(scr);
/* Game loop */
while (1) {
update_ball();
update_paddle();
check_collision();
update_bricks();
lv_task_handler();
lv_tick_inc(5);
}
return 0;
}
static void create_bricks(lv_obj_t *parent)
{
int i, j;
for (i = 0; i < brick_rows; i++) {
for (j = 0; j < brick_cols; j++) {
lv_obj_t *brick = lv_obj_create(parent, NULL);
lv_obj_set_size(brick, brick_width, brick_height);
lv_obj_set_pos(brick, j * brick_width, 20 + i * brick_height);
lv_obj_add_style(brick, LV_OBJ_PART_MAIN, &style_brick);
brick_objs[i][j] = brick;
}
}
}
static void create_paddle(lv_obj_t *parent)
{
paddle.obj = lv_obj_create(parent, NULL);
lv_obj_set_size(paddle.obj, PADDLE_WIDTH, PADDLE_HEIGHT);
lv_obj_set_pos(paddle.obj, (LV_HOR_RES - PADDLE_WIDTH) / 2, LV_VER_RES - 20 - PADDLE_HEIGHT);
lv_obj_add_style(paddle.obj, LV_OBJ_PART_MAIN, &style_paddle);
paddle.x_speed = 0;
}
static void create_ball(lv_obj_t *parent)
{
ball.obj = lv_obj_create(parent, NULL);
lv_obj_set_size(ball.obj, BALL_RADIUS * 2, BALL_RADIUS * 2);
lv_obj_set_pos(ball.obj, LV_HOR_RES / 2 - BALL_RADIUS, LV_VER_RES / 2 - BALL_RADIUS);
lv_obj_add_style(ball.obj, LV_OBJ_PART_MAIN, &style_ball);
ball.x_speed = BALL_SPEED;
ball.y_speed = -BALL_SPEED;
}
static void update_ball()
{
lv_point_t pos = lv_obj_get_pos(ball.obj);
pos.x += ball.x_speed;
pos.y += ball.y_speed;
lv_obj_set_pos(ball.obj, pos.x, pos.y);
}
static void update_paddle()
{
lv_point_t pos = lv_obj_get_pos(paddle.obj);
pos.x += paddle.x_speed;
if (pos.x < 0) {
pos.x = 0;
} else if (pos.x > LV_HOR_RES - PADDLE_WIDTH) {
pos.x = LV_HOR_RES - PADDLE_WIDTH;
}
lv_obj_set_pos(paddle.obj, pos.x, pos.y);
}
static void check_collision()
{
/* Check for collision with paddle */
lv_point_t ball_pos = lv_obj_get_pos(ball.obj);
lv_point_t paddle_pos = lv_obj_get_pos(paddle.obj);
lv_coord_t paddle_width = lv_obj_get_width(paddle.obj);
if (ball_pos.y + BALL_RADIUS * 2 >= paddle_pos.y &&
ball_pos.x > paddle_pos.x - BALL_RADIUS * 2 &&
ball_pos.x < paddle_pos.x + paddle_width) {
ball.y_speed = -BALL_SPEED;
}
/* Check for collision with bricks */
int i, j;
for (i = 0; i < brick_rows; i++) {
for (j = 0; j < brick_cols; j++) {
lv_obj_t *brick = brick_objs[i][j];
if (lv_obj_get_hidden(brick)) {
continue;
}
lv_point_t brick_pos = lv_obj_get_pos(brick);
if (ball_pos.y <= brick_pos.y + brick_height &&
ball_pos.y >= brick_pos.y &&
ball_pos.x + BALL_RADIUS * 2 >= brick_pos.x &&
ball_pos.x <= brick_pos.x + brick_width) {
lv_obj_set_hidden(brick, true);
ball.y_speed = BALL_SPEED;
}
}
}
/* Check for collision with walls */
if (ball_pos.x <= 0 || ball_pos.x >= LV_HOR_RES - BALL_RADIUS * 2) {
ball.x_speed = -ball.x_speed;
}
if (ball_pos.y <= 0) {
ball.y_speed = -ball.y_speed;
}
}
static void update_bricks()
{
/* Check if all bricks are destroyed */
int i, j;
bool all_hidden = true;
for (i = 0; i < brick_rows; i++) {
for (j = 0; j < brick_cols; j++) {
if (!lv_obj_get_hidden(brick_objs[i][j])) {
all_hidden = false;
break;
}
}
if (!all_hidden) {
break;
}
}
if (all_hidden) {
printf("You win!\n");
while (1) { }
}
}
```
这是一个比较简单的打砖块游戏,你可以根据需要进行修改和扩展。