写一个基于LVGL的游戏
时间: 2023-12-18 09:03:32 浏览: 30
好的,我可以给你一个简单的基于LVGL的游戏示例。这个游戏是一个简单的打砖块游戏,玩家需要控制一条板子来反弹球,消灭所有的砖块。
首先,我们需要引入LVGL库并初始化它:
```c
#include "lvgl/lvgl.h"
void lvgl_init(void) {
lv_init();
lv_disp_drv_t disp_drv;
lv_disp_drv_init(&disp_drv);
disp_drv.disp_flush = lvgl_disp_flush;
lv_disp_drv_register(&disp_drv);
lv_indev_drv_t indev_drv;
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_POINTER;
indev_drv.read_cb = lvgl_input_read;
lv_indev_drv_register(&indev_drv);
}
```
接下来,我们需要定义一些常量和结构体来表示游戏中的元素,如球、板子、砖块等:
```c
#define BALL_RADIUS 5
#define BRICK_WIDTH 40
#define BRICK_HEIGHT 20
#define BOARD_WIDTH 80
#define BOARD_HEIGHT 10
typedef struct {
int x;
int y;
int vx;
int vy;
int radius;
lv_obj_t* obj;
} ball_t;
typedef struct {
int x;
int y;
int width;
int height;
lv_obj_t* obj;
} brick_t;
typedef struct {
int x;
int y;
int width;
int height;
lv_obj_t* obj;
} board_t;
```
然后,我们需要定义一些全局变量来表示游戏状态,如分数、生命值、当前球的位置和速度等:
```c
#define MAX_BRICKS 20
static int score = 0;
static int lives = 3;
static ball_t ball;
static board_t board;
static brick_t bricks[MAX_BRICKS];
static int num_bricks = 0;
```
接下来,我们需要实现一些函数来初始化游戏元素,如球、板子和砖块等:
```c
static void init_ball(void) {
ball.x = LV_HOR_RES / 2;
ball.y = LV_VER_RES / 2;
ball.vx = 3;
ball.vy = 3;
ball.radius = BALL_RADIUS;
ball.obj = lv_obj_create(lv_scr_act(), NULL);
lv_obj_set_size(ball.obj, ball.radius * 2, ball.radius * 2);
lv_obj_set_pos(ball.obj, ball.x - ball.radius, ball.y - ball.radius);
lv_obj_set_style(ball.obj, &lv_style_plain);
}
static void init_board(void) {
board.x = LV_HOR_RES / 2 - BOARD_WIDTH / 2;
board.y = LV_VER_RES - BOARD_HEIGHT - 10;
board.width = BOARD_WIDTH;
board.height = BOARD_HEIGHT;
board.obj = lv_obj_create(lv_scr_act(), NULL);
lv_obj_set_size(board.obj, board.width, board.height);
lv_obj_set_pos(board.obj, board.x, board.y);
lv_obj_set_style(board.obj, &lv_style_plain);
}
static void init_bricks(void) {
int x = 10;
int y = 10;
int i;
for (i = 0; i < MAX_BRICKS; i++) {
bricks[i].x = x;
bricks[i].y = y;
bricks[i].width = BRICK_WIDTH;
bricks[i].height = BRICK_HEIGHT;
bricks[i].obj = lv_obj_create(lv_scr_act(), NULL);
lv_obj_set_size(bricks[i].obj, bricks[i].width, bricks[i].height);
lv_obj_set_pos(bricks[i].obj, bricks[i].x, bricks[i].y);
lv_obj_set_style(bricks[i].obj, &lv_style_plain);
num_bricks++;
x += BRICK_WIDTH + 10;
if (x + BRICK_WIDTH > LV_HOR_RES) {
x = 10;
y += BRICK_HEIGHT + 10;
}
}
}
```
接下来,我们需要实现一个函数来检测球是否与边界或砖块碰撞,并更新球的位置和速度:
```c
static void update_ball(void) {
ball.x += ball.vx;
ball.y += ball.vy;
if (ball.x - ball.radius < 0 || ball.x + ball.radius > LV_HOR_RES) {
ball.vx = -ball.vx;
}
if (ball.y - ball.radius < 0) {
ball.vy = -ball.vy;
}
if (ball.y + ball.radius > LV_VER_RES) {
