写一个可以在arm6818开发板上运行的2048小游戏
时间: 2024-02-18 14:04:32 浏览: 25
好的,以下是基于 SDL 库实现的 ARM6818 开发板上运行的 2048 小游戏的代码。注意,此代码仅供参考,可能需要根据您的具体情况进行适当的修改。
```
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#define SCREEN_WIDTH 480
#define SCREEN_HEIGHT 800
#define BLOCK_SIZE 100
#define BLOCK_PADDING 10
#define BOARD_PADDING 20
#define BOARD_SIZE (BLOCK_SIZE*4+BLOCK_PADDING*3+BOARD_PADDING*2)
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
SDL_Texture* block_texture = NULL;
SDL_Texture* bg_texture = NULL;
SDL_Texture* gameover_texture = NULL;
SDL_Rect block_rect;
int board[4][4] = {0};
bool is_gameover = false;
void init() {
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("2048", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Surface* surface = SDL_LoadBMP("block.bmp");
block_texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
surface = SDL_LoadBMP("bg.bmp");
bg_texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
surface = SDL_LoadBMP("gameover.bmp");
gameover_texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
}
void quit() {
SDL_DestroyTexture(block_texture);
SDL_DestroyTexture(bg_texture);
SDL_DestroyTexture(gameover_texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void draw_block(int row, int col, int value) {
block_rect.x = BOARD_PADDING + (BLOCK_SIZE + BLOCK_PADDING) * col;
block_rect.y = BOARD_PADDING + (BLOCK_SIZE + BLOCK_PADDING) * row;
block_rect.w = BLOCK_SIZE;
block_rect.h = BLOCK_SIZE;
SDL_RenderCopy(renderer, block_texture, NULL, &block_rect);
char str[16];
sprintf(str, "%d", value);
SDL_Surface* surface = TTF_RenderText_Solid(font, str, (SDL_Color){255, 255, 255, 255});
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_Rect rect;
rect.x = block_rect.x + BLOCK_SIZE / 2 - surface->w / 2;
rect.y = block_rect.y + BLOCK_SIZE / 2 - surface->h / 2;
rect.w = surface->w;
rect.h = surface->h;
SDL_RenderCopy(renderer, texture, NULL, &rect);
SDL_FreeSurface(surface);
SDL_DestroyTexture(texture);
}
void draw_board() {
SDL_RenderCopy(renderer, bg_texture, NULL, NULL);
for (int row = 0; row < 4; row++) {
for (int col = 0; col < 4; col++) {
if (board[row][col] > 0) {
draw_block(row, col, board[row][col]);
}
}
}
}
bool is_full() {
for (int row = 0; row < 4; row++) {
for (int col = 0; col < 4; col++) {
if (board[row][col] == 0) {
return false;
}
}
}
return true;
}
bool is_gameover() {
if (!is_full()) {
return false;
}
for (int row = 0; row < 4; row++) {
for (int col = 0; col < 4; col++) {
if (row > 0 && board[row][col] == board[row - 1][col]) {
return false;
}
if (row < 3 && board[row][col] == board[row + 1][col]) {
return false;
}
if (col > 0 && board[row][col] == board[row][col - 1]) {
return false;
}
if (col < 3 && board[row][col] == board[row][col + 1]) {
return false;
}
}
}
return true;
}
void add_random_block() {
int row, col;
do {
row = rand() % 4;
col = rand() % 4;
} while (board[row][col] != 0);
board[row][col] = (rand() % 2 + 1) * 2;
}
void move_left() {
bool is_moved = false;
for (int row = 0; row < 4; row++) {
int i = 0;
for (int col = 1; col < 4; col++) {
if (board[row][col] > 0) {
if (board[row][i] == 0) {
board[row][i] = board[row][col];
board[row][col] = 0;
is_moved = true;
} else if (board[row][i] == board[row][col]) {
board[row][i] *= 2;
board[row][col] = 0;
is_moved = true;
} else {
i++;
if (i != col) {
board[row][i] = board[row][col];
board[row][col] = 0;
is_moved = true;
}
}
}
}
}
if (is_moved) {
add_random_block();
}
}
void move_right() {
bool is_moved = false;
for (int row = 0; row < 4; row++) {
int i = 3;
for (int col = 2; col >= 0; col--) {
if (board[row][col] > 0) {
if (board[row][i] == 0) {
board[row][i] = board[row][col];
board[row][col] = 0;
is_moved = true;
} else if (board[row][i] == board[row][col]) {
board[row][i] *= 2;
board[row][col] = 0;
is_moved = true;
} else {
i--;
if (i != col) {
board[row][i] = board[row][col];
board[row][col] = 0;
is_moved = true;
}
}
}
}
}
if (is_moved) {
add_random_block();
}
}
void move_up() {
bool is_moved = false;
for (int col = 0; col < 4; col++) {
int i = 0;
for (int row = 1; row < 4; row++) {
if (board[row][col] > 0) {
if (board[i][col] == 0) {
board[i][col] = board[row][col];
board[row][col] = 0;
is_moved = true;
} else if (board[i][col] == board[row][col]) {
board[i][col] *= 2;
board[row][col] = 0;
is_moved = true;
} else {
i++;
if (i != row) {
board[i][col] = board[row][col];
board[row][col] = 0;
is_moved = true;
}
}
}
}
}
if (is_moved) {
add_random_block();
}
}
void move_down() {
bool is_moved = false;
for (int col = 0; col < 4; col++) {
int i = 3;
for (int row = 2; row >= 0; row--) {
if (board[row][col] > 0) {
if (board[i][col] == 0) {
board[i][col] = board[row][col];
board[row][col] = 0;
is_moved = true;
} else if (board[i][col] == board[row][col]) {
board[i][col] *= 2;
board[row][col] = 0;
is_moved = true;
} else {
i--;
if (i != row) {
board[i][col] = board[row][col];
board[row][col] = 0;
is_moved = true;
}
}
}
}
}
if (is_moved) {
add_random_block();
}
}
void handle_event(SDL_Event* event) {
switch (event->type) {
case SDL_QUIT:
is_gameover = true;
break;
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_LEFT:
move_left();
break;
case SDLK_RIGHT:
move_right();
break;
case SDLK_UP:
move_up();
break;
case SDLK_DOWN:
move_down();
break;
}
if (is_gameover()) {
is_gameover = true;
}
break;
}
}
void game_loop() {
while (!is_gameover) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
handle_event(&event);
}
SDL_RenderClear(renderer);
draw_board();
SDL_RenderPresent(renderer);
SDL_Delay(10);
}
SDL_RenderCopy(renderer, gameover_texture, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_Delay(3000);
}
int main(int argc, char* argv[]) {
init();
add_random_block();
add_random_block();
game_loop();
quit();
return 0;
}
```
注意,此代码中涉及到了一些图形界面的操作和事件处理,需要您提前安装好相应的库并进行配置。此外,此代码中使用了 SDL2 的事件循环机制来处理用户输入和游戏逻辑,您可以根据自己的需求进行修改。