参考
- 《C和C++游戏趣味编程》 童晶
祖玛游戏
游戏的思路是,各种颜色的小球沿着轨道移动,玩家必须阻止小球进入轨道终点的城堡。玩家移动鼠标控制炮台旋转,按下鼠标右键更换小球颜色,点击鼠标左键发射小球。发射的小球进入轨道,如果周围有连续3个相同颜色的小球即可消除
顶点类
游戏中小球会沿着固定的轨迹移动,而轨迹可由一些离散的顶点组成,定义顶点类:
class Point
{
public:
float x, y;
Point()
{
}
Point(float ix, float iy)
{
x = ix;
y = iy;
}
};
轨迹类
在Point的基础上,定义轨迹类,并添加draw()成员函数基于关键点绘制圆和连线:
class Path
{
public:
vector<Point> keyPoints;
void draw()
{
setlinecolor(RGB(0, 0, 0));
setfillcolor(RGB(0, 0, 0));
for (int i = 0; i < keyPoints.size(); i++)
{
fillcircle(keyPoints[i].x, keyPoints[i].y, 8);
}
for (int i = 0; i < keyPoints.size() - 1; i++)
{
line(keyPoints[i].x, keyPoints[i].y, keyPoints[i + 1].x, keyPoints[i + 1].y);
}
}
};
进一步,在关键点的连线上进行等间隔采样,小球可以在这些稠密的采样点上移动,从而实现运动的效果:
class Path
{
public:
vector<Point> keyPoints;
float sampleInterval; // 采样间隔
vector<Point> allPoints; // 所有采样得到的点
void getAllPoints()
{
int i;
for (i = 0; i < keyPoints.size() - 1; i++)
{
float xd = keyPoints[i + 1].x - keyPoints[i].x;
float yd = keyPoints[i + 1].y - keyPoints[i].y;
float length = sqrt(xd * xd + yd * yd);
int num = length / sampleInterval;
for (int j = 0; j < num; j++)
{
float x_sample = keyPoints[i].x + j * xd / num;
float y_sample = keyPoints[i].y + j * yd / num;
allPoints.push_back(Point(x_sample, y_sample));
}
}
}
void draw()
{
setlinecolor(RGB(0, 0, 0));
setfillcolor(RGB(0, 0, 0));
for (int i = 0; i < keyPoints.size() - 1; i++) // 将关键点依次连接形成多条线段
{
line(keyPoints[i].x, keyPoints[i].y, keyPoints[i + 1].x, keyPoints[i + 1].y);
}
for (int i = 0; i < allPoints.size(); i++) // 在所有采样点处画一个小圆点
{
fillcircle(allPoints[i].x, allPoints[i].y, 3);
}
}
绘制出所有的采样点:
#include <graphics.h>
#include <conio.h>
#include <vector>
using namespace std;
#define WIDTH 1000
#define HEIGHT 700
class Point
{
public:
float x, y;
Point()
{
}
Point(float ix, float iy)
{
x = ix;
y = iy;
}
};
class Path
{
public:
vector<Point> keyPoints;
float sampleInterval; // 采样间隔
vector<Point> allPoints; // 所有采样得到的点
void getAllPoints()
{
int i;
for (i = 0; i < keyPoints.size() - 1; i++)
{
float xd = keyPoints[i + 1].x - keyPoints[i].x;
float yd = keyPoints[i + 1].y - keyPoints[i].y;
float length = sqrt(xd * xd + yd * yd);
int num = length / sampleInterval;
for (int j = 0; j < num; j++)
{
float x_sample = keyPoints[i].x + j * xd / num;
float y_sample = keyPoints[i].y + j * yd / num;
allPoints.push_back(Point(x_sample, y_sample));
}
}
}
void draw()
{
setlinecolor(RGB(0, 0, 0));
setfillcolor(RGB(0, 0, 0));
for (int i = 0; i < keyPoints.size() - 1; i++) // 将关键点依次连接形成多条线段
{
line(keyPoints[i].x, keyPoints[i].y, keyPoints[i + 1].x, keyPoints[i + 1].y);
}
for (int i = 0; i < allPoints.size(); i++) // 在所有采样点处画一个小圆点
{
fillcircle(allPoints[i].x, allPoints[i].y, 3);
}
}
};
Path path;
void startup()
{
initgraph(WIDTH, HEIGHT);
setbkcolor(WHITE);
cleardevice();
path.keyPoints.push_back(Point(100, 600));
path.keyPoints.push_back(Point(900, 600));
path.keyPoints.push_back(Point(900, 100));
path.keyPoints.push_back(Point(100, 100));
path.sampleInterval = 10;
path.getAllPoints();
BeginBatchDraw();
}
void show()
{
cleardevice();
