说明:
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
效果预览:
文件组成:
计两个头文件,三个源文件
源码:
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 0,1
vector2 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 (msg.message == 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 (msg.message == 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 - imgBg.getwidth();
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1s
for (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 = imgBar.getheight();
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 (msg.message == 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bug
curX = 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bug
curX = 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bug
curX = 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bug
curX = msg.x;
curY = msg.y;
}
else { //收集阳光事件
collectSunshine(&msg);
}
}
else if (msg.message == WM_MOUSEMOVE && status == 1) { //鼠标移动
curX = msg.x;
curY = msg.y;
}
else if (msg.message == 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bug
balls[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25
mciSendString("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&&!xx
if (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 > 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;
}