本项目是在B站博主<程序员Rock>的视频指导下完成,项目实现需要资源包,如有需要点这里根据博主分享移步自取
在vs2022编译环境下完成,主要使用c语法,夹杂部分c++语法
计两个头文件,三个源文件
tools.h
#pragma once
#include <graphics.h>void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
int getDelay();
vector2.h
long long dis(vector2 x);//向量除法
vector2 operator /(vector2 x, vector2 y);//向量膜
vector2 operator %(vector2 x, vector2 y);//向量GCD
vector2 gcd(vector2 x, vector2 y);//贝塞尔曲线
vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3);
main.cpp
#include<iostream>
using namespace std;
#include<graphics.h>
#include"tools.h"
#include<ctime>
#include<time.h>
#include<math.h>
#include"vector2.h" //向量工具包#include<mmsystem.h> //音乐
#pragma comment(lib,"winmm.lib") enum { WAN_DAO, XIANG_RI_KUI, SHI_REN_HUA, ZHI_WU_COUNT }; //植物枚举
enum { SUNSHINE_DOWN, SUNSHINE_GROUND, SUNSHINE_COLLECT, SUNSHINE_PRODUCT }; //阳光球状态枚举
enum { GOING, WIN, FAIL };IMAGE imgBg; //游戏背景图
IMAGE imgBar; //状态栏,放植物的背景板
IMAGE imgCards[ZHI_WU_COUNT]; //植物卡牌数组
IMAGE* imgZhiWu[ZHI_WU_COUNT][20]; //植物数组 int curX, curY; //当前选中植物在移动中的坐标
int curZhiWu; //当前选中的植物 0-没有选中,1-选中第一种植物int killZmCount; //杀掉的僵尸总数
int zmCount; //生成的僵尸数量
int gameStatus; //游戏的状态//宏定义游戏窗口大小
#define WIN_WIDTH 900
#define WIN_HEIGHT 600#define ZM_MAX 10 //僵尸总数struct zhiWu { //植物结构体int type; //0-没有植物,1-第一种植物int frameIndex; //序列帧的序号int shootTimer; //植物攻击时间间隔bool catched; //植物是否被僵尸捕获int deadTimer; //植物被吃时的死亡倒计时int x, y;int timer; //用于向日葵生成阳光的计时器
};struct sunShineBall { //阳光球结构体int x, y;//阳光球的x、y坐标int frameIndex; //阳光球序列帧的序号int destY; //阳光球停止的y坐标bool used; //阳光球是否在使用int timer; //计时器,用来限制阳光球最后的停留时间int xoff; //阳光球归位的x坐标int yoff; //阳光球归位的y坐标//优化float t; //贝塞尔曲线的时间点 0,1vector2 p1, p2, p3, p4;vector2 pCur; //当前时刻阳光球的位置float speed;int status; //阳光球的状态
};struct sunShineBall balls[10]; //阳光球池,用来事先存储阳光
IMAGE imgSunShineBall[29]; //阳光序列帧总数 - 可以定义一个宏,方便后期管理struct zm { //僵尸结构体 -后期还是需要像植物一样搞个枚举,方便创建不同类型的僵尸int x, y;int row;int frameIndex;bool used;int speed; //僵尸前行速度int blood; //僵尸血量bool dead; //僵尸是否死亡bool eating; //僵尸是否在吃植物
};struct zm zms[10]; //僵尸池,用来事先存储僵尸
IMAGE imgZm[22];
IMAGE imgZmDead[20];
IMAGE imgZmEat[21];
IMAGE imgZmStand[11];struct bullet { //豌豆子弹结构体int x, y, row, speed;bool used;bool blast; //是否爆炸int frameIndex; //爆炸帧序号
};struct bullet bullets[30]; //豌豆子弹池
IMAGE imgBulletNormal;
IMAGE imgBulletBlast[4];int ballMax = sizeof(balls) / sizeof(balls[0]); //阳光池中阳光的总数 -是不是很奇怪,明明上面已经定义了10,
//这里还要计算一遍,别问,问就是高可用(个人建议把10换成一个宏定义,更加高可用)
int zmMax = sizeof(zms) / sizeof(zms[0]); //僵尸池中僵尸的总数int bulletMax = sizeof(bullets) / sizeof(bullets[0]); //豌豆子弹池的总数struct zhiWu map[3][9]; //地图数组,方便存储植物int sunShine; //阳光值//声明游戏初始化
void gameInit();//声明游戏开始界面
void startUI();//声明场景巡场
void viewScence();//声明状态栏下滑
void barsDown();//声明渲染游戏窗口(渲染图片到窗口上)
void updateWindow();//声明用户点击(鼠标操作)
void userClick();//声明判断文件是否存在
bool fileExist(const char* name);//声明更新动作
void updateGame();//声明检测游戏是否结束
bool checkOver();//声明创建阳光
void createSunShine();//声明更新阳光动作
void updateSunShine();//声明收集阳光
void collectSunshine(ExMessage* msg);//声明创建僵尸
void createZm();//声明更新僵尸动作
void updateZm();//声明创建豌豆子弹
