基于Qt的连连看游戏的设计
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邵阳学院毕业设计(论文)摘 要
在现今电子信息高速发展的时代,电子游戏已然成为大众最受欢迎的娱乐消遣方式,经典的连连看是个老少皆宜的小游戏,它实现由各式各样的成对图片组成,然后存储在一个二维的数组中,计算机随机产生各种不同类型的图片,根据计算机时钟控制它在一定的时间内随机产生,用户可根据鼠标和回车键点击图片、若两次点击的图片一样,则消掉图片。本文用QT来设计与实现简单的连连看游戏的基本功能,玩家可以在游戏区域中通过键盘控制来选取相同的两个物件,采用特定的消除规则对它们进行消除的操作,当游戏区域中的所有方块对都被消除后玩家即可胜利。文章对该游戏的算法以及游戏图案的绘制进行详细的介绍。实现起来较简单,同时也比较实用。
关键词:Qt;游戏设计;算法;数组;信号与槽
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邵阳学院毕业设计(论文)
ABSTRACT
In the current era of rapid development of electronic information, electronic game has become the most popular entertainment popular pastime, classic Russian square is a enjoyed by young and old little game, it achieved by four square of color piece, and then stored in a two dimensional array, computer random generation seven different types of square, according to the computer clock control it in certain time keep produced, the user can according to the keyboard four the direction key control block turns, moves left, move to the right, move down operation and the program according to the seven square are stacked into a different model. And Laura square is based on square in Russia, give the Russian square new challenge pattern, its inspiration from the network another kind of popular video games-tomb raider. Players to the identity of the adventurers into the game, players need only to a certain score, can challenge higher difficulty levels of the game, of course, if you are good, you will have the chance to open the mysterious hide organs, the more full of imagination and stimulation of play will wait for you take your challenge. Key words:Qt; Game design; Algorithm; Array;Signals and slots.
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邵阳学院毕业设计(论文)
目录
摘 要 .................................................... I ABSTRACT ................................................ II 第一章 绪 论 ............................................. 3 1.1 游戏背景 .......................................... 3 1.2 游戏概述 .......................................... 3 第二章 方案论证 .......................................... 5 2.1 选择开发语言 ...................................... 5 第三章 需求分析 ......................................... 13 3.1软硬件需求 ....................................... 13 3.2游戏功能需求...................................... 13 第四章 游戏总体设计 ..................................... 15 4.1 总体设计 ......................................... 15 4.2 游戏开始模块设计 ................................. 15 4.3 游戏设置模块设计 ................................. 16 4.4 游戏核心模块的设计 ............................... 16 第五章 具体实现 ......................................... 18 5.1模型层设计 ....................................... 18 5.2 视图层设计 .......................................