源码:
链接:https://pan.baidu.com/s/1U7drPya3PbGI_bJl9yadfw?pwd=k0ic
提取码:k0ic
前言:
游戏主体框架参考于【程序员Rock】天天酷跑,代码稍有改动。游戏部分灵感来源【C语言】大一学生在b站学习写了个郝哥逃出生天,游戏素材取自狗子偷嘎事件。
嘎子偷狗:类似于天天酷跑的游戏,玩家通过躲避障碍物,获得积分,最后取得游戏胜利。
操作方法:w(跳跃),s(下蹲)
效果具体展示:点击跳转
游戏素材:
项目总览:
1.开发语言:C语言加上一点点C++的函数
2.IDE:VS2022(点击跳转到配置环境教程)
3.开发用时:5天左右
一、项目开发日志
/*
嘎子偷狗开发日志
2023.6.12
1.创建项目
2.导入素材
实际的开发流程
对于初学者来说,从游戏用户界面入手
游戏基于“EasyX”图形库开发
2023.6.14
1.创建游戏窗口
2.设计游戏背景
1)三重背景不同速度移动
2)循环滚动的实现
3.实现游戏背景
1)加载背景资源
2)渲染(坐标:图片左上角相对窗口左上角的位置)
遇到问题:背景图片的png格式遇到黑色
解决方式:面向复制黏贴编程,面向百度编程,引入头文件与源文件tools
2023.6.15
1.实现玩家的奔跑
2.实现玩家的跳跃
3.优化帧等待
4.实现小乌龟随机出现
5.结构体封装
2023.6.16
1.实现柱子障碍物
2.实现碰撞检测
3.血条,用easyX画图
2023.6.17
1.PS完善游戏人物,障碍物外观
2.修改BUG
3.优化参数
*/
/*
构思:
加入难度系统,不同难度速度与障碍物刷新率不同
尝试加入二段跳
血条美化 √
碰撞音效美化,不同障碍物音效不同
跳跃音效不同,跳过障碍物也有音效
游戏结束改变背景音乐和胜利菜单
完善ui与菜单逻辑
增加死亡动画
关卡,金币
*/
二、引入库与宏编译
#define _CRT_SECURE_NO_WARNINGS
#include<stdio.h>
#include<graphics.h> //EasyX图形化界面
#include<conio.h> //判断按键输入
#include"tools.h" //写好的一些开源函数
#include<vector> //C++容器
#define WIN_WIDTH 1012
#define WIN_HEIGHT 416
#define OBSTACLE_COUNT 10
#define WIN_SCORE 300 //胜利条件
三、全局变量与结构体的定义
using namespace std; //声明命名空间
IMAGE imgBgs[3]; //背景图片数组
int bgX[3]; //背景图片的初始x坐标
int bgSpeed[3] = { 2, 5, 10 }; //背景移动速度
IMAGE imgPlayers[12]; //角色奔跑的素材数组
int playerX; //角色的x坐标
int playerY; //角色的y坐标
int playerIndex; //角色奔跑的图片帧序号
bool playerJump; //判断玩家跳跃
int jumpHeightMax; //角色最大跳跃高度
int playerJumpOff; //仿重力跳跃初速度
int update; //表示是否马上需要刷新画面
int playerBlood; //玩家血量
IMAGE imgBlood; //血量爱心图片
IMAGE imgbloodEmp; //空血量爱心图片
int score; //玩家得分
IMAGE imgSZP; //"总分"图片
IMAGE imgPlayerDown[2]; //角色下蹲图片数组
bool playerDown; //表示玩家是否处于下蹲状态
IMAGE imgSZ[10]; //数字图片数组
//它用于声明一组命名的常数,当一个变量有几种可能的取值时,可以将它定义为枚举类型,本质上是整数
//typedef enum则是用来定义一个数据类型,那么该类型的变量值只能在enum定义的范围内取
typedef enum {
DOG, //狗子 0
ERDOG, //二哈 1
HOOK1,
HOOK2,
HOOK3,
HOOK4,
OBSTACLE_TYPE_COUNT //边界,判断有几种枚举值 6
} obstacle_type;
vector<vector<IMAGE>>obstacleImgs; //存放所有障碍物的各个图片
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; //障碍物的速度
int power; //障碍物的杀伤力
int grade; //通过后得分
bool exist; //是否在窗口
bool hited; //表示是否已经发生碰撞
bool passed; //表示是否已经被通过
}obstacle_t;
//要在结构体后面声明
obstacle_t obstacles[OBSTACLE_COUNT]; //障碍物池
int lastObsIndex; //上一个障碍物类型
四、主函数中的内容
int main(void)
{
init();
loadimage(0, "imgs/background/startbg.jpg");
system("pause");
int timer = 0;
while (1)
{
keyEvent();
//getDelay工具函数,返回距离上一次调用间隔的时间(ms),第一次调用时返回为0
timer += getDelay();
//到达一定数值才刷新画面,相当于减速
if (timer > 20)
{
timer = 0;
update = true;
}
if (update)
{
update = false;
//解决屏幕闪烁问题
//这个函数用于开始批量绘图。
//执行后,任何绘图操作都将暂时不输出到绘图窗口上。
BeginBatchDraw();
updateBg();
updatePlayer();
updateEnemy();
updateBloodBar();
updateScore();
//直到执行 FlushBatchDraw 或 EndBatchDraw 才将之前的绘图输出。
EndBatchDraw();
checkOver();
checkScore();
checkWin();
run();
