C语言实现植物大战僵尸(完整版)_简易的植物大战僵尸c语言代码(1)

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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]);
		}
	}
}
//渲染拖动过程中的植物
if (curZhiwu)
{
	IMAGE\* img = imgZhiwu[curZhiwu - 1][0];
	putimagePNG(curX - img->getwidth()/2, curY - img->getheight()/2, img);
}


drawSunshines();//绘制阳光


char scoreText[8];
sprintf\_s(scoreText, sizeof(scoreText),"%d",sunshine);
outtextxy(276,67,scoreText);//输出阳光分数

drawZM();//渲染僵尸


//渲染阳光
int bulletMax = sizeof(bullets) / sizeof(bullets[0]);
for (int i = 0; i < bulletMax; i++)
{
	if (bullets[i].used)
	{
		if (bullets[i].blast)
		{
			IMAGE\* img = &imgBallBlast[bullets[i].frameIndex];
			putimagePNG(bullets[i].x, bullets[i].y, img);
		}
		else
		{
			putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal);

		}
	}
}



EndBatchDraw();//结束双缓冲

}

void collectSunshine(ExMessage* msg)
{
int count = sizeof(balls) / sizeof(balls[0]);
int w = imgSunshineBall[0].getwidth();
int h = imgSunshineBall[0].getheight();
for (int i = 0; i < count; i++)
{
if (balls[i].used)
{
/*int x = balls[i].x;
int y = balls[i].y;*/
int x = balls[i].pCur.x;
int y = balls[i].pCur.y;

		if (msg->x > x && msg->x<x + w && msg->y>y && msg->y < y + h)
		{
		    balls[i].used = false;
			balls[i].status = SUNSHINE_COLLECT;
		    sunshine += 25;
		    mciSendString("play res/sunshine.mp3",0,0,0);//加载音乐文件

			//设置阳光球的偏移量
			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 = 8.0;
			balls[i].speed = 1.0/(distance/off);
		}

	}
}

}

void userClick()
{
ExMessage msg;//参数是消息类型
static int status = 0;
//如果消息有值则保存在peekmessage函数中,即为真
if (peekmessage(&msg))
{
if (msg.message == WM_LBUTTONDOWN)//WM_LBUTTONDOWN左键按下去的意思
{
if (msg.x > 338 && msg.x < 338 + 65*ZHI_WU_COUNT && msg.y < 96)//定义坐标判断点击的是否为植物
{
int index = (msg.x - 338) / 65;
status = 1;
curZhiwu = index + 1;
}
else
{
collectSunshine(&msg);
}
}
else if (msg.message == WM_MOUSEMOVE&&status==1)//WM_MOUSEMOVE鼠标移动
{
//记录当前位置
curX = msg.x;
curY = msg.y;
}
//鼠标抬动植物就种下去
else if (msg.message == WM_LBUTTONUP)
{
if (msg.x > 256 && msg.y > 179 && msg.y < 489)
{
int row = (msg.y - 179) / 102;
int col = (msg.x - 256) / 81;

			if (map[row][col].type == 0)
			{
				map[row][col].type = curZhiwu;
				map[row][col].frameIndex = 0;

				//int x = 256 + j \* 81;
			    //int y = 179 + i\*102+14;
				map[row][col].x = 256 + col \* 81;
				map[row][col].y = 179 + row \* 102+14;
			}
		}
			curZhiwu = 0;
			status = 0;
		
	}
}

}

void creatSunshine()
{
static int count = 0;
static int fre = 400;
count++;
if (count >= fre )
{
fre = 200 + rand() % 200;
count = 0;//满了计数器清0
//从阳光池中去一个可以使用的
int ballMax = sizeof(balls) / sizeof(balls[0]);
int i = 0;
for (i = 0; i < ballMax && balls[i].used; i++);
if (i >= ballMax) return;//阳光池满了
balls[i].used = true;
balls[i].frameIndex = 0;
//balls[i].x = 260 + rand() % (900 - 260);
//balls[i].y = 60;
//balls[i].destY = 200 + (rand() % 4) * 90;
balls[i].timer = 0;
//balls[i].xoff = 0;
//balls[i].yoff = 0;
balls[i].status = SUNSHINE_DOWN;
balls[i].p1 = vector2(260 + rand() % (900 - 260), 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
int ballMax = sizeof(balls) / sizeof(balls[0]);
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 = 0;
			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);
			int w = (100 + rand() % 50) \* (rand() % 2 ? 1 : -1);
			balls[k].p4 = vector2(map[i][j].x+w, 
				map[i][j].y+imgZhiwu[XIANG_RI_KUI][0]->getheight()-
				imgSunshineBall[0].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 + 100);
			balls[k].status = SUNSHINE_RPODUCT;
			balls[k].speed = 0.05;
			balls[k].t = 0;
		}
	}
}

