天天跑酷222222222222

/****************************
天天酷跑开发日志
1.创建项目
2.导入素材
3.游戏界面
 实际的开发流程
	对于初学者.最好的方式,建议从用户界面入手
	选择图形库或者其他引擎
	天天酷跑,是基于"easyx"图形库的
	1)创建游戏窗口
	2)设计游戏背景
		a.背景不同的速度同时移动
		b.循环滚动
	3)实现游戏背景
		a.加载背景资源
		b.渲染(背景知识:坐标)
		遇到问题:背景图片的png格式图片出现黑色
4.实现玩家的奔跑
5.实现玩家的跳跃
6.实现随机小乌龟
7.创建障碍物结构体数据类型
8.使用障碍物结构体后重新初始化
9.封装后多个障碍物的显示
10.实现玩家的下蹲技能
11.实现"柱子"障碍物
*/
#include<stdio.h>
#include <graphics.h>
#include "tools.h"
#include<conio.h>
#include<vector>

using namespace std;
#define WIN_WIDTH 1012
#define WIN_HEIGHT 396
#define OBSTACLE_COUNT 10
//背景图片
IMAGE imgBgs[3];
IMAGE imgHeros[12];
int heroX; // 玩家的x坐标
int heroY; //玩家的y坐标
int heroIndex;//玩家奔跑的图片帧序号
int bgX[3];
int bgSpeed[3] = { 1,2,4 };
bool heroJump;//表示玩家正在跳跃
int jumpHeighetMax;
int heroJumpOff;
int updata;
IMAGE imgTortoise;//小乌龟
int torToiseX; // 小乌龟的水平坐标
int torToiseY;//小乌龟的垂直坐标
bool torToiseExist;//当前窗口是否有小乌龟
typedef enum {
	TPRTOISE,//乌龟 
	LION, // 狮子 1
	HOOK1,
	HOOK2,
	HOOK3,
	HOOK4,
	OBSTACLE_TYPE_COUNT //2
}obstacle_type;
vector<vector<IMAGE>>obstacleImgs;//存放所有障碍物的图片 相当于 IMAGE obstacleImgs[3][12];
//IMAGE obstacleImgs[3][12];
typedef struct obstacle {
	int type;//障碍物的类型
	int imgIndex;//当前显示的图片的序号
	int x, y;// 障碍物的坐标
	int speed;
	int power;//杀伤力
	bool exist;
}obstacle_t;
obstacle_t obstacles[OBSTACLE_COUNT];
IMAGE imgHeroDown[2];
bool heroDown;//表示玩家是否处于下蹲状态
void init() {
	//创建一个游戏窗口
	initgraph(WIN_WIDTH, WIN_HEIGHT);
	//加载背景资源
	char name[64];
	for (int i = 0; i < 3; i++) {
		//"res/bg001.png" "res/bg002.png" "res/bg003.png"
		sprintf(name, "res/bg%03d.png", i + 1);
		loadimage(&imgBgs[i], name);
		bgX[i] = 0;
	}
	//加载Hero奔跑的图片帧素材
	for (int i = 0; i < 12; i++) {
		//"res/hero1.png" ...."res/hero12.png"
		sprintf(name, "res/hero%d.png", i + 1);
		loadimage(&imgHeros[i], name);
	}
	//设置玩家的初始化位置
	heroX = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;
	heroY = 345 - imgHeros[0].getheight();
	heroIndex = 0;
	heroJump = false;
	jumpHeighetMax = 345 - imgHeros[0].getheight() - 120;
	heroJumpOff = -4;
	updata = true;

	//加载小乌龟
	/*loadimage(&imgTortoise, "res/t1.png");
	torToiseExist = false;
	torToiseY = 345 - imgTortoise.getheight() + 5;*/
	IMAGE imgTort;
	loadimage(&imgTort, "res/t1.png");
	vector<IMAGE> imgTortArray;
	imgTortArray.push_back(imgTort);
	obstacleImgs.push_back(imgTortArray);
	IMAGE imgLion[6];
	vector<IMAGE>imgLionArray;
	for (int i = 0; i < 6; i++) {
		sprintf(name, "res/p%d.png", i + 1);
		loadimage(&imgLion[i], name);
		imgLionArray.push_back(imgLion[i]);
	}
	obstacleImgs.push_back(imgLionArray);
	//初始化障碍物池
	for (int i = 0; i < OBSTACLE_COUNT; i++) {
		obstacles[i].exist = false;
	}
	//加载下蹲素材
	loadimage(&imgHeroDown[0], "res/d1.png");
	loadimage(&imgHeroDown[1], "res/d2.png");
	heroDown = false;
	IMAGE imgH;
	for (int i = 0; i < 4; i++) {
	vector<IMAGE>imgHookArry;
		sprintf(name, "res/h%d.png", i + 1);
		loadimage(&imgH, name,63,260,true);
		imgHookArry.push_back(imgH);
		obstacleImgs.push_back(imgHookArry);
	}
}
void createObstaclr() {
	int i;
	for (i = 0; i < OBSTACLE_COUNT; i++) {
		if (obstacles[i].exist == false) {
			break;
		}
	}
	if (i >= OBSTACLE_COUNT) {
		return;
	}
	obstacles[i].exist = true;
	obstacles[i].imgIndex = 0;
	//obstacles[i].type = (obstacle_type)(rand() % OBSTACLE_TYPE_COUNT);
	obstacles[i].type = (obstacle_type)(rand() % 3);
	if (obstacles[i].type == HOOK1) {
		obstacles[i].type += rand() % 4;
	}
	obstacles[i].x = WIN_WIDTH;
	obstacles[i].y = 345 + 5 - obstacleImgs[obstacles[i].type][0].getheight();
	if (obstacles[i].type == TPRTOISE) {
		obstacles[i].speed = 0;
		obstacles[i].power = 5;
	}
	else if (obstacles[i].type == LION) {
		obstacles[i].speed = 4;
		obstacles[i].power = 20;
	}
	else if (obstacles[i].type >= HOOK1 && obstacles[i].type<= HOOK4) {
		obstacles[i].speed = 0;
		obstacles[i].power = 20;
		obstacles[i].y = 0;
	}
	
