游戏索引
游戏名称:植物大战僵尸
游戏介绍:
本游戏是在B站博主<程序员Rock>的视频指导下完成
想学的更详细的小伙伴可以移步到<程序员Rock>视频
语言项目:完整版植物大战僵尸!可能是B站最好的植物大战僵尸教程了!零基础手把手游戏开发
游戏效果展示:
植物大战僵尸
游戏模块:
<1>实现最开始的游戏场景
<2>实现游戏顶部的工具栏
<3>实现工具栏的植物卡牌
<4>植物卡牌的选择与拖动
<5>植物的种植
<6>植物的摇摆
<7>制作启动菜单
<10>创建随机阳光
<11>收集阳光显示阳光值
<12>创建僵尸<13>子弹对僵尸的碰撞
<14>僵尸对植物的碰撞
<15>场景巡场
<16>状态栏下滑
<17>游戏输赢的判断
目录
游戏索引
游戏名称:植物大战僵尸
游戏介绍:
游戏效果展示:
游戏模块:
写代码前的准备工作
搭建项目环境easyx:
导入游戏素材 :
修改项目属性:
导入我们的辅助项目:
vector2.h
vector2.cpp
tools.h
tools.cpp
导入操作:
项目所需头文件以及结构体的定义:
游戏页面的实现:
游戏的背景初始化:
判断读取文件是否存在:
将图片显示在窗口上:
游戏场景动作的实现:
游戏中的阳光操作:
<1>创建阳光>:
<2>实现阳光旋转动作>:
<3>实现阳光收集操作>:
游戏中的僵尸操作:
<1>创建僵尸>:
<2>实现僵尸的动作:
游戏中的豌豆子弹操作:
<1>创建豌豆子弹>:
<2>实现豌豆子弹的动作>:
游戏中植物与僵尸碰撞的实现:
<1>豌豆子弹与僵尸的碰撞检测实现>:
<2>僵尸与植物的碰撞检测实现>:
游戏场景巡场的实现:
游戏中状态栏下滑实现 :
游戏输赢的判断:
用户的鼠标操作:
main主菜单:
代码的整体实现:
素材已上传至百度网盘:
百度网盘 请输入提取码
提取码:ABCD
写代码前的准备工作
搭建项目环境easyx:
要想在我们的窗口实现图片交互
应该给编译器安装 easyx 图形库
这边我用图片展示详细的安装操作
(1)我们先在网页找到官网
(2)然后点击下载
(3)将 easyx 安装到目标编译器
(4)出现安装成功就代表可以使用了
接下来我们就可以写放心写代码啦!!!
导入游戏素材 :
在当前项目的目录下创建文件夹,并把解压好的文件拷贝进去
修改项目属性:
<1>点击项目找到项目属性
<2>将字符集改成多字符集
这里图片操作的时候需要
<3>将编译器对SDL的检查关掉
这里检查文件是否存在的时候需要
导入我们的辅助项目:
vector2.h
#pragma once //头文件要求 #include <cmath> struct vector2 { vector2(int _x=0, int _y=0) :x(_x), y(_y) {} vector2(int* data) :x(data[0]), y(data[1]){} long long x, y; }; //加法 vector2 operator +(vector2 x, vector2 y); //减法 vector2 operator -(vector2 x, vector2 y); // 乘法 vector2 operator *(vector2 x, vector2 y); vector2 operator *(vector2, float); vector2 operator *(float, vector2); //叉积 long long cross(vector2 x, vector2 y); //数量积 点积 long long dot(vector2 x, vector2 y); //四舍五入除法 long long dv(long long a, long long b); //模长平方 long long len(vector2 x); //模长 long long dis(vector2 x); //向量除法 vector2 operator /(vector2 x, vector2 y); //向量膜 vector2 operator %(vector2 x, vector2 y); //向量GCD vector2 gcd(vector2 x, vector2 y); //贝塞尔曲线 vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3);
vector2.cpp
//头文件要求 #include <cmath> #include "vector2.h" //加法 vector2 operator +(vector2 x, vector2 y) { return vector2(x.x + y.x, x.y + y.y ); } //减法 vector2 operator -(vector2 x, vector2 y) { return vector2(x.x - y.x, x.y - y.y); } // 乘法 vector2 operator *(vector2 x, vector2 y) { return vector2(x.x * y.x - x.y * y.y, x.y * y.x + x.x * y.y); } // 乘法 vector2 operator *(vector2 y, float x) { return vector2(x*y.x, x*y.y); } vector2 operator *(float x, vector2 y) { return vector2(x * y.x, x * y.y); } //叉积 long long cross(vector2 x, vector2 y) { return x.y * y.x - x.x * y.y; } //数量积 点积 long long dot(vector2 x, vector2 y) { return x.x * y.x + x.y * y.y; } //四舍五入除法 long long dv(long long a, long long b) {//注意重名!!! return b < 0 ? dv(-a, -b) : (a < 0 ? -dv(-a, b) : (a + b / 2) / b); } //模长平方 long long len(vector2 x) { return x.x * x.x + x.y * x.y; } //模长 long long dis(vector2 x) { return sqrt(x.x * x.x + x.y * x.y); } //向量除法 vector2 operator /(vector2 x, vector2 y) { long long l = len(y); return vector2(dv(dot(x, y), l), dv(cross(x, y), l)); } //向量膜 vector2 operator %(vector2 x, vector2 y) { return x - ((x / y) * y); } //向量GCD vector2 gcd(vector2 x, vector2 y) { return len(y) ? gcd(y, x % y) : x; } //贝塞尔曲线 vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3) { float u = 1 - t; float tt = t * t; float uu = u * u; float uuu = uu * u; float ttt = tt * t; vector2 p = uuu * p0; p = p + 3 * uu * t * p1; p = p + 3 * u * tt * p2; p = p + ttt * p3; return p; }
tools.h
#pragma once #include <graphics.h> void putimagePNG(int picture_x, int picture_y, IMAGE* picture); int getDelay();
tools.cpp
#include "tools.h" // 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) | ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) | (sb * sa / 255 + db * (255 - sa) / 255); } } } } // 适用于 y <0 以及x<0的任何情况 void putimagePNG(int x, int y, IMAGE* picture) { IMAGE imgTmp, imgTmp2, imgTmp3; int winWidth = getwidth(); int winHeight = getheight(); if (y < 0) { SetWorkingImage(picture); getimage(&imgTmp, 0, -y, picture->getwidth(), picture->getheight() + y); SetWorkingImage(); y = 0; picture = &imgTmp; } else if (y >= getheight() || x >= getwidth()) { return; } else if (y + picture->getheight() > winHeight) { SetWorkingImage(picture); getimage(&imgTmp, x, y, picture->getwidth(), winHeight - y); SetWorkingImage(); picture = &imgTmp; } if (x < 0) { SetWorkingImage(picture); getimage(&imgTmp2, -x, 0, picture->getwidth() + x, picture->getheight()); SetWorkingImage(); x = 0; picture = &imgTmp2; } if (x > winWidth - picture->getwidth()) { SetWorkingImage(picture); getimage(&imgTmp3, 0, 0, winWidth - x, picture->getheight()); SetWorkingImage(); picture = &imgTmp3; } _putimagePNG(x, y, picture); } 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; } }
导入操作:
<1>点击项目添加现有项
<2>选定我们要添加的辅助项目选择添加就好啦
项目所需头文件以及结构体的定义:
