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Merge pull request #137 from yuegu777/main
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feat: 源码
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bzy-debug authored Nov 21, 2024
2 parents fba527d + 3ab9376 commit e4eb1b6
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9 changes: 0 additions & 9 deletions teams/打砖块/control
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<!--
* @@Title:
* @@Description:
*
* @@Author: JZT.胡彪
* @Date: 2024-11-11 09:21:00
* @LastEditors: JZT.胡彪
* @LastEditTime: 2024-11-11 09:31:29
-->
通过 `←` `→` 来控制板子左右移动
5 changes: 5 additions & 0 deletions teams/打砖块/moon_version.txt
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## 查看版本 `moon version --all`

moon 0.1.20241111 (e6d64e0 2024-11-11) ~\.moon\bin\moon.exe
moonc v0.1.20241111+dc2407357 ~\.moon\bin\moonc.exe
moonrun 0.1.20241111 (e6d64e0 2024-11-11) ~\.moon\bin\moonrun.exe
218 changes: 218 additions & 0 deletions teams/打砖块/src/main/main.mbt
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let width = 50

let height = 5

let ball_size = 5

let screen_size = 160

// 拍子
struct PaddleModel {
mut x : Int
y : Int
width : Int
height : Int
}

pub fn PaddleModel::new() -> PaddleModel {
{
x: screen_size / 2 - width / 2,
y: screen_size - 4,
width: width,
height: height,
}
}
let paddle : PaddleModel = PaddleModel::new()

// 小球
struct BallModel {
mut x : Int
mut y : Int
mut dx : Int
mut dy : Int
}
pub fn BallModel::new() -> BallModel {
{
// x: screen_size / 2,
x: 10,
y: screen_size - 110,
dx: 1,
dy: 1
}
}

let ball : BallModel = BallModel::new()
// let rng : @random.Rand = @random.new()

// 砖块
struct BrickModel {
x : Int
y : Int
width : Int
height : Int
}

// 当前关卡-类型
struct GameModel {
bricks : Array[BrickModel] // 游戏 砖块数据
mut score : Int // 游戏分数
mut status : String // 游戏状态
}

// 当前关卡
let gameModel : GameModel = {
bricks: [],
score: 0,
status: "waiting"
}

pub fn init_bricks() -> Unit {
let brickWidth = 14;
let brickHeight = 6;
let brickCount = 10;
let brickRow = 5;
for row = 0; row < brickRow; row = row + 1 {
for col = 0; col < brickCount; col = col + 1 {
gameModel.bricks.push({
x: col * (brickWidth + 2) + 1,
y: row * (brickHeight + 2) + 1,
width: brickWidth,
height: brickHeight
});
}
}
}

pub fn draw_bricks() -> Unit {
@wasm4.set_draw_colors(2)
for brick in gameModel.bricks {
@wasm4.rect(brick.x, brick.y, brick.width, brick.height)
}
}

pub fn draw_ball() -> Unit {
@wasm4.set_draw_colors(3)
@wasm4.oval(ball.x, ball.y, ball_size, ball_size)
}

pub fn draw_paddle() -> Unit {
@wasm4.set_draw_colors(2)
@wasm4.set_draw_colors(0x0U, index=2)
@wasm4.rect(paddle.x, paddle.y, paddle.width, paddle.height)
}

// 更新游戏状态
pub fn updatePaddle(x : Int) -> Unit {
paddle.x = paddle.x + x
}
pub fn updateBall() -> Unit {
ball.x = ball.dx + ball.x
ball.y = ball.dy + ball.y
}

// 渲染游戏画面
pub fn draw() -> Unit {
draw_ball()
draw_bricks()
draw_paddle()
}

// 游戏主循环
pub fn game_loop() -> Unit {
// 1. 更新游戏状态
updateBall()
check_collision()
// 2. 渲染游戏画面
draw()

}
pub fn end_game(text: String, x: Int, y : Int) -> Unit {
gameModel.status = "complete"
@wasm4.text(text, x, y)
ball.dx = 0;
ball.dy = 0;
tone()
}
pub fn tone() -> Unit {
@wasm4.tone(
(2000, 0),
@wasm4.ADSR::new(5),
@wasm4.ADSRVolume::new(100),
@wasm4.ToneFlag::new(),
)
}

// 检查碰撞
pub fn check_collision() -> Unit {
// 检查球是否撞到砖块
for i=0; i < gameModel.bricks.length(); i = i + 1 {
let brick = gameModel.bricks[i]
if ball.x + ball_size > brick.x &&
ball.x - ball_size < brick.x + brick.width &&
ball.y + ball_size > brick.y &&
ball.y - ball_size < brick.y + brick.height {
ball.dy = -ball.dy;
let _ = gameModel.bricks.remove(i);
gameModel.score = gameModel.score + 1;
}
}



if gameModel.bricks.length() == 0 {
end_game("Game Complete!", 20, 80);
}
// 检查球是否撞到墙壁
if ball.x + ball_size > screen_size || ball.x - ball_size < 0 {
ball.dx = -ball.dx;
}
if ball.y - ball_size < 0 {
ball.dy = -ball.dy;
// tone()
}

// 检查球是否撞到拍子
if
ball.x + ball_size > paddle.x &&
ball.x - ball_size < paddle.x + paddle.width &&
ball.y + ball_size > paddle.y &&
ball.y - ball_size < paddle.y + paddle.height {
ball.dy = -ball.dy;
// tone()
}

// 检查球是否掉出屏幕
if ball.y + ball_size > screen_size {
end_game("Game Over!", 40, 80);

}
}


pub fn start() -> Unit {
@wasm4.set_palette(1, @wasm4.rgb(0xF9F9F9))
@wasm4.set_palette(2, @wasm4.rgb(0xFF0000))
@wasm4.set_palette(3, @wasm4.rgb(0x00FF00))
@wasm4.set_palette(4, @wasm4.rgb(0x0000FF))
init_bricks()
// draw()
}

pub fn update() -> Unit {
if @wasm4.get_gamepad().button_right && paddle.x + width < screen_size {
updatePaddle(1)
} else if @wasm4.get_gamepad().button_left && paddle.x > 0 {
updatePaddle(-1)
}
// else if @wasm4.get_gamepad().button_up || @wasm4.get_gamepad().button_down {
// updateBall()
gameModel.status = "running"
// } else {
if gameModel.status == "running" {
game_loop()
}
// }

@wasm4.set_draw_colors(4)
@wasm4.text("Score: "+ gameModel.score.to_string(), 40, 60)
}
29 changes: 29 additions & 0 deletions teams/打砖块/src/main/moon.pkg.json
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{
// "is-main": true,
"import": [
"moonbitlang/wasm4"
],
"link": {
"wasm-gc": {
"exports": [
"start",
"update"
],
"import-memory": {
"module": "env",
"name": "memory"
}
},
"wasm": {
"exports": [
"start",
"update"
],
"import-memory": {
"module": "env",
"name": "memory"
},
"heap-start-address": 6590
}
}
}

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