path.draw();
FlushBatchDraw();
Sleep(1);
}
int main()
{
startup();
while (1)
{
show();
}
return 0;
}
小球类
小球一共有5种颜色,定义数组存储:
#define ColorNum 5
COLORREF colors[ColorNum] = { RED, BLUE, GREEN, YELLOW, MAGENTA };
定义小球类,添加成员函数movetoIndexInPath()让小球移动到轨迹相应位置:
class Ball
{
public:
Point center;
float radius;
int colorId;
int indexInPath; // 小球位置在Path的allPoints中的对应序号
void draw()
{
setlinecolor(colors[colorId]);
setfillcolor(colors[colorId]);
fillcircle(center.x, center.y, radius);
}
void movetoIndexPath(Path path)
{
center = path.allPoints[indexInPath];
}
void initiate(Path path)
{
radius = Radius;
indexInPath = 0;
movetoIndexPath(path);
colorId = rand() % ColorNum;
}
};
修改startup(),向轨迹中放置30个小球:
path.sampleInterval = Radius / 5;
path.getAllPoints();
for (int i = 30; i >= 0; i--)
{
Ball ball;
ball.initiate(path);
ball.indexInPath = i * (2 * ball.radius / path.sampleInterval);
ball.movetoIndexPath(path);
balls.push_back(ball);
}
小球自动运动
在Ball类中新增成员变量direction,设定小球沿着轨迹线的移动方向,1向终点运动,-1向起点运动,0暂停。initiate()中让小球初始状态为静止:
int direction;
void initiate(Path path)
{
radius = Radius;
indexInPath = 0;
direction = 0;
movetoIndexPath(path);
colorId = rand() % ColorNum;
}
定义changeIndexbyDirection()成员函数,用于判断移动方向并移动:
void changeIndexbyDirection(Path path)
{
if (direction == 1 && indexInPath + 1 < path.allPoints.size())
{
indexInPath++;
}
else if (direction == -1 && indexInPath - 1 >= 0)
{
indexInPath--;
}
}
小球运动的源动力来自于最后一个在起点处添加的小球。将最接近起点的小球的direction设为1,如果终点方向前面一个小球和这个小球相切,则其direction也等于1,否则为0。在updateWithoutInput()中实现:
void updateWithoutInput()
{
if (balls[0].indexInPath >= path.allPoints.size() - 1) // 第一个求到了终点,游戏失败
{
return;
}
int i;
for (i = 0; i < balls.size(); i++)
{
balls[i].direction = 0;
}
i = balls.size() - 1; // 最后一个小球
balls[i].direction = 1; // 最后一个小球向前运动
while (i > 0)
{
if (balls[i - 1].indexInPath - balls[i].indexInPath <= 2 * Radius / path.sampleInterval) // 前后两个小球相切
{
balls[i - 1].direction = 1;
balls[i - 1].indexInPath = balls[i].indexInPath + 2 * Radius / path.sampleInterval;
i--;
}
else
{
break;
}
}
for (int i = 0; i < balls.size(); i++) // 小球根据direction更新位置
{
balls[i].movetoIndexPath(path);
balls[i].changeIndexbyDirection(path);
}
Sleep(50);
}
小球的插入与消除
遍历balls中所有小球,找到被鼠标点击的小球,然后将当前小球复制一份,插入到被点击的小球的位置,前面的小球依次向轨迹线终点方向移动:
void updateWithInput()
{
int i, j;
ExMessage e;
while (peekmessage(&e))
{
if (e.message == WM_LBUTTONDOWN)
{
for (i = 0; i < balls.size(); i++)
{
float distance = Distance(balls[i].center.x, balls[i].center.y, e.x, e.y);
if (distance < Radius)
{
Ball fireball = balls[i];
balls.insert(balls.begin() + i, fireball); // 复制一个小球插入
for (j = i; j >= 0; j--)
{
if (balls[j].indexInPath - balls[j + 1].indexInPath <= 0)
{
balls[j].indexInPath = balls[j + 1].indexInPath + 2 * Radius / path.sampleInterval;
}
else
{
break;
}
}
return;
}
}
}
}
}
对被鼠标点击的小球周围进行判断,如果有位置连续、颜色相同且数目大于等于3的小球,就将这些小球删除:
int eraseSameColorBalls(int i, Ball fireball, Path& path, vector<Ball>& balls)
{
vector<int> sameColorIndexes; // 记录与插入小球颜色一样的序号
int forward = i;
int backward = i;
sameColorIndexes.push_back(i);