lives--;
lv_label_set_text_fmt(lives_label, "Lives: %d", lives);
if (lives == 0) {
game_over();
return;
}
ball.x = LV_HOR_RES / 2;
ball.y = LV_VER_RES / 2;
ball.vx = 3;
ball.vy = 3;
}
int i;
for (i = 0; i < num_bricks; i++) {
if (bricks[i].obj && ball.x > bricks[i].x && ball.x < bricks[i].x + bricks[i].width &&
ball.y > bricks[i].y && ball.y < bricks[i].y + bricks[i].height) {
ball.vy = -ball.vy;
lv_obj_del(bricks[i].obj);
bricks[i].obj = NULL;
num_bricks--;
score++;
lv_label_set_text_fmt(score_label, "Score: %d", score);
if (num_bricks == 0) {
game_over();
return;
}
}
}
if (ball.y + ball.radius > board.y && ball.x > board.x && ball.x < board.x + board.width) {
ball.vy = -ball.vy;
}
lv_obj_set_pos(ball.obj, ball.x - ball.radius, ball.y - ball.radius);
}
```
最后,我们需要实现一个主循环来更新游戏状态,并处理玩家输入:
```c
static void game_loop(void) {
while (1) {
update_ball();
lv_task_handler();
lv_tick_inc(10);
if (lvgl_input_read(NULL, NULL, NULL)) {
lv_indev_finish_drag(lv_indev_get_act());
}
lvgl_disp_flush(NULL, NULL, NULL);
}
}
```
完整代码如下:
```c
#include "lvgl/lvgl.h"
#define BALL_RADIUS 5
#define BRICK_WIDTH 40
#define BRICK_HEIGHT 20
#define BOARD_WIDTH 80
#define BOARD_HEIGHT 10
#define MAX_BRICKS 20
typedef struct {
int x;
int y;
int vx;
int vy;
int radius;
lv_obj_t* obj;
} ball_t;
typedef struct {
int x;
int y;
int width;
int height;
lv_obj_t* obj;
} brick_t;
typedef struct {
int x;
int y;
int width;
int height;
lv_obj_t* obj;
} board_t;
static int score = 0;
static int lives = 3;
static ball_t ball;
static board_t board;
static brick_t bricks[MAX_BRICKS];
static int num_bricks = 0;
static lv_obj_t* score_label;
static lv_obj_t* lives_label;
static void init_ball(void) {
ball.x = LV_HOR_RES / 2;
ball.y = LV_VER_RES / 2;
ball.vx = 3;
ball.vy = 3;
ball.radius = BALL_RADIUS;
ball.obj = lv_obj_create(lv_scr_act(), NULL);
lv_obj_set_size(ball.obj, ball.radius * 2, ball.radius * 2);
lv_obj_set_pos(ball.obj, ball.x - ball.radius, ball.y - ball.radius);
lv_obj_set_style(ball.obj, &lv_style_plain);
}
static void init_board(void) {
board.x = LV_HOR_RES / 2 - BOARD_WIDTH / 2;
board.y = LV_VER_RES - BOARD_HEIGHT - 10;
board.width = BOARD_WIDTH;
board.height = BOARD_HEIGHT;
board.obj = lv_obj_create(lv_scr_act(), NULL);
lv_obj_set_size(board.obj, board.width, board.height);
lv_obj_set_pos(board.obj, board.x, board.y);
lv_obj_set_style(board.obj, &lv_style_plain);
}
static void init_bricks(void) {
int x = 10;
int y = 10;
int i;
for (i = 0; i < MAX_BRICKS; i++) {
bricks[i].x = x;
bricks[i].y = y;
bricks[i].width = BRICK_WIDTH;
bricks[i].height = BRICK_HEIGHT;
bricks[i].obj = lv_obj_create(lv_scr_act(), NULL);
lv_obj_set_size(bricks[i].obj, bricks[i].width, bricks[i].height);
