李峋同款的C语言动态爱心代码(终于不是html的啦)

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1.前言

最近一部电视剧《点燃我,温暖你》可火啦,大家纷纷在搞男主阿瑟的同款爱心代码,但是虽然网上有它的源码,但都不是 C 语言的,看不懂。我看了一下这个视频,大致分析了一下它的运行过程。用语言描述一下,就是好多爱心,然后从内到外,从小到大的显示。

2.实现

对于这个程序的编写,我的思路是这样的。就如同将一头大象放到冰箱里。就是打开冰箱,放入大象,关上冰箱。编写程序也是如此。

首先就是计算坐标,更新坐标,绘制爱心,这样三步。重复调用,就可以实现。里面的具体细节,可以查看代码。

3.效果展示

3.编译环境:VS2019+easyx图形库插件

4.代码展示:

#include<graphics.h>
#include<conio.h>
#include<time.h>
#include<math.h>
#include<sys/timeb.h>

struct MyLove
{
    int NUMS;  //  编号
    double m;
    double n;
    double size;
    bool Is_show;
    int x;
    int y;
};

MyLove mylove[400];
int CenterX = 320;
int CenterY = 180;
double Size = 60;
void initdata();  // 初始化数据
void updata();    // 更新
void movedata();  // 平移
void showdata();  // 显示
int* GetRand(int* buf, int count, int range);  // 随机数的生成
void heart(int x0, int y0, int size, COLORREF C);
void HpSleep(int ms);

int main()
{
    initgraph(640, 480);
    initdata();
    BeginBatchDraw();
    while (true)
    {
        updata();
        showdata();
        HpSleep(30);    // 改为精确延时
        FlushBatchDraw();
        cleardevice();
    }
    EndBatchDraw();
    _getch();
    return 0;
}

void updata()
{
    int* buf = (int*)malloc(sizeof(int) * 20);
    buf = GetRand(buf, 20, (int)(2 * Size / 0.01));
    movedata();
    for (int i = 0; i < 20; i++)
    {
        mylove[i].m = buf[i] * 0.01;
        mylove[i].n = (((sin(buf[(int)i] * 0.01) * sqrt(fabs(cos(buf[(int)i] * 0.01)))) / (sin(buf[(int)i] * 0.01) + 1.4142)) - 2 * sin(buf[(int)i] * 0.01) + 2);
        mylove[i].size = Size;
        mylove[i].NUMS = i / 20;
        mylove[i].Is_show = true;
        mylove[i].x = (int)(-Size * mylove[i].n * cos(mylove[i].m) + CenterX);
        mylove[i].y = (int)(-Size * mylove[i].n * sin(mylove[i].m) + CenterY - mylove[i].size);
    }
    for (int i = 20; i < 400; i++)
    {
        mylove[i].size = mylove[i].size + 1;
        if (mylove[i].size > 80)
        {
            mylove[i].size = 80;
        }
        mylove[i].NUMS = i / 20;
        mylove[i].x = (int)(-mylove[i].size * mylove[i].n * cos(mylove[i].m) + CenterX);
        mylove[i].y = (int)(-mylove[i].size * mylove[i].n * sin(mylove[i].m) + CenterY - mylove[i].size);
    }
}

void movedata()
{
    for (int i = 399; i > 19; i--)
    {
        mylove[i] = mylove[i - 20];
    }
}

void showdata()
{
    settextcolor(RED);
    wchar_t c = 0x59;    // 0x28 是电话机在 Wingdings 字体中的对应编码
    for (int i = 0; i < 400; i++)
    {
        settextstyle(mylove[i].NUMS + 10, 0, "Webdings");
        setbkmode(TRANSPARENT);
        outtextxy(mylove[i].x + 20, mylove[i].y + 20, c);
    }
}

int* GetRand(int* buf, int count, int range)
{
    struct timeb timeSeed;
    ftime(&timeSeed);
    srand(timeSeed.time * 1000 + timeSeed.millitm);  // milli time
    for (int i = 0; i < count; i++)
    {
        int randTmp = rand() % range;
        for (int j = 0; j < i; j++)
        {
            if (buf[j] == randTmp)
            {
                break;//检查重复。
            }
        }
        buf[i] = randTmp;
    }
    return buf;
}

void initdata()
{
    for (int i = 0; i < 400; i++)
    {
        mylove[i].NUMS = 0;
        mylove[i].m = 0;
        mylove[i].n = 0;
        mylove[i].size = 0;
        mylove[i].Is_show = false;
        mylove[i].x = 0;
        mylove[i].y = 0;
    }
}

// 精确延时函数(可以精确到 1ms,精度 ±1ms)
// by yangw80<yw80@qq.com>, 2011-5-4
void HpSleep(int ms)
{
    static clock_t oldclock = clock();    // 静态变量,记录上一次 tick
    oldclock += ms * CLOCKS_PER_SEC / 1000;  // 更新 tick
    if (clock() > oldclock)          // 如果已经超时,无需延时
        oldclock = clock();
    else
        while (clock() < oldclock)      // 延时
            Sleep(1);            // 释放 CPU 控制权,降低 CPU 占用率,精度 10~16ms
          //      Sleep(0);            // 更高精度、更高 CPU 占用率,精度 1ms
}

