源代码
main.cpp
#include "game.h"
int main() {
Run();
}
game.h
#include <easyx.h>
#include <conio.h>
#include <time.h>
#pragma comment(lib,"Winmm.lib")
#pragma comment( lib, "MSIMG32.LIB")
#define BulletMaxNum 20
#define EnemyMaxNum 5
struct Plane { //飞机
POINT pos = { 0,0 }; //位置
IMAGE img; //图片
};
struct Bullet {
POINT pos = { 0,0 };
IMAGE img;
int type = 0;
int speed = 1;
bool show = false;
};
struct Enemy {
IMAGE img;
POINT pos = { 100,100 };
bool show = false;
clock_t startClock=NULL, endClock=NULL; //时钟,用来减缓移动速度
};
void putAlphaImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg, UINT transparentcolor);
void initData();
void Draw();
void drawText();
void drawPlane();
void drawBullet();
void drawEnemy();
void Input();
void Logic();
void Run();
void enemyRandomMove();
void addEnemy();
bool moveDelay(clock_t c1, clock_t c2, int delay);
bool isBumpBullet(Bullet* bullet, Enemy* enemy);
bool isBumpEnemy(Enemy* enemy1, Enemy* enemy2);
bool isBumpPlane(Enemy* enemy1, Plane* enemy2);
void playBoomSound();
game.cpp
#include "game.h"
clock_t startClock, processClock;
int directLvl = 1;
Plane plane;
Bullet bullets[BulletMaxNum];
Enemy enemys[EnemyMaxNum];
IMAGE bg;
bool gameQuit = false;
int bulletNum, enemyNum;
int planeSpeed;
double enemySpeed;
int enemyMoveDealy;
void initData() {
planeSpeed = 1;
enemySpeed = 1;
enemyMoveDealy = 5;
for (int i = 0; i < BulletMaxNum; i++) {
loadimage(&bullets[i].img, _T("data/bullet.png"));
}
for (int i = 0; i < EnemyMaxNum; i++) {
loadimage(&enemys[i].img, _T("data/enemy.png"));
}
bulletNum = 0;
enemyNum = 0;
gameQuit = false;
plane.pos.x = 500;
plane.pos.y = 600;
loadimage(&plane.img, _T("data/plane.png"));
loadimage(&bg, _T("data/bg.png"));
startClock = clock();
}
void Run() {
initData();
initgraph(1000, 800);
while (!gameQuit) {
Draw();
Input();
Logic();
}
closegraph();
}
void Draw() {
BeginBatchDraw();
putimage(0, 0, &bg);
drawText();
drawBullet();
drawEnemy();
drawPlane();
EndBatchDraw();
}
void drawText() {
//TCHAR s1[] = _T("飞机大战");
//TCHAR s2[] = _T("移动控制飞机,左键开火");
//outtextxy(800, 100, s1);
//outtextxy(800, 150, s2);
}
void drawPlane() {
//putimage(plane.pos.x, plane.pos.y, &plane.img);
putAlphaImage(NULL, plane.pos.x, plane.pos.y, &plane.img, 0xffffff);
}
void drawBullet() {
for (int i = 0; i < BulletMaxNum; i++) {
if (bullets[i].show) {
putAlphaImage(NULL, bullets[i].pos.x, bullets[i].pos.y, &bullets[i].img, 0xffffff);
}
}
}
void drawEnemy() {
for (int i = 0; i < EnemyMaxNum; i++) {
if (enemys[i].show) {
putAlphaImage(NULL, enemys[i].pos.x, enemys[i].pos.y, &enemys[i].img, 0xffffff);
}
}
}
void Input() {
MOUSEMSG mouse;
while (MouseHit()) {
mouse = GetMouseMsg();
switch (mouse.uMsg) {
case WM_MOUSEMOVE:
plane.pos.x = mouse.x - plane.img.getwidth() / 2;
plane.pos.y = mouse.y - plane.img.getheight() / 2;
break;
case WM_LBUTTONUP:
for (int i = 0; i < BulletMaxNum; i++) {
if (bullets[i].show == false) {
bullets[i].show = true;
bullets[i].pos.x = plane.pos.x + plane.img.getwidth() / 2 - bullets[i].img.getwidth() / 2;
bullets[i].pos.y = plane.pos.y - plane.img.getheight() / 2 - bullets[i].img.getheight() / 2;
break;
}
}
break;
}
}
}
void Logic() {
for (int i = 0; i < BulletMaxNum; i++) {
if (bullets[i].show) {
bullets[i].pos.y -= 0.1;
