STM32学习笔记十九:WS2812制作像素游戏屏-飞行射击游戏(9)探索道具系统

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 增加道具的初衷,是为了增加游戏的趣味性。但是现在有些游戏吧,啧啧啧。

考虑道具,我们要考虑几方面的事情:

1、道具产生,可以随机产生,指定位置或时间自动产生,击杀地方产生。

2、未捡拾的道具管理。可以自动获取,主动捡拾,如何移动,如何呈现,如何销毁等等

3、已捡拾道具管理。这和上面2是两个不同链表,特别是双人游戏,显然不能用上面那个。

4、道具使用。包括特效呈现,后端数据处理。这很重要!因为你做的时候才会发现,道具可能会影响各种各样的数据,全世界的任何数据都可能需要访问到,就看你希望道具是什么效果了。这对前面章节的数据管理方式影响很大。

不发散了,回归我们的游戏。

我们可以通过前面 IntervalAniTimer_t  来控制 玩家使用道具的间隔,道具的数量是通过玩家自己捡拾的方式来控制。

另外,我们加一点小小的游戏设定——捡到的道具先进入出放在链表里面,只能按顺序使用——这样,可以增加一点点小小的策略性。

不同道具的差异是很大的,为此,我们要为每种道具定义一个新的类。前面我们把道具用结构来做,这回我们把他们拆出来,统一当成道具效果来使用。暂定我们有四种道具:

炸弹、激光、护盾、恢复。

每个道具有两种显示形态:

-》下落过程中的包裹形态,是一条结构数据,用管理类PropManager进行管理。像子弹数据一样,保留基础信息即可,用tag保存类型。

-》显示特效形态。此时应处于玩家的道具列表进行管理。每种道具对应一个实体类。

开始吧。

1、先定义PropManager。

PropManager.h

/** PropManager.h**  Created on: Dec 27, 2023*      Author: YoungMay*/#ifndef SRC_PLANE_PROPMANAGER_H_
#define SRC_PLANE_PROPMANAGER_H_
#include "PlaneDef.h"
#include "../drivers/DList.h"
#include "PropBase.h"
#include "PropBomb.h"
#include "PropHealth.h"
#include "PropSheel.h"
#include "PropLaser.h"class PropManager {
public:PropManager();virtual ~PropManager();uint8_t tick(uint32_t t);void init();uint8_t show(void);ListNode *propList;PlaneObject_t* createPropObject(int type);PropBase* createPropEffect(PlaneObject_t *prop) {PropBase *pb = NULL;switch (prop->tag) {case 0:pb = new PropBomb;break;case 1:pb = new PropLaser;break;case 2:pb = new PropHealth;break;case 3:pb = new PropSheel;break;}pb->baseInfo.tag = prop->tag;return pb;}private:IntervalAniTimer_t createTimer = { 1000, 10000 };uint16_t propTypeProportion[4] = { 100, 100, 100, 100 };
};#endif /* SRC_PLANE_PROPMANAGER_H_ */

PropManager.cpp

/** PropManager.cpp**  Created on: Dec 27, 2023*      Author: YoungMay*/#include "PropManager.h"PropManager::PropManager() {propList = ListCreate();}PropManager::~PropManager() {Serial_print("Destroy PropManager start");for (ListNode *cur = propList->next; cur != propList; cur = cur->next) {delete ((PlaneObject_t*) (cur->data));}ListDestroy(propList);Serial_print("Destroy PropManager OK");
}void PropManager::init() {}PlaneObject_t* PropManager::createPropObject(int type) {PlaneObject_t *prop = new PlaneObject_t;prop->tag = type;prop->x = ran_range(5, 27) * PlaneXYScale;prop->y = 0;prop->speedX = 0;prop->speedY = 10;prop->width = 3;prop->height = 3;prop->visiable = 1;prop->color = 0x900090;prop->life = 60000;return prop;
}
uint8_t PropManager::tick(uint32_t t) {if (createTimer.tick(t)) {int type = ran_seq(4, propTypeProportion);PlaneObject_t *prop = createPropObject(type);ListPushBack(propList, (LTDataType) prop);}for (ListNode *cur = propList->next; cur != propList; cur = cur->next) {PlaneObject_t *prop = ((PlaneObject_t*) (cur->data));prop->y += prop->speedY * t;prop->life -= t;if (prop->y > 64 * PlaneXYScale || prop->life < 0)prop->visiable = 0;}return 0;
}uint8_t PropManager::show(void) {ListNode *cur = propList->next;while (cur != propList) {PlaneObject_t *prop = ((PlaneObject_t*) (cur->data));if (prop->visiable) {ws2812_fill(prop->x / PlaneXYScale - 1, prop->y / PlaneXYScale - 1,3, 3, 128, 0, 128);uint8_t idx = (prop->life >> 7) & 0x7;ws2812_pixel(prop->x / PlaneXYScale + Explode_X[idx],prop->y / PlaneXYScale + Explode_Y[idx],(PropColor[prop->tag] & 0xff0000) >> 16,(PropColor[prop->tag] & 0xff00) >> 8,PropColor[prop->tag] & 0xff);ws2812_pixel(prop->x / PlaneXYScale + Explode_X[(idx + 4) & 7],prop->y / PlaneXYScale + Explode_Y[(idx + 4) & 7],(PropColor[prop->tag] & 0xff0000) >> 16,(PropColor[prop->tag] & 0xff00) >> 8,PropColor[prop->tag] & 0xff);} else {delete prop;ListErase(cur);}cur = cur->next;}return 0;
}