while (forward > 0 && balls[forward].colorId == fireball.colorId) // 向终点方向寻找
{
sameColorIndexes.push_back(forward);
if (balls[forward - 1].indexInPath - balls[forward].indexInPath > 2 * Radius / path.sampleInterval)
{
break;
}
forward--;
}
if (forward == 0 && balls[0].colorId == fireball.colorId) // 临界情况
{
sameColorIndexes.push_back(forward);
}
while (backward < balls.size() - 1 && balls[backward].colorId == fireball.colorId) // 向起点方向寻找
{
sameColorIndexes.push_back(backward);
if (balls[backward].indexInPath - balls[backward + 1].indexInPath > 2 * Radius / path.sampleInterval)
{
break;
}
backward++;
}
if (backward == balls.size() - 1 && balls[balls.size() - 1].colorId == fireball.colorId)
{
sameColorIndexes.push_back(backward);
}
sort(sameColorIndexes.begin(), sameColorIndexes.end());
vector<int>::iterator ite = unique(sameColorIndexes.begin(), sameColorIndexes.end()); // 去重
sameColorIndexes.erase(ite, sameColorIndexes.end());
int NumSameColors = sameColorIndexes.size();
if (NumSameColors >= 3)
{
int minIndex = sameColorIndexes[0];
int maxIndex = sameColorIndexes[NumSameColors - 1];
balls.erase(balls.begin() + minIndex, balls.begin() + maxIndex + 1); // 删除同颜色小球
return NumSameColors;
}
return 0;
}
炮台类
定义炮台类:
class Cannon
{
public:
IMAGE im;
IMAGE im_rotate;
float x, y;
Ball ball;
float angle;
void draw()
{
rotateimage(&im_rotate, &im, angle, RGB(160, 211, 255), false, false);
putimage(x - im.getwidth() / 2, y - im.getheight() / 2, &im_rotate);
ball.draw();
}
void setBallPosition()
{
ball.center.x = x + 100 * cos(angle);
ball.center.y = y + 100 * sin(angle);
}
};
在startup()中初始化背景、炮台等:
loadimage(&im_bk, _T("bk.jpg")); // 导入背景图片
loadimage(&im_role, _T("role.jpg")); // 导入角色图片
loadimage(&im_house, _T("house.jpg")); // 导入家图片
cannon.im = im_role; // 炮台角色图片
cannon.angle = 0; // 初始角度
cannon.x = 500; // 中心坐标
cannon.y = 350;
cannon.ball.radius = Radius; // 炮台带的小球的半径
cannon.ball.colorId = rand() % ColorNum; // 炮台小球颜色
cannon.setBallPosition(); // 设置炮台小球的坐标
炮台旋转与更改小球颜色
为炮台类添加成员函数updateWithMouseMOVE(),实现炮台跟着鼠标旋转:
void updateWithMouseMOVE(int mx, int my)
{
float xs = mx - x;
float ys = my - y;
float length = sqrt(xs * xs + ys * ys);
if (length > 4)
{
angle = atan2(-ys, xs);
ball.center.x = x + 100 * xs / length;
ball.center.y = y + 100 * ys / length;
}
}
添加成员函数updateWithButtonDown(),实现鼠标点击时,改变小球颜色:
void updateWithRButtonDown()
{
ball.colorId += 1;
if (ball.colorId == ColorNum)
{
ball.colorId = 0;
}
}
然后在updateWithInput()中调用即可
炮台发射小球
当点击鼠标左键时,炮台小球沿着朝向鼠标的射线方向进行移动。判断每帧移动后和balls中的所有小球是否相交,如果没有则继续移动;如果有则将炮台小球插入到当前位置:
if (e.message == WM_LBUTTONDOWN)
{
cannon.updateWithMouseMOVE(e.x, e.y); // 先更新炮台旋转角度、小球坐标
float vx = (cannon.ball.center.x - cannon.x) / 5; // 小球移动速度
float vy = (cannon.ball.center.y - cannon.y) / 5;
int isCollider = 0;
while (isCollider == 0 && cannon.ball.center.y > 0 && cannon.ball.center.y < HEIGHT && cannon.ball.center.x > 0 && cannon.ball.center.x < WIDTH) // 没有碰撞和越界
{
cannon.ball.center.x += vx;
cannon.ball.center.y += vy;
show(); // 显示移动轨迹
for (i = 0; i < balls.size(); i++)