}
}
system("pause");
return 0;
}
五、逐个自定义函数拆解分析
1.游戏初始化init()函数
void init()
{
//创建游戏窗口 命令行窗口
initgraph(WIN_WIDTH, WIN_HEIGHT);
char name[64]; //多字符数组,用于把图片地址以字符串形式写入,再方便读取
//加载背景资源
for (int i = 0; i < 3; i++)
{
//"imgs/bg001.png" "imgs/bg002.png" "imgs/bg003.png"
//sprintf 主要功能是把格式化的数据写入某个字符串中,即发送格式化输出到 string 所指向的字符串
//运行C4996错误,将项目属性 -> C/C++ -> sdl检查调为否
sprintf(name, "imgs/background/bg%03d.png", i + 1);
//使用多字节字符集
//报错 -> 项目属性 -> 配置属性 -> 高级 -> 使用多字节字符集
loadimage(&imgBgs[i], name);
bgX[i] = 0;
}
//加载Player奔跑的图片帧素材
for (int i = 0; i < 12; i++)
{
//"imgs/chracter/player1.png" ... "imgs/chracter/player12.png"
sprintf(name, "imgs/character/player%d.png", i + 1);
loadimage(&imgPlayers[i], name);
}
//设置玩家的初始位置
playerX = WIN_WIDTH * 0.5 - imgPlayers[0].getwidth() * 0.5;
playerY = 390 - imgPlayers[0].getheight();
playerIndex = 0;
playerJump = false;
jumpHeightMax = 396 - imgPlayers[0].getheight() - 160;
playerJumpOff = -10;
update = true;
//加载狗子素材
IMAGE imgDog;
// 对图片等比例放缩
loadimage(&imgDog, "imgs/obstacle/dog.png", 70, 88, true);
vector<IMAGE> imgDogArray;
imgDogArray.push_back(imgDog); //在数组的尾部添加
obstacleImgs.push_back(imgDogArray); //存入容器
//加载二哈素材
IMAGE imgerDog;
vector<IMAGE> imgerDogArray;
for (int i = 0; i < 10; i++)
{
sprintf(name, "imgs/obstacle/p%d.png", i + 1);
loadimage(&imgerDog, name, 110, 100);
imgerDogArray.push_back(imgerDog);
}
obstacleImgs.push_back(imgerDogArray);
//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(&imgPlayerDown[0], "imgs/character/p1.png");
loadimage(&imgPlayerDown[1], "imgs/character/p2.png");
playerDown = false;
//加载柱子素材
IMAGE imgH;
//vector<IMAGE>imgPillarArray;错的
for (int i = 0; i < 4; i++)
{
//放在外面会导致柱子图片按帧动,就是二维数组按列储存了,在里面是按行
vector<IMAGE> imgHookArray;
sprintf(name, "imgs/obstacle/h%d.png", i + 1);
loadimage(&imgH, name, 80, 260, true);
imgHookArray.push_back(imgH);
obstacleImgs.push_back(imgHookArray);
}
//玩家血量
playerBlood = 100;
loadimage(&imgBlood, "imgs/blood.png", 20, 20, true);
loadimage(&imgbloodEmp, "imgs/bloodEmp.png", 20, 20, true);
//预加载音效
preLoadSound("imgs/hit.mp3");
//preLoadSound("imgs/jump.mp3"); //不好听,还没找到合适的
mciSendString("play imgs/bg.mp3 repeat", 0, 0, 0);
lastObsIndex = -1; //上一个障碍物类型
score = 0;
//加载数字图片
for (int i = 0; i < 10; i++)
{
sprintf(name, "imgs/sz/%d.png", i);
loadimage(&imgSZ[i], name, 25, 30, true);
}
//加载“总分”图片
sprintf(name, "imgs/sz/p.png");
loadimage(&imgSZP, name);
}
2.创造障碍物createObstacle()函数
void createObstacle()
{
int i;
//找一个没有用过的
for (i = 0; i < OBSTACLE_COUNT; i++)
{
if (obstacles[i].exist == false)
{
break;
}
}
//没找到
if (i >= OBSTACLE_COUNT)
{
return;
}
obstacles[i].exist = true;
obstacles[i].hited = false;
obstacles[i].imgIndex = 0;
//优化柱子出现频率,使柱子自为一类
obstacles[i].type = (obstacle_type)(rand() % 3);
//优化必死障碍:二哈+柱子