#include<stdio.h> #include<graphics.h> #include"tools.h" #include<ctime> #include<time.h> #include<math.h> #include"vector2.h" //向量工具包 #include<mmsystem.h> //音乐 #pragma comment(lib,"winmm.lib")//导入静态库 enum { WAN_DAO, XIANG_RI_KUI, JIAN_GUO, ZHI_WU_COUNT }; //植物枚举 enum { SUNSHINE_DOWN, SUNSHINE_GROUND, SUNSHINE_COLLECT, SUNSHINE_PRODUCT }; //阳光球状态枚举 enum { GOING, WIN, FAIL }; IMAGE imgBg; //游戏背景图 IMAGE imgBar; //状态栏,放植物的背景板 IMAGE imgCards[ZHI_WU_COUNT]; //植物卡牌数组 IMAGE* imgZhiWu[ZHI_WU_COUNT][20]; //植物数组 int curX, curY; //当前选中植物在移动中的坐标 int curZhiWu; //当前选中的植物 int killZmCount; //杀掉的僵尸总数 int zmCount; //生成的僵尸数量 int gameStatus; //游戏的状态 #define WIN_WIDTH 900 //定义背景宽度 #define WIN_HEIGHT 600 //定义背景高度 #define ZM_MAX 10 //僵尸总数 //植物结构体 struct zhiWu { int type; int frameIndex; //序列帧的序号 int shootTimer; //植物攻击时间间隔 bool catched; //植物是否被僵尸捕获 int deadTimer; //植物被吃时的死亡倒计时 int x, y; int timer; //用于向日葵生成阳光的计时器 }; //阳光球结构体 struct sunShineBall { int x, y; //阳光球的x、y坐标 int frameIndex; //阳光球序列帧的序号 int destY; //阳光球停止的y坐标 bool used; //阳光球是否在使用 int timer; //计时器,用来限制阳光球最后的停留时间 int xoff; //阳光球归位的x坐标 int yoff; //阳光球归位的y坐标 float t; vector2 p1, p2, p3, p4; vector2 pCur; //当前时刻阳光球的位置 float speed; int status; //阳光球的状态 }; struct sunShineBall balls[10]; //阳光球池,用来事先存储阳光 IMAGE imgSunShineBall[29]; //阳光序列帧总数 //僵尸结构体 struct zm { int x, y; int row; int frameIndex; bool used; int speed; //僵尸前行速度 int blood; //僵尸血量 bool dead; //僵尸是否死亡 bool eating; //僵尸是否在吃植物 }; struct zm zms[10]; //僵尸池,用来事先存储僵尸 IMAGE imgZm[22]; IMAGE imgZmDead[20]; IMAGE imgZmEat[21]; IMAGE imgZmStand[11]; //豌豆子弹结构体 struct bullet { int x, y, row, speed; bool used; bool blast; //判断是否爆炸 int frameIndex; //爆炸帧序号 }; //豌豆子弹池 struct bullet bullets[30]; IMAGE imgBulletNormal; IMAGE imgBulletBlast[4]; int ballMax = sizeof(balls) / sizeof(balls[0]); int zmMax = sizeof(zms) / sizeof(zms[0]); //僵尸池中僵尸的总数 int bulletMax = sizeof(bullets) / sizeof(bullets[0]); //豌豆子弹池的总数 struct zhiWu map[3][9]; //地图数组,方便存储植物 int sunShine; //阳光值
游戏页面的实现:
void startUI() { mciSendString("play res/audio/bg.mp3", 0, 0, 0); IMAGE imgMenu, imgMenu1, imgMenu2; int flag = 0; loadimage(&imgMenu, "res/menu.png"); //加载开始背景图 loadimage(&imgMenu1, "res/menu1.png"); loadimage(&imgMenu2, "res/menu2.png"); while (1) { BeginBatchDraw(); //开始绘图 putimage(0, 0, &imgMenu); //渲染开始背景图到窗口上 putimagePNG(474, 75, flag == 0 ? &imgMenu1 : &imgMenu2); ExMessage msg; if (peekmessage(&msg)) { if (msg.message == WM_LBUTTONDOWN && //鼠标左键落下 msg.x > 474 && msg.x < 774 && msg.y>75 && msg.y < 215) { flag = 1; mciSendString("play res/audio/awooga.mp3", 0, 0, 0); } } else if (msg.message == WM_LBUTTONUP && flag == 1) { //鼠标左键抬起 mciSendString("close res/audio/bg.mp3", 0, 0, 0); EndBatchDraw(); return; } EndBatchDraw(); //结束绘图 } }
双缓冲绘图:
BeginBatchDraw() - 开始双缓冲
EndBatchDraw() - 结束双缓冲
双缓冲区:打印一个的同时显示另一个,不断重复这个过程,避免了屏幕闪耀问题
游戏的背景初始化:
void gameInit() { //设置随机种子 srand(time(NULL)); //加载游戏背景图片 loadimage(&imgBg, "res/bg.jpg"); //加载状态栏 loadimage(&imgBar, "res/bar5.png"); killZmCount = 0; zmCount = 0; gameStatus = GOING; memset(imgZhiWu, 0, sizeof(imgZhiWu)); //给指针赋空值 memset(map, 0, sizeof(map)); //初始化地图数组 memset(balls, 0, sizeof(balls)); //初始化阳光池 memset(zms, 0, sizeof(zms)); //初始化僵尸池 memset(bullets, 0, sizeof(bullets)); //初始化豌豆子弹池 //加载植物卡牌 char name[64]; for (int i = 0; i < ZHI_WU_COUNT; i++) { //生成植物卡牌的文件名 sprintf_s(name, sizeof(name), "res/Cards/card_%d.png", i + 1); loadimage(&imgCards[i], name); for (int j = 0; j < 20; j++) { sprintf_s(name, sizeof(name), "res/zhiwu/%d/%d.png", i, j + 1); //判断文件读取是否存在 if (fileExist(name)) { imgZhiWu[i][j] = new IMAGE; loadimage(imgZhiWu[i][j], name); } else { break; } } } //初始化选中植物 curZhiWu = 0; //初始化阳光值 sunShine = 50; //加载阳光 for (int i = 0; i < 29; i++) { sprintf_s(name, sizeof(name), "res/sunshine/%d.png", i + 1); loadimage(&imgSunShineBall[i], name); } //加载僵尸图片 for (int i = 0; i < 22; i++) { sprintf_s(name, sizeof(name), "res/zm/%d.png", i + 1); loadimage(&imgZm[i], name); } //加载僵尸死亡图片 for (int i = 0; i < 20; i++) { sprintf_s(name, sizeof(name), "res/zm_dead/%d.png", i + 1); loadimage(&imgZmDead[i], name); } //加载僵尸吃植物图片 for (int i = 0; i < 21; i++) { sprintf_s(name, sizeof(name), "res/zm_eat/%d.png", i + 1); loadimage(&imgZmEat[i], name); } //加载巡场僵尸图片 for (int i = 0; i < 11; i++) { sprintf_s(name, sizeof(name), "res/zm_stand/%d.png", i + 1); loadimage(&imgZmStand[i], name); } //加载豌豆子弹图片 loadimage(&imgBulletNormal, "res/bullets/bullet_normal.png"); //加载豌豆子弹爆炸图片 loadimage(&imgBulletBlast[3], "res/bullets/bullet_blast.png"); for (int i = 0; i < 3; i++) { float k = (i + 2) * 0.2; loadimage(&imgBulletBlast[i], "res/bullets/bullet_blast.png", imgBulletBlast[3].getwidth() * k, imgBulletBlast[3].getheight() * k, true); } //创建游戏窗口 initgraph(WIN_WIDTH, WIN_HEIGHT); //设置字体 LOGFONT f; gettextstyle(&f); f.lfHeight = 30; f.lfWeight = 15; strcpy(f.lfFaceName, "Segoe UI Black"); //设置字体效果 f.lfQuality = ANTIALIASED_QUALITY; //抗锯齿 settextstyle(&f); setbkmode(TRANSPARENT); //字体模式:背景透明 setcolor(BLACK); //字体颜色:黑色 }
判断读取文件是否存在:
bool fileExist(const char* name) { FILE* fp = fopen(name, "r"); if (fp == NULL) { return false; } else { fclose(fp); return true; } }
将图片显示在窗口上:
void updateWindow() { BeginBatchDraw(); putimage(-112, 0, &imgBg); //加载背景板 putimagePNG(255, 0, &imgBar); //加载状态栏 for (int i = 0; i < ZHI_WU_COUNT; i++) { //加载植物卡牌 int x = 343 + i * 65; int y = 6; putimagePNG(x, y, &imgCards[i]); } //在地图上加载植物 for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type > 0) { int zhiWuType = map[i][j].type - 1; int index = map[i][j].frameIndex; putimagePNG(map[i][j].x, map[i][j].y, imgZhiWu[zhiWuType][index]); } } } //加载拖动的植物 if (curZhiWu > 0) { IMAGE* img = imgZhiWu[curZhiWu - 1][0]; putimagePNG(curX - img->getwidth() / 2, curY - img->getheight() / 2, img); } //加载阳光值 char scoreText[8]; sprintf_s(scoreText, sizeof(scoreText), "%d", sunShine); //把阳光值转换成字符类型 outtextxy(283, 67, scoreText); //加载僵尸 for (int i = 0; i < zmMax; i++) { if (zms[i].used) { IMAGE* img = NULL; if (zms[i].eating) { img = imgZmEat; } else if (zms[i].dead) { img = imgZmDead; } else { img = imgZm; } img += zms[i].frameIndex; putimagePNG(zms[i].x, zms[i].y - img->getheight(), img); } } //加载豌豆子弹 for (int i = 0; i < bulletMax; i++) { if (bullets[i].used) { if (bullets[i].blast) { //豌豆子弹碰撞渲染 IMAGE* img = &imgBulletBlast[bullets[i].frameIndex]; putimagePNG(bullets[i].x, bullets[i].y, img); FlushBatchDraw(); } else { putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal); } } } //加载阳光 for (int i = 0; i < ballMax; i++) { if (balls[i].used ) { IMAGE* img = &imgSunShineBall[balls[i].frameIndex]; putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img); } } EndBatchDraw(); }
游戏场景动作的实现:
void updateGame() { //更新植物动作 for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type > 0) { map[i][j].frameIndex++; int zhiWuType = map[i][j].type - 1; int index = map[i][j].frameIndex; if (imgZhiWu[zhiWuType][index] == NULL) { map[i][j].frameIndex = 0; } } } } //创建僵尸 createZm(); //更新僵尸动作 updateZm(); //创建阳光 createSunShine(); //更新阳光动作 updateSunShine(); //创建豌豆子弹 createBullets(); //更新豌豆子弹动作 updateBullets(); //豌豆子弹与僵尸碰撞 collisionCheck(); }
游戏中的阳光操作:
<1>创建阳光>:
void createSunShine() { static int count = 0; static int fre = 200; count++; if (count >= fre) { //限制阳光生成的速度 fre = 100 + rand() % 150; //第二次生成阳光的时间随机 count = 0; int i; //从阳光池中取出可用的阳光 for (i = 0; i < ballMax && balls[i].used; i++); if (i >= ballMax)return; balls[i].used = true; balls[i].frameIndex = 0; balls[i].timer = 0; balls[i].status = SUNSHINE_DOWN; balls[i].t = 0; balls[i].p1 = vector2(260 - 112 + rand() % (900 - 320 + 112), 60); balls[i].p4 = vector2(balls[i].p1.x, 200 + (rand() % 4) * 90); int off = 2; float distance = balls[i].p4.y - balls[i].p1.y; balls[i].speed = 1.0 / (distance / off); } //向日葵生产阳光 for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type == XIANG_RI_KUI + 1) { map[i][j].timer++; if (map[i][j].timer > 200) { map[i][j].timer = 0; int k; for (k = 0; k < ballMax && balls[k].used; k++); if (k >= ballMax)return; balls[k].used = true; balls[k].p1 = vector2(map[i][j].x, map[i][j].y); //设置贝塞尔曲线的参数 int w = (50 + rand() % 51) * (rand() % 2 ? 1 : -1); balls[k].p4 = vector2(map[i][j].x + w, map[i][j].y + imgZhiWu[XIANG_RI_KUI][0]->getheight() - imgSunShineBall->getheight()); balls[k].p2 = vector2(balls[k].p1.x + w * 0.3, balls[k].p1.y - 100); balls[k].p3 = vector2(balls[k].p1.x + w * 0.7, balls[k].p1.y - 150); balls[k].status = SUNSHINE_PRODUCT; balls[k].speed = 0.05; balls[k].t = 0; } } } } }
<2>实现阳光旋转动作>:
void updateSunShine() { for (int i = 0; i < ballMax; i++) { if (balls[i].used) { balls[i].frameIndex = (balls[i].frameIndex + 1) % 29; //更新序列帧 if (balls[i].status == SUNSHINE_DOWN) { struct sunShineBall* sun = &balls[i]; sun->t += sun->speed; sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1); if (sun->t >= 1) { sun->status = SUNSHINE_GROUND; sun->t = 0; sun->timer = 0; } } else if (balls[i].status == SUNSHINE_GROUND) { balls[i].timer++; if (balls[i].timer > 100) { balls[i].used = false; balls[i].timer = 0; } } else if (balls[i].status == SUNSHINE_COLLECT) { struct sunShineBall* sun = &balls[i]; sun->t += sun->speed; sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1); if (sun->t > 1) { sunShine += 25; sun->used = false; sun->t = 0; } } else if (balls[i].status == SUNSHINE_PRODUCT) { struct sunShineBall* sun = &balls[i]; sun->t += sun->speed; sun->pCur = calcBezierPoint(sun->t, sun->p1, sun->p2, sun->p3, sun->p4); if (sun->t > 1) { sun->status = SUNSHINE_GROUND; sun->t = 0; sun->timer = 0; } } } } }
<3>实现阳光收集操作>:
void collectSunshine(ExMessage* msg) { int w = imgSunShineBall[0].getwidth(); //单个阳光球的宽度 int h = imgSunShineBall[0].getheight(); //单个阳光球的高度 for (int i = 0; i < ballMax; i++) { if (balls[i].used) { //阳光球被使用了才进行操作 int x = balls[i].pCur.x; int y = balls[i].pCur.y; if (msg->x > x && msg->x<x + w && //只有当光标在阳光范围内才进行操作 msg->y>y && msg->y < y + h) { balls[i].status = SUNSHINE_COLLECT; mciSendString("play res/sunshine.mp3", 0, 0, 0); balls[i].p1 = balls[i].pCur; balls[i].p4 = vector2(262, 0); balls[i].t = 0; float distance = dis(balls[i].p1 - balls[i].p4); float off = 8; balls[i].speed = 1.0 / (distance / off); break; } } } }