 END


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``` <!DOCTYPE html> <html> <head> <title></title> </head> <style> * { padding: 0; margin: 0; } html, body { height: 100%; padding: 0; margin: 0; background: #000; } canvas { position: absolute; width: 100%; height: 100%; } .aa { position: fixed; left: 50%; bottom: 10px; color: #ccc; } </style> <body> <canvas id="pinkboard"></canvas> <script> /* * Settings */ var settings = { particles: { length: 500, // maximum amount of particles duration: 2, // particle duration in sec velocity: 100, // particle velocity in pixels/sec effect: -0.75, // play with this for a nice effect size: 30 // particle size in pixels } }; /* * RequestAnimationFrame polyfill by Erik M?ller */ (function () { var b = 0; var c = ["ms", "moz", "webkit", "o"]; for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) { window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"]; window.cancelAnimationFrame = window[c[a] + "CancelAnimationFrame"] || window[c[a] + "CancelRequestAnimationFrame"]; } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function (h, e) { var d = new Date().getTime(); var f = Math.max(0, 16 - (d - b)); var g = window.setTimeout(function () { h(d + f); }, f); b = d + f; return g; }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function (d) { clearTimeout(d); }; } })(); /* * Point class */ var Point = (function () { function Point(x, y) { this.x = typeof x !== "undefined" ? x : 0; this.y = typeof y !== "undefined" ? y : 0; } Point.prototype.clone = function () { return new Point(this.x, this.y); }; Point.prototype.length = function (length) { if (typeof length == "undefined") return Math.sqrt(this.x * this.x + this.y * this.y); this.normalize(); this.x *= length; this.y *= length; return this; }; Point.prototype.normalize = function () { var length = this.length(); this.x /= length; this.y /= length; return this; }; return Point; })(); /* * Particle class */ var Particle = (function () { function Particle() { this.position = new Point(); this.velocity = new Point(); this.acceleration = new Point(); this.age = 0; } Particle.prototype.initialize = function (x, y, dx, dy) { this.position.x = x; this.position.y = y; this.velocity.x = dx; this.velocity.y = dy; this.acceleration.x = dx * settings.particles.effect; this.acceleration.y = dy * settings.particles.effect; this.age = 0; }; Particle.prototype.update = function (deltaTime) { this.position.x += this.velocity.x * deltaTime; this.position.y += this.velocity.y * deltaTime; this.velocity.x += this.acceleration.x * deltaTime; this.velocity.y += this.acceleration.y * deltaTime; this.age += deltaTime; }; Particle.prototype.draw = function (context, image) { function ease(t) { return --t * t * t + 1; } var size = image.width * ease(this.age / settings.particles.duration); context.globalAlpha = 1 - this.age / settings.particles.duration; context.drawImage( image, this.position.x - size / 2, this.position.y - size / 2, size, size ); }; return Particle; })(); /* * ParticlePool class */ var ParticlePool = (function () { var particles, firstActive = 0, firstFree = 0, duration = settings.particles.duration; function ParticlePool(length) { // create and populate particle pool particles = new Array(length); for (var i = 0; i < particles.length; i++) particles[i] = new Particle(); } ParticlePool.prototype.add = function (x, y, dx, dy) { particles[firstFree].initialize(x, y, dx, dy); // handle circular queue firstFree++; if (firstFree == particles.length) firstFree = 0; if (firstActive == firstFree) firstActive++; if (firstActive == particles.length) firstActive = 0; }; ParticlePool.prototype.update = function (deltaTime) { var i; // update active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].update(deltaTime); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles[i].update(deltaTime); } // remove inactive particles while ( particles[firstActive].age >= duration && firstActive != firstFree ) { firstActive++; if (firstActive == particles.length) firstActive = 0; } }; ParticlePool.prototype.draw = function (context, image) { // draw active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].draw(context, image); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].draw(context, image); for (i = 0; i < firstFree; i++) particles[i].draw(context, image); } }; return ParticlePool; })(); /* * Putting it all together */ (function (canvas) { var context = canvas.getContext("2d"), particles = new ParticlePool(settings.particles.length), particleRate = settings.particles.length / settings.particles.duration, // particles/sec time; // get point on heart with -PI <= t <= PI function pointOnHeart(t) { return new Point( 160 * Math.pow(Math.sin(t), 3), 130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25 ); } // creating the particle image using a dummy canvas var image = (function () { var canvas = document.createElement("canvas"), context = canvas.getContext("2d"); canvas.width = settings.particles.size; canvas.height = settings.particles.size; // helper function to create the path function to(t) { var point = pointOnHeart(t); point.x = settings.particles.size / 2 + (point.x * settings.particles.size) / 350; point.y = settings.particles.size / 2 - (point.y * settings.particles.size) / 350; return point; } // create the path context.beginPath(); var t = -Math.PI; var point = to(t); context.moveTo(point.x, point.y); while (t < Math.PI) { t += 0.01; // baby steps! point = to(t); context.lineTo(point.x, point.y); } context.closePath(); // create the fill context.fillStyle = "#ea80b0"; context.fill(); // create the image var image = new Image(); image.src = canvas.toDataURL(); return image; })(); // render that thing! function render() { // next animation frame requestAnimationFrame(render); // update time var newTime = new Date().getTime() / 1000, deltaTime = newTime - (time || newTime); time = newTime; // clear canvas context.clearRect(0, 0, canvas.width, canvas.height); // create new particles var amount = particleRate * deltaTime; for (var i = 0; i < amount; i++) { var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random()); var dir = pos.clone().length(settings.particles.velocity); particles.add( canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y ); } // update and draw particles particles.update(deltaTime); particles.draw(context, image); } // handle (re-)sizing of the canvas function onResize() { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; } window.onresize = onResize; // delay rendering bootstrap setTimeout(function () { onResize(); render(); }, 10); })(document.getElementById("pinkboard")); </script> </body> </html> ``` ![示例图片](https://devbit-static.oss-cn-beijing.aliyuncs.com/devbit-static/img/heart.png)
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