if (lastObsIndex >= 0 &&
obstacles[lastObsIndex].type >= HOOK1 &&
obstacles[lastObsIndex].type <= HOOK4 &&
obstacles[i].type == ERDOG &&
obstacles[lastObsIndex].x > (WIN_WIDTH - 500))
{
lastObsIndex = i;
}
if (obstacles[i].type == HOOK1)
{
obstacles[i].type += rand() % 4; // 0..3
}
obstacles[i].x = WIN_WIDTH;
obstacles[i].y = 390 - obstacleImgs[obstacles[i].type][0].getheight();
if (obstacles[i].type == DOG)
{
obstacles[i].speed = 0;
obstacles[i].power = 10;
obstacles[i].grade = 5;
}
else if (obstacles[i].type == ERDOG)
{
obstacles[i].speed = 2;
obstacles[i].power = 20;
obstacles[i].grade = 18;
}
else if (obstacles[i].type >= HOOK1 && obstacles[i].type <= HOOK4)
{
obstacles[i].speed = 0;
obstacles[i].power = 10;
obstacles[i].y = 0;
obstacles[i].grade = 6;
}
obstacles[i].passed = false;
}
3.碰撞检测checkHit()函数
void checkHit()
{
for (int i = 0; i < OBSTACLE_COUNT; i++)
{
if (obstacles[i].exist && obstacles[i].hited == false)
{
//图片左上和右下坐标
int a1x, a1y, a2x, a2y;
//模糊碰撞,偏移量
int off = 30;
//非下蹲
if (!playerDown)
{
a1x = playerX + off;
a1y = playerY ;
a2x = playerX + imgPlayers[playerIndex].getwidth() - off;
a2y = playerY + imgPlayers[playerIndex].getheight() - off;
}
//下蹲
else
{
a1x = playerX + off;
a1y = 375 - imgPlayerDown[playerIndex].getheight();
a2x = playerX + imgPlayerDown[playerIndex].getwidth() - off;
a2y = 375;
}
//障碍物
IMAGE img = obstacleImgs[obstacles[i].type][obstacles[i].imgIndex];
int b1x = obstacles[i].x + off;
int b1y = obstacles[i].y + off;
int b2x = obstacles[i].x + img.getwidth() - off;
int b2y = obstacles[i].y + img.getheight();
//工具函数,判断矩形相交
if (rectIntersect(a1x, a1y, a2x, a2y, b1x, b1y, b2x, b2y))
{
playerBlood -= obstacles[i].power;
//音效工具
playSound("imgs/hit.mp3");
obstacles[i].hited = true;
}
}
}
}
4.游戏不断更新图片run()函数
void run()
{
//背景
for (int i = 0; i < 3; i++)
{
bgX[i] -= bgSpeed[i];
if (bgX[i] < -WIN_WIDTH)
{
bgX[i] = 0;
}
}
//角色跳跃
if (playerJump)
{
//playSound("imgs/jump.mp3");
playerIndex = 0;
if (playerY < jumpHeightMax)
{
playerJumpOff = 10;
}
playerY += playerJumpOff;
if (playerY > 386 - imgPlayers[0].getheight())
{
playerJump = false;
playerJumpOff = -10; //回归初始态
}
}
else if (playerDown)
{
static int count = 0;
int delays[2] = { 1, 18 };
count++;
if (count >= delays[playerIndex])
{
count = 0;
playerIndex++;
if (playerIndex >= 2)
{
playerIndex = 0;
playerDown = false;
}
}
}
else
{ //不跳不蹲才奔跑
playerIndex = (playerIndex + 1) % 12;
}
//静态变量,函数调用完之后不会被销毁,下次调用值不变
static int frameCount = 0;
//生成障碍物频率
static int enemyFre = 100;
frameCount++;
if (frameCount > enemyFre)
{
frameCount = 0;
enemyFre = 20 + rand() % 50;
createObstacle();
}
//更新所有障碍物的坐标
for (int i = 0; i < OBSTACLE_COUNT; i++)
{
if (obstacles[i].exist)
{
obstacles[i].x -= obstacles[i].speed + bgSpeed[2];
