C语言植物大战僵尸

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;
}

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