#include //包含easyx图形库文件
#include //C语言时间头文件
#include//win32多媒体设备接口文件
#pragma comment(lib,"winmm.lib")//win32多媒体设备接口库
#define WIN_WIDTH 1024 //屏幕的宽
#define WIN_HEIGHT 640//576 //屏幕高
#define MAP_WIDTH (WIN_WIDTH*3) //地图宽度
#define MAP_HEIGHT (WIN_HEIGHT*3)//地图高度
#define FOOD_NUM 500 //食物数量
#define AI_NUM 200 //ai数量IMAGE map(MAP_WIDTH, MAP_HEIGHT);
POINT g_CameraPos;//摄像机(屏幕左上角)在地图上的位置
structBall
{bool flag; //是否被吃 活 1,死 0
COLORREF color; //颜色
float r; // float x; //坐标
floaty;int type; //食物独有属性,决定是什么类型的食物(圆?矩形?多边形?)
};struct Ball mover; //玩家
struct Ball food[FOOD_NUM]; //食物数组
struct Ball ai[AI_NUM]; //AI数量
void ChaseAlgorithom(Ball *chase, Ball *run);floatDisTance(Ball b1, Ball b2);voidGameinit()
{//设置随机数种子
srand((unsigned)time(NULL));//播放背景音乐
mciSendString("open BallGame.mp3 alias bk", 0, 0, 0);
mciSendString("play bk repeat", 0, 0, 0);//初始化食物
for (int i = 0; i < FOOD_NUM; i++)
{
food[i].x= (float)(rand() %MAP_WIDTH);
food[i].y= (float)(rand() %MAP_HEIGHT);
food[i].r= (float)(rand() % 5 + 1);
food[i].color= RGB(rand() % 256, rand() % 256, rand() % 256); //随机颜色
food[i].flag = 1;
food[i].type= rand() % 3;
}//初始化AI
for (int i = 0; i < AI_NUM; i++)
{
ai[i].color= RGB(rand() % 256, rand() % 256, rand() % 256); //rand()%256 随机取值 0-255
ai[i].flag = 1;
ai[i].x= rand() % (MAP_WIDTH - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5); //AI产生的位置不会出现一个越界
ai[i].y = rand() % (MAP_HEIGHT - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5);
ai[i].r= float(rand() % 10 + 10);
}
{//初始化玩家数据
mover.color =BLUE;
mover.r= 10;//玩家在窗口的位置
mover.x = rand() %WIN_WIDTH;
mover.y= rand() %WIN_HEIGHT;
mover.flag= 1;
}
}//游戏地图开始绘制位置判断
voidcomputeCameraPos()
{//以人物位置为中心计算摄像机的理论位置
g_CameraPos.x = mover.x - WIN_WIDTH / 2;
g_CameraPos.y= mover.y - WIN_HEIGHT / 2;//防止摄像机越界
if (g_CameraPos.x < 0) g_CameraPos.x = 0;if (g_CameraPos.y < 0) g_CameraPos.y = 0;if (g_CameraPos.x > MAP_WIDTH - WIN_WIDTH) g_CameraPos.x = MAP_WIDTH -WIN_WIDTH;if (g_CameraPos.y > MAP_HEIGHT - WIN_HEIGHT) g_CameraPos.y = MAP_HEIGHT -WIN_HEIGHT;
}//游戏绘制
voidGamedraw()
{
SetWorkingImage(&map);
setbkcolor(WHITE);//白色背景
cleardevice();//画食物
for (int i = 0; i < FOOD_NUM; i++)
{if (food[i].flag == 1)
{
setfillcolor(food[i].color);if (food[i].type == 0)
{
solidellipse((int)food[i].x, (int)food[i].y, (int)(food[i].x + food[i].r), (int)(food[i].y +food[i].r));
}else if (food[i].type == 1)
{
solidpie((int)food[i].x, (int)food[i].y, (int)(food[i].x + food[i].r), (int)(food[i].y + food[i].r), 0.0, 1.5);
}else{
solidcircle(int(food[i].x), int(food[i].y), int(food[i].r));
}
}else{
food[i].x= (float)(rand() %MAP_WIDTH);
food[i].y= (float)(rand() %MAP_HEIGHT);
food[i].r= (float)(rand() % 5 + 1);
food[i].color= RGB(rand() % 256, rand() % 256, rand() % 256); //随机颜色
food[i].flag = 1;
food[i].type= rand() % 3;
}
}//画AI
for (int i = 0; i < AI_NUM; i++)
{if (ai[i].flag == 1)
{
setfillcolor(ai[i].color);
solidcircle(ai[i].x, ai[i].y, ai[i].r);
}else{
ai[i].color= RGB(rand() % 256, rand() % 256, rand() % 256); //rand()%256 随机取值 0-255
ai[i].flag = 1;
ai[i].x= rand() % (MAP_WIDTH - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5); //AI产生的位置不会出现一个越界