void createBullets();//声明更新豌豆子弹动作
void updateBullets();//声明检测僵尸碰撞
void collisionCheck();//声明豌豆子弹与僵尸的碰撞检测
void checkBullet2Zm();//声明僵尸与植物的碰撞检测
void checkZm2ZhiWu();int main() {gameInit(); //游戏初始化startUI(); //加载游戏开始界面viewScence(); //场景巡场barsDown(); //状态栏下滑//双缓冲,先将要绘制的内容一次性绘制在图片上,再把图片输出,避免不断从内存读取数据而导致的屏幕闪烁//主要由BeginBatchDraw()、EndBatchDraw()、FlushBatchDraw()组成//BeginBatchDraw(); 双缓冲加到外面会卡状态栏bug-现在的技术暂时解决不了int timer = 0;bool flag = true;while (1){userClick(); //获取用户点击事件timer += getDelay(); //获取间隔时间if (timer > 20) { //用来限制植物渲染时间timer = 0;flag = true;}if (flag) {flag = false;updateWindow(); //更新游戏窗口(渲染)updateGame(); //更新动作if (checkOver())break; //检查游戏是否结束}//刷新图片,避免黑屏//FlushBatchDraw();}//EndBatchDraw();system("pause");return 0;
}//游戏初始化实现
void gameInit() {//设置随机种子srand(time(NULL));//加载游戏背景图片loadimage(&imgBg, "res/bg.jpg");//加载状态栏loadimage(&imgBar, "res/bar5.png");killZmCount = 0;zmCount = 0;gameStatus = GOING;memset(imgZhiWu, 0, sizeof(imgZhiWu)); //给指针赋空值memset(map, 0, sizeof(map)); //初始化地图数组memset(balls, 0, sizeof(balls)); //初始化阳光池memset(zms, 0, sizeof(zms)); //初始化僵尸池memset(bullets, 0, sizeof(bullets)); //初始化豌豆子弹池//加载植物卡牌char name[64];for (int i = 0; i < ZHI_WU_COUNT; i++) {//生成植物卡牌的文件名sprintf_s(name, sizeof(name), "res/Cards/card_%d.png", i + 1);loadimage(&imgCards[i], name);for (int j = 0; j < 20; j++) { //20是固定值,可以寻求更匹配的方式sprintf_s(name, sizeof(name), "res/zhiwu/%d/%d.png", i, j + 1);//判断文件是否存在if (fileExist(name)) {imgZhiWu[i][j] = new IMAGE;loadimage(imgZhiWu[i][j], name);}else {break;}}}//初始化选中植物curZhiWu = 0;//初始化阳光值sunShine = 50;//加载阳光for (int i = 0; i < 29; i++) { //29是固定值,可以寻求更匹配的方式sprintf_s(name, sizeof(name), "res/sunshine/%d.png", i + 1);loadimage(&imgSunShineBall[i], name);}//加载僵尸图片for (int i = 0; i < 22; i++) {sprintf_s(name, sizeof(name), "res/zm/%d.png", i + 1);loadimage(&imgZm[i], name);}//加载僵尸死亡图片for (int i = 0; i < 20; i++) {sprintf_s(name, sizeof(name), "res/zm_dead/%d.png", i + 1);loadimage(&imgZmDead[i], name);}//加载僵尸吃植物图片for (int i = 0; i < 21; i++) {sprintf_s(name, sizeof(name), "res/zm_eat/%d.png", i + 1);loadimage(&imgZmEat[i], name);}//加载巡场僵尸图片for (int i = 0; i < 11; i++) {sprintf_s(name, sizeof(name), "res/zm_stand/%d.png", i + 1);loadimage(&imgZmStand[i], name);}//加载豌豆子弹图片loadimage(&imgBulletNormal, "res/bullets/bullet_normal.png");//加载豌豆子弹爆炸图片loadimage(&imgBulletBlast[3], "res/bullets/bullet_blast.png");for (int i = 0; i < 3; i++) {float k = (i + 2) * 0.2;loadimage(&imgBulletBlast[i], "res/bullets/bullet_blast.png",imgBulletBlast[3].getwidth() * k, imgBulletBlast[3].getheight() * k, true);}//创建游戏窗口initgraph(WIN_WIDTH, WIN_HEIGHT, 1/*,1*/); //参数1表示再开一个控制台窗口 //设置字体LOGFONT f;gettextstyle(&f);f.lfHeight = 30;f.lfWeight = 15;strcpy(f.lfFaceName, "Segoe UI Black"); //设置字体效果f.lfQuality = ANTIALIASED_QUALITY; //抗锯齿settextstyle(&f);setbkmode(TRANSPARENT); //字体模式:背景透明setcolor(BLACK); //字体颜色:黑色}//游戏开始界面实现