四种掉落包的形状是一样的,做了一个转圈的颜色特效。

2、在plane.cpp的tick中,加入掉落物的处理

uint8_t Plane::tick(uint32_t t, uint8_t b1, uint8_t b2) {
。。enemyManager.tick(t);propManager.tick(t);checkEffectCollision(t, player1);checkEffectCollision(t, player2);checkEnemyCollision();checkPlayerCollision();checkPropCollision();backGroundStar.show();enemyManager.show();player1->show();player2->show();propManager.show();
。。。
}

3、添加掉落物的碰撞检测

void Plane::checkPropCollision() {ListNode *cur = propManager.propList->next;while (cur != propManager.propList) {PlaneObject_t *prop = (PlaneObject_t*) (cur->data);if (player1->baseInfo.visiable&& checkAABBCollision(&player1->baseInfo, prop)) {prop->visiable = 0;player1->pickProp(propManager.createPropEffect(prop));}if (player2->baseInfo.visiable&& checkAABBCollision(&player2->baseInfo, prop)) {prop->visiable = 0;player2->pickProp(propManager.createPropEffect(prop));}cur = cur->next;}
}

这里用了AABB碰撞:

	uint8_t checkAABBCollision(PlaneObject_t *a, PlaneObject_t *b) {return abs(a->x - b->x) / PlaneXYScale < (a->width + b->width) / 2&& abs(a->y - b->y) / PlaneXYScale < (a->height + b->height) / 2;}

 4、为玩家添加拾取操作pickProp

class PlanePlayer {
public:PlanePlayer();~PlanePlayer();void init(uint8_t id);void start(uint8_t id);uint8_t tick(uint32_t t, uint8_t b1);uint8_t show(void);uint8_t hitDetect(int x, int y, int damage);uint8_t hitEffectDetect(int x, int y, int r);void pickProp(PropBase *prop) {if (propCount < 30) {ListPushBack(propList, (LTDataType) prop);propCount++;}}PlaneObject_t baseInfo;ListNode *bulletList;PropBase *currentProp = NULL;
private:DispersedAnimation *damageAnimation;ListNode *animationList;ListNode *propList;uint8_t propCount = 0;IntervalAniTimer_t fireTimer = { 0, 200 };PlaneObject_t* createBulletObject();void showProp(int locX);
};

5、然后是实现玩家甩道具。

uint8_t PlanePlayer::tick(uint32_t t, uint8_t b1) {
。。。if (currentProp == NULL) {if (b1 & KEY_BUTTON_D && propList->next != propList) {currentProp = (PropBase*) (propList->next->data);currentProp->init(&baseInfo);propCount--;ListErase(propList->next);}} else {currentProp->tick(t);if (currentProp->baseInfo.life < 0) {delete currentProp;currentProp = NULL;}}。。。return 0;
}

如果道具已经甩出去了,则执行道具的TICK方法。

6、在玩家的显示操作中添加显示道具特效

uint8_t PlanePlayer::show(void) {
。。。if (currentProp != NULL) {currentProp->show();}if (baseInfo.tag == 1)showProp(0);elseshowProp(31);return 0;
}void PlanePlayer::showProp(int locX) {uint8_t h1 = baseInfo.life / (PlayerMaxLife / 30);uint8_t h2 = baseInfo.life - h1 * (PlayerMaxLife / 30);ws2812_fill(locX, 31 - h1, 1, h1, 240, 0, 0);ws2812_pixel(locX, 31 - h1 - 1, h2 * 5, h2 * 3, 0);int locY = 32;for (ListNode *cur = propList->next; cur != propList; cur = cur->next) {uint8_t tag = ((PropBase*) (cur->data))->baseInfo.tag;ws2812_pixel(locX, locY, (PropColor[tag] >> 16) & 0xff,(PropColor[tag] >> 8) & 0xff, PropColor[tag] & 0xff);locY++;}
}

showProp用于在屏幕两侧分别显示两个玩家的未使用的道具和当前血量。

现在实现几种道具:

