植物大战僵尸-C语言搭建童年游戏(easyx)

2024-02-11 14:20

本文主要是介绍植物大战僵尸-C语言搭建童年游戏(easyx),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

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Rint sg = ((src[srcX] & 0xff00) >> 8);   //Gint sb = src[srcX] & 0xff;              //Bif (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

点击右键进行种植

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;}}}}
}

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