void startUI() {IMAGE imgMenu, imgMenu1, imgMenu2;int flag = 0;loadimage(&imgMenu, "res/menu.png"); //加载开始背景图loadimage(&imgMenu1, "res/menu1.png");loadimage(&imgMenu2, "res/menu2.png");while (1) {BeginBatchDraw();putimage(0, 0, &imgMenu); //渲染开始背景图到窗口上putimagePNG(474, 75, flag == 0 ? &imgMenu1 : &imgMenu2);ExMessage msg;if (peekmessage(&msg)) {if (ssage == WM_LBUTTONDOWN && //鼠标左键落下 扩展:当鼠标经过时也可以高亮msg.x > 474 && msg.x < 774 && msg.y>75 && msg.y < 215) {flag = 1;}}else if (ssage == WM_LBUTTONUP && flag == 1) { //鼠标左键抬起EndBatchDraw();return;}EndBatchDraw();}
}//声明场景巡场实现
void viewScence() {int xMin = WIN_WIDTH - width();vector2 points[9] = { {550,80},{530,160},{630,170},{530,200},{525,270}, //9个僵尸站位{565,370},{605,340},{705,280},{690,340} };int index[9];for (int i = 0; i < 9; i++) {index[i] = rand() % 11;}int count = 0;for (int x = 0; x >= xMin; x -= 4) { //每帧移动2像素BeginBatchDraw();putimage(x, 0, &imgBg);count++;for (int k = 0; k < 9; k++) {putimagePNG(points[k].x - xMin + x, points[k].y, &imgZmStand[index[k]]);if (count >= 10) {index[k] = (index[k] + 1) % 11;}}if (count >= 10)count = 0;EndBatchDraw();Sleep(5);}//停留1sfor (int i = 0; i < 100; i++) {BeginBatchDraw();putimage(xMin, 0, &imgBg);for (int j = 0; j < 9; j++) {putimagePNG(points[j].x, points[j].y, &imgZmStand[index[j]]);index[j] = (index[j] + 1) % 11;}EndBatchDraw();Sleep(20);}//往回移for (int x = xMin; x <= -112; x += 4) { //每帧移动2像素BeginBatchDraw();putimage(x, 0, &imgBg);count++;for (int k = 0; k < 9; k++) {putimagePNG(points[k].x - xMin + x, points[k].y, &imgZmStand[index[k]]);if (count >= 10) {index[k] = (index[k] + 1) % 11;}if (count >= 10)count = 0;}EndBatchDraw();Sleep(5);}
}//状态栏下滑实现
void barsDown() {int height = height();for (int y = -height; y <= 0; y++) {BeginBatchDraw();putimage(-112, 0, &imgBg);putimagePNG(250, y, &imgBar);for (int i = 0; i < ZHI_WU_COUNT; i++) {int x = 338 + i * 65;putimagePNG(x, 6 + y, &imgCards[i]);}EndBatchDraw();Sleep(5);}
}//把图片加载到窗口上(渲染)
void updateWindow() {BeginBatchDraw();putimage(-112, 0, &imgBg); //加载(渲染)背景板putimagePNG(255, 0, &imgBar); //加载(渲染)状态栏for (int i = 0; i < ZHI_WU_COUNT; i++) { //加载(渲染)植物卡牌int x = 343 + i * 65;int y = 6;putimagePNG(x, y, &imgCards[i]);}//在地图上加载(渲染)植物for (int i = 0; i < 3; i++) {for (int j = 0; j < 9; j++) {if (map[i][j].type > 0) {//int x = 256 + j * 81;//int y = 179 + i * 102 + 14;int zhiWuType = map[i][j].type - 1;int index = map[i][j].frameIndex;//putimagePNG(x, y, imgZhiWu[zhiWuType][index]);putimagePNG(map[i][j].x, map[i][j].y, imgZhiWu[zhiWuType][index]);}}}//加载(渲染)拖动的植物if (curZhiWu > 0) {IMAGE* img = imgZhiWu[curZhiWu - 1][0];putimagePNG(curX - img->getwidth() / 2, curY - img->getheight() / 2, img);}//for (int i = 0; i < ballMax; i++) { //此时渲染会被僵尸挡住// if (balls[i].used || balls[i].xoff) { //加载(渲染)阳光// IMAGE* img = &imgSunShineBall[balls[i].frameIndex];// putimagePNG(balls[i].x, balls[i].y, img);// }//}//加载(渲染)阳光值char scoreText[8];sprintf_s(scoreText, sizeof(scoreText), "%d", sunShine); //把阳光值转换成字符类型outtextxy(283, 67, scoreText); //渲染输出 位置可调整成居中,而不使用固定值y //加载(渲染)僵尸for (int i = 0; i < zmMax; i++) {if (zms[i].used) {//IMAGE* img = &imgZm[zms[i].frameIndex];//IMAGE* img = (zms[i].dead) ? imgZmDead : imgZm;IMAGE* img = NULL;if (zms[i].eating) {img = imgZmEat;}else if (zms[i].dead) {img = imgZmDead;}else {img = imgZm;}img += zms[i].frameIndex;putimagePNG(zms[i].x, zms[i].y - img->getheight(), img);}}//加载(渲染)豌豆子弹for (int i = 0; i < bulletMax; i++) {if (bullets[i].used) {if (bullets[i].blast) { //豌豆子弹碰撞渲染IMAGE* img = &imgBulletBlast[bullets[i].frameIndex];//IMAGE* img = &imgBulletBlast[];putimagePNG(bullets[i].x, bullets[i].y, img);FlushBatchDraw();}else { //豌豆子弹普通形态渲染putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal);}}}//加载(渲染)阳光for (int i = 0; i < ballMax; i++) {if (balls[i].used /* || balls[i].xoff*/) {IMAGE* img = &imgSunShineBall[balls[i].frameIndex];//putimagePNG(balls[i].x, balls[i].y, img);putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img);}}EndBatchDraw();
}//用户点击实现
void userClick() {static int status = 0;ExMessage msg;if (peekmessage(&msg)) { //判断用户是否有操作if (ssage == WM_LBUTTONDOWN) { //鼠标左键按下if (msg.x > 343 && msg.x < 343 + 65 * ZHI_WU_COUNT && msg.y < 96) { //点击卡牌的事件int index = (msg.x - 343) / 65;//判断阳光值是否足够购买植物if (index == XIANG_RI_KUI) {if (sunShine >= 50) {status = 1;curZhiWu = index + 1;//使植物显示在点击位置,避免了植物出现在上次消失位置的小bugcurX = msg.x;curY = msg.y;sunShine -= 50;}}else if (index == WAN_DAO) {if (sunShine >= 100) {status = 1;curZhiWu = index + 1;//使植物显示在点击位置,避免了植物出现在上次消失位置的小bugcurX = msg.x;curY = msg.y;sunShine -= 100;}}else if (index == SHI_REN_HUA) {if (sunShine >= 150) {status = 1;curZhiWu = index + 1;//使植物显示在点击位置,避免了植物出现在上次消失位置的小bugcurX = msg.x;curY = msg.y;sunShine -= 150;}}//其他的还有待补充status = 1;//使植物显示在点击位置,避免了植物出现在上次消失位置的小bugcurX = msg.x;curY = msg.y;}else { //收集阳光事件collectSunshine(&msg);}}else if (ssage == WM_MOUSEMOVE && status == 1) { //鼠标移动curX = msg.x;curY = msg.y;}else if (ssage == WM_RBUTTONDOWN && status == 1) { //鼠标右键按下if (msg.x > 256 - 112 && msg.x < 900 - 30 && msg.y > 179 && msg.y < 489) {int row = (msg.y - 179) / 102; //获取行int col = (msg.x - 256 + 112) / 81; //获取列if (map[row][col].type == 0) {map[row][col].type = curZhiWu; //给鼠标当前行种下植物map[row][col].frameIndex = 0; //渲染植物第一帧map[row][col].shootTimer = 0; //初始化发射时间map[row][col].x = 256 - 112 + col * 81; //植物坐标map[row][col].y = 179 + row * 102 + 14;}}//使植物释放消失curZhiWu = 0;status = 0;//重置植物的坐标curX = 1000;curY = 1000;}}
}//判断文件是否存在实现
bool fileExist(const char* name) {FILE* fp = fopen(name, "r");if (fp == NULL) {return false;}else {fclose(fp);return true;}
}//更新动作实现
void updateGame() {//更新植物动作for (int i = 0; i < 3; i++) {for (int j = 0; j < 9; j++) {if (map[i][j].type > 0) {map[i][j].frameIndex++;int zhiWuType = map[i][j].type - 1;int index = map[i][j].frameIndex;if (imgZhiWu[zhiWuType][index] == NULL) {map[i][j].frameIndex = 0;}}}}//创建僵尸createZm();//更新僵尸动作updateZm();//创建阳光createSunShine();//更新阳光动作updateSunShine();//创建豌豆子弹createBullets(); //豌豆多了之后频率不一样//更新豌豆子弹动作updateBullets();//豌豆子弹与僵尸碰撞collisionCheck();
}//检测游戏是否结束实现