{
float distance = Distance(balls[i].center.x, balls[i].center.y, cannon.ball.center.x, cannon.ball.center.y);
if (distance < Radius) // 找到与炮台小球碰撞的小球
{
isCollider = 1;
cannon.updateWithMouseMOVE(e.x, e.y); // 恢复炮台小球位置
Ball fireball = balls[i];
fireball.colorId = cannon.ball.colorId;
balls.insert(balls.begin() + i, fireball); // 复制一个小球插入
int count = eraseSameColorBalls(i, fireball, path, balls);
if (count == 0)
{
for (j = i; j >= 0; j--)
{
if (balls[j].indexInPath - balls[j + 1].indexInPath <= 0)
{
balls[j].indexInPath = balls[j + 1].indexInPath + 2 * Radius / path.sampleInterval;
}
else
{
break;
}
}
}
return;
}
}
}
}
连续出球与胜负判断
定义全局变量gameStatus描述游戏状态,在show()中根据游戏状态显示对应文字:
setbkmode(TRANSPARENT);
settextcolor(RGB(255, 0, 0));
settextstyle(60, 0, _T("宋体"));
if (gameStatus == 1)
{
outtextxy(WIDTH * 0.35, HEIGHT * 0.35, _T("游戏胜利 :)"));
}
else if (gameStatus == -1)
{
outtextxy(WIDTH * 0.35, HEIGHT * 0.35, _T("游戏失败 :("));
}
每隔10秒产生一批小球。如果balls中没有小球且运行时间超过100秒,游戏胜利;如果有球跑到终点,游戏失败:
static clock_t start = clock(); // 第一次运行时刻
clock_t now = clock(); // 当前时刻
int nowSencond = (int(now - start) / CLOCKS_PER_SEC); // 程序目前运行了多少秒
if (nowSencond % 10 == 0 && nowSencond <= 100 && gameStatus == 0) // 每隔10秒,新增一批小球
{
Ball ball;
ball.initiate(path);
balls.push_back(ball);
}
if (balls.size() == 0)
{
if (nowSencond > 100)
{
gameStatus = 1;
}
return;
}
if (balls[0].indexInPath >= path.allPoints.size() - 1) // 第一个求到了终点,游戏失败
{
gameStatus = -1;
return;
}
添加音效
在startup()中循环播放背景音乐:
mciSendString(_T("open game_music.mp3 alias bkmusic"), NULL, 0, NULL);//打开背景音乐
mciSendString(_T("play bkmusic repeat"), NULL, 0, NULL); // 循环播放
在updateWithInput()中,消除小球时播放一次消除音效:
if (count >= 3)
PlayMusicOnce((TCHAR*)_T("coin.mp3")); // 播放一次金币音效
添加复杂轨道
path.keyPoints.push_back(Point(50, 300));
path.keyPoints.push_back(Point(50, 600));
path.keyPoints.push_back(Point(100, 650));
path.keyPoints.push_back(Point(700, 650));
path.keyPoints.push_back(Point(700, 550));
path.keyPoints.push_back(Point(250, 550));
path.keyPoints.push_back(Point(200, 500));
path.keyPoints.push_back(Point(200, 200));
path.keyPoints.push_back(Point(250, 150));
path.keyPoints.push_back(Point(800, 150));
path.keyPoints.push_back(Point(850, 200));
path.keyPoints.push_back(Point(850, 650));
path.keyPoints.push_back(Point(950, 650));
path.keyPoints.push_back(Point(950, 100));
path.keyPoints.push_back(Point(900, 50));
path.keyPoints.push_back(Point(150, 50));
最后对轨道做一些美化:
完整代码
#include <graphics.h>
#include <conio.h>
#include <time.h>
#include <vector>
#include <algorithm>
#pragma comment(lib, "Winmm.lib")
using namespace std;
#define WIDTH 1000
#define HEIGHT 700
#define Radius 25
#define ColorNum 5
COLORREF colors[ColorNum] = { RED, BLUE, GREEN, YELLOW, MAGENTA };
float Distance(float x1, float y1, float x2, float y2)
{
float xd = x1 - x2;
float yd = y1 - y2;
float length = sqrt(xd * xd + yd * yd);
return length;
}
void sleep(DWORD ms) // 精确延时函数
{
static DWORD oldtime = GetTickCount();
while (GetTickCount() - oldtime < ms)
{
Sleep(1);
}
oldtime = GetTickCount();