if (bullets[i].pos.y <= 0) {
bullets[i].pos = { 0,0 };
bullets[i].show = false;
}
}
}
for (int j = 0; j < EnemyMaxNum; j++) {
if (enemys[j].show) {
if (isBumpPlane(&enemys[j], &plane)) {
//gameQuit = true;
}
for (int i = 0; i < BulletMaxNum; i++) {
if (bullets[i].show) {
if (isBumpBullet(&bullets[i], &enemys[j]))
playBoomSound();
}
}
for (int k = 0; k < EnemyMaxNum; k++) {
if (k == j) {
break;
}
if (enemys[k].show) {
if (isBumpEnemy(&enemys[j], &enemys[k]))
playBoomSound();
}
}
}
}
addEnemy();
enemyRandomMove();
}
void putAlphaImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg, UINT transparentcolor) { //绘制透明图
HDC dstDC = GetImageHDC(dstimg);
HDC srcDC = GetImageHDC(srcimg);
int w = srcimg->getwidth();
int h = srcimg->getheight();
// 使用 Windows GDI 函数实现透明位图
TransparentBlt(dstDC, x, y, w, h, srcDC, 0, 0, w, h, transparentcolor);
}
void enemyRandomMove() {
for (int i = 0; i < EnemyMaxNum; i++) {
if (enemys[i].show) {
enemys[i].endClock = clock();
if (moveDelay(enemys[i].startClock, enemys[i].endClock, enemyMoveDealy)) {
enemys[i].startClock = clock();
POINT difPos = { enemys[i].pos.x - plane.pos.x,enemys[i].pos.y - plane.pos.y };
difPos.x > 0 ? enemys[i].pos.x -= enemySpeed : enemys[i].pos.x += enemySpeed;
difPos.y > 0 ? enemys[i].pos.y -= enemySpeed : enemys[i].pos.y += enemySpeed;
}
}
}
}
void addEnemy() {
for (int i = 0; i < EnemyMaxNum; i++) {
processClock = clock(); //结束增加敌人计时
if (!enemys[i].show) {
if ((processClock - startClock) / CLK_TCK >= 2) { //两秒增加一个敌人
srand((unsigned)time(NULL));
POINT pos = { 0,0 };
enemys[i].pos = pos;
enemys[i].show = true;
startClock = clock(); //增加敌人计时
enemys[i].startClock = clock(); //敌人计时
enemys[i].endClock = clock();
}
}
}
}
bool moveDelay(clock_t c1, clock_t c2, int delay) {
if (c2 - c1 >= delay) {
return true;
}
return false;
}
bool isBumpBullet(Bullet* bullet, Enemy* enemy) {
if (bullet->pos.y < enemy->pos.y + enemy->img.getheight() &&
enemy->pos.y < bullet->pos.y + bullet->img.getheight() &&
enemy->pos.x < bullet->pos.x + bullet->img.getwidth() &&
bullet->pos.x < enemy->pos.x + enemy->img.getwidth()
) {
bullet->show = false;
bullet->pos = { -100,-100 };
enemy->show = false;
enemy->pos = { -100,-100 };
return true;
}
return false;
}
bool isBumpEnemy(Enemy* enemy1, Enemy* enemy2) {
if (enemy1->pos.y < enemy2->pos.y + enemy2->img.getheight() &&
enemy2->pos.y < enemy1->pos.y + enemy1->img.getheight() &&
enemy2->pos.x < enemy1->pos.x + enemy1->img.getwidth() &&
enemy1->pos.x < enemy2->pos.x + enemy2->img.getwidth()) {
enemy1->show = false;
enemy1->pos = { -100,-100 };
enemy2->show = false;
enemy2->pos = { -100,-100 };
return true;
}
return false;
}
bool isBumpPlane(Enemy* enemy1, Plane* enemy2) {
if (enemy1->pos.y < enemy2->pos.y + enemy2->img.getheight() &&
enemy2->pos.y < enemy1->pos.y + enemy1->img.getheight() &&
enemy2->pos.x < enemy1->pos.x + enemy1->img.getwidth() &&
enemy1->pos.x < enemy2->pos.x + enemy2->img.getwidth()) {
return true;
}
return false;
}
void playBoomSound() {
mciSendString(_T("close boomMusic"), NULL, 0, NULL);
mciSendString(_T("open data/boom.mp3 alias boomMusic"), NULL, 0, NULL);
mciSendString(_T("play boomMusic"), NULL, 0, NULL);
}
游戏素材
一共就四张,背景,飞机,子弹,敌人
demo演示
完成版
https://blog.csdn.net/qq_25969985/article/details/109958409