以下是一个简化版的超级玛丽游戏实现,使用C语言和SDL库。这个版本包含了基本的游戏元素:角色移动、跳跃、平台和简单的碰撞检测。
cs
#include <stdio.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define GRAVITY 0.5
#define JUMP_FORCE -10
#define PLAYER_SPEED 5
typedef struct {
float x, y;
float velX, velY;
int width, height;
bool isJumping;
} Player;
typedef struct {
float x, y;
int width, height;
} Platform;
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
Player player;
Platform platforms[5];
bool gameRunning = true;
void initialize() {
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("Super Mario Clone", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// 初始化玩家
player.x = 50;
player.y = SCREEN_HEIGHT - 100;
player.width = 40;
player.height = 60;
player.velX = 0;
player.velY = 0;
player.isJumping = false;
// 初始化平台
platforms[0] = (Platform){0, SCREEN_HEIGHT - 40, SCREEN_WIDTH, 40}; // 地面
platforms[1] = (Platform){100, 450, 200, 20};
platforms[2] = (Platform){400, 350, 200, 20};
platforms[3] = (Platform){200, 250, 200, 20};
platforms[4] = (Platform){500, 150, 200, 20};
}
void handleInput() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
gameRunning = false;
}
}
const Uint8* keystates = SDL_GetKeyboardState(NULL);
if (keystates[SDL_SCANCODE_LEFT]) {
player.velX = -PLAYER_SPEED;
} else if (keystates[SDL_SCANCODE_RIGHT]) {
player.velX = PLAYER_SPEED;
} else {
player.velX = 0;
}
if (keystates[SDL_SCANCODE_SPACE] && !player.isJumping) {
player.velY = JUMP_FORCE;
player.isJumping = true;
}
}
bool checkCollision(float x1, float y1, int w1, int h1, float x2, float y2, int w2, int h2) {
return (x1 < x2 + w2 && x1 + w1 > x2 && y1 < y2 + h2 && y1 + h1 > y2);
}
void update() {
// 应用重力
player.velY += GRAVITY;
// 更新位置
player.x += player.velX;
player.y += player.velY;
// 边界检查
if (player.x < 0) player.x = 0;
if (player.x > SCREEN_WIDTH - player.width) player.x = SCREEN_WIDTH - player.width;
// 平台碰撞检测
player.isJumping = true;
for (int i = 0; i < 5; i++) {
Platform p = platforms[i];
if (checkCollision(player.x, player.y, player.width, player.height, p.x, p.y, p.width, p.height)) {
// 从上方碰撞
if (player.velY > 0 && player.y + player.height < p.y + p.height) {
player.y = p.y - player.height;
player.velY = 0;
player.isJumping = false;
}
// 从下方碰撞
else if (player.velY < 0) {
player.y = p.y + p.height;
player.velY = 0;
}
// 从左侧碰撞
else if (player.velX > 0) {
player.x = p.x - player.width;
}
// 从右侧碰撞
else if (player.velX < 0) {
player.x = p.x + p.width;
}
}
}
// 防止掉出屏幕底部
if (player.y > SCREEN_HEIGHT) {
player.y = SCREEN_HEIGHT - player.height;
player.velY = 0;
player.isJumping = false;
}
}
void render() {
SDL_SetRenderDrawColor(renderer, 135, 206, 235, 255); // 天空蓝背景
SDL_RenderClear(renderer);
// 绘制平台
SDL_SetRenderDrawColor(renderer, 139, 69, 19, 255); // 棕色平台
for (int i = 0; i < 5; i++) {
SDL_Rect platformRect = {(int)platforms[i].x, (int)platforms[i].y,
platforms[i].width, platforms[i].height};
SDL_RenderFillRect(renderer, &platformRect);
}
// 绘制玩家
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); // 红色马里奥
SDL_Rect playerRect = {(int)player.x, (int)player.y, player.width, player.height};
SDL_RenderFillRect(renderer, &playerRect);
SDL_RenderPresent(renderer);
}
void cleanup() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
int main(int argc, char* argv[]) {
initialize();
while (gameRunning) {
handleInput();
update();
render();
SDL_Delay(16); // 约60FPS
}
cleanup();
return 0;
}
如何运行这个游戏
-
你需要安装SDL2库:
-
在Linux上:
sudo apt-get install libsdl2-dev
-
在Mac上:
brew install sdl2
-
在Windows上:下载SDL2开发库并配置你的编译器
-
-
编译命令:
csgcc super_mario.c -o super_mario -lSDL2
-
运行游戏:
cs./super_mario
游戏控制
-
左右方向键:移动马里奥
-
空格键:跳跃
扩展建议
这是一个非常基础的版本,你可以进一步扩展:
-
添加图形资源(替换简单的矩形)
-
实现敌人和碰撞检测
-
添加音效和背景音乐
-
实现关卡系统
-
添加金币收集机制
-
实现更复杂的物理系统
希望这个基础版本能帮助你开始开发自己的超级玛丽游戏!