}
void PlayMusicOnce(TCHAR fileName[80])
{
TCHAR cmdString1[50];
swprintf_s(cmdString1, _T("open %s alias tmpmusic"), fileName); // 生成命令字符串
mciSendString(_T("close tmpmusic"), NULL, 0, NULL); // 先把前面一次的音乐关闭
mciSendString(cmdString1, NULL, 0, NULL); // 打开音乐
mciSendString(_T("play tmpmusic"), NULL, 0, NULL); // 仅播放一次
}
class Point
{
public:
float x, y;
Point()
{
}
Point(float ix, float iy)
{
x = ix;
y = iy;
}
};
class Path
{
public:
vector<Point> keyPoints;
float sampleInterval; // 采样间隔
vector<Point> allPoints; // 所有采样得到的点
void getAllPoints()
{
int i;
for (i = 0; i < keyPoints.size() - 1; i++)
{
float xd = keyPoints[i + 1].x - keyPoints[i].x;
float yd = keyPoints[i + 1].y - keyPoints[i].y;
float length = sqrt(xd * xd + yd * yd);
int num = length / sampleInterval;
for (int j = 0; j < num; j++)
{
float x_sample = keyPoints[i].x + j * xd / num;
float y_sample = keyPoints[i].y + j * yd / num;
allPoints.push_back(Point(x_sample, y_sample));
}
}
allPoints.push_back(Point(keyPoints[i].x, keyPoints[i].y)); // 最后一个关键点
}
void draw()
{
setlinecolor(RGB(0, 0, 0));
setfillcolor(RGB(0, 0, 0));
for (int i = 0; i < keyPoints.size() - 1; i++) // 将关键点依次连接形成多条线段
{
line(keyPoints[i].x, keyPoints[i].y, keyPoints[i + 1].x, keyPoints[i + 1].y);
}
for (int i = 0; i < allPoints.size(); i++) // 在所有采样点处画一个小圆点
{
fillcircle(allPoints[i].x, allPoints[i].y, 2);
}
}
~Path()
{
keyPoints.clear();
allPoints.clear();
}
};
class Ball
{
public:
Point center;
float radius;
int colorId;
int indexInPath; // 小球位置在Path的allPoints中的对应序号
int direction;
void draw()
{
setlinecolor(colors[colorId]);
setfillcolor(colors[colorId]);
fillcircle(center.x, center.y, radius);
}
void movetoIndexPath(Path path)
{
center = path.allPoints[indexInPath];
}
void initiate(Path path)
{
radius = Radius;
indexInPath = 0;
direction = 0;
movetoIndexPath(path);
colorId = rand() % ColorNum;
}
void changeIndexbyDirection(Path path)
{
if (direction == 1 && indexInPath + 1 < path.allPoints.size())
{
indexInPath++;
}
else if (direction == -1 && indexInPath - 1 >= 0)
{
indexInPath--;
}
}
};
class Cannon
{
public:
IMAGE im;
IMAGE im_rotate;
float x, y;
Ball ball; // 炮台自带的小球
float angle;
void draw()
{
rotateimage(&im_rotate, &im, angle, RGB(160, 211, 255), false, false);
putimage(x - im.getwidth() / 2, y - im.getheight() / 2, &im_rotate);
ball.draw();
}
void setBallPosition()
{
ball.center.x = x + 100 * cos(angle);
ball.center.y = y + 100 * sin(angle);
}
void updateWithMouseMOVE(int mx, int my)
{
float xs = mx - x;
float ys = my - y;
float length = sqrt(xs * xs + ys * ys);
if (length > 4)
{
angle = atan2(-ys, xs);
ball.center.x = x + 100 * xs / length;
ball.center.y = y + 100 * ys / length;
}
}
void updateWithRButtonDown()
{
ball.colorId += 1;
if (ball.colorId == ColorNum)
{
ball.colorId = 0;
}
}
};
int eraseSameColorBalls(int i, Ball fireball, Path& path, vector<Ball>& balls)
{
vector<int> sameColorIndexes; // 记录与插入小球颜色一样的序号
int forward = i;
int backward = i;
sameColorIndexes.push_back(i);
while (forward > 0 && balls[forward].colorId == fireball.colorId) // 向终点方向寻找