bool checkOver() {BeginBatchDraw();bool ret = false;if (gameStatus == WIN) {Sleep(100);loadimage(0, "res/gameWin.png");mciSendString("play res/win.mp3", 0, 0, 0);ret = true;}else if (gameStatus == FAIL) {Sleep(100);loadimage(0, "res/gameFail.png");mciSendString("play res/lose.mp3", 0, 0, 0);ret = true;}EndBatchDraw();return ret;
}//创建阳光实现
void createSunShine() {static int count = 0;static int fre = 200;count++;if (count >= fre) { //限制阳光生成的速度fre = 100 + rand() % 150; //第二次生成阳光的时间随机count = 0;int i;//从阳光池中取出可用的阳光for (i = 0; i < ballMax && balls[i].used; i++); //别问,问就是一种新定义方式,跟{}一个样if (i >= ballMax)return;balls[i].used = true;balls[i].frameIndex = 0;//balls[i].x = 260 + rand() % (900 - 320); //随机落点//balls[i].y = 60;//balls[i].destY = 200 + (rand() % 4) * 90; //随机停止位置//balls[i].xoff = 0;//balls[i].yoff = 0;balls[i].timer = 0;//优化balls[i].status = SUNSHINE_DOWN;balls[i].t = 0;balls[i].p1 = vector2(260 - 112 + rand() % (900 - 320 + 112), 60);balls[i].p4 = vector2(balls[i].p1.x, 200 + (rand() % 4) * 90);int off = 2;float distance = balls[i].p4.y - balls[i].p1.y;balls[i].speed = 1.0 / (distance / off);}//向日葵生产阳光for (int i = 0; i < 3; i++) {for (int j = 0; j < 9; j++) {if (map[i][j].type == XIANG_RI_KUI + 1) {map[i][j].timer++;if (map[i][j].timer > 200) {map[i][j].timer = 0;int k;for (k = 0; k < ballMax && balls[k].used; k++);if (k >= ballMax)return;balls[k].used = true;balls[k].p1 = vector2(map[i][j].x, map[i][j].y); //设置贝塞尔曲线的参数int w = (50 + rand() % 51) * (rand() % 2 ? 1 : -1);balls[k].p4 = vector2(map[i][j].x + w, map[i][j].y + imgZhiWu[XIANG_RI_KUI][0]->getheight()- imgSunShineBall->getheight());balls[k].p2 = vector2(balls[k].p1.x + w * 0.3, balls[k].p1.y - 100);balls[k].p3 = vector2(balls[k].p1.x + w * 0.7, balls[k].p1.y - 150);balls[k].status = SUNSHINE_PRODUCT;balls[k].speed = 0.05;balls[k].t = 0;}}}}
}//更新阳光动作实现
void updateSunShine() {for (int i = 0; i < ballMax; i++) {if (balls[i].used) {balls[i].frameIndex = (balls[i].frameIndex + 1) % 29; //更新序列帧if (balls[i].status == SUNSHINE_DOWN) {struct sunShineBall* sun = &balls[i];sun->t += sun->speed;sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1);if (sun->t >= 1) {sun->status = SUNSHINE_GROUND;sun->t = 0;sun->timer = 0;}}else if (balls[i].status == SUNSHINE_GROUND) {balls[i].timer++;if (balls[i].timer > 100) {balls[i].used = false;balls[i].timer = 0;}}else if (balls[i].status == SUNSHINE_COLLECT) {struct sunShineBall* sun = &balls[i];sun->t += sun->speed;sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1);if (sun->t > 1) {sunShine += 25;sun->used = false;sun->t = 0;}}else if (balls[i].status == SUNSHINE_PRODUCT) {struct sunShineBall* sun = &balls[i];sun->t += sun->speed;sun->pCur = calcBezierPoint(sun->t, sun->p1, sun->p2, sun->p3, sun->p4);if (sun->t > 1) {sun->status = SUNSHINE_GROUND;sun->t = 0;sun->timer = 0;}}/*if (balls[i].y < balls[i].destY) {balls[i].y += 2;}if (balls[i].y >= balls[i].destY) {balls[i].timer++;//cout << "i=" << i << ":" << balls[i].timer << endl;if (balls[i].timer > 100) {balls[i].timer = 0; //重置定时器,避免下一次取出同样的阳光球一到达停止位置就消失balls[i].used = false;//printf((balls[i].timer));//cout << "i=" << i << ":" << balls[i].timer << endl;}}*/}/*else if (balls[i].xoff) { //移动阳光球//设置阳光球的偏移值float destY = 0;float destX = 262;float angle = atan((balls[i].y - destY) / (balls[i].x - destX)); //三角函数balls[i].xoff = 4 * cos(angle);balls[i].yoff = 4 * sin(angle);balls[i].x -= balls[i].xoff;balls[i].y -= balls[i].yoff;if (balls[i].x < 262 || balls[i].y < 0) {//sunShine += 25; //在这里加阳光值会出bugballs[i].xoff = 0;balls[i].yoff = 0;}}*/}