游戏中的僵尸操作:
<1>创建僵尸>:
void createZm() { if (zmCount >= ZM_MAX) { return; } static int count = 0; static int zmFre = 500; count++; if (count >= zmFre) { //限制僵尸生成的速度 zmFre = 300 + rand() % 200; //第二次生成僵尸的时间随机 count = 0; int i; //从僵尸池中取出可用的僵尸 for (i = 0; i < zmMax && zms[i].used; i++); if (i >= zmMax)return; zms[i].used = true; zms[i].x = WIN_WIDTH; zms[i].row = rand() % 3; zms[i].y = 172 + (zms[i].row + 1) * 100; zms[i].speed = 1; zms[i].blood = 200; zms[i].dead = false; zms[i].eating = false; zmCount++; } }
<2>实现僵尸的动作:
void updateZm() { //更新僵尸位置 static int count = 0; count++; if (count > 2) { //限制僵尸前进速度 count = 0; for (int i = 0; i < zmMax; i++) { if (zms[i].used) { zms[i].x -= zms[i].speed; if (zms[i].x < 48) { //结束游戏 gameStatus = FAIL; } } } } //更新僵尸动作 static int count2 = 0; count2++; if (count2 > 4) { count2 = 0; for (int i = 0; i < zmMax; i++) { if (zms[i].used) { if (zms[i].dead) { zms[i].frameIndex++; if (zms[i].frameIndex >= 20) { zms[i].used = false; killZmCount++; if (killZmCount == ZM_MAX) { gameStatus = WIN; } } } else if (zms[i].eating) { zms[i].frameIndex = (zms[i].frameIndex + 1) % 20; } else { zms[i].frameIndex = (zms[i].frameIndex + 1) % 21; } } } } }
游戏中的豌豆子弹操作:
<1>创建豌豆子弹>:
void createBullets() { int lines[3] = { 0 }; int dangerX = WIN_WIDTH - imgZm[0].getwidth() + 50; //定义开始射击距离 for (int i = 0; i < zmMax; i++) { if (zms[i].used && zms[i].x < dangerX) { lines[zms[i].row] = 1; } } for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (lines[i] && map[i][j].type == 1) { //有豌豆且僵尸走到打击范围 map[i][j].shootTimer++; if (map[i][j].shootTimer > 20) { map[i][j].shootTimer = 0; int k; PlaySound("res/audio/shootpea1.wav", NULL, SND_FILENAME | SND_ASYNC); for (k = 0; k < bulletMax && bullets[k].used; k++); if (k >= bulletMax) return; bullets[k].used = true; bullets[k].row = i; bullets[k].speed = 5; bullets[k].blast = false; bullets[k].frameIndex = 0; int zwX = 256 - 112 + j * 81; int zwY = 179 + i * 102 + 14; bullets[k].x = zwX + imgZhiWu[0][0]->getwidth() - 10; bullets[k].y = zwY + 5; lines[i] = 0; } } } } }
<2>实现豌豆子弹的动作>:
void updateBullets() { for (int i = 0; i < bulletMax; i++) { if (bullets[i].used) { bullets[i].x += bullets[i].speed; if (bullets[i].x > WIN_WIDTH) { bullets[i].used = false; } //碰撞播放完就消失 if (bullets[i].blast) { bullets[i].frameIndex++; if (bullets[i].frameIndex > 3) { bullets[i].used = false; } } } } }
游戏中植物与僵尸碰撞的实现:
<1>豌豆子弹与僵尸的碰撞检测实现>:
void checkBullettoZm() { for (int i = 0; i < bulletMax; i++) { if (bullets[i].used == false || bullets[i].blast)continue; //如果豌豆子弹没使用或者已经开始碰撞,就跳过 for (int j = 0; j < zmMax; j++) { if (zms[j].used == false)continue; int x1 = zms[j].x + 80; int x2 = zms[j].x + 110; int x = bullets[i].x; if (zms[j].dead == false && bullets[i].row == zms[j].row && x > x1 && x < x2) { //豌豆子弹与僵尸碰撞后 PlaySound("res/audio/peacrush1.wav", NULL, SND_FILENAME | SND_ASYNC); zms[j].blood -= 10; bullets[i].blast = true; bullets[i].speed = 0; if (zms[j].blood <= 0) { zms[j].dead = true; zms[j].speed = 0; zms[j].frameIndex = 0; } break; } } } }
<2>僵尸与植物的碰撞检测实现>:
void checkZmtoZhiWu() { for (int i = 0; i < zmMax; i++) { if (zms[i].dead)continue; int row = zms[i].row; for (int k = 0; k < 9; k++) { if (map[row][k].type == 0)continue; int zhiWuX = 256 - 112 + k * 81; //定义僵尸开吃范围 int x1 = zhiWuX + 10; int x2 = zhiWuX + 60; int x3 = zms[i].x + 80; if (x3 > x1 && x3 < x2) { if (map[row][k].catched == true) { //僵尸吃的过程中的一些配置 map[row][k].deadTimer++; mciSendString("play res/audio/zmeat.mp3", 0, 0, 0); if (map[row][k].deadTimer > 100) { mciSendString("play res/audio/plantDead.mp3", 0, 0, 0); map[row][k].deadTimer = 0; map[row][k].type = 0; zms[i].eating = false; zms[i].frameIndex = 0; zms[i].speed = 1; } } else { map[row][k].catched = true; map[row][k].deadTimer = 0; zms[i].eating = true; zms[i].speed = 0; zms[i].frameIndex = 0; } } } } }
游戏场景巡场的实现:
void viewScence() { int xMin = WIN_WIDTH - imgBg.getwidth(); vector2 points[9] = { {550,80},{530,160},{630,170},{530,200},{525,270}, {565,370},{605,340},{705,280},{690,340} }; int index[9]; for (int i = 0; i < 9; i++) { index[i] = rand() % 11; } int count = 0; for (int x = 0; x >= xMin; x -= 4) { BeginBatchDraw(); putimage(x, 0, &imgBg); count++; for (int k = 0; k < 9; k++) { putimagePNG(points[k].x - xMin + x, points[k].y, &imgZmStand[index[k]]); if (count >= 10) { index[k] = (index[k] + 1) % 11; } } if (count >= 10)count = 0; EndBatchDraw(); Sleep(5); } for (int i = 0; i < 100; i++) { BeginBatchDraw(); putimage(xMin, 0, &imgBg); for (int j = 0; j < 9; j++) { putimagePNG(points[j].x, points[j].y, &imgZmStand[index[j]]); index[j] = (index[j] + 1) % 11; } EndBatchDraw(); Sleep(20); } for (int x = xMin; x <= -112; x += 4) { BeginBatchDraw(); putimage(x, 0, &imgBg); count++; for (int k = 0; k < 9; k++) { putimagePNG(points[k].x - xMin + x, points[k].y, &imgZmStand[index[k]]); if (count >= 10) { index[k] = (index[k] + 1) % 11; } if (count >= 10)count = 0; } EndBatchDraw(); Sleep(5); } }