1、先定义好基类:

/** PropBase.h**  Created on: Dec 27, 2023*      Author: YoungMay*/#ifndef SRC_PLANE_PLANEPROP_H_
#define SRC_PLANE_PLANEPROP_H_
#include "PlaneDef.h"
#include "../drivers/DList.h"
#include "../drivers/DataBulk.h"
#include "../drivers/ws2812Frame.h"const uint32_t PropColor[4] = { 0xf02000, 0x0020f0, 0x20f000, 0x008080 };class PropBase {
public:PropBase();virtual ~PropBase();virtual uint8_t tick(uint32_t t)=0;virtual void init(PlaneObject_t *player)=0;virtual void hitEffectDetect(uint32_t t)=0;virtual uint8_t show()=0;PlaneObject_t baseInfo;PlaneObject_t *player;
protected:uint32_t totalTick = 0;};#endif /* SRC_PLANE_PLANEPROP_H_ */

2、然后是几种道具。每种道具有不同的显示特效和碰撞检测

炸弹道具:PropBomb.cpp 

/** PropBomb.cpp**  Created on: Dec 27, 2023*      Author: YoungMay*/#include "PropBomb.h"
#include "EnemyBase.h"PropBomb::PropBomb() {// TODO Auto-generated constructor stub}PropBomb::~PropBomb() {// TODO Auto-generated destructor stub
}void PropBomb::init(PlaneObject_t *_player) {player = _player;baseInfo.x = player->x;baseInfo.y =player->y > 25 * PlaneXYScale ? player->y - 25 * PlaneXYScale : 0;baseInfo.life = 4000;baseInfo.visiable = 1;
}uint8_t PropBomb::tick(uint32_t t) {baseInfo.life -= t;return 0;
}uint8_t PropBomb::show() {ws2812_Fill_Circle(baseInfo.x / PlaneXYScale, baseInfo.y / PlaneXYScale, 10,PropColor[0]);return 0;
}uint8_t PropBomb::hitEffectDetectOnce(int x, int y, int r) {int a = (x - baseInfo.x) / 100;int b = (y - baseInfo.y) / 100;int c = (r + 10) * 100;return (a * a + b * b < c * c) ? 20 : 0;
}void PropBomb::hitEffectDetect(uint32_t t) {for (ListNode *enemy = EnemyList->next; enemy != EnemyList;enemy = enemy->next) {EnemyBase *ene = (EnemyBase*) enemy->data;if (ene->explodeState)continue;uint8_t res = hitEffectDetectOnce(ene->baseInfo.x, ene->baseInfo.y,(ene->baseInfo.width + ene->baseInfo.height) / 3);if (res) {ene->baseInfo.life -= res * t;ene->hurt();}}for (ListNode *enemyBul = EnemyBulletList->next;enemyBul != EnemyBulletList; enemyBul = enemyBul->next) {PlaneObject_t *bul = (PlaneObject_t*) enemyBul->data;uint8_t res = hitEffectDetectOnce(bul->x, bul->y, 1);if (res) {bul->visiable = 0;}}for (ListNode *enemyBul = EnemyRocketList->next;enemyBul != EnemyRocketList; enemyBul = enemyBul->next) {PlaneObject_t *bul = (PlaneObject_t*) enemyBul->data;uint8_t res = hitEffectDetectOnce(bul->x, bul->y, 1);if (res) {bul->visiable = 0;}}
}