if (obstacles[i].x < -obstacleImgs[obstacles[i].type][0].getwidth() * 2)
{
obstacles[i].exist = false;
}
int len = obstacleImgs[obstacles[i].type].size();
obstacles[i].imgIndex = (obstacles[i].imgIndex + 1) % len;
}
}
//碰撞检测
checkHit();
}
5.渲染“游戏背景”updateBg()函数
void updateBg()
{
putimagePNG2(bgX[0], 0, &imgBgs[0]);
putimagePNG2(bgX[1], 139, &imgBgs[1]);
putimagePNG2(bgX[2], 20, &imgBgs[2]);
}
6.角色跳跃jump()函数
void jump()
{
playerDown = false; //使下蹲过程可以立即跳跃
playerJump = true;
update = true;
}
7.角色下蹲down()函数
void down()
{ //不能跳跃过程立即下蹲,角色坐标还没有恢复
playerDown = true;
playerIndex = 0;
update = true;
}
8.处理用户按键的输入keyEvent()函数
void keyEvent()
{
//scanf会阻塞程序的执行
char ch;
if (kbhit()) //如果有按键按下,_kbhit()返回 true
{
ch = getch(); //_getch()不需要按下回车即可直接读取
if (ch == 'w')
{
jump();
}
else if (ch == 's')
{
down();
}
}
}
9.渲染“障碍物”updateEnemy()函数
void updateEnemy()
{
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]);
}
}
}
10.渲染“角色”updatePlayer()函数
void updatePlayer()
{
if (!playerDown)
{
putimagePNG2(playerX, playerY, &imgPlayers[playerIndex]);
}
else
{
int y = 416 - imgPlayerDown[playerIndex].getheight();
putimagePNG2(playerX, y, &imgPlayerDown[playerIndex]);
}
}
11.渲染“血条”updateBloodBar()函数
void updateBloodBar()
{
//位置,长宽,边框,覆盖,填充,比例
int i;
for (i = 0; i < (playerBlood / 10); i++) {
//打印血条
putimagePNG(20 + i * imgBlood.getwidth(), 10, &imgBlood);
}
for (; i < 10; i++) {
//打印空血条
putimagePNG(20 + i * imgbloodEmp.getwidth(), 10, &imgbloodEmp);
}
}
12.检查游戏是否结束checkOver()函数
void checkOver()
{
if (playerBlood <= 0)
{
loadimage(0, "imgs/background/lose.jpg");
mciSendString("stop imgs/bg.mp3", 0, 0, 0);
//刷新屏幕
FlushBatchDraw();
system("pause");
//暂停,或者直接开始下一局
init();
}
}
13.检查得分checkScore()函数
void checkScore()
{
for (int i = 0; i < OBSTACLE_COUNT; i++)
{
if (obstacles[i].exist &&
obstacles[i].passed == false && obstacles[i].hited == false &&
obstacles[i].x + obstacleImgs[obstacles[i].type][0].getwidth() < playerX)
{
score += obstacles[i].grade;
obstacles[i].passed = true;
}
}
}
14.更新分数updateScore()函数
void updateScore()
{
//将得分改为字符串,更为方便 50 => "50" '5' '5'-'0' == 5
char str[8];
sprintf(str, "%d", score);
putimagePNG(850, 15, &imgSZP);
int x = 920;
int y = 15;
for (int i = 0; str[i]; i++)
{
int sz = str[i] - '0';
putimagePNG(x, y, &imgSZ[sz]);
x += imgSZ[sz].getwidth() + 5;
}
}
15.检查胜利checkWin()函数
void checkWin()
{
if (score >= WIN_SCORE)
{
loadimage(0, "imgs/background/win.jpg");
mciSendString("play imgs/win.mp3", 0, 0, 0);
FlushBatchDraw();
Sleep(1000);
FlushBatchDraw();
system("pause");
init();
/*playerBlood = 100;
score = 0;
mciSendString("play imgs/bg.mp3 repeat", 0, 0, 0);*/
}
}
六、辅助项工具函数代码
1.源文件tools.cpp
#include <stdio.h>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>//播放音乐
#pragma comment(lib, "winmm.lib")
int getDelay() {