{
sameColorIndexes.push_back(forward);
if (balls[forward - 1].indexInPath - balls[forward].indexInPath > 2 * Radius / path.sampleInterval)
{
break;
}
forward--;
}
if (forward == 0 && balls[0].colorId == fireball.colorId) // 临界情况
{
sameColorIndexes.push_back(forward);
}
while (backward < balls.size() - 1 && balls[backward].colorId == fireball.colorId) // 向起点方向寻找
{
sameColorIndexes.push_back(backward);
if (balls[backward].indexInPath - balls[backward + 1].indexInPath > 2 * Radius / path.sampleInterval)
{
break;
}
backward++;
}
if (backward == balls.size() - 1 && balls[balls.size() - 1].colorId == fireball.colorId)
{
sameColorIndexes.push_back(backward);
}
sort(sameColorIndexes.begin(), sameColorIndexes.end());
vector<int>::iterator ite = unique(sameColorIndexes.begin(), sameColorIndexes.end()); // 去重
sameColorIndexes.erase(ite, sameColorIndexes.end());
int NumSameColors = sameColorIndexes.size();
if (NumSameColors >= 3)
{
int minIndex = sameColorIndexes[0];
int maxIndex = sameColorIndexes[NumSameColors - 1];
balls.erase(balls.begin() + minIndex, balls.begin() + maxIndex + 1); // 删除同颜色小球
return NumSameColors;
}
return 0;
}
Path path;
vector<Ball> balls;
IMAGE im_role, im_house, im_bk; // 一些图片
Cannon cannon; // 定义炮台对象
int gameStatus = 0;
void startup()
{
mciSendString(_T("open game_music.mp3 alias bkmusic"), NULL, 0, NULL);//打开背景音乐
mciSendString(_T("play bkmusic repeat"), NULL, 0, NULL); // 循环播放
srand(time(0));
initgraph(WIDTH, HEIGHT);
cleardevice();
loadimage(&im_bk, _T("bk.jpg")); // 导入背景图片
loadimage(&im_role, _T("role.jpg")); // 导入角色图片
loadimage(&im_house, _T("house.jpg")); // 导入家图片
path.keyPoints.push_back(Point(50, 300));
path.keyPoints.push_back(Point(50, 600));
path.keyPoints.push_back(Point(100, 650));
path.keyPoints.push_back(Point(700, 650));
path.keyPoints.push_back(Point(700, 550));
path.keyPoints.push_back(Point(250, 550));
path.keyPoints.push_back(Point(200, 500));
path.keyPoints.push_back(Point(200, 200));
path.keyPoints.push_back(Point(250, 150));
path.keyPoints.push_back(Point(800, 150));
path.keyPoints.push_back(Point(850, 200));
path.keyPoints.push_back(Point(850, 650));
path.keyPoints.push_back(Point(950, 650));
path.keyPoints.push_back(Point(950, 100));
path.keyPoints.push_back(Point(900, 50));
path.keyPoints.push_back(Point(150, 50));
path.sampleInterval = Radius / 5;
path.getAllPoints();
cannon.im = im_role; // 炮台角色图片
cannon.angle = 0; // 初始角度
cannon.x = 500; // 中心坐标
cannon.y = 350;
cannon.ball.radius = Radius; // 炮台带的小球的半径
cannon.ball.colorId = rand() % ColorNum; // 炮台小球颜色
cannon.setBallPosition(); // 设置炮台小球的坐标
for (int i = 15; i >= 10; i--)
{
Ball ball;
ball.initiate(path);
ball.indexInPath = i * (2 * ball.radius / path.sampleInterval);
ball.movetoIndexPath(path);
balls.push_back(ball);
}
for (int i = 5; i >= 0; i--)
{
Ball ball;
ball.initiate(path);
ball.indexInPath = i * (2 * ball.radius / path.sampleInterval);
ball.movetoIndexPath(path);
balls.push_back(ball);
}
BeginBatchDraw();
}
void show()
{
putimage(0, 0, &im_bk); // 显示背景图片