ai[i].y = rand() % (MAP_HEIGHT - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5);
ai[i].r= float(rand() % 10 + 10);
}
}//绘制玩家
setfillcolor(RED);
fillcircle(mover.x, mover.y, mover.r);//绘制玩家名称
settextcolor(BLACK);
setbkmode(TRANSPARENT);
settextstyle(20, 0, "楷体");char pname[] = "微信公众号:C语言编程学习基地";int twidth = textwidth(pname) / 2;//计算文字宽度为了居中显示在玩家中央
outtextxy(mover.x -twidth, mover.y, pname);//恢复默认工作区,即窗口
SetWorkingImage();//更新摄像机位置
computeCameraPos();//把地图显示到窗口上
putimage(0, 0, WIN_WIDTH, WIN_HEIGHT, &map, g_CameraPos.x, g_CameraPos.y);
}//玩家移动,参数为玩家移动的速度(单位像素)
void Gamemove(intspeed)
{//获取键盘按键
if (GetAsyncKeyState(VK_UP) & 0x8000)
{if (mover.y - mover.r > 0)
{
mover.y-=speed;
}
}if (GetAsyncKeyState(VK_DOWN) & 0x8000)
{if (mover.y + mover.r
{
mover.y+=speed;
}
}if (GetAsyncKeyState(VK_LEFT) & 0x8000)
{if (mover.x - mover.r > 0)
{
mover.x-=speed;
}
}if (GetAsyncKeyState(VK_RIGHT) & 0x8000)
{if (mover.x + mover.r
{
mover.x+=speed;
}
}//作弊测试,按空格不断增大,A缩小
if (GetAsyncKeyState(VK_SPACE) & 0x8000)
{
mover.r+= 3;
}if (GetAsyncKeyState('A') & 0x8000)
{if (mover.r > 1)
mover.r-= 1;
}
}//玩家吃食物
voidEatFood()
{for (int i = 0; i < FOOD_NUM; i++)
{if (food[i].flag == 1 && DisTance(food[i], mover)
{
food[i].flag= 0;
mover.r+= food[i].r / 4;
}
}
}//玩家吃Ai,Ai吃玩家
voidEatAi()
{for (int i = 0; i < AI_NUM; i++)
{if (ai[i].flag == 0)continue;//玩家吃Ai
if (DisTance(ai[i], mover) < mover.r - ai[i].r / 3)
{
ai[i].flag= 0;
mover.r+= ai[i].r / 4;break;//吃到一个就退出
}//ai吃玩家
else if (DisTance(ai[i], mover) < ai[i].r - mover.r / 3)
{
mover.x= rand() %MAP_WIDTH;
mover.y= rand() %MAP_HEIGHT;
ai[i].r+= mover.r / 4;
mover.r= 10;break;
}
}
}//AI吃食物,AI吃Ai
voidAiEatFood()
{for (int i = 0; i < AI_NUM; i++)
{if (ai[i].flag == 0)continue;//ai吃食物
for (int j = 0; j < FOOD_NUM; j++)
{if (food[j].flag == 1 && DisTance(ai[i], food[j])
{
food[j].flag= 0;
ai[i].r+= food[i].r / 4;
}
}//Ai吃Ai
for (int k = i + 1; k < AI_NUM; k++)
{if (ai[k].flag == 1)
{if (DisTance(ai[i], ai[k]) < ai[k].r - ai[i].r / 3)
{
ai[i].flag= 0;
ai[k].r+= ai[i].r / 4;
}else if (DisTance(ai[i], ai[k]) < ai[i].r - ai[k].r / 3)
{
ai[k].flag= 0;
ai[i].r+= ai[k].r / 4;
}
}
}
}
}//Ai移动算法,追逐比自己半径小的球
voidAiMove()
{for (int i = 0; i < AI_NUM; i++)
{double min_DISTANCE = MAP_WIDTH;//最大搜索距离
int min = -1;//用来保存找到目标小球的下标
if (ai[i].flag == 1)
{//AI靠近AI
for (int k = i + 1; k < AI_NUM; k++)
{if (ai[i].r > ai[k].r&&ai[k].flag == 1)
{//如果能吃,且距离达到要求则更新距离,并保存下标
if (DisTance(ai[i], ai[k])
{
min_DISTANCE=DisTance(ai[i], ai[k]);
min=k;
}
}
}
}//如果找到目标,则去追逐
if ((min != -1))
{
ChaseAlgorithom(&ai[i], &ai[min]);
}
}
}voidJudeEat()
{
EatFood();
EatAi();
AiEatFood();
AiMove();
}intmain()
{
initgraph(WIN_WIDTH, WIN_HEIGHT,1);
Gameinit();
DWORD t1, t2;
t1= t2 =GetTickCount();while (1)
{
Gamedraw();
Gamemove(1);if (t2 - t1 > 50)
{
JudeEat();
t1=t2;
}
t2=GetTickCount();
}
getchar();
closegraph();return 0;
}//追逐算法
void ChaseAlgorithom(Ball *chase, Ball *run)
{if (rand() % 2 == 0)
{if (chase->x < run->x)
{
chase->x += 2;
}else{
chase->x -= 2;
}
}else{if (chase->y < run->y)
{
chase->y += 2;
}else{
chase->y -= 2;
}
}
}//求两点之间的距离
floatDisTance(Ball b1, Ball b2)
{return sqrt((b1.x - b2.x)*(b1.x - b2.x) + (b1.y - b2.y)*(b1.y -b2.y));
}