static unsigned long long lastTime = 0;
unsigned long long currentTime = GetTickCount();
if (lastTime == 0) {
lastTime = currentTime;
return 0;
}
else {
int ret = currentTime - lastTime;
lastTime = currentTime;
return ret;
}
}
// 载入PNG图并去透明部分
void putimagePNG(int picture_x, int picture_y, IMAGE* picture) //x为载入图片的X坐标,y为Y坐标
{
DWORD* dst = GetImageBuffer(); // GetImageBuffer()函数,用于获取绘图设备的显存指针,EASYX自带
DWORD* draw = GetImageBuffer();
DWORD* src = GetImageBuffer(picture); //获取picture的显存指针
int picture_width = picture->getwidth(); //获取picture的宽度,EASYX自带
int picture_height = picture->getheight(); //获取picture的高度,EASYX自带
int graphWidth = getwidth(); //获取绘图区的宽度,EASYX自带
int graphHeight = getheight(); //获取绘图区的高度,EASYX自带
int dstX = 0; //在显存里像素的角标
// 实现透明贴图 公式: Cp=αp*FP+(1-αp)*BP , 贝叶斯定理来进行点颜色的概率计算
for (int iy = 0; iy < picture_height; iy++)
{
for (int ix = 0; ix < picture_width; ix++)
{
int srcX = ix + iy * picture_width; //在显存里像素的角标
int sa = ((src[srcX] & 0xff000000) >> 24); //0xAArrggbb;AA是透明度
int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的R
int sg = ((src[srcX] & 0xff00) >> 8); //G
int sb = src[srcX] & 0xff; //B
if (ix >= 0 && ix <= graphWidth && iy >= 0 && iy <= graphHeight && dstX <= graphWidth * graphHeight)
{
dstX = (ix + picture_x) + (iy + picture_y) * graphWidth; //在显存里像素的角标
int dr = ((dst[dstX] & 0xff0000) >> 16);
int dg = ((dst[dstX] & 0xff00) >> 8);
int db = dst[dstX] & 0xff;
draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) << 16) //公式: Cp=αp*FP+(1-αp)*BP ; αp=sa/255 , FP=sr , BP=dr
| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) //αp=sa/255 , FP=sg , BP=dg
| (sb * sa / 255 + db * (255 - sa) / 255); //αp=sa/255 , FP=sb , BP=db
}
}
}
}
// 适用于 y <0 以及x<0的任何情况
void putimagePNG2(int x, int y, IMAGE* picture) {
IMAGE imgTmp;
if (y < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, 0, -y,
picture->getwidth(), picture->getheight() + y);
SetWorkingImage();
y = 0;
picture = &imgTmp;
}
if (x < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());
SetWorkingImage();
x = 0;
picture = &imgTmp;
}
putimagePNG(x, y, picture);
}
// 适用于 y <0 以及y>0的任何情况
void putimagePNG2(int x, int y, int winWidth, IMAGE* picture) {
IMAGE imgTmp;
if (y < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, 0, -y,
picture->getwidth(), picture->getheight() + y);
SetWorkingImage();
y = 0;
picture = &imgTmp;
}
if (x < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());
SetWorkingImage();
x = 0;
picture = &imgTmp;
}
else if (x >= winWidth) {
return;
}
else if (x > winWidth-picture->getwidth()) {
SetWorkingImage(picture);
getimage(&imgTmp, 0, 0, winWidth - x, picture->getheight());
SetWorkingImage();
picture = &imgTmp;
}
putimagePNG(x, y, picture);
}
//设A[x01,y01,x02,y02] B[x11,y11,x12,y12].