激光道具:PropLaser.cpp

/** PropLaser.cpp**  Created on: Dec 27, 2023*      Author: YoungMay*/#include "PropLaser.h"
#include "EnemyBase.h"PropLaser::PropLaser() {// TODO Auto-generated constructor stub}PropLaser::~PropLaser() {// TODO Auto-generated destructor stub
}
void PropLaser::init(PlaneObject_t *_player) {player = _player;baseInfo.x = player->x;baseInfo.y = player->y;baseInfo.life = 6000;
}uint8_t PropLaser::tick(uint32_t t) {baseInfo.life -= t;return 0;
}uint8_t PropLaser::show() {ws2812_fill(player->x / PlaneXYScale, 0, 1, player->y / PlaneXYScale,(PropColor[1] >> 16) & 0xff, (PropColor[1] >> 8) & 0xff,PropColor[1] & 0xff);return 0;
}uint8_t PropLaser::hitEffectDetectOnce(int x, int y, int r) {return abs(x - player->x) < r * PlaneXYScale && y < player->y ? 20 : 0;
}void PropLaser::hitEffectDetect(uint32_t t) {for (ListNode *enemy = EnemyList->next; enemy != EnemyList;enemy = enemy->next) {EnemyBase *ene = (EnemyBase*) enemy->data;if (ene->explodeState)continue;uint8_t res = hitEffectDetectOnce(ene->baseInfo.x, ene->baseInfo.y,ene->baseInfo.width / 2);if (res) {ene->baseInfo.life -= res * t;ene->hurt();}}for (ListNode *enemyBul = EnemyBulletList->next;enemyBul != EnemyBulletList; enemyBul = enemyBul->next) {PlaneObject_t *bul = (PlaneObject_t*) enemyBul->data;uint8_t res = hitEffectDetectOnce(bul->x, bul->y, 1);if (res) {bul->visiable = 0;}}for (ListNode *enemyBul = EnemyRocketList->next;enemyBul != EnemyRocketList; enemyBul = enemyBul->next) {PlaneObject_t *bul = (PlaneObject_t*) enemyBul->data;uint8_t res = hitEffectDetectOnce(bul->x, bul->y, 1);if (res) {bul->visiable = 0;}}
}

恢复道具 PropHealth.cpp:这个道具不需要碰撞检测

/** PropHealth.cpp**  Created on: Dec 27, 2023*      Author: YoungMay*/#include "PropHealth.h"PropHealth::PropHealth() {// TODO Auto-generated constructor stub}PropHealth::~PropHealth() {// TODO Auto-generated destructor stub
}
void PropHealth::init(PlaneObject_t *_player) {player = _player;baseInfo.x = player->x;baseInfo.y = player->y;baseInfo.life = 10000;
}uint8_t PropHealth::tick(uint32_t t) {baseInfo.life -= t;player->life += t;if (player->life > PlayerMaxLife)player->life = PlayerMaxLife;return 0;
}uint8_t PropHealth::show() {ws2812_Draw_Circle(player->x / PlaneXYScale, player->y / PlaneXYScale, 4,PropColor[2]);return 0;
}void PropHealth::hitEffectDetect(uint32_t t) {}

护盾道具 PropSheel.cpp: 护盾只能防子弹,不能防飞机。当然,敌我飞机的碰撞也没做。屏幕小,飞机一多就容易混在一起了,所以就不让他们碰了。

/** PropSheel.cpp**  Created on: Dec 27, 2023*      Author: YoungMay*/#include "PropSheel.h"PropSheel::PropSheel() {// TODO Auto-generated constructor stub}PropSheel::~PropSheel() {// TODO Auto-generated destructor stub
}
void PropSheel::init(PlaneObject_t *_player) {player = _player;baseInfo.x = player->x;baseInfo.y = player->y;baseInfo.life = 10000;
}uint8_t PropSheel::tick(uint32_t t) {baseInfo.life -= t;return 0;
}uint8_t PropSheel::show() {ws2812_Draw_Circle(player->x / PlaneXYScale, player->y / PlaneXYScale, 4,PropColor[3]);return 0;
}uint8_t PropSheel::hitEffectDetectOnce(int x, int y, int r) {int a = (x - player->x) / 100;int b = (y - player->y) / 100;int c = (r + 5) * 100;return (a * a + b * b < c * c) ? 2 : 0;
}void PropSheel::hitEffectDetect(uint32_t t) {for (ListNode *enemyBul = EnemyBulletList->next;enemyBul != EnemyBulletList; enemyBul = enemyBul->next) {PlaneObject_t *bul = (PlaneObject_t*) enemyBul->data;uint8_t res = hitEffectDetectOnce(bul->x, bul->y, 1);if (res) {bul->visiable = 0;}}for (ListNode *enemyBul = EnemyRocketList->next;enemyBul != EnemyRocketList; enemyBul = enemyBul->next) {PlaneObject_t *bul = (PlaneObject_t*) enemyBul->data;uint8_t res = hitEffectDetectOnce(bul->x, bul->y, 1);if (res) {bul->visiable = 0;}}
}

类似的方法,还可以加上火力加强道具,玩家导弹道具等等。

最后看看效果:

STM32学习笔记十九:WS2812制作像素游戏屏-飞行射击

STM32学习笔记二十:WS2812制作像素游戏屏-飞行射击游戏(10)探索游戏平衡

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