游戏中状态栏下滑实现 :
void barsDown() { IMAGE imgMenu, imgDaiFu1; int height = imgBar.getheight(); for (int y = -height; y <= 0; y++) { BeginBatchDraw(); putimage(-112, 0, &imgBg); putimagePNG(250, y, &imgBar); for (int i = 0; i < ZHI_WU_COUNT; i++) { int x = 338 + i * 65; putimagePNG(x, 6 + y, &imgCards[i]); } EndBatchDraw(); Sleep(9); } loadimage(&imgMenu, "res/Maculk.png"); loadimage(&imgDaiFu1, "res/a.png"); putimagePNG(180, 117, &imgMenu); putimagePNG(0, 100, &imgDaiFu1); mciSendString("play res/audio/crazydaveshort2.mp3", 0, 0, 0); Sleep(2000); mciSendString("play res/audio/crazydavelong1.mp3", 0, 0, 0); Sleep(3000); }
游戏输赢的判断:
bool checkOver() { BeginBatchDraw(); bool ret = false; if (gameStatus == WIN) { Sleep(100); mciSendString("close res/audio/Mountains.mp3 ", 0, 0, 0); loadimage(0, "res/gameWin.png"); mciSendString("play res/win.mp3", 0, 0, 0); ret = true; } else if (gameStatus == FAIL) { Sleep(100); mciSendString("close res/audio/Mountains.mp3 ", 0, 0, 0); loadimage(0, "res/gameFail.png"); mciSendString("play res/lose.mp3", 0, 0, 0); ret = true; } EndBatchDraw(); return ret; }
用户的鼠标操作:
左键点击移动目标植物到指定位置文章来源:https://www.toymoban.com/news/detail-801107.html
点击右键进行种植文章来源地址https://www.toymoban.com/news/detail-801107.html
void userClick() { static int status = 0; ExMessage msg; if (peekmessage(&msg)) { //判断用户是否有操作 if (msg.message == WM_LBUTTONDOWN) { //鼠标左键按下 if (msg.x > 343 && msg.x < 343 + 65 * ZHI_WU_COUNT && msg.y < 96) { int index = (msg.x - 343) / 65; //判断阳光值是否足够购买植物 if (index == XIANG_RI_KUI) { if (sunShine >= 50) { status = 1; curZhiWu = index + 1; curX = msg.x; curY = msg.y; sunShine -= 50; } } else if (index == WAN_DAO) { if (sunShine >= 100) { status = 1; curZhiWu = index + 1; curX = msg.x; curY = msg.y; sunShine -= 100; } } else if (index == JIAN_GUO) { if (sunShine >= 50) { status = 1; curZhiWu = index + 1; curX = msg.x; curY = msg.y; sunShine -= 50; } } } else { //收集阳光事件 collectSunshine(&msg); } } else if (msg.message == WM_MOUSEMOVE && status == 1) { //鼠标移动 curX = msg.x; curY = msg.y; } else if (msg.message == WM_RBUTTONDOWN && status == 1) { //鼠标右键按下种植 if (msg.x > 256 - 112 && msg.x < 900 - 30 && msg.y > 179 && msg.y < 489) { mciSendString("play res/audio/plantdown.mp3", 0, 0, 0); int row = (msg.y - 179) / 102; //获取行 int col = (msg.x - 256 + 112) / 81; //获取列 if (map[row][col].type == 0) { map[row][col].type = curZhiWu; //给鼠标当前行种下植物 map[row][col].frameIndex = 0; //渲染植物第一帧 map[row][col].shootTimer = 0; //初始化发射时间 map[row][col].x = 256 - 112 + col * 81; //植物坐标 map[row][col].y = 179 + row * 102 + 14; } } //使植物释放消失 curZhiWu = 0; status = 0; } } }
main主菜单:
int main(void) { gameInit(); //游戏初始化 startUI(); //加载游戏开始界面 viewScence(); //场景巡场 mciSendString("play res/audio/Mountains.mp3", 0, 0, 0); barsDown(); //状态栏下滑 int timer = 0; bool flag = true; while (1) { userClick(); //获取用户点击事件 timer += getDelay(); //获取间隔时间 if (timer > 20) { //用来限制植物渲染时间 timer = 0; flag = true; } if (flag) { flag = false; updateWindow(); //更新游戏窗口 updateGame(); //更新动作 if (checkOver())break; //检查游戏是否结束 } } system("pause"); }
代码的整体实现:
#include<stdio.h> #include<graphics.h> #include"tools.h" #include<ctime> #include<time.h> #include<math.h> #include"vector2.h" #include<mmsystem.h> #pragma comment(lib,"winmm.lib") enum { WAN_DAO, XIANG_RI_KUI, JIAN_GUO, ZHI_WU_COUNT }; enum { SUNSHINE_DOWN, SUNSHINE_GROUND, SUNSHINE_COLLECT, SUNSHINE_PRODUCT }; enum { GOING, WIN, FAIL }; IMAGE imgBg; IMAGE imgBar; IMAGE imgCards[ZHI_WU_COUNT]; IMAGE* imgZhiWu[ZHI_WU_COUNT][20]; int curX, curY; int curZhiWu; int killZmCount; int zmCount; int gameStatus; #define WIN_WIDTH 900 #define WIN_HEIGHT 600 #define ZM_MAX 10 struct zhiWu { int type; int frameIndex; int shootTimer; bool catched; int deadTimer; int x, y; int timer; }; struct sunShineBall { int x, y; int frameIndex; int destY; bool used; int timer; int xoff; int yoff; float t; vector2 p1, p2, p3, p4; vector2 pCur; float speed; int status; }; struct sunShineBall balls[10]; IMAGE imgSunShineBall[29]; struct zm { int x, y; int row; int frameIndex; bool used; int speed; int blood; bool dead; bool eating; }; struct zm zms[10]; IMAGE imgZm[22]; IMAGE imgZmDead[20]; IMAGE imgZmEat[21]; IMAGE imgZmStand[11]; struct bullet { int x, y, row, speed; bool used; bool blast; int frameIndex; }; struct bullet bullets[30]; IMAGE imgBulletNormal; IMAGE imgBulletBlast[4]; int ballMax = sizeof(balls) / sizeof(balls[0]); int zmMax = sizeof(zms) / sizeof(zms[0]); int bulletMax = sizeof(bullets) / sizeof(bullets[0]); struct zhiWu map[3][9]; int sunShine; void gameInit(); void startUI(); void viewScence(); void barsDown(); void updateWindow(); void userClick(); bool fileExist(const char* name); void updateGame(); bool checkOver(); void createSunShine(); void updateSunShine(); void collectSunshine(ExMessage* msg); void createZm(); void updateZm(); void createBullets(); void updateBullets(); void collisionCheck(); void checkBullettoZm(); void