}//收集阳光实现
void collectSunshine(ExMessage* msg) {int w = imgSunShineBall[0].getwidth(); //单个阳光球的宽度int h = imgSunShineBall[0].getheight(); //单个阳光球的高度for (int i = 0; i < ballMax; i++) {if (balls[i].used) { //阳光球被使用了才进行操作int x = balls[i].pCur.x;int y = balls[i].pCur.y;if (msg->x > x && msg->x<x + w && //只有当光标在阳光范围内才进行操作msg->y>y && msg->y < y + h) {//balls[i].used = false; //阳光球消失balls[i].status = SUNSHINE_COLLECT;//sunShine += 25; //阳光值加25mciSendString("play res/sunshine.mp3", 0, 0, 0);//PlaySound("res/sunshine.wav", NULL, SND_FILENAME | SND_ASYNC); //解决点击过快没音效,要使用WAV格式的音乐//设置阳光球的偏移值//float destY = 0;//float destX = 262;//float angle = atan((balls[i].y - destY) / (balls[i].x - destX)); //三角函数//balls[i].xoff = 4 * cos(angle);//balls[i].yoff = 4 * sin(angle);//优化balls[i].p1 = balls[i].pCur;balls[i].p4 = vector2(262, 0);balls[i].t = 0;float distance = dis(balls[i].p1 - balls[i].p4);float off = 8;balls[i].speed = 1.0 / (distance / off);break;}}}
}//创建僵尸实现
void createZm() {if (zmCount >= ZM_MAX) {return;}static int count = 0;static int zmFre = 500;count++;if (count >= zmFre) { //限制僵尸生成的速度zmFre = 300 + rand() % 200; //第二次生成僵尸的时间随机count = 0;int i;//从僵尸池中取出可用的僵尸for (i = 0; i < zmMax && zms[i].used; i++); //别问,问就是一种新定义方式,跟{}一个样,就是&&!xxif (i >= zmMax)return;zms[i].used = true;//zms[i].frameIndex = 0;zms[i].x = WIN_WIDTH;zms[i].row = rand() % 3;zms[i].y = 172 + (zms[i].row + 1) * 100;zms[i].speed = 1;zms[i].blood = 100;zms[i].dead = false;zms[i].eating = false;zmCount++;}
}//更新僵尸动作实现
void updateZm() {//更新僵尸位置static int count = 0;count++;if (count > 2) { //限制僵尸前进速度count = 0;for (int i = 0; i < zmMax; i++) {if (zms[i].used) {zms[i].x -= zms[i].speed;if (zms[i].x < 48) {//结束游戏gameStatus = FAIL;}}}}//更新僵尸动作static int count2 = 0;count2++;if (count2 > 4) { //限制僵尸动作更新速度,避免鬼畜count2 = 0;for (int i = 0; i < zmMax; i++) {if (zms[i].used) {if (zms[i].dead) {zms[i].frameIndex++;if (zms[i].frameIndex >= 20) {zms[i].used = false;killZmCount++;if (killZmCount == ZM_MAX) {gameStatus = WIN;}}}else if (zms[i].eating) {zms[i].frameIndex = (zms[i].frameIndex + 1) % 20;}else{zms[i].frameIndex = (zms[i].frameIndex + 1) % 21; //僵尸会闪现 -未解决(发现问题,求余大于10就会闪现,不会解决)//cout << "i=" << i << zms[i].frameIndex << endl; //已破案,加载僵尸图片时,数量加载错了}}}}
}//创建豌豆子弹实现