putimage(30, 10, &im_house); // 显示房子图片
//path.draw();
cannon.draw();
for (int i = 0; i < balls.size(); i++)
{
balls[i].draw();
}
setbkmode(TRANSPARENT);
settextcolor(RGB(255, 0, 0));
settextstyle(60, 0, _T("宋体"));
if (gameStatus == 1)
{
outtextxy(WIDTH * 0.35, HEIGHT * 0.35, _T("游戏胜利 :)"));
}
else if (gameStatus == -1)
{
outtextxy(WIDTH * 0.35, HEIGHT * 0.35, _T("游戏失败 :("));
}
FlushBatchDraw();
}
void updateWithoutInput()
{
static clock_t start = clock(); // 第一次运行时刻
clock_t now = clock(); // 当前时刻
int nowSencond = (int(now - start) / CLOCKS_PER_SEC); // 程序目前运行了多少秒
if (nowSencond % 10 == 0 && nowSencond <= 100 && gameStatus == 0) // 每隔10秒,新增一批小球
{
Ball ball;
ball.initiate(path);
balls.push_back(ball);
}
if (balls.size() == 0)
{
if (nowSencond > 100)
{
gameStatus = 1;
}
return;
}
if (balls[0].indexInPath >= path.allPoints.size() - 1) // 第一个求到了终点,游戏失败
{
gameStatus = -1;
return;
}
int i;
for (i = 0; i < balls.size(); i++)
{
balls[i].direction = 0;
}
i = balls.size() - 1; // 最后一个小球
balls[i].direction = 1; // 最后一个小球向前运动
while (i > 0)
{
if (balls[i - 1].indexInPath - balls[i].indexInPath <= 2 * Radius / path.sampleInterval) // 前后两个小球相切
{
balls[i - 1].direction = 1;
balls[i - 1].indexInPath = balls[i].indexInPath + 2 * Radius / path.sampleInterval;
i--;
}
else
{
break;
}
}
for (int i = 0; i < balls.size(); i++) // 小球根据direction更新位置
{
balls[i].movetoIndexPath(path);
balls[i].changeIndexbyDirection(path);
}
Sleep(50);
}
void updateWithInput()
{
if (gameStatus != 0)
{
return;
}
int i, j;
ExMessage e;
while (peekmessage(&e))
{
if (e.message == WM_MOUSEMOVE)
{
cannon.updateWithMouseMOVE(e.x, e.y);
}
else if (e.message == WM_RBUTTONDOWN)
{
cannon.updateWithRButtonDown();
}
else if (e.message == WM_LBUTTONDOWN)
{
cannon.updateWithMouseMOVE(e.x, e.y); // 先更新炮台旋转角度、小球坐标
float vx = (cannon.ball.center.x - cannon.x) / 5; // 小球移动速度
float vy = (cannon.ball.center.y - cannon.y) / 5;
int isCollider = 0;
while (isCollider == 0 && cannon.ball.center.y > 0 && cannon.ball.center.y < HEIGHT && cannon.ball.center.x > 0 && cannon.ball.center.x < WIDTH) // 没有碰撞和越界
{
cannon.ball.center.x += vx;
cannon.ball.center.y += vy;
show(); // 显示移动轨迹
for (i = 0; i < balls.size(); i++)
{
float distance = Distance(balls[i].center.x, balls[i].center.y, cannon.ball.center.x, cannon.ball.center.y);
if (distance < Radius) // 找到与炮台小球碰撞的小球
{
isCollider = 1;
cannon.updateWithMouseMOVE(e.x, e.y); // 恢复炮台小球位置
Ball fireball = balls[i];
fireball.colorId = cannon.ball.colorId;
balls.insert(balls.begin() + i, fireball); // 复制一个小球插入
int count = eraseSameColorBalls(i, fireball, path, balls);
if (count >= 3)
{
PlayMusicOnce((TCHAR*)_T("coin.mp3")); // 播放一次金币音效
}
if (count == 0)
{
for (j = i; j >= 0; j--)
{
if (balls[j].indexInPath - balls[j + 1].indexInPath <= 0)
{
balls[j].indexInPath = balls[j + 1].indexInPath + 2 * Radius / path.sampleInterval;
}
else
{
break;
}
}
}
return;
}
}
}
}
}
}
void gameover()
{
balls.clear();
}
int main()
{
startup();
while (1)
{
show();
updateWithoutInput();
updateWithInput();
}
gameover();
return 0;
}