bool rectIntersect(int x01, int y01, int x02, int y02,
int x11, int y11, int x12, int y12)
{
int zx = abs(x01 + x02 - x11 - x12);
int x = abs(x01 - x02) + abs(x11 - x12);
int zy = abs(y01 + y02 - y11 - y12);
int y = abs(y01 - y02) + abs(y11 - y12);
return (zx <= x && zy <= y);
}
void preLoadSound(const char* name) {
char cmd[512];
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);
mciSendString(cmd, 0, 0, 0);
}
void playSound(const char* name) {
static int index = 1;
char cmd[512];
if (index == 1) {
sprintf_s(cmd, sizeof(cmd), "play %s-1", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "close %s-2", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);
mciSendString(cmd, 0, 0, 0);
index++;
}
else if (index == 2) {
sprintf_s(cmd, sizeof(cmd), "play %s-2", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "close %s-1", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);
mciSendString(cmd, 0, 0, 0);
index = 1;
}
}
void drawBloodBar(int x, int y, int width, int height, int lineWidth, int boardColor, int emptyColor, int fillColor, float percent) {
LINESTYLE lineStyle;
getlinestyle(&lineStyle);
int lineColor = getlinecolor();
int fileColor = getfillcolor();
if (percent < 0) {
percent = 0;
}
setlinecolor(BLUE);
setlinestyle(PS_SOLID | PS_ENDCAP_ROUND, lineWidth);
setfillcolor(emptyColor);
fillrectangle(x, y, x + width, y + height);
setlinestyle(PS_SOLID | PS_ENDCAP_FLAT, 0);
setfillcolor(fillColor);
setlinecolor(fillColor);
if (percent > 0) {
fillrectangle(x + 0.5 * lineWidth, y + lineWidth * 0.5, x + width * percent, y + height - 0.5 * lineWidth);
}
setlinecolor(lineColor);
setfillcolor(fillColor);
setlinestyle(&lineStyle);
}
2.头文件tools.h
#pragma once
#include <graphics.h>
//返回距离上一次调用间隔的时间(单位:ms),第一次调用时返回0
int getDelay();
void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
// 适用于 y <0 以及y>0的任何情况
void putimagePNG2(int x, int y, IMAGE* picture);
void putimagePNG2(int x, int y, int winWidth, IMAGE* picture);
// 判断两个矩形是否相交
bool rectIntersect(int a1X, int a1Y, int a2X, int a2Y,
int b1X, int b1Y, int b2X, int b2Y);
void preLoadSound(const char* name);
void playSound(const char* name);
void drawBloodBar(int x, int y, int width, int height, int lineWidth, int boardColor, int emptyColor, int fillColor, float percent);
结束语:
游戏是通过VS2022编写的,中间有些对项目的设置比如:字符集数组等,需要手动设置,在代码的注释中都有注释。解压包里分别有debug版的,还有不需要环境直接软件安装的realse版的,如果运行代码过程中出现的问题,可以私信,尽量帮忙解决。