checkZmtoZhiWu(); int main(void) { gameInit(); startUI(); viewScence(); mciSendString("play res/audio/Mountains.mp3", 0, 0, 0); barsDown(); int timer = 0; bool flag = true; while (1) { userClick(); timer += getDelay(); if (timer > 20) { timer = 0; flag = true; } if (flag) { flag = false; updateWindow(); updateGame(); if (checkOver())break; } } system("pause"); } void gameInit() { srand(time(NULL)); loadimage(&imgBg, "res/bg.jpg"); loadimage(&imgBar, "res/bar5.png"); killZmCount = 0; zmCount = 0; gameStatus = GOING; memset(imgZhiWu, 0, sizeof(imgZhiWu)); memset(map, 0, sizeof(map)); memset(balls, 0, sizeof(balls)); memset(zms, 0, sizeof(zms)); memset(bullets, 0, sizeof(bullets)); char name[64]; for (int i = 0; i < ZHI_WU_COUNT; i++) { sprintf_s(name, sizeof(name), "res/Cards/card_%d.png", i + 1); loadimage(&imgCards[i], name); for (int j = 0; j < 20; j++) { sprintf_s(name, sizeof(name), "res/zhiwu/%d/%d.png", i, j + 1); if (fileExist(name)) { imgZhiWu[i][j] = new IMAGE; loadimage(imgZhiWu[i][j], name); } else { break; } } } curZhiWu = 0; sunShine = 50; for (int i = 0; i < 29; i++) { sprintf_s(name, sizeof(name), "res/sunshine/%d.png", i + 1); loadimage(&imgSunShineBall[i], name); } for (int i = 0; i < 22; i++) { sprintf_s(name, sizeof(name), "res/zm/%d.png", i + 1); loadimage(&imgZm[i], name); } for (int i = 0; i < 20; i++) { sprintf_s(name, sizeof(name), "res/zm_dead/%d.png", i + 1); loadimage(&imgZmDead[i], name); } for (int i = 0; i < 21; i++) { sprintf_s(name, sizeof(name), "res/zm_eat/%d.png", i + 1); loadimage(&imgZmEat[i], name); } for (int i = 0; i < 11; i++) { sprintf_s(name, sizeof(name), "res/zm_stand/%d.png", i + 1); loadimage(&imgZmStand[i], name); } loadimage(&imgBulletNormal, "res/bullets/bullet_normal.png"); loadimage(&imgBulletBlast[3], "res/bullets/bullet_blast.png"); for (int i = 0; i < 3; i++) { float k = (i + 2) * 0.2; loadimage(&imgBulletBlast[i], "res/bullets/bullet_blast.png", imgBulletBlast[3].getwidth() * k, imgBulletBlast[3].getheight() * k, true); } initgraph(WIN_WIDTH, WIN_HEIGHT); LOGFONT f; gettextstyle(&f); f.lfHeight = 30; f.lfWeight = 15; strcpy(f.lfFaceName, "Segoe UI Black"); f.lfQuality = ANTIALIASED_QUALITY; settextstyle(&f); setbkmode(TRANSPARENT); setcolor(BLACK); } void startUI() { mciSendString("play res/audio/bg.mp3", 0, 0, 0); IMAGE imgMenu, imgMenu1, imgMenu2; int flag = 0; loadimage(&imgMenu, "res/menu.png"); loadimage(&imgMenu1, "res/menu1.png"); loadimage(&imgMenu2, "res/menu2.png"); while (1) { BeginBatchDraw(); putimage(0, 0, &imgMenu); putimagePNG(474, 75, flag == 0 ? &imgMenu1 : &imgMenu2); ExMessage msg; if (peekmessage(&msg)) { if (msg.message == WM_LBUTTONDOWN && msg.x > 474 && msg.x < 774 && msg.y>75 && msg.y < 215) { flag = 1; mciSendString("play res/audio/awooga.mp3", 0, 0, 0); } } else if (msg.message == WM_LBUTTONUP && flag == 1) { mciSendString("close res/audio/bg.mp3", 0, 0, 0); EndBatchDraw(); return; } EndBatchDraw(); } } void viewScence() { int xMin = WIN_WIDTH - imgBg.getwidth(); vector2 points[9] = { {550,80},{530,160},{630,170},{530,200},{525,270}, {565,370},{605,340},{705,280},{690,340} }; int index[9]; for (int i = 0; i < 9; i++) { index[i] = rand() % 11; } int count = 0; for (int x = 0; x >= xMin; x -= 4) { BeginBatchDraw(); putimage(x, 0, &imgBg); count++; for (int k = 0; k < 9; k++) { putimagePNG(points[k].x - xMin + x, points[k].y, &imgZmStand[index[k]]); if (count >= 10) { index[k] = (index[k] + 1) % 11; } } if (count >= 10)count = 0; EndBatchDraw(); Sleep(5); } for (int i = 0; i < 100; i++) { BeginBatchDraw(); putimage(xMin, 0, &imgBg); for (int j = 0; j < 9; j++) { putimagePNG(points[j].x, points[j].y, &imgZmStand[index[j]]); index[j] = (index[j] + 1) % 11; } EndBatchDraw(); Sleep(20); } for (int x = xMin; x <= -112; x += 4) { BeginBatchDraw(); putimage(x, 0, &imgBg); count++; for (int k = 0; k < 9; k++) { putimagePNG(points[k].x - xMin + x, points[k].y, &imgZmStand[index[k]]); if (count >= 10) { index[k] = (index[k] + 1) % 11; } if (count >= 10)count = 0; } EndBatchDraw(); Sleep(5); } } void barsDown() { IMAGE imgMenu, imgDaiFu1; int height = imgBar.getheight(); for (int y = -height; y <= 0; y++) { BeginBatchDraw(); putimage(-112, 0, &imgBg); putimagePNG(250, y, &imgBar); for (int i = 0; i < ZHI_WU_COUNT; i++) { int x = 338 + i * 65; putimagePNG(x, 6 + y, &imgCards[i]); } EndBatchDraw(); Sleep(9); } loadimage(&imgMenu, "res/Maculk.png"); loadimage(&imgDaiFu1, "res/a.png"); putimagePNG(180, 117, &imgMenu); putimagePNG(0, 100, &imgDaiFu1); mciSendString("play res/audio/crazydaveshort2.mp3", 0, 0, 0); Sleep(2000); mciSendString("play res/audio/crazydavelong1.mp3", 0, 0, 0); Sleep(3000); } void updateWindow() { BeginBatchDraw(); putimage(-112, 0, &imgBg); putimagePNG(255, 0, &imgBar); for (int i = 0; i < ZHI_WU_COUNT; i++) { int x = 343 + i * 65; int y = 6; putimagePNG(x, y, &imgCards[i]); } for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type > 0) { int