}

void updateSunshine()//更新阳光
{
int ballMax = sizeof(balls) / sizeof(balls[0]);
for (int i = 0; i < ballMax; i++)
{
if (balls[i].used)
{

		balls[i].frameIndex = (balls[i].frameIndex + 1) % 29;
		if (balls[i].status = SUNSHINE_DOWN)
		{
			struct sunshineBall\* sun = &balls[i];
			sun->status = SUNSHINE_GROUND;
			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)
			{
				sun->used = false;
				sunshine += 25;
			}
		}
		else if (balls[i].status == SUNSHINE_RPODUCT)
		{
			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->timer = 0;
			}
		}


		balls[i].frameIndex=(balls[i].frameIndex+1)%29;
		if (balls[i].timer == 0)
		{
			balls[i].y += 2;
		}
		if (balls[i].y >= balls[i].destY)
		{
			//balls[i].used = false;
			balls[i].timer++;
			if (balls[i].timer > 100)
			{
				balls[i].used = false;
			}
		}
	
	}
}

}

void creatZM()
{
static int zmFre = 500;
static int count = 0;
count++;
if (count > zmFre)
{
count = 0;
zmFre = rand() % 200 + 300;
}
int i=0;
int zmMax=sizeof(zms)/sizeof(zms[0]);
for (i = 0; i < zmMax && zms[i].used; i++);
if (i < zmMax)
{
memset(&zms[i],0,sizeof(zms[i]));
zms[i].used = true;
zms[i].x = WIN_WIDTH;
zms[i].row = rand() % 3;
zms[i].y = 172 + (1 + zms[i].row) * 100;
zms[i].speed = 1;
zms[i].blood = 100;
zms[i].dead = false;
}
}

void updataZM()
{
int zmMax = sizeof(zms) / sizeof(zms[0]);

static int count = 0;
count++;
if (count > 2)
{
	count = 0;
	//更新僵尸的位置
	for (int i = 0; i < zmMax; i++)
	{

		if (zms[i].used)
		{
			zms[i].x -= zms[i].speed;
			if (zms[i].x < 170)
			{
				printf("GAME OVER\n");
				MessageBox(NULL, "over", "over", 0);//待优化
				exit(0);
			}
		}
	}
}


static int count2 = 0;
count2++;
if (count2 > 4)
{
	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;
				}
			}
			else if (zms[i].eating)
			{
				zms[i].frameIndex= (zms[i].frameIndex + 1) % 21;
			}
			else
			{
				zms[i].frameIndex = (zms[i].frameIndex + 1) % 22;
			}
		}
	}
}

}

void shoot()
{
int lines[3] = { 0 };
int zmCount = sizeof(zms) / sizeof(zms[0]);
int bulletMax = sizeof(bullets) / sizeof(bullets[0]);
int dangerX = WIN_WIDTH - imgZM[0].getwidth();
for (int i = 0; i < zmCount; i++)
{
if (zms[i].used && zms[i].x < dangerX)
{
lines[zms[i].row] = 1;
}
}
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 9; j++)
{
if (map[i][j].type == WAN_DOU + 1&&lines[i])
{
static int count = 0;
count++;
if (count > 20)
{
count = 0;
int k = 0;
for (k = 0; k < bulletMax && bullets[k].used; k++);
if (k < bulletMax)
{
bullets[k].used = true;
bullets[k].row = i;
bullets[k].speed = 6;

					bullets[k].blast = false;
					bullets[k].frameIndex = 0;

					int zwX = 256 + j \* 81;
					int zwY = 179 + i \* 102 + 14;
					bullets[k].x = zwX + imgZhiwu[map[i][j].type - 1][0]->getwidth() - 10;
					bullets[k].y = zwY+5;
				}
			}
		}
	}
}

}

void updataBullets()
{
int countMax = sizeof(bullets) / sizeof(bullets[0]);
for (int i = 0; i < countMax; i++)
{
if (bullets[i].used)
{
bullets[i].x += bullets[i].speed;
if (bullets[i].x > WIN_WIDTH)
{
bullets[i].used = false;
}

		//子弹的碰撞爆炸
		if (bullets[i].blast)
		{
			bullets[i].frameIndex++;
			if (bullets[i].frameIndex >= 4)
			{
				bullets[i].used = false;
			}
		}
	}
}