lv_obj_set_pos(bricks[i].obj, bricks[i].x, bricks[i].y);
lv_obj_set_style(bricks[i].obj, &lv_style_plain);
num_bricks++;
x += BRICK_WIDTH + 10;
if (x + BRICK_WIDTH > LV_HOR_RES) {
x = 10;
y += BRICK_HEIGHT + 10;
}
}
}
static void update_ball(void) {
ball.x += ball.vx;
ball.y += ball.vy;
if (ball.x - ball.radius < 0 || ball.x + ball.radius > LV_HOR_RES) {
ball.vx = -ball.vx;
}
if (ball.y - ball.radius < 0) {
ball.vy = -ball.vy;
}
if (ball.y + ball.radius > LV_VER_RES) {
lives--;
lv_label_set_text_fmt(lives_label, "Lives: %d", lives);
if (lives == 0) {
game_over();
return;
}
ball.x = LV_HOR_RES / 2;
ball.y = LV_VER_RES / 2;
ball.vx = 3;
ball.vy = 3;
}
int i;
for (i = 0; i < num_bricks; i++) {
if (bricks[i].obj && ball.x > bricks[i].x && ball.x < bricks[i].x + bricks[i].width &&
ball.y > bricks[i].y && ball.y < bricks[i].y + bricks[i].height) {
ball.vy = -ball.vy;
lv_obj_del(bricks[i].obj);
bricks[i].obj = NULL;
num_bricks--;
score++;
lv_label_set_text_fmt(score_label, "Score: %d", score);
if (num_bricks == 0) {
game_over();
return;
}
}
}
if (ball.y + ball.radius > board.y && ball.x > board.x && ball.x < board.x + board.width) {
ball.vy = -ball.vy;
}
lv_obj_set_pos(ball.obj, ball.x - ball.radius, ball.y - ball.radius);
}
static void game_over(void) {
lv_obj_t* label = lv_label_create(lv_scr_act(), NULL);
lv_label_set_text(label, "Game Over!");
lv_obj_align(label, NULL, LV_ALIGN_CENTER, 0, 0);
lv_task_handler();
while (1) {
if (lvgl_input_read(NULL, NULL, NULL)) {
lv_indev_finish_drag(lv_indev_get_act());
break;
}
lv_task_handler();
lv_tick_inc(10);
}
lv_obj_del(label);
lv_obj_del(ball.obj);
lv_obj_del(board.obj);
int i;
for (i = 0; i < num_bricks; i++) {
if (bricks[i].obj) {
lv_obj_del(bricks[i].obj);
}
}
lv_task_handler();
while (1) {
if (lvgl_input_read(NULL, NULL, NULL)) {
lv_indev_finish_drag(lv_indev_get_act());
break;
}
lv_task_handler();
lv_tick_inc(10);
}
lv_scr_load();
}
void lvgl_init(void) {
lv_init();
lv_disp_drv_t disp_drv;
lv_disp_drv_init(&disp_drv);
disp_drv.disp_flush = lvgl_disp_flush;
lv_disp_drv_register(&disp_drv);
lv_indev_drv_t indev_drv;
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_POINTER;
indev_drv.read_cb = lvgl_input_read;
lv_indev_drv_register(&indev_drv);
}
void lv_app_game(void) {
lvgl_init();
lv_obj_t* label;
label = lv_label_create(lv_scr_act(), NULL);
lv_label_set_text_fmt(label, "Score: %d", score);
lv_obj_align(label, NULL, LV_ALIGN_IN_TOP_LEFT, 10, 10);
score_label = label;
label = lv_label_create(lv_scr_act(), NULL);
lv_label_set_text_fmt(label, "Lives: %d", lives);
lv_obj_align(label, NULL, LV_ALIGN_IN_TOP_RIGHT, -10, 10);
lives_label = label;
init_ball();
init_board();
init_bricks();
game_loop();
}
```