zhiWuType = map[i][j].type - 1; int index = map[i][j].frameIndex; putimagePNG(map[i][j].x, map[i][j].y, imgZhiWu[zhiWuType][index]); } } } if (curZhiWu > 0) { IMAGE* img = imgZhiWu[curZhiWu - 1][0]; putimagePNG(curX - img->getwidth() / 2, curY - img->getheight() / 2, img); } char scoreText[8]; sprintf_s(scoreText, sizeof(scoreText), "%d", sunShine); outtextxy(283, 67, scoreText); for (int i = 0; i < zmMax; i++) { if (zms[i].used) { IMAGE* img = NULL; if (zms[i].eating) { img = imgZmEat; } else if (zms[i].dead) { img = imgZmDead; } else { img = imgZm; } img += zms[i].frameIndex; putimagePNG(zms[i].x, zms[i].y - img->getheight(), img); } } for (int i = 0; i < bulletMax; i++) { if (bullets[i].used) { if (bullets[i].blast) { IMAGE* img = &imgBulletBlast[bullets[i].frameIndex]; putimagePNG(bullets[i].x, bullets[i].y, img); FlushBatchDraw(); } else { putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal); } } } for (int i = 0; i < ballMax; i++) { if (balls[i].used ) { IMAGE* img = &imgSunShineBall[balls[i].frameIndex]; putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img); } } EndBatchDraw(); } void userClick() { static int status = 0; ExMessage msg; if (peekmessage(&msg)) { if (msg.message == WM_LBUTTONDOWN) { if (msg.x > 343 && msg.x < 343 + 65 * ZHI_WU_COUNT && msg.y < 96) { int index = (msg.x - 343) / 65; if (index == XIANG_RI_KUI) { if (sunShine >= 50) { status = 1; curZhiWu = index + 1; curX = msg.x; curY = msg.y; sunShine -= 50; } } else if (index == WAN_DAO) { if (sunShine >= 100) { status = 1; curZhiWu = index + 1; curX = msg.x; curY = msg.y; sunShine -= 100; } } else if (index == JIAN_GUO) { if (sunShine >= 50) { status = 1; curZhiWu = index + 1; curX = msg.x; curY = msg.y; sunShine -= 50; } } } else { collectSunshine(&msg); } } else if (msg.message == WM_MOUSEMOVE && status == 1) { curX = msg.x; curY = msg.y; } else if (msg.message == WM_RBUTTONDOWN && status == 1) { if (msg.x > 256 - 112 && msg.x < 900 - 30 && msg.y > 179 && msg.y < 489) { mciSendString("play res/audio/plantdown.mp3", 0, 0, 0); int row = (msg.y - 179) / 102; int col = (msg.x - 256 + 112) / 81; if (map[row][col].type == 0) { map[row][col].type = curZhiWu; map[row][col].frameIndex = 0; map[row][col].shootTimer = 0; map[row][col].x = 256 - 112 + col * 81; map[row][col].y = 179 + row * 102 + 14; } } curZhiWu = 0; status = 0; } } } bool fileExist(const char* name) { FILE* fp = fopen(name, "r"); if (fp == NULL) { return false; } else { fclose(fp); return true; } } void updateGame() { for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type > 0) { map[i][j].frameIndex++; int zhiWuType = map[i][j].type - 1; int index = map[i][j].frameIndex; if (imgZhiWu[zhiWuType][index] == NULL) { map[i][j].frameIndex = 0; } } } } createZm(); updateZm(); createSunShine(); updateSunShine(); createBullets(); updateBullets(); collisionCheck(); } bool checkOver() { BeginBatchDraw(); bool ret = false; if (gameStatus == WIN) { Sleep(100); mciSendString("close res/audio/Mountains.mp3 ", 0, 0, 0); loadimage(0, "res/gameWin.png"); mciSendString("play res/win.mp3", 0, 0, 0); ret = true; } else if (gameStatus == FAIL) { Sleep(100); mciSendString("close res/audio/Mountains.mp3 ", 0, 0, 0); loadimage(0, "res/gameFail.png"); mciSendString("play res/lose.mp3", 0, 0, 0); ret = true; } EndBatchDraw(); return ret; } void createSunShine() { static int count = 0; static int fre = 200; count++; if (count >= fre) { fre = 100 + rand() % 150; count = 0; int i; for (i = 0; i < ballMax && balls[i].used; i++); if (i >= ballMax)return; balls[i].used = true; balls[i].frameIndex = 0; balls[i].timer = 0; balls[i].status = SUNSHINE_DOWN; balls[i].t = 0; balls[i].p1 = vector2(260 - 112 + rand() % (900 - 320 + 112), 60); balls[i].p4 = vector2(balls[i].p1.x, 200 + (rand() % 4) * 90); int off = 2; float distance = balls[i].p4.y - balls[i].p1.y; balls[i].speed = 1.0 / (distance / off); } for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type == XIANG_RI_KUI + 1) { map[i][j].timer++; if (map[i][j].timer > 200) { map[i][j].timer = 0; int k; for (k = 0; k < ballMax && balls[k].used; k++); if (k >= ballMax)return; balls[k].used = true; balls[k].p1 = vector2(map[i][j].x, map[i][j].y); int w = (50 + rand() % 51) * (rand() % 2 ? 