void createBullets() {int lines[3] = { 0 };int dangerX = WIN_WIDTH - imgZm[0].getwidth() + 50; //定义开始射击距离for (int i = 0; i < zmMax; i++) {if (zms[i].used && zms[i].x < dangerX) {lines[zms[i].row] = 1; //僵尸所在行改标记//cout <<"僵尸所在行" << zms[i].row << endl;}}for (int i = 0; i < 3; i++) { //3和9固定值,扩展性差,还是建议宏定义for (int j = 0; j < 9; j++) {if (lines[i] && map[i][j].type == 1) { //有豌豆且僵尸走到打击范围map[i][j].shootTimer++;if (map[i][j].shootTimer > 20) {map[i][j].shootTimer = 0;int k;for (k = 0; k < bulletMax && bullets[k].used; k++);if (k >= bulletMax) return;bullets[k].used = true; //初始化豌豆子弹bullets[k].row = i;//cout << "i=" << i << endl;bullets[k].speed = 4;bullets[k].blast = false;bullets[k].frameIndex = 0;int zwX = 256 - 112 + j * 81;int zwY = 179 + i * 102 + 14;bullets[k].x = zwX + imgZhiWu[0][0]->getwidth() - 10;bullets[k].y = zwY + 5;lines[i] = 0;}}}}
}//更新豌豆子弹动作实现
void updateBullets() {for (int i = 0; i < bulletMax; i++) {if (bullets[i].used) {bullets[i].x += bullets[i].speed;if (bullets[i].x > WIN_WIDTH) {bullets[i].used = false;}//碰撞播放完就消失if (bullets[i].blast) {bullets[i].frameIndex++;if (bullets[i].frameIndex > 3) { //超出3会导致状态栏闪烁bullets[i].used = false;}}}}
}//检查僵尸碰撞实现
void collisionCheck() {//豌豆子弹与僵尸的碰撞检测checkBullet2Zm();//僵尸与植物的碰撞检测checkZm2ZhiWu();
}//豌豆子弹与僵尸的碰撞检测实现
void checkBullet2Zm() {for (int i = 0; i < bulletMax; i++) {if (bullets[i].used == false || bullets[i].blast)continue; //如果豌豆子弹没使用或者已经开始碰撞,就跳过for (int j = 0; j < zmMax; j++) {if (zms[j].used == false)continue;int x1 = zms[j].x + 80;int x2 = zms[j].x + 110;int x = bullets[i].x;if (zms[j].dead == false && bullets[i].row == zms[j].row && x > x1 && x < x2) { //豌豆子弹与僵尸碰撞后zms[j].blood -= 10;//5;//10;//20;bullets[i].blast = true;bullets[i].speed = 0;if (zms[j].blood <= 0) {zms[j].dead = true;zms[j].speed = 0;zms[j].frameIndex = 0;}break;}}}
}//僵尸与植物的碰撞检测实现
void checkZm2ZhiWu() {for (int i = 0; i < zmMax; i++) {if (zms[i].dead)continue;int row = zms[i].row;for (int k = 0; k < 9; k++) {if (map[row][k].type == 0)continue;int zhiWuX = 256 - 112 + k * 81; //定义僵尸开吃范围int x1 = zhiWuX + 10;int x2 = zhiWuX + 60;int x3 = zms[i].x + 80;if (x3 > x1 && x3 < x2) {if (map[row][k].catched == true) { //僵尸吃的过程中的一些配置map[row][k].deadTimer++;if (map[row][k].deadTimer > 100) { //僵尸吃完了-重置参数map[row][k].deadTimer = 0;map[row][k].type = 0;zms[i].eating = false;zms[i].frameIndex = 0;zms[i].speed = 1;}}else { //僵尸开吃-配置参数map[row][k].catched = true;map[row][k].deadTimer = 0;zms[i].eating = true;zms[i].speed = 0;zms[i].frameIndex = 0;}}}}
}
tools.cpp
#include "tools.h"// 载入PNG图并去透明部分
void _putimagePNG(int picture_x, int picture_y, IMAGE* picture) //x为载入图片的X坐标,y为Y坐标
{DWORD* dst = GetImageBuffer(); // GetImageBuffer()函数,用于获取绘图设备的显存指针,EASYX自带DWORD* draw = GetImageBuffer();DWORD* src = GetImageBuffer(picture); //获取picture的显存指针int picture_width = picture->getwidth(); //获取picture的宽度,EASYX自带int picture_height = picture->getheight(); //获取picture的高度,EASYX自带int graphWidth = getwidth(); //获取绘图区的宽度,EASYX自带int graphHeight = getheight(); //获取绘图区的高度,EASYX自带int dstX = 0; //在显存里像素的角标// 实现透明贴图 公式: Cp=αp*FP+(1-αp)*BP , 贝叶斯定理来进行点颜色的概率计算for (int iy = 0; iy < picture_height; iy++){for (int ix = 0; ix < picture_width; ix++){int srcX = ix + iy * picture_width; //在显存里像素的角标int sa = ((src[srcX] & 0xff000000) >> 24); //0xAArrggbb;AA是透明度int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的Rint sg = ((src[srcX] & 0xff00) >> 8); //Gint sb = src[srcX] & 0xff; //Bif (ix >= 0 && ix <= graphWidth && iy >= 0 && iy <= graphHeight && dstX <= graphWidth * graphHeight){dstX = (ix + picture_x) + (iy + picture_y) * graphWidth; //在显存里像素的角标int dr = ((dst[dstX] & 0xff0000) >> 16);int dg = ((dst[dstX] & 0xff00) >> 8);int db = dst[dstX] & 0xff;draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) << 16)| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8)| (sb * sa / 255 + db * (255 - sa) / 255);}}}
