满天星顺序表实现C++

star.h

#ifndef _STAR_H__
#define _STAR_H__

#define MAX_STAR 100
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define MAX_STEP 5
#define MAX_RADIUS 3
#define BOTTOM_MARGIN 100
//星星状态
enum STATUS {
	STOP = 0,
	UP,
	DOWN,
	LEFT,
	RIGHT,
	RANDOM,
	ALL_STATUS
};
struct STAR {
	int x; //星星的 x 坐标
	int y; //星星的 y 坐标
	enum STATUS stat; //状态
	unsigned radius; //星星的半径
	int step; //每次跳跃的间隔
	int color; //星星的颜色
};

typedef struct {
	struct STAR* elems;		//顺序表的基地址
	int size;		//顺序表的总空间大小
	int length;		//顺序表的长度
}SqList;
//顺序表的接口
bool initList(SqList& list);
void listPrint(SqList& list);
bool listAppend(SqList& list, struct STAR e);
bool listDelete(SqList& list, int i);
void destroyList(SqList& list);
#endif _STAR_H__

star.cpp

#include <graphics.h>
#include <conio.h>
#include <stdlib.h>
#include <stdio.h>
#include <string>
#include "star.h"

using namespace std;

//struct STAR star[MAX_STAR];


//bool isQuit() {
//	for (int i = 0; i < MAX_STAR; i++) {
//		if (star[i].x > 0 && star[i].x < SCREEN_WIDTH && star[i].y>0 &&
//			star[i].y < SCREEN_HEIGHT) {
//			return false;
//		}
//	}
//	return true;
//}
void MoveStar(SqList &L, int i) {
	if (L.elems[i].stat == STOP) return;
	//擦除原来的星星
	setfillcolor(BLACK);
	solidcircle(L.elems[i].x, L.elems[i].y, L.elems[i].radius);
	if (L.elems[i].stat == DOWN) {
		L.elems[i].y = L.elems[i].y + L.elems[i].step;
		if(L.elems[i].y>SCREEN_HEIGHT) listDelete(L, i);
	}
	else if (L.elems[i].stat == UP) {
		L.elems[i].y -= L.elems[i].step;
		if(L.elems[i].y<0) listDelete(L,i);
	}
	else if (L.elems[i].stat == LEFT) {
		L.elems[i].x -= L.elems[i].step;
		if(L.elems[i].x<0) listDelete(L, i);
	}
	else if (L.elems[i].stat == RIGHT) {
		L.elems[i].x += L.elems[i].step;
		if(L.elems[i].x>SCREEN_WIDTH) L.elems[i].step;
	}
	setfillcolor(L.elems[i].color);
	solidcircle(L.elems[i].x, L.elems[i].y, L.elems[i].radius);
}
/************************************
* 功能:初始化星星
* 输入参数:
* i - 星星在全局数组中的下标
* 返回值:无
************************************/
void initStar(struct STAR &_star) {
	int rgb = 0;
	
	//rand() 得到随机数范围 0 - 32767 RAND_MAX
	_star.x = rand() % SCREEN_WIDTH; // x 范围 0 -639
	_star.y = rand() % (SCREEN_HEIGHT - BOTTOM_MARGIN);// y 范围 0 - 379
	_star.stat = UP;
	_star.radius = 1 + rand() % MAX_RADIUS; //半径控制 1 - 3
	_star.step = rand() % MAX_STEP + 1; //步长 1 - 5
	rgb = 255 * _star.step / MAX_STEP; // 0 - 255
	_star.color = RGB(rgb, rgb, rgb);
}
int main() {
	SqList starList;
	struct STAR star;
	//初始化保存星星状态的顺序表
	initList(starList);
	bool quit = false;
	initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);
	for (int i = 0; i < MAX_STAR; i++) {
		initStar(star);
		listAppend(starList, star);
	}
	for (int i = 0; i < starList.length; i++) {
		setfillcolor(starList.elems[i].color);
		solidcircle(starList.elems[i].x, starList.elems[i].y, starList.elems[i].radius);
	}
	//IMAGE tortoise;//王八图片
	//loadimage(&tortoise, "tortoise.jpg", 30, 30, false);
	//putimage(SCREEN_WIDTH * 4 / 10 - 30, SCREEN_HEIGHT - 30, &tortoise);
	//putimage(SCREEN_WIDTH * 6 / 10, SCREEN_HEIGHT - 30, &tortoise);
	while (quit == false) {
		for (int i = 0; i < starList.length; i++) {
			MoveStar(starList,i);
		}
		/*if (isQuit()) {
			quit = true;
		}*/
		if (starList.length == 0) {
			quit = true;
		}
		Sleep(50);
	}
	system("pause");
	closegraph();
	return 0;
}

starSqList.cpp

#include "star.h"
#include <iostream>

using namespace std;

bool initList(SqList& list) {	//构造一个空的顺序表
	list.elems = new struct STAR[MAX_STAR];	//为顺序表分配MAX_SIZE个int元素的空间
	if (!list.elems) return false;
	list.length = 0;
	list.size = MAX_STAR;
	return true;
}

void listPrint(SqList& list) {
	cout << "顺序表的存储空间size:" << list.size
		<< ",已保存元素个数length:" << list.length << endl;
	for (int i = 0; i <= list.length - 1; i++) {
		cout << "第" << i + 1 << "颗星星:x=" << list.elems[i].x << ",y=" << list.elems[i].y;
	}
	cout << endl;
}

bool listAppend(SqList& list, struct STAR e) {
	if (list.length == list.size) return false;
	list.elems[list.length] = e;
	list.length++;
	return true;
}

//bool listInsert(SqList& list, int i, int e) {
//	if (i < 0 || i >= list.length) return false;
//	if (list.length == list.size)return false;
//	for (int j = list.length - 1; j >= i; j--) {
//		list.elems[j + 1] = list.elems[j];//从最后一个元素开始往后移,直到下标为i元素后移
//	}
//	list.elems[i] = e;//将新元素e放入第i的位置
//	list.length++;//表长+1
//	return true;
//}

bool listDelete(SqList& list, int i) {
	if (i < 0 || i >= list.length) return false;
	if (i == list.length - 1) {//边界值,删除最后一个元素
		list.length--;
		return true;
	}
	for (int j = i; j < list.length - 1; j++) {
		list.elems[i] = list.elems[j + 1];//删除位置的后续元素依次往前移
	}
	list.length--;
	return true;
}

void destroyList(SqList& list) {
	if (list.elems) delete[] list.elems;
	list.length = 0;
	list.size = 0;
}

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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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