}

void fly() {
	for (int i = 0; i < 3; i++) {
		bgX[i] -= bgSpeed[i];
		if (bgX[i] < -WIN_WIDTH) {
			bgX[i] = 0;
		}
	}
	//实现跳跃
	if (heroJump) {
		if (heroY < jumpHeighetMax) {
			heroJumpOff = 4;
		}
		heroY += heroJumpOff;
		if (heroY > 345 - imgHeros[0].getheight()) {
			heroJump = false;
			heroJumpOff = -4;
		}
	}
	else if(heroDown){//不跳跃
		static int count = 0;
		static int delays[2] = { 4,10 };
		count++;
		if (count >= delays[heroIndex]) {
			count = 0;
			heroIndex++;
			if (heroIndex >= 2) {
				heroIndex = 0;
				heroDown = false;
			}
		}
		
	}
	else {

		heroIndex = (heroIndex + 1) % 12;
	}
	//创建障碍物
	static int frameCount = 0;
	static int enemyFre = 50;
	frameCount++;
	if (frameCount > enemyFre) {
		frameCount = 0;
		enemyFre = 50 + rand() % 50;
		createObstaclr();

	}
	/*if (torToiseExist) {
		torToiseX -= bgSpeed[2];
		if (torToiseX < -imgTortoise.getwidth()) {
			torToiseExist = false;
		}
	}*/
	//更新障碍物的坐标
	for (int i = 0; i < OBSTACLE_TYPE_COUNT; i++) {
		if (obstacles[i].exist) {
			obstacles[i].x -= obstacles[i].speed + bgSpeed[2];
			if (obstacles[i].x < -obstacleImgs[obstacles[i].type][0].getheight() * 2) {
				obstacles[i].exist = false;
			}
			int len = obstacleImgs[obstacles[i].type].size();
			obstacles[i].imgIndex = (obstacles[i].imgIndex + 1) % len;
		}
	}


}
//渲染"游戏背景"
void updateBg() {
	putimagePNG2(bgX[0], 0, &imgBgs[0]);
	putimagePNG2(bgX[1], 119, &imgBgs[1]);
	putimagePNG2(bgX[2], 330, &imgBgs[2]);
}
void jump() {
	heroJump = true;
	updata = true;
}
void down() {
	heroDown = true;
	updata = true;
	heroIndex = 0;
}
void keyEvent() {
	if (_kbhit()) {//如果有按键按下,_kbhit()返回 true
		char ch = _getch();//_getch()不需要按下回车即可直接读取
		if (ch == ' ') {
			jump();
		}
		else if (ch == 'a') {
			down();
		}

	}

}
void updataEnemy() {
	//渲染小乌龟
	/*if (torToiseExist) {
		putimagePNG2(torToiseX, torToiseY, WIN_WIDTH, &imgTortoise);
	}*/
	for (int i = 0; i < OBSTACLE_COUNT; i++) {
		if (obstacles[i].exist) {
			putimagePNG2(obstacles[i].x, obstacles[i].y, WIN_WIDTH, &obstacleImgs[obstacles[i].type][obstacles[i].imgIndex]);
		}
	}
}
void updataHero() {
	if (heroDown == false) {
		putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);
	}
	else {
		int y = 345 - imgHeroDown[heroIndex].getheight();
			putimagePNG2(heroX, y, &imgHeroDown[heroIndex]);
	}
}
int main(void) {
	init();
	int timer = 0;
	while (1) {
		keyEvent();
		timer += getDelay();
		if (timer > 30) {
			timer = 0;
			updata = true;
		}
		if (updata) {
			updata = false;
			BeginBatchDraw();
			updateBg();
			//putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);
			updataHero();
			updataEnemy();
			EndBatchDraw();
			fly();

		}
		//Sleep(30);
	}
	system("pause");
	return 0;
}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值