}// 适用于 y <0 以及x<0的任何情况
void putimagePNG(int x, int y, IMAGE* picture) {IMAGE imgTmp, imgTmp2, imgTmp3;int winWidth = getwidth();int winHeight = getheight();if (y < 0) {SetWorkingImage(picture);getimage(&imgTmp, 0, -y,picture->getwidth(), picture->getheight() + y);SetWorkingImage();y = 0;picture = &imgTmp;}else if (y >= getheight() || x >= getwidth()) {return;}else if (y + picture->getheight() > winHeight) {SetWorkingImage(picture);getimage(&imgTmp, x, y, picture->getwidth(), winHeight - y);SetWorkingImage();picture = &imgTmp;}if (x < 0) {SetWorkingImage(picture);getimage(&imgTmp2, -x, 0, picture->getwidth() + x, picture->getheight());SetWorkingImage();x = 0;picture = &imgTmp2;}if (x > getwidth() - picture->getwidth()) {SetWorkingImage(picture);getimage(&imgTmp3, 0, 0, getwidth() - x, picture->getheight());SetWorkingImage();picture = &imgTmp3;}_putimagePNG(x, y, picture);
}int getDelay() {static unsigned long long lastTime = 0;unsigned long long currentTime = GetTickCount();if (lastTime == 0) {lastTime = currentTime;return 0;}else {int ret = currentTime - lastTime;lastTime = currentTime;return ret;}
}
vector2.cpp
//头文件要求
#include <cmath>
#include "vector2.h"//加法
vector2 operator +(vector2 x, vector2 y) {return vector2(x.x + y.x, x.y + y.y);
}//减法
vector2 operator -(vector2 x, vector2 y) {return vector2(x.x - y.x, x.y - y.y);
}// 乘法
vector2 operator *(vector2 x, vector2 y) {return vector2(x.x * y.x - x.y * y.y, x.y * y.x + x.x * y.y);
}// 乘法
vector2 operator *(vector2 y, float x) {return vector2(x * y.x, x * y.y);
}vector2 operator *(float x, vector2 y) {return vector2(x * y.x, x * y.y);
}//叉积
long long cross(vector2 x, vector2 y) { return x.y * y.x - x.x * y.y; }//数量积 点积
long long dot(vector2 x, vector2 y) { return x.x * y.x + x.y * y.y; }//四舍五入除法
long long dv(long long a, long long b) {//注意重名!!! return b < 0 ? dv(-a, -b): (a < 0 ? -dv(-a, b): (a + b / 2) / b);
}//模长平方
long long len(vector2 x) { return x.x * x.x + x.y * x.y; }//模长
long long dis(vector2 x) { return sqrt(x.x * x.x + x.y * x.y); }//向量除法
vector2 operator /(vector2 x, vector2 y) {long long l = len(y);return vector2(dv(dot(x, y), l), dv(cross(x, y), l));
}//向量膜
vector2 operator %(vector2 x, vector2 y) { return x - ((x / y) * y); }//向量GCD
vector2 gcd(vector2 x, vector2 y) { return len(y) ? gcd(y, x % y) : x; }//贝塞尔曲线
vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3) {float u = 1 - t;float tt = t * t;float uu = u * u;float uuu = uu * u;float ttt = tt * t;vector2 p = uuu * p0;p = p + 3 * uu * t * p1;p = p + 3 * u * tt * p2;p = p + ttt * p3;return p;
}
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