1 : -1); balls[k].p4 = vector2(map[i][j].x + w, map[i][j].y + imgZhiWu[XIANG_RI_KUI][0]->getheight() - imgSunShineBall->getheight()); balls[k].p2 = vector2(balls[k].p1.x + w * 0.3, balls[k].p1.y - 100); balls[k].p3 = vector2(balls[k].p1.x + w * 0.7, balls[k].p1.y - 150); balls[k].status = SUNSHINE_PRODUCT; balls[k].speed = 0.05; balls[k].t = 0; } } } } } void updateSunShine() { for (int i = 0; i < ballMax; i++) { if (balls[i].used) { balls[i].frameIndex = (balls[i].frameIndex + 1) % 29; if (balls[i].status == SUNSHINE_DOWN) { struct sunShineBall* sun = &balls[i]; sun->t += sun->speed; sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1); if (sun->t >= 1) { sun->status = SUNSHINE_GROUND; sun->t = 0; sun->timer = 0; } } else if (balls[i].status == SUNSHINE_GROUND) { balls[i].timer++; if (balls[i].timer > 100) { balls[i].used = false; balls[i].timer = 0; } } else if (balls[i].status == SUNSHINE_COLLECT) { struct sunShineBall* sun = &balls[i]; sun->t += sun->speed; sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1); if (sun->t > 1) { sunShine += 25; sun->used = false; sun->t = 0; } } else if (balls[i].status == SUNSHINE_PRODUCT) { struct sunShineBall* sun = &balls[i]; sun->t += sun->speed; sun->pCur = calcBezierPoint(sun->t, sun->p1, sun->p2, sun->p3, sun->p4); if (sun->t > 1) { sun->status = SUNSHINE_GROUND; sun->t = 0; sun->timer = 0; } } } } } void collectSunshine(ExMessage* msg) { int w = imgSunShineBall[0].getwidth(); int h = imgSunShineBall[0].getheight(); for (int i = 0; i < ballMax; i++) { if (balls[i].used) { int x = balls[i].pCur.x; int y = balls[i].pCur.y; if (msg->x > x && msg->x<x + w && msg->y>y && msg->y < y + h) { balls[i].status = SUNSHINE_COLLECT; mciSendString("play res/sunshine.mp3", 0, 0, 0); balls[i].p1 = balls[i].pCur; balls[i].p4 = vector2(262, 0); balls[i].t = 0; float distance = dis(balls[i].p1 - balls[i].p4); float off = 8; balls[i].speed = 1.0 / (distance / off); break; } } } } void createZm() { if (zmCount >= ZM_MAX) { return; } static int count = 0; static int zmFre = 500; count++; if (count >= zmFre) { zmFre = 300 + rand() % 200; count = 0; int i; for (i = 0; i < zmMax && zms[i].used; i++); if (i >= zmMax)return; zms[i].used = true; zms[i].x = WIN_WIDTH; zms[i].row = rand() % 3; zms[i].y = 172 + (zms[i].row + 1) * 100; zms[i].speed = 1; zms[i].blood = 200; zms[i].dead = false; zms[i].eating = false; zmCount++; } } void updateZm() { static int count = 0; count++; if (count > 2) { count = 0; for (int i = 0; i < zmMax; i++) { if (zms[i].used) { zms[i].x -= zms[i].speed; if (zms[i].x < 48) { gameStatus = FAIL; } } } } static int count2 = 0; count2++; if (count2 > 4) { count2 = 0; for (int i = 0; i < zmMax; i++) { if (zms[i].used) { if (zms[i].dead) { zms[i].frameIndex++; if (zms[i].frameIndex >= 20) { zms[i].used = false; killZmCount++; if (killZmCount == ZM_MAX) { gameStatus = WIN; } } } else if (zms[i].eating) { zms[i].frameIndex = (zms[i].frameIndex + 1) % 20; } else { zms[i].frameIndex = (zms[i].frameIndex + 1) % 21; } } } } } void createBullets() { int lines[3] = { 0 }; int dangerX = WIN_WIDTH - imgZm[0].getwidth() + 50; for (int i = 0; i < zmMax; i++) { if (zms[i].used && zms[i].x < dangerX) { lines[zms[i].row] = 1; } } for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (lines[i] && map[i][j].type == 1) { map[i][j].shootTimer++; if (map[i][j].shootTimer > 20) { map[i][j].shootTimer = 0; int k; PlaySound("res/audio/shootpea1.wav", NULL, SND_FILENAME | SND_ASYNC); for (k = 0; k < bulletMax && bullets[k].used; k++); if (k >= bulletMax) return; bullets[k].used = true; bullets[k].row = i; bullets[k].speed = 5; bullets[k].blast = false; bullets[k].frameIndex = 0; int zwX = 256 - 112 + j * 81; int zwY = 179 + i * 102 + 14; bullets[k].x = zwX + imgZhiWu[0][0]->getwidth() - 10; bullets[k].y = zwY + 5; lines[i] = 0; } } } } } void updateBullets() { for (int i = 0; i < bulletMax; i++) { if (bullets[i].used) { bullets[i].x += bullets[i].speed; if (bullets[i].x > WIN_WIDTH) { bullets[i].used = false; } if (bullets[i].blast) { bullets[i].frameIndex++; if (bullets[i].frameIndex > 3) { bullets[i].used = false; } } } } } void collisionCheck() { checkBullettoZm(); checkZmtoZhiWu(); } void checkBullettoZm() { for (int i = 0; i < bulletMax; i++) { if (bullets[i].used == false || bullets[i].blast)continue; for (int j = 0; j < zmMax; j++) { if (zms[j].used == false)continue; int x1 = zms[j].x + 80; int x2 = zms[j].x + 110; int x = bullets[i].x; if (zms[j].dead == false && bullets[i].row == zms[j].row && x > x1 && x < x2) { PlaySound("res/audio/peacrush1.wav", NULL, SND_FILENAME | SND_ASYNC); zms[j].blood -= 10; bullets[i].blast = true; bullets[i].speed = 0; if (zms[j].blood <= 0) { zms[j].dead = true; zms[j].speed = 0; zms[j].frameIndex = 0; } break; } } } } void checkZmtoZhiWu() { for (int i = 0; i < zmMax; i++) { if (zms[i].dead)continue; int row = zms[i].row; for (int k = 0; k < 9; k++) { if (map[row][k].type == 0)continue; int zhiWuX = 256 - 112 + k * 81; int x1 = zhiWuX + 10; int x2 = zhiWuX + 60; int x3 = zms[i].x + 80; if (x3 > x1 && x3 < x2) { if (map[row][k].catched == true) { map[row][k].deadTimer++; mciSendString("play res/audio/zmeat.mp3", 0, 0, 0); if (map[row][k].deadTimer > 100) { mciSendString("play res/audio/plantDead.mp3", 0, 0, 0); map[row][k].deadTimer = 0; map[row][k].type = 0; zms[i].eating = false; zms[i].frameIndex = 0; zms[i].speed = 1; } } else { map[row][k].catched = true; map[row][k].deadTimer = 0; zms[i].eating = true; zms[i].speed = 0; zms[i].frameIndex = 0; } } } } }
到了这里,关于植物大战僵尸-C语言搭建童年游戏(easyx)的文章就介绍完了。如果您还想了解更多内容,请在右上角搜索TOY模板网以前的文章或继续浏览下面的相关文章,希望大家以后多多支持TOY模板网!