}

void checkBullet2Zm()
{
int bCount = sizeof(bullets) / sizeof(bullets[0]);
int zCount = sizeof(zms) / sizeof(zms[0]);
for (int i = 0; i < bCount; i++)
{
if (bullets[i].used == false || bullets[i].blast)
{
continue;
}
for (int k = 0; k < zCount; k++)
{
//if (zms[i].used == false) continue;
if (zms[k].used == false) continue;
int x1 = zms[k].x + 80;
int x2 = zms[k].x + 110;
int x = bullets[i].x;
if (zms[k].dead == false && bullets[i].row == zms[k].row && x > x1 && x < x2)
{
zms[k].blood -= 20;
bullets[i].blast = true;
bullets[i].speed = 0;

			if (zms[k].blood <= 0)
			{
				zms[k].dead = true;
				zms[k].speed = 0;
				zms[k].frameIndex = 0;
			}


			break;
		}
	}
}

}

void checkZm2Zhiwu()
{

int zCount = sizeof(zms) / sizeof(zms[0]);
for (int i = 0; i < zCount; 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 + k \* 81;
		int x1 = ZhiWuX + 10;
		int x2 = ZhiWuX + 60;
		int x3 = zms[i].x + 80;
		if (x3 > x1 && x3 < x2)
		{
			if (map[row][k].catched)
			{
				map[row][k].deadTime++;
				if (map[row][k].deadTime > 100)
				{
					map[row][k].deadTime = 0; 
					map[row][k].type = 0;
					zms[i].eating = false;
					zms[i].frameIndex = 0; 
					zms[i].speed = 1;
				}
			}
			else
			{
				map[row][k].catched = true;
				map[row][k].deadTime = 0;
				zms[i].eating = true;
				zms[i].speed = 0;
				zms[i].frameIndex = 0;

			}
		}
	}
}

}

void collisionCheck()
{
checkBullet2Zm();
checkZm2Zhiwu();
}
void updateGame()
{

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;
			}
		}
	}
}
creatSunshine();//创建阳光
updateSunshine();//更新阳光状态

creatZM();//创建僵尸
updataZM();//更新僵尸的状态

shoot();//发射豌豆子弹
updataBullets();//更新豌豆子弹

collisionCheck();//实现豌豆子弹和僵尸的碰撞

}
void startUI()
{
IMAGE imgBg,imgMenu1,imgMenu2;
loadimage(&imgBg,“res/menu.png”);
loadimage(&imgMenu1, “res/menu1.png”);
loadimage(&imgMenu2, “res/menu2.png”);
int flag = 0;

while (1)
{
	BeginBatchDraw();
	putimage(0,0,&imgBg);
	putimagePNG(474, 75, flag ? &imgMenu2 : &imgMenu1);//如果flag=0,那么加载第二个菜单,
	//就是鼠标点击冒险模式后冒险模式的图标会暗淡下来
	
	ExMessage msg;
	if (peekmessage(&msg))//如果有消息响应
	{
		if (msg.message == WM_LBUTTONDOWN&&msg.x>474&&msg.x<474+300
			&&msg.y>75&&msg.y<75+140)//按下鼠标
			//判断按下的位置对不对
		{
			flag = 1;
			//鼠标松开
			//EndBatchDraw();//渲染一下
		}
		else if (msg.message == WM_LBUTTONUP&&flag)//鼠标抬起
		{
			return;
		}
	}
	EndBatchDraw();
}

}
int main(void)
{
gameInit();//进入游戏的程序函数
startUI();//菜单函数
int timer = 0;
bool flag = true;
while (1)
{
userClick();
timer += getDelay();
if (timer > 20)
{
flag = true;
timer = 0;
}
if (flag)
{
flag = false;
updateWindow();
updateGame();
}
}
system(“pause”);
return 0;
}


接着是tools.cpp文件



#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R
		int sg = ((src[srcX] & 0xff00) >> 8);   //G
		int sb = src[srcX] & 0xff;              //B
		if (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 > winWidth - picture->getwidth()) {
	SetWorkingImage(picture);
	getimage(&imgTmp3, 0, 0, winWidth - 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;
}
}


然后最后就是头文件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R
		int sg = ((src[srcX] & 0xff00) >> 8);   //G
		int sb = src[srcX] & 0xff;              //B
		if (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

img
img

网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以添加戳这里获取

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!

<= 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

[外链图片转存中…(img-pltG7ODH-1715740638579)]
[外链图片转存中…(img-GUUG6Kpm-1715740638579)]

网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以添加戳这里获取

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!

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